how to print barcode in vb.net 2008 SMOOTH LEARNING CURVES in Software

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SMOOTH LEARNING CURVES
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As a player works with a game, s/he should show steady and smooth improvement. Beginners should be able to make some progress, intermediate people should get intermediate scores, and experienced players should got high scores. If we were to make a graph of a typical player s score as a function of time spent with the game, that graph should show a curve sloping smoothly and steadily upward. This is the most desirable case. A variety of other learning curves can arise; they reveal a great deal about the game. If a game has a curve that is relatively flat, we say that the game is hard to learn. If the curve is steep, we say the game is easy to learn. If the curve has a sharp jump in it, we say that there is just one trick to the game, mastery of which guarantees complete mastery of the game. If the game has many sharp jumps, we say that there are many tricks. A particularly bad case arises when the player s score falls
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or levels off midway through the learning experience. This indicates that the game contains contradictory elements that confuse or distract the player at a certain level of proficiency. The ideal always slopes upward smoothly and steadily. Games without smooth learning curves frustrate players by failing to provide them with reasonable opportunities for bettering their scores. Players feel that the game is either too hard, too easy, or simply arbitrary. Games with smooth learning curves challenge their players at all levels and encourage continued play by offering the prospect of new discoveries. A smooth learning curve is worked into a game by providing a smooth progression from the beginner s level to an expert level. This requires that the game designer create not one game but a series of related games. Each game must be intrinsically interesting and challenging to the level of player for which it is targeted. Ideally, the progression is automatic; the player starts at the beginner s level and the advanced features are brought in as the computer recognizes proficient play. More commonly, the player must declare the level at which he desires to play.
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THE ILLUSION OF WINNABILITY
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Another important trait of any game is the illusion of winnability. If a game is to provide a continuing challenge to the player, it must also provide a continuing motivation to play. It must appear to be winnable to all players, the beginner and the expert. Yet, it must never be truly winnable or it will lose its appeal. This illusion is very difficult to maintain. Some games maintain it for the expert but never achieve it for the beginner; these games intimidate all but the most determined players. TEMPEST, for example, intimidates many players because it appears to be unwinnable. The most successful game in this respect is PAC-MAN, which appears winnable to most players, yet is never quite winnable. The most important factor in the creation of the illusion of winnability is the cleanliness of the game. A dirty game intimidates its beginners with an excess of details. The beginner never overcomes the inhibiting suspicion that somewhere in the game lurks a "gotcha". By contrast, a clean game encourages all players to experiment with the game as it appears. Another key factor in maintaining the illusion of winnability arises from a careful analysis of the source of player failure. In every game the player is expected to fail often. What trips up the player If the player believes that his failure arises from some flaw in the game or its controls, he becomes frustrated and angry with what he rightly judges to be an unfair and unwinnable situation. If the player believes that his failure arises from his own limitations, but judges that the game expects or requires superhuman performance, the player again rejects the game as unfair and unwinnable. But if the player believes failures to be attributable to correctable errors on his own part, he believes the game to be winnable and plays on in an effort to master the game. When the player falls, he should slap himself gently and say, "That was a silly mistake!"
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