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On SiN Episodes' Dynamic Difficulty System

by Maarten Goldstein, Jan 20, 2006 2:46pm PST

Ritual community site Ritualistic has been updated with an article on the dynamic difficulty system that Ritual is putting into SiN Episodes. The game keeps statistics on everything you do in the game combat wise, and adjusts on the fly whether to make the game easier or more difficult for you. On example mentioned is enemies dropping more health packs upon being killed if the system notices you are constantly low on health.




Comments

11 Threads | 31 Comments


  • Seems like a good idea, but I think there still should be an overall difficulty setting to set a "limit" for the dynamic difficulty. For example, If the player has chosen easy at the beginnning, the dynamic difficulty can only make the game harder to a certain point.

    Of course, I can only speak for myself, but recently I find myself starting every game on the easiest difficulty, because if I don't, I will not finish the game, ever. The dedication required to finish a 12-hour-game-monster, is just too hardcore for my taste.

    On "easy", at least it's possible to run through a game and see everything in a short amount of time.


    Well, just my 0.02 $. I hope it's readable, me being tired and not really proficient in english and all that.