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Infinite Mario With Dynamic Difficulty Adjustment

bgweber writes "There's been a lot of discussion about whether games should adapt to the skills of players. However, most current techniques limit adaptation to parameter adjustment. But if the parameter adaptation is applied to procedural content generation, then new levels can be generated on-line in response to a player's skill. In this adaptation of Infinite Mario (with source [.JAR]), new levels are generated based on the performance of the player. What other gameplay mechanics are open for adaptation when games adapt to the skills of specific players?"

3 of 103 comments (clear)

  1. New enemies by El_Muerte_TDS · · Score: 2, Informative

    These new enemies are a bitch.

    A bullet bill with wings? Horizontally moving piranha plants you have to jump on to kill?

  2. Re:Only if it's an option by hairyfeet · · Score: 2, Informative

    I have to agree that while totally random can be a pain, it can also be fun. If you have ever played a PC game called Nosferatu you'd know, as the fact that BOTH the levels and enemy spawns are random (and if you save? It randomizes the spawns AGAIN, so rooms you may have cleared can bite you in the ass) really keeps you on your toes and makes you be conservative with ammo. Another good one is SWAT 3 & 4, which will randomize both the good guys and bad guys so you never know walking into a building what you are gonna face.

    So I'd say done right it can really add replay value to a game, but done wrong it can be a big pile o' suck. The developer can't just throw everything at the wall and see what sticks.

    --
    ACs don't waste your time replying, your posts are never seen by me.
  3. Re:But that's not all gold by homb · · Score: 2, Informative

    That's because you didn't use the features of the terrain and the party players' positioning correctly.
    When you move in a fight to place a wall behind you (or better yet a corner) and place the tanks in a front line, then it becomes very manageable.

    The thing with Wizardry 8 is that there was significant tactical expertise necessary, something "real" RPGs didn't use to require.