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
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.
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!
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.
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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.
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.
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.
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.
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.
Having to struggle against myself does NOT sound relaxing to me.
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"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.
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.