Home > Three Sentence Gamedesign > Enemy Difficulty T.S.G (Three Sentence Gamedesign)

Enemy Difficulty T.S.G (Three Sentence Gamedesign)

An enemies lethality is in straight relationship with how long it should take to get past it/kill it. Simply put: if the enemy is dangerous killing can take a while longer, if the enemy is not dangerous killing it should go faster. Do not make easy enemies hard to kill, giving them shields does not make an easy enemy more lethal, it only makes them harder to kill.

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  1. May 27, 2011 at 11:28 | #1

    I don’t really understand!

  2. Arshak Ardeshir
    May 30, 2011 at 08:37 | #2

    Oh sorry if it was badly written. I only allow my self three sentences.
    To clearify: It is a theoretic rule about enemies saying that if an enemy does not pose a serious threat to the player it should not take long to kill.

    An example of this would be the shielded grunt in Halo. They are rather difficult to kill, but do not really pose a threat to the player. The enemy is more similar to a button that needs to be pressed in a special fashion (flank or hit the small hole in the shield), than an enemy that that is dangerous to the player.

    http://images-mediawiki-sites.thefullwiki.org/03/4/2/2/15712873183575366.jpg

    The enemies in the back of the picture.

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