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You make a good point about the radio chatter. I chose it simply to help direct the player's attention to the mortar controls. It doesn't make sense narratively, but it is still helpful to the player. :)
Always remember that not everyone is like you, and _whenever possible_ give them the _option_ to choose how they want to play. That is why they have the different difficulty levels to begin with.
I’ll be straight up honest, I am not the greatest FPS gamer in the world. But I don’t want to be reminded of that while I’m _escaping reality!_
Much like the idea behind making friends by making people feel good about themselves, a good game design makes everyone feel clever and skilled. That is why game design is both a skill and an art form, and why people pay dearly for good game designers - which you are one!
So to all the devs and wannabe devs out there, make your customers feel like the heroes they are escaping reality to be. Don’t crush them with frustration and defeat (unless they -as I mentioned, not all of us are the same- choose that).
One example is definitely pacing, perhaps push the player into one battle after another, BUT if they are frustrated with that, maybe there is a secret area or spot that allows them to recover. Reward them not just for battle skills, but also offer them rewards for cleverness as well,
And that’s all I have to say about that, :-).