Challenge Substitution Principle
Challenge Substitution Principle Replace unwanted challenge with wanted challenge. Introduction Recently I ran into an interesting situation. I was designing ways to guide players through a maze without ruining the core experience of a maze and ended up designing secondary systems that would create an invisible path for players (Enemies, Wisps). During this development I realized I could replace part of the maze with another challenge, like combat, and make it a choice the player can make. In this way the player who does not enjoy a maze can replace the mindless searching with active combat to find the exit, and the player who enjoys exploration can stay enjoying their maze. This led me to look up related design principles I could use to improve my own designs, except I could not find other people talking about challenge for challenge substitution using this framing. The closest related media I could find is APX(Accessible Player Experiences) from ‘The AbleGamers Charity’ , where...