A study paper analysing the way turn-based strategy games approach difficulty progression. The games referenced were Pokemon Conquest, Mario + Rabbids Kingdom Battle, and Into The Breach. The information gathered was then used to inform my work on Guild Rush.
I started by making a distinction between “difficulty” and what I chose to call “complexity”:
simply increasing the stats or number of enemy units would make the game more difficult,
but not necessarily more challenging. Instead, it might force the player to rely on boring or
frustrating strategies, or extend play sessions excessively. I wanted to explore the other
methods to influence difficulty, in ways that feel fresh and fun to the player, and that create
more interesting conflicts and complex dynamics.
I identified three main methods employed by these games: changes to enemy units, changes to the
area, and changes to gameplay. Each is further subdivided in regards to the specific change and
what it affects. Not every game analysed makes use of all methods: in fact, I concluded that a
given game should choose to apply only the ones that fit its identity and core mechanics.