Infinite Mario With Dynamic Difficulty Adjustment 103
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?"
New enemies (Score:3, Informative)
These new enemies are a bitch.
A bullet bill with wings? Horizontally moving piranha plants you have to jump on to kill?
Comment removed (Score:3, Informative)
Re:But that's not all gold (Score:3, 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.