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Extra Credits | Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits @extracredits | Uploaded 3 years ago | Updated 8 hours ago
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As games become more and more popular as a past time, there's become a growing conversation about the difficulty of games. We've all had that experience where we've hit a wall in a game we otherwise loved or a game was so easy it couldn't engage us for more than 10 minutes. Most games attempt to answer this difficulty by offering different modes that usually tweak enemy & player health, or enemy & player damage. Which is... fine. It's fine. But what about games like Ghost of Tsushima, Control, and the new gold standard, The Last of Us Part 2?

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