On SiN Episodes' Dynamic Difficulty System
by Maarten Goldstein, Jan 20, 2006 2:46pm PSTRitual 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.
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Comments
I don't know I guess I would have to try it to know if it would work.
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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.
The point is to give you a challenging experience but not so challenging that it becomes frustrating.
Some here are assuming it makes a changes as soon as you drop in health or wipe out a room with ease. It doesn't, it collects stats for a long time and really evaluates how you are doing. It's almost like having a game developer watch over your shoulders and tweak the game balance while you continue to play.
If you are really struggling to handle the situations it then says, "OK, this guy needs a break, I'll tweak this or that and we'll check again in a couple minutes to see if the changes helped any".
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If done poorly, it'll be far more obnoxious than just choosing a difficulty at the outset.
I have been baffled at why this is taking so long to become common-place. I expect it is because game audiences in the past have been hardcore gamers with little ability variance. To grow the market in the future however, games must be attractive and fun to players of any skill level. And this is the way to do it.
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