Difficulty curve - game balance
Posted: Mon Aug 10, 2026 10:06 am
I thought a thread on pioneer's game difficulty / player progression through the game would be apt. It's a topic that interests me, (the reputation level and tech level implementations were my stab at this).
I found this article very interesting:
"The idea of a difficulty curve is all wrong"
https://www.davetech.co.uk/difficultycurves
Some points from the article:
- "Don’t punish someone for doing bad and make future attempts harder" Perhaps we have a tendency to do this, e.g. lowering reputation if missing the deadline. Though there is a path to redemption (take more missions and finish them in time, or donate money).
- "Achievements that reward people playing with a disadvantage" - flying without autopilot would be an obvious pioneer thing I suppose. Not sure what the reward would be? More space for cargo when no autopilot is fitted?
- "Don’t display things the player doesn’t need to know right now (don’t overwhelm them with descriptions of skills that are not on their path)". I suspect we're overwhelming the player at the start with stuff. But a tutorial for flight control at start would hopefully fix that.
- "Don’t just make the game harder; Show the player they are getting better. Something that works well is to show people how far they have come, you see games having nods back to previous puzzles, often they add something fresh or obfuscate it but it’s nice for the player to see how much better they are now." (perhaps cash, rank, ship equipment would be how it applies to pioneer)
The article also goes into collecting palyer stats. Fluffyfreak implemented something to this effect, but it was never finished as lwho felt monitoring players was unacceptable, and having opt in rather than opt out would mean no one would want to opt in. I think having opt-in would be nice, maybe if they opt-in they get to see their own player stats.
I found this article very interesting:
"The idea of a difficulty curve is all wrong"
https://www.davetech.co.uk/difficultycurves
Some points from the article:
- "Don’t punish someone for doing bad and make future attempts harder" Perhaps we have a tendency to do this, e.g. lowering reputation if missing the deadline. Though there is a path to redemption (take more missions and finish them in time, or donate money).
- "Achievements that reward people playing with a disadvantage" - flying without autopilot would be an obvious pioneer thing I suppose. Not sure what the reward would be? More space for cargo when no autopilot is fitted?
- "Don’t display things the player doesn’t need to know right now (don’t overwhelm them with descriptions of skills that are not on their path)". I suspect we're overwhelming the player at the start with stuff. But a tutorial for flight control at start would hopefully fix that.
- "Don’t just make the game harder; Show the player they are getting better. Something that works well is to show people how far they have come, you see games having nods back to previous puzzles, often they add something fresh or obfuscate it but it’s nice for the player to see how much better they are now." (perhaps cash, rank, ship equipment would be how it applies to pioneer)
The article also goes into collecting palyer stats. Fluffyfreak implemented something to this effect, but it was never finished as lwho felt monitoring players was unacceptable, and having opt in rather than opt out would mean no one would want to opt in. I think having opt-in would be nice, maybe if they opt-in they get to see their own player stats.