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How to offer assists without breaking your intent

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Chapter 23 of 26 · Challenge, difficulty and feel
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1. Finding Product-Market Fit
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2. Onboarding and Activation
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3. Paywalls and Pricing
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5. Retention and Engagement
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11. Teams, Hiring and Funding
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12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Offer granular, optional assists that you explain before players turn them on, so more people can finish your game without confusing which version you meant. Challenge is subjective, so one fixed setting fails many players.

2 Key takeaways

  • Offer assists because challenge sits in a different place for every player. One fixed difficulty is wrong for many of them.
    • A 12 second 100m dash is tough but plausible for one person, near impossible for a young child and laughable for Usain Bolt Mark Brown, Game Maker's Toolkit8:17.
    • Tunic's options let Mark Brown's wife tone down its Souls-like bosses so she could enjoy its secrets and riddles, while Silksong and Hollow Knight have no such option Mark Brown, Game Maker's Toolkit8:37.
  • Make assists granular, so each one removes one barrier. Players keep the challenge they want and drop the part that blocks them.
  • Tell players what the game is about and who the mode is for before they enable it. Clear framing protects your intent without removing the choice.
  • Keep assists optional and never strip content from the players who use them. Locked content turns help into a punishment.
  • Ship your intended experience first, then add assists as you learn from players. Delay gives you time to make the intent clear.

Options, accessibility settings, and easy modes don't have to pose a threat to your intended experience.

Mark Brown, Game Maker's Toolkit

2.1 Decide what to protect and who you shut out

Know which demands define your game, so assists loosen the rest.

  • Name the restrictions that create your intended experience, and do not let a difficulty switch change them. Those rules are what make the game what it is.
    • Letting Resident Evil 4 players move while aiming or save anywhere would change the game, because those limits were chosen on purpose. A Dark Souls easy level raises the same worry Mark Brown, Game Maker's Toolkit4:02.
    • A hint toggle cannot turn a hand-holding game into a discovery game, because the set pieces and level layouts assume the guidance Mark Brown, Game Maker's Toolkit7:08.
    • Sekiro removes levelling and inviting a friend to help with bosses, so it is less accessible than Dark Souls and Bloodborne Mark Brown, Game Maker's Toolkit15:37.
  • Check which players your design shuts out completely. A design with no relief valve can lock out whole groups.
    • Spelunky and Enter the Gungeon give low-skilled players no way to reduce difficulty, so a low-skilled player may never finish Mark Brown, Game Maker's Toolkit2:32.
    • Souls games turn hopelessness into triumph, but players who cannot win only get the hopelessness. Brown does not think the risk of capable players skipping the arc justifies a game this inaccessible Mark Brown, Game Maker's Toolkit10:24.
  • Keep challenge as a hurdle to overcome, so assists do not lower it for everyone. The pull toward mastery is what makes the game fun.

2.2 Split assists by the barrier they remove

Separate settings let players keep the challenge they want
One presetPer-system settings
CombatEasierEasier if chosen
PuzzlesAlso made easierStay hard, no answers
ExplorationAlso made easierSet on its own
Wanted challenge keptNo, traded awayYes
ExampleSingle easy modeShadow of the Tomb Raider
In Shadow of the Tomb Raider you can ease the fights while Lara still won't give you the puzzle answers.

Independent options beat presets, because each player is stuck on a different thing.

  • Give each system its own difficulty control, not one preset. A single setting makes players trade away challenge they want to keep.
  • Treat control complexity as a separate problem from difficulty. Difficulty settings allow more mistakes but do not cut the buttons or systems to learn.
    • Detroit: Become Human ties simplified controls to an easier game. A motor disability has nothing to do with decision making, so input help and difficulty should be separate Mark Brown, Game Maker's Toolkit7:21.
    • Forza Horizon 5 lets players set how much the car steers and brakes for them, how aggressive rivals are, and even slow the game down Mark Brown, Game Maker's Toolkit7:03.
  • Aim each option at one specific demand. Small, targeted options lower the barrier without rewriting the game.

2.3 Build help into the design, and let players choose how much

The best assists live in your controls, characters, world and hint systems, not only a menu.

  • Let players self-select help through the design itself. No menu labelled easy mode is needed.
  • Make hints opt-in or adjustable. Hint-lovers and puzzle-lovers are both served.
    • Jedi: Fallen Order makes puzzle hints a button press, A Plague Tale: Requiem lets you turn down character hints, and Assassin's Creed has an exploration mode with fewer waypoints Mark Brown, Game Maker's Toolkit6:38.
    • Sell hints in the world. Phantom Hourglass statues reveal every chest on a floor for a few rupees, and players who prefer to work it out keep their rupees Mark Brown, Game Maker's Toolkit3:57.
    • Do not let in-world hints solve the puzzle. Skyward Sword's Ancient Cistern tablet spells out the answer, which removes the moment of feeling clever Mark Brown, Game Maker's Toolkit4:58.
    • Obra Dinn blurs crew faces until you have enough information, and has no roadblocks, so you can finish with unfinished answers Mark Brown, Game Maker's Toolkit5:32.
  • Design navigation so players can switch markers off. Then they choose between getting lost and making fast progress.

2.4 Keep assists optional, complete and slightly costly

An assist should help without trapping players or tempting experts.

  • Let players finish the whole game with assists on. Nothing should be kept away from them.
    • Celeste's Assist Mode offers very granular options. You can slow the game by 10 percent, get infinite air dashes, make Madeline invincible or skip chapters Mark Brown, Game Maker's Toolkit10:14.
  • Make help temporary and give a lesser reward, so players have a reason to climb back up. This nudges without forbidding.
  • Make balance-changing tweaks toggles, not forced on everyone. Forced changes annoy the players who want the challenge.
    • The Pokemon Diamond and Pearl remakes made a team-wide EXP Share permanent, which wrecked the balance. Resident Evil 2 to 4 put health regeneration and aim snapping in an assisted mode Mark Brown, Game Maker's Toolkit8:43.
    • Devil May Cry 5 and Astral Chain offer practice areas, assisted combos and easy settings. Microsoft, Ubisoft and EA publish their accessibility options online so players can decide what to buy Mark Brown, Game Maker's Toolkit18:01.

2.5 Explain, name and place each option

Language, placement and timing tell players how much weight a mode carries.

  • Say what the game is about and why the feature exists. Players who do not need it can ignore it.
  • Name the mode in neutral language. You never know why someone wants an easier setting.
    • Celeste's team dropped cheat mode as judgemental and chose Assist Mode. It reads as help for people who need it, and Super Mario Odyssey used the same name to let a four year old finish Mark Brown, Game Maker's Toolkit10:29.
    • Heat Signature's permadeath label does not recommend turning it off unless it is spoiling the game. Tom Francis did not want players to feel asked to design how the game works Mark Brown, Game Maker's Toolkit6:25.
  • Place intent-changing options away from the normal path. Putting them beside it gives them equal weight.
  • Signal clearly that the option is not the intended way to play. Players then never mistake it for the real game.

2.6 Time the help, then revise after launch

Offer help when players are near tears
Nintendo spent a long time tuning the death count, following Iwata's rule: fine when players are on the verge of tears, not while they are still brimming with determination.

Offer rescue when players are close to quitting, and keep learning how they really play.

  • Offer help when players are near giving up. Too early insults them and too late loses them.
    • Nintendo spent a long time deciding how many deaths trigger the Super Guide. Satoru Iwata said it is fine when players are on the verge of tears, but not while they are still brimming with determination Mark Brown, Game Maker's Toolkit20:47.
    • The Super Guide lets Luigi finish the level, and then you skip or retry using what you saw. Super Mario 3D Land gives an invincible tanooki suit and a skip after 10 deaths Mark Brown, Game Maker's Toolkit14:34.
  • Unlock spoiler-like options late, so new players keep the intended experience. Veterans still get the tool.
  • Add options after listening, without abandoning your vision. Ask how to help the players, not whether the game is better without the feature.
  • Support the workaround players will use anyway. A bold design choice fails if players can route around it.

2.7 Where designers disagree

Some games treat difficulty as the point, and some tactics only fit certain products.

  • Should a game built on hopelessness have an easy mode at all? Dark Souls leaves the question open as a deliberate challenge design Mark Brown, Game Maker's Toolkit8:38.
    • Demon's Souls on PS5 has no formal options but allows summoning and stat grinding, and Bluepoint said being a remake stopped them adding an easy mode Mark Brown, Game Maker's Toolkit10:24.
  • Should an easy mode be visible or hidden? For Dark Souls, Brown suggests a cheat code or a buried setting so players do not spoil a first or only playthrough Mark Brown, Game Maker's Toolkit8:03.
    • Celeste instead puts its mode up front with a clear explanation, as covered above.
  • Does a hard game need an assist mode, or does an easy game need harder content? Hard games can add an assist mode, and easy games can add optional harder content or post-game material Mark Brown, Game Maker's Toolkit15:01.
    • A Pathologic 2 dev said leaving out players who cannot improve twitch skills or sense of time was not right on a fundamental level. Yooka-Laylee and the Impossible Lair added checkpoints to its hardest level Mark Brown, Game Maker's Toolkit3:41.

Sources

Part of Challenge, difficulty and feel in the growth library.