Quote:Original post by sunandshadow
Quote:Original post by makeshiftwings I personally despise dynamic adaptable difficulty. I hate the idea of the game dumbing itself down to make it easier on me if I'm doing poorly, and I cry inside every time I hear another designer talk about this system as if it's the holy grail of game development. I can tell when a game is "adapting" to my difficulty, and all that makes me do is want to "game" that part of the system: I quickly figure out that the fastest and easiest way to beat the game is to play really poorly on purpose until the key points where I need to overcome something. This is counterintuitive, and not fun. To me, it's like winning a race and knowing that the other person "let you win". I stopped being amused by that behavior when I was four years old and figured out that's what my parents were doing. I want to overcome challenges, not have challenges lie down and let me walk over them if they start to assume I'm not doing well. I also like to become better at games. There is no incentive, and sometimes no actual way, to become better at games with adaptable difficulty, because they constantly keep making themselves easier to the point where you assume you're good at the game, when actually you are not. |
Not to be instulting or anything, but this strikes me as silly. Let me explain why: a game, by definition is an artificially imposed challenge. It fails as a game if it is so hard you keep losing and thus can't keep playing. So all games are intended to be winnable. All puzzles have built in solutions, all monsters are weak and/or stupid, the game as a whole is a challenge which is meant to 'lie down and let the player walk over it'. All adaptable dificulty does is move the guesswork about the player's abilities from the design phase to the play phase where these abilities can actually be tested instead of guessed at.
Also, adaptable difficulty games do not keep getting easier and easier, they generally will get adapt to the player's ability once near the beginning of the game and then stay at that level of difficulty because the player's ability won't change that much because most of a player's ability is based on instincts and subconscious strategies, which in turn are based on reflexes, IQ, and personality, which are permanent qualities of the player. |
Actually, most dynamic difficulty systems continue to function throughout the game. I remember playing ratchet and clank 3 and finding the early stages beyond easy, but getting a few challanges latter on to rack up the deathcount. I didnt mind this, because it gave me a challenge, to get better so i could get past a certain point, unfortunetly, you could see that there were gradually less enemies at that point, and eventually, they became super weak too. So i passed the point easily and was disappoionted. I had accomplished nothing. I hadnt obtained that desirable blue key to open the blue door, no, the game decided "You suck, so hears the blue key!". Further, to add insult to injury, when i returned to a previous level to get some items i had left beyond i was rather displeased to find that early levels were devoid of enemies. Levels i had carved through without a sweat were now easier, because later levels made the game think i sucked.
Dynamic difficulty is a bad idea. Rather than implement dynamic difficulty, a game should instead use cumulative effort to help you past hurdles. What does this mean? Say you collect currancy as you kill enemies. if you keep dieing at a certain point, eventually you will rank up enough money that you can get past that area more easily, but you do so without feeling the challenge has died off.
Anyway, on to my personal views on difficulty.
There are 2 catagories game mechanics fall into. Driven and sandbox.
A sandbox should only be as challenging as you make it, because you can challenge yourself to, say, get a million dollar mansion in The Sims, or choose to lead a normal life with less of a challenge. Sandbox games, or games with sandbox elements, should always ensure that the player has some control over the difficulty, by challenging themselves or not. A previous example, Burnout, exemplifies my point. It had a sandbox element, in my opinion, because one of the driving characteristics is kickass crashes, and racking up crash points in certain modes. This causes the player to want to design great crashes for self satisfaction, which are rewarded by both points and visual payoff. For this reason, the player challenges themselves, and they are rewarded (as opposed to playing a game without using something and not being rewarded).
Drvien gameplay elements should always challenge you, even in story based games, because a story is degraded/cheapened if the protagonist doesnt have to work to achieve his goal. A story driven game, however, should never build up, build up, build up, then have the entirity of the payoff in the last segment of the game. This causes players who do not complete the game to feel the game is lacking resolve. Instead, plotlines should meander. You would acomplish resolution to plot elements throughout the game, but the number of open plot elements should outway the resolved ones, until the final resolution. This allows the gamer to constantly feel they have accomplished something, and feel a greater drive to accomplish more. There is no drive to accomplish anything in easy games.
Story driven easy games are like the grind in an RPG. You simply work through the game, without any challenge, to get to the resolution. This isnt fun.
I also do not like multiple difficulties, unless there is a normal one, and an unlocked harder one (commonly known as Hero/Legend Mode). This allows you to feel accomplishment in normal, and further accomplishment in Legend, without the cheaponing of either accomplishment.
One final important note on difficulty is that a challenge should never, ever, be drawn from bad controls, lack of intuitive control, or frustrating gameplay mechanics. You should only ever loose/fail a challenge, if you arnt good enough, not because of a glitch, not because of undetected input, not because of a glaring weakeness in the user interface, and especially not because of an SNK Boss (a boss that is made to cheat so that it is difficult, rather than propose a genuenly difficult challenge)