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Difficulty in game design refers to the level of challenge or complexity presented to players. It encompasses the range of obstacles, enemy AI behavior, puzzle complexity, and skill requirements within a game. Game designers aim to strike a balance in difficulty to provide players with an engaging and enjoyable experience. Difficulty levels may vary, allowing players to choose a challenge that suits their skill level and preferences. --- Auto-Generated Description --- This diagram models a simplified game progression system, akin to that found in games like Candy Crush, where players advance through levels, experiencing varied probabilities of winning or losing based on the game's difficulty. It starts with a source node labeled "Play," initiating the flow of resources toward a gate node that operates on a random distribution mode, simulating the outcome of playing a level - either winning or losing with set probabilities. Two pools labeled "Win" and "Lose" collect the outcomes, with resources transferred to "Win" having a 90% probability and to "Lose" a 10% chance, representing the likelihood of a player's success or failure at the game's current difficulty. The level of the player increases (as indicated by a pool labeled "Level") each time they win, simulated by a state connection transferring resources from "Win" to "Level." Simultaneously, the difficulty of the game (represented by a register node labeled "Difficulty") influences these win/lose probabilities through state connections that adjust the chances based on the current level, suggesting that as players progress, levels become harder - decreasing the chances of winning and increasing those of losing. This dynamic system captures the essence of increased difficulty in game progression, where advancing levels become more challenging, potentially encouraging in-app purchases as stated in an accompanying text node within the diagram.