David Hayes wrote: "I am in the process of writing a packet and this suggested some questions about difficulty. What do you think is the best way to keep a packet at an easy to moderate level? Does only a well-known answer mean that a question is easy? I think for bonuses, yes, it does, but for tossups this is not necessarily the case. Do the introductory clues in a tossup determine whether it's easy? Does a tossup with very obscure clues in the beginning about a well-known subject make the question hard, or just of moderate level? Give me some feedback." The difficulties with difficulty include that measurement of difficulty is highly subjective prior to a question being read, and can only be measured accurately after the question has been played. And, as you've noted, difficulty has to be assessed in both the answer to the question and the clues leading to it. The rule of thumb goal for any packet in most formats is that 70-80% minimum of most questions are answerable by one of the players in a match. So assessing desired difficulty while writing questions involves knowledge of who the audience for the questions is, and an understanding of the typical level of difficulty for the format the questions are written for. But the bottom line is that knowledge of the audience and appreciation of a format are gained only through subjective experience. There is no way other than subjective opinion to measure the difficulty of a question beforehand. That being said, the measurement of difficulty in a question involves three factors: is the answer one the player can reasonably be expected to recall, does the giveaway clue make the answer obvious to at least 80% of the players hearing the question, and how many further clues occur between the point where a person with perfect knowledge of the subject would have reduced the Universe of All Possible Answers to one answer, and the point of the giveaway clue. Examining these three factors enables one to determine the appropriateness of the answer to the format, the accessibility of the answer to the average player, and how many opportunities are provided for a player to retrieve the answer. Unfortunately, such an analysis of difficulty in the first two factors can only be objectively determined post hoc. Tom
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