>I think this idea could work very well, and I like the idea of >reordering the level packs to reflect difficulty and putting them in >bundles of 100 each, but it might actually reorder the levels too much >by difficulty, leaving 20 or so very hard levels at the end that would >discourage players. I remember from the original games that while >overall the levels increased in difficulty, there were rarely >consecutive very hard levels -- many of the levels above 90 could be >solved in just a few tries and in just a few minutes. I think mixing >up hard levels and easy levels to some extent could reduce frustration >for new players. Maybe instead of using a rating system purely of >difficulty, we could use one of difficulty and interest combined, or >some other factors. I'm not sure there will be a problem with >ordering levels completely by difficulty, but it's a good thing to >keep in mind.
I think levels were really ordered by difficulty in Oxyd. But there are different types of difficulty. It can be based upon dexterity, it can be a hard puzzle, it can also be based upon the player's knowledge of the game (like for example what an item becomes once exposed to a laser). I think we are all more competent in a specific area, and that's what make us find some hard levels easier than others. So, I don't think that we *need* to mix up harder and easier levels. The players will find their balance themselves. Aurore. _______________________________________________ Enigma-devel mailing list Enigma-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/enigma-devel