Many games, like World of Warcraft, have early game experiences that are easy and fast, possibly to prevent players from encountering challenges.This phenomenon is not necessarily due to power creep but a deliberate decision to unbalance the game.Gacha games employ tactics like flooding players with rewards initially to keep them engaged and eventually introduce challenges.The goal is to get players invested before making the game more challenging to ensure player retention.New player experiences in MMOs may unintentionally discourage new players by making the early game too easy.Ensuring challenge and balance in games, especially for new players, is a complex task that requires careful consideration.Designers often prioritize making early game experiences accessible to prevent players from leaving due to difficulty.Finding the right balance between too easy and too hard is crucial for providing an engaging experience for all players.The issue of difficulty in games highlights the challenge of catering to different player skill levels and preferences.Observing and addressing the phenomenon of overly easy early game experiences is important for improving player satisfaction and retention.Game developers may focus on making early game experiences easier to ensure player engagement, potentially affecting the overall gameplay experience.