> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XAG 108: Game difficulty options

> Provide multiple difficulty presets, granular assist controls, an ultra-low mode, and non-condescending labels so every player can finish the game.

## Goal

Ensure every player can enjoy and complete your game, regardless of skill level, by providing multiple difficulty options.

## Overview

Difficulty is subjective — what's easy for one player is impossible for another. "Difficult" often just means "a set of specific game mechanics that don't work for me." Younger players, new gamers, and story-first players also want lower difficulty. And difficulty is rarely one dial — a player may want puzzles harder and combat easier.

Multiple presets + granular per-mechanic controls let players enjoy every part of the game.

## Scoping questions

Identify the **core mechanics** your game requires (aiming, meter management, close combat, memory, puzzles, timers, spatial memory) and, for each, list **grading options** — the variables you can move up or down to change difficulty (enemy count, target size, meter depletion rate, resource availability, notification frequency, auto-target assists).

<Tip>
  Consult your studio's user researchers and the Gaming & Disability Community for grading choices specific to your game.
</Tip>

## Implementation guidelines

### Multiple presets

* Include **multiple difficulty presets — ideally 4+** — covering a wide value range from very easy (story-first) to very hard.

<Note>
  A separate "Creative" mode isn't a difficulty preset if it changes the fundamental gameplay experience (unlimited resources, no threats, no achievements). Still provide 4+ presets **within** the primary game mode.
</Note>

### Change difficulty any time

* Players can change difficulty at any point without losing progress, whether or not they've started the game.

### Regular saves

* Provide both **manual** and **auto-save** so players can retry without significant loss of progress.

### Granular per-mechanic difficulty

* Allow players to adjust the difficulty of **individual mechanics** — explicit sliders (Puzzle Difficulty, Combat Difficulty) **or** discrete assists (Brake Assist, Auto-Aim, Steering Assist, Traction Control).

### Ultra-low difficulty mode

* Provide an ultra-low mode so a wide range of players can experience the narrative.
* Consider a **reduced control scheme mode** so players with especially severe disabilities can complete the game.

### Non-denigrating language

* Describe difficulty presets descriptively and respectfully. **No** `Wimp Mode` or similar. Include a description of what to expect at each level.

### Pause

* Single-player, local multiplayer, and local split-screen games are **pausable at any time** except save / load screens.
* Both active gameplay **and** cinematics (intros, video cutscenes, scripted cutscenes) are pausable.

## Potential player impact

| Player                                                      | Impacted |
| ----------------------------------------------------------- | :------: |
| Players without vision                                      |     ✔    |
| Players with low vision                                     |     ✔    |
| Players with little or no color perception                  |     ✔    |
| Players without hearing                                     |     ✔    |
| Players with limited hearing                                |     ✔    |
| Players without speech                                      |     ✔    |
| Players with cognitive or learning disabilities             |     ✔    |
| Players with limited reach and strength                     |     ✔    |
| Players with limited manual dexterity                       |     ✔    |
| Players with prosthetic devices                             |     ✔    |
| Players with limited ability to use time-dependent controls |     ✔    |
| Young or casual players                                     |     ✔    |

## Resources

* [Offer a wide choice of difficulty levels](http://gameaccessibilityguidelines.com/offer-a-wide-choice-of-difficulty-levels)
* [Allow difficulty level to be altered during gameplay](http://gameaccessibilityguidelines.com/allow-difficulty-level-to-be-altered-during-gameplay-either-through-settings-or-adaptive-difficulty)
* [Offer a means to bypass gameplay elements that aren't part of the core mechanic](http://gameaccessibilityguidelines.com/offer-a-means-to-bypass-gameplay-elements-that-arent-part-of-the-core-mechanic-via-settings-or-in-game-skip-option)
* [Include assist modes such as auto-aim and assisted steering](http://gameaccessibilityguidelines.com/include-assist-modes-such-as-auto-aim-and-assisted-steering)
* [Provide a manual save feature](http://gameaccessibilityguidelines.com/provide-a-manual-save-feature)
* [Provide an autosave feature](http://gameaccessibilityguidelines.com/provide-an-autosave-feature)
* [Expose as many variables as possible](http://gameaccessibilityguidelines.com/allow-gameplay-to-be-fine-tuned-by-exposing-as-many-variables-as-possible)
* [Accessibility isn't easy: what "easy mode" debates miss (IGN)](https://www.ign.com/articles/video-game-difficulty-accessibility-easy-mode-debate?utm_source=twitter)
* [Difficulty vs accessibility — Ian Hamilton, GAConf 2022](https://youtu.be/6M_OrmXURzE?t=20651)


## Related topics

- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [Accessibility metadata](/publishing/game-publishing/concepts/metadata-accessibility.md)
- [XAG 121: Accessible feature documentation](/build/game-principles/accessibility/xag-deep-dives/xag-121-accessible-feature-documentation.md)
- [XAG 109: Objective clarity](/build/game-principles/accessibility/xag-deep-dives/xag-109-objective-clarity.md)
- [XAG 123: Mental health best practices](/build/game-principles/accessibility/xag-deep-dives/xag-123-mental-health-best-practices.md)
