this post was submitted on 10 Apr 2025
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I don’t get it. Someone explain to me Plz
There's precision, complexity, timing, punishment, and resource consumption.
With precision, you have to do things in a certain amount of space. To make something more difficult with precision, you shrink the spaces that the player has to fit through. Think of having a smaller road with for a racing game, having a boss with bigger attack hitboxes so the player has less space to dodge to, or having a smaller keypress window in a rhythm game.
With timing, you have to do things in a certain time window. You make games more difficult timing-wise by shrinking the time window. Think shorter time frames for a race, faster attacks from a boss, or tighter keypress requirements in a rhythm game.
Precision and timing are closely tied to one another so they are often treated as the same thing. In Rhythm games, for example, they are near-inseparable.
With complexity, you have to do a certain number of things. you increase difficulty with complexity by increasing the number of things you have to do. Think More turns back-to-back on a racetrack, more unique attacks you need to memorize from a boss, or longer rhythm game courses.
With punishment, you have to do things while only failing a certain number of times. To increase difficulty with punishment, you shrink the number of times you can fail before losing. Think of racing games where your car degrades from collisions or where there's cliffs on the track sides, where the boss attacks do more damage, or where you get fewer miss allowances in a rhythm game.
With resource consumption, you have to do things with access to a limited amount of time, energy, items, etc. to increase difficulty with resource consumption, you shrink the amount of resources available and/or how long resources last during use. Think giving a player less health, a boss more health so each attack is worth less, giving a player fewer health potions, make the player have to fight more enemies total (not necessarily more per fight).
All games shift difficulty with any number of these. a mechanics game will increase difficulty by demanding better precision and timing, increasing complexity, etc, usually a combination of all methods I mentioned. a numbers game will change difficulty almost exclusively by increasing resource consumption, usually by increasing enemy health pools and nothing else. It's also common for difficulty to increase by just making good items more scarce.
Very good and detailed explanation!
I want to also add on the last part; often the difficulty is composed of all of those elements, because each single difficulty element scales very badly.
For example game that only focused on the precision and timing has some limits where the game just breaks because it is no longer possible to move fast enough to keep up. At this point increasing the duration (adding numbers) of the 'encounter' becomes a better way to increasing difficulty.
Good example of this would be "Through the fire and flames" in guitar hero. It already tests your precision and timing to the extreme, then adds a long song duration (7+ minutes)
TL;DR: Game balance is incredibly complex, and the amount of attention to detail required is insane in order to keep all of these in check. You can do anything with anything if you know how.
Just to piggyback, it's actually possible to do any of these with mechanics or numbers, although depending who you'd ask this breakdown is either spot on or the wildest shit they've ever heard because game balancing is a weird difficult concept.
Precision Numbers: Think overflow. Whoops, you missed the mark by 1 or 2 and wasted some points.
Precision Mechanics: Best example I can think of is a bullet hell or a racing game as you explained. More enemies/bullets = less space to maneuver.
Complexity Numbers: Think bloated idle games and daily quests (aka Tedium)
Complexity Mechanics: Like adds on a raid boss. Extra things to worry about.
Timing Numbers: Time attack in a racing game is a great example of this
Timing Mechanics: Quick time events, but only if they're done well
Punishment Numbers: Less HP, more damage, etc. fairly obvious
Punishment Mechanics: Again going back to rogue likes, it's not uncommon to have multiple types of HP which swings Punishment around depending on how those types of HP work.
Resource Consumption Numbers: Drop rates, mana, health pools
Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it's handled.
You could also increase the reward for the correct response and increase the penalty for an incorrect response. For a fighting game, this means executing the correct combo at the right time does extra damage, and using the wrong combo or missing the time window leaves you open to getting wrecked.
I also think forcing players to change the types of resources they use instead of sticking with the kind they prefer fits here. For example, if you only use the shotgun in an FPS, you may be fine on lower difficulties, but you need to switch to more effective weapons on harder difficulties (in Half Life, crowbar for headcrabs, assault rifle for people, and shotgun for head crab crowds or close combat, etc). If you use the right tool for the job, you'll have enough resources.
Man, this is why I love lemmy. There's always some extensive and insightful info in the comments somewhere. Great explaination! I might use some of these concepts in my dnd campaign