~ ed games should have periods of intensity & periods of rest

or this reason, many game progressions have “periods of intensity” and “periods of rest”, allowing players to use newly-acquired skills to complete difficult challenges and feel a sense of accomplishment. These “periods of intensity” may occur in “boss levels” that are significantly harder. However, previous progression synthesis work in educational games has not paid much attention to these intentional variations in difficulty that help create a sense of accomplishment.

❐ Goal-based progression synthesis in a Korean learning game

game-design

buillding-learning-tool