Summary

Games offer players challenges to overcome using available actions. Adams (Ch. 13) describes a set of broad categories of challenge (this page covers eleven, from physical coordination to creation and construction), each with subcategories and design guidance for adjusting difficulty. Understanding challenge types helps designers build varied, well-paced gameplay and avoid common errors. All challenges in a game nest into a hierarchy topped by the overall goal.

(Adams, Fundamentals of Game Design, see source-fundamentals-game-design)

Hierarchy of challenges

Challenges at every scale form a hierarchy:

Win the game
  └── Complete Level 1
        └── Sub-mission 1: Find item
              └── Atomic: win fight
              └── Atomic: solve puzzle
              └── Atomic: find item  ← player's current focus
  • Atomic challenges: the indivisible, immediate challenges the player faces at any moment
  • Sub-missions / missions: groups of atomic challenges organised toward intermediate goals
  • Game goal: the topmost challenge; completing all missions wins the game

Players focus attention on atomic challenges but hold higher-level challenges in mind — creating anticipation. Designers should always tell players the overall goal and the atomic-level actions. Intermediate levels are typically left for the player to discover.

Simultaneous challenges: players may face multiple atomic challenges at once (vertically and horizontally in the hierarchy). More simultaneous challenges → more stress; more levels managed at once → more cognitive complexity.

Difficulty

Intrinsic skill required

The level of skill needed to surmount a challenge given unlimited time. Independent of any time pressure. Examples: the precision required to hit a target at range; the depth of a sudoku puzzle.

Stress

The difficulty added by time pressure. A challenge requiring little intrinsic skill can still be stressful if the player must complete it very quickly (e.g. Tetris). Stress raises heart rate and demands faster reactions.

Absolute difficulty

“The absolute difficulty of a challenge consists of a combination of the intrinsic skill required to meet the challenge without time pressure and the stress added by time pressure.” — Adams, Ch. 13

To adjust difficulty:

  • More time pressure → more stress; less → less stress
  • Raise intrinsic requirement (target smaller, puzzle deeper, more enemies) → harder
  • Provide more time when raising intrinsic skill (inverse relationship preserves difficulty level)

Challenge categories

Physical coordination

Tests hand-eye coordination, motor skill, reaction speed, timing.

SubcategoryDescriptionExamples
Speed and reaction timeFast inputs, rapid responsesTetris, shooters
Accuracy and precisionSteering, shooting, positioningOutRun, Rainbow Six
Intuitive physicsInternalising game physics modelsAngry Birds, vehicle sims
Timing and rhythmCorrect action at the correct momentDance Dance Revolution, Guitar Hero
Combination movesMemorised sequences under time pressureStreet Fighter, fighting games

To make easier: give more time; widen input tolerance; add aim assist. Most physical challenges scale directly with time pressure — remove the clock to reduce stress.

Logic and mathematics

Formal deductive reasoning or probabilistic calculation.

  • Formal logic puzzles: closed systems solvable by reasoning alone (Rubik’s Cube, Minesweeper, Professor Layton). Must always have a discernible solution state — puzzles solvable only by trial and error are bad design.
  • Mathematical challenges: probability reasoning (poker, craps), implicit numeric relationships (damage formulas, economic ratios).

“Design Rule: Avoid trial-and-error solutions. Solving most logic puzzles requires experimentation, but the player must be able to make deductions from her experiments.” — Adams, Ch. 13

Races and time pressure

Accomplishing something before an opponent or deadline. Time pressure discourages careful strategic thought and encourages direct, brute-force solutions. Use judiciously — adding time pressure to challenges that don’t inherently need it makes them harder without making them more interesting.

Factual knowledge

Tests knowledge the player brings from outside the game world. Generally confined to trivia/quiz games. If factual knowledge from the real world is required in any other game, this must be stated clearly in advance — it breaks immersion and punishes players for lacking arbitrary external knowledge.

Memory

Recalling objects, sequences, or patterns observed earlier in the game. Players can defeat memory challenges by taking notes, so add time limits if recall is central. Often combined with exploration challenges.

Pattern recognition

Identifying visible or behavioural patterns.

  • Static patterns: match-3 grids (Bejeweled, Candy Crush)
  • Behavioural patterns: enemy attack sequences, boss patterns, movement cycles

To make easier: shorter, simpler, more obvious patterns; hints after a short delay. To make harder: longer, more intricate, more subtle patterns.

Exploration

Moving into and mapping unfamiliar space.

SubcategoryDescriptionDesign notes
Spatial awarenessLearning one’s way around a complex 3D spaceMaps (with or without player location) help
Locked doorsAny barrier requiring the player to unlock or overcomeAvoid unmarked switches far from the door
TrapsHazards that harm the player when triggeredFun comes from outwitting traps, not falling in them
Hidden regionsAreas requiring extra effort or observation to find

Conflict

Player versus other agents (human or AI).

SubcategoryExamples
Strategy, tactics, logisticsWarcraft, commanding armies
SurvivalPac-Man, avoiding being caught
Reduction of enemy forcesSpace Invaders
Defending vulnerable itemsIco, tower defence
StealthAssassin’s Creed

Economic challenges

Managing resources, production, and exchange.

SubcategoryExamples
Accumulating resources/growthCivilization
Establishing efficient productionThe Settlers
Achieving balance/stabilitySimEarth
Caring for living thingsThe Sims

See internal-economy for the design model underlying economic challenges.

Conceptual reasoning and lateral thinking

Piecing together non-obvious solutions from incomplete information.

  • Sifting clues from red herrings
  • Understanding social relationships (Façade)
  • Detecting hidden meanings (Planescape: Torment)
  • Lateral thinking (The Incredible Machine)

Creation/construction

Aesthetic success or functional construction.

  • Aesthetic: assembling something beautiful (The Sims photo album)
  • Functional: building with a goal (Minecraft)

In practice

Designing challenge variety: Use multiple categories within a game to avoid monotony. Even a pure action game can include exploration, pattern recognition, and memory challenges.

Designing challenge hierarchy: Sketch the hierarchy before detailing atomic challenges. Ensure the hierarchy reads coherently — each atomic challenge should contribute to a sub-mission, each sub-mission to a mission.

Balancing intrinsic skill and stress: When raising difficulty, choose whether to increase skill requirement, time pressure, or both. Preserve an inverse relationship when possible: more skill required → more time allowed; more time pressure → less intrinsic skill required.

Avoiding common errors:

  • Never require trial-and-error for logic puzzles — always provide deductive clues
  • Never require outside factual knowledge without declaring it in advance
  • Avoid unmarked switches or traps discoverable only by failure
  • Inform players of their short-term goals at all times

Open questions

  • Adams’ taxonomy is based on practical observation rather than empirical research. Are there challenge types missing from his list? (Relational/social challenges, for instance, are not explicitly categorised.)
  • How do challenge types map to MDA aesthetics? Physical coordination maps naturally to Sensation/Challenge; exploration maps to Discovery; creation maps to Expression.

Practice

Map the challenges in one level of a game you know well, such as a world in Super Mario Bros., a Portal test chamber or a single area of a Metroidvania. Choose a section that takes 10 to 15 minutes to play, then play it or watch a recording and:

  • list every atomic challenge in the order you meet it
  • tag each one with a category from this page (physical coordination, logic, exploration, conflict and so on) and a subcategory where one fits
  • note whether each challenge’s difficulty comes mainly from intrinsic skill, from stress (time pressure) or from both
  • draw the hierarchy: game goal, then the level, then its sub-missions, then the atomic challenges

Success test:

  • every atomic challenge has one primary category, with a second only where two genuinely overlap
  • at least three different categories appear, or you can explain why the level relies on only one or two
  • every atomic challenge connects to a sub-mission in your hierarchy diagram
  • you can point to one moment where challenges are simultaneous and say whether it adds stress, cognitive complexity or both

Extension:

  • make one challenge easier without removing it, using this page’s advice (more time, wider input tolerance, a simpler pattern, a hint after a short delay), and say which part of absolute difficulty you changed

Self-test

  1. What is the difference between the intrinsic skill a challenge requires and the stress it adds?
  2. You make a puzzle deeper. What does the page suggest you change at the same time if you want the overall difficulty to stay the same?
  3. Why does Adams treat logic puzzles that can only be solved by trial and error as bad design?
  4. Name the levels of the hierarchy of challenges, from the bottom to the top.
  5. According to the page, what should a designer always tell the player, and what is usually left for the player to discover?
  6. When is a factual knowledge challenge acceptable in a game that is not a quiz game?

Answers

  1. Intrinsic skill is the skill needed to overcome the challenge given unlimited time. Stress is the extra difficulty added by time pressure.
  2. Give the player more time. Keeping skill and time pressure in an inverse relationship preserves the difficulty level.
  3. The player must be able to make deductions from their experiments, and the puzzle must have a discernible solution state. Guessing alone is not reasoning.
  4. Atomic challenges, then sub-missions and missions, then the game goal.
  5. Always tell the player the overall goal and the atomic-level actions. The intermediate levels are typically left for the player to discover.
  6. Only when the need for that real-world knowledge is stated clearly in advance.