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On Auto-Dynamic Difficulty In Videogames

Thanks to Game Matters for its discussion of the problems with difficulty levels in videogames, as the weblog, authored by 3D Realms' Scott Miller, talks about why "games should only rarely allow players to set their own difficulty level." Miller argues: "One of the most common ways games sabotage their potential to appeal to larger numbers of players is by being too difficult... Practically everyone designing games nowadays is a hardcore player with elite skills. It's therefore easy for game designers to misjudge the difficulty of their own games." He describes 'auto-dynamic difficulty', related to Max Payne, as "...a few variables that rate the player's ability, and the player's rating (completely internal to the game) determines the damage that both the player's weapon delivers, and the enemies' weapons deliver against the player." Miller ends by pointing out: "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."

91 comments

  1. First Pirate! by Anonymous Coward · · Score: 0

    Aaaaarrrrrgh! I lost me leg in a Nightmare game of Quake!

  2. Bull by Mork29 · · Score: 5, Insightful

    I've found very few games which are to difficult to beat on the lowest difficulty setting. A good example of why a user should set it is JK II: Jedi Outcast. I played it on easy the first time for the challenge of the puzzles, and then upped the difficulty the second time to challenge my skills. I get to play the game twice, but for different purposes. More bang for my buck. Not only that, but you souldn't make a game more beatable to get buzz. The point of a game is the challenge. It's not to make it easier and easier until the person can get through the levels. As long as game makers make sure that their "easy" setting is truly easy, you should have no problem. Let the user decide how difficult it should be. Some people want to get through a game without dying, others want to have to restart a level 100 times to truly feal that they earned the next level (masacists are weird....)

    1. Re:Bull by Metroid72 · · Score: 4, Insightful

      The point of a game is the challenge

      Many years ago when the only thing I used to do was to play videogames and go to school, I would have agreed with that comment.

      However, now after having a job and having "actual things to do" I realized that the point of a game is just fun. The best game for me now is the one that you can pick up quickly and maximize the fun.

      I've played challenging games recently, an interesting example is Ikaruga, the game is challenging, but it "gets easy on you" as you play (opening more lives, continues, etc.). However an extreme is F-Zero GX; the game is beautiful, but unless the only thing you do is play F-Zero GX for many days, you won't be able to beat it.

      But anyway.. that's just MY opinion. Remember.. for every taste, you have colors.

    2. Re:Bull by Anonymous Coward · · Score: 0

      If Scott Miller believes developers are too 'elite' to decide difficulty settings for suckier players, what makes him think they'll do better using 'dynamic' difficulty? After all, it's the outcome of the changes in difficulty that matters, not the way in which it's implemented.

      Basically I think developers could just as easily (if not more easily) fuck up as they always have.

    3. Re:Bull by Godeke · · Score: 2, Interesting

      I have to agree. I used to be "hard core" about games: give me a challenge for my dollar. Now that I can sneak a half hour in on alternating days, if that, I just don't have time to perfect my skills.

      As an example of a game that rocked on the difficulty scale: Ratchet and Clank 2. If you ever bump into a difficult patch, go buy a new weapon or upgrade one of the existing ones, and things get easier. If you are rocking, you can keep going, if you are not rocking, the game hands you powerful toys to bring things back into alignment.

      Contrast that with Jak II from the same developers. All I can say is "gah, who decided they hate me" ... stupid traffic, suiciding AIs to rescue...

      --
      Sig under construction since 1998.
    4. Re:Bull by nekura · · Score: 2, Informative

      Jak II is not made by the same developers, though the two share technology used in the games. Ratchet and Clank 1 and 2 were done by Insomniac Games, and Jak II was developed by Naughty Dog.

      --

      "Programming is like sex - one mistake and you'll have to support it for the rest of your life."
    5. Re:Bull by Datoyminaytah · · Score: 2, Insightful

      > the point of a game is just fun.

      This is true, but to competitive people the challenge of "beating" the game IS the fun.

      But, like you said, tastes vary.

      --
      assert(birth_date<time-86400)
  3. Max Payne? by Fizzl · · Score: 4, Insightful

    Oh, Max Payne has auto-dynamic difficulty?

    Infact, I was suspecting it. I'm in the process of playing Max Payne 2 through, and indeed it seems that on a third to fifth try of one particularly nasty spot I suddenly miraculously got through it even thou I felt I got a lot of hits.

    Which is good. I hate games where I have to endlessly reload to get past some point. ...Half-Life's end comes to mind. I hated it and actually went through the final encounter with cheats on for the first time. I tried it some 10-20 times without them thou.

    1. Re:Max Payne? by Soul-Burn666 · · Score: 4, Interesting

      What is utterly annoying in some games, is not that the game is too hard, but the fact load times are between 30 secs and minute sometimes! It's very frustating.

      I think this auto-difficulty has made my MP2 play harder. I am a perfectionist when it comes to games, I don't like getting hit too much and if I do, I just play it out without care, cuz I don't mind dying. And then, when I finish a section well enough, the enemies in the next one become even tougher and tougher.... even on the first maps!

      --
      ^_^
    2. Re:Max Payne? by BladesP9 · · Score: 2, Insightful

      Now this is exactly the kind of thing I don't want going on. How do they expect players to improve at their game if they dumb down the game to the players level? I understand making it so the player can enjoy the game - and believe me I'm a big fan of entertainment over challenge. However I also think that the mark of any well-designed level or game is that every time you lose you've at least gotten a little bit further than you did on the previous try. If the game auto-adjusts the level on me and makes it easier, that would do more to turn me off the game than anything else. Game makers should strive to make their games balanced, fun and challenging. Dumbing down the game on the third or fourth is insulting to me, as a gamer. I'd rather work to improve at the game and beat it that way than have the game stoop to my level.

    3. Re:Max Payne? by Prior+Restraint · · Score: 5, Insightful

      How do they expect players to improve at their game...?

      They don't. They expect players to shell out money for it, have fun for a while, and then vow to buy the next game to come out of that studio the minute it hits the shelves.

    4. Re:Max Payne? by F34nor · · Score: 2, Interesting

      Exactly.

      But what vested interest do the programers have for making players better? None. Improvment comes from LAN parties, internet gaming and spending hours and hours playing the game, in short it is self indugence on the part of the gamer.

      The counter example might be Morrowind with the expension packs. There improvemnet adds to the next experience as well. Its not like you get to keep all your weapons from Quake 2 to Quake 3.

      So do we want to make games that really make games better players? I look at the videos of Doom3 and HL2 and I have to belive that HL2 will make better players and Doom3 will just make me a twitchy mess.

    5. Re:Max Payne? by Anonymous Coward · · Score: 2, Informative

      Probably not.

      If you read the article, you would see that Miller advocates making difficulty changes between levels, not during.

  4. Unreal Tournament by a_peckover · · Score: 3, Informative

    Unreal Tournament supports this, increasing or decreasing the skill of its bots depending on how well you are playing. It's a good way of measuring your own skill, rather than just putting it on the highest setting and getting frustrated.

    UT does, however, change difficulty a bit too quickly. It's easy to get a few frags in front on Novice and suddenly find yourself on Godlike.

    1. Re:Unreal Tournament by GigsVT · · Score: 1

      UT 2003 does this??

      I played that game for hundreds of hours, and I can tell you a novice bot will never become godlike, no matter what.

      There might be a little latitude within a range, but it's a lot more limited than you are implying. ...unless you meant some other version and not 2003.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:Unreal Tournament by Enfors · · Score: 3, Informative

      He said Unreal Tournament, not Unreal Tournament 2003. And I can verify that he's correct. There is a setting in Unreal Tournament that you can enable, called "auto-adjust difficulty" or something to that effect.

      --
      -Enfors-
    3. Re:Unreal Tournament by GigsVT · · Score: 1

      Interesting that they took it out then..

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    4. Re:Unreal Tournament by Derkec · · Score: 1

      Being able to set the settings in UT myself was great for me as well. But, I was fairly hardcore at the time. I had played at college extensively and when I went back home for the summer (no broadband), I thought my skills would rot. Playing against pretty even competition, they did to some degree. That's when I set the bots to their highest level. My game improved dramatically because it had to. I was crisper at finding cover, and more accurate in my shooting. By the end of the summer, I was finding myself dodging a rocket, a jumping off a ledge, and turning mid-air to head shot a bot who was mid-air and at range with the sniper rifle.

      Because I was playing at too hard of a difficulty level, I got better. Don't take that option away from me.

    5. Re:Unreal Tournament by E1v!$ · · Score: 1

      I think the original Unreal Tournament (to which I expect you are referring) does a very good job of skill evaluation, and the increase in botability is 'just right'.

      I still remember the day it went Godlike..... *sigh*

  5. A better solution... by Filik · · Score: 5, Interesting

    ...is to make those parts of the game that you have to solve fairly easy, while still adding lots of extras with varying difficulty (just don't fall into the trap of rewarding the good players with items that makes it even easier for them...instead focus on fun but useless rewards)
    Personally I think it is bad that the player has the option to solve everything , so a few impossible or near impossible spots should be added as well, just to teach the player that they aren't supposed to go exploring every cranny of the map, but instead focus on their mission.
    Then again, some hardcore players will never give up until every single resistance is dealt with, however little they have to do with the mission...

    1. Re:A better solution... by gl4ss · · Score: 2, Interesting

      well.. in System Shock you could change difficulty to your liking. don't like puzzles? turn puzzles to ultra easy! hate cyberspace in it? turn it to ultra easy! hate combats? turn that to ultra easy!

      like challange? turn 'em all to max!

      --
      world was created 5 seconds before this post as it is.
    2. Re:A better solution... by danaris · · Score: 3, Interesting

      I generally subscribe to this school o f thought. I mostly play RPGs (on consoles, mostly Final Fantasies), and I consider the best reward to be a cool FMV sequence. It gives you no advantage, but it's also not a worthless item, like "proof of Nemesis" in FFX (which I've never gotten). I *hate* doing a hard sidequest and getting nothing but a worthless item for it, whether it's a certificate-type item ("you finished X sidequest") or just a moderate-to-boring regular game item.

      FMVs are a lot of fun (I love watching them, anyway, and I'm shamelessly extrapolating to the rest of humanity), and it feels like you've gotten something at least somewhat worth it, but it doesn't give you any advantage over those who didn't complete the sidequest. That's not to say there can't be sidequests that get you useful stuff that makes other parts of the game easier; I think there's definitely a place for those, too.

      However, I do think that the main game bosses/puzzles/whatever should get more difficult, significantly so. (speaking in Final Fantasy terms here because it's what I know; substitute whatever is appropriate for your favourite genre) Though it's reasonable to have a few sidequest bosses more difficult than the final boss, the final boss should definitely be tougher than all the previous regular-game bosses, and most of the sidequest bosses, unless there is a specific, given reason for him/her/it/them not to be.

      Well, there's my game-related rant for the week. Someday, I'll make my own games, and probably not follow any of my own advice! ;-)

      Dan Aris

      --
      Fun. Free. Online. RPG. BattleMaster.
    3. Re:A better solution... by Stephen+Williams · · Score: 3, Interesting

      Though it's reasonable to have a few sidequest bosses more difficult than the final boss, the final boss should definitely be tougher than all the previous regular-game bosses, and most of the sidequest bosses, unless there is a specific, given reason for him/her/it/them not to be.

      Not sure I agree with that, as far as console RPGs are concerned anyway. I'll stick to discussung the FF series because, like you, that's what I know.

      Back as far as FFIV, the FF series has been increasingly story-driven - the story is really the point of the game. That's how it seems to me, anyway. Therefore, I think that everyone who starts the game should be able to finish it, so they can see how the story ends. The main game should thus be relatively easy, with all the challenge for the hardcore crowd in subquests.

      Final Fantasy VIII and X both took this route: FFVIII using level-matched enemies; FFX by just being a fairly easy game. But both games have a fair number of optional bosses which are very difficult to beat, providing an extra challenge for anyone so inclined. (The European version of FFX has even more than the North American version: Omega Weapon has ten times as much HP, and there are evil versions of all the Aeons to track down and kill. (Or, in my case, track down and get killed by)).

      Final Fantasy IX follows your suggested pattern more; the difficulty ramps up over the course of the game; the final dungeon is particularly nasty, and the end boss is just horrible. Nice closing FMV as a reward, though :-)

      -Stephen

    4. Re:A better solution... by danaris · · Score: 1

      Final Fantasy IX follows your suggested pattern more; the difficulty ramps up over the course of the game; the final dungeon is particularly nasty, and the end boss is just horrible. Nice closing FMV as a reward, though :-)

      That's one reason I like IX so much ;-) I like VI very much, too, and though there aren't FMVs, of course (at least, in the original version, though there are opening & closing ones in the PS1 remake), I've always thought that its difficulty is perfectly balanced. If you just go through the game, doing basically what's expected of you (not all is necessary to complete, but most of the unnecessary bits add to the story), it's always moderately difficult to defeat bosses, and normal enemies take a reasonable amount of time to fight. I haven't played through V or IV the whole way, but I thought that V was mostly similar to VI in difficulty and IV was really hard. I find all the subsequent ones except IX much, much easier. (Though I haven't finished VIII, either...need to do that sometime soon!)

      I think that IX was, in many ways, deliberately trying to emulate the successes of the earlier FFs before taking off in a new direction. It's also (quite OT, but who cares on /.?) the last so far to use the Final Fantasy theme in its ending (or anywhere in the game). It's definitely one of my 2 favourite FFs, and a lot of that (to come back on topic) is because of the excellent balance.

      Dan Aris

      --
      Fun. Free. Online. RPG. BattleMaster.
    5. Re:A better solution... by Carnildo · · Score: 1

      Personally I think it is bad that the player has the option to solve everything , so a few impossible or near impossible spots should be added as well, just to teach the player that they aren't supposed to go exploring every cranny of the map, but instead focus on their mission.

      And when you do so, rest assured that someone, somewhere, will figure out how to do the impossible. After that, it will go from being a major accomplishment, to being the definition of "good".

      Case in point: When Civilization II came out, the developers assured us that even they could only beat it at the hardest difficulty level (Deity) half the time. The current standard for a top player is that they can reliably not only beat the game at Deity, but do so with only one city. Back when I was following the community, about three years ago, the "ultimate challenge" was to launch a spaceship by the year 1 AD (only one city, remember!). I wouldn't be surprised if that was the standard of "top player" by now.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    6. Re:A better solution... by ziggles · · Score: 1

      Playing the game should be a reward in itself. My idea of fun is not to overcome challenges to gain rewards (and FMVs aren't much of a reward for me anyway). A game should be fun because it's fun to play. I find that Nintendo almost always designs their games with this school of thought. And although they're not always successful, they seem to be one of the few developers left even trying.

    7. Re:A better solution... by MilenCent · · Score: 1

      Please do not shamelessly extrapolate to cover my opinions. Have at least a little shame. And try to extrapolate less, there may be children present.

      Heh, anyway, I consider FMV to be a source of much evil in gaming today so of course I disagree with you. Useless items, likewise, are annoying. More interesting are useful things, other advantages, score (or experience) bonuses, new characters, hidden story brances, new areas to explore, alternate endings, and T-Shirt offers (like many old Atari arcade games - I wish I had sent off for the KLAX T-shirt while they offered it).

  6. 3DRealms eh? by Chilles · · Score: 1, Funny

    This is just preparation for a press release later this week about how Duke Nukem Forever will be delayed a bit more because it has become clear that an auto-dynamic-difficulty systems is essential for a game of that type.

    On ADD itself:
    I think this stuff might work a bit for some games, but generally it would suck. How much sense of accomplishment would you get from completing a game that you knew just tuned itself down to your level? Of course the general public won't know about this so they'll think they are becoming elite gamers because they finish every game in record time and as such the marketing aspect of ADD might just work.
    What might be next? ADD-d muliplayer FPS's where the damage you do per shot is inversely proportional to your frag-count?
    I'd love to see an ADD implementation of pac-man though, the challenge would be to play so badly that the ghosts run away from you when you approach :-)

    1. Re:3DRealms eh? by Decado · · Score: 2, Insightful

      I agree wholeheartedly. The nice thing about choosing a difficulty is that you get to decide how much challenge you feel like, if you can only afford one game a month then you can play em hard to make the experience last. With ADD your only option is to play it clean through, knowing all along that the enemies are handicapped to accomodate you. That sucks.

      --

      Slashdot: Proof that a million monkeys at a million typewriters can create a masterpiece

    2. Re:3DRealms eh? by irc.goatse.cx+troll · · Score: 3, Insightful

      The solution is really simple:

      Dificulty: [Auto]
      Easy
      Medium
      Hard
      Nightmare

      Your comment violated the "postercomment" compression filter. Try less whitespace and/or less repetition. Comment aborted like a fetus.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  7. Max Payne & ADD by lxt · · Score: 3, Insightful

    Of course, the one thing that does make Max Payne different is the fact that once you have completed the game, you unlock a harder mode of difficulty - so although many people can be happy that they've completed the game and so spread the word, not as many people can say they've completed the game in New York Minute mode. It means that everyone can 'complete' the game, but only the best can fully complete it.

    1. Re:Max Payne & ADD by Clover_Kicker · · Score: 1

      Max Payne wasn't a good enough game to slog through twice.

    2. Re:Max Payne & ADD by Inf0phreak · · Score: 1

      When you read ADD as "Attention Deficit Disorder", that comment becomes a bit funnier :)

      --
      ________
      Entranced by anime since late summer 2001 and loving it ^_^
  8. eye tou groove by dario_moreno · · Score: 0, Redundant


    has a "dynamic" mode which seems to change between the easy, medium and hard difficulty levels.

    --
    Google passes Turing test : see my journal
  9. You bet! by odorf · · Score: 2, Funny

    Mario 1 was a hard game to beat on the system, but once you did it you felt like the king of the world and had to get all your friends to play it so you could brag that you beat it and they couldent:P

  10. bad way to scale difficulty by *weasel · · Score: 4, Insightful

    By changing the inherent rules in the system halfway through the game? please.

    the last thing a gamer wants to see is a shot that used to kill a bad guy suddenly not killing bad guys anymore. give the bad guys bigger guns, grenades, cover, backup -- something like that. don't ruin the verisimilitude because you have no imagination.

    scaling difficulty is fine - but assess it between 'missions' and adjust those for skill for chrissakes and don't change the physics of the game and try to masquerade that as 'difficulty'.

    and imo, when a game scales difficulty it should be akin to GoldenEye for the 64. On easy maybe just making it from point A to point B is enough to complete an area. But on 'hard' there should be more stringent requirements (no alarms, rescue a prisoner, steal some data, assassinate a general, destroy a depot, etc, etc).

    having to alter the physics should be the first clue that your AI and design aren't capable of being challenging in the first place.

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:bad way to scale difficulty by hymie3 · · Score: 4, Insightful

      and imo, when a game scales difficulty it should be akin to GoldenEye for the 64. On easy maybe just making it from point A to point B is enough to complete an area. But on 'hard' there should be more stringent requirements (no alarms, rescue a prisoner, steal some data, assassinate a general, destroy a depot, etc, etc).

      Yes! This is the way to do it! Tie Fighter had something that was similar. Within the level (this is from memory, I could be wrong, and if I am, this is the way that it *should* have been), you had a goal to accomplish. Kill all of the X-Wings, lose at most one wingman. But then there were "optional" missions within the mission that were more difficult. Kill all of the X-Wings *and* all of the A-Wings *and* don't lose any wingman. (and then there were "secret" objectives like "capture, don't destroy the shuttle").

      You didn't gain anything extra by doing the extra crap other than getting promoted more quickly or becoming a super sekrit Emperor drone with a sekrit tatoo on your arm.

      Design the mission/level so that most players can complete it. Add additional subtasks/goals that are optional, but greatly increase the difficulty of the game.

      Thief:The Dark Project also had this feature.

    2. Re:bad way to scale difficulty by kaisyain · · Score: 3, Insightful

      Because everyone knows that in real life the guys who are wearing red vests take exactly 3 shots from the MP-5 to kill.

      Personally, I think it would be a welcome relief to find that all bad guys of a given type don't take exactly the same amount of damage, that I can no longer memorize enemies' damage capacities and thus know I only need to shoot X twice before turn to shot Y three times. Instead you shoot people/things until they fall down/die or your risk being killed in return.

      Or knowing I can take exactly four more shots from the pistols the bad guys on this level are using before I need to use a health pack that will restore 50% of my hit points.

      Games shouldn't make their mechanics so transparent because it in turn makes the game more mechanical. It turns into more a puzzle and removes a lot of the suspense aspects. I played through Resident Evil: Code Veronica and in that game I never know exactly how many hit points I had, how much those green plants healed me, or how much damage enemies did. Sure, you had a general idea but by keeping all of that bookkeeping behind the scenes it added a lot of suspense and got rid of a bit of the min/maxing common in FPS.

      Adding more variety and less predictability into the game -- within some limits, of course, you'd be pissed if a pistol suddenly started doing more damage than the minigun -- seems like it is only a good thing.

    3. Re:bad way to scale difficulty by *weasel · · Score: 2, Insightful

      while I'll agree on principal to your desire to see less of a game's mechanics as obvious as they are ... changing the rules mid-game is still not a good solution to either problem (static difficulty or visible mechanics).

      I'm talking about the difference between a headshot taking out enemies early in the game, to a headshot being insufficient later on. The game establishes an expectation of verisimilitude when the same tactic has the same effect across many enemies. When that tactic is suddenly less effective without in-game context (do these new bad guys have invisible face armor?), it is unacceptable.

      Variety is good. unpredictability is good. I -like- the games that purposefully introduce inaccuracy into my character's aim. Just because i can hold my mouse steady shouldn't mean the character can hold an actual rifle steady - particularly not for the 200th shot in an afternoon.

      I didn't mind at all that there was no conventional health meter in JP:Trespasser (though the game sucked), and it sounds like Code Veronica does the same thing, with better effect.

      But changing the rules of the game and masquerading that as a dynamic 'difficulty' adjustment, or trying to hide the game mechanics by making weapon effects unpredictable is assinine.

      adjust the difficulty by giving the enemies armored vehicles, bulletproof vests or better aim. Don't make -their- mp5 magically do more damage than -my- mp5, or have their faces mystically become bullet-resistant.

      hide mechanics by hiding the health meter from players and giving them subjective hints (heavier breathing, slower movement, etc). Don't try to prevent min/maxing by adjusting the stopping power of a handgun from shot to shot.

      --
      // "Can't clowns and pirates just -try- to get along?"
    4. Re:bad way to scale difficulty by Prior+Restraint · · Score: 1

      GoldenEye for the 64

      Thief 2 was this way, as well (didn't play the first one, so I can't speak to that). I agree that's a fun way to do it, and I'd like to see more games try doing it that way.

      The other approach I kind of liked was used in Hitman 2. You were restricted to X saves per mission, and X got smaller as you upped the difficulty level (7, 3, 0, IIRC).

    5. Re:bad way to scale difficulty by kisrael · · Score: 2, Insightful

      Now that we're well beyond using hand-drawn sprites, I wish we saw more games (are there any?) that didn't just have 4 or 5 basic types that were all clones of each other, but ones where enemies or bystanders come in a wider variety of body types and other variations...

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    6. Re:bad way to scale difficulty by Haeleth · · Score: 2, Interesting

      Now that we're well beyond using hand-drawn sprites, I wish we saw more games (are there any?) that didn't just have 4 or 5 basic types that were all clones of each other, but ones where enemies or bystanders come in a wider variety of body types and other variations...

      Isn't Half-Life 2 supposed to be going to do this? I'm sure they were saying something about all the scientists looking different.

    7. Re:bad way to scale difficulty by Torgo's+Pizza · · Score: 1
      Tie Fighter probably isn't the best example. The entire Fighter series suffered from "complete the objectives or the game ends syndrome". It was all or nothing. So even if you couldn't complete jsut the basic objectives (which on escort missions was almost impossible at times) you couldn't advance.

      Tie Fighter is and was an excellent game in all respects except for this one. Players would point to other space sims, most notably Wing Commander which had a branching storyline based on success or failure. (Sidenote: Yeah, my character sported all of those tattoos. So many hours spent getting them, so many broken joysticks because of it.)

    8. Re:bad way to scale difficulty by CFTM · · Score: 1

      That's not entirely true, I remember one of the Wing Commanders that had a split tree. If you beat a mission you went one way, if you lost it things got more desperate and you went another (until eventually you go boom). Maybe I'm on crack though.

    9. Re:bad way to scale difficulty by Torgo's+Pizza · · Score: 1

      No, that's right. WCIII probably had the best tree since you were fighting for the existence of the human race. But it was possible to totally biff one mission and then win enough to get back on the "winning" tree. This is something all of the XYZ-Fighter series wouln't allow you to do. It had a linear mission tree that you *had* to complete to advance in the game. That was just a game design decision that many didn't like. Doesn't mean that it was wrong to do. Just that players didn't generally like it.

    10. Re:bad way to scale difficulty by N10sb2002 · · Score: 0

      TimeSplitters 2 also had that feature. Also some bonus stuff you could do for extra points.

      --
      "I wonder what it's like living in a constant haze of stupidity" - Hiei, Yu Yu Hakusho
  11. Mario Kart anyone? by kisrael · · Score: 1

    It's wasy to take this too far, Mario Kart comes to mind, both multiplayer and single, using somewhat cheesy tactics (weapons and arbitrary speed increases) to keep the field much closer to even than would otherwise be the case.

    One problem with systems like that is when players try to scam the system, like purposefully just hanging back in second or beyond to get good weapons but never getting so far back that they can't catch up. Admittedly, that takes a certain amount of skill on its own, but still.

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  12. summary ?? by kayen_telva · · Score: 3, Insightful

    make the games easier so our industry can rack up the dough ??

    sorry, guess Im feeling cynical this morning.
    but it does seem like most gamers I know finish games
    very quickly and then move on to something else.
    Seems like if they were more thought provoking
    instead of run around crazy shooting everything
    people would find them more enjoyable and
    recommend them

  13. Difficult to say... by wickedj · · Score: 3, Insightful

    I've played racing games where if I'm dominating the track, the 2nd place driver all of a sudden can go 50 mph faster than me and turn on a dime in order to catch up. I've also seen the effect where if I make a mistake and wreck, the competition slows to a crawl to allow me to catch up. I can understand this in games such as Mario Kart or other arcade racing games but I don't want this in my Gran Turismo or other "real" racing games.

    Also, in some of the RPGs I've played, the monsters get stronger as I get stronger. That's ridiculous. I understand meeting new monsters that are stronger but when the little slime you had a hard time with at level 1 is still giving you a hard time at level 20, that's just plain ridiculous. Even worse is that you still get the same xp and gp.

    There may be some really good reasons out there to have auto-adjusting difficulty, but for me personally, I don't believe it's that great a feature.

    1. Re:Difficult to say... by darkmayo · · Score: 1

      "Also, in some of the RPGs I've played, the monsters get stronger as I get stronger. That's ridiculous. I understand meeting new monsters that are stronger but when the little slime you had a hard time with at level 1 is still giving you a hard time at level 20, that's just plain ridiculous. Even worse is that you still get the same xp and gp.
      "

      The Lunar Series has this feature, and IMO it made the game better since you couldn't just level like mad and walkt through the game like a certain incredibly popular RPG series. (In FFX I one shotted the final Seymour form.. that was disapointing.)

      --
      "I am a kernel in the linux army"
  14. i hate to keep hyping PGR2 but it's so good... by h0mer · · Score: 4, Interesting

    Project Gotham Racing 2 has the best difficulty curve I've seen. Basic/bronze medals are very easy to get, and give you a good feel for the course. Silver medals are the sweet spot, you won't have trouble if you are good, but it's not a cakewalk. Gold medals will take some retries, and platinum medals are punishment :)

    Not to mention that you get to see your Kudos rank on Xbox Live after each course. It was a motivating factor to keep playing because I kept getting higher and higher on the lists.

    --


    I'm on top of my game like I'm standin' on Xbox.
  15. Difficulties... by sbryant · · Score: 3, Insightful

    I remember playing Red Alert on easy first, then again on hard. It was more fun for me - I got double the challenge. Did the same with Half-Life. I liked being able to do that.

    I can understand what Scott is saying, and I think that a properly implemented ADD will give you this too. A bad ADD will mean that a poor player who got lucky ends up in a situation they can't win, and gets frustrated and gives up.

    I had another idea though: instead of just changing some variables (hit points or whatever), what about changing the gameplay? For example, you could change puzzles or add new ones. Eg: remove a box, so the player can't just jump up somewhere - they have to be more creative. You could also add access (eg: remove walls etc) to areas which are hidden to beginners - let them focus on the mission, and send the experts a different (more difficult) way round. How about making better players go off to find a key/card to open a door, but letting the other players through without needing it. Are there any games that already change the maps according to player skill?

    The key to really making it work is finding the balance of what to do for which skill level; being able to accurately judge a player's skill is an important part of this. It's a lot of work, and sometimes it's easier to let the player choose their skill level.

    One other thing occurs to me. Remember Doom's nightmare mode? I don't think you could ever reasonably have something like that with an ADD system, but there are some (strange) people who find it fun.

    -- Steve

  16. X-Com did this years ago. by Teddy+Beartuzzi · · Score: 3, Insightful
    'Course, it was a bug, and it accidentally kept setting the game to Easy.

    Sounds like a lot of work for nothing to me. Just give the user enough difficulty levels so that they can set it to what they need. I've played a few games where even Easy mode was too hard, and Impossible mode was anything but.

  17. Unless you're trying to hide something... by Tom7 · · Score: 1

    "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."

    Unless it has a real shitty, anticlimactic ending like XIII.

  18. Baldur's Gate 2 by vadim_t · · Score: 3, Interesting

    It had a really nice system. You could change the difficulty setting while in the game. It changed the amount of damage done by monsters, but low settings reduced the amount of experience you gained.

    This was really nice for those annoying times you got stuck in a place. For example in my first game I made the alarm ring in the room near the dryads. Then I got damaged by the traps in the room, and overwrote my old game. Then came the golems, which quickly killed me.

    In other games this would have meant downloading a cheat, restarting the game, or perhaps loading a saved game from an hour ago. In BG2 I could just temporarily set the difficulty level to easy, kill them, and set it back to normal.

    For me in most games it doesn't happen that it's too hard in general. It's usually too hard in a specific place, because I screwed up, went to the wrong place, or especially in RPGs, had a party that couldn't deal with the enemy. It can be bad luck too, like in Morrowind, where you can be really screwed if you *have* to sleep, do it, and have a zombie wake you up and attack before you're healed.

    1. Re:Baldur's Gate 2 by balthan · · Score: 1

      Baldur's Gate 2 also increased the level on the monsters depending on what the level of your party members were. One time through the game I did the quest with the red dragon very early on and werewolves (or some other lycanthropes, I forget exactly.) On a seperate time through the game, I did that quest much later in the game when my characters were much more powerful and instead encountered greater werewolves (a pain-in-the-ass to kill, BTW.)

      I though this method of auto-difficulty worked really well since a few levels in AD&D can really change the balance of things.

  19. Payne for your Brain by 100lbHand · · Score: 1

    "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."
    Or in the case of Max Payne 2 that you can beat it in less than five hours.

    --
    "I'm not high, just stupid" --JY
  20. Level restart ? Dying ? by mystran · · Score: 1
    Best games are those, where you won't try the same level twice, because the whole game map is generated randomly (up to certain rules ofcourse) and if you ever happen to die, that's permanent.

    This doesn't naturally make it any easier to complete a game. Indeed, it makes it a lot of harder. But it makes extracting FUN easier, since you don't have to play the same 25 levels just to discover something new (or replay the same level 99,5 times).

    --
    Software should be free as in speech, but if we also get some free beer, all the better.
  21. Auto-dynamic difficulty is way over-rated by TheLink · · Score: 1

    I really don't see any advantage with that method. If you can dynamically adjust the difficulty in a game, you can manually adjust the difficulty too. (For some games you can't adjust the difficulty without changing the game - e.g. puzzle games).

    Let the users select different difficulty levels. If they want/need it easy let them have it easy.

    If someone with high skill wants to run around splattering enemies just for relaxation why dynamically increase the difficulty level so that they can't? Doh.

    If your target audience don't know that the mouse should be taken out of its plastic bag, give them a God mode difficulty level.

    --
  22. Uhhh Scott, not if the game was too easy by Anonymous Coward · · Score: 0

    "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."

    If I finish a game and it felt too short (and often, a game can feel too short directly by being too easy) then my "buzz" will be "rent it. it's too short"

    A great example I find of scaled difficulty is in the game "Star Monkey" by Small Rockets (formerly Fiendish Games -- or is it the other way around?)

    In that game your ship can load up on skills, power, extra weapons. The quantity of enemies you face is directly determined by your level of firepower. So, when you're equipped to the gills, the game isn't too easy, and if you die and lose all those weapons, you're never caught in an impossible situation either. It's brilliant.

    Check it out here:
    http://www.smallrockets.com/index_main.htm

  23. JKII's an okay example of why "bosses" are lame by ianscot · · Score: 1
    One of my huge peeves with games is the whole "boss" thing. JK II has a couple of "Bosses" that are just plain meant to be "Oh, you got killed again, please reload" stopping points. Galak Fyyar's armored outfit is just dorky, and takes away from the Star Wars atmosphere of the rest of the game. Might as well have been Doctor Robotnik.

    My two bits is that it seems like this design concept is way long in the tooth by now. I have two ten-year-olds who don't play games until they've done their homework and practiced Piano and orchestra -- meaning we don't get too much electronic time. But dang it if they can't immediately recognize "bosses" when they make their entrance. It's trite, it doesn't really add to the fun as much as it does the player's frustration, and usually those sequences are where the "difficulty" settings we're talking about get frustrating.

    I say game designers lack imagination. It's not that they're better at chording buttons, (though they vastly overestimate how fun we think that is). They need to think about pacing in more imaginative ways than "this level has a boss at the end."

    --
    "Fundamentalism" isn't about divine morality. It's about human authority.
    1. Re:JKII's an okay example of why "bosses" are lame by kisrael · · Score: 1

      I can't disagree more.

      I find bosses to be some of the most compelling and interesting parts of a number of games, unique parts of every game, whereas everything else kind of repeats.

      Most everything else is just lame running around and beating up so so, no challenge enemies.

      This doesn't apply to all games: GTA:VC is a new breed of game where the world is interesting and flexible enough that even the small stuff is interesting, and "bosses" are just barely enhaced regular people with heavy weaponry.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    2. Re:JKII's an okay example of why "bosses" are lame by ianscot · · Score: 1
      I find bosses to be some of the most compelling and interesting parts of a number of games, unique parts of every game, whereas everything else kind of repeats... Most everything else is just lame running around and beating up so so, no challenge enemies.

      You make my point, from where I'm sitting.

      If the imagination of our game designers is limited to "Filler... filler... filler.... Now let's make a really hard boss by giving him extra special armor and lots of hit points," that's the problem. Making the "bosses" harder and harder to compensate for a total lack of imagination is just sad.

      Also, note to designers, creating games that require higher and higher hardware threshholds to get a decent frame rate is just plain inflation, and doesn't add much to my experience.

      --
      "Fundamentalism" isn't about divine morality. It's about human authority.
    3. Re:JKII's an okay example of why "bosses" are lame by kisrael · · Score: 1

      If the imagination of our game designers is limited to "Filler... filler... filler.... Now let's make a really hard boss by giving him extra special armor and lots of hit points," that's the problem. Making the "bosses" harder and harder to compensate for a total lack of imagination is just sad.
      Well, for one thing, I'm not into boss fights being gratuitously difficult, just enough so they might take a few tries and force a strategy to be developed.

      Many games have too main components: fighting, and exploration. Both fighting and exploration can have puzzle solving aspects, as well as "show me something cool" parts.

      A game that's big into exploration will probably keep with small combat w/o many bosses, like Halo.

      But a game that tries to make the combat interesting...a boss is just a way of personifying big combat. A good boss has TONS of imagination, isn't just a normal character w/ cranked up stats. It does something neat, looks cool and imposing, and you have to figure out what will bring 'em down.

      Also, note to designers, creating games that require higher and higher hardware threshholds to get a decent frame rate is just plain inflation, and doesn't add much to my experience.

      Ah, the old "graphics should be secondary to gameplay" line of arguing. True to a certain extent, but I don't think ALL high hardwre requirements are without merit, making visually compelling "realistic" and details worlds is a noble goal.

      'Course I just play consoles, so a couple hundred bucks ever 4 or 5 years keeps me up to date.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  24. Unreal Tournament by shoptroll · · Score: 1, Redundant

    Unreal Tournemant implemented the option that bots would adjust to the skill level the player was playing at.

    Also, they introduced the idea that the final boss of the single player "campaign" would be barely beatable by the player. Essentially if you look at the code for the final level you will find a note saying that the final boss is designed to "stay one step ahead of the player", which goes hand-in-hand with the strategy i've heard which is to stay sucky for a while and then ramp up your apparent skill level quickly at the end to over take the AI's learning curve.

    I also agree with being able to set your difficulty. I like to play UT and be able to a) completely thrash the bots b) be moderately challenged or c) try to take on a higher difficulty than I'm used to in order to try and get better. Having that flexibility is nice.

    --
    Insert Sig Here
  25. Say No to Dynamic difficulty scaling by p7 · · Score: 2, Insightful

    Dynamic scaling is not the way to go. I am guessing that the majority of gamers play games because they feel they have overcome a challenge. I think this applies to the non hardcore gamer too. Do you really think people would enjoy Dance Dance Revolution if it slowed down to match a players ability and let them hit the wrong pad?? With online play becoming more and more common, I think the dynamic scaling could set you up for a big letdown. Here you go finish the game and think you did really well and then you get online and can't score a frag.

  26. Ramping up difficulty the lazy way... by Anonymous Coward · · Score: 1, Insightful

    "...a few variables that rate the player's ability, and the player's rating (completely internal to the game) determines the damage that both the player's weapon delivers, and the enemies' weapons deliver against the player."

    What a stupid way to set the difficulty in a game!
    I don't know about ya'll, but there's nothing I hate more than shooters which ramp up the difficulty by making you shoot everybody 5-6 times before they drop dead.
    I mean please, talk about the lazy way out.
    Give me smarter enemies, or more enemies or heck even just less ammo and fewer health packs.
    But please don't kill all sense of realism and fun by forcing me to cap every enemy in the chest ten times before the stop shooting back!

    How about taking some of that genius computer code that automagically determines how good your playing and using it to develope enemy AI that doesn't just hang around picking it's nose until you get w/in ten feet of it, or constantly try to shoot through walls!

  27. Challenge != Fun by Psykechan · · Score: 3, Insightful

    It's important for developers to remember that challenge does not equal fun. I personally think that difficulty levels should default to the easiest level possible and gamers looking for a challenge could manually set them higher.

    That's not to say that ADD couldn't be implemented properly. One of the best examples of this I have seen is in "Sly Cooper and the Thievius Racconus" for PS2. If a player died multiple times on a given level, they would be given a lucky horseshoe that would allow them an extra hit before dying. It made the game much more enjoyable for my casual gaming friends.

    On the flip side, "Mario Kart 64" (N64) had the worst ADD as enemies would always be a few mistakes behind you. It didn't matter if you performed average or godlike, a few slip ups and you would be overtaken. I referred to this as "cheating opponents" and will not even think about buying MK:Double Dash until I know that this "feature" isn't in the game.

    If Auto-Dynamic Difficulty can prevent frustration, then it is good. If it causes frustration, then it should be left out.

    1. Re:Challenge != Fun by Disoriented · · Score: 1


      Mario Kart Double Dash does not have the "feature" you're complaining about.

      To compensate, the overall game is harder at the 150cc and Mirror difficulty levels (so be warned).

    2. Re:Challenge != Fun by Anonymous Coward · · Score: 0

      I also hate that "feature" in Mario Kart. But then again, the single player would be tossed aside even more quickly if it wasn't stupidly difficult. What they really need to do is completely overhaul the single player.. but that's going off topic.

  28. The way things ought to be by spyrochaete · · Score: 4, Insightful

    Skill level adjustment is not a linear argument. It depends on the type of game. While auto-adjustment may make sense for an arcade-style game like Max Payne (where you do the same thing throughout the whole game) but it is unwelcome for simulators (racing, sports).

    What I really appreciate (thanks, KoTOR) are games that let you change the difficulty level at any time. I also appreciate games that offer you hints (Popcap's Bejeweled, Sierra's Phantasmagoria) to keep the pace from lulling.

    Indeed, the purpose of games is entertainment! Some people are willing to spend 8 hours every consecutive day until a game is finished, while others would prefer to spend 3 hours a week. Neither party should be penalized. I'm sure these demographics are related to the article I read about the average age of gamers rising ever closer to 25.

    1. Re:The way things ought to be by Haeleth · · Score: 2, Insightful

      What I really appreciate (thanks, KoTOR) are games that let you change the difficulty level at any time.

      Somebody mod this guy up - this is the first comment I've seen here that I agree with 100%.

      Let me play on "medium", but give me the option of switching temporarily to "easy" if I run into trouble.

      Note that - give me the option. I don't want the game to dumb itself down; sometimes I actually want to try and get through a tough bit by myself. Other times I want a walk through the park. But I should be the one choosing, not the game.

  29. REZ by plagioclase · · Score: 2, Interesting

    Rez did this to a certain extent.

    Essentially, the difficulty of the boss at the end of the level was determined by how well you;d done leading up to it. It was kind of like a reward for doing well, and added some replayability, because the enhancements the boss would get going from normal to hard were somewhat obvious. Once I knew this was happening, I got a charge from knowing that I had earned the 'super' boss.

    It also meant that if you weren't that good yet, you'd stand a better chance of getting to see the next level anyway, plus have some incentive to try again.

    This is the only game I know of off hand that does this, but I'm sure there are others.

    --
    Yeah, I have a webcomic...
    1. Re:REZ by Rallion · · Score: 1

      That reminds me a bit of StarFox 64. You could go and beat the game the easy way, sure. But it was much, much more satifying to take the hard track all the way through, fight a tough battle against StarWolf, and then fight creepy-brain-Andross. Not that that was really all that hard, either.

  30. Needless difficulty is a problem by Mr.+Piddle · · Score: 2, Insightful

    Challenging games are fun, but sometimes they are downright stupid. After having enjoyed a couple Alone in the Dark and Silent Hill games, I decided to try Resident Evil. All I have to say is the first thing I did was to enable the cheat for double saves. As an adult, I simply don't have the time or patience to go through artificially great swaths of a game over and over just to feel like I won't run short, especially given the poor weapon control in that game! I just don't remember any of the other games being so troublesome.

    --
    Vote in November. You won't regret it.
  31. I think it's fine...sometimes. by Rallion · · Score: 1

    Sometimes I don't want to worry about my game being too hard or easy. I don't want to get stuck or a hard part or get bored if I get too good. You know, sometimes. But I think having it as an option is best.

    The absolute worst attempt at scaling difficulty I've ever seen is Homeworld 2. Really all it does is takes the force you have coming into that mission, and creates an initial enemy force that will beat it (not only in numbers, but also in ship types -- if you have fighters, they have lots of anti-fighter ships). So the easiest way to play the game involves wrecking all your ships at the end of each mission, and (by far) the hardest way is to maintain a strong fleet. GAH.

    Of course, no other attempts I've seen are even close to that. I think scaling AI is a good way to do it, when it should be done at all.

  32. Difficulty by Quill_28 · · Score: 1

    One thing missing from today games, is the suspense of losing.

    I remember getting so far into certain games and being nervous about dying, because if I did I had to start over.

    Now sometimes it was exteremely frustrating and ruined the game. Other times it made winning that much more fun. nethack comes to mind.

    But now with a quick save every minute there is no suspense.

    Because of the quick saves though the game makers make the games harder.

    Somehow a balance of the two is needed, but I am afraid there will never be an ideal choice for everyone.

    1. Re:Difficulty by John+Gaming+Target · · Score: 1

      I think Maximo: Ghosts to Glory balanced this perfectly.

      The game was super hard and saving became progressly harder as the game went on. You had to earn Continue Tokens by catching spirirts but every time you continued Death would require more Continue Tokens to let you continue.

      And then you could only save in between levels (or choosing full armor) or using your hard earned money to buy game saves (which then couldn't be used on better weapons, armor, or those stylish cowprint boxer shorts).

      I've heard Maximo 2 makes the saving and continuing feature a little easier and I'm leery about Capcom ruining one of my favorite games.

    2. Re:Difficulty by Snowmit · · Score: 2, Interesting

      It depebnds on the game. Rainboz Six 3 is supposed to be a high-tension shooter where you have to move caustiously and carefully to avoid dying. In that kind of situation, limited saves makes perfect sense. Max Payne 2 is supposed to be about experiencing the story and creating jaw-droppingly cool gunfights.

      Theres not faster way to ruin the sense of fun in that game than by making you play big sections over and over again. So it's a good thing you can autosave.

      --
      I have a lot of opinions about Cyborgs and Architects
  33. and it's in UT2K3, too by waaka! · · Score: 2, Informative

    You can turn on the same feature in UT2K3, too, just not when you're running a multiplayer game. In Instant Action mode, it's in the Game Rules tab, which seems like a bizarre place to put it (i.e. away from the rest of the bot settings). I know in 2K3, at least, there's a limit on how many levels the computer is allowed to promote the AI--someone who initially chose Experienced bots won't get Godlike ones just because they're kicking too much butt.

  34. Dynamic difficulty == player exploit by Anonymous Coward · · Score: 0

    There was a game for the NES, a shooter called Zanac. Back then I was a shooter fanatic, this was before the auto-firing Advantage joystick, but I had built up my ability to hit the fire buttons around 13 times per second for hours on end. I could dodge anything. I could play 1942 almost completely through with one guy.

    So back to Zanac. I pop the game in, start playing. It's not too bad. The number of enemies is OK, some are in patterns, some using player homing. No problem. A quarter of way through the first level, I'm thinking "Geez, lots of guys for the first level". Half way through, I'm starting to sweat. Three quarters of the way through, the screen is so full of enemy bullets that I cannot move. I die three times, and then things start to clear out.

    WTF? So, I read the manual. On the last page, in horribly translated English, is a blurb telling me that Zanac has "fastastic super cool AI new system" that adjusts the difficulty based on how long you live, the percent of total enemies killed, how rapidly you fire, etc.

    But they had no caps, so the game became unplayable if you were a fanatic. So, I turned to the exploit route, just to test the system.

    I would only kill about two thirds of the enemies, barely shot the guns, died every so often. Beat the game in 45 minutes.

    The biggest problem with dynamic difficulty levels, as I see it, is differentiating between players having trouble playing your game, and doing behavior that they have determined will give them an easier time. They're no longer playing the game, they're playing your dynamic difficulty equations. Lame.

    My two cents.

  35. Difficult by scabb · · Score: 1
    Auto-dynamic difficulty can be great, if implemented properly (Max Payne, Lylat Wars/Star Fox 64). However, when this "difficulty" consists of making a range of asinine and vague "choices" in places - ala Kingdom Hearts and "the sun is setting" - then it sucks.

    Good games usually have just the one difficulty setting, although that depends heavily on the genre.

    1. Re:Difficult by MilenCent · · Score: 1

      StarFox's difficult doesn't automatically adjust, instead you complete missions to "earn" harder levels. However, you can still go back and play the easier ones even if you've unlocked the hard ones, you just aren't forced to. In fact, to get a really good score I'd say you have to do this, as taking the warps gets you the chance to earn buckets of points, yet the easier levels are better scoring (especially the Independence Day level) than the harder ones.

  36. Lame. by Anonymous Coward · · Score: 1, Interesting

    Auto scaling difficulty is lame. I don't want a fake sense of accomplishment. I want to play games like Ikaruga, and Viewtiful Joe, where on the harder difficulty levels the game will stomp your nuts if you make a single mistake when you're playing it.

    Why do I like this? Because when you do figure out a level, when you do get in the zone, and play through the level perfectly, you get an amazing feeling of accomplishment. This rush is what gaming is about.

    If all I want is to be told a good story and not have any chance of dying due to bad playing, I'll watch a freaking DVD.

  37. Let's take an example by metamatic · · Score: 2, Interesting

    Two games built using the same game engine: "Jak II" and "Ratchet and Clank: Going Commando".

    "Jak II" is just way, way too hard. Worse, it's hard in irritating and boring ways, like being prevented from completing a mission by a random traffic jam, or the "Escape from the boardwalks" mission where the game will literally throw an endless supply of guards at you until you force your way through or die of boredom. (That was the point at which I resorted to the cheat codes.) I should point out that I'm no klutz when it comes to games--I'm a pretty good Wipeout player, and I finished Jak & Daxter without needing to cheat. Jak II is just ludicrously tough.

    Now contrast with "Ratchet and Clank: Going Commando", which is the game Jak II should have been. The elegance of the R&C game design is that it's automatically self-adjusting without changing the rules--it starts off easy, and if the difficulty ramps up too quickly for you, you can just keep trying for a while. Eventually by killing the stuff you *can* kill, you get enough bolts to buy bigger and better weapons and armor which will let you plough through the nastier enemies. The only potentially frustrating parts are the environment-related traps and puzzles, like the pit of lava at the bottom of a river of lava that took me half a dozen attempts to get across.

    The end result is that Jak II was nowhere near as much fun as R&C:GC has been. In fact, even with cheat codes I gave up on Jak II, because the final level seems to dispense with actually allowing you save/continue points, so one small slip and you have to start the entire thing again. Really, I don't know what Naughty Dog were thinking...

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  38. Speaking of completing games... by bottlerocket · · Score: 2, Funny

    "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."

    Why is he worrying about the players completing his game? He and a team of programmers can't finish it, either!

    --
    where the comment ends and sig begins
  39. Max Payne 2 Auto-AI doesn't work well. by ScorpiusFan · · Score: 2, Insightful

    I just finished Max Payne 2, using the first-person mod, and I found the AI to behave "unfairly" after the first few maps. The AI reached a point where it would: 1) Always rush you; 2) Once an enemy character appeared through a door or around a corner it would target you in less than a second. The whole immersion factor of a shooter game was totally lost at this point. The game became more of a puzzle, trying to determine the best place to stand while defending against multiple enemies rushing towards you, who had no sense of self-preservation, and knew where you where, even through walls and doors. No, Scott Miller, that was not a fun game with the auto-adjusting AI difficulty. Perhaps 3DRealms should give up beta testing and game-making altogether.

  40. Good:dynamic. Bad: abuse, MarioKart, skill testing by MilenCent · · Score: 1

    I really like the idea that a given game situation may be different between plays, either randomly, due to conscious player actions, due to his playing skill, or from selectable options. That's the entire idea behind Roguelikes. There are lots and lots of ways to do this that are ignored by most developers. (Perhaps because it'd hurt the market for hint books, bleah.)

    But there are many things wrong with auto-adjusting difficulty as described in the article. It's open to player abuse, for one thing.

    It also makes the game fall victim to what I call Mario Kart syndrome. Mario Kart 64 (not as much Double Dash) had an amazingly cheap AI for the other drivers, on the harder difficulties, that made it impossible to stay in first place for longer than a short period of time. If you wanted to get first place consistantly, you couldn't do it by trying to get and stay in first place the whole race. You were better off staying back a little, picking up attack items and taking him down just before the finish line. That was what I hated most about it, and why we never played the race mode past about a week with the game. I hate the idea that the player is penalized for doing well. He needs to gain some advantage, or at least bonus, recognizing his achievement.

    One more thing: auto-adjusting difficulty negates one of the traditional purposes of a video game, namely, to test your skill. Did you get 10 million points by the end merely because you had problems in the first level?

  41. Less Predictability = More Fun by el_gregorio · · Score: 1
    the biggest thing that bothers me is the predictability with which most enemies appear in games.

    say i'm playing Ghost Recon or Max Payne, i'm going too fast thru an area, and an enemy caps me from behind a good hiding place. he got me that time, but as soon as i replay the section, i know exactly where he is. i suddenly have an unnatural advantage over my enemy.

    but put that same guy in a different spot, and now we're back on even ground: neither of us know exactly where the other is.

    at least Ghost Recon does a decent job of unpredictable bot pathing, such that most baddies will use cover and plot ways to flank you, instead of running straight at you guns blazing.

    and that's the other thing that pisses me off: bad guys with a death wish, and no sense of self preservation. real life lackeys don't attack in waves. they should be just as concerned about getting shot as you are, take cover under heavy fire, and plot alternative means of attack.

    --
    "You want a toe? I can get you a toe by three o'clock... with nail polish."