Game Development Reference
In-Depth Information
corner of a flow diagram—the kind of very easy, no-skill-required experience that often
involves a tutorial that holds your hand or practice levels that go easy on you. Instead, it drops
the player into the frustration of the game like a skier descending a steep slope (see Figure
6.4
)
and lets her figure out through short bursts
of intense play that once she starts to get the hang
of it, the challenge will become manageable. That steep slope may even be part of why getting
better at this game feels so exciting. Super Hexagon
shows us that not all games have to adhere
to or strive for one model of flow. Following the “ideal” channel from bottom left to top right is
just an idea that's become traditional for many game creators.
FRUSTRATION
Super Hexagon's
Challenging Flow
BOREDOM
Mastery of Skills and Understanding
Figure 6.4
If a player isn't put off by the difficult beginning, finding the flow of Super Hexagon
can be
a thrilling ride.
Instead of a straight line running from bottom left to top right on the flow diagram, the experi-
ence of many games involves a zigzag path. A game will present a new challenge, like a more
difficult kind of jump, a new verb like “shoot” that has to be used in a different way (for instance,
timing your shots so that they don't miss), or a combination of verbs, like “jumping” and
“shooting “at the same.
The player has to figure out how to master this new challenge. It's a process that often feels
frustrating at first as the player learns how to deal with it, especially if she doesn't get it right on
 
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