flOw A game of zen

Mr. Chen’s concept hinges on users unknowingly setting their own difficulty level. “Not with an option box that says easy, medium and hard. I want the player to control it subconsciously, based on what they’re doing.” In the face of a frustrating enemy, players are free to avoid the fight and search for more food, evolving into a more potent form. (The first squid-like enemy, encountered at level 5, was made excessively difficult on purpose to see if players would instinctually flee from an unfair fight.)

flow: the exhilarating sense of engagement we get when we’re wrapped up in a task that is perfectly matched to our skills. If it’s too easy, we get bored; too hard, we get frustrated. But hitting the precise mid-point puts us in “the zone” of flow.

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