Dissecting Design -- Snake Pass and Subjective Difficulty
This week's Dissecting Design focuses on Snake Pass and how it effectively used subjective difficulty to design a world for multiple skill levels. I talked about how the game offers fair challenges for beginners, experts and master players, and what that meant for the level design.
Subjective difficulty is not for every game, and it does present some unique downsides along with a few criticisms of Snake Pass that I talked about.
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I'm Josh Bycer and I run the site Game-Wisdom, where I examine the art and science of games. Here on Youtube, I put out a variety of videos that consists of let's plays, examinations and more.