Suppose there are three different game states with regards to difficultly:
1. Easy with little or no practice beyond familiarisation with the controls
2. Challenging without practice but easy with sufficient practice
3. Challenging even with significant practice.
Many 'arcade ' games progress through these three stages with the boundaries of each depending on the player but the order bring very much 1, 2, 3.
Oolie by contrast goes something like: 2, 3 (first trip to a more dangerous system or with a sensitive cargo), 2 (half-decent equipment), 1 (iron-assed), 2 (missions), 1 (comfortable)
The up and down element of oolite's difficulty is something I quite like I just don't like that it 'finishes' with a '1'.
When difficulty drops there can be a sense of accomplishment "Done it!" that I don't get from tetris - where the only change of pace is for it to steadily increase.
At the risk of repeating myself I favour an approach where there is a sense of achievement that the player has some time to 'bask in' without there being nothing left to achieve. So rather than 'finishing' on a long, drawn-out 1 (or even a 3 a la Tetris) I think that a 'long 1' interspersed with the odd 2 or three might be the way to go.
"Commander we have a mission for you that many of my advisors tell me is impossible. Frankly we need it to be possible because our situation is desperate and being one of the few Elite pilots known to us we're all hoping you're the man/woman/lobster/thing for the job".
Randomised Elite missions? It's the best I've got
