This is the fourth article as part of my "Game in a Week with AI tools" challenge. The first three are available on my Telegram channel.
Game balance is more important than graphics, sounds, and even the game idea itself, because it is the balance that makes the game a source of dopamine for the player, and the right interest curve hooks the player to the game.
Everything you see around you and even all your thoughts and fantasies are the interest curve.
And here's why:
You clicked on the title of this post with a desire to learn something new and gain some insight, but on a chemical level, you did it in pursuit of dopamine.
Right now, you're in a state of anticipation, expending energy reading this text, but subconsciously, you really want to get a reward for each paragraph you read.
On top of that, your body definitely knows that you could easily enjoy yourself much more, for example, by getting lost on Instagram or TikTok. The more complex content you consume, the more your brain will convince you to go where it's easier to get high.
If I haven't just told you something super obvious, you've received a tiny dopamine surge. And if it was super obvious or, on the contrary, difficult, you lost it, and after a couple more disappointments like that, you'll want to change your dealer, close the article, and go look for a bookmark somewhere else.
Players get the same feelings when they win or lose a level.
Therefore, for the game to be interesting, it must have levels that both bring joy and take it away.
There's nothing to screenshot here.
So here's a squirrel for you to take a break from the text:
The most important part of the game is the first introduction and learning phase, during which the player must understand all the mechanics and clearly form a picture of the game.
An example of the difficulty curve for the learning stage:
This is an averaged graph that most games use, which lasts no more than 5 minutes, and the difficulty levels reach a maximum of 5 points, making it almost impossible to lose.
Why the interest curve is here:
These tricks will work 100%, but on the condition of two most basic things:
The best training is simple levels without text that are intuitively easy to pass.
By the way, the curve in the learning stage is the only curve that has no difficulty drops; it always increases.
Here's a flamingo for you:
This stage starts right after the training and happens only once during the first session.
At this stage, the game should do everything to make the player experience maximum euphoria, get excited, and remember your game as a source of endorphins.
Imagine you went on a date with twin sisters, both equally attractive, but:
Obviously, with the second one, you'll definitely want to meet again and even start idealizing her, telling yourself that you have some special connection and that she's the best girl on Earth.
In short, the seed of emotional attachment will definitely be sown.
The active engagement phase in games does the same thing—boosts the player's ego and convinces them in every possible way that they are cool, thereby hooking them for repeated entries.
Therefore, the curve of this phase should be on the verge of his abilities, namely from 7 to 10 points.
Here's the kind of curve I'll have in my game:
The range from 7 to 10 points is ideal because it levels out the different starting skills of players, and with this setup, each player will be at the peak of their abilities at least once every 4 levels, and winning these levels is the ultimate thrill.
A couple of nuances:
At this stage, losses are possible, but since our goal is to boost the player's ego, not to tell them they're a loser, we don't need losses here at all. So:
If the player loses when we don't need them to:
I won't sweat over the details and just add 5 moves.
Here’s a raccoon for you:
I'm amazed if you're still reading this, but you're awesome because the most interesting part is coming up.
The goal of this session is also a minimum of 30 minutes of play, but with a completely different scenario.
The interest curve in the second session:
The first level is super easy to remind the player of the emotions they experienced during the engagement phase, but from the second level onwards, the hell begins.
The red zone is the zone of astonishment; there's no other way to call this period.
In this period, the game smoothly turns you around and provides levels so challenging that it's almost impossible to pass them without spending boosters and coins.
The main task of the red zone is to suck more coins and boosters from the player than they will earn in the next 70% of the session.
A specific example:
Thus, after another 5 sessions, their coins will run out, they will be sucked into the game, and most importantly, they will get used to spending in-game currency and passing the red zones due to their spending. But now, to get out of hell, they'll have to spend real money.
And the last three nuances about the red zone:
It sounds complicated, but technically it's done in about 15 seconds.
As a result, I compile two types of new users:
With that, the third stage is complete.
Here’s a raccoon for you:
Now the brain drain will be more light-hearted:
The curve for those who broke through the zone last time:
Curve for those who did not break through the red zone:
Everything is the same as in the previous one, but only the levels start directly from the red zone:
A player who didn't break through the red zone in the first session cannot be allowed to enjoy the yellow zone until they do what we need them to do.
At first glance, it might seem wrong because if a player couldn't make it through the first time, we should cut them some slack, but no.
And here's why:
That's it! The graphs are finished; you can take a breath now. There's just a little bit left.
Here’s Panda before the last stage:
Based on how easily each player passes levels, I will give them one of three statuses:
I will assign these statuses based on how the player passes levels, namely:
Now with these statuses, we can move on to the sessions of the second day.
Now based on the players' statuses, I will adjust the interest curve for each player:
At the end of the second and all subsequent days, I also determine the player's status and provide curves based on this.
That's it! Congratulations, you survived!
Other parts you’ll find in my Telegram channel.
Now I have fully formed interest curves for the entire game, and all that's left is to implement them, which I'll do in the next part. I'll also add the final content to the game.