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Games players of varying experience will no doubt expect different levels of difficulty from a game. What may seem an elementary level of playability to the program designers may seem far too difficult to a novice computer user/game player. Games design should offer something for everyone whatever their experience level. For instance, "Donkey Kong 2" on the Super Nintendo, informs the user of the percentage of total game area completed at the end, encouraging mastery. Unlike non-game environments where the user must be in charge, seeing the computer as a tool to ease a task, a games player is not always in charge, as the difficulty of the game dictates. |