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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."

10 of 91 comments (clear)

  1. 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. 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 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.

  3. 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...

  4. 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.

  5. 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.
  6. 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.