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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?"

60 of 404 comments (clear)

  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 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"
    2. 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.

    3. 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
    4. 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
    5. 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.
    6. 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.

    7. 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.

    8. 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?".

    9. 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.

    10. 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.

    11. 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
    12. 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.
    13. 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.

    14. 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?

    15. 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.

    16. 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. ;)

    17. 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
    18. 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.
  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 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.

    3. 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
    4. 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.

    5. 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.
  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 PitaBred · · Score: 4, Insightful

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

  4. 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!

  5. 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.

  6. 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.
  7. 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 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.
  8. 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 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

    3. 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?!
    4. 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.

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

      Donkey Kong sucks!

    6. 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.
  9. 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.

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

    Cartman! Stop saying the F word!

  11. 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.

  12. 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.

  13. 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
  14. 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.

  15. 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 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.

  16. 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.
  17. 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.
  18. 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...

  19. 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!
  20. 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.

  21. 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.
  22. 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.
  23. 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.
  24. 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.

  25. 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.
  26. 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.
  27. 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.