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?"
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
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!
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.
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.
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