HOW MUCH SHOULD ONE CRANK UP THE DIFFICULTY BEFORE IT'S TOO MUCH? (GAME DIFFICULTY BALANCING)

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I'm not sure that "using items without fear" is a good thing. If you can use them without fear of running out, then there's no element of decision-making needed to use them, you just use them if they are convenient to use. I do understand that if the players are too afraid of using items then they may actually end up eating game overs because they are desperately trying to conserve them even if the designer didn't intend that of a restrictive use. A reasonable amount of fear seems ideal to me in most cases.

If the player is absolutely adamant about conserving items for a later that never happens, even if the game is actively trying to discourage that behavior, then chance is I'd just consider that player a lost cause. It depends on how many players who fall into that trap. If 80% does so, then I would assume I have done a poor job of communicating how the game works. However, with reversed numbers, meaning 80% gets it, then I'd feel justified to tell the remaining 20% to "stop over-conserving or stop playing", but in a nicer way.

I do think you can reach most of the players by communicating the intention of your game properly.

Of course, if your intention is that the player should be able to stock up 99 of every healing item, then go ahead.
author=Crystal
If the player is absolutely adamant about conserving items for a later that never happens, even if the game is actively trying to discourage that behavior, then chance is I'd just consider that player a lost cause


This is important. It goes without saying that it's of utmost importance for a game creator to design and balance his/her game properly. But there's a certain point where you're just playing the game wrong; if you're playing a basketball game and you're resigned to win the game via throwing spirals and Hail Mary's, there's nothing wrong with the game itself; you just don't know what the fuck you're doing.

A good game rewards good strategy and punishes bad strategy.
author=Crystalgate
I'm not sure that "using items without fear" is a good thing. If you can use them without fear of running out, then there's no element of decision-making needed to use them, you just use them if they are convenient to use.


In the case of the Zeboyd games, there is a very real possibility of you running out of items in a single battle (since they don't replenish until the end of it). Each battle is treated as a self-contained entity, which the party being healed fully at the end of it. This means that each fight is balanced to a party at full condition, and allows the designers to focus on the challenge that particular encounter and not how a series of less challenging encounters will wear down the party.

It's difficult to explain the precise balancing mechanics of how items work in a Zeboyd game without going into a huge wall of text, but I suggest you play "On the Rain Slick Precipice of Darkness Episode 4". Not only is it a hilarious, imaginative story, but the battle mechanics are really fun and fast paced, as well. It goes on sale on Steam for $2-3 pretty frequently. Episode 3 and 4 are both great, although Episode 3 is very short.
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