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Session Name:

UX Summit: Difficult Games by Data and Design

Overview:

Deciding your games difficulty is, ironically, difficultnnFinding 'Goldilocks' frustration not too hard, not too easy is perilously tough. Player feedback is essential in the search for 'just right': finding players' 'flow' by controlling the many variables, and examining the experiential outcomes.nnCapturing player data on difficulty offers clarity, but also potential ruin. There are many approaches to game balancing through feedback: internal play sessions, analytics, user research, QA and more In isolation each is a flawed and biased picture of 'difficulty'. Only in combination can these approaches paint the full picture, directing teams to make confident and effective adjustments to difficulty balance.nnThis talk presents practical, player-centric, tried-and-tested approaches to capture feedback on game difficulty from players and peers, bringing together lessons from multiple genres. Attendees will leave with a clear strategy on how to define difficulty, and how player feedback can make it easier to make the game harder.

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