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TOMB RAIDER 1996 : DIFFICULTY ANALYSIS

Introduction

Tomb Raider is an action-adventure game. The franchise starts in 1996, developed by Core Design. The game highlights a strong feminine character Lara Croft. The core gameplay follows up 2 gameplay, Exploration and Fight.

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  • Exploration : Each level is a giant area to explore and understand, some place are closed and players have to find a key or a lever to move one. Of course it requires to master all different jump from Lara because the level design is about climbing and jump without fall or else you will die. Different traps will be placed on your way like spike or lava.

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  • Fight : Lara has guns and she will encounter a lot of enemies, forcing players to master theirs skills in gunfight to not die.

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  • The game has 4 environments with levels, in total 15 levels. It follows a classic progressive difficulty curve. The next level is supposed to be harder than the previous one. A harder level design, stronger and different enemies like every games with level released in 90's.

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The question is : Is the difficulty balanced well ? 
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GAME & LEVEL DESIGNER

  • Analysis : Rational Game & Level Design

  • Excel : Rational Level Design

  • Blender : Prototype and Mapping

I wanted to know how the difficulty work in a game like Tomb Raider. So I decided to calculate the difficulty of every Level by using Rational Game Design and Rational Level Design, a mathematical method.

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Let's see if the game has a good progressing difficulty curve or if there is some mistake!

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Careful : I can't and won't pretend that this method is 100% accurate. It can give a first good approach, but in my opinion, it's necessary to combine with player experience which is way more accurate.

1

Rational Game Design sets up

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lara abilities.PNG
  • Lara's Abilities :

    • Lara has different movements, she run per default, walk and jump. The jump is the main movement/feature of the Exploration. A lot of decision depends on which jump players chose and how they success it. 

    • She can interact with levers, keys and blocks

    • Lara can fight with gun which is the main feature of the Combat.

    • The difficulty is determined by number of imputs and the difference between earth and water.

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  • Physical Skills : It's important because a same Level Design situation can ask a different variable of skills which it changes the difficulty of the situation.

    • Timing reflex is the reaction window for an imput​ (jump, flange)

    • Endurance is the number of death situation players have to survive

    • Precision is the choice of a particular jump in a situation

    • Dexterity is about the Gunfight

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  • Mental Skills : Same for physical Skills, it changes the difficulty of a situation

    • Tactics is about the movement that players can choose

    • Observation is about if we can see a lot of area or not

    • Memory is about to remember the path of the level between choices of all way to go

bestiary.PNG
  • Bestiary : In Tomb Raider, Combat so GunFight is the 2nd main feature. So understand the difficulty of enemies is important.

    • Every enemies has a difficulty ID​ (example, bat : 1, T-rex :14)

    • In fight there are 4 parameters to consider :

      • Need to dodge​

      • Safe place to fight

      • Size of the area where you are fighting

      • Timing before enemy hits the player

    • A Gunfight call the physical skill : Dexterity

    • A Gunfight call the ability : Gunfight

    • Then the real difficulty of a fight in a specific situation is : ​​

NumberOfEnnemi x Sum(Enemy ID+DexterityDifficulty+Ability)

LD.PNG
  • Level Design Metrics (bricks) : In Tomb Raider, Paltform/Exploration is the 1st main feature. So understand the difficulty of Metrics that create is important.

    • Every Metrics has parameters and combination (items is visible or not, on earth or in water)

    • Metrics asks an ability (jump, pick up, ...)

    • Metrics can be :​​

      • Items

      • Levers

      • Edge to fall (that call a jump)

      • Bridge (platform metric)

      • Slippery slope (platform metric)

      • ...

    • A Level design situation calls the physical skill : Precision or Timing/Reflex

    • A Level design situation calls the mental skill : Observation

    • Then the real difficulty of a Level Design Metrics in a specific situation is : ​

​​Sum(Ability+Physical skills needed in the situation+Mental skills needed in the situation)

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It looks like the height is 3 or 4 blocks, you need a running + directional jump and a pendul is waiting for you, but also a shot gun ammo. What a nice level design situation ! :D

2

Rational Level Design (RLD)

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To calculate the Rational level design, you must initiate setting per level. Each level needs :

  • List all Lara's abilities, (Yellow + Blue)

  • Level Design Metrics (bricks) present in the level, (Purple)

  • Enemies present in the level, (Red)

  • Bonuses present in the level. (Green)

Settings1.PNG
Settings2.PNG
  • A​bilities and Bonuses must be scored in % of learning and acquisition difficulty.

    • ​An ability which is obvious to learn by it design or a small number of input is close to 1%.

  • Enemies must be scored with the value established in Bestiary.

  • Level Design metrics must be scored with the value established in Level Design situations.

RLD.PNG

Rational Level Design :

  • I took the settings of City of Vilcabamba I made, which it's explained above.

  • The level is cut into challenges (situation), in the 2nd level, there are 6 challenges.

  • Each challenge has bonuses, enemies and level design metrics (bricks).

  • It's necessary to note each time that a bonus, enemy and metrics is iterated.

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Rational Level Design difficulty formula :

  • To calculate the difficulty of a situation, we have to consider the number of enemies but associate what the player has as abilities to face them, then add the number of every level design metrics (bricks) and also associate what the game gives as bonuses, so the formula is : 

 

 

 

 

 

 

  • Example for situation 1 of Level "City of Vilcabamba" :

    • =(SOMMEPROD(C35:C88; 'RLD settings'!$F35:$F88)*(1-(SOMMEPROD(C5:C22;'RLD settings'!$F5:$F22)))+SOMMEPROD(C89:C151; 'RLD settings'!$F89:$F151))*(1-SOMMEPROD(C23:C34;'RLD settings'!$F23:$F34))​ = 32,1244

=(SOMMEPROD(EveryLignOfEnnemies;'RLD Settings'!$ EveryLignOfEnnemies)*(1- (SOMMEPROD(EveryLignOfAbilities;'RLD Settings’!$EveryLignOfAbilities)))+SOMMEPROD(EveryLignOfLDMetrics;'RLD Settings’!$EveryLignOfLDMetrics))*(1-SOMMEPROD(EveryLignOfBonus;'RLD Settings’!$EveryLignOfBonus))​

RLD.PNG

To have a better comprehension of the player feelings I added :

  • Mental Skill : Memory ( Number of the way in level)

  • Physical Skill : Endurance (Number of death situation to dodge)

  • I use the formula : â€‹

 

 

 

 

 

 

  • ​​Example for Vilcabamba : 262, 0615 + ( 2 x 10) + ( 3 x 10 ) = 312,0615

RLD difficulty Sum + (Number of the way in level x 10) + (Number of death situation to dodge x 10) = Real difficulty of the Level

This mathematical process permit to define :

  • The difficulty curve of the level​

  • The distribution of the 3 main gameplay

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These 2 parameters can give an idea to developers if their level go in the direction of their intentions. They can also see if some part of the level is too hard or too easy compare to their first idea or to the rest of the level.

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A curve can give a first approach of the balancing but it's still won't replace a player experience through a walkthrough test.

3

3

Curve

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T-Rex
St Francy's Folly
Sanctuary of Scion
Atlantis

Curve of all 15 levels of Tomb Raider 1996

  • Green curve is the Real difficulty, this is the one that we need to take a look. The progression seems interesting, the difficulty increased​. The game is cut in 4 areas :

    • Peru (Level 1-4)

    • Greece (Level 5-9)

    • Egypt (Level 10-12)

    • Atlantis (Level 13-15)

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  • Peru : Levels have an interesting difficulty progression, with a really easy first level, no big challenge and it looks like the game isn't really hard. For a first part of a game, that sound like a good point.

    • I said at the beginning​ of this article that this method can't be as much accurate as player experience. Because even if the curve shows a good progression, the level 3 of Peru, players experiment the T-Rex ! And the level design, the staging before his arrival, the music, the atmosphere, all of this create a stress pick to the player. All the players I saw play this level, including me, can tell that the T-rex is THE challenge of Peru.

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  • Greece : First level (Level 5) looks TOO hard comparing to its position in the game. There is too much deadly jump, which it can be frustrating. But other levels are interesting, player switch between a challenge level and an easy level. Then the last level, level 9, offers a boss fight to conclude Greece.

    • To be honest I'm not really surprise of this part of the curve. St Francys Folly is on the top 3 hardest levels for players. When I played it as a kid, I remember how many time I missed a jump and fell. The level design is one of the biggest platform challenge of the game.​

    • If I do a review as a game-level designer here, I still think that there may be a problem. My first reflex would be to consider fixing my level. 

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  • Egypt : Levels have good difficulty increased, it's after the middle of the game, so situation starting to be very punitive. Now it seems that developpers want to challenge players.

    • I have the feeling that this part of the curve is accurate. Egypte levels are hard, 3rd area, level design and enemies put Lara into more deadly situation.​

    • Sanctuary of Scion is for most of the player the 2nd hardest level. The curve show a difficulty climax. But again, players experience, including mine, gave me the feeling that this level is harder than what the curve seems to pretend.

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  • Atlantis : Here we go, Atlandis ! The last area, lava, mutant, doppelganger... Levels offer big challenge and huge difficulty, it's time to conclude and torture players as much as we can.

    • Natla's mine, no weapon, a lot of back-tracking, maze situation, lava, boulder... and you though that Sanctuary of Scion was hard... To be honest, I'm happy with the result of the curve for this level. Clearly, Natla's mine is here to tell you "Welcome in hell". Players feel that this is the last part, he becomes familiar with a new environment.​

    • The great pyramid : last level difficulty on curve, pretty accurate. It's the last level, you have 2 boss fight, torso guy with billion on HP and Natla. Plus, level design IS HARD. You will die burned or a missed jump in this level far more times than killed by the torso guy. There is a climax of all the toughest level design situations. Timing reflex and decision making are put to the test.

    • Atlantis : Once again, the difficulty of this part of the curve remind me how much player experience and feedbacks are crucial. Atlantis is the hardest level of the game for most of the player, including me. Level design, a lot of mutant enemies, lava, trap, environment, heartbeat SFX behind, all are reunited to create a stress and fear climax to the player. If you tell to someone that Atlantis is mathematically not really that harder than Natla's mine, he won't believe you and I'm not believing myself too. 

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Are you happy to be here ? No ? Me neither...

4

Decrease the difficulty of Level 5. Modelization and Level Design changes

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I said above that my first reflex if I was the designer of the level 5, St Francis Folly, would be to consider fixing my level. The curve show me a difficulty spike that isn't correct compare to the position of the level in the game. So I decided to modelize the level on Blender.

  • Real size

  • Level Design Metrics

  • Bonuses

  • Enemies

 

By putting water on the bottom on the Hub, every jump aren't death jump anymore. It's still punitive because if the player fall, he has to climb the entire room and the rest of the level is hard enough to offer a challenge for the player who arrives in a new zone.

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TRcurve.PNG
St Francy's Folly

The new curve of the game after my changes

Screenshot of the Map in Blender.

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Magali BARBIER

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