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orbital-decaytoday at 12:24 AM5 repliesview on HN

>Dynamically adjust the difficulty depending on how well the player is doing. <- This is actually magic sauce and could be the topic of a whole talk.

Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.


Replies

snailmailmantoday at 3:21 AM

This depends a lot on the game and the situation. If hidden well enough i suspect it can play well. I really enjoyed the difficulty of Half Life Alyx for instance. I was saving my resources carefully because they seemed very sparse.

But then I noticed that the loot was entirely dynamic. I forget the exact items, but if you only use one grenade it will only generate one refill hidden around the next area. If you use all your resources though, the upcoming loot gets massively increased and you can usually get almost all of it back right away. I learned this partway through and completely changed my playstyle and really broke the immersion to see the game difficulty change in realtime. I reloaded a save and played differently, and the next area was filled with loot instead of empty. But when asking my friends what they thought, none of them noticed that the game was doing this, and they all thought it was well balanced.

On the other hand, some Mario games now will essentially have a "you are dying a lot, here is a star power up to help you out, or heres luigi to play the level for you" mechanic. For a super casual game, such a mechanic is great. Its optional. If you want to lock-in and beat the hard level, you can just not grab the powerup, or say no to the prompt. But if you are getting frustrated, you can skip the hard parts and fly through to the next level and get right back to having fun.

ragequittahtoday at 12:40 AM

Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.

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mock-possumtoday at 2:29 AM

Ooh very much disagree. Like so many things, when it’s done right, it works real well, it feels good. See Deathloop for a recent example.

wingmanjdtoday at 3:10 AM

Left 4 Dead handled this pretty well in my opinion (i.e. mob spawning behind if you're playing too slowly or a tank in front if you're going too quick). I absolutely hated the dynamic adjusting in games like Mario Kart, though.

globalnodetoday at 1:17 AM

in games like wow where the more powerful you get the harder the enemies become, this reduces incentive to get more powerful. its a simple consequence so im not sure why they do it - probably to keep "time played" metric hovering at the desired level. which imho backfires when time played becomes 0.

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