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Games Entertainment

Designing Difficulty Options In Games 110

Gamasutra is running a story about how the "hard" modes in games can be designed to include difficulty, but not frustration. They give some examples of the changes made to several games as their difficulty settings are increased, and they discuss some of the simple options, such as increasing the number of required button presses, or increasing the relevant numbers by an arbitrary amount (a boss on easy may hit you for 10 damage, whereas a boss on hard may act the same but hit you for 100 damage). They also talk about maintaining the "illusion of fairness." Quoting: "Bungie's Halo series is often praised for its excellent execution of difficult play in the form of its Legendary mode. Not surprisingly, the team took a very well-thought out approach to introducing and tuning difficult play. Halo 3 gameplay designer Francois Boucher-Genesse explains that it's not just a case of one formula fits all. 'It's not like we just cranked every enemy's health by 200% and called it Legendary,' he said. 'There was a good amount of custom changes made per mission as well. In that sense we encourage players with previous Halo experience to play at least on Heroic, since they get to see the game in its full scale.'"
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Designing Difficulty Options In Games

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  • by nine-times ( 778537 ) <nine.times@gmail.com> on Tuesday September 16, 2008 @07:17PM (#25032463) Homepage

    My biggest gripe with game difficulty that comes to mind is when I feel like it's making the whole thing hard for the sake of being hard. Guitar Hero 3 comes to mind. It's like they're assuming you've played the other Guitar Hero games, were good at them, and only bought the new one because you wanted a bigger challenge. Some of the Tony Hawk games have the same problem, so it's probably those developers.

    I can understand wanting a challenge, so I don't think there's anything wrong with it. But the problem manifests itself by having the difficulty curve all wonky. You can be very good at Easy, and still not be able to complete relatively simple songs on Medium. Same with Medium->Hard, and Hard->Expert. Rock Band, on the other hand, can also be pretty challenging, but the curve is more gradual, so IMO it works better. It's clear the developers were focused more on having the game be fun for all levels of expertise, rather than making a good challenge that only hardcore fans will appreciate.

    I think this applies for pretty much all games, across genres. Guitar Hero was just what came to mind. Ideally anyone should be able to play, but it should be more *fun* to play harder difficulties if your better at the game.

    • by BPPG ( 1181851 )

      I know that for Rock Band at least, each song is given it's own general difficulty rating as well as a per-instrument difficulty. For example, "Number of the Beast" is supposed to be one of the most difficult guitar pieces, but it's quite reasonable for a drummer on the same level.

      That being said, it's still not a difficulty system that works for everyone, it's targeted towards the hardcore players of that particular game.

    • Re: (Score:1, Insightful)

      by Anonymous Coward

      It is more fun on expert, maybe you just aren't better enough to appreciate it.

      Why would it be fun if easy > medium was just more of the same, going up in difficulty should make you have to think different and figure out different techniques.

      How would being very good at easy at all prepare you for something too difficult for you? Mastering easy just stunts your skills and makes doing the wrong thing for Expert a reflex, you have to keep pushing your limits in order to improve.

      • Why would it be fun if easy > medium was just more of the same, going up in difficulty should make you have to think different and figure out different techniques. How would being very good at easy at all prepare you for something too difficult for you?

        Because that's good game design. Playing the game on an easy level should train you to be better at the game, so that playing through the whole game gets you better as time goes on, and then you're better able to play on higher difficulties. This is just common sense in terms of game design, and pretty much all games do this.

        And Guitar Hero 3 acknowledges that this is what a game should be in that the games get progressively more difficult as you move through the set list. If you're starting on Easy, th

        • Playing the game on an easy level should train you to be better at the game, so that playing through the whole game gets you better as time goes on, and then you're better able to play on higher difficulties.

          Another example of a game that goes against this principle is the Tiger Woods series. On normal anyone can be a fantastic golfer after a couple of hours. After a while you want more of a challenge so move up to the next difficulty - suddenly you can't play at all. The normal level is so dumbed down that

    • Re: (Score:3, Interesting)

      It's like they're assuming you've played the other Guitar Hero games, were good at them, and only bought the new one because you wanted a bigger challenge.

      I fail to recognize this. Let me first admit, though, that I have played other GH games very little. Three Aerosmith songs in my local EB, one or two songs from GH2 on easy, tier 1. My experience with GH3 is also incomplete: I've 5-starred easy (and, IIRC, medium), and completed ~10 songs on hard. A handful of FCs on easy too.

      My experience is that the difficulty rises slowly within each difficulty level, with a few harder-than-normal boss fights in the mix, and then jerks upward when you go to the next

      • I would say that GH3 spans a large interval of difficulty level. Thus it should be relatively simple to reach a challenge level that matches your skill.

        No. That's exactly what I was saying is that I can't "match my skill". For me "Medium" is way too easy and not much fun to play, yet "Hard" is way too hard and not much fun to attempt. It's not an issue of whether it spans a large enough interval of difficulty, but that the difficulty curve isn't well developed (which is what I was saying).

        Further, I think it's clear that there wasn't a lot of focus on making the easier settings *fun*. The harder settings seem to be fun for people who are really good a

    • by somersault ( 912633 ) on Wednesday September 17, 2008 @06:40AM (#25036483) Homepage Journal

      it should be more *fun* to play harder difficulties if your better at the game.

      I can tell you that it is indeed fun. If you can't complete the higher difficulty level then obviously you're not 'better at the game'. Being able to play through without ever failing or putting a bit of practice in is not challenging, and for me is therefor not 'fun' either. Try going through the songs more slowly in practice mode if you are finding any sections especially hard (it lets your muscle memory remember the patterns to play, and is especially good for getting used to switching between more akward chord shapes), and remember that the notes go along with the music. I think people on the lower difficulty levels try to watch when the notes pass by the bottom of the screen or something. I just look at the middle to top of the screen to see what is coming, and then play those notes or chords along to the music (though on crazy solos like in Cult of Personality there isn't really any 'music' to play along to, heh, I just try to hit as much as I can.. get around 65-85% of the crazy solos usually).

      The harder difficulties are more 'natural' because they mimic the music almost exactly. I already played guitar before playing Guitar Hero so I had a bit of an advantage co-ordination wise, but I can complete a few songs on Hard even on lefty-flip. Playing lefty flip helped me to understand why some people find the co-ordination difficult (and is also the only way to make the game more challenging again now that I have completed all the set list and bonus songs apart from Through the Fire and Flames and the final battle on Expert) :p

  • Old NES games (Score:4, Insightful)

    by Enderandrew ( 866215 ) <enderandrew@NOsPAM.gmail.com> on Tuesday September 16, 2008 @07:18PM (#25032477) Homepage Journal

    People forget how hard many of these games are. A perfect play through the game might be 10 minutes, but the "replay" was getting the perfect 10 minutes down by memorizing the exact way to play the game.

    • by Mprx ( 82435 )
      NES games are often difficult but unfair and frustrating - "Nintendo hard". For a better type of difficulty, see most arcade games. Here there's a strong incentive to make the player fail (more money for the operator), but if it feels unfair the player won't play that game again. With NES games the publisher already has their money, so the difficulty is added only to stop complaints about the game being too short.
    • And because games now have to have stories, often "integrated into gameplay", we're expected to finish it in order to experience the narrative. Completing a game is no longer a challenge, because your hand is being held to make sure you finish. I'll bet a lot of people love mario but never beat world 8-4.
      • Re: (Score:3, Insightful)

        by Krater76 ( 810350 )

        I'll bet a lot of people love mario but never beat world 8-4.

        They would've but by that point they were conditioned to expect the old bait-and-switch.

        Thank you Mario! But our princess is in another castle!

      • by Yoozer ( 1055188 )

        I'll bet a lot of people love mario but never beat world 8-4.

        They would, after judicious use of Warp zones. Same thing in SMB3 with the warp whistle, albeit that SMB3's variety is a stronger incentive to not use it (the levels in SMB1 are repetetive so you're not missing much except for palette swaps).

    • by mzs ( 595629 )

      I have a Wii and I am very fond of the difficulty of these old games. They are challenging yet very rewarding. My reflexes are not what they used to be plus I have lost most feeling in my left thumb do to an accident yet with practice I can do very well in most of the old games. Also there is randomness in many of these old games so you do need to learn techniques as well positions. A perfect game for me is SuperC. With new games it is much too easy to complete them.

  • Civ IV (Score:5, Insightful)

    by ShakaUVM ( 157947 ) on Tuesday September 16, 2008 @07:20PM (#25032501) Homepage Journal

    On the contrary, I hate how Civ IV does its difficulty settings.

    It's normal and slightly above normal difficulty settings are far too easy. Immortal (the highest setting) is simply designed to cripple you as much as possible while giving the AI bonus cities and resources. The medium-high difficulty settings (which is what I usually play at) are usually pretty balanced between them and me, but the kicker is that the difficulty isn't precisely harder than normal, the game just gives the AI 5 times the units it would normally have. So when you have machine gunners and riflemen gunning down their knights and longbowmen (since it doesn't actually play any smarter), it just takes 5x as long to beat the game, and it just ends up feeling like an eternal slogging march, not fun at all. Personally, I think the approach is just stupid.

    • I've noticed with alpha centauri, at Transcend (highest), all it does is make it so that your enemies run at like crazy speeds; third turn and they had secret projects already finished...

      The other settings are designed more to have the AI use more cunning. I think at one point they start to get the Believers and Spartans (the war factions) to try and do amphibious assaults, at least against the other AIs (they did it to me once on my homeland, but two/three times against me in conquered territories, and a f

    • Well (Score:3, Insightful)

      by Sycraft-fu ( 314770 )

      Every Civ game has a level where the AI is matched evenly to you. I believe it is Noble on Civ 4. Regardless, you can look it up and you'll find that at a given difficulty level, the AIs get no benefits or penalties that you don't. The AIs are also operating at full capacity that level, meaning they are using the best tactics they have available to them. Ok, so while they can (and do) make it easier by dumbing down the AIs, they can't make it harder by making them better, as they are as good as it gets. Thu

      • >>Also you might try a different game. Galactic Civilizations II is reputed to have some very devious AIs at higher levels. You might give it a shot and see if it is more to your liking.

        >>Finally you can always play other humans. You aren't guaranteed how hard they'll be, but there are ones waaaaay better than any computer out there.

        Those two statements are contradictory. :/ I played GalCiv II and liked it quite a bit, but it has no multiplayer, which ruined most of the fun for me.

        Usually I play

      • by Graywolf ( 61854 )

        Mod parent insightful, that's a pretty exhaustive reply.

    • Re:Civ IV (Score:5, Informative)

      by ACS Solver ( 1068112 ) on Wednesday September 17, 2008 @02:10AM (#25035351)

      Give me a better option. I worked on Civ4 and the expansions. And I think that generally, the right approach to difficulty was taken.

      The AI is only going to be this smart. Fact is, most players actually play at below-average difficulties. But what makes Civ hard? Your competition, the AI ultimately. We all want a better and stronger AI but there are limits to what you can do. Specifically, it's never going to be as effective in using its units as a competent human player. Therefore, the AI needs more units to be competitive against a human.

      For the Beyond the Sword expansion, one of the best Civ4 players out there had a contract to work on the AI. It was improved dramatically and, interestingly, the bonuses it gets on higher difficulties were actually decreased compared to the original game. Still, despite some great programming and LOTS of playtester attention to the AI, it's obviously not as smart as human players. So yes, higher difficulties have to give the AI some bonuses to compensate. Immortal (it's the 2nd highest) and Deity are designed for a very small minority of players who just need a challenge against all odds. It's not a level meant to be fun for everyone, just like Settler is a level specifically designed for people who don't know what they're doing at all.

      The only other approach would be to make the AI behaviour smarter at high levels. But if you write a smarter AI algorithm, why leave it enabled only for the higher levels? Let it be everywhere. I strongly opposed the notion of having silly AI behaviour on lower levels. It can bite you in the ass. Higher levels may be warranted in being more aggressive, but not smarter. Because if you make higher levels smarter than you're at the same time denying lower levels these smart algorithms, which is a bad thing.

      As a side note, BtS has a revamped "Aggressive AI" setting which is more like "ruthless AI". It's not plain-out aggression, it just plays a more hardcore game and expects a more ruthless human opponent.

      • Re:Civ IV (Score:5, Interesting)

        by ShakaUVM ( 157947 ) on Wednesday September 17, 2008 @03:15AM (#25035597) Homepage Journal

        That's an interesting question. I actually sketched out a fairly detailed document on how I'd write a Civ AI and downloaded the API for it, but couldn't make enough sense of the code to start hacking on it. I do have a background in writing game AI - I wrote a bot for Quake, and have modded quite a few games (see my URL for the biggest one), but I couldn't get to the point where I grokked the code. I know it's not much of an excuse, I obviously could have spent more time on it, and spent more time digging up docs on it, but there it is.

        Essentially, the problems I see with the Civ 4 AI are this (in no particular order):
        1) Too easy on noble (and lower). As in, without doing anything particularly interesting, you end up outteching the AI by progressively larger margins, and they don't have much of an army to stop you. At some point, you can just roll in with a small stack of gunpowder units and wipe out all the enemy civs.
        2) Surrendering to Switzerland. A number of times I've been beating the snot out of a civ, and offered it vassalage, which it would refuse. I'd beat on it some more, then it would surrender to a random third party that neither of us are at war with.
        3) On Monarch and higher, the game makes these obscene superstacks of units for the AI. As in, there'll be 30 or 40 tanks or knights or whatever on one city, and 10 to 20 units on all the other cities. If a human is at the point where it can kill such a stack, he's going to win eventually, but it requires an amazingly tedious amount of time to do so, and the AI appears to be able to pull massive amounts of military units out of its ass, and apparently without paying upkeep. Or if it is paying upkeep, then it's certainly a bug, since it'll get even more out-teched since it can't afford research.
        4) The AI's lacking in basic tactics sometimes. It'll suicide entire stacks of 20 units against a trio of fortified machine gunners, won't use terrain intelligently (well, some of the time it will), doesn't use spies to take out critical resources (like a lone copper or horse resource, instead attacking horses in the tank era or a resource that I already have 3 of).
        5) It's careless with its workers, allowing them to get captured easily. I know this was patched in the latest version, but the last game I played I captured a lot of enemy workers just tooling around. They're especially trusting before war breaks out.
        6) It's general method of moving troops and ships around is just odd sometimes. I've seen enemy units get stuck in a mountain, trying to pathfind across it, or individual units approaching my stack when I'm at war with them.
        7) The AI, in general, is completely reactive. If I set my spy rate up higher, the AI will set its spy rate up higher. If I turn up my culture rate, he turns up his culture rate.
        8) Too trusting. If I'm at peace with an AI, but building up a large force along the border, it will mostly ignore it until I invade. I'd like to see it take up defensive positions with spare units and build forts in border tiles (especially in chokepoints) instead of being constantly surprised every time someone declares war on them. Likewise, a lot of time they'll declare war without their armies being in position for it.

        What I'd like to see is this:
        1) High level AI tasks. Have AIs decide perhaps 30 turns in advance that they're going to betray a peace treaty and start cranking out units and positioning them on a border, ready to invade. If relations haven't improved on the target date, rush in with everything. Alternatively, have it decide to make a solid effort to take over the new world, instead of the piecemeal way that it expands to new continents now. The different AI types (techers, expansionists, militarists) would have different likelihoods for the various tasks. Essentially this would make them appear to be more human, and more interesting to work with.
        2) Set them up to beeline different techs and wonders to match a specific objective chosen at the beginning of the game. For example, an AI could go with

        • Re:Civ IV (Score:4, Insightful)

          by ACS Solver ( 1068112 ) on Wednesday September 17, 2008 @08:36AM (#25037201)

          Very fair post, I'll go over some of your complaints briefly.

          1) Too easy on noble (and lower). As in, without doing anything particularly interesting, you end up outteching the AI by progressively larger margins, and they don't have much of an army to stop you. At some point, you can just roll in with a small stack of gunpowder units and wipe out all the enemy civs.

          First of all, levels below Noble are supposed to be easy. So that's fine. Now, you'd be surprised as to how many players are the really casual type - most seem to dabble at a level below Noble for quite a while, even after figuring the basics out. But Noble also isn't the level for hardcore players, yeah, it's quite forgiving. I'd guess from your post that you know a thing or two about games, so Nobble should get easy for someone as you quickly. You may think you're not doing much but if you're outteching the AI on Noble, it's a guarantee that you're using many game systems right.

          2) Surrendering to Switzerland. A number of times I've been beating the snot out of a civ, and offered it vassalage, which it would refuse. I'd beat on it some more, then it would surrender to a random third party that neither of us are at war with.

          This is in fact more of a design issue than an AI issue. The vassalage system is designed in pretty odd ways that can seem counterintuitive. If your enemy surrenders to a 3rd party, he's either at war with it (and the 3rd party has done enough damage) or that 3rd party likes the victim and doesn't like you much. It's supposed to be a big guy taking a small guy into his protection. But no, I don't like the particulars of the vassal system too much myself.

          3) On Monarch and higher, the game makes these obscene superstacks of units for the AI. As in, there'll be 30 or 40 tanks or knights or whatever on one city, and 10 to 20 units on all the other cities. If a human is at the point where it can kill such a stack, he's going to win eventually, but it requires an amazingly tedious amount of time to do so, and the AI appears to be able to pull massive amounts of military units out of its ass, and apparently without paying upkeep. Or if it is paying upkeep, then it's certainly a bug, since it'll get even more out-teched since it can't afford research.

          You think that's big? I've seen AI stacks of up to 100 units ;) But here you are talking about one of the fundamental problems in Civ. It's not even an AI problem alone, it's a problem with how the game works. In war, there's a certain point where you break the enemy's main force (or take a crucial city) and it really gets much easier from there. At the same time, overcoming an enemy can become tedious. All I can say is, I hope a future iteration works around this someday. As for the Civ4 AI specifically, it follows the logic that at least its huge-ass stack might give you enough punishment. Huge-ass stacks have proven repeatedly to be the best combat tactic, it's just more effective. A good human will always have such a stack, and here spreading out would actually be weaker because the only thing that counters such a stack is a bigger stack. Yes, you can see the deficiencies of the combat system here.

          The AI is paying upkeep, though, and it never gets free units (except at high levels at the start of the game). However, upkeep is reduced at higher difficulty levels and also note that upkeep is pretty low as long as units stay in territory, so the defending force never spends too much in upkeep costs.

          4) The AI's lacking in basic tactics sometimes. It'll suicide entire stacks of 20 units against a trio of fortified machine gunners, won't use terrain intelligently (well, some of the time it will), doesn't use spies to take out critical resources (like a lone copper or horse resource, instead attacking horses in the tank era or a resource that I already have 3 of).

          Some of that still happens sadly. But such extreme

    • by Kjella ( 173770 )

      Careful what you ask for, make a game where the computer can beat you on AI alone may just as well mean that the options are limited and the computer can be a more persistent micromanager than you are. You want a wide variety of units, buildings, tactics, economy and so on that gives you many fairly even options to choose from, which means no matter how smart the AI is you'll find a way it plays poorly and exploit it. The alternative would be one dominant strategy that it'd always stick to which would get b

      • >>The alternative would be one dominant strategy that it'd always stick to which would get boring really, really fast.

        The whole, "have the AI cheat and build 10x as many units as it should have" also gets boring really, really fast. Actually, no, it doesn't. It takes about 8 hours to mop up an AI in games like that. It gets boring very slowly. =)

        What would be better? Have it cheat on tech instead of unit building when its falling too far behind, maybe? Or have it understand combat odds so it does more

      • Total Annihilation was a good example of a game biased towards AI players. An AI player could easily control a dozen or more construction bots wandering around the map building things, make sure all of the factories was building and still produce little groups of units to attack you. The Command and Conquer series was biased the other way - you could only build one of each kind of thing at once (to give the AI a bit of an advantage, the AI cheated and could build a different tank with each war factory, an
  • Unless you have beaten the computer in Civ IV on Deity difficultly your opinion here is irrelevant!

    • Does Civ II, Deity, only one city count?

      • by robsie ( 1248356 )

        Well at least the gaming is a lot faster in the higher settings, you seem to research things very quickly. Very entertaining even if you do end up getting beaten.

    • by Daetrin ( 576516 )
      "Unless you have beaten the computer in Civ IV on Deity difficultly your opinion here is irrelevant!"

      So in order to be "eligible" to comment on how a good intelligent AI should be designed one must first succeed at beating a so-so AI that's been given an enormous game mechanics advantage?

      I've worked on games before (although not directly on AI) and i've played my fair share of games, and i know that designing an AI capable of taking on a human in a fair fight is impossible for a TBS (the "so-so" comment
  • by Joe The Dragon ( 967727 ) on Tuesday September 16, 2008 @07:42PM (#25032753)

    Spilt cpu intelligent and cpu handy cap / cheating in to there own settings. Do not put them under the same setting. Heroes of might and magic 1 had that.

    • EXACTLY what I came here to say.

      Especially in historical or war simulation RTS or turn-based games, I want the AI to be smart as hell but not to have any "fake" advantages. The Total War series is especially annoying in this regard; the AI is notoriously stupid in battle, and turning up the difficulty just gives their units better stats. I don't want the AI to "cheat". I want it to play smart. Ambush me, try something a little wild once in a while, attempt some real strategy but be ready to fall back on

  • by drexlor ( 1314419 ) on Tuesday September 16, 2008 @07:48PM (#25032805)

    I wrote a paper in college about how video games could evaluate and adjust difficulty based on metrics while the gamer is playing. I think a game's difficulty that is based off input from the controller and game statistics would help people have a more enjoyable gaming experience.

    If the game can receive input from the gamepad/joystick they can measure heat, motion, button hitting frequencies, and things of that nature.

    Software inputs can be used too. Time measured in zones, level completion times, and time to defeat creatures can be measured to add as heuristics. Death counts and locations can be used to determine what areas need work.

    These inputs have been associated with stress levels in gaming and can be used to adjust creature abilities, time limits, weapon power, and directional support for the gamer. If the gamer is playing well the difficulty will become more difficult over time and if the player is having trouble then the difficulty can be toned down slowly and selectively. Directional help can also be used if the game thinks the gamer is lost.

    These could help create a more dynamic game that fits to the gamer.

    • by Mprx ( 82435 ) on Tuesday September 16, 2008 @08:23PM (#25033143)
      Dynamic difficulty is a very bad idea. There's no sense of accomplishment if the game punishes you for doing well. The only way it can work is if manipulating the difficulty system is intended as part of the game, as in Battle Garrega where the only way to succeed is learning how to keep the dynamic difficulty low, which is a difficult sub-game in itself.
      • There's no sense of accomplishment if the game punishes you for doing well.

        I think the idea is that the game would play at *just below* your measured level (versus punishing you by adjusting up to maintaining always being better than you). Then you could feel good about it letting you win! ;-)

        • by Mprx ( 82435 )
          I don't want a game to let me win, I want to earn that victory. If you don't have to overcome real challenge it's not a game at all, only "interactive entertainment". Anyone who's ascended a Nethack character should understand this. Nethack is a perfect example of good difficulty. When you complete your first ascension you'll get a feeling of accomplishment missing from most modern games. The game wasn't helping you at all, and you only succeeded by your own skill.
        • On one hand, I'd hate to think the computer was letting me win, but on the other, that's how I usually want to be treated. My dad used to play Global War (a Risk clone), and he commented that to really have fun, you need to win something like 80% of the time.

          In an evenly matched multiplayer game, your wins are going to be around 50% (thinking first-person shooters here). But that's compensated in part by the satisfaction that you just fragged a real human. Food for thought: are multiplayer games more fun if

          • My dad used to play Global War (a Risk clone), and he commented that to really have fun, you need to win something like 80% of the time.

            It's different for different people. I played a Risk clone called Strategic Conquest in college, and after getting beyond the newbie stage I cranked it to the upper levels and then started backing it down until I was winning about half the time. That's just the threshold that I preferred. If I knew I won about 80% of the time, then in any given game I would go in thinking t

            • One small problem with all this dynamism people are entertaining is that it makes comparisons between individuals mostly meaningless. I can tell my friend that I beat game X at level No Mercy, but if it plays different with different people, or even with the same person on different days, it deflates somewhat your bragging rights. Not a huge deal, tho.

              Well, scores and/or ranks (which bias towards maintaining a high difficulty) would help mitigate this issue.

          • by Thiez ( 1281866 )

            > In an evenly matched multiplayer game, your wins are going to be around 50% (thinking first-person shooters here). But that's compensated in part by the satisfaction that you just fragged a real human. Food for thought: are multiplayer games more fun if there are more ways to win than to lose (so everyone can get their wins up to 80%)?

            I find that when one team is outnumbered 4 to 1, people win 80% of the time on average. Seriously though, you said it yourself: fragging in multiplayer is nice because yo

      • Dynamic difficulty works in certain games where there's a time limit and score. See the Geometry Wars series, and Pac Man: Championship Edition for successful examples.

        It may be applicable to other games without a time limit, but it would have to be done in such a way to give the player feedback on their progress (like a rank you can see at all times, independent of your levels etc), reward the player for playing well (if you complete X part of the game with rank at Y or higher, you get Z reward), the opti

        • Was it the first Real FPS game (forget what it's called) that had a dynamic AI? It would literally learn your techniques (such as you jump out from a corner, shoot, and leap back behind it, repeat.

          Well, a few times of that, and the bad guy would shoot a second time, perfectly timed for when you re-leapt out to hit you.

          So one minute, you're leaping out, back, out, back, out, monster dead.

          The next you leap out, back, out, bam, you're dead.

          Brilliant.

    • by jhfry ( 829244 )

      Doesn't work... I quit playing Oblivion when I realized that you can beat it as a level 2-3 character FAR easier than if you fully develop your character.

      Also, what do you do about situations where a player has played a game to certain spot and starts over... the game would assume that this player is far more advanced that he really is as he didn't make a single wrong move up to that point... then he can't seem to get past that spot on any subsequent plays.

      User selectable skill levels where the levels incre

      • Also, what do you do about situations where a player has played a game to certain spot and starts over... the game would assume that this player is far more advanced that he really is as he didn't make a single wrong move up to that point

        Randomize the game world slightly for each campaign, causing the player to have to make the mistakes inherent in exploration. Animal Crossing does this. Diablo does this.

    • by Kopiok ( 898028 )
      That may work for some, but a lot of gamers want the game to keep kicking their ass until they learn how to beat it, or they get better at the game. If the game scaled back when I fail a couple of times, I would not feel as if I accomplished anything except the game taking pity on me.
      • I've seen games do this before. I think City of Heroes missions are like this.

        It won't rescue you from being pounded over and over in a mission that's way over your head, but if you're "almost there", a subsequent attempt can be easier.

        For example, typical missions may have spawns of 1 minion and 1 lieutenant, while later retries might use 3 minions and 0 lieutenants, which is mildly easier. Of course, this may also just be a fallout of them treating the two spawn types as roughly equivalent in difficulty

    • God Hand has dynamic difficulty, based off dodging enemy attacks and using more advanced techniques and lowering if taking hits, usually lowering rapidly if you take even one or two. Though, God Hand will still beat the crap out of most players on the easiest mode.
    • In quake3, I want the bots to play better if I start scoring higher than them. I.e. the lowest scoring bots try harder, the highest scoring bots ease up. That way, all the bots play at *my* level, regardless of what kind of a day I'm having.

      The alternative is to quit the level and restart it with different settings.

  • Instead of Easy/Normal/Hard, there should be more amusing titles for them.

    For example, the system in Wolfenstein 3D. And I'm sure there are other examples too, outside of id developed games.

    • Instead of Easy/Normal/Hard, there should be more amusing titles for them.

      For example, the system in Wolfenstein 3D. And I'm sure there are other examples too, outside of id developed games.

      Rise of the Triad... *wave of nostalgia*

      • "Don't hurt me daddy!" setting, with a bonnet and a pacifier in his mouth. Good times...

        Once you completed Serious Sam on Serious (which I did, solo), it unlocked "You are not serious" difficulty, which seemed to be about the same except the monsters faded in and out of visibility over a few second cycle.

    • by rgo ( 986711 )
      Or like Carmageddon, where "Easy as killing bunnies with axes" standed for easy and "Harder than frenchkissing a cobra" standed for hard.
  • by ElMiguel ( 117685 ) on Tuesday September 16, 2008 @08:22PM (#25033135)

    I'm a fan of turn-based strategy games such as Civilization, and yet I usually stop playing most of them after a while because I get angry at the way hard difficulty levels are implemented.

    You see, the developers of these games apparently find it too difficult to implement an AI that plays by the same rules as human players and yet provides a good challenge. So AIs cheat. Cheats come in two flavours: information cheats (e.g. send an unprotected valuable unit and you'll see an enemy fighter, who in theory has no way of knowing about your unit, beeline for it) and stats cheats (e.g. the AI produces units 40% faster than you).

    I call those special rules "cheats" because they are typically not documented or consistent with the game story. So you end up making blind guesses about what rules the AI is playing by in a very atmosphere-shattering way and trying to adapt to them. It really feels like cheating and drains my interest in otherwise excellent games pretty fast.

    • by robsie ( 1248356 )

      To implement this scenario, wouldn't developers need game testers who are able to play on that very difficulty setting and monitor their movements, calculations and strategies and then bundle them into an AI? This would be quite a cost (if it's a good game should pay for itself).

      Testers may need time to get really good at the difficulty setting, the release date would be pushed out and more money would be spent.

      I guess there are a whole lot of factors to consider in making the AIs in games. But definitely I

    • by Jaysyn ( 203771 )

      Have you tried Galactic Civilizations? They specifically don't "cheat" with their AI, although turning that on is an option if you still need a challenge.

  • After removing the permanent damage (a.k.a health point) it just became a case of throwing more stuff at you all at once.

  • FPS AI (Score:5, Interesting)

    by PaganRitual ( 551879 ) <<splaga> <at> <internode.on.net>> on Tuesday September 16, 2008 @08:24PM (#25033155)

    Has there ever been a first person shooter for where the difficulty level isn't simply an indication of how close you want your enemies to aimbots?

    I can easily think of the negative extremes, such as Soldier of Fortune 2, with the infamous jungle level, and my own personal experiences with being shot through thick jungle, repeatedly having grenades land perfectly at my feet from enemies that haven't even seen me yet, and training a sniper scope onto the back of an enemies head at maximum range, only to have him suddenly turn around and go sneaking towards me. And Call of Duty, where increased difficulty was just the games way of asking exactly what percentage of the entire opposition army you wanted to face at once.

    I appreciate that Halo tends to take a beating every time it's put forward as a paragon of game design and gaming in general and that the Halo fanboys with mod points will destroy me, but seriously, one of the gripes is with the claim that Halo's AI is somehow fitting of the Legendary title on it's hardest difficulty, when anyone playing the game sans rose-colored glasses has trouble not noticing that the enemies now simply fire faster, harder and lead perfectly.

    "It's not like we just cranked every enemy's health by 200% and called it Legendary," he said. "There was a good amount of custom changes made per mission as well ...[snip]... What did make a difference was the time spent tweaking and fixing issues to make the game fun on every difficulty level. All titles had more bad guys, stronger and more accurate enemies with faster projectiles. And they used similar numbers for each of these parameters."

    So in other words they made the enemies fire faster, harder and lead better. Thanks for clearing that up.

    On the plus side, Far Cry's AI was reasonable, but had noticable holes, such as when it somehow thought it was hidden yet you could clearly see it sneaking towards you down an open dirt track, seemingly with an "If I can't see him then he can't see me" attitude. And if I remember correctly it improved further in Crysis. Although the thing that seems to happen with games like that is as soon as you claim that the AI is brilliant any single example of the AI not working flawlessly has people uploading videos to youtube showing that the AI is completely garbage because of this one time it got stuck on that shark outside the hut or something.

    Are there any really decent examples of FPS AI or do we have to still be happy with running the Reaper Bot in Quake?

    • Re: (Score:3, Informative)

      by gknoy ( 899301 )

      ...as soon as you claim that the AI is brilliant any single example of the AI not working flawlessly has people uploading videos to youtube showing that the AI is completely garbage because of this one time it got stuck on that shark outside the hut or something.

      The solution, then, is to ensure that AI can jump, right? :)

    • Re: (Score:2, Informative)

      by Kr4u53 ( 955252 )
      I was particularly a fan of the AI in FEAR
      • I knew there was another game that had good AI and I couldn't think of the damn name. I don't even think FEAR had any of those dodgy Far Cry holes in the AI that were easily exploited, at least not as far as I can remember.

        Also, it's interesting to note that my OP score is steadily moving down again after reaching (as far as I saw) 4 before the Halo fanboys with mod points got a hold of it. As expected.

      • FEAR's AI was simply a trick - really great motion capture disguising an AI which really just had 3 options: charge, take cover, or scripted flank.

        There were also a few other scripted moments, like throw grenade, jump out of truck, or knock over bookcase for cover. If you played the game on hard, you could really tell that the only difference was that it did more damage. Same animations, in the same places; I could often blindfire grenades around corners simply by remembering where enemies were last time

    • Not exactly a FPS, but I was talking with someone about Thief recently, so it comes to mind. IIRC the difficulty levels added extra objectives to your missions. The enemy AI wasn't really much smarter (they may have made them a little stronger or something), but the real challenge is they might change the patrol, put someone right near the door you have to get through, and then add the requirement that you couldn't be detected or kill anyone. So it didn't really matter whether the guard was harder to kil

    • Unreal Tournament 1&2 (and to some extent 2004) had the most human-like AI I've seen in a game. IIRC correctly, we (me, two brothers and a couple of friends) got about 3/4 the way up the difficulty scale eventually, playing us against the AI, and it never felt like we were playing aaginst a bunch of Aim-bots. The AI simply behaved more "human" - seemingly random reactions at times, intelligent use of cover and alternate routes, etc etc
      • Aside from Loque, who had perfect aim in UT99. The cool thing was each bot had different variables and you could adjust all of them, including how perfect their aim was.

  • As I've grown older, I've started to play games for the story, not just the action. While I have nothing against a hard game (and I'm amazed by the things I thought were hard when I was a kid), if I start at too hard of a difficulty level and have to reload my game constantly the immersion really suffers. Unless a game has a means of properly regulating difficulty, I just put it on "normal" and usually yawn my way through combat.

    I'm not generally a fan of rubber-band AI, since it's usually poorly implemen

    • I have to agree. Having played video games from Pong all the way until today, I now play many games for the world experience, rather than the body count or difficulty. I mainly play FPS's, but after umpteem Quake and Doom clones, the whole difficulty thing wears thin. In most games, this is simply a matter of shooting a little better, or twitching a bit more, to take down more enemies. It gets old after a while.

      Now, lately I've gone back and replayed or collected all the classics I've missed over the ye

    • by grantek ( 979387 )

      if you gain a new weapon, level, or ability, you want to feel supremely powerful for a little while

      Hehe - when I'm playing an engaging FPS and I come across a new weapon, I tend to get scared.

  • How about removing difficulty mods in FPS games altogether?

    I usually found difficulty modes in these types of games to be a charade anyway. In Id software's older games, they simply tweaked the damage points both for the player and the opponent. An Imp in easy mode has twenty health, thirty on normal and fifty on hard. His projectiles do 20% damage on easy, but 50% on hard. There are ten Imps in hard mode where there were five in easy mode, etc.

    Some newer games have the right idea in allowing the player

    • by robsie ( 1248356 )

      Perhaps a learning curve mode, the computer detects how good you actually are, lists statistics at the end of the level and throws harder things at you as you progress through the game?

  • There are three areas AI is actually advancing - robotic control (MIT's learning heli's, fuzzy controllers), computational finance (billions of dollars being managed by humans augmented with AI's), and game design. Of those, only game AI is accessible to the average researcher. It's the future [ucsc.edu].
  • System Shock [wikipedia.org] 1 had separate difficulty sliders for Combat, Puzzles, Plot, and Cyber. If you found the Cyberspace too hard and the meat space combat too easy, you could set Cyber to 1 and Combat to 3. These sliders also went down to 0, so you could remove one aspect of the game entirely. If you didn't like the puzzles, set it to 0 and you won't have to do them.
  • I couldn't read TFA because its filtered here for some reason, but I have several problems with difficulty options and AI (which, obviously, go hand-to-hand in most games).

    First, a lot of games program an absolutely brilliant AI to the best of their abilities, and then make it randomly "make mistakes" or be artificially and severely limited in its range of abilities. The classic example is snooker/pool games. The AI can do ANY shot absolutely perfectly, given a few seconds to calculate the physics. I kno

  • In a lot of modern games, the difficulty level is basically just more + faster. If you know what you have to do but just physically can't do it, that's not really a "difficulty" setting in the same way as adjusting the complexity or length of the puzzles to be solved. If "hard" required more brainpower and ingenuity instead of faster button-mashing, i'd be much more inclined to call that a good difficulty setting.

  • This game brought forth some ideas on difficulty. Perhaps they have it implemented and I've yet to explore.

    FU has some puzzles strewn about the world. Most keys are highlighted to where you just need to find out how to interact. 90% of the answers are given. You just need to find the right combo.
    It makes me think, that for RPG, or adventure games, where you need to find certain items, or interact in the world, that in "easy" mode, the answers are all highlighted in some way. turning up the difficulty, makes

  • The harder missions were basically the same, but you had to fulfill more objectives, or not kill any innocent people, or accomplish the mission on a time limit. That was one of the most satisfying experiences I can recall in any FPS ever.

I tell them to turn to the study of mathematics, for it is only there that they might escape the lusts of the flesh. -- Thomas Mann, "The Magic Mountain"

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