Challenge Accepted: Difficulty patterns

Giving the player ultimate control over the curve has both benefits and drawbacks, starting with the fact that players have the right to just opt out of much challenge there.
One of my favorite things to say about a game is that it has a difficulty curve bordering on a flat line. It’s a remarkably elegant way of pointing out that a game doesn’t really change its difficulty over time, that if you can clear the first level without too much trouble the next dozen won’t give you much more or less challenge. It’s not necessarily something that you want to be the case with a game, but it does happen.
It also presupposes that difficulty in most games is at least roughly a curve, but it can really be in lots of different shapes. If you want to get super technical, the shape can even vary from player to player, but that’s not the road I want to walk down today. No, today I want to take a look at how it works when you start tracking the challenge of a game over time, how the ebb and flow affects the game as a whole. Sure, we’ve played games where the curve resembles a flat line (or a vertical one), but even the idea of a difficulty curve means that there’s a different rate of change over time.
Challenge Accepted: Teaching patterns

Yes, it takes a while, but you do get there eventually, and that’s part of the point.
From one perspective, there’s only one challenge in any given game, and that’s the last sequence. Every other portion is just there as training.
Obviously, the goal from a design standpoint is to have all of those intermediary challenges be just as fun. But they’re also there to train you for the final things, the real events, the big time. It’s the reason why games don’t start with the final boss fight, because you need to learn all of the elements that go into that fight. The first level in Super Mario Bros. introduces most of the major elements you’ll deal with through the game, and it does so in an environment wherein you can fairly easily learn how they work.
Every game is different, however, and there are lots of ways to teach players how to do things. So how do you teach players how to do the things they’ll have to do at the end of the game while still making the beginning of the game fun to play?
