Risk and Reward is a tightrope when designing your game. Make the risk too hard and the player will get frustrated. Reward the player too easily and they will just get bored. Finding that happy medium will keep players engaged until the end, or beyond.
Masahiro Sakurai, designer of such gems as Kirby and Smash Bros, gives a very well thought out response to Risk and Reward when designing your project and how “Game Essence” impacts the push and pull of games.
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Photo -Assasin’s Creed Black Flag – Ubisoft Montreal