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Should Computer Games Adapt To the Way You Play?

jtogel writes "Many games use 'rubberbanding' to adapt to your skill level, making the game harder if you're a better player and easier if you're not. Just think of Mario Kart and the obvious ways it punishes you for driving too well by giving the people who are hopelessly behind you super-weapons to smack you with. It's also very common to just increase the skill of the NPCs as you get better — see Oblivion. In my research group, we are working on slightly more sophisticated ways to adapt the game to you, including generating new level elements (PDF) based on your playing style (PDF). Now, the question becomes: is this a good thing at all? Some people would claim that adapting the game to you just rewards mediocrity (i.e. you don't get rewarded for playing well). Others would say that it restricts the freedom of expression for the game designer. But still, game players have very different skill levels and skill sets when they come to a game, and we would like to cater to them all. And if you don't see playing skill as one-dimensional, maybe it's possible to do meaningful adaptation. What sort of game adaptation would you like to see?"

404 comments

  1. Configurable by i.r.id10t · · Score: 5, Insightful

    I'd like to see it configurable. Check box that allows adaptation, with sub-items that define what type of adaptation will occur.

    --
    Don't blame me, I voted for Kodos
    1. Re:Configurable by Anonymous Coward · · Score: 0

      I agree. Allow the player to control difficulty level. Not a new concept. Some people want the cakewalk. Others are only satified it they have to work for it. Let the player choose difficulty at the start of the game. If they get killed too much, they can drop the difficulty and vice-versa if they get bored.

    2. Re:Configurable by kantos · · Score: 1

      Agreed in the most emphatic terms. However, I should note that there is a reason Mario Kart does what it does, Nintendo has taken the "No Winners" strategy towards their party games in order to make less skilled players feel less put out, while it's not necessarily a bad strategy it does sometime alienate more skilled players, but in my experience it just makes the game fun.

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      Any and all content posted above may be ignored, considered irrelevant, or otherwise dismissed.
    3. Re:Configurable by DJProtoss · · Score: 2, Insightful

      but in my experience it just makes the game fun.

      Apart from that ruddy blue shell. A couple of games with friends and that was enough to put me off playing it again. I mean, fine give better weapons / bonuses to the players at the back, but regularly simply bomb the guy in the lead with no recourse whatsoever? Meh.

      --
      "Success is based on knowing how far to go in going too far"
    4. Re:Configurable by Lord+Byron+Eee+PC · · Score: 4, Insightful

      Recourse is in the eye of the beholder.

      If player #2 and I are neck and neck for 1st place, I keep back a bit knowing full well that he will get blue shelled eventually.

      If I'm in 1st, but have some people only a second or two behind me, I'll hit the brakes when I hear the blue shell warning sound, knowing that they'll get caught up in the explosion.

      I think Mario Kart gets a bad reputation because people want it to be a pure racing game, when its really a racing-based brawler.

    5. Re:Configurable by fyrewulff · · Score: 2, Insightful

      I think you pretty much hit it right on the nose. Mario Kart has never really been about the racing, it's always been unfair and more of a survival of trying to place on the top half to move on to the next track.

      --
      "We need to get over this notion, that, for Apple to win... Microsoft must lose." - Steve Jobs, 1997
    6. Re:Configurable by bl8n8r · · Score: 3, Insightful

      I vote for that one too. The "adjust skill" option is nice when you are doing multiplayer, like Unreal Tournament, so the bots just aren't easy frags. Quake3 Arena lets you add bots (on the fly) at different skill levels so newbie players have something to kill (co-op), but there are still some targets running around that you can't just run down with a shotgun.

      Some games simply suck-ass when the game adjusts to your level: Guild Wars: beating a map, gaining several levels, and then getting a quest later that takes you through the same map. All the monsters are now the equivalent of chuck norris and it takes you two more days to get through the same stupid map.

      Best thing I can suggest is make your game mod'able and offer an editor for download. You gain enthusiasm/publicity that can carry the interest in between releases, and there is a lot of creativity and fun being built in your user base.

      --
      boycott slashdot February 10th - 17th check out: altSlashdot.org
    7. Re:Configurable by v1 · · Score: 4, Insightful

      I'd like to see it configurable

      ABSOLUTELY

      Specifically for games that have multiplayer and solo. Solo gaming usually has this where you can set your difficulty level. This allows you to play through it once or twice until it becomes easy, and THEN crank it up a notch. This allows you to play the entire game through at a set pace, so that even the "final boss" is easy until you turn it up. Games that auto-adjust NEVER have an easy boss because by the time you get there the game has already adjusted itself to your skill level.

      For multiplayer, all I've seen in the past are ways to set the overall arena difficulty, not to set the players separately. It's no fun as a new player playing against a seasoned vetran - no matter where you set the difficulty it's not a fun game for either player. Either they just smack you around the entire game, or it becomes a matter of who happens (sometimes by chance alone) to get the drop because everything is instakill. No fun for anyone.

      There needs to be a separate setting for each player, or even a single slider that shifts between the two players, for a "balance of power". So it could start at 50/50, and if player 1 is just more experienced, maybe set it to 40/60 or 30/70 etc.

      I think part of the frustration in games that auto adjust is that sometimes the game plays in unexpected or infuriating ways. If the game decides that you need to be nerfed, suddenly that combo that always was just enough now doesn't work quite as well anymore. Seen plenty of people scream at a game because a move they did that had always worked for them in the past, didn't work or didn't work as well. Makes you feel robbed. Now if you deliberately have set the level up, it's understandable, you did it to yourself.

      --
      I work for the Department of Redundancy Department.
    8. Re:Configurable by Talderas · · Score: 1

      Resident Evil 5 has a difficulty that adjusts based on how well you play. There's a difficulty slider that ranges from 0-10. There's hard min and max caps on how far up and down the slider can go based on chosen difficulty. As you play better and better the enemies you face take less damage from your weapons and deal more damage when they hit.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    9. Re:Configurable by Gorath99 · · Score: 4, Insightful

      I prefer just simple "Easy", "Normal", "Hard", "Very Hard" settings. Ideally with "Normal" being a little easy, so I get to feel good about myself when I choose "Hard" :-). (Only half joking here. The psychology really does matter.)

      The problem with letting the computer decide what the challenge level is, is that it doesn't have a clue about my preferences. It only knows how well I'm doing, not whether or not I enjoy being challenged. This is not enough information to determine if I'm having fun or not. Doubly so if the system is flawed. For instance, Oblivion takes only your level into account, not your skill, or even your character's skills. This means that if you level up by, for instance, trading, you are constantly hounded by all kinds of nasty critters that you have no hope of defeating with your puny combat stats. Obviously, that's no fun at all.

      Also, in some games it's really inappropriate to change the world for no apparent reason, other than that the player is doing well or poorly. Morrowind (sans expansions) was a remarkable consistent world, and that helped to make it incredibly engrossing. In Oblivion, where you were effectively never getting ahead, and where eventually even the highway robbers were equiped with a king's random in magic items in order to challenge you, I never felt close to having the same level of immersion.

    10. Re:Configurable by PitaBred · · Score: 2, Insightful

      Along with the selectable difficulty, I'd want to see an "Adapt Difficulty" checkbox. That way if you select too high (or too low) of a difficulty initially, you don't have to replay large parts of the game. That's the worst part about difficulty selection... if you choose wrong, you have to re-do a bunch of the game, which is usually only interesting to a small portion of gamers.

    11. Re:Configurable by purpledinoz · · Score: 2, Insightful

      Personally, I would like to see computer AI to adapt. Otherwise, you find one flaw with the AI, and you can exploit it all you want. That's why I stopped playing single player games. Either the computer AI was too good, too easy, or too predictable. I still love playing Counter-Strike because playing against other human players is just more rewarding and challenging. If I find a hiding spot where I get 10 kills, the next round that same spot won't work. The fun is adapting to the other players, and the challenge of defeating the other players who are also adapting. Also, the teamwork aspect is something that you just can't have with computer AI. I can't foresee any computer AI responding to voice chat, like "Can anyone buy me a weapon? Please?".

    12. Re:Configurable by PhilHibbs · · Score: 4, Interesting

      For multiplayer, all I've seen in the past are ways to set the overall arena difficulty, not to set the players separately. It's no fun as a new player playing against a seasoned vetran - no matter where you set the difficulty it's not a fun game for either player.

      Quake 3 did. When I played it against my friends, they put me on a 30% handicap (so I had 30% of their health and did 30% of their damage) because that's the only way they could avoid me from wiping the floor with them. There was something about that game that just clicked with the way I play - I wasn't nearly as dominant in Counterstrike, in fact I was regularly thrashed by one of them, but I tore through opposition in any id game like soft fruit through an old granny.

    13. Re:Configurable by PitaBred · · Score: 1

      If you really are that good, you can still win. Besides... you can change all kinds of options in the multiplayer setup for Mario Kart. It's not a fine-grained handicapping, but it still works reasonably well. You can set me up with pretty much any kart/bike and I can still beat pretty much everyone that comes over, and a lot of people on the Internet when they're not cheating. Really... what you're bitching about is that you are probably just marginally better than the other people, and the handicapping is working as designed. Here's a free hint: stay in second place for most of the race.

    14. Re:Configurable by Anonymous Coward · · Score: 0

      Of course this is recoverable.

    15. Re:Configurable by Anonymous Coward · · Score: 0

      That is not 30% handicap. That is (1-(1/(3*3))) * 100.

    16. Re:Configurable by Anonymous Coward · · Score: 0

      I don't like this automatic configuration stuff. I rather see:
      1. Selection for difficulty
      2. Difficulty determined by area or map of the game
      3. Make some of the hardest areas optional

      That way the player can choose if he wants to just breeze through or try to challenge himself a bit.

    17. Re:Configurable by marcansoft · · Score: 1

      Yup. A good strategy is to keep 2nd for most of the race, then overtake the leader on the last lap. Chances are decent he'll get blue shelled anyway and you'll have to do no extra work.

      As an aside, it actually is possible to avoid a blue shell with carefully timed turbos or even mini-boosts: you can sneak out of the shell's trajectory right as it shoots for you, near the end of the cycle. However, it requires extremely precise timing and I've never been able to pull it off myself.

    18. Re:Configurable by Moryath · · Score: 5, Insightful

      Simple method of winning in any version of Mario Kart after they introduced the damn blue flying shell:

      - Stay in the high middle (2nd/3rd place) almost all through the race.
      - In your last lap, hoard up a good item (triple mushroom boost, invincible star boost, triple red shells).
      - In the last 1/3 lap, boost/crash/shoot the hell out of the one or two players ahead.

      The lesson to be kids: ride someone's coattails, use them as cover, then kill them when they're not useful anymore.

    19. Re:Configurable by nelsonal · · Score: 1

      Yeah, I remember thinking that about fighting games. One of the main reasons people are fun to play against is they'll change their attacks when something doesn't work well or you change if it is working. Computer players generally don't it would be cool if it kept track of your attacks and blocked high when you only attack high or countered low or similar things.

      ESPN NFL 2k used to record many of your decisions so you could play yourself or friends profiles using the computer. If you or they had a tendancy (run right vs pass left or blitz or something you could learn them and nail them the next time you played).

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    20. Re:Configurable by LordAndrewSama · · Score: 1

      Did you play Doom 3? Some interesting tactics the little buggers used. closest thing i've seen to an adapting opponent. Never seen a good AI in a strategy game though.

    21. Re:Configurable by CastrTroy · · Score: 1

      Also, if you're far enough ahead of the pack, even a blue shell or two won't give the others enough time to catch up. I've had it happen a quite a bit while playing against less skilled friends of mine. Also, if I'm not mistaken, MarioKart (wii at least) does give the option to turn off the handicapped weapon selection.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    22. Re:Configurable by mikael_j · · Score: 4, Insightful

      Seconded on "normal" being best when it's a little easy, I always get annoyed at games that are too easy on "very easy", still too easy on "easy" and way too hard on "normal" (especially when they pull tricks like making specific parts harder, like having the enemy in an RTS suddenly get reinforcements right next to your base on "normal" but not on "easy".

      There's also the issue of "normal" being playable but still too hard (as in, having to replay every level a whole bunch of times before beating the game after way too much time). The difficulty levels I'm most happy with are (I mostly play RTS and "god" (Civ-like) games):

      • Very easy - Almost sandbox, computer is inept and makes stupid mistakes.
      • Easy - Playable by just about anyone although a few people may find it a bit hard
      • Normal - Anyone with some experience of the genre should be able to play through the game without too much trouble, may have to replay a few levels once or twice.
      • Hard - This should be pretty hard, as in, most people who beat the game on Normal should have some difficulty but it shouldn't be impossible.
      • Very hard - Like playing against one of those guys who sit around playing Starcraft every day, really tough even for those who beat Normal easily and Hard without too much trouble.

      That said, when it comes to RTS games I always get infuriated when I see the computer clearly giving orders to several groups of units at the same time, while also placing buildings in its base, the computer should be forced to act as a human "commander", one command at a time with each command taking a certain amount of time (with the time being shorter for higher difficulty levels).

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    23. Re:Configurable by nametaken · · Score: 1

      Agreed. Back in my day we levels that increased in difficulty and had some fancy games with "Easy", "Medium" and "Hard" settings. And we LIKED it that way.

    24. Re:Configurable by Anonymous Coward · · Score: 0

      Yes, however if you are in first place you have the huge advantage of not having to worry about people in front of you dropping things in your way.

      You can easily block every attack from behind.

      Usually if you can get into first place you can pull away from the pack and the blue shell is the only thing keeping you close.

    25. Re:Configurable by tsm_sf · · Score: 4, Insightful

      It seems to me that a lot of the older first persons really took advantage of a 3d environment, and that modern games go in for a more earth bound or "realistic" approach. Quake, UT and Tribes were all about rocket jumping, grappling hooks, and skiing. CoD has a 'crawl' button.

      DEVELOPERS: Which of these modes of travel sounds like more fun?

      --
      Literalism isn't a form of humor, it's you being irritating.
    26. Re:Configurable by Blakey+Rat · · Score: 0

      I think Oblivion did it perfectly, with one gripe.

      In Oblivion's system, you had a "easy - difficult" slider that influenced how the game auto-leveled opponents, so you could still create an extremely challenging game if you wanted, simply by sliding the bar all the way to the right. The default was in the middle, and if you put it on easy pretty much everything dies in one hit (i.e. boring.)

      In older RPGs, if you wandered into an area the developers hadn't intended you to be yet, you just got nuked by the first random encounter you came across. That's no fun. At least with Oblivion, you can explore the whole map without being ganked.

      (This is a complaint I have about a lot of MMOs, too: I like to explore. Just let me fucking explore without having to fight 46 monsters an hour or hitting a place I instantly die and I'd be happy! It's done that MMOs cater to people who like to RP, people who like to play PVP, people who like to craft... but if you like to just walk around? Nope.)

      Anyway, the one exception to Oblivion is that the auto-leveling is kind of... weird. Some enemies, like goblins will remain decently tough the entire game, but others will hit a "cap" at some point and be really easy to beat-- even supposedly tough creatures like minotaurs. Also, highway robbers don't get the amounts they're trying to steal, so it's pretty ridiculous for them to accost you for 100 gold when they're wearing a full set of glass armor worth like 4000+ gold.

      But all-in-all, Oblivion is my favorite RPG.

    27. Re:Configurable by Dudeman_Jones · · Score: 1

      This used to be a common feature for a short period of time. I wonder why it died out.

      My guess would have to be that if you don't improve with the game's curve, the curve gets easier, and could take out the challenge of a section that you'd rather force yourself through. *shrug*

    28. Re:Configurable by djnforce9 · · Score: 1

      Unfortunately, by doing this (in the case of Mario Kart), Nintendo has taken what was normally a game of skill and changed it into a "game of chance". This becomes vary evident when you have a two player game. The person in second, gets the awesome items while the one in first gets the worst ones. At this point, you're success is based on getting the right items at the right time and being in second just long enough to use your special items near the very end to plow through to victory. I seriously doubt that was the intention Nintendo had with the Mario Kart series.

      In 1P mode, there is an additional scaling factor in Mario Kart games. Basically, the CPU gets unrealistic speeds and can keep up regardless of how fast/efficient you are and even despite being way behind before (sometimes it gets ridiculous at least in Mario Kart 64 whereby you end up lapping everyone from 8th to 4th place just to keep up with the 3rd and 2nd place CPU's).

      If a game scales to suit the player, it really needs to be done without changing the flow/purpose of the gameplay (like in my example above where your ability to stay on the track and go as fast as possible is trumped by pure luck). Maybe have the levels "branch" off based on how well you play. So in a platformer, if you take very few hits and/or reach a certain point quickly enough, the rest of the level is more difficult than someone who struggled a lot along the way. This could be applied to racing games as well (and would really add a twist as skilled players are suddenly faced with greater challenges preventing them from stomping over a newcomer to the game). This of course could be abused too but we can leave it to the designers to tweak it as much as possible to mitigate that and of course the players themselves to play and win fairly against others.

    29. Re:Configurable by Moryath · · Score: 1

      Or you could have "adjustable difficulty" games where the computer simply cheats. Fighting games do a lot of that.

      For instance, they don't have to input their moves, so certain combos exist for them that simply don't work for a real human that has to input moves via the control pad or joystick and wait for the input buffer to process and hope it processes correctly. Zangief and Guile, for instance, were able to pull off "impossible to input" combinations in most Street Fighter franchise games. Half the characters in Virtua Fighter 5 and 6 have moves like that, especially with the "grab counter" system wherein characters can be immune to grabs simply by entering every single possible grab mechanic into the input buffer in less than 0.05 seconds (the "higher difficulty" VF characters are all pretty much completely immune by default thanks to this mechanic, again because they don't have to deal with the reality of physically moving the joystick or pressing the buttons).

      Or alternatively, they'll have "too fast to realize" reactions, where the moment a combo is a little bit behind (often before it's even displayed on screen), they will execute a safe-fall/combo-breaker/instant-recovery move and then go into their return combo. A normal human with normal human reaction times wouldn't be able to pull it off, at least not every-single-time-without-fail, but the computer (again "knowing" what has happened before it is displayed on the screen, and being the "referee" of when the "window" for those moves exists) doesn't have this problem.

    30. Re:Configurable by mrdoogee · · Score: 5, Insightful

      Both CS and CoD seem to descend into sniper contests. It may be more realistic, but I've always preferred the "run & gun" method that UT, Quake ect have. The only FPS I really play anymore is TF2 mostly because that with a few notable exceptions (2fort!) there is no way for a sniper style player to own everybody on the opposite team. Sure snipers get kills, but it's not like in the more realistic FPSs where no matter what I do, I'll get headshotted within a minute of leaving the spawn.

      Yes, I'm 30 and my reaction times have increased somewhat, and I'm sure that's a determining factor.

      tl;dr: I'm old and slow, and snipers piss me off.

    31. Re:Configurable by tepples · · Score: 1

      Best thing I can suggest is make your game mod'able and offer an editor for download. You gain enthusiasm/publicity that can carry the interest in between releases, and there is a lot of creativity and fun being built in your user base.

      The problem with making a major label video game moddable is that it has to be released on PC, which has a few drawbacks:

      • PC piracy is significantly more widespread than console piracy.
      • If your game is designed for more than one player on the sofa, you lose most of the market, as consoles vastly outnumber gaming HTPCs.
      • PC games have more competition from indie games.
    32. Re:Configurable by luizesramos · · Score: 1

      Playing a game that is currently beyond our expertise is also an opportunity to develop new skills. I think the adaptive playing difficulty would be nice within pre-established difficulty ranges, for example: the 'hard' mode has a minimum difficulty offered and from that minimum you could adapt to the player's skills but it would never get as hard as the 'very hard' mode. Also the adaptivity should be optional. Perhaps one adaptive element could be demanding quicker reflexes from the player, but the games would have to come with some tag saying that excessive playing may cause physical/emotional damage :-) Excessive adaptation may be frustrating for the player if unbounded.

    33. Re:Configurable by elfprince13 · · Score: 2, Insightful

      Only configurable? Did no one else immediately thing of the Fantasy Game and how it responded to Ender's needs?

    34. Re:Configurable by Anonymous Coward · · Score: 0

      "Quake, UT and Tribes were all about rocket jumping, grappling hooks, and skiing. CoD has a 'crawl' button.

      DEVELOPERS: Which of these modes of travel sounds like more fun?"

      LOL, SO TRUE!!! I was just thinking the other day how much fun the original Unreal Tournament is! Instakill mode was great because seasoned vets could get wrecked by people who just ran it for the first time...

      M-M-M-M-M MONSTER KILL

    35. Re:Configurable by COMON$ · · Score: 1

      That would be great, but just selecting easy, medium, hard isnt good enough. I think what you are alluding to would be great, if I dont like a certain adaptation then I can turn it off. However, I find some of the most rewarding parts in a game are when I have been pounding on a scenario and am absolutely positive it is rigged and I figure it out...not sure if my willpower would be strong enough in those situations to overcome the desire to uncheck the box.

      --
      CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    36. Re:Configurable by CastrTroy · · Score: 1

      In MarioKart you could use this against the computer. If you did 2 player grand prix (which doesn't exist in Wii), and the one player drove really slowly, the other player could basically lap all computer players while the computer tried to match speeds with the slower of the two human players.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    37. Re:Configurable by Anonymous Coward · · Score: 0

      'Skiing' is all you could come up from Tribes? What about the frikkin' jet packs?!? Nothing quite as fun as trying to dogfight with the slow moving disc launcher (its version of a small rocket launcher). Particularly if you hit them directly with it, and they lost all jetpack inertia allowing for you to get a second hit when they fall to the ground.

      Can't remember if Tribes had a Crawl button though. Did have a Kill-Self suicide command, though. Fun times.

    38. Re:Configurable by Gotung · · Score: 1

      You're strategy works to avoid the crushing defeat of leading an entire race only to get curbstomped right at the end by the un-avoidable super weapons and end up in fourth place.

      But it is not overall better then simply racing to win. I am always striving to get into first place, blue shell be damned, and I crush anybody that attempts to play Mario Kart with me.

      When I hear it come I may slow down to make sure the other front runners get hit with me, but that is all

      The reasoning for not sandbagging it in 2nd-3rd place is simple: Despite the ever present threat of the blue shell you are always much more likely to be hit by something fired by the person directly behind you then you are to get hit by a blue shell.

      The further back you are, the more likely the person directly behind you has something awesome. If you are in first Mr. 2nd Place is probably working with mushrooms, peels, and green shells. If you are in 3rd place however, the person behind you in 4th likely has red shells or better.

      If you go as fast as you can and stretch the field out, you have time to recover when you get hit. But if you bunch things up 1 hit leads to 4 in a row and suddenly you are in last place from getting gang raped.

    39. Re:Configurable by EMCEngineer · · Score: 1
      Have you played Age of Mythology? The levels were more like:
      • Easy: My cat could beat this
      • Normal: You would have a hard time losing, unless outnumbered 3:1 or worse.
      • Hard: You lose. The only way to win is to pair an AI teammate with you, and outnumber the enemy AI essentially having the AI do battle, with you added as a little bonus.
    40. Re:Configurable by Anonymous Coward · · Score: 0

      Glad you mentioned Tribes. Have a look at Fallen Empire: Legions at instantaction.com. It's all about rocket jumps, skiing, and faster paced than Tribes was. Built using Torque, they also acquired all the Tribes IP. It's fun!

      -gd.

    41. Re:Configurable by Opportunist · · Score: 1

      That's about the point I wanted to make too. Far too often you stumble upon an AI flaw, be it in the AIs approach to a problem (i.e. its way to attack in a RTS game) or in its choice of units/weapons/moves/pathing. From that moment on, you're essentially in god mode. You might not succeed every time (you might miss with the first shot), but you will know where the computer opponent is lurking, what path he chooses, what weapons he will use or what units he will field, you can plan ahead, you can counter his strategy simply because you already know it.

      No, not even offering different AIs (a "rushing" AI, a "researching" AI,...) helps, even if you randomize it. Eventually you'll learn which AI you play against from one of their first moves (i.e. if you encounter some weak units a minute after start, you're playing against the 'rusher', if there's no encounter after 5, you're playing against the 'researcher'...), then it's just running down you counter-script.

      Especially in games that rely on lengthy, strategic planning, an AI that responds to your strategy would be a real enrichment. Where reconnaissance should not only be limited to you but also the AI, where the AI may send spy planes into your area to see what you're building and build counter units according to what it finds. Which may allow you to build a "secret" base somewhere else where you build totally different units than the ones he knows about, to catch him off guard. I'd really call that a more realistic gameplay.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    42. Re:Configurable by hairyfeet · · Score: 1

      They should also give rewards for doing better. I'll give an example: say there is a gun that the player prefers, say x amount of the time he uses that weapon, or he hordes it longer than the others. Well if the difficulty "ramps up" because he is doing better, well then he should find more ammo for his weapon just to give him a fair shot.

      Like in most of my favorite FPS there is a gun or two that I'm really good at, and no, I'm not talking about some "uberweapon" like the laser carbine in the FEAR expansions. Hell I was happy with the pistols a lot of the time. But no matter what weapon I seem to like in a game i never seem to get any ammo for it, instead i get something i totally suck at and find ammo all damned day long for it, like the shotgun in the above FEAR. To me this takes some of the fun out of the game if I have to spend half my time playing "where is some damned bullets?" instead of hunting the bad guys.

      So while I'm not saying just litter the landscape with rockets or other uberweapons, nearly everybody I've seen playing games have a few favorites that they are just good at. if you are gonna crank up the difficulty for them actually playing well then they ought to get a "reward" as well, be it a little more ammo, mana, exp, whatever. Don't just stick us with an improved 'rubber band', give us a little something for actually getting in the groove. To me this would make the game more of a "fair fight" as it would come down to my skill VS theirs, not just whether I had saved some ammo for a gun I can actually hit something with.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    43. Re:Configurable by Anonymous Coward · · Score: 0

      That doesn't work in mario kart wii.... well it does, but many of the unlockables require you to attain a star rating in each cup. the rating you get is mainly based on your place, but to get star ratings (above an A), it's based mainly on what percentage of the time you're in first place.

      basically it requires you to get in first place quickly and stay there (regardless of the rubberbanding logic) for most of the race.

    44. Re:Configurable by MoriaOrc · · Score: 2, Informative

      Guild Wars: beating a map, gaining several levels, and then getting a quest later that takes you through the same map. All the monsters are now the equivalent of chuck norris and it takes you two more days to get through the same stupid map.

      FYI, Guild Wars has static maps (well, nearly-static, the classes of the mobs get shuffled a little each time). Although there are two difficulty modes for each map (normal/hard), the player has control over which mode they play in.

      What you said sounds more like Oblivion, which repopulates areas you've already cleared after a few in-game days and levels NPCs to match the player. Especially painful if you haven't been min-maxing and your character has leveled through out-of-combat skills, since all the speech-craft in the world won't take down a level 20 Daedra.

    45. Re:Configurable by grumbel · · Score: 1

      I'd like to see it configurable.

      Depends on the kind of game. In MarioKart multiplayer, sure, a few or even a lot options couldn't hurt, as you will quickly get familiar with them. But in a more story driven single player experience that you may play through only once I find to many options horribly distracting, as its impossible to judge the effects of them when you play the game for the first time. I'd much prefer letting the developer spend some time on good balance then letting the player do the fine tuning. That said, there is nothing wrong with a simple easy, normal, hard difficulty select, as long as that selection is available at all time from the option menu. Nothing sucks more then a game that only allows selection at the very start, thus making you stuck with a to hard or to easy difficulty when you select the wrong option.

    46. Re:Configurable by SQLGuru · · Score: 2, Interesting

      The big problem with the implementations of adaptable I've seen is that it's just "more".

      Too easy to beat up a squad of 5 baddies? Throw in three more. Still not enough? Let's take it to 11.
      If not more enemies, then more AI options. At level one, they don't strafe. At level 9, they strafe and jump both.

      A real adaptable challenge needs to adapt like a human would. And that's HARD (computer implementation hard). But more power to you if you can accomplish it. You'll get lots of kudos from the gaming industry.....at least until they all rip you off. ;)

    47. Re:Configurable by magus_melchior · · Score: 1

      The former, I gather, is great for twitch types-- the kind of gamer who loves fast action and will maximize FPS to ensure that he isn't fragged the next millisecond.

      The latter is good for those who like the tactical emphasis in games like CoD, although there is a bit of "if I can't see them, they can't see me" going on there. Especially good for sniper types, which is also why you don't find scoped weapons very easily in that game.

      --
      "We are Microsoft. You shall be assimilated. Competition is futile."
    48. Re:Configurable by Anonymous Coward · · Score: 0

      There needs to be a separate setting for each player

      You mean like two difficulty switches, that could be labelled A and B :-)

      Well that only dates from 1977

    49. Re:Configurable by natehoy · · Score: 1

      Either that or crank up the difficulty by simply denying them ammo for their favorite weapon, forcing them to adapt to a different weapon and changing their tactics.

      Don't make the enemies any harder, just make the player choose weapons they need to learn to use properly in order to continue defeating the enemies.

      I can also see this as being a playing-field leveler for online games - take a lower-skill player and a higher-skill player and allow them to compete head-to-head and have both of them engaged and interested in the game. Give the lower-skill player better weapons, more health points, and more ammo, and force the higher-skill player to use their skills to overcome their technical disadvantage.

      I've gone to a number of LAN parties and it's both uninteresting and frustrating when you don't have enough players to make teams that challenge everyone - the experienced players bore quickly of mowing down the clueless because it just gets old after a while, and the inexperienced players get tired of getting fragged every 4 seconds and regenerating somewhere way the hell in the middle of nowhere with a crowbar as their only weapon, and having to rebuild an arsenal and get back to the action only to be head-shotted again as soon as an experienced player with an established kill zone and a sniper rifle sees them.

      But if you had an adaptive game that took someone who was playing with less skill (low fire/hit ratio, low kill/die ratio) and ups their ammo, health, and weapons quality until they are playing roughly on par with more experienced players, you'd probably have a game that is more interesting for everyone playing, and the less experienced players slowly lose their technical advantage as they get better at the game.

      I know this sounds like some sort of squishy-gooey politically correct Romper Room madness, but I've played against both superior and inferior players in a number of online games, and both are uninteresting. A game that is too easy is just as uninteresting as one that's too hard. Fragging newbies doesn't help you develop your skills or present an interesting challenge, but fragging a newbie who has a self-reloading MegaWeapon and a few thousand health points when all you have is a pistol, now THAT'S a challenge. Especially knowing that, once you defeat him, he'll come back a little stronger each time. :)

      And, yes, you'll get players who will intentionally play poorly then suddenly reveal skills AND have the ammo to use them at critical moments. That could actually be part of the gameplay, and compensated for by losing technical advantage very rapidly if your kill ratio suddenly skyrockets.

      "Head Shot! Double Kill! Triple Kill! Rampage! RAIL GUN JAMMED!"
      "Hey, where'd all the ammo go for the weapons I have left that aren't jammed?"

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    50. Re:Configurable by mwvdlee · · Score: 1

      Why can't I just be rewarded for buying the game?

      If you want a reward for better play, then how about a bigger hiscore? Play at "impossible" difficulty and get 10x the "easy" score for all I care. Blocking out content a customer paid for simply because he can't beat a game at it's toughest level is asinine. Games are supposed to be enjoyable.

      If you go to the moviess you don't expect to be kicked out of the cinema so only the people that laughed really hard get to see the rest of the jokes or because you screamed too loud at a horror movie and are therefore banned from seeing the scariest scenes.

      Why do games insist on keeping content locked if you're not skilled enough or haven't got enough spare time? Atleast build in an option for those people to unlock all content. They can keep the hiscore off online charts or on a separate "cheater" list or whatever. If you pay for content, you should be allowed to have access to it.
      I'm not talking about extra gimmicks or simple bonusses that aren't part of the game proper, but things like cars in racing games.

      Heck, even the RIAA allows you to listen to all tracks on a CD you bought.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    51. Re:Configurable by herring0 · · Score: 1

      I can certainly agree with you, but from the other side of the equation. I much enjoy the sniping side of things in games; however, I believe some games can go too far in favor of one side or the other. I don't want to sit somewhere and pick off people infinitely, but at the same time other games limit game play types to people with jump macros and the only useful weapon for everyone is a damned rocket launcher.

      I really enjoy it when I have to work to get set and still have to make excursions for resupply, etc.

      It's also very fun when there are a plethora of legitimate options for weapons/play/power but in a balanced (haha, I know...wish in one hand) fashion.

    52. Re:Configurable by MetalPhalanx · · Score: 1

      Yep, I can confirm that this is possible.

      Back when I was playing Mario Kart Double Dash A LOT, I got to the point where I could dodge them about 30-40% of the time. It's easier to do on sharp corners. There's nothing more satisfying than dodging blue shells and laughing all the way to the finish line half a lap ahead of the pack.

      As you were saying though, if you can't dodge em, stay in second place until near the end. Another trick is intentionally go into last place, grab a star, and then get into first place and hold onto it until you hear that evil hiss... then activate your star and laugh maniacally while the blue bastard bounces harmlessly away!

      Ah memories... I think I'm going to go see if my friends have forgotten how well I play yet... (i.e. See if I can convince them to play it again)

    53. Re:Configurable by scot4875 · · Score: 3, Insightful

      Agreed. When I play solitaire, I just deal myself into a winning position because it's stupid that I paid for the aces, but they're always buried behind cards that I can't get rid of.

      Oh wait, no, that's dumb, because it defeats the purpose of the game entirely.

      Also, if you look at a game purchase as buying "content," you're doing it wrong. If you want content, watch a movie or read a book if what you really want is just passive entertainment. Don't lobby for the video game industry to remove what little challenge is left in my hobby so that you can see all of the asinine, predictable cinematic sequences. If you just want to press a button to move on to the next part, try watching your DVDs chapter by chapter and call it a "game" instead.

      --Jeremy

      --
      Jesus was a liberal
    54. Re:Configurable by CronoCloud · · Score: 1

      The problem with Oblivion's auto-leveling is that it's too easy to level up faster than your equipment or offensive skill levels (which is how you increase your damage.) for example, you might start running into clannfear or Minotaurs when your equipment is still Dwarven or Orcish. Or worse, run into enemies that you can't hurt at all because you don't have a silver, magical, or daedric weapon.

    55. Re:Configurable by Anonymous Coward · · Score: 0

      The lesson to be kids: ride someone's coattails, use them as cover, then kill them when they're not useful anymore.

      Hey, they gave this same motivational lecture where I work just yesterday!

    56. Re:Configurable by PitaBred · · Score: 1

      Depends on whether you're playing against the computer or live people. Very different strategies.

    57. Re:Configurable by pwfffff · · Score: 1

      OK General Human, our troops are losing a battle to the south. Do you:
      A) Send more troops
      or
      B) Modify your attack strategy

      (Please note that both A and B are incorrect robot answers)

      Seriously, WTF is 'adapt like a human would'? There's only so many things an AI can do, and even less ways to change those things to vary the difficulty.

    58. Re:Configurable by SleazyRidr · · Score: 1

      I think that's half the fun. These days the only games I play are the sort of game where you have to unlock the content. In the context of racing car games, I like the fact that you get some practice in the slower cars before it opens up the faster cars to you, coz I spend less time crashing and more time having fun.
       
      In a tangent topic, what do you think about Civilisation, where you have to research the tech before you can build units, or GTA where the city is unlocked as you play through the story?
       
      If game companies want to put in cheats for people like you, then that's cool, but people like me enjoy unlocking all the parts of a game.

    59. Re:Configurable by jonesy16 · · Score: 1

      I completely agree with you and have often thought the same thing. Difficulty in multi-player games is "technically" a different challenge than dynamic difficulty in a single player game. As previously mentioned, single player dynamics can be easily, if not poorly, adjusted by increasing enemy count, etc. But multiplayer adds the dimension that you have to adjust the ratio of difficulty between two players. Something should be done to put both teams on even ground. Whether that's through ramping up health or biasing weapon spawns to the losing team, or just making the best players stand out more by glowing or something, there are things that can and should be done to make it easier to have a fair fight when a group of players get together to game. We've already seen this sort of thing starting and we have no farther to look than Rock Band / Guitar Hero that allow players of multiple skill levels to play at the same time.

    60. Re:Configurable by Cornflake917 · · Score: 1

      Obviously, crawling isn't for traveling. People have different tastes for what they want out of an fps. Some want strategy and realism, some want fast-paced action, and some want a good mix of both.

      Considering the recent success of the CoD series, I wouldn't be speaking down to the developers about what is more fun.

    61. Re:Configurable by Applekid · · Score: 1

      Seriously, WTF is 'adapt like a human would'? There's only so many things an AI can do, and even less ways to change those things to vary the difficulty.

      How about:

      C) Pull squad back to a better reinforced position instead of letting them all get killed
      or
      D) Destroy the inherent value of the target they are winning (kill the hostage, destroy the plans, evac the target, airstrike the area to cinders)
      or
      E) Stop throwing meat popsicles at the firefight and reinforce with machines or snipers or shelling

      "There's only so many things an AI can do," so that's why GP said this is hard to implement.

      It should make things easier, though, to figure that in a game the PLAYER is also limited. If the mission is to push through lines of impossible forces, the game mechanic might not support a stealth strategy and the player could theoretically not follow orders and just goof around in green areas and the game simply wouldn't progress.

      --
      More Twoson than Cupertino
    62. Re:Configurable by Applekid · · Score: 1

      Heck, even the RIAA allows you to listen to all tracks on a CD you bought.

      We're working on that.

      -Love, RIAA

      --
      More Twoson than Cupertino
    63. Re:Configurable by mqduck · · Score: 2, Interesting

      I agree absolutely about Oblivion. You felt like you were achieving nothing by leveling up. I want to eventually get so powerful that the world around me whimpers when I walk past, or so that I can kill things I was never able to before. That's the whole damn point of leveling.

      Oblivion is tons of fun, though, when you use mods that create a static game population (that is, mods that disable the world leveling up along with you). I recommend Oscuro's Oblivion Overhaul or, better yet, FCOM: Convergence.

      --
      Property is theft.
    64. Re:Configurable by Anonymous Coward · · Score: 0

      It seems to me that a lot of the older first persons really took advantage of a 3d environment, and that modern games go in for a more earth bound or "realistic" approach. Quake, UT and Tribes were all about rocket jumping, grappling hooks, and skiing. CoD has a 'crawl' button.

      DEVELOPERS: Which of these modes of travel sounds like more fun?

      Don't forget, some players prefer realism or there wouldn't be such a thing as CoD (not that it's very realistic either, but it's a step forward.)

    65. Re:Configurable by jonesy16 · · Score: 1

      For this reason I truly appreciated the way that Halo 3 handles this. It keeps track of your completion and difficulty on a level-by-level basis, including playing single vs. co-op. That way, you still get game completion credit for having played every level, but only the the "hard difficulty completion" achievement if you played all of the levels on hard difficulty. So at the end of the game if you played two levels on normal, you can go back and just play those two levels on hard to wrap things up.

    66. Re:Configurable by mobby_6kl · · Score: 1

      Yeah, UT (at least '99) was pretty awesome for this. Not only were the bots pretty good on their own, but the ways in which you could change them as well were also very useful. Each bot had a personality which you could adjust as you wanted, so you could change things like aggression, accuracy, or, IIRC, jumpiness as well as some other stuff, for each AI player. Sadly, I don't think the later UT games had this possibility :(

    67. Re:Configurable by Anonymous Coward · · Score: 0

      Specifically for games that have multiplayer and solo.

      I specifically like games that the computer just plays for you.

    68. Re:Configurable by pwfffff · · Score: 1

      What I was trying to point out was that GP's post was nonsensical. C, D, and E all fall under "If not more enemies, then more AI options". He wants some magic option that's not an option.

      Maybe I'm not being creative enough and he expects next-gen controllers to cut off a thumb when you do too well.

    69. Re:Configurable by SQLGuru · · Score: 1

      F) Order those troops to surrender (a.k.a. punt).
      G) Political negotiations for a cease fire
      H) Create havok in another area (of strength) such that the opposing general needs to pull some of the resources in that area or risk getting supply lines cut off
      I) etc. etc.

      The thing about humans is that they aren't limited to pre-programmed options. Combos weren't part of the original Street Fighter games until humans figured them out. Then they were added to later versions so that the computer could take advantage of them. Rocket Jumps? I'm sure the developers coded for it from day 1. Etc. And different humans have different creative problem solving methods. This is why real AI is hard. You can't code for all contingencies.....and a truly adaptable AI would need to have learning skills to handle those scenarios that were not inherently programmed in.

      I'd love to see it. But I'm not going to hold my breath waiting for it, either. I'll take the decision tree + random variance that we get now, throw in a little "Easy = 3, Medium = 5, Hard = 10" Enemy scaling and I'll still play video games. When I want an opponent that is challenging, I'll go online and play against real people.

    70. Re:Configurable by Khashishi · · Score: 1

      Or, just allow changing difficulty mid game.

    71. Re:Configurable by Blakey+Rat · · Score: 1

      Admittedly, you do have to plan your class out a little bit, or the problem you describe can happen. (Although, by the time you have orcish armor, you should have no problem with a clannfear as long as it's just one or two of them.)

      As far as the magical weapons go, yah, sometimes you just have to turn tail and run, then come back later. I don't see that as a big deal.

    72. Re:Configurable by Moryath · · Score: 1

      Combos weren't part of the original Street Fighter games until humans figured them out.

      And the fact that they were inherent to the system rather than being a preprogrammed set of arbitrary values in a "it's a combo because we say so" list (like every other crappy fighting game, tekken/virtuafighter/etc had done) was what made Capcom's games so strong. You could find new ones by analyzing the system. Some of them worked on some characters but not others because they were bigger or smaller than the "average" sized character, and thus might "fall out" of the combo when their smaller sprite failed to collide with hit detection.

      Then they were added to later versions so that the computer could take advantage of them.

      No, the AI was simply reprogrammed to know the ones that the developers/playtesters had figured out.

      Rocket Jumps? I'm sure the developers coded for it from day 1.

      Actually, no. They were a reaction to code written for explosions to move "movable" objects (boxes, powerups, dead bodies, and included in the list, players). The fact that they were coded to "add acceleration", and stacked directly with jump acceleration, was not explicitly coded for.

      And different humans have different creative problem solving methods. This is why real AI is hard.

      Oddly enough, that was what made Deus Ex so brilliant, and the sequel so piss-poor. In the first, the designers really worked hard to give the players options - different paths for the run-and-gunners, methods for the stealthers/snipers to get around to spots to take guards out, and so on. The sequel, meanwhile, was just linear level after linear level.

      You can't code for all contingencies.....and a truly adaptable AI would need to have learning skills to handle those scenarios that were not inherently programmed in.

      A truly adaptable AI might (for example of a fighting game) in a writable section of the hard drive, store a list of the combos that the player had successfully used or that the player used most often. Given another 10 years (for processors to get even more powerful), it might analyze that for a weakness.

      I'd love to see it. But I'm not going to hold my breath waiting for it, either. I'll take the decision tree + random variance that we get now, throw in a little "Easy = 3, Medium = 5, Hard = 10" Enemy scaling and I'll still play video games. When I want an opponent that is challenging, I'll go online and play against real people.

      The one problem with that is that in addition to the fact that real people learn (or at least, some portion of the human population learns from their mistakes, setting aside anyone who's ever shopped at Wal-Mart), real people have Genuine People Personalities, meaning a large percentage of them are Real Assholes.

    73. Re:Configurable by lgw · · Score: 1

      Console games don't exist for me: they are every one of them crap games with horrible controls and no depth. Hopefully there will be some tiny market for PC-only games in years to come, but all I see these days in PC/console crossovers are shooters which were clearly designed around a controller other than a mouse (that is, inaccurate aiming is a fundamental design assumption).

      Perhaps the PC market being taken over completely by indie shops would be the best thing that ever happpened to it.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    74. Re:Configurable by BikeHelmet · · Score: 1

      Left4Dead is my game. I get accused of cheating every single night I play it.

      I don't really want handicaps in multiplayer games - but highly configurable single player and coop would be great. I prefer L4D campaign mode on normal, with zombie waves ramped up to 120+, and an abundance of special infected spawns. Much more fun than expert, where a single wall-clipping zombie can kill you while you reload.

      I'd also much rather have an anti-cheat system that works, for multiplayer. Every time a player is actually as good as me, it turns out they're aim hacking. (Why else would they be trying to shoot unspawned boomers behind a bus?)

    75. Re:Configurable by BikeHelmet · · Score: 1

      2fort isn't that bad as long as you have skilled snipers or spies on your own team. I've even seen crazy scouts take out all the opposing snipers.

      What's way worse is engi campers. If there's 6 sentries put in the right spots, it's really hard to break through them.

    76. Re:Configurable by WuphonsReach · · Score: 1

      CoD:UO had a few good counter-sniper additions.

      - Tanks were immune to sniper fire and could make life hellish for a discovered sniper position. Either with HE rounds from the main gun, or volumes of large caliber rounds from the machine gun.

      - Artillery Fire. You could call down artillery fire on a sniper's position.

      Both were effective at suppressing the sniper until killed or you could send in infantry to sweep the position. Infantry, who could now get close enough to the sniper's position while the sniper is hunkered down trying to stay alive.

      (I really really liked the balance of mixed arms in CoD:UO. Tanks were strong, but also weak at the same time. Infantry could simply hide from the tank, then one-shot kill it using a bazooka/etc from the rear. A tank without infantry support is a big fat target.)

      --
      Wolde you bothe eate your cake, and have your cake?
    77. Re:Configurable by bmorton · · Score: 1

      As you've demonstrated, "blue shell" mechanics allow new people to play with old hats. The seasoned players, in turn, have to rely on strategy more than brute force.

      I enjoy these kinds of mechanics. Playing most games at a certain skill level alienates most other players. This makes it difficult to find other players. Everyone hates playing against "that guy."

    78. Re:Configurable by Draek · · Score: 1

      For the most part, yeah, but the Titan quests of Prophecies do take part in areas formerly populated by lv6 Charr and even in Normal mode now hold lv24 critters that can kick your lv20's sorry rear with ease.

      Of course, they're only a tiny part of the whole game and the rest is, as you say, mostly static so dunno why the GP used Guild Wars as an example when there are plenty of games that would've served his argument better.

      --
      No problem is insoluble in all conceivable circumstances.
    79. Re:Configurable by Toonol · · Score: 1

      C) Put your heart in it and win through pluck and determination.

      Let's see a computer pull that off!

    80. Re:Configurable by Draped+Crusader · · Score: 0

      Also, the teamwork aspect is something that you just can't have with computer AI. I can't foresee any computer AI responding to voice chat, like "Can anyone buy me a weapon? Please?".

      Actually, in Unreal Tournament 2004(maybe 2003 as well?) if you had a mic and voice recognition set up on your computer you could command teammate bots to give you their guns, hold a point, attack/defend/freelance, among other things.

    81. Re:Configurable by _Sharp'r_ · · Score: 1

      So what you're saying is that other game company's AIs should be like the AI in Galactic Civilizations?

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    82. Re:Configurable by BikeHelmet · · Score: 1

      I prefer just simple "Easy", "Normal", "Hard", "Very Hard" settings. Ideally with "Normal" being a little easy, so I get to feel good about myself when I choose "Hard" :-). (Only half joking here. The psychology really does matter.)

      I actually prefer accurate naming, or jokingly bad naming.

      For accurate naming, in the game King's Bounty, "Normal" is what is challenging for most people. I don't really want the same challenge though - I went for Easy mode, and challenged myself to lose as few creatures as possible. ;)

      The problem with letting the computer decide what the challenge level is, is that it doesn't have a clue about my preferences. It only knows how well I'm doing, not whether or not I enjoy being challenged. This is not enough information to determine if I'm having fun or not. Doubly so if the system is flawed. For instance, Oblivion takes only your level into account, not your skill, or even your character's skills. This means that if you level up by, for instance, trading, you are constantly hounded by all kinds of nasty critters that you have no hope of defeating with your puny combat stats. Obviously, that's no fun at all.

      You really deserve that +5. Oblivion's system was horribly flawed. I was just enjoying myself exploring, but pretty soon I came across bears and bandits and stuff, and all of them killed me outright. Just about everything had more regeneration than I could do damage.

      Morrowind was impressive. I never played it, but my brother loved it, and I've seen how it plays. Unfortunately, I'm a tad shallow, and I find clipping problems and shallow combat detract hugely from my enjoyment.

    83. Re:Configurable by BikeHelmet · · Score: 1

      In my opinion, highly skilled gamers of a given genre should be able to pick up a game and beat a "Hard" match on their second try, once familiarizing themselves with the UI, weapons, units, etc.

      My experience with Left4Dead was that "Advanced" difficulty was correctly positioned - except that the special infected are always quite stupid.

      That said, when it comes to RTS games I always get infuriated when I see the computer clearly giving orders to several groups of units at the same time, while also placing buildings in its base, the computer should be forced to act as a human "commander", one command at a time with each command taking a certain amount of time (with the time being shorter for higher difficulty levels).

      You and me both! I'd also like the AI to adjust based on framerate. Nothing annoyed me more than Supreme Commander at 6fps - too slow late game for me to actually do anything, except build artillery. Meanwhile, the AI is still chugging away... ;)

    84. Re:Configurable by BikeHelmet · · Score: 1

      Oblivion is tons of fun, though, when you use mods that create a static game population (that is, mods that disable the world leveling up along with you). I recommend Oscuro's Oblivion Overhaul [sweetdanger.net] or, better yet, FCOM: Convergence [sweetdanger.net].

      Good recommendations. I might try them. The levelling up thing was what really annoyed me about the game, and got it put on my shelf since a few weeks after buying it.

      I actually enjoyed Dark Messiah (a game with horrible reviews) far more than Oblivion. Why? Aside from kicking stuff off ledges(a going joke), the combat was very fun, scaled nicely, and there were multiple ways to approach every situation. They put a lot of effort into enemy AI. There's absolutely no combat related clipping issues, and the number of sword attacks that are easily accessible makes it a highly enjoyable FPS hack'n'slash.

      It was also one of the first 3D games to get that dark, gloomy lighting done properly. The story was pathetic, but the atmosphere and engine certainly wasn't!

    85. Re:Configurable by PhilHibbs · · Score: 1

      The Q3 handicap worked well, without it it was like I was playing in God Mode. Kind of fun, but not really challenging. The challenge for me became "how low can I set my handicap and still beat my friends".

    86. Re:Configurable by Anonymous Coward · · Score: 0

      I would have to agree, some type of configurable adaptation system.

      I personally think that a game's default setting should be that it pauses the game and makes suggestions if your doing to well or badly. Of course you would want a "stop bugging me" option as well so you don't irritate gamers who have found the right settings for them and/or do the messages at non-intrusive moments and auto-fades out if the gamer doesn't answer.

      The key here is options let the gamer decide what they want

    87. Re:Configurable by brkello · · Score: 1

      The problem is that the AI isn't good enough to win without cheating. There will be some strategy it doesn't know how to counter that you can exploit to beat it easily. So very hard becomes easy mode. Cheating is the only way a computer can keep up with human intellect in games as complex as an RTS other than maybe rush strategies which would be pretty unfun to deal with as well.

      --
      Support a great indie game: http://www.abaddon360.com
    88. Re:Configurable by Ihmhi · · Score: 1

      I'm of the belief that in games there should be *no* sure thing, ever.

      I started playing Dungeons and Dragons Online with my roommate, and I'm so used to Fumble = Bad Stuff (a fumble is when you roll a 1 on a D20) that I still curse every time it happens.

      I guess it all really comes down to balance. The BFG 10K in Quake Live is sick (albeit gimped from the Q3 version). You could have that, Quad Damage, and the Battlesuit (Battlesuit = greatly reduced damage, you're practically invincible) and that doesn't guarantee you any kills because players can still skillfully dodge your attacks.

    89. Re:Configurable by hairyfeet · · Score: 1

      But you and I are talking about two categories that are about as different as day and night. You are talking about online and I am talking about how to have a decent experience in single player without the dreaded "rubberband AI". And I would argue that single player NEEDS something like what I described 1000 times more than multiplayer.

      Have you ever played a game with rubberband AI? A good example was MOH:Airborne, which had some seriously bad rubberband AI. On normal level the bad guys would line up to stand be shot, but you crank up the "difficulty"? You get grunts that hit you from 1000 yards with a crappy iron sighted rifle, and as for damage? makes the terminator look like a pussy.

      So while i appreciate that you want some changes in your preferred method of gaming, there are still quite a few of us out there like like a single player game. You can play even without a net connection, the story is usually a 1000 times better, and I don't have to deal with griefers and douches, which is just a really nice bonus in my book. If you get better in online you can always move up in ranking or find others that can challenge you. Hey, there are literally millions of players to place yourself against. But if the single player AI sucks the big wet titty? Well that can take what would have been a quite enjoyable game and make it about as fun as a root canal.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    90. Re:Configurable by natehoy · · Score: 1

      Actually, I was referring to both.

      I agree that rubberbanding isn't a really great solution.

      An AI should also learn your tactics over time and react to them with some level of intelligence if possible (if you always left flank, then they claymore the crap out of their left side and right-flank you).

      It'd also be nice in single-player to have some adjustments. When the game reacts, what portions of it get adjusted? Maybe the enemy gets reinforcements instead of getting the ability to fire a 22 pistol 3000 yards and make a consistent first-time-kill shot every time.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    91. Re:Configurable by Joelfabulous · · Score: 1

      that'd be great. I remember they added a patch / tweak to System Shock 2 that removed spiders entirely for people with arachnaphobia... I seem to remember that they also had a spawn timer adjustment as well. I wish I could've set that to off by default, and still had the difficult at normal / hard.

      The game was creepy enough without wanting to back track / hang around for fear that more dudes would show up... there has to be a finite number of enemies on the ship, right? :)

      --
      Sometimes I wonder if I think too much.
    92. Re:Configurable by Anonymous Coward · · Score: 0

      Kindly skip the paragraph on Guild Wars as it is not true.

      Guild Wars PvE is divided into two modes: normal and hard. In order to access the latte one must complete one of story lines (four storylines, one for each major part of the game), however the harder version is not mandatory to the completion of the game - it is there just for challenging players. Also, hard mode is very well documented by players and, apart from some really difficult missions, it's not hard to beat.

      regards,
      ruemere

      (posting as AC to avoid losing points)

    93. Re:Configurable by Opportunist · · Score: 1

      YES!

      God, I hate that AI. :)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  2. Rubber-banding by timeOday · · Score: 4, Insightful

    Rubber-banding is no different than a golf handicap, tennis ladder, or beginner/expert/pro leagues in most sports. It's simply not fun to play too far out of your skill range. The talk about "rewarding mediocrity" is misplaced in an activity that exists only for fun - it should be rewarding for everybody, otherwise players would (and should) quit.

    1. Re:Rubber-banding by Devout_IPUite · · Score: 2, Insightful

      Ruberbanding in some games is fucking annoying. Need For Speed? Yuck. You crash into a wall and then they slow down so you blam past them. Now they come zooming up and leave you in the dust. It doesn't make the game more fun, it just 1) teaches you how to race the wrong way 2) makes winning levels an aggravating game of chance.

      Take a game without ruberband racing like Gran Turisimo, there you learn how to race just fine (if you're in a comparable car). If you make a mistake you start the level again because you just lost, and the progression ends up being much more fun.

      And Mario Kart is not ruberband, that's just part of their 'draft' mechanics (a mechanic that helps a player in the back go faster relative to a player in the front).

    2. Re:Rubber-banding by CheShACat · · Score: 1

      I agree with this; similarly if a game is too hard then a player might find they have purchased content (later levels) to which they are denied access. Granted, this is through their own mediocrity or lack of commitment to attain the relevant skill level, but i think that every player should have the opportunity to play through all the content that they have paid for within the context of how much work that particular person are prepared to put in to achieve it.

      Dara O'Briain makes the same point on Charlie Brooker's Gameswipe here: http://www.youtube.com/watch?v=eG3aHvPG6H8

    3. Re:Rubber-banding by Anonymous Coward · · Score: 2, Insightful

      Traditional rubber-banding isn't really like that. The problem is that it only takes in to account what you've just recently done. It'd be more like adjusting your handicap every couple holes, based on your score on those last few holes (though not again at the very end after the last hole). What ends up happening is that poor/good performance at the beginning is mostly wiped away so that a tiny mistake at the end can cost you the race/game/etc no matter how well you've done the rest of the time.

    4. Re:Rubber-banding by Notch · · Score: 1

      Sure, but poor implementation of it will destroy the design of a game. I very much like games that let you change the difficulty setting without restarting the game. That way you can choose how difficult you want the game to be, and if you start having a hard time, you don't have to start over the very first level. Games that automatically change the difficulty, I find frustrating. Games like Oblivion and Final Fantasy 8 take it to the extreme, where you're actually punished for making progress in the game. As your character levels up, so does everything else in the game, making it pointless for the player to bother trying to level up.

    5. Re:Rubber-banding by Anonymous Coward · · Score: 0

      You shouldn't be bumping into walls in the first place. Granted, some NFS tracks have little invisible corners, but after two or so playthroughs you know where they are. Rubberbanding in NFS actually accomplishes exactly what it should: keeping the game challenging when you get good at it, while still giving you a chance to win early in the game.
      As for Mario Kart, the primary reason that's annoying is because you can get a sudden punishment for driving in 1st place which can send you back to last position in the last lap. That doesn't really encourage people to improve their driving skills, and that in turn makes it boring, even if it's a fun party game when you're all new to the game.
      Still, as a general principle, the game should notice if you get better, and get more challenging in response. Otherwise a game just gets more and more boring over time.Setting skill levels accomplished that in some games to some extent, but it has its problems. In many games you'd have to replay a large part of the story if you want to change your difficulty level, which for some long story based games is a real discouragement. In others (primarily rts games) the more difficult settings can only be achieved by giving cpu players bonuses because ai simply isn't that good yet - but this has the downside that these solutions aren't stable and it at some point will cause the computer players to "explode" making it impossible to win. In that case you have the "aggravating game of chance" that you complain about that will require a kind of rubberbanding to fix.
      Like it or not, rubberbanding is here to stay.

    6. Re:Rubber-banding by Chabil+Ha' · · Score: 2, Insightful

      On top of that, what's wrong with teaching a player new skills? I appreciate the Valve approach in games like Half Life 2. They first *teach* you how to use a tool, game mechanic, etc, then leave it up to you to combine your existing skills with the newly taught ones in order to bring about a successful result. It is very satisfying (to this gamer) to overcome a challenge when given the right skills/tools. The game would have been very bland if they had merely expected me to play in the same manner I had before, dynamically adjusting difficulty to just let me pass.

      --
      We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
    7. Re:Rubber-banding by Zelos · · Score: 1

      Rubber banding is really annoying in racing games. Race really well for the first 2 laps and it makes no difference, you don't build up a lead. Make one mistake on the final lap and all your good driving is wasted as the AI shoots past you.

      Personally I really don't like adaptive difficulty. Sure, let me select what difficulty to play on, but once I've chosen the difficulty don't do some hidden calculations in the background and change my selection.

    8. Re:Rubber-banding by vlm · · Score: 1

      Take a game without ruberband racing like Gran Turisimo,

      GT1 did not rubberband, GT2 did rubberband. Version 2 sucked. Of course that was about ten years ago on my PS1 so I may misremember. In GT1 you could optimize your car to leave competitors in the dust. That was half "the game". In GT2, the competitors were magically always 99% your speed, no matter how optimized or unoptimized your car. That made it just another race game.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    9. Re:Rubber-banding by Anonymous Coward · · Score: 0

      Dara is really bad at video games. It's more like a book starting to use words that are too complicated for you to understand, until you have no idea what's going on and can't follow the plot at all. Does that suck for you? Yes. Should the writer adjust his vocabulary to a fourth grade level? I don't think so.

    10. Re:Rubber-banding by AP31R0N · · Score: 1

      Excellent post. i wish i had karma for you.
      __

      i've the eye hand coordination of a blind snake, which makes FPSes very difficult for me. Some flavor of adaptive difficulty would be great for me because i wouldn't be as inclined to use cheat codes. Give me more health or help me with some aiming assistance.

      i also like to think and read as i play games which makes RTSes very difficult for me. While i'm thinking, the guys who have played Star Craft for 1000 hours or so are madly clicking away. (i'm also a casual gamer, i get to play an hour or two a week, which makes it hard to keep up with guys who play two hours a day)

      Adaptive difficulty might be tricky to implement in a multiplayer game. In single player games it would be great as an option for players like me. i'd prolly play more than i do if i could have a game that was challenging enough to be exciting by easy enough that it's not frustrating.
      __

      Rubber-banding in my gaming circles refers to a side effect of lag. Sometimes someone will be moving and then suddenly snap back as the server decides that the avatar shouldn't be where it was.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    11. Re:Rubber-banding by Anonymous Coward · · Score: 0

      If a book switches to Latin midway through I'm out.

    12. Re:Rubber-banding by Moryath · · Score: 2, Insightful

      Wrong.

      A golf handicap works to change the game. At the top levels (about 5 or below) it's primarily about skill. Competition between low-handicappers is amazing to watch.

      Between other players, the handicap isn't about "leveling" the playing field, it's about rewarding improvement. The same is true in bowling, which uses a similarly designed handicap system. Your overall team wins not by merely playing the same game at the same level every time, but by getting better consistently. It's not even close to a "rubberband."

      Tennis ladders and beginner/expert/pro leagues are the alternative, they deliberately try to stratify the game so that players of approximately-even skill can play together. Also true of this point is chess point rankings, which again reward improvement - you can't gain points by going around just defeating people way below you, you have to play people who are either near your level, or above your level. You have to challenge yourself and improve your skills.

      Rubber-banding is about "snapping back" the leader. Handicaps, organized-skill-tier leagues, and numeric skill rankings are about determining who the best opponent is to teach you something to improve your skills, while not overwhelming you so much that you feel the game is hopeless.

      Rubberbanding is horrible because it either teaches bad sportsmanship to those in the lead, or it makes people give up the game in disgust, and it does nothing to improve the skills of those receiving the dubious "benefit" of the rubberband mechanic.

    13. Re:Rubber-banding by Mister+Whirly · · Score: 1

      It is called "strategy". Mario Kart is not just a simple racing game. There are many more elements to be considered than just "going as fast as you can all the time". What you find annoying is what makes the game fun to me, and gives players that aren't as skilled or familiar with the game a chance to not be in last place every race.

      --
      "But this one goes to 11!"
    14. Re:Rubber-banding by EggyToast · · Score: 1

      Yeah, it's one of the reasons I don't buy racing games anymore. There's no incentive to improve because it only matters if you get first, and by improving your skill you make the AI more challenging, making it harder to get first anyway.

      I used to like them, but kicking ass on the first couple laps and seeing an AI car (that crashed or got stuck on an obstacle) suddenly zoom way up is bullshit. There's no point in playing a game where there's no reward for improving.

    15. Re:Rubber-banding by CopaceticOpus · · Score: 1

      Rubberbanding can ruin a game, but so can perfectionism. I've had the most fun in racing games that allow leeway to make a couple of mistakes, and yet still seem like a fair race.

      There are different types of racing gamers. There are those who like to hone their technique and drive a perfect line around the course. Then there are those like myself who like to fly into a turn much too fast, bounce off two cars, bump a guardrail, and somehow end up in the lead.

       

    16. Re:Rubber-banding by Hatta · · Score: 1

      On the other hand, if you never see a real challenge you never get to feel the accomplishment of beating a really hard game. There is room in the world for Ghouls n Ghosts, and beating a game like that is a real accomplishment. If it just got easier for people who didn't want to practice, then it would be nothing.

      Sometimes it's not the gameplay itself that's rewarding. It's the feeling of accomplishment you get. Make the game easier and you lose that sense of accomplishment. Then there's really no reason to play.

      --
      Give me Classic Slashdot or give me death!
    17. Re:Rubber-banding by Anonymous Coward · · Score: 0

      Actually, rubber-banding is very different from a golf handicap. Unless you adjust your handicap up in the middle of the round if you happen to be doing well, then adjust it down if you pull one into the water hazard. If you did that, the outcome would never be in doubt - you'd always end up with the exact same score as your opponent, which isn't fun. That's why rubber-banding isn't fun - people can tell when the computer is manipulating the virtual world to herd them towards a desired outcome - beating the game, but not by too much. Especially in a game that is trying to be realistic (driving simulator, open-world rpg or fps) the rubber-banding pulls the gamer out of the world.

    18. Re:Rubber-banding by mrdoogee · · Score: 1

      Back in the days of Gran Tourismo 1 & 2, my friends and I developed a racing style that we named "Shenanigans". The principle of Shenanigans was that since the AI would simply pace you until the final turns on the final lap then just blast past you with superhuman driving, what you would do would be let the lead car pass you on the final lap but you keep on his tail, then as you hit the last turn, you just gun your car up to warp speed and T-bone him off the track into the ditch/wall. Properly executed, this tactic always managed to confuse the AI for a split second, which was longer than you needed to recover (since you were planning on the collision and the computer was not) and beat him down the last straightaway.

      It also lead to us having to call Shenanigans/No Shenanigans when playing multiplayer. Of course We had some of our most fun races with Shenanigans allowed.

    19. Re:Rubber-banding by digitig · · Score: 1

      Yes, but that's just badly implemented rubberbanding. Badly implemented pretty-much-anything in a game is going to suck, but it doesn't mean that pretty-much-anything is a bad idea.

      --
      Quidnam Latine loqui modo coepi?
    20. Re:Rubber-banding by CorporateSuit · · Score: 2, Insightful

      Watching the computer make 23 3-point shots in a row in one game, and then watching star runningbacks fumble every carry and star quarterbacks throw an interception every throw in another, just because you're 20 points ahead, makes a game aggravating, not fun. It doesn't increase the sense of accomplishment when you squeak by mediocre competition. Your sense of accomplishment comes from demolishing mediocre competition, and then toughing it against the tough.

      Players who seek difficult gameplay want it to be difficult, not cheap. If they do nothing wrong, then they shouldn't be punished. They should be rewarded. Otherwise, they'll end up running outside with a kitchen knife and stabbing people.

      --
      I am the richest astronaut ever to win the superbowl.
    21. Re:Rubber-banding by digitig · · Score: 1

      Are you going to ignore that writer's books in future and buy something more suited to your reading level? Sure. That's why there's no right answer to the original question (short of making everything configurable). Different people have different abilities and play games for different reasons. Rubberbanding isn't right or wrong, it just shifts your target demographic. After all, Dara O'Briain might be really bad at video games, but I bet he's got a lot more money to spend on them than I have!

      --
      Quidnam Latine loqui modo coepi?
    22. Re:Rubber-banding by mister_playboy · · Score: 1

      You memory is very wrong. There has been the chance to totally annihilate the AI in every GT game... did you ever use the Pikes Peak Suzuki Esucudo race car in GT2, for example? That thing was incredibly broken and the AI certainly didn't rubberband to compensate even one bit.

      Tourist Trophy (basically GT with motorcycles instead of cars) can seem to have rubberbanding, but that's only because you have limited ability to tune your ride, and because the bikes tend to be very closely matched in most races.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    23. Re:Rubber-banding by CastrTroy · · Score: 1

      Yes, but the effect of letting you level up is to make the game too easy for someone who wants to spend hours leveling up. Almost all RPGs fail in this respect. If you aren't good enough, just spend a few hours fighting boars and you are now good enough. I more enjoy games like Zelda where you still go on a quest, but there is no arbitrary way to make yourself twice as powerful as one would normally be at that point in the game. It requires a lot more skill play a game where the strength of your character is limited.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    24. Re:Rubber-banding by mister_playboy · · Score: 1

      Terrible rubberbanding in racing games? NFS: Carbon, NFS: Most Wanted, and Midnight Club 2 and 3 come to mind... god, that could be so irritating.

      NFS: Pro Street managed to be do a much better job of it... haven't played Undercover.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    25. Re:Rubber-banding by rawler · · Score: 1

      Well, it's basically the problem with the duality of word "Play". Play can mean play is in a playdate or playful, and it can mean play as in playing football, ranging everything for between a simple handclapping-games, to serious "when I loose my life is over" competition.

      Different players want different things, and as long as there's a plethora of options, I'm happy.

    26. Re:Rubber-banding by Deosyne · · Score: 1

      Undercover wasn't bad about it at all. If you pulled the lead and held it well, you would keep opening that lead further as the race went on instead of hitting some arbitrary distance that suddenly triggered the magical engine boost of the other cars. The distance increase was gradual enough that you would have to keep your lines really tight to keep building your lead, as the AI became much less sloppy as it fell behind, but it could readily be done. It was nice to get rewarded for doing well over time.

    27. Re:Rubber-banding by Anonymous Coward · · Score: 0

      confuse the AI for a split second, which was longer than you needed to recover (since you were planning on the collision and the computer was not) and beat him down the last straightaway.

      It's kind of strange to see someone anthropomorphizing game AI on Slashdot. The AI can "think" and act a whole lot faster than you. You just managed to create a situation where its action taken was less than ideal.

    28. Re:Rubber-banding by spetey · · Score: 1

      Like handicapping in golf (and bowling and chess and go ...), I think one way to balance the reward of achievement against the desire for a consistently challenging but not-too-challenging game is to have a rating system, perhaps with exciting tier levels in the ratings with some bling attached. Rating is often done against real humans, of course (like Mario Kart online), but for some reason rarely against AI opponents.

    29. Re:Rubber-banding by mrdoogee · · Score: 1

      Oh heck.. here I go replying to an AC.

      I know that the AI can process data faster then I can.

      What I was saying was I presented it with a variable that was not expected under its normal operation. Therefore the system had to take time to compensate for this new unexpected input. It also helped that I knew the collision was going to happen and set up myself so that the impact kept me on the track, while the AI opponent was off the track experiencing a new set of negative variables that I was not.

    30. Re:Rubber-banding by jizziknight · · Score: 1

      The other problem I've found with NFS is that in a lot of them, the rubberbanding turns into physics defying cheating by the computer at some point, like being able to take a hairpin turn at 190 MPH in a Honda Civic, without hitting any walls, skidding, or even slowing down. The computer should not be able to break the limits of the game in order to catch back up. Sure, let them drive a perfect lap, but the limits of their car shouldn't be increased. If my car is fully upgraded, and I'm hitting max speed on a straightaway, the computer shouldn't be able to pass me driving the same car like I'm sitting still.

      --
      Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
    31. Re:Rubber-banding by Bat+Country · · Score: 1

      It doesn't have to reward mediocrity either - the game can start out easy in places, hard in others, then adapt to be harder if you are clearly handling the easy areas too easily or have found some trick to finish the hard areas without effort.

      Just because you can lower the bar doesn't mean you have to. If a person is obviously sucking, tone it back a bit. If they're not doing too badly but still failing, let them struggle - they'll appreciate the win more when they get there.

      NB, I suck at hard video games.

      --
      The land shall stone them with the bread of his son.
    32. Re:Rubber-banding by Disgruntled+Goats · · Score: 1

      Then there's really no reason to play.

      Yeah, it's not as if people play games to have fun or anything.

    33. Re:Rubber-banding by Hatta · · Score: 1

      The fun comes from the challenge. No challenge, no fun.

      --
      Give me Classic Slashdot or give me death!
    34. Re:Rubber-banding by Quantumstate · · Score: 1

      Adapting to your difficulty is fine as long as it is not done during the race. Then you get well matched AI's but you don't get the stupid stuff with the first two laps being irrelevant.

    35. Re:Rubber-banding by bigngamer92 · · Score: 1

      Except for Helicopters and Striders. They never give you an alternative way for killing those except for the rocket launcher. So every battle with one is you trying to get to the rocket ammo while getting shot at. I'm glad to see it removed in episode 2, but it irritated me that you could never happily use the RPG (which was incredibly powerful) in any situation due to the value its ammo had if they threw a Strider/Gunship.

      Otherwise I agree. Aside from some irritating platforming bits, HL2 did a good job of allowing a mixture of weapons.

    36. Re:Rubber-banding by Anonymous Coward · · Score: 0

      Why watch movies or TV?

    37. Re:Rubber-banding by Hatta · · Score: 1

      Very good question.

      --
      Give me Classic Slashdot or give me death!
    38. Re:Rubber-banding by greentshirt · · Score: 1

      Shouldn't you be posting racist bullsh!t and forgetting to click the AC button somewhere? Racist asshole. http://slashdot.org/comments.pl?sid=1391719&cid=29633239

    39. Re:Rubber-banding by greentshirt · · Score: 1

      Shouldn't you be posting racist bullsh!t and forgetting to click the AC button somewhere? Racist asshole. http://slashdot.org/comments.pl?sid=1391719&cid=29633239

  3. How about instructional difficulty? by Dr.+Manhattan · · Score: 3, Interesting

    What if the game taught you to be a better player? For example, it could slant the gameplay to teach you one strategy, then once you'd mastered that, move on to teach you a different one. If you do well enough, it starts to require combined strategies, etc.

    --
    PHEM - party like it's 1997-2003!
    1. Re:How about instructional difficulty? by Devout_IPUite · · Score: 1

      For racing games (not mario kart of F-zero, those aren't racing games), the best thing the game can do is pit you against equal cars and not ruberband. Ruberband racing teaches you to rush and crash into corners.

    2. Re:How about instructional difficulty? by RivenAleem · · Score: 1, Interesting

      I've played quite a few racing games, and I believe them to teach you to rush, and not crash into corners. The problem with a lot of racing games is that if they become a simulator, then they are not a racing game. Those that succeed well at becoming very close to reality, start becoming less of a quick thrill for those not wanting to perfect the driving mechanics of the game.

      Those like Wipeout and Gran Tourismo were more about getting nice graphics and a rush of excitement when you hammer through bends at impossible speeds. These games had the different difficulty levels (or progression to harder races) to allow for cutoff points in skill and enjoyment.

      If a racing game would be able to design tracks based on your driving style, either to challenge you, or play to your strengths for a more enjoyable ride, I think that it would be really cool.

      btw, any of you notice the expert use of the car analogy?

    3. Re:How about instructional difficulty? by PitaBred · · Score: 4, Insightful

      Mario Kart and F-Zero most certainly are racing games. They're just not racing simulations.

    4. Re:How about instructional difficulty? by mrdoogee · · Score: 1

      While Gran Tourismo could not be called a true simulation (rubber cars anyone?), what racing game would you call more realistic? As far as home console/PC I've never played a racing game that tried harder to emulate realism.

    5. Re:How about instructional difficulty? by Anonymous Coward · · Score: 0

      What if the game taught you to be a better player? For example, it could slant the gameplay to teach you one strategy, then once you'd mastered that, move on to teach you a different one. If you do well enough, it starts to require combined strategies, etc.

      However, if you are constantly playing in an adaptive environment, how can you test your "mastery of the strategy"? I think having the ability to select adaptability, or standard difficulty levels puts the decision back in the gamer's hands, who is the ultimate decision maker as to what defines enjoyment.

    6. Re:How about instructional difficulty? by Gorbag · · Score: 1

      Back in the 70s I helped debug a program called "Wumpus Advisor" in the MIT AI lab that did just that - it inferred what rules of Wumpus you demonstrated you understood, then attempted to give you hints on those you hadn't demonstrated yet (e.g., when you picked to explore a cave that was not the least dangerous on the frontier).

      --
      -- I speak only for myself
    7. Re:How about instructional difficulty? by Anonymous Coward · · Score: 0

      One could argue that Forza has improved upon the cosole simulation market by simulating the physics of the cars (HP/torque curves, rotating and sprung mass, aerodynamics, and other physics are used to calculate performance pretty accurately, rather than back-calculating from 0-60 time and lateral acceleration numbers in the older GT games). This added competition has caused both to improve towards being quite accurate sims.

      For the PC market, most circuit racing games are incredibly detailed simulations, and one called rFactor is both detailed and allows for customization. There's even mods for it to simulate everything from F1 and touring cars, down to local dirt cars and lawnmower racing.

    8. Re:How about instructional difficulty? by Canberra+Bob · · Score: 1

      This may or may not appeal to regular gamers but it would certainly appeal to people playing competitively to iron out errors in their strategy and tactics. As an example, as a poker player I would pay good money for a strong AI to play against that would adapt to my playing style and force me to become less predictable and intentionally target my weaknesses. "Rigging" the deck would be useless and AI that just gets stronger as time progresses would only be useful to a point. An ideal opponent would be an adaptive one.

    9. Re:How about instructional difficulty? by Devout_IPUite · · Score: 1

      If you don't use the breaks, it's not a racing game.

  4. No WAY!! by Anonymous Coward · · Score: 0

    Games should not adapt to people.. I played nintendo with 0 Adaption and i loved the games way longer then these new ones. I think it makes the game boring and trivial. Just make a game that is hard as hell and people will adapt to it.

  5. Bad example: Madden I.Q. by Anonymous Coward · · Score: 1, Insightful

    Maybe the system works in the long run, but in my experiences over one season of a franchise, the difficulty adjustment is a little too jumpy. If my I.Q. is low, I can absolutely slaughter the opponent, causing it to go artificially high. If it is high, I can't successfully do anything, and I get steamrolled. End result? With one exception near the season's end (as things finally balanced out), I lost every even-numbered game.

    Adaptation is great, but unless you're playing to win (in a Deep Blue style competition), don't let your game adapt too quickly (in either direction). Or better yet, let the user have some control over the adaptation rate.

  6. expression? by qoncept · · Score: 1

    Others would say that it restricts the freedom of expression for the game designer.

    First, the question I feel stupid even asking: How would that restrict the game designer's freedom of expression?

    And, the one that doesn't make me feel stupid: Are you serious? Can I get a "who fucking cares" ? "Selling out" is what happens when you have bills to pay. Get used to it.

    --
    Whale
  7. Old school gamer reply. by Tei · · Score: 5, Insightful

    Most games already have a option to choose how hard or easy you want your game. This works better than autoleveling, because If I set the game to be hard, and I die too much, maybe thats exactly what I want, and If set game too easy and I kill everything, maybe thats what I want.

    Good games, like World of Goo, have options to skip night imposible levels (since is a puzzle game, you could be stoped totally to experience the whole level). This is like these ols space games with "megabombs" that clear the screen. But that "megabomb" is limited.
    Challenge is good wen you want challenge, havin games that kill challenge would be fatal. And this one of the reasons Oblivium was a bad game, and Morrowind was a much better game.

    postdata:
    Also, dificulty is not that all important. Fun is important. Games sould be fun. The dificulty is not the reason. But since we are talking here about dificulty, I have talked about it, and what it means.

    --

    -Woof woof woof!

  8. What sort of game adaptation would you like to see by Anonymous Coward · · Score: 2, Funny

    If I just keep sending Kasumi to the pool to watch her rock back and forth on an inflatable dolphin in the pool, you might as well remove her swimming suit completely.

    I don't know what you'd call that, I would call it a reward for not exhausting my character in volleyball matches under extremely hot temperatures.

  9. I don't think it is a bad thing... by Darundal · · Score: 1

    ...because it provides, at least for me, a challenging game experience while at the same being in line with the market trend of games that are more accessible. Accessibility these days often comes in the form of significantly reduced challenge, which leads to uninteresting games for me. At least this way, I still have something to play.

  10. reward better players by pavelthesecond · · Score: 1

    try rewarding better players by giving them more stuff to do in the game. Or give them bragging rights, like the achievements system in COD4.

    1. Re:reward better players by Anonymous Coward · · Score: 0

      "Reward" in this sense is misguided.

      For design purposes we need players to enjoy the game. Enjoyment is the reward. Being "better" at a game can be pretty subjective. Bringing various definitions into alignment would mean that the person who is enjoying the game the most is also getting the highest in-game score or other measure of accomplishment.

      People conflate "better player" somehow with "more skilled" which isn't necessarily the case. Particularly in the FPS and MMO genres you have the "hardcore" players who self-identify as "best" but don't necessarily get the most out of the game, just the highest score or fastest time to level. These are the same people who don't "get" Little Big Planet or other sandbox games because they don't have an easy, solid measure of what it means to be "better".

    2. Re:reward better players by Pvt_Ryan · · Score: 1

      Being "better" at a game can be pretty subjective. Bringing various definitions into alignment would mean that the person who is enjoying the game the most is also getting the highest in-game score or other measure of accomplishment.

      Can't say I completly agree to the second sentence, as for me there was a game for the amiga 500, Dogs of War. I think i only ever managed to complete 1 mission as the game was too difficult for me, however I never stopped enjoying the game or trying.

  11. area under the demand curve by goombah99 · · Score: 2, Insightful

    for a game to achieve a given level of revenue at a given price then you can compute the number of items you need to sell. if you make it too hard, your demographic won't support it. if you make it too easy then you bore the hard core and also may lose the demographic size you need.

    the question is does medium hard work?

    if not then you need to have variable difficulty to capture the area under the demand curve.

    Also if lets freinds and guests compete on the turf of an expert. the expert may enjoy having more freinds than the person at his level.

    Configurable is nice but i'd probably not be an expert enough to know what i needed until I had played it for a while and gotten frustrated.

    --
    Some drink at the fountain of knowledge. Others just gargle.
  12. rubber banding is like the NBA by notgm · · Score: 1, Flamebait

    you only have to try in the last few seconds of the game, and even then you're just a crapshoot and a bad bounce away from a win or a loss.

    blech.

  13. Lack of perceivable progress. . . by JSBiff · · Score: 4, Insightful

    One problem, potentially, if you 'adapt to players skill level' *too* well, is that as they get better (or as their character gets more powerful in an RPG type system), they might feel like they never get to enjoy the increase in either their skill, or power. It can feel like treading water, if as you get better, the game gets so much harder that you never get any feeling of accomplishment, no sense that you are any better or stronger than you started out, even though you *know* you've gotten better, or have more powerful abilities.

    However, at some point, you do want more challenge. The trick will be, adapting to the players, while still giving them some opportunity to experience their increase in skill or strength.

    This could be applied to almost any game genre, btw. I mean, consider an FPS. If you've gotten better at managing your economy, strategizing attack tactics, etc, but the computer remains in lockstep with your real skill increase as a player, then it can be very frustrating. At some point, you want the satisfaction of just slaughtering the AI player that used to beat you on the same 'skill level', because your skill has actually increased.

    1. Re:Lack of perceivable progress. . . by jim_v2000 · · Score: 1

      That's what pissed me off about Oblivion...no matter how much you leveled, it didn't feel like you accomplished anything because the bad guys were harder to kill.

      --
      Don't take life so seriously. No one makes it out alive.
    2. Re:Lack of perceivable progress. . . by Yvan256 · · Score: 1

      The game difficulty should be like a stairway instead of a straight line. That way, you struggle a bit a the beginning of each step and feel more powerful toward the end of each step.

    3. Re:Lack of perceivable progress. . . by Bigjeff5 · · Score: 1

      It makes you a permanent noob, getting better doesn't actually mean anything because had NOT gotten any better you would be doing just as well.

      What's the point of a skill increase if a beginner monster that was challenging but beatable at the very beginning of the game can suddenly kick your ass when you're 3/4 of the way through the story line? That just makes you feel like shit.

      It would be a hell of a lot easier to just do away with the skills altogether and turn it into an FPS, since it is about the same anyway.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    4. Re:Lack of perceivable progress. . . by PitaBred · · Score: 1

      Damn good point. Maybe make some hard steps between levels doing the skill level stuff, instead of trying for a smooth leveling?

    5. Re:Lack of perceivable progress. . . by CharlyFoxtrot · · Score: 1

      I agree completely with this. Another problem with upping the AI "skill" is that AI simply isn't good enough yet, leaving the player with the feeling the computer is cheating (because it is). Take Civilization for example, on the higher difficulty levels the AI players simply get access to technology and units impossibly fast. If your AI has the advantage simply by violating the in-game rules players have to follow you will end up with an unrewarding experience.

      --
      If all else fails, immortality can always be assured by spectacular error.
    6. Re:Lack of perceivable progress. . . by gedrin · · Score: 1

      Even worse, you might not be able to tell what tactics worked and the constant scaling may yield a "false false" in terms of feedback concerning skill increase. I prefer stages of difficulty; easy, normal, hard. Adjust granularity to taste.

      --
      Moderation : -1 Conservative Viewpoint
    7. Re:Lack of perceivable progress. . . by Anonymous Coward · · Score: 0

      Instead of adjusting the difficulty of the base game, reward players that do well with unlockables.

      So, once they finish their level, if they did well enough, they get to go to a bonus mid-level that is more matched to their skill, then return to the normal plot-line after completing the additional challenge. Add rewards (items, experience, etc) to the bonus area, but give the player the option of taking that route or staying with the base game. Now, those who want a nominal challenge can continue through the game unimpeded, but the "lets see how good I really am" players can cut their teeth on something more difficult and garner a reward for the additional time spent.

    8. Re:Lack of perceivable progress. . . by Arguendo · · Score: 1

      I always thought Nintendo had nailed the feeling of getting more powerful while still being challenged in games like Metroid and Zelda by showing players a lot of the level without letting them get to it. Then on your second pass through the world, your new skills/tools allowed to you explore a lot more even while feeling challenged because the creatures were harder to kill. By the time you took your third/fourth pass through the level, you were probably either flying (literally) or could use some kind of other tool to basically go anywhere you wanted to. Definitely gave a sense of leveling up.

    9. Re:Lack of perceivable progress. . . by knarfling · · Score: 2, Interesting

      Wizardry 8 did this well. You could start with fresh characters or imported characters from Wizardry VII. I started with fresh characters and the monsters in the first area were pretty hard. I started a new game with imported characters thinking that I would have a big advantage. Nope. Although my characters were more experienced and able to fight better, the monsters were also stronger. After making my way past the first area, I moved to an even harder area. Realizing I had forgotten something, I went back to the first area. Sure enough, the monsters that showed up were even more powerful. Later in the game, after I had moved my characters up several levels, I had an occasion to go back to the first level. Although the monsters were even harder than before, they were no match for my characters and I breezed through with no problem.

      The game was divided into areas and each area had different types of monsters. Each monster type had different levels as well. The neat thing was that there was an upper and lower limit to each monster's levels. For example, the first area had different slime creatures from a wimpy green slime to a very tough emerald slime. Slimes were not seen in other areas and an emerald slime could never do the same kind of damage that a giant wolf that was found in another area could do. Each area was tough, and if you went into an area before you were ready, you could be killed quite easily. Even if you were ready, you could be killed if you weren't careful. Rare was the time you could enter an area and say, "Wow. That was easy."

      I really liked that game, and the way it pushed you in each area. Grinding was almost counter-productive, since the experience gained for each type of monster was dependant upon its difficulty. Grinding away in one area only made the next area that much more difficult. I could sit and grind in one area for hours, or I could move the the next area and play for 10 minutes and get the same experience. Unlike other games, it was a great balance between playability and difficulty. Other people I talked to had similar experiences even though we had different playing styles.

      --
      Great civilizations have lived and died on false theories. Don't mess up mine with a few facts.
    10. Re:Lack of perceivable progress. . . by jayme0227 · · Score: 1

      What about a play level that told you that it adjusted to your skill. Then you could boast about your skill level as you advanced. This could go in one of two ways: 1) There's infinite difficulty levels or 2) There's a cap.

      With infinite difficulty increases, the goal could potentially devolve from "winning" the game itself to maximizing your ability rating, like WoW arena rating, leading to people to seek ways to exploit the system. This would best be avoided if the only gain from having a higher rating is facing better competition, as those who didn't belong at the highest levels would quickly be found and forced back down the ladder by better players. I think this type would be best utilized in multiplayer games in order to match people better by ability or give people with lesser ability levels a fair shot.

      The capped difficulty settings would come into play for single person games where the intent is solely to win the game. This would allow players to face an appropriate amount of challenge to maximize enjoyment. Again, there are two options with this: 1) force the difficulty to increase with player skill or 2) Give the player the option. I personally enjoy the thought of the game insulting sandbaggers who insist playing games at a skill level lower than what they are actually capable of. “Wow, you just beat the Colts 98-0, maybe you should leave the rookie setting and move up to pro, that is, unless you PREFER to be treated like a six year old.”

      --
      But then I realized the cable was blue, so I only gave it one star. I hate blue.
    11. Re:Lack of perceivable progress. . . by mister_playboy · · Score: 1

      This problem was very blatant in Civilization: Revolution. I quickly lost interest in the higher difficulties because of this.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    12. Re:Lack of perceivable progress. . . by pavelthesecond · · Score: 1

      Actually I found Oblivion to be really easy after level 20 or so. I got enchanted armour that, together with some rings and my character's abilities, gave me a 100% defence against spells and melee combat. Only way I would take damage was from arrows. Taking on an oblivion gateways became a walk in the park and I got bored real fast.

    13. Re:Lack of perceivable progress. . . by hibiki_r · · Score: 1

      On the other hand, you have the opposite, like in Shadow Complex: As the game goes on, it only gets easier and easier, until it is so unbelievable easy that it's just a chore to go from point A to point B.

      A game should have a few upward bumps in the difficulty level as you go along, precisely to provide a bit of texture to the experience.

    14. Re:Lack of perceivable progress. . . by Anonymous Coward · · Score: 0

      I would say, let the enemies adapt to kill you more efficiently. For example, if every time they fire a rocket at you, you die, they should all use rockets. Eventually you'll get really good at dodging rockets, and they will find something else to use.

  14. just tech. by RiotingPacifist · · Score: 1

    Adapting the game is just tech, its how you use it that makes the game better worse.
    Notice that I kill the grunts like noobs, unless you send more than 5 in at a time, then decide to send them in in groups of 6-10 = good
    Notice that I'm simple too much of a noob to kill 11, stop sending in 11 = questionable but it will make the game more enjoyable for many (maybe in hard mode just make me suffer)

    Some people would claim that adapting the game to you just rewards mediocrity (i.e. you don't get rewarded for playing well)

    So easy mode makes the game worse? IMO no, it lets players choose the game THEY want to play, only so many of us can give the boses infinite health and still win!

    OFC i hope the tech is much more interesting that just adding/removing grunts, but basically giving game developers more options is always good (yes even flash), but it can lead to some crappy game if used badly (yes especially flash)

    --
    IranAir Flight 655 never forget!
  15. "Rewards Mediocrity"? by Rary · · Score: 1

    Some people would claim that adapting the game to you just rewards mediocrity (i.e. you don't get rewarded for playing well).

    Are you kidding me? So freakin' what? It's a game. It's not real life. You play it for fun. Should a person be "not qualified" to play a game if they're not good enough? And if so, by whose standards?

    --

    "You cannot simultaneously prevent and prepare for war." -- Albert Einstein

    1. Re:"Rewards Mediocrity"? by AntiDragon · · Score: 1

      It's not that simple though.

      What makes a game fun? Is this different for different genres? How does it change betwwen a game you play alone and one you play with others? Games with persistent scores or ways fo measuring progress versus games without such mechanics?

      For me - and I'm aware that this is just one of many possible views - overcoming challenge is a key point of any game. Yes there are games that I consider fun for other reasons (Looks good, sounds fun, has humour, etc) but the most overriding source of fun is facing some kind of challenge and having to put some (not too much!) effort into beating it - be it physical twitch reflexes or mental effort.

      Let's take the ever loved and loathed WoW - this is a game played with multiple people and a game which records your progress - your gear and achievements show what you've done. For someone who wants a challenge, making the content easier or offering non-challenging ways to access gear (badges vs raiding) means their own rewards no longer stand out - and makes the idea of trying hard pointless. They don't try anymore and the game is less fun. This isn't my opinion but it's easy to see how that works.

      Rubber banding is not a blanket answer. Different genres and players beget different sources of fun. Rubber banding reduces challenges effort required. In games where that's not why it's fun then it's fine. But in games where you are trying to beat other players, or your rewards are expected to be linked to your efforts then yes, it encourages medicority if not applied very carefully.

      --
      "...So I hung back and lurked. For 18 months. Can't beat a good old-fashioned lurking."
    2. Re:"Rewards Mediocrity"? by Anonymous Coward · · Score: 0

      There should be rewards for playing well, otherwise, what is the point of getting good at a game?
      "Rewarding mediocrity" just means that I believe. Could probably be coined better by the author.

  16. Less Jews by Anonymous Coward · · Score: 0, Funny

    There are too many Jews in the Mario games.

    Koopa Troopas, Ghosts, those little shelled spikey things, the fucking plants that come out of the pipes. All Jews.

    Just like everything else, Mario games would be alot better without the Jews.

    1. Re:Less Jews by Yvan256 · · Score: 2, Funny

      Cartman! Stop saying the F word!

  17. I prefer Zones or areas by Pvt_Ryan · · Score: 5, Insightful

    Basically WoW has it right. Oblivion was annoying as as soon as i level those "bandits" suddenly had very very good gear. I don't like that it's no fun, sometimes it is nice to walk to an area you have been before with your gear and butcher the low level stuff for fun.
    Bestheda also fucked up Fallout 3 with this, you can pretty much complete the game in under 3hours (iirc) with hardly any leveling as the monsters are pretty much all scaled to the player.

    I do like rubber-banding as long as it is managed (eg a lvl 4 monster, depending on my skill, can have the stats of say a lvl 5 monster but never any higher) this allows for a small degree of rubber-banding so good players will have a harder time but can still return to low level places.

    1. Re:I prefer Zones or areas by swanzilla · · Score: 2, Interesting

      Basically WoW has it right.

      I disagree, it's a very good game, but I think Donkey Kong is the best game ever.

    2. Re:I prefer Zones or areas by Anonymous Coward · · Score: 0

      You couldn't have played Oblivion for long. My character was hardly maxed out and I could destroy anything in the Arena with my bare hands.

      Again, you clearly missed most of Fallout3 if you didn't come across things in the wild that could take you out in two or three swipes, and your nukes would hardly scratch them. Perhaps you should explore places and do side missions if you buy RPG games? You'll get far better value from them, whereas being a runner on the main quest suggests you'd be better off sticking to FPS titles.

    3. Re:I prefer Zones or areas by Pvt_Ryan · · Score: 2, Insightful

      I am fully aware of the side missions etc. I was just pointing out the flaws.

      My point about Oblivion wasn't that it was hard it was that imo the enemy leveling with your char is stupid and not much fun. Bandits kitted out with adamantium gear, come on if they have that sort of gear why do they need to be bandits. Imo Bandits should have shit gear and have patchy equipment, conversly Noble's body guards should have good solid gear, while the top end gear is reserved for champions and nobles that can afford it.

      With regards to FO3, I was pointing out that as a (for the sake of argument) lvl 5 char you could go and complete the game as well as kill pretty much everything including supermutants. Compare this to FO1/2 if you were lvl 5 and came across a supermutant you had to run or you would die. Imo this made more sense and was more fun

    4. Re:I prefer Zones or areas by Pvt_Ryan · · Score: 1

      I never said WoW was "the best game ever". I was just saying that for an RPG type game the difficulty system was pretty much perfect, imho.

    5. Re:I prefer Zones or areas by zippthorne · · Score: 2, Insightful

      The underlying issue with fantasy games is that they continue the legacy of D20 based systems.

      You get an *exponential* progression of "skills" with level so there is a narrow window of enemies with close enough levels to yourself to be challenging but possible. Everything past a couple levels lower will be so easy that you won't care to bother, and everything above a couple levels higher will be able to easily beat YOU, no matter how clever you are. (you probably even have a "cleverness" stat that goes into the dice roll, rather than demonstrate actual ingenuity, too....)

      The rate constant can, of course, be adjusted to make the window wider or not, but it still makes most of your progress vain.

      Perhaps, an interesting game would do away with levels and enact some kind of "conservation of skills" such that you never really improve overall, instead becoming more specialized. A sword that increases power maybe is heavy and cause you to need rest more often. A really sharp dagger maybe decays quickly so you have to do frequent, costly maintenance. That super stamina potion you took works great for a limited time period, is costly, interacts poorly with certain other potions, and if you take too many of them your character dies or becomes addicted. You get a bonus in casting time to your top moves based on relative frequency, but *every* move is on the list, so your run speed or punching ability suffers if you spend lots of time on healing spells.

      As long as there is a cost to everything that balances out the benefits, you ought to be able to improve through adapting your skills and gear to your tactics and vice versa, while still having some openings for challenges from enemies of all levels.

      I don't know. It just seems that certain genres are kind of stagnating at the moment and need to drop some basic assumptions to move forward. You're not going to beat WoW by making a WoW clone.

      --
      Can you be Even More Awesome?!
    6. Re:I prefer Zones or areas by swanzilla · · Score: 2, Informative

      The proper reply would have been "Donkey Kong sucks!" which I would counter with "You know something? YOU SUCK!"

      Billy Madison. Come on, man.

    7. Re:I prefer Zones or areas by MooseMuffin · · Score: 2, Informative

      Donkey Kong sucks!

    8. Re:I prefer Zones or areas by Stormwatch · · Score: 1

      Yo, Donkey Kong, you're a really cool game, Imma let you finish, but NiGHTS: Into Dreams is one of the best games of all time. One of the best games of all time!

    9. Re:I prefer Zones or areas by mathx314 · · Score: 1

      Fallout 3 definitely worked better than Oblivion. In FO3, Bethesda basically set up zones around the game world, where each zone had a level range (say, 8-12). If you were beneath the range, the level of the area was the minimum of the zone. If you were above, the level was the maximum. If you were inside the range, your level was the zone's level. Not only that, once you reached a zone its level was locked for the rest of the game. This does mean that you can cheat the game and do early runs to minimize levels, but at least it's better how in Oblivion everything was always autoscaling to your level.

      Where Bethesda really messed up, though, was that they don't know how to do difficulty. I bought Broken Steel and Operation: Anchorage, got the best power armor in the game (Winterized T-51b) and leveled up to 22. Then I bought Point Lookout, grabbed my plasma rifle, tri-beam laser rifle, minigun, rocket launcher, and gatling laser and went to explore the new area. Cue me getting my ass handed to me by unarmored tribals. Why? Because Bethesda saw fit to outfit them with 35 points unresistable damage per hit. This is bad design. I certainly understand that if I had gone at, say, level 3, I should have died. A game that does level scaling needs to preserve the feelings of the dangers of early levels (which FO3 did beautifully) while providing players with a sense of accomplishment (which FO3 sucked at). FWIW, it's not just Point Lookout that sucked at that. Your first trip to downtown DC sees a bunch of super mutants kicking your ass. Your later trips see you mowing down super mutants but getting killed by super mutant masters. And never, ever go back once you play Broken Steel. Super mutant overlords are worse than tribals.

    10. Re:I prefer Zones or areas by IorDMUX · · Score: 2, Insightful

      Oblivion was annoying as as soon as i level those "bandits" suddenly had very very good gear. I don't like that it's no fun, sometimes it is nice to walk to an area you have been before with your gear and butcher the low level stuff for fun.

      And that is why, months after the game was released, some very sophisticated mods began to be released which fixed this "feature". Oscuro's Oblivion Overhaul is one of my favorites, and has undergone a massive amount of development work in the past few years. It makes Oblivion feel like a new game each time I return to it, update the mods, and play again.

      To explain, the 'vanilla' Oblivion has an unusual feature where the enemies you face are generated either a few levels up or down from the PC's level, with corresponding gear. Therefore, a level 20 PC (that's fairly high--think more towards D&D, not WoW) can walk out of city gates and find a pair of bandits outfitted in gleaming Ebony armor, Glass helmets, and Daedric weapons which alone cost as much as a small house in-game. One of these, if allowed into the city, could probably take out the entire town guard .... except that they level with you, as well. What the many mods do is, in addition to re-writing the leveled lists entirely, fix the skill and equipment windows of enemies into a small range. Therefore, some enemies are generated at level 8 when you are a level 1, and so you had best stay out of their way. However, when you are level 20, they may only be level 12, meaning that you can rampage through without a second thought.

      I love the game Oblivion. I am under no illusions that Bethesda is fully responsible for that, however. Bethesda designs some very interesting-yet-incomplete worlds and an engine that, though infamously unstable, is tremendously open to modding and design. It's comparable to the Lord of the Rings, in a way... Tolkien's writing style is very dry, and the text is anything but gripping, however the world he imagined has proven to be an incredible resource for plenty of other "modders", from Gary Gygax to Peter Jackson to the individual readers.

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    11. Re:I prefer Zones or areas by StuffMaster · · Score: 0

      Which is why after the first time through, I used Oscuro's Oblivion Overhaul (OOO) on Oblivion, and Fallout Wasteland Edition (FWE) for Fallout 3.

      In addition to a multitude of other changes and additions, both revamped the leveling system so that it actually *means* something to level up.

    12. Re:I prefer Zones or areas by WuphonsReach · · Score: 1

      FO3 is *far* better then Oblivion. Yes, you can do the MQ at level 3 and all you'll see are Super Mutants and regular Feral Ghouls.

      What happens instead in FO3 is that tougher enemies start appearing at higher levels. They don't take low level bandits and give them uber armors/weapons. The Raiders are typically limited to nasty things like full-auto weapons or maybe a flamer. Which means that past level 10 or so, Raiders are pretty easy to kill, yet still drop loot useful to you.

      In addition, FO3 does a good job of basing the level system off of XP instead of nebulous skill activity. And you can assign your skill points as desired when you level up, rather then it being dictated to you based on what you did during the previous level.

      --
      Wolde you bothe eate your cake, and have your cake?
    13. Re:I prefer Zones or areas by camazotz · · Score: 1

      That must be why I liked Oblivion more than games like WoW these days, I prefer a challenge over a cake walk....although the best system is one in which older explored areas are "slightly" easier than newer areas, I imagine. But it always seemed highly unrealistic to me that I could eventually have a character who was clearly superhuman in game where that was not a plot point. I blame the legacy fo D&D, though, where the idea of a guy who can take 50 hits with a sword and half a dozen fireballs up the poop chute before toppling at high levels is normal.

  18. K.I.S.S. by TheRealMindChild · · Score: 1

    Adaptive gameplay doesn't need to be complicated. Take chess for instance. Most computer chess games let you choose your initial opponent (level), and based upon how you do, it changes your opponent (up/down a level) to the point where you can play without destroying the computer or the computer mangling you in gameplay... and you still get the same out of the game, regardless.

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
  19. Enchance the fun by lymond01 · · Score: 2, Interesting

    Players enjoy certain aspects of particular genres:

    1) In an RTS like Battle for Middle Earth, the draw is general defending large armies with large armies, the thrill of out-strategizing the enemy (AI), and the final devastating blow to your opponent's base. If you're playing well, and dominating the enemy, then make the game last a little longer: send out a large "backup" force from the enemy that really makes your main force struggle...but once your main force is weakened (or not), you're given time to rebuild. You may be prepared for these reinforcements to hit you and split your main force to flank them when they do arrive, etc.

    2) In an FPS like Quake or Doom, you might reward run'n'gun playstyles with simply more enemies to slaughter, or be slaughtered by. More strategic FPS players may actually get the same reward, or perhaps have enemies begin to spawn behind them to make them start watching their backs, heightening the tension that comes from playing an FPS slowly.

    3) World of Warcraft players might get the Amazing Sword of Brilliance if they actually attack two mobs at once instead of ganging up on one.

    It has a lot to do with what people decide is fun in a game, and one reward system won't work for each genre -- but it may work for the majority of players in that genre. Find what the players are looking for in that game, and give them more.

    1. Re:Enchance the fun by Anonymous Coward · · Score: 0

      WoW has hard modes for raid instances. In one particular instance (Ulduar) the way to activate it was via the game world events. For example if you kill a minion on the boss fast enough the hard mode will activate itself (I'm talking about XT). Somehow Blizzard decided to go away from this approach and make it via game menus, pitty.

    2. Re:Enchance the fun by Anonymous Coward · · Score: 0

      I especially like your third point. A lot of players remember the times they almost died when they accidentally took on more challenge than they felt was safe, and adding a special reward to those situations would make for even better memories. I think those memories are critical to making a decent game into a truly great game.

      I prefer a system that offers the choice of challenges throughout instead of sticking with a difficulty selection at the very beginning. I might feel like a challenge today, but want to kick back and casually slaughter the AI tomorrow.

    3. Re:Enchance the fun by Anonymous Coward · · Score: 0

      I wouldn't like this - my enemy should be as powerful as they are, regardless of my skills. Instead, make it easy for me to obtain a marginal victory - but if I'm skillful, and play well, there should be additional goals that I can achieve.

    4. Re:Enchance the fun by pwfffff · · Score: 1

      Yeah, the developers said that they were going to move away from those 'gimmicks' but I didn't think they were gimmicky at all. They added another level of depth to the boss.

      Setting it to hard mode increases the boss's health, damage, and number of abilities... but WHY? In Ulduar, it was because you destroyed the bosses 'heart' in a set time period, or raced through the gauntlet in front of them before the evil presence left meaning you fought it too... In Icecrown it will be because you right clicked your portrait and selected 'Hard Mode'. Lame.

  20. Both options by Blade · · Score: 2, Interesting

    I think there's room for choosing a difficulty level and having the game adapt as well. Didn't RE5 do that? You chose how hard you wanted it to be, but within that the game also decreased enemy health if you died over and over, and increased it if you survived fights without dying. So it was self adapting but within constraints you could choose yourself.

    There's also a clear difference between games in which you compete against other people which try to provide an enjoyable experience, and games in which you are trying to win by having more skill than the other players, and single player games that are intended to be enjoyable and what people enjoy varies from person to person.

  21. No. by argStyopa · · Score: 1

    All I can say is that the original Starfleet Command had a similar 'we match the challenge to your power' and it got old VERY quickly. In fact, due to scaling issues, it was far easier to progress in the campaign if you simply kept to the smaller ships, where the opponents then stayed as smaller ships and repair costs were always low.

    Rank up to an uber-dreadnought? Your AI opponent would have one too.

    It actually got old very quickly.

    Part of the fun is NOT KNOWING if this 'next challenge' is going to be too much for you to handle. If you always know you can win, that's just boring.

    --
    -Styopa
    1. Re:No. by Yvan256 · · Score: 1

      Have you tried to simply reprogram the simulator? I don't believe in the no-win scenarios.

  22. Re:Old school gamer reply. by Anonymous Coward · · Score: 0

    Another old school gamer here.

    I play some games specifically for the difficulty. The challenge is what makes it fun. Take for example first-person-shooter games online. Sometimes it just isn't fun to play on a server where your skill outclasses everyone else. I get my FPS release when I have to fight for every kill, and I don't get to blink for 15 to 30 minutes.

    But the very next day, I might be content with hopping on a server where the admin has low gravity and is turning people into headcrabs.

    All of that being said, difficulty is a non-pervasive element in today's video-gaming culture. Case in point, some games even play themselves now.

    Just some food for thought.

     

  23. Oblivion "Increasing skill" feh. by electrosoccertux · · Score: 2, Insightful

    The enemies did not "Increase in skill", as if they matured and became better fighters, they simply leveled up as you did.
    That's not adaptive AI :/

    There are 2 things that need work in games-- AI and facial animations. It's been 10 years since UT99 and in UT3 the computer basically rolls a dice that determines if it's going to kill you. If it's going to kill you, it usually kills you on the first shot. Which never happens in real life. Something as simple as this, which would be so easy to get around, makes the game feel so cheap. Yes, I play with people online, but when there's only 3 and we need a 4th for iCTF, having a bot ruins the fun.
    Facial animations-- see Half Life 2, in my opinion. Even though the character animations themselves are a little stiff, the lipsyncing is top notch, and the Gman can display emotions such as confusion, malice, irritation, etc. Combined these all work together for a great suspension of disbelief.

    1. Re:Oblivion "Increasing skill" feh. by Pvt_Ryan · · Score: 1

      If it's going to kill you, it usually kills you on the first shot. Which never happens in real life.

      ... Did you think about this before typing.. Most head or heart shots with a gun do kill people in real life in one hit. If you want to test that on yourself and get back to me feel free to do so..

      1 hit kill in games can be frustrating but sometimes it actually suits the game and just means you have to be careful. (e.g. 1st sniper mission of commandoes III; Battlefield 2, play as a sniper and score a headshot. )

      You are correct about Oblivion and as I said earlier (or perhaps later depending where it is relative to this post) it was just annoying.

    2. Re:Oblivion "Increasing skill" feh. by jitterman · · Score: 1

      Perhaps he meant, you will rarely actually hit what you're aiming at with deadly accuracy on the first shot. That, I would agree with. Unless you're up close, I would imagine that between all the adrenaline, trying not to get killed yourself, and wind/bad aim/whatever affecting your ability to put the round where you want it, you probably won't kill your adversary with the first trigger pull.

      OTOH, yeah, I'd think most times, a hole in the head or heart will put a quick end to your day the first time it happens.

      --
      For conscience is the wound, and there's naught to staunch it
    3. Re:Oblivion "Increasing skill" feh. by DaveV1.0 · · Score: 1

      If it's going to kill you, it usually kills you on the first shot. Which never happens in real life.

      Real life you say? Do you really want a game like UT to be like real life where a single shot will kill or incapacitate you?

      You know, real life where, you may not die on the first shot, but instead get shot in the leg and not be able to walk, let alone run, as you slowly bleed to death while waiting for someone to take the time to kill you off?

      Maybe you want a gut shot, with its slow, painful death while immobilized on the floor? Do you want the agonized screaming, too?

      Or, are you thinking about movie "real life" where people can be shot a few times and still run around popping off shots and end up killing the bad guy?

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    4. Re:Oblivion "Increasing skill" feh. by WuphonsReach · · Score: 1

      The big problem with game AI.

      Every game uses a different engine, which means you pretty much have to write the AI from scratch for every game. Since very few developers want to spend lots of money on a non-visible feature, the AI gets short-changed.

      Smarter companies make the AI mod'able. So you end up with Civ IV's "Better AI" project.

      (The best FPS AI that I've seen so far is FEAR's. Those enemies are nasty and fairly capable.)

      --
      Wolde you bothe eate your cake, and have your cake?
  24. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  25. Just a Checkbox by rcolbert · · Score: 1

    Adaptive difficulty should be implemented as a checkbox option. At that point, who cares? It's far more practical than having someone struggle for a few hours on the most difficult setting and then start all over at an easier setting. Developers still have the option of what the bounds of difficulty are. Difficulty can be adaptive without making the game a cakewalk.

  26. The WOW Factor by skornenicholas · · Score: 1

    Here is how I look at difficulty or how I would like it to be. Anyone can beat the game and have fun doing so, but make it so that when I take the harder routes or perfect harder combos, inventive problem solving, etc. I get rewarded by seeing my character do acts of absolute badassery. Ever watch a REALLY REALLY EXCELLENT player go through Ninja Gaiden Sigma? My character looks like a boring old movie extra in comparison, there guy is covered in gore, doing backflips, and generally looking like one bad-a$$ mofo. I can still complete the game AND enjoy it, but it's much less impressive doing it, personally I enjoy adaptive difficulty to a point. I like games that make me change my tactics as well, Call of Duty is ocassionally excellent at this on Veteran, if you sniper for too long the enemy will flank you and come around from behind, the same way real live players do. Now sometimes I just want to kill some Nazis, I drop the difficulty down, same thing I do on Rock Band/DDR. It all comes down to how impressive do I LOOK while doing this, making a pro LOOK like a pro is VERY important. It loses it's shine if anybody can play through looking like a God, I enjoy showing off my skills so when people watch me play they go, "How did you DO that?" Then again, that's just my opinion. The crux of this is why I HATE racing games, there is little middle ground, easy is too easy and I always win, but on expert I have to be consistently perfect lap after lap to even have a CHANCE of winning. One more example before I go, Metal Gear Solid 4, watching a first time player go through that game on Liquid Easy and watching somone on Boss Hard is a completely different experiance, as it should be, again the key is making a devoted and skilled player LOOK superior because he IS.

    1. Re:The WOW Factor by skornenicholas · · Score: 1

      He OR She, before I get flamed!

  27. Agree with parent by grimJester · · Score: 1

    I'd specify that "rewarding mediocrity" is a misleading term in a single-player game. In multiplayer games you can and should pick who the player competes with based on previous results. In a single-player game I don't see a reason not to make the game harder for better players. Ideally, if you can adjust difficulties or change relative occurences of separate elements of gameplay, you should be able to trickle out content to a player at a predetermined rate. This avoids problems of breezing though interesting parts of a storyline too fast or getting stuck in "grinding" without getting more story. For more puzzle-like games it seems reasonable to assume that inserting more of the elements a given player finds difficult would make the game more fun. This may not be true and might even be the other way around, though.

    1. Re:Agree with parent by tepples · · Score: 2, Insightful

      I'd specify that "rewarding mediocrity" is a misleading term in a single-player game.

      Single-player games are not as single-player as you might think, with online high score boards and achievements and the like.

  28. Oblivion is the perfect example. by NeutronCowboy · · Score: 5, Interesting

    I was intrigued by the concept of adaptable games until I played Oblivion. Granted, Oblivion made the worst possible decisions when it came to adapting Mobs to your level: it had an uneven leveling "curve" to the point where gaining a level could make previously easy monsters into a nightmare. It used obscure leveling mechanisms where you could gimp your character to an unplayable point if you didn't happen to pick the right class or jump often enough between leveling.

    Since then, I don't care about adaptive leveling, because it is a much harder problem than it appears to be on the surface. Part of the fun for me is to go from getting stomped by the computer to stomping the computer, just because I got better at the game. Sometimes I want the challenge, but then I select it, not the game. Judging from the amount of Starcraft games that are labeled "7v1 stomp the comp", I'm pretty sure I'm not alone in this.

    Adaptive difficulty should really come only in two flavors: select an overall game difficulty, so that you know what to expect; or enter some dungeon or bonus level/path that you know is much harder than what you've done so far. Don't force me into a harder game just because I've been doing so well so far. It could have been just a lucky streak, in which case I'll get really frustrated with the sudden ramp-up in difficulty.

    --
    Those who can, do. Those who can't, sue.
    1. Re:Oblivion is the perfect example. by thisnamestoolong · · Score: 3, Insightful

      Yeah, I got completely bored with Oblivion because of the same thing. I think that they should have made the world completely open, but have various areas that you simply will not survive in and enemies you simply cannot defeat until you get to a high enough level -- this would give you a real feeling of accomplishment, and let you stomp all over lower level enemies as well as giving you places to go if you want to be challenged -- which leaves it entirely up to you.

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    2. Re:Oblivion is the perfect example. by KillerBob · · Score: 1

      You mean, you didn't enjoy being ganked by that level 79 bunny rabbit?

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
    3. Re:Oblivion is the perfect example. by drinkypoo · · Score: 1

      Wow, I just started playing Oblivion, and I was wondering why the Scamps seemed not to get any easier. Thanks for the heads up (you and everyone else who talked about this)... I'll stop playing now. Does it still have any resale value? I have the fancy one...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Oblivion is the perfect example. by djMouton · · Score: 1

      Try Morrowind. I got exactly this with Arkngthand, my first Dwemer ruin. Naively expecting to slice through whatever came my way, I proceeded to get killed by spider bots about 10 times before I gave up, dumbfounded that the dungeon somehow wasn't matched to my level. After doing a few more side quests, I leveled up sufficiently to carve through the previously unkillable foes and teleport back to the nearest temple, having used all my healing potions and acquired the artifact with something like 10% health remaining.

      It was a legitimately awesome experience. Believe the hype, Morrowind really is Oblivion minus the sunshine & bad play mechanics.

    5. Re:Oblivion is the perfect example. by hibiki_r · · Score: 1

      Oblivion has a great solution to this: Level up poorly. The game is extremely easy if you are strategic when you level up, and get your three x5s in stats you want. Level up poorly a few times and you'll suddenly find yourself quite weak in comparison to your enemies, and everything will feel like a challenge.

    6. Re:Oblivion is the perfect example. by popo · · Score: 1

      Mod parent up.

      Trying, failing, leveling elsewhere, returning and kicking ass *IS* the RPG experience.

      If everything is achievable from any level, the 'game' is destroyed.

      --
      ------ The best brain training is now totally free : )
    7. Re:Oblivion is the perfect example. by CronoCloud · · Score: 1

      eventually, they will cap in level, can't remember when, is it Lvl 25 or so? The hard part is surviving till then. Try messing with the difficulty slider, knock it down towards easy a touch and see what happens. That should enable you to survive long enough to get access to the university to make magical stuff to enhance your survival and/or acquire better stuff.

    8. Re:Oblivion is the perfect example. by MadUndergrad · · Score: 1

      There are mods that remove all that bullshit and replace it with a decent system. I'm not sure of the names, but you should be able to find something good.

    9. Re:Oblivion is the perfect example. by zuperduperman · · Score: 1

      To be fair, Oblivion has a mix of both kinds of enemies. Some are leveled and some are not. I would agree they should have weighted it a little more towards non-leveled, but as long as you level up intelligently I find it does get marginally easier as I play along (although spending mental effort on how to level efficiently is not exactly the most fun thing).

    10. Re:Oblivion is the perfect example. by Anonymous Coward · · Score: 0

      Have any of the Oblivion dissidents tried anything more than vanilla? Get yourself some mods, my friend! FCOM (Francesco's, Martigen's, Oscuro's, and WarCry) offers some *significant* challenges, and many *entire-game-experience-altering* improvements. I got a huge case of butthurt outside of Anvil at L5, then rampaged all through the same damned hippies at L25, and y'know what? It was GREAT to pass out some beat downs!

      Yeah, vanilla sucked pretty good after the hype wore off, but check out the vibrant mod community all these years later! tesnexus.com is a good place to start...

    11. Re:Oblivion is the perfect example. by Joelfabulous · · Score: 1

      Try getting some of the game balancing modifications before giving up. Judging by what my friends have told me, Oscuro's Oblivion Overhaul is king. It makes the game playable as a pure spellcaster, for example... And I think it has minimal level scaling -- or at least, zoned areas that are relatively static.

      http://devnull.sweetdanger.net/ooo.html

      --
      Sometimes I wonder if I think too much.
    12. Re:Oblivion is the perfect example. by drinkypoo · · Score: 1

      I have the game for Xbox 360. Oh well! I got it with my console, used.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    13. Re:Oblivion is the perfect example. by camazotz · · Score: 1

      Urgh, gonna step in briefly to defend Oblivion as it is for a moment...I'm one of those (few? I have no idea) people who prefer the system as it is, but then I am pretty burned out on the more conventional level up mechanics of most RPGs in which your power scales disproportionately with reality; Oblivion's mechanics allow for improvement while still prvoviding an illusion of challenge by scaling difficulty accordingly. Now, Oblivion has some clunky mechanisms for handling this (apparently, I haven't really found it to be an issue, myself....and Fallout 3 is even better, imo) but I guess there are others who do. I think the only analogy I can draw on the issue is with regards to paper and pencil RPGs; Oblivion is like Runequest, not D&D...that's my take, anyway.

    14. Re:Oblivion is the perfect example. by Anonymous Coward · · Score: 0

      I'll third this. Though Oblivion and Fallout3 were both very quickly somewhat 'fixed' by modders. I love the fact that mods making Fallout3 better balanced (harder) are far more common that 'cheat' mods.

      For FPS and RPG (and the hybrids), my strong preference is to have monster levels/difficulty assigned primarily by area. Limited diffiuclty leveling based on the character is ok I guess, but really shouldn't be needed if the design is good.
      At higher character levels, low level areas (and random encounters like robbers or whatnot) should either be trivial to dispatch or decide not to bother the PC.

      Many designers seem to think that fixed difficulty levels per area are anathema to 'free play'. This can certainly be true to an extent, but not being able to go off on some quest thread at a low level without getting trounced also means that the player gets the challenge of building up their abilities to the point that they can go there later. That is fun IMO.

      Finding a mechanism to signal the difficulty of areas/quests is better than trying to make them adapt to the level of the player.

    15. Re:Oblivion is the perfect example. by drinkypoo · · Score: 1

      I never played runequest, so that's not going to help at all. The last RPG I played was Amber, because keeping track of a bunch of stats on paper has been stupid since personal computers became affordable. Amber only has four of them, you can write them on a business card and have room left over for a portrait. That aside, a given type of enemy should become easier to defeat when I become more powerful. That's a huge part of the fun of RPGs and Oblivion takes that away for no reason. Even Diablo got this right; there were more imposing versions of the same enemies which were more difficult to defeat if you entered the dungeon again with a more powerful character. The fact that they couldn't figure this out for Oblivion is just sad. I don't understand why you would defend the system, which can clearly be done better (and has been in the past.)

      I'm giving fallout 3 a big miss, since finding out it's effectively on rails. Frankly I was less than impressed with the linearity in f2 and f3 sounds like they missed the point completely. I'm less daunted by the change to a new format (although I have discovered that I don't really enjoy first person RPGs that much... it's a misnomer for a number of reasons but mostly because it's not roleplaying any more, it's hacking and whacking and *I* am doing the work, not my character, and it tests my skills, not just my character's) but I seriously think they failed on Oblivion and I hope I can find someone to give me cash for it. I'm pretty fucking unimpressed with Morrowind, too. Another massive failure of these geometric RPGs is that they try to make everything look all realistic... what ever happened to spot checks? My character can have an awareness stat, but it's totally useless as I still have to notice enemies, traps, items and the like. Morrowind has some of the muddiest graphics I've seen in my life, and I've got a big fat Aquos display so it ain't me. Why can Rockstar figure this out for the GTA games, but no RPG has got it down?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  29. Reward? For what? by bickerdyke · · Score: 1

    I don't want to get a reward for playing well, I want to get a reward for my 60Eur I paid!

    --
    bickerdyke
    1. Re:Reward? For what? by pmontra · · Score: 1

      Right. That's why I hate to go through all those driving licenses stuff in every single new GT game I buy. I've already done it years ago and they force me to do it again and again. It works against building my motivation for buying new titles of the series. I'd pay them 10 more Euros to unlock all the tracks and all the cars. I'll enjoy the game a lot more, believe me.

  30. first post niglets! by Anonymous Coward · · Score: 0

    Little baby niglet

  31. Re:Old school gamer reply. by Abjifyicious · · Score: 1

    Most games already have a option to choose how hard or easy you want your game. This works better than autoleveling, because If I set the game to be hard, and I die too much, maybe thats exactly what I want, and If set game too easy and I kill everything, maybe thats what I want.

    I couldn't agree more. There seems to be continuing trend in game design towards making games where the player is never frustrated. The way I interpret this, we're headed towards the philosophy of "don't make the game too hard, and if the player is still having trouble, make it even easier by dynamically adjusting the difficulty."

    Now obviously for some people that's great. If you're a casual gamer, you still want to be able to play through games without getting stuck on the first level. However, I think there's a real hole in the market right now for games that cater to hardcore gamers. Personally, I like games that are a little bit frustrating, because it means I'm being challenged. I don't want to play an interactive movie, I want to play a game.

    There are signs that this might be changing (Demon's Souls is a good example of a game that bucks the trend and does so in a very compelling way), but I think one of the big reasons that multiplayer games are so popular nowadays is simply that real players provide a genuine challenge to play against.

  32. Visible achievement differences by Geminii · · Score: 1
    I'd say: allow the lowest level of player that the game caters for to make it all the way through the game, even if at a reduced rate.

    However, more advanced players should be able to access none-core parts of the game, whether these be items, abilities, story segements, additional characters, more complex and interesting locations and maps etc. What's more, it should be reinforced to the lower-level player that with practise, these things would become available - otherwise, they might just play through on the lowest setting and think "Well, that was boring."

    There should also be cross-skill rubberbanding in games which offer multiple skill tests to proceed. There's already some forms of this, where (for example) great resource planning can counter weak button-mashing ability.

    One option might be a time-based or counter-based seesaw, where the longer a player has bashed their head against a given game obstacle, the easier it becomes to overcome. Then, it's a matter of finding a balance relating to how _fast_ such a change occurs and to what minimum level it can drop. A number of counters might be available - time spent, miles travelled, opponents overcome, miniquests completed, etc - but remember, endless grinding doesn't suit everyone.

    Or how about having several elements present in the game, and playing to the player's strength(s) in order to present a game which the player feels they can do well at? Alter the size of platforms to be jumped on, the number/level/placement of opponents, the emphasis on sneaking vs combat, intellectual puzzles vs smashfests, resource management vs grinding, hunts vs brawls.

    Keep assessing and tweaking as the game progresses; players learn new skills at different rates, and it's fairly easy to game an adaptive system by pretending to be hopeless at one skill until the game offers an easy out or massive XP for any kind of use of the skill at all.

    1. Re:Visible achievement differences by Beardo+the+Bearded · · Score: 1

      TIE Fighter for the PC did this excellently. Other space combat sims had a difficulty level of "as it gets harder, the PC guns do less damage and the bogey guns do more damage".

      TIE fighter had a ridiculous set of primary, secondary, and bonus objectives to complete each mission. If you wanted to get the best score, you'd have to play through once, then go through the missions in the simulator, then get the list of bonus objectives (which were hidden in the actual game), write them down, and then fly each mission over again. (This was before gamefaqs was ever dreamed up.)

      You could go the other way; you could set the game to "easy" and "infinite ammo" and "invincible" but you'd get basically no points. Go the other way around and the Emperor would invite you into his inner circle.

      (I could never get that freighter.)

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:Visible achievement differences by Anonymous Coward · · Score: 0

      (This was before gamefaqs was ever dreamed up.)

      That must be part of what made it great. Having to play a mission over and over again to discover a good strategy (nevermind the tertiary objectives), with no tempting cheaty information to fall back on. Nah, TIE Fighter would be awesome anyway. X-Wing Alliance couldn't capture the same magic. I'd love to see even a straight-up remake from LucasArts.

      (I could never get that freighter.)

      I seem to remember a shuttle carrying a VIP...

    3. Re:Visible achievement differences by Beardo+the+Bearded · · Score: 1

      One of the bonus objectives was to capture a Falcon-style freighter. (YT-1000?) The problem was that it hit hyperspace three seconds after you entered the mission and it was four seconds away.

      I found out years later that you had to be super-fast on the draw, pulling all power to engines and hitting it with the tractor beam.

      Did you ever blow up the Emperor's shuttle?

      There was even a way to trigger a dogfight with Darth Vader; he was hands-down the hardest fight in the game.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
  33. Difficulty level becomes your score? by argent · · Score: 5, Interesting

    When we developed Tracers back in the '80s we tuned the reward system so that the game would just run at a higher speed (voltage, in the circuit-board language of the game)... every time you won a level, the voltage would ramp up, when you lost a life it would ramp down. Most people found themselves in a cycle where the game would get harder until they started losing lives, and then it slowed down again until they started winning levels again.

    The higher the voltage, the more points you got for blocking off and killing an opponent... but we found that the best players quit paying attention to the score. The challenge in the game was pushing the voltage higher and higher. That number was the thing to beat.

    I don't like games that try and hide the mechanics of the process from people, but when it's exposed like this it can be extremely effective.

  34. Less Grind, More Fun Time by EXTomar · · Score: 2, Interesting

    Although these advanced systems can be done in single player, stand alone experiences, I predict we will see a lot of progress made in the MMO space where it is easier introduce dynamic content. One thing sorely missing from MMOs is custom built challenges. The game has access to all of that information on the character and how to play...why not start using it to change the things prsented to them?

    - Using general terms for an example: If you enter an instance with a Warrior, a Thief, Wizard, and a Cleric but you kill the dragon and get some Ranger bow everyone goes "BOOO!". The game knows what classes came in so instead of just tossing out static loot from a static table, start considering who walked in and what improvements they need. Instead of forcing players to grind content for drops they know a monster has, they should come back for a chance on loot they know will be useful to someone.

    - Since the game knows what classes came in, why not start seeding the instance with challenges configured for them? Each of the classes in the example are strong and weak to attacks and monsters, like for instance this group is a little weak on "ranged attacks" but stronger on defense. This group would avoid any static content they know would have a preponderance of stuff that flies or run around them. How about have them go into an instance that configures it to have less fliers, less stand back but features stuff that hits a little harder than normal?

    - If the group is working well together and is stomping everything, why not up the difficulty a little till they aren't stomping everything? If the group isn't doing well, why not ease the difficulty so they aren't wiping every turn?

    The basic idea is that the game should be smart enough to see at least the game/character data and evaluate what should be easy and hard for them to beat. This isn't so much "hand holding" but crafting a more interesting experience. If you swap the Thief for a Ranger and go into the same area you get a different mix of monsters and a guarantee that someone is going be rewarded. If you come in with a weak group you get a challenging experience. If you come in with a strong, expert group you get a very different but still challenging experience. The game designers should want you get through the quest handed to the players, to experience the story of the content, but still provide enough of challenge to feel accomplishment. Right now this is done with carefully crafted static content that involves a bit of statistical analysis that can be easily memorized or grow out of.

    1. Re:Less Grind, More Fun Time by jittles · · Score: 1

      The game knows what classes came in so instead of just tossing out static loot from a static table, start considering who walked in and what improvements they need. Instead of forcing players to grind content for drops they know a monster has, they should come back for a chance on loot they know will be useful to someone.

      You want to take the grind out of MMOs? But that's how they keep people playing, because there's always one piece of gear out there that is better than what they have. As soon as the grind fest is over, end game content is non-existent. Blizzard knows this, and this is one of the main reasons I don't play WoW anymore.

    2. Re:Less Grind, More Fun Time by brkello · · Score: 1

      This problem seems simple because you are thinking on one side of the problem. What you fail to think about is how people will exploit whatever system you put in place. That makes the problem much harder.

      As far as loot tables, I agree with you there...drops should be based on what classes are in the instance.

      As far as your other ideas, if a group knows some hard instance becomes easy if they die x number of times they will die that number of times to make it as easy as possible to get their loot. Making instances configure themselves based on class make up is extremely hard to balance. It is tough enough to balance an instance in general...but to test it on every possible combination? And you get in to these weird scenarios where a class is not included because you get a harder version of the instance than with other classes. So if you take a hunter, the instance would spawn something that is a pain so now hunters can't find groups. There are all kinds of exploits and side effects for every decision you make...you have to think about these things.

      Once again, I think WoW has it right. They allow you to do boss fights in a normal way and you get a few drops. But if you choose to, you can try to do it in a way that is more challenging for better rewards and achievements. For example, once instance you can kill 3 minor dragons and then a major dragon and it isn't too hard. But if you want, you can leave 1, 2, or 3 of the minor dragons up and fight them simultaneously with the major dragon giving you better drops. You give the player the choice on how hard it is and you reward the ones who can beat it at a higher difficulty. Trying to make the computer decide how hard to make it takes away choice and makes it a less enjoyable experience.

      --
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    3. Re:Less Grind, More Fun Time by rotide · · Score: 2, Insightful

      You're missing the point of an MMO. If you walked into a dungeon knowing you're going to get an upgrade (if you haven't farmed it all already), you're going to quickly realize that you'll get everything you need in X runs. At that point you're going to get bored and leave the game.

      The developers _purposely_ make it all random in the hope that you'll keep coming back for more, month after month. If they give you what you want too quickly, you'll get bored and leave.

      The same thing goes for difficulty. If they just tuned it so everyone would win, why would you ever do the lower level stuff more than once? You'd just go for the uber difficult stuff knowing that's where the best items drop. So what if you fail? It'll auto-tune to be easier next time and then you'll have every item you want.

      And again, you'll get bored and stop playing/paying.

      Like it or not, the grind is what people _want_ as it gives them a sense of accomplishment. It's what the developers want as well since, at least on average, more people will play longer as they keep _hoping_ to be successful and _hoping_ their items drop. It's just the way it works.

    4. Re:Less Grind, More Fun Time by Schadrach · · Score: 1

      I think the suggestion was more of the "STOP DROPPING FUCKING NETHERWIND WHEN THERE ISN'T A SINGLE MAGE IN THE GODDAMNED RAID YOU STUPID DRAGON!" variety, and less of the "give everyone all they gear they could want on the first run" variety.

    5. Re:Less Grind, More Fun Time by dstar · · Score: 1

      - Using general terms for an example: If you enter an instance with a Warrior, a Thief, Wizard, and a Cleric but you kill the dragon and get some Ranger bow everyone goes "BOOO!". The game knows what classes came in so instead of just tossing out static loot from a static table, start considering who walked in and what improvements they need.

      Well, based on what I saw in Guild Wars, they're doing just this -- to ensure they rarely give you anything you can use. The chance of getting a good item for your class seemed to be a third or less of what it would have been if the loot was actually random.

    6. Re:Less Grind, More Fun Time by Anonymous Coward · · Score: 0

      I seem to recall that there was an MMO that implemented(or was planning on implementing) your first suggestion and only dropping party appropriate loot. Unfortunately, I don't remember any more than that.

    7. Re:Less Grind, More Fun Time by Anonymous Coward · · Score: 0

      Problem is that sometimes you kill for better gear for your alt. An even bigger problem is that "custom experience" quickly becomes very exploitable, as players quicly undertands the algorithms. But with care, maybe something like it is possible. For now, it seems a challenge enough to balance static content though.

  35. Always there by Ractive · · Score: 0

    There's always been a form of adaptation to the user, call it difficulty levels, increasingly difficult stages or bosses, etc, it also depends on the game and it's structure, but it's implicit that you will get better as you play, so I guess the question is how to do it efficiently so you could keep balance to not dissuade the user with a too difficult game or bore him to death with a too easy one

  36. Embrace communism! by beatsme · · Score: 1

    I think the Mario Kart example is probably the most unique. The way that competition in MK racing works is heavily (read: enormously) influenced by the items you have, especially in the newest one where a Bullet can send you from 8th to 1st. The fact that the very mechanics of which item you receive is governed by your position in the race, is even more interesting because it's a kind of communism. The balancing aspect, being done in this way, is also highly transparent, as opposed to manipulating the AI of all the computer opponents which is completely unobservable (read: frustrating). At the same time, this kind of balancing works just as well when you translate it to Human vs. Human races. I think it's great because, as a handicap that works in all races so the good players have to keep on their toes, and the not so good players can still manage top-5 placement as they learn the ropes.

  37. It depends on the game? by Anonymous Coward · · Score: 0

    It is really going to depend on the game that you are developing. Adaptive elements of a game would certainly be appropriate for single player games or even multiplayer games with cooperative elements. When it comes to competitive multiplayer games however handicapping player skill through game mechanics will definitely come down to striking a balance between fun and reward.

    Regarding the question posed however assuming you had two players of differing skill and were offering an equal reward then you should be using time as an additional cost for the under skilled players. For example, a simple RPG might award a piece of armour for slaying the dragon and rescuing the princess. A skilled player may be able to slay the dragon with little effort. An unskilled player may be unable to kill the dragon - unless they first collect a salve of fire protection. In the end both players received an equal reward however the skilled player did so faster and then has more time to invest into

  38. New add-on device by NotQuiteReal · · Score: 2, Insightful

    Heh, how about game difficulty set via Breathalyzer!

    --
    This issue is a bit more complicated than you think.
    1. Re:New add-on device by mqduck · · Score: 1

      Hey, I shoot better when I've (*hic*) had a few!

      --
      Property is theft.
    2. Re:New add-on device by Anonymous Coward · · Score: 0

      He didn't say it would take it easier on you!

  39. RPGs by Anonymous Coward · · Score: 1, Insightful

    I've always liked the way RPGs and the like handled this, where as you progress in the game, the enemies become increasingly difficult - however going back to an earlier point in the game awards you a clear advantage over anything you may encounter. MMOs work on this principle as well with the concept of "zones." This has always worked best for me.

  40. Choose Your Skill by Anonymous Coward · · Score: 0

    * Easy
    * Medium
    * Hard
    * Nightmare!

  41. Oblivion and Bioshock - Ugh adaptiveness by naz404 · · Score: 1

    In Oblivion, this was terribly implemented, where all enemies would also level up as you leveled up. At higher levels, you ended up with ultra-powerful enemies that took just too long to kill and made the game a tiring slog to fight through if you didn't particularly like the combat mechanics and just wanted to get on with the story. It was also as if you weren't an uber-leveled up character because *all* enemies were uber-high-level around you at high levels.

    In Bioshock, the game would adapt to how well you were playing by raising enemy hitpoints if you were skilled enough at killing them quickly. Basically, my same complaint with Oblivion. I just want the enemies to die fast so I can get on with the story, but they get tougher and tougher to kill, making things very tiring for me.

  42. FFVIII by Neoprofin · · Score: 1

    Whose brilliant ideas about having the difficulty increase based on the parties level in fact made the game easier to beat with Lvl. 10 characters that had been dead for half the game then with a Lvl. 99 party.

    This of course made it somewhat interesting, but as a novelty rather than a design element I wish to see continued.

  43. Add depth by Link9064 · · Score: 1

    The game that pops into my head that did it right was Timesplitters 2. As you advanced through the difficulty levels, there are more and more objectives for you to complete, it gave the game some depth that gave the player a true challenge that is much more engaging then just making enemies hit harder.

  44. Re:Old school gamer reply. by Anonymous Coward · · Score: 0

    Your post makes me think of the topical VGCats Comic Strip

  45. Re:Old school gamer reply. by JoeMerchant · · Score: 1

    Racing games need the rubberbanding - if it were like real life, one crash and you're toast- hopelessly unable to catch up with those who haven't crashed, where's the fun?

    Same thing applies across the board in strategy, FPS, etc., though I do like having the option of "turning the realism up" where there's less adaptation to skill, and another "knob" for overall difficulty. Lately, I'd like to have another "knob" for complexity - something that would dial back the number of available options, like playing World of Warcraft (solo) during the tutorials where there aren't as many spells, units, etc. to deal with. High complexity adds depth and replay-ability, but it creates a barrier to engaging with the game on a casual level.

    Most modern games have some variation of a tutorial that starts you off on "easy," "simple," and "adaptive," and works up to the "full blown" game. Having direct control over these three variables would allow the player to customize the gameplay to fit their personal preference, and hopefully would broaden the appeal of the game.

  46. No Steam or other DRM by Anonymous Coward · · Score: 0

    "What sort of game adaptation would you like to see?"

    No more Steam/DRM.

  47. Re:Adaptation = replayability by Tridus · · Score: 1

    The adaptation in Oblivion was terrible. When I first played it, I had no idea it would do that. So I'm in some crypt smaking around thieves. Hey I can level. So I do.

    Suddenly these thieves I had been beating got levelled up as well as new gear (which I didn't), and they beat the snot out of me. That was such a WTF moment that I never played the game again.

    Its telling that Oblivion's most popular ones are rebalancing mods that either change or scrap the adaptation entirely.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  48. We have a better method already by drinkypoo · · Score: 1

    It's called 'difficulty levels'. *I* want to decide how hard the game will be. If I am getting my ass kicked, I want to be able to dial back the difficulty. I think we've all played games where the difficulty curve spikes sharply, and sometimes we just want to pass the level and get back into the flow of increasing difficulty so that we can pass the mission without having to go into training. Anyone who hasn't probably isn't qualified to contribute to this conversation, although they are permitted to feel differently about it than me ;)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:We have a better method already by tepples · · Score: 1

      I think we've all played games where the difficulty curve spikes sharply

      In Starcraft, there's a spike immediately after one first completes the campaigns and then defeats a bunch of bots. As soon as the player goes on Battle.net, it shoots from Easy to Very Hard.

  49. good example by Anonymous Coward · · Score: 0

    in the DS title "the world ends with you" you could adjust your difficulty at any time by means of a slider in your setup page.

    the benefit of this was more exp at higher settings.

    so you could choose to play a few tough matches or or tons of easy ones to get you next level.

    as you lvl'd you were able to set the difficulty to higher lvls yet.

    this was cool as sometimes you wanted a challenge and others you wanted to be uber and pwn.

  50. Yes, adaption can make the difference. by Vario · · Score: 1

    There are quite a few points to consider how the game should adapt. Besides the simple fact that the main focus should always be on the fun aspect of the game I have two examples on my mind of good and bad adaptation. In neither cases "rewarding mediocrity" is a real concern.

    The bad example of adaptation can be seen in quite a few FPS. Before adaptation there were different skill settings from beginner, easy, normal, veteran, nightmare. Now the game constantly assesses how well I am doing and as a somewhat experienced player it increases the difficulty level quickly. Now there are the basic enemies around the corner, who I had plenty of fun slaughtering early on in the game, which are now equipped with x-ray vision and one-shot-to-kill handguns. While the player may still manage to progress by being much more careful it just seems unfair and not fun anymore. So basic enemies should always be easy to overcome, no matter what.

    A good example is the A.I. director from Left 4 Dead. Quite often the teams are unbalanced and it stops being enjoyable if you know that your team does not stand a chance at all. Sometimes right at that moment the A.I. notices and throws in an extra tank. This can often mess up even an organized team and now it immediately feels more balanced. Also the basic zombies are always easy to kill, the adaptation changes their number not their individual strength.

    A simple way around automatic adaptation is to continually look how the player progresses into the game and then at the end of a level their commander just asks: "You exceeded my expectations, do you want a tougher challenge next time?"

  51. Adapting Games and CPU power by riT-k0MA · · Score: 1

    Talk of adaptive AI for games is all well and good, but I see no talk of the amount of CPU power and RAM something like this could take.

    If you had to analyze the PC's playing style, it could degrade perfomance by a large amount, especially if the player happens to play erratically.

    It would probably end up being another thread in the game, but when does it end?

    Sure we will have Massively multi-core CPU's in future, but what about the averge gamer of now with a dual, or quad-core CPU?

    And what happens if the player does not react in a way the programmer resposible for the analysis program responds? How is the analytical engine going to handle that?

  52. MMOs are like this too. by dbet · · Score: 1

    In WoW, you can play at the edge of new content, high difficulty rating, or just play casually through the game, low difficulty rating. You both end up at the same place. Those playing hard mode just get there a bit faster.

  53. Yes and no and stuff by DeanLearner · · Score: 1

    Anyone from the UK see the recent episode of Gameswipe? Dara O Briain had a rant where he discussed why he should be made to work to earn the game content when he's bought it. He used the analogy "When you finish reading a chapter in a book, you aren't made to prove your understanding of it before you can move to the next one. It's my book, if I want to go to the last page, I can. Why can't I do that in a game?" (or words to that effect). It seems like a fair point, so you should have the choice about the game you play. In my opinion though, I hate games that level up with me. I like the thought of an area in a game that will kick my arse because I am clearly not ready and at the same time, being able to go back to an 'early' area and kick them about if need be. This is why I found Oblivion quite a repetitive experience of a game.

    1. Re:Yes and no and stuff by KillerBob · · Score: 1

      I liked the option in the most recent Prince of Persia, where if you failed at a particular sequence a few times, the game would give you the option of sitting back while it played through the sequence for you.

      It's a great compromise... you have the challenge of the sequence, you have the reward for completing it on your own, but at the same time, you don't marginalise those gamers who simply don't have the timing or skills required to do some of the harder parts of the game.

      The question a developper needs to ask themself is this: what do you want people to do with your game? If you have a story to tell, or if you want people to come back to the game and have replayability, then you're going to have to make some kind of sacrifice in difficulty to entice those gamers who simply don't have the time or desire to put in hours upon hours to learn how to defeat a sequence. I don't agree with having the game level up with you (though in linear games that does make a certain amount of sense to do, else the endgame risks becoming ridiculously easy), and I think that making the game so laughably easy as to not present a challenge is a mistake. So how do you keep a challenge in the game while still giving casual gamers the ability to finish the game and enjoy the story you've spent so much time doing? That's where the Prince of Persia example comes up as an excellent example of what to do, IMO :)

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
    2. Re:Yes and no and stuff by asdf7890 · · Score: 1

      In my opinion though, I hate games that level up with me. I like the thought of an area in a game that will kick my arse because I am clearly not ready and at the same time, being able to go back to an 'early' area and kick them about if need be.

      I like the way many modern FPSs manage difficulty: set level but you can at your option change them mid-game.

      I play most games at "normal" levels - I'm no expert gamer but nor am I new at it either (I say most: I did find DeadSpace a bit too easy on "normal" so restarted it on the harder setting), but I like the fact that if I've banged my head on an area to the point where I'm getting irritated (and may just start thinking about not bothering any further) I can tone down the difficulty to get past that one boss/room/whatever to see the rest of the plot without lpaying the rest of the game at "no real challenge" level. This make little or no difference for brain-required puzzles (I wouldn't want it to) and some timing challenges, but it does mean that hitting on super-hard boss (perhaps while not fully powered up yourself because of an earlier mistake), some other test of twitch reflex, doesn't mean you are simply stuck, have to "cheat" by other means (like a level skip, which could mean missing more content than just that battle), or have to backtrack or go back to a save from hours ago.

      This way *I* get to choose the level of difficulty, depending on my ability, my mood (sometimes I want to be kicked and will get great satisfaction from eventually winning, sometimes I just want to gib zombies, and so on), and, sometimes, the specifics of the challenge at hand.

  54. Depends by Lord+Lode · · Score: 1

    I think in the Mario Kart example, it's a good thing, in Oblivion not. In the Mario Kart example, it makes the game more challenging if you're doing good. In the Oblivion example, it means stats are meaningless, which sort of ruined the "leveling up" gameplay.

  55. i dopn't like when the game cheat by Anonymous Coward · · Score: 0

    I don't like it when the game cheat on you. By example in a FPS you can try to be stategic by using a path rather than another one to better kill the ennemy and have a position advantage but generally the AI punish you by spawning ennemy where there was none just before. Some of the later game were better played by running in the fire really fast and to go directly to the end of the level instead of advancing logically.

    Same thing happen in need for speed. If you take a risk of making a collision you are cheated by the game by having the other car comeback in a way that was not fair for the risk you took just before

  56. Nope, not really by Moraelin · · Score: 5, Insightful

    Except that's yet another case of talking out the arse without knowing what the real problem is.

    The problem is: in many of those games with rubberbanding, there is already another mechanic for those tiers you describe. And the rubberbanding is nullifying the other mechanic. _That_ is what some of us complain about.

    E.g., in the Gran Turismo series (and many similar games), the focus isn't on just jumping into a random race and having your 15 minutes of fun. You have to earn the car and the upgrades to qualify for the next league, and then even more upgrades to win in it. There is already a mechanic to simulate those leagues, and to justify why you should spend several days grinding your way through them. (Read: why you should play each of the few race tracks more than once.) Throwing in rubberbanding is nullifying all that, and turning it right back into a kiddie kart game. Suddenly it's hard not to notice that the whole tuning and upgrading aspect is bogus, since the opponents really are just tied to your car with rubberbands. What's the point in grinding to upgrade your engine HP by 50% when, effectively, every single opponent just got the same upgrade?

    E.g., in Oblivion and generally an RPG, there's already a mechanic for simulating those leagues and tiers. It's called xp and levels. (Or skills, if it's skill-based a la Oblivion.) If your skill is too low to beat this opponent, you're supposed to go raise it somewhere else, and if it's too low, well, then just go fight something higher level instead. Do you understand that crucial aspect? There is no need to simulate those leagues and tiers in a game which already has another mechanic for just that. And adding some form of rubber-banding just makes the other mechanic a pointless waste of time. Why bother grinding your character to level 50, when effectively it gave you no advantage at all?

    And it doesn't help that all too often it's done _badly_ too. E.g., since we're talking about Oblivion, the end opponent is actually a lot easier to beat if you somehow manage to get there as a level 3 character, than if you did all the quests and have a level 30 character. Effectively, you're better off if you skip 90% of the game and just do the absolute minimum that gets you through the short main quest arc. It's not that all that grinding and exploring and getting equipment doesn't give any advantage, it's that it actually becomes a disadvantage.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Nope, not really by T+Murphy · · Score: 1

      The OP is asking about playing styles, too. We've all played games where the AI has some flaw (built-in or not) that you learn to take advantage of to systematically progress through the game. If the AI can recognize systematic playing patterns, it can respond and adapt to keep things interesting. There difficulty could be constant (on hard or medium or whatever) where the adaptable AI makes you identify when to use rock and when to use paper, as opposed to simply patching holes and leaving no new openings. Ideally the rock/paper/scissors is made more of a gradient to keep from over-simplifying.

      Another way to look at it is, if you're playing a shooter and pick up a sniper, the enemy bulks up on snipers so you get more interesting shootouts. If you pick up a shotgun they all charge in... the AI could adapt to let you play the style you want (but keeping difficulty where you want it).

      There could always be some sections where the AI "trains" you by adapting to your playing style, while other sections it is entirely difficulty-based, that way you could have some constants to allow you to see how you've progressed. Many people who play Guitar Hero genre games knows this mechanic- they go to practice mode to build muscle memory at a slowed meter, then occasionally try the song on full speed to see how they've improved. Practice mode isn't fun for everyone, even though it is very useful. Adapt the practice mode to most skill-based games and make it more fun. I see a lot of potential here, but not knowing AI programming I won't make a guess how to do it.

    2. Re:Nope, not really by Theaetetus · · Score: 0

      Except that's yet another case of talking out the arse without knowing what the real problem is.

      As opposed to this?

      There is already a mechanic to simulate those leagues, and to justify why you should spend several days grinding your way through them. (Read: why you should play each of the few race tracks more than once.) Throwing in rubberbanding is nullifying all that, and turning it right back into a kiddie kart game... Why bother grinding your character to level 50, when effectively it gave you no advantage at all?

      Your rant essentially misses the point - many people don't like grinding for several days just to try a new race course, or grinding the same mobs over and over just to beat a boss fight. Some people, like you, do. You don't represent all gamers, so perhaps you should relax a bit, realize that this mechanism is in place for other people, and not get angry at some Slashdot poster who's interested in making games fun for everyone, rather than people who like grinding.

    3. Re:Nope, not really by UnknownSoldier · · Score: 1

      Except you didn't address _why_ rubberbanding exists in the _first_ place, which is the point of the article.

      ** Without a challenge, there is no game. **

      ** It's all about the risk/reward ratio. ***

      It's why most people get bored playing a game with cheats. The game loses its appeal when there isn't a challenge.

      > and to justify why you should spend several days grinding your way through them.

      That is old-skool mentality, for better or worse. Players don't want to waste (or invest) hours into doing the same stuff over and over for very little payoff (UNLESS you have a well designed game.) As you get older your patience gets shorter, and you realize don't have time for this bullshit of wasting hours trying to the same thing over and over, ala Mario Brothers. I blame this on bad game design, namely the lack of ROI. It is much easier to spot on old games.

      More so in twitch games, it is a _balance_ between forcing the player to invest hours into physical skill so they always have a challenge and the satisfaction of doing a hard job well, and making the game easier so they have their rewards.

      Going too far one way, you end up with a simulation. When GT3 came out, the first thing I did was get gold in all the B LICENSE EXAM. When I went to play the "real" game, I found this investment paid off quite nicely, as I would come across sections of the tracks that I knew intimately -- ala the best line helped me win. But after a while, investing in the harder license tests just didn't have the same reward.

      Making everything too easy, and players lose interest as there is no challenge.

      Finding the golden median of risk/reward is one of the hardest things to do well in game design.

      > What's the point in grinding to upgrade your engine HP by 50% when, effectively, every single opponent just got the same upgrade?

      Because game designers use rubberbanding as quick hack to keep the gameplay interesting to the player. I didn't say it was a good solution, just one solution.

    4. Re:Nope, not really by Anonymous Coward · · Score: 0

      re: It's not that all that grinding and exploring and getting equipment doesn't give any advantage, it's that it actually becomes a disadvantage.

      That's very true. In Oblivion I experimented by just not leveling, instead just letting the XP stack up without going through the leveling process.

      I completed the game as a level 1 character with ease. My level 33 character had a much more difficult time doing the same quests.

    5. Re:Nope, not really by stillnotelf · · Score: 1

      What's the point in grinding to upgrade your engine HP by 50%

      Why does your engine have hit points...? I thought Gran Turismo didn't even have a damage model...

    6. Re:Nope, not really by Anonymous Coward · · Score: 0

      Why bother grinding your character to level 50, when effectively it gave you no advantage at all?

      To be fair, there is a benefit to leveling in both Oblivion and Morrowind.

      Both games gave you the possibility of being completely invisible after you leveled with the chameleon spell and related items. So leveling enough effectively turned on the "I win" button of each game.

      Morrowind had the additional "I win" button of enchanting, which could be used to become immune to spells or fly.

      Oblivion had the additional "I win" button of the stat boosting spells, which could increase your next spell's damage by an order of magnitude.

    7. Re:Nope, not really by camazotz · · Score: 1

      With regards to Oblivion (and Fallout 3 as well) the player who makes it to the end boss at level 3 is playing very differently from the guy who maxes out his levels before reaching the end game, and the system may indeed offer a more challenging experience to the guy who just sank hundreds of hours in to leveling (I wouldn't know, as I am still playing both games after eons and eons), exploring and playing out the full content of the game over the guy who rushed from one main story point to the next while ignoring the other 90% of the game; essentially, the guy who milked the game for its full value gets rewarded with a measurably greater challenge at the end, over the guy who was just trying to get the game out of his "to do" list for the weekend, so I don't actually see this as a punishment, and find the notion rather odd. I doubt anyone (well, I seriously hope) ever played either of those games for weeks/months/years, got to the end, and realized, "Damn, I shouldn't have played this amazing game for 152 hours, because the boss is a bit harder now than if I had just steam-rolled through the main questline in one weekend like Larry." In fact, I'm betting that guy is thinking (as I am) "Geeze that sucker Larry blew through the main questline and missed 90% of the content plus a more challenging boss event at the end, all because he needed to clear out his schedule for Halo of WoW."

  57. Excellent... by benjamindees · · Score: 0

    So pretend for a minute that you're in charge of a giant, multi-player video game. And your goal is to get as many people as possible to play the game.

    In a normal game without handicapping, the good players would win quickly, get bored easily, and simply quit. The poor players would get crushed, lose, and also quit. You would not achieve your goal.

    But what if, instead, you take things (items, resources, points, whatever) from the good players, and give things to the poor players. Everyone who enjoys playing the game, for fun, would keep playing. You maximize the number of people playing the game, and achieve your goal.

    Now pretend that instead of running a video game, you're running the US economy.

    Do you enjoy working, just for fun? Or do you work in order to create and earn things by doing so? Does "maximizing the number of players" help you, as a worker (or player)? Who does it help?

    --
    "I assumed blithely that there were no elves out there in the darkness"
  58. Zanac anyone? by meadowsoft · · Score: 2, Informative

    I seem to remember in the promotional materials for the NES game Zanac (by FCI) that the game was supposed to get dynamically harder the better you played. When I was playing, I specifically remember this being the case, and that I enjoyed the game more as a result. I used to be able to play straight through to the 10th (out of 13) levels without dying once, and then I would die multiple times in a row. As if sensing my desparation the game would scale back the number of baddies it was throwing at me, and then I could regain my footing, collect some powerups and move on. Then the game would throw more and more at me until I got to the unholy nightmare 13th level.

    Time to go dust this game off on the Wii...

  59. Re:Old school gamer reply. by drummerboybac · · Score: 1

    A game like Viewtiful Joe was a welcome throwback to a game that could be brutally hard on the correct settings, but was still a lot of fun, even though many probably didn't finish it at the harder settings.

  60. If done right by zeromentat · · Score: 1

    This can be a good thing if done right, Madden football has been playing with it for years. Example if you have a tendency to come back to the same plays over and over again, the computer starts playing defenses that will stop that play, it's just like AI for some games. It makes for a better feel for the game as opposed to your hopelessly behind enemy popping up with superweapons. You can make a game adapt for better play without resorting to "cheating"

    --
    Gotta move .. gotta go!
  61. Old and Slow by rhodiumalkyl · · Score: 1

    I'm looking forward to retiring in the next few years and playing all the games that have come out in the last 20 years. I stopped about 20 years ago when my son got to be 12. I would guess lots of us boomers will want to do the same. Setting up games in geezer mode may be the only way to make single player games work for us. Unfortunately we do not get slow and forgetful and shaky because it seems cool.

    1. Re:Old and Slow by Tokah · · Score: 1

      Similarly, as a disabled person, there are games that in concept or even execution of gameplay might be great for able bodied folks, but they won't be bought by me unless I can achieve a modicum of success. There's no reason not to have a mode for those of use who never be top of the line twitchers.

    2. Re:Old and Slow by 4D6963 · · Score: 1

      Well, I often play single player FPSes in slomo mode and increase difficulty, because it's fun. Particularly in Unreal Tournament '99 and Call of Duty 4. You always have a command to type in the console to set that.

      --
      You just got troll'd!
  62. Skill vs. Fun and other false dichotomies by Anonymous Coward · · Score: 0

    Rubber-banding sucks. Plain and simple it ruins the player's ability to "become good" at the game. It robs you of real fun. A large part of the fun of a game comes from that you can fail. Fail in real life, and you generally don't get a second or third chance. But a game is different, you can fail again and again until you learn. Rubber-banding robs you of the cycle of failure and learning, by not rewarding the development of skill. It also shifts the focus of game play from player-skill towards "luck" and meaningless power-ups. Look at any game you can still play after 10 years, and you will find that the game is one that doesn't rubber-band.

    Just because a game is hard doesn't mean that people don't play it for fun, like say Chess. No one would claim that changing the rules of chess mid-game to make it easier for a newbie to compete with a grand master. It wouldn't be fair if a newbie's knights could suddenly move anywhere within 3 squares in any direction just because he's unskilled. It also wouldn't be fair, if the pawns got special power-ups to account for the inept play of the newbi. It might be fun for the newbi in the short term to beat up on a grand master, but it ultimately robs the newbie of the ability to master the game.

    Repeat after me, "Losing is Fun".

  63. Zanac Did It by Anonymous Coward · · Score: 0

    And it was pretty awesome.

  64. Re:Old school gamer reply. by Bigjeff5 · · Score: 1

    Racing games need the rubberbanding - if it were like real life, one crash and you're toast- hopelessly unable to catch up with those who haven't crashed, where's the fun?

    It's a challenge, if it's a short race a small fender bender should take you out of the running completely. A long race you might be able to recover. If it's a devastating straight-into-the-wall crash you should definitely not be able to finish the race.

    Re-start the race, it's what the games always did before and they were still fun. Where's the fun in being able to win no matter what? Where's the challenge?

    Most modern games have some variation of a tutorial that starts you off on "easy," "simple," and "adaptive," and works up to the "full blown" game. Having direct control over these three variables would allow the player to customize the gameplay to fit their personal preference, and hopefully would broaden the appeal of the game.

    I hate to break it to you, but up until 5-10 years ago (depending on the genre) that's how almost ALL video games were created. Especially FPS games, you generally had an easy, normal, and hard play mode, with an insane mode either immediately available or unlockable by beating one of the other modes first.

    The trouble with "rubberbanding" is applying it to a multiplayer game is extremely difficult and very prone to abuse. For example, in Halo 3 online it tries to match people up at the same skill level. The thing is, anybody playing on a guest account has a permanent skill level of 0, it doesn't matter if they are god's gift to snipers, they bring the average down and the whole team gets matched up with an easier team, which leads to a slaughter. People also regularly delete their accounts and create new ones (you get annoying messages all the time of "Hey, I'm now soandso"), allowing them to wreak havoc on their way back up the rankings.

    There is nothing skill adjustments can do to fix these problems, so perhaps designers should be looking at ways to enourage people to play more difficult areas as they get better instead of arbitrarily making the whole world harder?

    --
    Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
  65. Needs to be invisible to the player .... by King_TJ · · Score: 1

    A post below this one complains about Need for Speed, as an example of this adaptation done poorly. I'd agree, because it's so obvious, it's kind of insulting to the player. It cheapens the experience if you're trying to best to get through a game, and you obviously see the rest of the game "slow down" to accommodate a big mistake you make.

    Ideally, I'd like to see games strike a balance where as you get better, they keep "pushing" you a little bit harder, but do it in such a gradual and unobtrusive way that you never even realize it's happening. (I think many games already do this in a non-intelligent fashion. They purposely increase the level of difficulty of little things as you progress through levels, making an assumption that the player has "mastered" certain techniques by the time they succeeded in beating certain puzzles or "bosses" placed as obstacles to advancing. The problem is, sometimes people just "brute force" defeat a level boss or lucky-guess their way past a tough spot without really learning the technique the game author assumed they learned. Then the levels that come next get frustrating for the player, and the person tends to just quit playing instead of trying to finish the game.)

    I'd have to say though, in general, I think racing games are the most frustrating to play. If they're realistic, they're pretty much a case of "one false move and you lose", because you're racing against a number of other "contestants". What are the chances that ALL of them will make a mistake that puts each and every one of them further behind you after a slip-up you make? When they're setting up a "fun scenario" where you're this "larger than life" racing character (a la recent Need for Speed games), they tend to fall into the opposite trap. They can't maintain any respectability in the gameplay because you see obviously "worthy opponents" suddenly do nonsensical things, repeatedly, any time you screw up, just to justify how your car has a second chance at overtaking them a little further down the road.

    I think they almost need to continuously analyze your driving style and skill level, and mimic it with the other cars you're racing against, to ensure you're all so closely matched that it really does seem accurate that your cars are all racing pretty close to each other through most of the course.

  66. Repeatable Content by S77IM · · Score: 1
    • Randomly generated content is a decent way to increase playability. (Fresh new content is usually better, but not always. Sometimes a fun level is fun to play over and over.)
    • Scaling the difficulty to the player is a decent way to ensure the right challenge level. (But not always. Sometimes the player wants to know that they defeated the level on their own merits, not because it was scaled down for them.)

    Putting the two together, I'd say, the first time the player goes through an area, they get a "fixed" difficulty -- easy areas are easy, hard areas are hard, etc. When they revisit an area after beating it, THEN it should have appropriate-difficulty generated content in it.

    So if you found an area too easy, you can go back to it and enjoy a better challenge. If you found an area very difficult, you can go back to it and experience the satisfaction of having pounded it into an easier shape (the difficult enemies are gone because you beat them).

      -- 77IM

    --
    Student: Is it true that the foundation of the universe is paradox?
    Master: Well, yes and no.
  67. Challenge by rgviza · · Score: 1

    It's not about rewarding mediocrity, it's about keeping it challenging. If the game is too easy people stop playing. If the game is too hard people stop playing.

    --
    Don't kid yourself. It's the size of the regexp AND how you use it that counts.
  68. Flow and thinking outside the box... by chogori · · Score: 1
    First, I think it's important that a game never be frustrating. This is one of the principles of flow, and more importantly, when a game is frustrating, it really disrupts the player's immersion in the game.

    To that effect, one of the most frustrating game elements that I see time and again is the age old "die, fight, repeat" formula.
    This is, quite frankly, annoying and has been done before.

    Don't get me wrong, some risk is required to have fun (coincidentally, it is also another principle of flow), but a game which forces the user to repeat themselves is a game that's run out of new ideas.
    I've seen some variation on this formula in the past with decent success, like bullet time effect, which allows the user to "cheat" and slow down the game when the going gets tough. However, it's still a very constrained way of tackling the problem.
    Thinking a little outside of the box, I'd like to see adaptive story lines, where based on a player's proficency and style, the story line changes in sensical ways. Also, tiered reward systems based on proficency, not on difficulty, and new ways to handle character death through story telling elements like ghosts, time warping (maybe the ability to go back or forwards in time?), etc.

  69. God of War Anyone? by Anonymous Coward · · Score: 1, Informative

    I believe that adaptive difficulty would be sweet. Usually I find Normal/Medium too easy and Hard/er too hard. I will not even touch Easy difficulty levels they are just a waste of my time. I find this happens too often. Take God of War for example Easy is a joke, Medium is just barely challenging and Hard and Very Hard? Well, let us just say "eff you developers!" I do not want a game to be ridiculously difficult but I do not want it too easy either. If a game got harder as I did better and easier when I did not that would be ideal, at least for me. I do believe God of War had some of that for I noticed that after repeated game overs I always got slightly more health back each time I restarted from a checkpoint. And let us not forget the Devil May Crys, by the gods were they difficult! I do not want to have to "work" at a game to become decent enough to enjoy it. I know I cannot master every game when I pick it up; it is acceptable to have some "orientation" time. I feel that adaptive difficulty would be enjoyable. A set difficulty of Hard may not be Hard to some, yet too hard for others.

  70. Two points. by DarthVain · · Score: 1

    One - Most games are not sophisticated enough to alter their actual play to match that of an actual player. Most just cheat by increasing stats (health, speed, number of, etc...) arbitrarily to make it more difficult. This bugs me a bit. It is the cheap easy stupid way to do it, so it is common. If someone can design a computer game that will alter its strategy or tactics in order to best me, that is the game I want to play. If it only gives itself 150% health, or 175% speed, or spawns 100 more extra guys, that is the computer just cheating against my superior intellect. Shame on you, I don't want o to play you any more.

    Two - Having said that, most games cannot even handle simple friendly AI, let alone enemy AI. I just finished playing the solo campaign of World at War, and wow, my squad mates are dumb as bricks. I couldn't count the times where I would get "stuck" because some stupid squad mate decided to take cover right next to you, and you can even shoot the damn sumbitch as it won't let you. Only choice is to drop a grenade at your own feet, and hope you make it, or just commit yourself to the sweet embrace of death. If you don't have a grenade, you better hope someone can hit you standing up, or you are hitting the power button.

    Generally speaking this is why people enjoy multiplayer games. Sure you get noobs out there (and everyone is at some point), however playing with people generally is more entertaining that the computer. Of course then again computers are rarely asshats that team kill, or act like complete morons, or scream obcenities and racist remarks for that matter.... Now there would be a real turning test, program an AI to be an asshole, and most players would probably be fooled... "That guy is too much of an asshole to be a bot!"

  71. Adaptive Game Pricing by flerndip · · Score: 1

    How about games that adapt to your skill level in obtaining the cash to purchase them. Many of us seem to be getting a bit rusty in that department.

  72. Gaming for 15 years... by Anonymous Coward · · Score: 1, Interesting

    ... and few things irritate me more than when computer "AI" gets to simply cheat to beat me.

    If you're developing ramping skill difficulties, like previous posters, I'd recommend giving players options:

    1. Turn off ramping difficulty, or set it at a specific point (x.5, x.75, x1, x1.5, x2.0, etc)
    2. Set a base difficulty (Wussy, Easy, Moderate, Hard, Hellish)

    Other things you may want to look at would be how fast the AI can react and function. Example... in some RTS games, AI will settle a new colony and then *bink* it's up and running - 12 buildings and 100 miles of road appear as if by magic. This is a clear advantage and frustrating to the player. If the player "sees" AI building - slowly or quickly - at least they feel like the AI is trying to win, not just being given the "win button".

    As a turtler myself, I do understand that you shouldn't just build AI that can be killed with simple patience. Games that grant automagical bonuses to AI are frustrating, but needed sometimes.

    Ultimately, it really depends on the kind of game you're building. Sit down and look at your mechanic and think about it... better yet, explain it to a set of non-programming gamers and ask them if the challenge response sounds like fun. People play games for fun - not to be tormented by increasing difficulty and ultimately impossible scenarios (unless they're some kind of sick in the head).

    And for the love of Bob, whatever you do, don't make the game dumbed-down AND increasing in difficulty.

  73. Re:Old school gamer reply. by Bigjeff5 · · Score: 1

    However, I think there's a real hole in the market right now for games that cater to hardcore gamers.

    It's not just the hardcore gamers, I'm a casual gamer that likes a challenge. That usually means I only play for a couple hours a week, and a challenging game can take months or even years to finish, depending on how often I play.

    I LIKE having to avoid certain areas, or run like hell because I'm not good enough yet. Seeing some baddie and going "Oh shit! He's gonna eat my lunch!" and having to get out of dodge is fun. What is NOT fun is running into a muskrat that I was able to kill three months earlier with a rusty sword and barely the ability to swing it, and find it nearly as difficult to kill with a high quality sword and armor and a high level of fighting skill. What the hell? When the muskrats are nearly as tough as the dragons, something is wrong. That's the experience of Oblivion.

    In fact, some good advice for playing Oblivion is to not get too high level too fast, because the monsters get more skills and abilities that actualy make them harder to kill when you are higher level than they would be at a lower level. I mean, what? That's bullshit, and it doesn't make one bit of sense.

    --
    Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
  74. Adjustible stategies from enemies, anyone? by Jahws · · Score: 1

    It depends on what sort of potential "adjustment" we'd be talking about. A lot of video games allow you to adjust the difficulty, but most of the time this simply means an increase in stats that makes it easier for the same old AI to kill you and harder for you to kill it.

    What a lot of video games DON'T seem to have is an adjustment in AI. I don't know how many games (RPGs in particular) where it simply seems like the enemy is wailing on my characters at random, rather than attempting to *gasp* strategically isolate one character, kill them, and then move down the line! If they see you use healing magic, then why can't they realize that they should mute - or eliminate - the mage(s) first?

    Other posts above have mentioned that we'd like to be rewarded sometimes for our increased skill in a game - so accordingly, I'd agree that not all enemies should be able to adjust as much as others. At the same time, what would really make a game more interesting is if a zone change resulted in a more strategic AI to combat, rather than just a simple stat increase.

    Start off a game with a few areas (or dungeons) that allow you to comprehend the game mechanics and get strategies. Then, allow the enemies to understand the mechanics and those same strategies, rather than just adding a status ailment or two and increased stats to their armament, and allow there to be a semblance of intelligence to what we're fighting.

  75. Make it different, not just harder by Anonymous Coward · · Score: 0

    For something like an FPS, I'd like to see the "ramped up difficulty level" have:

    • New, interesting enemies (not just tougher or smarter) that you don't see at the easy level
    • New twists in the story line. For example, this time before you reach the castle on foot, an earthquake opens a pit beneath you, and you have to fight your way through a tough underground level and enter the basement of the castle, which also changes the strategy for attacking it.
    • New weapons that you didn't get to use at the easy level.

    If the harder level is JUST harder, what's the point of replaying the game? But if there's a lot of undiscovered fun in the harder level, well, bring it on. That means more hours of fun in the game.

  76. What about cowardly players? by jameskojiro · · Score: 1

    Like me who play Halo and Half Life like complete wuss and do nothing but continual "attack one enemy and retreat" over and over again?

    --
    Tsukasa: All I really want, is to be left alone...
  77. Re:Old school gamer reply. by khallow · · Score: 1

    There's an interesting related mechanism for resource harvesting in "grind" play. Most MMOs either limit the availability of resources or modify the reward for exploiting a poorly used resource. So resources that are easy to obtain (and hit hard by the players) have lower reward than those that are harder to access. What this does is that it modifies the reward for effort. The resource doesn't change in difficulty, but the reward can change for that action of fixed difficulty. If there's a decent market in the MMO, then there's another mechanism for modifying the reward versus difficulty. Resources that turn out to be relatively easy to exploit will end up lower priced than otherwise equivalent resources that are much more difficult to exploit.

    These are natural mechanisms that have the effect of modifying a game as far as the collective pool of players' skill levels are concerned. An individual player has some ability to chose easier or harder locations and modify their effort and reward.

  78. Game adaptation = hindrance? by CarpetShark · · Score: 1

    Adaptive games (like Oblivion) definitely increase replayability.

    NPC adaption may be a little helpful to, or even a hindrance to, replayability. Regardless though, I think the much more adaptable game comes from allowing the PLAYER to adapt. I wouldn't mind a game with an ancient dragon on the first level, IF the game was varied enough that you could win without brute power that a level 200 character has. For example, if you had could go around a village, talking to everyone, asking them about the dragon, about their wants and desires, their eaten family members, and somehow build an army, even when that was not the most obvious way to defeat the thing, that would be great. Or, you might convince them all to contribute to a fund, which lets you walk thirty leagues, pay a grandmaster to train you, come back, and fulfill a contract to guard the city for the next five years. Then, you could get on with the next quest, in whatever way you can think of.

    THAT would be nice adaptability. But having the problem change because the problem is easy for you is essentially cheating on the part of the game designers. I'd rather just zip through an easy 1st level to one that was DESIGNED to be hard, if I was that good.

  79. what about by Anonymous Coward · · Score: 0

    they should then invent choices like

    1.Easy
    2.Normal
    3.Hard

    Oh Wait it already does.

    DOHHHHHHHHH!!!!!

  80. I can't believe it took so long for L4D to come up by jorgeuva · · Score: 1

    Left 4 Dead strikes an ideal balance between user-selected difficulty and adaptive difficulty. The user gets to pick what general difficulty they want to play and this affects damage taken, friendly fire damage given, etc. But then the adaptive part looks at your health, your ammo, and what you've killed recently (essentially, player skill) to determine how many enemies there are left out there, where/if you find the good weapons in a level, and where the special boss bad guys show up. So basically the user picks the quality of the opposition but the game picks the quantity of the opposition. Also, while the game picks the quantity of the reward, it'd be nice if the player could pick the quality of the reward (by choosing a harder difficulty). This isn't really in place in L4D, but it would be nice.

    With a scheme like this, in Oblivion the decision tree to see what you face when you go under that arch by the ruin might go like:

              -easy level/beat up player character: 1 highwayman, easy, crappy drops

              -easy level/fresh player character: 2 highwaymen, easy, crappy drops

              -hard level/beat up pc: 1 highwayman, hard, good drops

              -hard level/fresh pc: 2 highwaymen, hard, good drops

  81. Seriously? by mea37 · · Score: 1

    Are we really this far from what we've always known?

    In the early 80's (probably before that too, but that's the earliest I can remember) it was common for games to start out with a skill level selection. This is manual and leaves the choice up to the user. It still rewards good play because "I beat the 'hard' level" is a different accomplishment from "I beat the 'easy' level". One of the best relatively recent examples I can think of is F-Zero, which starts out offering 3 levels of difficulty (on each of 3 progressively harder sets of track), and when you beat the 3rd level on a set of tracks it unlocks a 4th.

    Another common technique is for the game to get progressively more difficult as you play successfully. Tetris is probably the purest example. Again, anyone can play but the best players are "more rewarded" ('I got to level 30!')

    That idea was expanded on by games like Super Mario Brothers and The Legend of Zelda, which have a "second quest" should you be good enough to beat the game (or if you know the codes to skip ahead).

    This idea of "rubber banding" seems to aim for making skill-level adaptation automatic (take control from the player), dynamic, and transparent.

    Finding creative ways to make skill-level adaptation dynamic could be a good thing for some types of game.

    Making it automatic is murkier. Generally I think the user should be able to override skill-level adaptation to get the game experience he/she wants, though I'm not opposed to the idea that you have to acheive a certain skill level to unlock higher levels.

    Making it transparent is a bad idea IMO. There should always be clear feedback - You are playing at this level; you beat the game at this level; etc.

    Especially in games where the implied goal is "finish the game", a dynamic, automatic, transparent handicapping system just encourages sandbagging.

    1. Re:Seriously? by Anonymous Coward · · Score: 0

      I hate games in which you have to "unlock" features by beating a harder difficulty level...

      I'm a casual gamer, and not a very good gamer. When I can't beat a difficulty level, I will eventually get frustrated, put the game back on my shelf never to play it again with a resentful feeling of getting ripped off.

      I paid my cash like everyone else, I should be able to play those extra levels, drive those bonus vehicles, race those extra tracks, or use those extra powerups too. Most of the time I just want those items to use in multiplayer mode when my friends come over. Guitar Hero is one that pisses me off to no end with this. When I invited friends over the first day I bought GH1 I was pretty angry to find out we couldn't play all the songs on the list until I wasted a whole bunch of time beating the game first.

  82. Nope by EEDAm · · Score: 1

    FWIW I don't like rubber-banding in my games. Done too rigorously it can be a real put off on a game as it stretches to your level and makes stuff too hard. I want a nice arc of growing difficulty throughout the game governed by the usual meta-level of easy, normal, difficult, hardcore etc. Normal too normal? Fine, I'll set it on difficult and see what happens. Sometimes there's a lot of pleasure blasting through stuff and not having much problem with that - I don't need everything to be an effort and a trial. Actually maybe I'm just a pussy, thinking about it, I think what I'm saying is I don't want the level ratcheted up on me, but I don't find it too objectionable if you ratchet down when I'm flailing around and dying for the umpteenth (but not first or second) time...

  83. Simple by DaveV1.0 · · Score: 1

    Should Computer Games Adapt To the Way You Play?

    Does doing so make the game more fun for most players?

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  84. Re:Old school gamer reply. by pmontra · · Score: 1

    I'm pretty good at racing games so I hate it when computer cars catch up with me with impossible lap times. On the other side I appreciate it when I make a mistake because I know that I'll eventually catch up even if it feels like cheating. So, if the goal of a game is fun, rubberbanding should only help the player and never the computer. If the game pits two human players against each other there should be no rubberbanding: if I'm better than my pal I have to win and he has to train more.

    Racing games need the rubberbanding - if it were like real life, one crash and you're toast- hopelessly unable to catch up with those who haven't crashed, where's the fun?

    The fun is driving a race car as fast as you can, not winning. Granted, if you're good enough winning is better than just racing but I usually disable rubberbanding now. If I fall behind I restart or race against the time and enjoy the track and if I do well I enjoy winning with a large margin on the second. I see no problem with that.

    I don't play FPS a lot and I usually go for "easy" setups because I don't want to have to worry too much about staying alive. Rubberbanding might be as good as that, but I don't care about the genre very much. The rule might be that good players want a fair contest and casual gamers appreciate being helped.

  85. Rubberbanding = Teh Stupid by dcollins · · Score: 1

    "Now, the question becomes: is this a good thing at all?"

    No, it's stupid.

    The slaughter will continue until play improves.

    http://deltasdnd.blogspot.com/2009/05/coddling-players.html

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  86. Final Fantasy VIII? by Arakageeta · · Score: 1

    Did Final Fantasy VIII play this way? It sure felt like I was treading water.

    1. Re:Final Fantasy VIII? by digitig · · Score: 1

      I'm pretty sure it didn't. The storyline tended to keep you in areas that matched your abilities, but I found that if I wandered off track I would get completely mauled by stuff that turned out to be fine to deal with once I was supposed to go to that area. I think that's the way it should be, pretty much open, but not sensible to go to some places before you were ready (although some way to run away from bosses that you weren't ready for would have helped).

      --
      Quidnam Latine loqui modo coepi?
  87. why not? by fudabushi · · Score: 1

    That seems to be how our education system works.

  88. Real life does not adjust to how much you suck. by Anonymous Coward · · Score: 0

    This automatic adjustment is the reason I've stopped playing games. Real life does not adjust the world to how much you suck.

    exp. If you suck at the game, and don't have the brains to outhink your opponent, there is no reason why the game world should be dumbed down just so that you can get to the next zone.

    exp. If I can race faster than you, and you keep crashing, why should the game slow me down just cause you're a dumb epileptic that can't even steer?

    This kind of dynamic difficulty adjustment just panders to the idiots of our society... in this case, it seems most of you people.

    I'll stick with games coming from Russia, like Stalker, where if you don't have the skills, or the brains, or the equipment, you simply won't survive an encounter with the more powerful stalkers. Hey, if you want to quit because the game does not dumb down to suit your level of stupidity,... well, that's your problem. Everyone should populate the same gaming world, and just like in real life if you're better than your competitor, you should go further and be rewarded, the world should not bend backwards just because there are tards in the area...

  89. Of course they should by geekoid · · Score: 1

    That brings maximum enjoyment and creates a challenge the challenging to a specific users.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  90. Even more important... by rAiNsT0rm · · Score: 1

    I had worked as a game reviewer and playtester for some years and the one thing I always brought up was... they're games, we design them, back in the day they had to use certain cheesy tactics to suck up more quarters or to deal with hardware/software limitations... those are largely gone now... why not just make the whole game awesome? You could have amazing powers from the start and be able to do amazing things from start to finish... why limit and aggravate the player unnecessarily? You have the power and ability to make anything happen, why limit yourself and the player?

    It was always met with initial "well you have to or there is no reason to play" and then as we would talk more, light bulbs would go off and they would finally realize a lot of the trappings and assumed constructs really weren't necessary after all... but they still would ignore it.

    What benefit or importance is it if I can fly, shoot laser beams, and finish with the awesome rip your spine out fatality with easy button presses or complex cryptic sequences? There aren't actual quarters involved anymore (for the most part). Why have your character punch with a fist instead of plunging a plasma sword through flesh? They could accomplish the same goal but one is infinitely cooler. You can still have a progression and you can still have obstacle and challenges but make the entire damn thing awesome... it's a GAME!

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:Even more important... by pwfffff · · Score: 1

      So according to you, the best video game in the world would be the following text adventure:

      You are king of the world, everyone loves you, and you have all superpowers ever.
      > open door

    2. Re:Even more important... by rAiNsT0rm · · Score: 1

      Not close. The point is that a lot of game design and theory are still based around concepts which were designed to do one of two things: a) eat quarters or b) hide hardware/software limitations. (well there is always c) laziness)

      Without arcades anymore for the most part, you don't need to make that final spine rip require a complex combination so that you only pull it off 40-50% of the time and pump more quarters in to try again. You don't need cheap deaths and "puzzles"/patterns because you are limited in lines of code/sprites onscreen/etc.

      Why not give the player an amazing experience filled with awesomeness from the first second and then just build on it? Look at Aion, they talk of adding flying to an MMO and people crap themselves... and then the flying turns out to be a kind of lame gimmick. Why? People like to fly, WANT to fly, make a damn game where they can fly... properly. These are games, I could be a flying giant with a bazooka on one arm and laserbeam cock that can crush and deform the entire environment. All you have to do is build a world around that which still offers fun and adventure (which wouldn't be too hard with a premise like that) and you have a game. Don't make me hit some tiny jump for no reason or else insta-death.

      --
      http://teasphere.wordpress.com - A little spot of tea
  91. A negative variation of this kind of coding by DementedOracle · · Score: 1

    I think the idea of this type of adaptability in games is interesting, but one unfortunate instance of this kind of system is the searcher for Battle.net's Warcraft III: The Frozen Throne. Every time you win, it will pair you at a greater disadvantage, whether this means you get an ally who has never played before, or an opponent who is exponentially better than you. Unless you're just an incredible player, you rarely win more than two or three games in a row. The system works in reverse when you lose. The consequence I notice is that the vast majority of players have records around 50%, give or take 5%, while a very small majority can keep a 80%+ record, with very few players falling in between. It's incredibly unrewarding and frustrating, and leads many people to simply abuse the system by purposefully losing many games in a row before starting to play in earnest.

  92. Wrong Genre by bistromath007 · · Score: 1

    In many types of games, this is a good idea. Puzzlers, platformers, shmups, and I'm sure others can all benefit from this approach.

    Racing games are the antithesis of this concept. They're all about practicing something until you can do it just right. This is why rubberbanding causes so much frustration, and why it needs to go away.

  93. Difficulty Settings? by Odin_Tiger · · Score: 1

    What the hell is so wrong with just putting a menu with difficulty options in, like every FPS since forever has done?

    * Can I play, Daddy?
    * Don't hurt me
    * Bring 'em on
    * I am Death Incarnate!

    --
    Unpleasantries.
  94. Avoid the Oblivion method. by Thanshin · · Score: 1

    I have strong feeling on this topic. Pity I had a specially loaded day and didn't see the thread earlier. Anyway, to the point.

    I get fun from certain games by beating them. I don't want a balanced threat, a "more fun" difficulty or however you justify changing the opposition to match the player.

    If I want to play in a harder mode, to try to beat it too, I'm perfectly able to change the mode by myself. However, if I'm in the middle of discovering the perfect evolution algorithm that makes my character vaporise his enemies by dealing a damage orders of magnitude over their hps, and then the games decides I need different enemies to "have fun", I usually delete the game and sell it.

    Oblivion is a special case. The evolving threat algorithm itself could be beaten. The optimal character never advanced a single lvl, to avoid triggering the algorithm. In that case, a player who enjoys games my way, plays for some hours, "solves" the game and quickly finds that playing a classic action RPG without advancing levels, is quite boring, as there's no progressive evolution to also "solve".

  95. I play games to relax. by GarryFre · · Score: 3, Informative

    Having to struggle against myself does NOT sound relaxing to me.

    --
    www.Migrainesoft.com - Computer giving you a headache? We can fix that!
    1. Re:I play games to relax. by popo · · Score: 1

      I play games to be challenged. Relaxing does NOT sound entertaining to me.

      --
      ------ The best brain training is now totally free : )
    2. Re:I play games to relax. by Anonymous Coward · · Score: 0

      I think you have nailed it. The whole idea sounds neurotic and because of the inverse feedback may be even harmful for the players.

  96. side-content by Anonymous Coward · · Score: 0

    i have found the inclusion of content that is not vital to storyline is one of the best ways to adjust for the "difficulty level" challenge.
    most games I will play on normal mode. most games I will not play a second time (i dont care if there's another ending/quest/item of superpower).

    i want a game to have the following:
    1. adjustable difficulty level *mid-game* - if i start the game on normal and it's a snooze fest and i have died twice in 30 hours of gameplay, there is very low chance i will even care to finish the game. let me change the difficulty at hour 20 instead of making me start a new game on a higher difficulty level
    2. side content - so the main plot line only requires you to get to xx level or xx weapon upgrade? fine. leave that 20 hour game intact for the casual gamers who dont WANT the challenge. give me a level 30 zone where i can go crazy and still enjoy playing. give me the ability to upgrade my [item] to compete with a higher calibre AI.
    3. a big FU to the 'hard' mode AI - good AI does not mean they see through walls, are invincible, or have ungodly upgrades. FPS are notorious for making the AI impossible at higher difficulty. AI for "auto-aim headshots" is not harder, just annoying. make the AI SMARTER at higher difficulty. 'hard' on a racing game should not mean the ai should never crash. make them smarter.
    4. make power leveling viable - if i'm going to waste my time grinding out levels/items/cash/whatever, force me to spend more points/cash/time attaining future levels. don't make the "appropriate" plotline harder, i'm power leveling for a reason.
    5. introduce the smart AI right off the bat - why do i always have to wait until halfway through a game to have the fear of death/loss/competition? 'normal' should be a 50/50 for the average user to win. 'hard' 50/50 for a skilled player to win.
    6. allow the player to level outside of the 'appropriate' area - don't block off the vampire crypt. if i'm level 2 and want a swift death, let me in. similarly, if i'm level 40 and i want to kill 1 legged zombie bunnies, let me. just dont give me anything useful for it. and dont even think of making things that low-level aggressive towards me. and on that note...
    7. i pick my battles, why doesnt the AI? - if i can see that i'm horridly outclassed, i will avoid the encounter. why do hordes of fiends swarm me after i have been running around laying waste to the encampment like rambo. if i can pick my battle, i'd like them to as well. make the ai pick.
    8. don't ever put an impossible segment in to prevent me from leveling too much - i get frustrated on some tower defense games for this reason. i will get to a certain level where it becomes, quite literally, impossible to pass. if my config is the absolute best possible without cheating, why would you force my game to end? maybe i like winning. or at least showing that i can build the tower defense to be self sufficient and destroy anything thrown at it (within reason).
    9. allow the ai to advance skill if they complete things i dont - if i skip the zombie bunny camp at level 2, have some ai actively clear it out by level 5 and make them a bit stronger when i try to defeat that group at level 10. make the ai work for power, just like i do. make the ai hunt for weapons, ammo, skills, [item].

  97. Bring it on! by mmandt · · Score: 1
    I think we should take it a step further. All of my points and health should be automatically given to other players in the game if they have less than me. This would not only make a great game, but a great way of living.

    "Yes we can!" If Obama was only a game designer... I could finally complete with all you stoners who used to torture me on Mortal Combat.

  98. Challenge settings by Anonymous Coward · · Score: 0

    What I would like to see is a challenge setting instead of a difficulty setting to adjust how the game plays. If you want to breeze through, set it to a low challenge, or if you are Awesome gamer extreme, you can set it to high and get a truly challenging experience. And adjusting health/damage is a really cheap way to do that; change the composition of the enemy forces. Add an extra guard to this group, make that guy extra strong, etc. Allow better AI's against players that do well. Changing the mechanics of the game is problematic, so change the content. Make ammo scarce, or better hidden. OR on the flip side, gamers without a lot of skill could have some measure of aim-assist.

  99. Don't punish for progress! by SharpFang · · Score: 1

    Scale difficulty, but scale rewards too. Always allow to scale back and never let the game overwhelm the player.

    This is precisely what Oblivion did wrong. It decided about your difficulty basing on your character level, never caring if your character mastered in Speechcraft, Mercantile, lockpicking and Acrobatics. It still threw strongest ogres and meanest trolls at you. OTOH if you -avoided- levelling up, you could beat the enemies better. Also, by making the whole world levelled flat with your progress, it removed incentive for exploration and made it hard to scale difficulty yourself by picking your battles.

    So instead of arbitrarily deciding "this player is good, let's give him a hard path", present the player with three paths of various difficulty, AND various rewards. Say, you can only get the "best" ending if you finish on "hard", because only then you will have to snipe the main boss precisely instead of blowing up the whole place, and the collateral damage will be reduced - and best if the difficulty is chosen by the player by gameplay decisions. Picking the right opponents, choosing the right weaponry etc. ...also, never deprive the player of the pleasure of squashing the strongest enemy like a bug, if they earned it by hard work. My fav moment of STALKER-SOTC? The final assault on the Reactor, armed with the Bulldog grenade launcher and a stash of grenades saved over the whole gameplay. They would make common battles way easier, but I saved them and then the over-the-top weapon made the final difficult battle a breeze, elite enemies thrown left and right.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  100. Re:Old school gamer reply. by tepples · · Score: 1

    Racing games need the rubberbanding - if it were like real life, one crash and you're toast

    In Tetris, if you fill the piece entry area with blocks, you're toast.

    hopelessly unable to catch up with those who haven't crashed, where's the fun?

    And if only the second half of the final lap counts for anything, where's the fun in a 5-lap race?

  101. just make it a game option... let's move on by Anonymous Coward · · Score: 0

    just make it a game option... let's move on

  102. Oblivion by windex82 · · Score: 1

    One of the main reasons I disliked Oblivion was the scaling.

    In an RPG I expect to be able to go back to a starting areas and completely decimate any enemies. But in oblivion the enemies levels scale right along with yours so you can never go back and take on dozens at a time or even just ignore the one hitting you until he gives up.

  103. L4D as a good Example by Crouse45 · · Score: 0

    In my mind Left 4 Dead,in the co-op and solo campaigns, does a fair job of adjusting to the playing level of the group. If your playing through and not taking much damage, then the 2nd lvl weapons are further along then they otherwise might be, or more zombies get thrown at you. Conversly if your getting killed off multiple times in a section then you'll start seeing more pills or pipe bomb/moltovs. The end result is you can play through and feel challenged, regardless of whether your playing with hardcore players, or some friends that just picked up the game. The key that makes this constant challenge work is that you have that option to drop down to advanced (or even easy) if you are in the mood to just breeze through and kill zombies. Obviously a game that was more persistant such as a MMO or RPG wouldn't have to find a different formula for acheiving this. Prehaps as someone already suggested having some sort of leveling cap on enemies in specific areas (I believe the orginal pokemon games did this). However the more open world nature of most recent games would make this more difficult to implement.

  104. Reverse Rubberbanding by cyberfunkr · · Score: 1

    The problem with most adaptive games is that they only take level into consideration. When in fact, it should be looking at everything BUT level

    Why? Because leveling just happens; always. In any RPG, you can gain levels without a single fight just by doing side-missions; fed-ex runs being the main source. So by level 5 I've never swung a sword yet the game thinks I'm ready for High Orcs. Shooters, just toss a grenade or a missile in general area and you'll do some damage.

    Instead, it should look at what you've accomplished, and how you did it. For a shoot-em-up, it should being looking at my hit ratio. If I can't hit the broadside of a barn, then to make things "easier" send MORE things at me. That way I'm more likely to hit targets even while I'm sporadic making a much funner game while I learn how to aim. If I'm dead-eye, then send only single, but highly agile opponents at me. If they keep dodging all my sniper shots, I will have to adapt a new strategy to take him out.

  105. Re:Old school gamer reply. by JoeMerchant · · Score: 1

    Racing games need the rubberbanding - if it were like real life, one crash and you're toast- hopelessly unable to catch up with those who haven't crashed, where's the fun?

    The fun is driving a race car as fast as you can, not winning. Granted, if you're good enough winning is better than just racing but I usually disable rubberbanding now. If I fall behind I restart or race against the time and enjoy the track and if I do well I enjoy winning with a large margin on the second. I see no problem with that.

    Restart and try-again is pretty much where GT5-Prologue lost it (the fun) for me, in the 3rd level single lap challenge on Suzuka. I'd much rather be able to progress to the next level with a smudge on my record (tried 10x, didn't get the trophy, oh well...) than be forever stuck in dork land because I'm playing with a standard controller instead of a "real wheel". I like challenges, but I don't like to be unable to access content that "I paid for" until I conquer something that I obviously have some dis-ability to conquer after 50+ tries.

    For what it's worth, I did a hard drive upgrade on the PS3 and restarted GT5P from the start, and somehow I beat that damn track on about the 5th try this time, think I got 2nd place (you only need 3rd to progress...), I think the previous "character" was somehow adjusted into a challenge/skill that I was just not capable of.

  106. Return of Clippy! by Comboman · · Score: 2, Funny

    What if the game taught you to be a better player?

    I just had a terrifying thought of playing a game and seeing an animated paperclip pop up and say "It looks like you're trying to destroy the mothership, would you like some tips?"

    --
    Support Right To Repair Legislation.
  107. Only one message in all of these comments by petrus4 · · Score: 1

    "Make it easier, and keep the emphasis purely on rewards."

    Don't make it so we have to use our brains. Don't make it so that we have to do anything remotely challenging. Just make everything utterly superficial, and over in 5 seconds flat. We don't want to have to spend more than a minute on any single thing we do; our TV reared attention spans can't take it. We also don't want anything that requires more than a 50+ IQ, because we don't have one. For anyone who might want something minutely more interesting than Minesweeper, that's just too damn bad, because we want our cookie and bear and potty, and we want them RIGHT NOW, damn it; and if we don't get them, we're going to hold our breath until we turn blue.

    Seriously, when did the human race degenerate into such perpetual, mindless infants? How old are you people? I get the feeling that what you'd probably consider the single greatest reward for getting through a game, (or anything else, for that matter) would be to find someone next to your chair with a clean nappy and a warm bottle fresh out of the microwave when you'd finished. Either that or a pacifier.

    It honestly looks as though the corporate goal has been entirely achieved, looking at this thread. The only thing I'm seeing here is post after post written by servile, utterly dependent consumers.

    I'm ashamed to be human, sometimes. I don't want to be associated with this type of mentality, at all.

  108. Re:Old school gamer reply. by digitig · · Score: 1

    What is NOT fun is running into a muskrat that I was able to kill three months earlier with a rusty sword and barely the ability to swing it, and find it nearly as difficult to kill with a high quality sword and armor and a high level of fighting skill. What the hell? When the muskrats are nearly as tough as the dragons, something is wrong. That's the experience of Oblivion.

    Which is one reason I still much prefer Morrowind. You don't find that the scamps get more powerful, you find that you are running into storm atronachs instead -- which is consistent with the storyline, as Dagoth-Ur is increasing in power.

    --
    Quidnam Latine loqui modo coepi?
  109. reward good players! by Denihil · · Score: 1

    i don't mind the adaptability, but at least show the players of the games that have the "auto-adjust" enemies that they're owning them at a much higher than normal difficulty! For example, maybe make the enemies say different things when they die/walk around depending on 'how adjusted they are, or add a special combo meter that increases faster the harder the adjusted difficulty is. That was the players feel rewarded, even if that special combo meter doesn't do much, so much as its there and they're getting ~something~ you know?

    --
    WÌÌfÍ--ÍSÌÒÍ...Í...ÌHÌÍfÍÍÍ--ÍÍÍ
  110. Freespace 2? by Anonymous Coward · · Score: 0

    I agree with the people who prefer the classic Easy-Medium-Hard-Very Hard approach. I think that works fine up to 5 difficulty levels (any more and it becomes too much). But difficulty is hard to do sometimes. Some games make enemies have more health, their weapons do more damage, they have better aim etc. That works out OK most times. Other games just go nuts on very hard and make you unable to quick save, or limit the times you can save per level, or just take away any kind of chance you have of surviving and I find that kinda cheap.

    As for adaptation, I think Freespace 2 got this part right when they made the game pop up a question box asking if you want to change the difficulty level after dying 10 times on the same mission. That's about as adaptive as you can get without taking control away from the player. I recently played a game at the 3/4 difficulty and it was pretty hard at some points, but I like it that way. I like the challenge and the annoyance. If it dropped the difficulty automatically without asking or informing me and I just got away without a scratch the 10th time I'd feel like I was cheating.

  111. poll by eric-x · · Score: 1

    This calls for a poll

  112. No by HalAtWork · · Score: 1

    If I am better at the game, I want to be able to see the results, I don't want the game to ramp up, that would just be frustrating. Here is an example: In Oblivion and Fallout, the more you level up, the enemies do so as well. I don't want enemies to get harder the better I do! Normally the point of an experience system is so that your character can get better to overcome the enemy, not to bring the entire game to a more advanced level.

    All we need is difficulty settings at the title screen. Some games even let you change the difficulty level in the pause menu on the fly, so you don't have to restart your game if you want to change difficulty and lose all your progress.

  113. Not a good idea, and here's why. by Anonymous Coward · · Score: 0

    I used to play Mario Kart 64 a lot. It was a fun game, but the AI opponents had a habbit of getting random speed boosts to magically catch up to you, no matter how many shells/bananas you hit them with. This detracted from the game experience IMO.

    In the SNES version,you could target one specific AI opponent and completely ruin their race. They wouldn't miraculously catch up. It was great!

  114. Re:Old school gamer reply. by Nicolay77 · · Score: 1

    In NFS Underground if you play well, you'll see a F$%* Volkswagen going faster than your Skyline, way faster than is actually possible in that car.

    Where's the fun?

    Racing games definitely do NOT need the rubberbanding. What they need is a constant and small increase in difficulty from one race to the next. And lots of races.

    --
    We are Turing O-Machines. The Oracle is out there.
  115. Nintendo by trevelyn412 · · Score: 1

    Nintendo already implemented this with a small device that reads your pulse in your fingertip. didn't you guys see E3 videos of 2k9?

  116. When done correctly... by Der+Huhn+Teufel · · Score: 1

    Just like anything else, if it's done correctly, it can be great. The problem is most people don't bother to spend the time at it and throw out a half-assed system. To date, Fallout 3 is the only one where the scaling isn't horribly done. The first time I played through Bioshock (PC) I had adaptive difficulty turned on. About 1/2 way through the game, I began wondering why every enemy I came across took 5 or 6 headshots with anti-personnel rounds to bring down. Unfortunately, it took them a while to patch it so that the difficulty would turn itself back down if you weren't doing as well. Oblivion was horribly done. Enemies would scale up as high as your level, but your ability to scale up your damage was often cut short long before that. A level gained due to speechcraft and alchemy would net the same increase in monster stats as a level in blades and repair. In the end I wound up editing the game via the construction set just so I could actually enjoy it again. Ultimately, companies need to hire players rather than play testers. Someone who's going to go through a game because they enjoy it will find many more problems than someone who's told specifically what to test for and look at.

  117. I'd say by OpenSourced · · Score: 2, Insightful

    There is a big difference between man-vs-machine and multiplayer games. In multiplayer games, there is certainly the need of a certain handicap to make the game fun to everybody. In man-vs-machine, I'd say that yes, the game can get more difficult, but also that the rewards must increase. So if the enemies get stronger, you have to at least have the option (if you are skilled enough) of getting better weapons or whatever. Also if the measure of the game is the score, for example, then the score should reflect that you have walked a more difficult route.

    --
    Rome taught me patience and assiduous application to detail. Virtues which temper the boldness of great, general views.
  118. re: your MMO complaint by Orbijx · · Score: 2, Interesting

    I thought I was the only person who had the issue of wanting to explore a new area, but getting slaughtered by the first thing [popping out of the ground|falling from the sky|warping in out of nowhere] was a major irritant.

    I'd love to see an MMO that allows one to explore, with some logical limits. Like a real person, you can't just run all over the world in 5 minutes. You actually need to build up your endurance (hooray for stat gaining without a level, preferably -- someone who explores a lot and carries lots of stuff would likely have more endurance than a flabby something or other that's just wandering around the outskirts of town), buy equipment for exploring some areas (mountain climbing means you need pitons, rope, carabiners, etc; safari exploration means you might need some type of insect repellent, a machete, and a prayer to protect you from [insert random creature here]) and make money by bringing things back from your explorations to sell.

    Of course, this kind of an idea would be hard to apply adaptive skill levels to, honestly.

    --
    One of these days, I am going to flip out. When I flip out, I'll be back in five minutes.
  119. The point of the game by NoCowardsHere · · Score: 1

    "Some people would claim that adapting the game to you just rewards mediocrity (i.e. you don't get rewarded for playing well). Others would say that it restricts the freedom of expression for the game designer."

    The point of a video game is NOT to reward greatness or maximize freedom of expression of the designer. The main point of most games these days is usually simply to be fun, but more generally, games as an artistic medium may aim to provide any sort of valuable experience. Rewarding mediocrity or limiting the designers' freedom of expression are only a problem if they get in the way of these goals. (It should be noted that working within a strict framework of limitations can even *increase* an artists' ability to express him/herself, but that's an essay [or book, or library] in and of itself.)

    Many games which aim to be fun can be made more fun by adapting themselves to the player; hence, it's probably a good thing to do. However, as you point out, changing the difficulty is only one way the game may adapt; adapting to the player's gameplay style may be more difficult, but more rewarding. The adaptation may be integrated into the game's plot; consider the old Escape Velocity series, where a more combat-oriented player who attacks whenever he gets a chance will quickly make lots of enemies, and hence find himself with a lot more combat opportunities. On the other hand, a diplomat who focuses on trading may make a lot of friends, opening up extra trading opportunities.

    Alternately, the adaptations may be more explicit; consider Spore, where a player who plays aggressively is rewarded with additional weapons and tools that add a bit of depth and fun to the combat side of the game; players who aim for a friendly or balanced strategy are given tools that directly enrich their own style of play.

  120. More on "rewards mediocrity." by Lemmy+Caution · · Score: 1

    The idea that adaptive difficulty "rewards mediocrity" reveals a huge crate full of bad thinking - as if videogames are a meritocracy meant to reward the skilled few and cull the weak from the herd! To me, that's a sentiment that would come from a very game-obsessed 7th grader, whose Xbox achievements meant more to him than anything else the world could possibly offer. It earns and gets derision all around.

    More importantly, it is trivially easy to create challenges that are insurmountable. Pretty much all computer-based challenges are handicapped to give players a chance.

    A more interesting question is whether and when multiplayer games should provide positive and negative feedback loops: when you're winning, should the game get harder for you and easier for your opponents (Mario Kart?) Or should it race to its conclusion, letting a won-game be won and allowing for the next one to start quickly (Risk?) There are advantages to either design concept, and playtesting is the best way to figure out which works for your game.

  121. 1 Setting Pls by anonix · · Score: 1

    Lets go back to the OLD days when we used to play games that we still play today. All of nintendo had 2 settings.. 1 HARD and 2 Cheating... those games were all epic and made me want to get good at them to win. old PC games like X-com UFO defense even on easy its so hard.. but i love it cause I WANT to get good and see what happens next. Its so annoying with games today where I can sit there and play mindlessly smashing a button. As you say mario Kart does not take skill its strategy dont fly light years ahead of everyone. No matter what you pick Rubber band or an AI that learns from your moves if the game does not challenge you then why play it. If I can change it to easy then maybe I should just go play a spongebob game. This era is mass producing gamers and if you dont challenge them and give them something to hold over other gamers then its not impressive. Make an Epic game that challenges the players and gets hard and harder as you play through.. start the game on easyish and then get harder and harder until you really gotta be good.. cause after you put 20 hours into a game you will put 20 hours just trying to get to the next part.

  122. The Essence of fun: Mario Kart by bussdriver · · Score: 1

    If you break down racing into the separate actions being performed; you can then rank order and think about how to enhance the elements of gameplay that are the most fun.

    The most popular racing element of wide appeal is clearly the PASSING and DEFENDING; if you can play ruff and have the control, then "brawling" enhances this dueling aspect. Since bumping and the physics are hard to implement and are not easy to learn to do PLUS limited in scope-- it just begs for more accessible alternatives like oil slicks, weapons, etc. Mario Kart focuses heavily upon this and in nintendo style makes it simple, accessible, and revolves the game around it with balancing and adaptable AI. Its not about winning the race, its about winning the fight for 1st place. Therefore, the AI is perfectly suited to the purpose of the game; therefore, it should NOT adapt.

    One could say that people racing in time trials are the complainers who are playing the wrong game; and they are-- but that mode was placed there probably because of those people (or when you're in that mood.) That mode should get an AI that is better suited for that player's intent - which is to race the clock, not brawl. Nintendo leaves out the AI players in this mode; clearly, they understand. Perhaps an option for non-brawling AI players would shut up these people once and for all? I suppose that and a multiplayer mode without weapons...

  123. Only when applicable by ^_^x · · Score: 1

    Like all game design questions, it depends on whether or not the designer SHOULD make the game scale to you.

    The World Ends With You for the DS is a great example - you can choose whatever attack types and styles suit you best. You can also turn up the difficulty to get better item drops. You basically tailor the game to your play style and change it as needed.

    Touhou 6: Embodiment of Scarlet Devil on the other hand, will notice that you're doing well, and crank up the difficulty higher and higher until you die, basically only ensuring that you never see the end of the game. Brilliant, but not entirely unexpected for a game of its sort.

  124. In general yes. by wisnoskij · · Score: 1

    In general yes, modifying game style to fit play style is a great concept.
    Modifying difficulty is a gray area IMHO.
    Mario Kart: Now their is a to to be said for making the leader in a race not lap everyone else 20 times, he still wins but everyone else does not feel like a loser.
    but "Mario Kart Wii" throws that out the window allows a players who was in last place the entire game suddenly get the instant win item and you, the far superior player suddenly loses.
    And i have gone personally from last or close to it and winning the game in and the same goes for the first place player, i have been feet away from the finish line only to be pelted by homing leader shells and other non avoidable items
    In Mario Kart Wii the actual best player has to stay in second place for as much of the game as possible, as leading the pack means constantly being attacked by pretty much every time in the game

    --
    Troll is not a replacement for I disagree.
  125. "Pity Mode" would be nice by BBF_BBF · · Score: 1

    I'd like it if the game would silently make things a little easier if I had died more than 6 times trying to get through some dexterity based feat. (Like how I never finished psychonauts because I could never throw the knives at the rotating wheel accurately and fast enough to beat the clock on the last level.) splosionman's "way of the coward" is just too wussy... I don't want to "skip" the feat, but just need a little help since I know *how* to solve the puzzle, but just don't have the razor sharp reaction times and coordination.

    If I want to be humiliated I'd rather humans do it, rather than my computer... I'll join a multiplayer game if I want grief. ;-)

    Also Braid's rewind mode is really good as well, so one doesn't have to restart at some predetermined checkpoint and have to repeat several minutes of play that you already did each time you die. Add the toggleable behind the scenes "auto pity mode" and I'd be a happy puppy.
    Sometimes I just need a helping hand to get past a "sticking point" and I'm good playing at the "hard" difficulty most of the time. Games are for "fun" for me. For the "elites" they can just turn pity mode off and the developers could reward them with a special "achievement" or "trophy" so they can show off their leetness.

  126. Ahem...Left 4 Dead Director...Ahem by Latinhypercube · · Score: 0

    Dude. Has the writer of this article never played left 4 dead ? I don't think there has been a game since Pacman with such re~playability. The A.I. director manages the ebb and flow of the game, increasing and decreasing the difficulty depending on the players assembled and their progress.

  127. No by MpVpRb · · Score: 1

    Any computer program, whether a game or not, should be repeatable, consistent and comprehensible.

    You learn how a program works in a similar way that a scientist learns how nature works.

    Do something...observe the result.

    Do the identical thing again...observe the identical result.

    If the result is not identical, the program becomes incomprehensible.

  128. Crazy skill levels are the worst by far by rnturn · · Score: 1

    In one game that I like to play to blow off some steam, you can easily beat all the bots at one level (they seem to enjoy standing around waiting for you to blast 'em) and if you increase the difficulty by one level, the bots can be falling off a ledge or doing a double somersault and still manage to squeeze of a single shot that kills you. And that's after you've hit them with 2-3 rockets. Go figure. I haven't tried it yet but I can't even imagine what the "Godlike" level would be like except that I suspect I wouldn't even be completely reborn before a bot killed me.

    --
    CUR ALLOC 20195.....5804M
  129. Player selectable by Sailing_Nut · · Score: 0

    I prefer to be able to select my difficulty level and have the game simply react that way. I may be an outlying data point but I don't play games for a massive challenge. I do it to pass the time and escape from reality. If a game becomes too difficult I simply cast it aside as it is not having the intended effect of relaxing me.

  130. It depends on the game and hwo it is done... by TavisJohn · · Score: 1

    Some games I have played are just too hard. Even on easy settings, it is nearly impossible to beat the game because there are just too many enemies.

    What I would like to see is adaptive games... But also have "Easy, Medium, Hard, Expert" levels of difficulties. That way if I want it to be easy, I choose Easy, but the game will adapt if I am doing really well, or really poor. However if I I am a fantastic gamer, and I choose hard or expert, then the game adapting to that would be a good way to keep expert gamers engaged.
    And it could increase re-play ability of games.

  131. Re:Old school gamer reply. by pwfffff · · Score: 1

    Hey now, watching video games play themselves can be fun. I recently got access to a WoW honor grinding bot and spent hours just watching it battle in Alterac Valley with no intervention. That's right, HOURS. Turns out it's more fun to think of ways to tweak your combat script and make yourself look human than it is to actually get in there and fight.

    And before anyone gives me crap for AFK botting in battlegrounds, keep in mind that my bot still outperforms most actual players...

  132. bell curves and such by evilWurst · · Score: 3, Insightful

    "Some people would claim that adapting the game to you just rewards mediocrity (i.e. you don't get rewarded for playing well). Others would say that it restricts the freedom of expression for the game designer."

    What, their freedom to guess wrong and alienate a large chunk of their playerbase? Player skill is going to be on a bell curve, and the best you can do without some dynamic adjustment is to hope to hell you've nailed the difficulty perfectly at the top of the curve; that way you're the least wrong for the fewest number of players... but even then, you're still going to be unplayably wrong for 10% and irritating to another 20%. And this will only reward skill for that narrow slice of players for which the game was initially slightly too hard (and then becomes pefect as the player improves).

    The flaw in rubberbanding is only that it still can't read your mind. The developer's idea of "normal" may actually still be too easy or too hard, and then the game guarantees that it stays too easy or too hard throughout, no matter what you the player do. Really what we need is a hybrid between the old "easy/normal/hard" choice and dynamic adjustment. That puts enough wiggle room back in that the developer can be wrong yet the player can still fix it and have fun. And the holy grail here is to have it require minimal interaction - if you implement this right, it's correct by default for the largest reasonably attainable number of players, and for the rest it's correctable through the simple and well-understood easy/normal/hard mode choice.

  133. UT by Anonymous Coward · · Score: 0

    Unreal Tournament 3 ftw. Bot skill levels plus toggle skill-adapt on/off.

  134. Auto tune based on preferences? by Burning1 · · Score: 1

    So, why not design the auto-tune so that it's based on your skill difficulty selection?

    On easy, the auto tune could reduce the difficulty of enemies when you start slowing down, allowing you to blow through the game at a relatively quick pace. It should ramp the difficulty back up only when things are getting trivially easy.

    On normal, it should keep the game constantly challenging, but not difficult. The player should be able have to work, but not too hard.

    On hard mode, the game should provide a constant challenge.

    A game that I think would benefit from a dynamic difficulty curve would be Far Cry 2 - it has a huge open world, where it's possible to sneak around enemy checkpoints, and take multiple approaches to achieving objectives; E.g.: Assult a base with rockets, morters, or grenades and then run in guns blazing... Or set the camp on fire using a flare gun and a shoot the enemy when they try to escape... Or to pick off unsuspecting foes with a dart gun, and then finish off any remaining troops with a silenced MP5.

    It would be nice to see the enemy respond by changing their tactics along with yours - for instance, deploying counter-snipers and taking cover as you build a reputation for sniping their position, or spreading out and posting patrols to counter the explosive approach.

    In a game like that, it's too easy to adapt a single tactic that works in most any situation, and the only change in approach needed is based on environmental factors - sniping and fire isn't as effective in the jungle, and running in guns blazing doesn't work very well in the desert.

    1. Re:Auto tune based on preferences? by ZosX · · Score: 1

      geez. now even games have autotune! wtf?

    2. Re:Auto tune based on preferences? by Burning1 · · Score: 1

      At least games don't have a loudness war.

  135. Depends on game, should award good play too by tommituura · · Score: 1

    Depends on a game and overall design. I'm not going to say that there is a genre where it would never work (because someone would just prove me wrong with a single datapoint saying otherwise) but I'd say that

    a) It must be very carefully balanced
    b) Game should have better rewards for those who handle the greater challenge. That should solve the problem of "rewarding mediocrity".

    Take shmups, for instance. The better the player plays in them, the harder they usually get. (at least most of the good ones.) However, the "better" playing is also tightly coupled with the mechanics of scoring, which is essentially the main rewarding system, which means that harder difficulty=higher scores. I actually like this type of system more than pre-set easy-normal-hard-very hard -steps, because first, they are by definition able (when executed right) to give the "right" difficulty for everyone, and second because it keeps everyone's scores on the same scale.

    Of course, this type of system does not fit into every game. Also, if awards for good playing are items, completely losing opportunity to get some specialized gear because of good play would be mildly off-putting.

  136. Rewarding Mediocrity by Anonymous Coward · · Score: 0

    I'm surprised so many of these posts seem to support nerfing er.. adjusting the game to the level of the player. It was annoying in Oblivion and a very unnecessary. It seems that everyone is always worried about the player who doesn't know how to play the game, isn't "good" at playing the game, or simply doesn't have time to get good at playing the game. Why, why, why, is this particular group so important to developers and designers? I've seen several games ruined by this pursuit to make sure "everyone is having fun". Those who are good should be the example that motivates those who are not, to strive for that higher level of play.

    SWG went through this effort with something they called the NGE. The idea for the NGE was to "simplify" the game so that it appealed to ALL. It was a fantastic failure and will go down in history as the single worst implosion of a game by attempting to appeal to "everyone".

    Interesting side-note to the SWG saga. After the servers were rendered howling wastelands containing only those who had no other game to run to, they began a 2 year plan to reintroduce the complexity that the game once had. Their subscription numbers are not back to where they were pre-NGE but they've done a really good job and are sustaining population after 6 years. It's a different game than it once was but most argue that it's a much better game. They've even recently introduced Player Created Questing which is something I don't think exists anywhere else in any other MMO. Since the game is a sandbox type game, the possibilities are endless for player created content. The message here is, complexity is good, challenge is good and in the end, there are good players and not so good players. Putting a system in place to punish the good players and make things easier for bad players is flawed at the very root of its concept.

  137. Re: your MMO complaint by Blakey+Rat · · Score: 1

    I've always thought the best compromise is just to make all the roads safe. So you can explore high-level areas as much as you want as long as you stick to the roads. Not ideal, but at least you could get between towns and such.

  138. Adaptive game AI by mcoletti · · Score: 1

    As pointed out below, the easy way to dynamically adapt game play is to add or subtract game elements as needed. However, it may be more interesting to allow the game AI to adapt -- instead of adding or subtracting objects have the AI continue to learn during game play. That is, for some games the AI learns "offline" -- it may be trained using many runs in a headless simulation mode; once the game is shipped the AI's knowledge doesn't change since learning is "turned off." But if learning can still happen during normal game play, then adaption will happen implicitly.

    Of course that sounds really simple, but may actually be a bear to implement. For example, learning has associated overhead which might have an impact on game performance. (Which is normally why it would be done offline during development.) And if the AI is fairly simple to begin with then it might not make sense to have it learn during normal game play.

    --

    MAC | A polar bear is a cartesian bear after a coordinate transform.

  139. It depends. by FatherOfONe · · Score: 1

    Dude, just make a FUN game and don't worry about this. If your game needs it then put it in, if you think it would be less fun with it in then leave it out. Now obviously weigh that against the time and effort it would take to put in this automatic correction mode, if you want it in. It may cost too much to put it in anyway.

    My personal thought is that I kind of hate it in a game, and that almost every game that has done it I don't like. Oblivion is a prime example. I NEVER have the fear some games put in me because I know the game auto balances things out fairly well. Yes I die some but to compare that to the traditional JRPG were you have fear of certain areas/monsters and also feel like a complete bad ass when you get to a certain point. Again though, it depends on the game. Mario Kart is great to play with kids and family and it works well. It was a great design choice for that game. Madden would suck. It makes sense they left it out.

    --
    The more I learn about science, the more my faith in God increases.
  140. Raiden Fighters Jet by Apocryphos · · Score: 0

    A game to help you discover what your mind and eyes could process per second. It has difficulty selection and level branching based on performance, which allows it to try to keep the challenge at a level that is still fun for the player. Of course, being an arcade game, no matter what branch you take there are plenty of traps to eat your quarters. This was also released as Raiden Fighter Aces for 360.

  141. Facial animation by mcoletti · · Score: 1

    As an aside I thought that Bioshock addressed the facial animation problem with a clever hack: have the agents wear masquerade masks. No visible face! No need for animations! (And they even managed to make it fit into the back story.)

    --

    MAC | A polar bear is a cartesian bear after a coordinate transform.

  142. Simple question - friend or foe? by BobMcD · · Score: 1

    "Is this a good thing" depends on your goals. This would vary based on whether you are:

    A) Hoping to eat up as much of my time as possible,

    B) Hoping to force me down a particular game path,

    C) Trying to establish yourselves as the makers of the smartest product,

    or

    D) Trying to make sure I have the most fun possible.

    While D is the only acceptable choice from my point of view, A, B, and C are going to be damn hard to avoid. And as a consumer I'll never know which I'm purchasing until I reach the point where I cannot have a refund. If you're noticing the parts of the game I like and are making a few more of those happen, great. If you are noticing the parts that are 'too easy' for me, taking note of the parts I am skipping, and/or recording that I spend too little time on a particular feature so you can force more of that on me - well that would suck.

    Assuming I can trust you, please shoot for D. Otherwise, please just leave it out due to the risks involved. Thanks!

  143. Some players like it that way by jc42 · · Score: 2, Interesting

    My first thought on reading the summary was that it sounded a lot like the local chess and go competitions when I was in high school (a few decades ago, before computer games were common). I was one of the top players. I didn't much get that way by reading a lot of chess strategy books or by beating a lot of novices. I did it by consciously deciding that I liked losing better. That is, I challenged players who were better than I was. They usually learned to try each trick on me just once, because the second time I'd have worked out a reply. Also, from then on, they had to look out for the same trick from me.

    Nowadays, I don't play many computer games. But if I decide to take it up, it'll be because of access to slowly-increasing challenges. If a game doesn't behave as described here, I'll get bored with it fast and go looking for something that's more interesting.

    Actually, part of the reasons for getting out of games is that I realized that software development is a kind of game that you can get paid well for. The basic setup is: When you get the recalcitrant little beastie to do what you want, you get points (and possibly a raise for the next project). When the designers of the system (OS, runtime libs, compilers, data designers, whatever) trick you and the machine interprets your code differently than you expected, the people responsible for the system code get points (and possibly a good position building the next release of the system ;-). A good programmer is one who can win at this game against the system designers.

    So as a programmer, you're constantly challenged by the new challenges that are hiding out in the latest releases of the systems that you're programming for. You really are playing against some of the brightest human opponents on the planet. It's a much more interesting and challenging computer game than anything actually advertised as a game.

    I've described this theory to a number of bosses in the past. One of them chuckled, and explained that this was probably why I hadn't ever "graduated" into management. He'd seen my code, and it was too clear and well-documented to ever be a good player on the "system" team in the game. The other programmers wouldn't face the challenges they expected from my code, so it was obvious that I wouldn't be welcome on the other team. So I chuckled to, and told him that I was happy playing for my current team. I got to build things that users actually use, which was a nice bennie. Sometimes they've even paid me for copies of my code, while people only pay for "systems" code because they have to for the machine to be usable. We both thought it was all pretty funny. But maybe this was partly because we were both paid pretty well to play.

    For some reason many "system" programmers don't seem to appreciate this characterization of the software industry ...

    --
    Those who do study history are doomed to stand helplessly by while everyone else repeats it.
    1. Re:Some players like it that way by VeNoM0619 · · Score: 1

      When the designers of the system (OS, runtime libs, compilers, data designers, whatever) trick you and the machine interprets your code differently than you expected, the people responsible for the system code get points (and possibly a good position building the next release of the system ;-). A good programmer is one who can win at this game against the system designers.

      Disagree, if the OS tricks you out of common sense, then it's a terrible OS, not clever.

      If you like a challenge, code in an obsolete language that nobody likes, then try calling the designers clever and really smart. When your functions are not supported, with no real logical way to get around it (or any way to get around the issue). I have coded in one, I had to submit bug reports and change requests quite a few times, even then the language still never worked as THEY had expected, and required me to tell them how THEIR code worked.

      And NO I am not a system programmer.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    2. Re:Some players like it that way by jc42 · · Score: 1

      Disagree, if the OS tricks you out of common sense, then it's a terrible OS, not clever.

      Ah, but you're thinking in terms like "logic", "usability", "user-friendly", or some other such good design.

      What I was doing was explicitly treating programming as a game, in which the programmers and "system" builders are opponents, with each team trying to defeat the other team's nefarious plans. That way, you avoid explicitly calling the others by insulting words. You pretend they are "honorable opponents". Of course, if you're interested in good, usable software, this is a terrible way to view it. But I've found that many software developers can really relate to the adversarial view of their undertaking. A lot of things in "the system" make a lot more sense if you think in terms of an opponent force that is actively trying to defeat you.

      An add-on comment that I've found also gets knowing grins is that I much prefer to work on unix-like systems, because I've found that I can usually win at the Programming Game when working on them. As unix's detractors will tell you, the people who build unix systems are generally a poorly-organized, bumbling lot, and their best evidence of this is that the parts of those systems tend to be simple and logical, without very many of the surprises that are lurking in other systems. So programmers can often write things that "Just Work" the first time. This is proof that the system builders aren't trying very hard. Either that, or they're all a bunch of simple-minded people who can't handle the complexity of most other computer systems.

      (Actually, it's because on unix systems, the designers and builders are also the programmers and users, so they're playing for both teams. But it's fairly clear that in most industrial software development, as in sports, this is considered "cheating". In commercial software development, you are usually not permitted to talk directly to end users, and you only rarely get to communicate with customers' software people. This partitioning into two teams is quite intentional, and is an effective way to prevent your developers from "playing for the other side". ;-)

      --
      Those who do study history are doomed to stand helplessly by while everyone else repeats it.
  144. summary by Anonymous Coward · · Score: 0

    After reading the thread... maybe i'll sum it up.

    configurable - awesome. checkbox form seems easiest.
    i like the subset options as well. one for health adaptation, one for aim, one for gear, one for number of enemies, starting cash. etc. noobs dont care, they click easy. hard core guys need something to keep it interesting.

    genre matters - true that. some reward systems do not translate. in counterstrike no one cares about rings, and in WOW no one cares about weapon kickback since you dont aim.

    fun, not difficulty. all about the playtesting. noobs gotta have fun, and hard core guys gotta have fun. just watch them play.

    single vs multi - team fortress 2 doesn't need single player (players provide difficulty), oblivion didn't need multiplayer (developers provide difficulty). which game is yours? or is it both?

    rubberbanding - sucks when done wrong. best example i can think of is the Director from left 4 dead. look it up, it calculates a bunch of stuff and improvises the current environment accordingly. but it doesn't effect hp, damage, etc.

    game examples. there's a reason people answer and append a game or two. really pay attention to that. it's been done right and wrong.

  145. WoW has adaptive elements by Anonymous Coward · · Score: 0

    World of Warcraft already sort of follows this game design. They have different modes for their raid dungeons for example (e.g. hard mode, heroic, etc.).

    In a sense, even WoW's arena system tries to place players of equal skills against each other. Their rating system ensures that you will eventually only pvp with those of your team's skill level after you lose/win enough games.

  146. What? by rickb928 · · Score: 1

    You mean they should get worse over time?

    --
    deleting the extra space after periods so i can stay relevant, yeah.
  147. No, they shouldn't. AT ALL. by Draek · · Score: 2, Insightful

    Let me explain: what I want is a game where not only the world doesn't adapt to how I play but, also, that it's not even designed to how the developers *think* I'm gonna play. Things like Final Fantasy VII, for instance, where even the strongest bosses in the first few areas would be killed in a single hit from the random encounters you get at the final dungeon. I want a game where I feel I was just thrown in a different world, that I'm merely a participant in something bigger, rather than The One True Hero around whom the whole world is built.

    STALKER did this, to a degree, where in the beginning with your trusty pistol and simple jacket you're forced to run from mere bandits, while in the end-game you can hunt military soldiers for fun and profit with your customized AK-74 and bulletproof suit. It did have an "NPC difficulty curve" (mostly due to quests leading you to more dangerous areas as the game progressed), but it was flatter than most and that worked to the game's favor, IMHO.

    --
    No problem is insoluble in all conceivable circumstances.
  148. fairness by DaveGod · · Score: 1

    For single and co-op games adaptive difficulty is a plus - these games are all about the enjoyment of the player and "fairness" is not an issue. Things that players do use to compare with each other should be fair however, for example the hardest difficulty setting should always be comparable, as should achievements and a good lap time should always be a good lap time.

    Never take the control away from the player either. Keep hard, medium and easy, the rubber-banding should just offer a bit of flexibility around the edges.

    For multiplayer, there should be no artificial adaptation but ideally the design of the game should involve a degree of natural levelling. Ensure both teams have their opportunity, but it should never go so far as tipping the balance in favour of either winning. Spawn points should always be highly defendable, for example. The key here is any advantage to one is unfair on another.

    Ironically perhaps the trend seems to be the reverse. Games are increasingly benefiting players who do well with unlockable weapons and such for demonstrations of skill or at least long play time. All this does it help skilled players "pwn n00bs" some more while lesser players seem to thrive on being "rewarded", or rather being given something to help them defeat even lesser players. Nobody ever gets rewarded for being a good guy, like a skilled player swapping to a weaker team.

    I'm still "newbie" in TF2 but it seems to have a good take on unlockables. They seem to arrive almost at random and usually the advantages are outweighed with disadvantages, making them more "different" or specialist than "better".

  149. depends by Tom · · Score: 1

    As all things, it depends on how you use it.

    I'd certainly love a game that adapts to my style of play if that means when I sneak and use stealth, it'll give me more opportunities to do so, while when I shoot everything that moves, it'll throw more enemies to kill at me.

    But if the game adapts so far that it gives me only that which I'm good at, then the challenge is gone. If it modifies the level of difficulty to exactly my abilities (instead of slightly above them, as it should), then it'll be boring.

    Once more, it's a technology. Some game designers will use it to improve the game. A lot will tack it on to the next cheaply produced crapware just to make sure a so-so idea is ruined completely.

    --
    Assorted stuff I do sometimes: Lemuria.org
  150. Are you in the games industry? by Anonymous Coward · · Score: 0

    I have to ask this to the person behind this particular Ask Slashdot, because having to Ask Slashdot for this, I really wonder what you're doing in the industry and what you've been doing the last couple of years.. You should really study the latest freeware games, like free MMORPGs and other genres, how they do business out of exactly these kinds of things. Just google "free MMORPG" to get started. There are alot of MMORPGs, as well as action-games, board-games, etc., and they all make money out of catering to different types of players. Like some players are hardcore achievers, some like to socialize, some like to show off status symbols (pets, money, levels, equipment, magic, you name it), some like to explore (ok, these should really BUY a game to get more quality and depth), etc. All this can be capitalized in a free game, when done right, and can give some ideas what is possible regarding difficulty levels as well.

    With parent poster, I totally agree about configurability and visibility, instead of trying to obscure some "adaption" algorithm which you think is cool, but will be seen as absolutely lame and obvious to hardcore gamers. It can even ruin gameplay for many, when it is "hidden" away.

    I remember playing a car-game automat, don't remember the name but its still popular in India, and then discovered when I drove slower, I won more! Of course, I quickly realized if I drove 2nd to last place in all but the last lap, I could turbo-charge past- or simply drive better the last lap, and almost always win. While if I drove my best through the whole race, I would be squashed by some silly mistake in the end on the more hardcore tracks, and the bots would just "float" past me without any trouble. Yes, that was it. No more point to play at that mode anymore, so I tried to compete with other players for time. On some laps I scored top rank, while on others some dedicated guy had made som really good times I couldn't beat. But it worked for a while until I realized I had maxed out my skill for now and wouldn't be able to beat those guys on those particular tracks (I honestly suspect they know of some cheating method to achieve those results. I saw the clerk had some "codes" to give extra credit at least. ;*).Unless they had used tons of credits to discover the perfect car-combination to every track, but still, they were miles ahead of anything I could achieve on those tracks.

    But this added some replay value, after discovering this lame "reward for mediocricy", which totally ruined my gameplay against the computer bots.
    The positive lesson is that multiplayer, in any form, also brings something more to a game than just playing against bots, or the same storyline.
    The other side of the coin is that making the computer "unnatural", just destroys the illusion you're trying to create and maintain in the first place.

    Rule #1 should be to never destroy this illusion! Because after that, the player might well be gone for good! The successful games, keep their players, like Quake, Quake Team Fortress (my only reason I played Quake - a whole book in itself in game-design), CS, WoW, even for years. On the business-side, if you keep some, profitable players, you can even give your game away for free to most people in the world!

    Regarding difficulty, the bots should really act more like a human, than just ramp up amount of units, speed or any such simple factor that you think would make the game "harder". Even if the game "detects" you're good, it should be optional to have it harder I think, because some people just want to relax and kick ass, not having to save and load at every corner. If the player selects a harder mode, it should be harder in an intelligent way, like in chess, where the computer can think longer into the future and anticipate results (but not too far!! ;)
    So the difficulty level should be configurable, otherwise it might become too unrealistic, indeterminable and even exploitable.

    Another example that comes to mind is Shaiya, a

  151. Beware the classics. by John+Pfeiffer · · Score: 1

    The AI in old NEO-GEO arcade fighting games is rather remarkable from what I understand. For example, in the Samurai Spirits series (a.k.a Samurai Shodown) it adapts to any patterns you exhibit early in the match and builds strategies to avoid and counter them later. I never imagined that games from the 16-bit era could have adaptive enemy AI. :O

    --

    Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
  152. knowing the AI level by JustNiz · · Score: 1

    With games that have adaptive AI everyone gets to ultimately succeed if you play long enough, as the AI just downgrades itself until you can win.
    Consequently with those types of games I always wonder how relatively good/bad I actually am playing.
    I would like to see all games with adaptive AI provide some sort of quantitative indicator for e.g. how hard the player pushed the AI (was it struggling to beat the player or did it shoot itself in the foot so the player could beat it), and how good as a player overall (perhaps relative to other players) you are.

  153. One problem at a time by Anonymous Coward · · Score: 0

    This is a wonderful and worthy task you're undertaking. Yes, video games should adapt to the player's skill, but I think that BEFORE you address that issue, you have to either address or make a conscious decision to ignore another problem:

    Make losing fun.

    I play 2 games more than any others. One, I play Unreal Tournament 3. I always play singleplayer, and always in god mode. Why? Because there's nothing fun about losing or getting fragged and spending the next 5 minutes trying to get the rocket launcher and flak cannon before someone else does. The other is Red Alert 3: Uprising which is singleplayer-only. When playing that, I always play against easy AIs and I turtle. A lot. I discovered that if you can build a lot of units and keep yours alive while the AI bashes low tech units hopelessly against your defenses, victory is somewhat easy. Why not risk losing my base and go for an early rush or another tactic? Because losing is no fun whatsoever!

    So, if you're going to make an adaptive AI, that's fine, but remember this. If your game is too hard to win for any decent portion of the player base, you must do one of 2 things. Either the AI must be easy to defeat at any skill level (though a little less easy for veterans) OR else it must be FUN to LOSE, and that's very hard to do. In a game like MarioKart, coming in 3rd can still be fun so long as I take/lose second place a couple times and get to hit the person in first with a few red shells. But in UT3, a loss is pretty much never fun (unless you camp a spawn point and point-blank flak people as they spawn, but they'll snipe you for that so fast it's not even funny...) The point is, either losing has to be fun, or else losing has to be hard (i.e. only a total n00b can even possibly lose). If losing is both easy and depressing, then the game is just one huge mountain and it's not FUN any more, and that's the whole point of ANY game - fun.

  154. UCSC Symposium asks the same question by tjanke · · Score: 1

    Just yesterday (Oct 12), there was a symposium at UC Santa Cruz on Procedural Content Generation that addressed that very question (among others). No strong conclusions, but it's evident there are many in the game industry and game academia asking the very same question, and trying to figure out an answer.

    --
    Cheers, Tim -- Tim Janke Part mad scientist, part lion tamer: sr. software engineer, global team leader, project mana
  155. lawn, etc by Eil · · Score: 3, Interesting

    Call me old-fashioned but I've always believed that one of the pre-requisites of calling something a "game" is that it should challenge you. Give you something to learn and get better at. There was no adaptive difficulty on Mario, Zelda, or Metroid. If you wanted to advance in the game (or even beat it), your only choice was to practice, explore, learn from your mistakes, and hopefully get better. A game that automatically makes itself easier when you do poorer isn't a game, it's just a time-waster. In the same class as the click-on-the-pretty-pictures web games and every board game that boils down to sheer chance.

  156. Re:Old school gamer reply. by Anonymous Coward · · Score: 0

    hopelessly unable to catch up with those who haven't crashed, where's the fun?

    And if only the second half of the final lap counts for anything, where's the fun in a 5-lap race?

    There's fun in leading. Basically, if you're not skill-matched it's too easy for a superior driver to "drive away from" a lesser opponent. Yeah, maybe I get off on doing that the first (two dozen) times to my little brother, but after awhile, it's more entertaining to not have a certain outcome until the very end. I think this is why Jeopardy plays for increasing stakes throughout the game....

  157. Parallel content FTW by Anonymous Coward · · Score: 0

    What about multiple optional paths with various rewards based on skill.
    Challenging optional quests with decent optional rewards.
    Get your upgrades early.. IF you have the skill to.
    Plenty of RPG's have levelled areas. Higher leveled areas reduce grind time in Xp based progression if nothing else.
    Completely linear storylines kinda reduce replayability anyway.

  158. sure why not? by jumagoca78 · · Score: 1

    I do like video games but I do not have the time anymore to stay days trying to find my way through a labyrinth. Some guidance would be nice for those who just want to have fun without wasting time or getting frustrated with a game. Grandparents who would like to share time with their kids playing video games, for example mario bross, died just by trying to do the “simplest” action, for instance jump over a turtle. Super powers, eternal life, why not? I do not thing that is cheating is just another way to enjoy the game.

  159. Real challenge is procedural drama by ScaledLizard · · Score: 1

    Adaptive content does not necessarily mean that difficulty changes. There is a reason why many games allow the player to change difficulty, and some players might welcome a hint that they wouldn't die as often on lower difficulty, but that may be as far as it should go.

    On the other hand, what I miss in many games are several options to solve problems. Fallout does this in some cases, but the game still leaves me wondering how I should communicate my ideas to the game in other cases. And the answer is: probably even more complex scripts. Creating games as an open environment where problems can be solved by talking, thinking and shooting is difficult. And even if many might think that shooting is all that most people want anyway, and that it is easiest to program, people beyond 30 years might pay for that kind of entertainment.

    Non-linear gameplay gets more difficult the more flexible the user's and AI's options are. I believe that many players would welcome new ideas here.

  160. The Mario Kart philosophy. by Balinares · · Score: 1

    Except that:

    1/ Staying in the middle/front of the pack will get you pummeled with all that the opponents behind can throw at you.
    2/ For this reason, keeping around offensive items as opposed to defensive items is a poor strategy.
    3/ Besides, POW blocks and lightning bolts specifically exist to make item hoarding a poor strategy as well.

    The thing people don't realize with Mario Kart is that it's a hard game that pretends to be easy, because it's already fun even when you suck at first.

    In fact, I never cease to be amazed at how well balanced Mario Kart Wii is. The effect of most items can be mitigated to some extent. Off the top of my mind there are at least three or four ways to limit how much the blue shell will affect your race. Some are bitching hard to pull, but hey, you're going for first place, right? Gotta work for it.

    The only really succesful approach I found is to be just a bit faster than your opponents -- and there are many ways to tend toward that goal, the most important of which being in equal parts the quality of your trajectories and a good tactic use of the circuit's features -- and a good knowledge of how to make the best defensive use of your items. A skilled player can cross the finish line of Rainbow Road 30 to 40 seconds ahead of the closest AI opponents in hard mode. Can you do that? If not, then you're not a skilled player, and that's where your problem is.

    A good way to tell where you actually stand is to go through time trial mode and try to unlock (and then beat) all the Expert Staff Ghosts. No items there, so it's just you against the circuit. When you can routinely race ahead of most or all expert ghosts you'll find the regular championship and multiplayer modes significantly more manageable.

    By which I mean you'll still lose now and then. Just not as much. That's the Mario Kart philosophy: work hard, and you'll pull ahead often -- but not always. That's okay. That's life. And it's been a fun ride either way.

    --

    -- B.
    This sig does in fact not have the property it claims not to have.
  161. Quote by Anonymous Coward · · Score: 0

    "The only way to get better is to play a better opponent".

  162. Adjust, but with a purpose by jeffrlamb · · Score: 1
    A good adjustment, in my mind, is one that allows lower skills to play the game with enjoyment for as long as it takes to obtain the skill with the game that an experienced gamer would have.
    The closest example I have is Rock Band (and it's a poor example, so follow with me) Playing easy allows you to enjoy playing the game. If you suck, you could play easy forever and have fun. There is point though where you can't go any further with easy. You've obtained all the fans you are going to obtain. If you don't step it up to medium, you aren't going to go any further. Those other things will forever be outside your reach.

    If a game automatically adjusted to this dynamic, leaving it fun, but "slowing down" progress until the skill with the game was sufficient to progress to the end, instead of forcing the users into "pick easy or medium" that would be a great, immersion-enhancing, addition.

    The adjustments widely panned in the other comments (and I agree with) are adjustments that allow false satisfaction. It would suck if you could get every achievement in any game without being good at the game.

  163. AI by hellfish006 · · Score: 1

    Wouldn't it just be smarter to develop a more sophisticated AI that responds like a human would? Then not only are you pushing the limit for AI in games but also its useful research for robotics

  164. Re:Old school gamer reply. by tepples · · Score: 1

    I think this is why Jeopardy plays for increasing stakes throughout the game....

    The Double Jeopardy! round also has significantly more difficult questions. Driving games do not.

  165. Pattern Recognition by Anonymous Coward · · Score: 0

    Adaptation is typically predictable. Unless you add some entropy when needed, but I've seen a lot of games that do this "randomization" combined with a simple difficulty scaling.
    The problem is that the adaptation becomes a pattern, which the game user learns specific methods to counter and the experience for the user becomes repetitive, thus replay value goes down. I've found the best gaming experiences (in terms of choice of solution) are often at the beginning of the game, rather than mid or late in the game.

  166. old fashioned by Anonymous Coward · · Score: 0

    This idea reminds me of what we used to call 'grade inflation' when referring to our educational system. It is the idea that today's A grade is yesterday's C grade. Here we have video game developers wanting to tell the C players they really got an A. Sounds like they are trying to sell more games to average players, to me.

  167. Mystic Mine adapts difficulty to player's skill by Anonymous Coward · · Score: 0

    My game Mystic Mine adapts the difficulty to how good you actually play. So basically you're playing against your own skill level. Bytten has written the following in their review: "This is a virtually unique system and I offer my commendations to Koonsolo for coming up with it!".

    I created this system because basically it's very hard to fine-tune the difficulty of a game. It needs to be challenging, but not impossible. If you have a wide range of player skills it's almost impossible to make it fun for everyone. So my system kind of solves that problem.

  168. Realistic AI? by rawr_one · · Score: 1

    I've always felt that games need to adapt more realistic AI that adapts to the players actions as they go on. I fully understand that what I'm about to describe is an incredibly complicated system that would be pretty difficult to implement, but it does seem like a good guide to go by.

    Say I'm playing Splinter Cell. I've been going pretty stealthy throughout this mission, and the guards should be getting more and more wary of this, paying more attention to air vents, shadowy areas, et cetera. Because of this, they're leaving the more bombastic pathways a little bit less guarded, meaning I could tear in through the front door, guns blazing, taking them completely by surprise. Or, if I have a history of disabling people in a particular way, the guards could start protecting themselves from those particular attacks.

    Maybe I'm just crazy, but I think this seems entirely reasonable!

  169. Depends entire on how it's implemented by pugugly · · Score: 1

    One of the things I liked about Morrowind and disliked about Oblivion was that, in Morrowind, if you walked off into the wilderness without a definite plan, you were gonna die - end of story. If you weren't ready to go head to head against beasts, you wanted to stay in the 'safe' areas. In Oblivion, a low level character can walk across the wilderness to Kvatch, and it's *safer* than taking the roads - no bandits.

    So, I rather hated that system. It's dumb.

    Now, a system that starts to *anticipate* strategies - Galactic Civilization II, the AI notes what you're developing, and develops counter-measures. I'd love a system that took even this basic principle and changed the NPC's to notice that you used swords and work with ranged weapons, or if you used ranged weaponry and avoided close combat to develop ambushes and so on. Sane reactive strategies that make it obvious the thieves guild (or whatever) is taking notes thank you very much.

    Pug

    --
    An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
  170. why just difficulty? by Mirar · · Score: 1

    It's interesting that most people think of "difficulty" here. There might even be more importantly to cater to playstyle - reckless berserk, careful sniper, silent, never seen and non-killing thief, explorer... socializer.

    Altogether way too few games today you can play without killing anything.