The Difficulty Saw: Why Games Shouldn't Just Get Harder

Making difficulty curves in games

Game designer Dave explores how to craft difficulty curves that keep players engaged without frustration. He introduces the 'Difficulty Saw' concept—grouping mechanics into manageable chunks with their own difficulty spikes—and offers practical tips for smoothing the curve, such as optional collectibles, dynamic difficulty adjustment, and multiple paths. He also discusses methods for gathering player feedback and emphasizes that games can't appeal to everyone, so developers should target a specific audience.

Rather than seeing the game as getting more difficult on the whole, we are grouping mechanics together like in the original Tweet.
  1. nkrisc

    This will depend on the game of course, but the best is when you can adjust the difficulty of mechanics individually.

    City builders do this a lot where you often have lots of difficulty settings you can adjust to tailor the game to your preferred playstyle.

    I’ll also say this: if you’re making a game and you add in a mechanic or mini-game that is not typical of the genre, make it optional or provide a way to skip it. Few things things in gaming piss me off more than a memory or Simon Says puzzle in an MMO or similar. If I wanted to play puzzle games, I’d be playing a puzzle game, not your game.

  2. ComputerPerson

    Difficulty settings, though. He mentions them only briefly (in this incredible article).

    Normal varies so much.

    As a "cozy" gamer, I want the standard setting to be something I can play without having to switch my context to to the internet for help or a guide. This was one of many triumps of Baldur's Gate 3: the difficulty settings make sense in how they translate to gameplay, and the default is fun.

  3. reactordev

    Experience curves are just as important.

    However, this article reminded me of this meme

    https://imgur.com/gallery/eve-online-learning-curve-jj16ThL

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2026-08-08