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?"
One of the fun part of video games is playing the same level as someone else then talking about it, sharing frustrations and strategies. Once every level is different, this becomes much less easily done.
Thus, if infinitely adaptable levels *do* exist, they should exist as an extended option or potentially an expansion pack to existing games rather than having an entire game based on that.
Whether the level itself needs to change, or if just spawn points, etc, should cause different things/amount of enemies to spawn is another option. I'm reminded of Left 4 Dead and its sequel with the Director system that alters the spawning of zombies and types of zombies based on difficulty and the apparent skill of the players.