Since the core mechanic of the game is what the player will mainly be interacting with the most, you have to find ways to keep it interesting. After so long, this approach would start to bore the player, too. This is known as the "Naïve Design Approach" in which the player is given the necessary skills to beat the challenge. The challenge is fighting the enemies, and the skill is using the sword that was given to the player. Let’s say the player’s goal is to fight 10 enemies using a magic sword. Frustrated players will not continue playing your game. If the player is too anxious, or too bored, it will drive them to frustration. This is where the skills and challenges are balanced effectively, and the player is neither anxious nor bored. The flow that you want to create in a game would be A1 to A4, which is directly inside the flow channel. This is A1 to A2 on the graph, where the skills are too high, and the challenges are too low. When the skills increase faster than the difficulty of the challenges presented, then the flow of the game becomes boring to the players. ![]() This is A1 to A3 on the graph, where the skills are too low, and the challenges are too high. ![]() When the skills in the game increase slower than the difficulty of the challenges, the flow of the game creates a sense of anxiety for players. Jesse Schell explained the different states of the flow channel in his book “ The Art of Game Design.” You must keep the player’s attention by perfecting the flow channel otherwise players will switch to another activity. As a Game Designer, this is one of your many aims. Flow Channel is defined as the state of mind that keeps a person focused on an activity.
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