Data 4,912 attempts across 31 games Recorded by hand, session by session
Hard Mode Journal glyph Hard Mode Journal
Data

Difficulty Stops Teaching You Anything At Roughly The Fortieth Attempt

Our complete attempt log, 4,912 tries across 31 games, plotted against measurable progress. Learning happens in the first dozen attempts and again after a deliberate break. Attempts fifteen to forty are largely repetition, and everything past forty is a different activity from the one the designer intended.

Data 31 games 4,912 attempts 16 min read
A stone table lit from above with arranged cards bearing abstract sigils, dice and a small pile of coins
Every attempt in this data set was recorded by hand at the time, not reconstructed afterwards.

This piece exists because "it got frustrating" is not a claim anybody can check. We wanted a way to describe the point at which a difficult game stops being instructive and starts merely consuming time, and the only honest route was to count.

The method is set out on the method page. In summary: one attempt is one try from a checkpoint to death or success, we record the best progress reached in each attempt as a percentage of the obstacle, and we log every attempt at the time in a notebook rather than reconstructing from memory afterwards.

The shape of the curve

Aggregating all 31 games and normalising each obstacle to a hundred-point progress scale produces a consistent picture. The first band is steep, the second is shallower, the third is nearly flat, and a break resets the curve to something close to its early slope.

Attempt bandMedian progress gainShare of total attemptsCharacter
1–5+34 points9%Learning the basic shape
6–14+22 points14%Rapid, genuine improvement
15–25+9 points17%Slowing markedly
26–40+4 points21%Marginal
41–70+1 point24%Statistically indistinguishable from none
71+0 points15%No measurable learning at all

Thirty-nine per cent of all attempts we have ever logged fall in bands where progress is one point or zero. That is nearly two thousand attempts spent not improving, and it happened across every genre we tested.

What a break recovers

The most useful finding is also the most actionable. In seventeen cases we deliberately stopped after a flat band and returned after a gap, and in fifteen of those the first band after the break behaved like an early band rather than a late one.

Break lengthCasesRecovered early-band slopeMedian gain after break
Under 1 hour41 of 4+3 points
1–4 hours54 of 5+14 points
Overnight66 of 6+26 points
Over 24 hours22 of 2+21 points

An overnight break was worth roughly twenty-six points of progress in our data, which is comparable to the entire first band of attempts. The Crowned Ash cathedral fight is the clearest single case: sixty attempts before the break produced two points, and forty attempts afterwards cleared two full phases.

Sleeping on a boss fight was worth more than sixty consecutive attempts. Nothing in any game we tested tells you this.

Per-game figures

The six games with full reviews are listed below with their individual plateau points. The variation is real but narrower than we expected, and only Spire Of Glass departs substantially from the pattern.

GameAttempts loggedPlateau beginsRetry loopMark
Spire Of Glass1,340Attempt 450.4s9.2
Crowned Ash1,104Attempt 806.1s8.9
Sigil Run486 runsRun 302.2s7.4
Bastion Line212Attempt 2611s7.9
Lantern Watch163Attempt 1814s5.8
Winterhold Run94Attempt 2238s6.1

Note the relationship between plateau point and retry loop. The two games with the fastest retry loops sustain learning far longer, and Lantern Watch plateaus at attempt eighteen partly because its inconsistent rules make learning impossible in principle rather than merely difficult.

Bullet density and pattern recall

A related finding from 600 attempts in a bullet-pattern shooter, which we file here rather than as a separate review because the game itself was unremarkable. Above roughly forty simultaneous projectiles, our performance stopped correlating with reaction speed and started correlating with how many times we had seen the pattern.

Projectile densityAttemptsClears on first sightClears after 10 exposures
Under 2014071%94%
20–4018038%86%
40–701906%72%
Over 70900%61%

Nobody clears a pattern of over seventy projectiles on first sight, which means those sections are not tests of skill in any ordinary sense; they are memorisation exercises with a reflex component. That is a legitimate design choice, but reviews describing it as demanding reflexes are describing something that is not happening.

What we would like games to do with this

Nothing elaborate. A visible per-obstacle attempt counter, as Spire Of Glass already provides, lets a player notice their own plateau. Beyond that, a game could reasonably suggest a break after thirty consecutive failures without progress, in the same neutral tone it uses to suggest anything else. Neither of those changes the challenge.

What we would not want is automatic difficulty reduction. Our data says the plateau is a fatigue effect rather than a skill ceiling, and the correct response to fatigue is rest, not a weaker opponent.