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Dissecting Design -- Snake Pass's Subjective Difficulty

For this week's Dissecting Design video, I took a look at how Snake Pass makes use of subjective difficulty in its gameplay and level design.

Josh Bycer, Blogger

April 11, 2017

1 Min Read
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This week's Dissecting Design focuses on Snake Pass and how it effectively used subjective difficulty to design a world for multiple skill levels. I talked about how the game offers fair challenges for beginners, experts and master players, and what that meant for the level design.

Subjective difficulty is not for every game, and it does present some unique downsides along with a few criticisms of Snake Pass that I talked about.

New Dissecting Design videos go up at least once a week over on my YouTube channel.

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About the Author

Josh Bycer

Blogger

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

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