On Auto-Dynamic Difficulty In Videogames 91
Thanks to Game Matters for its discussion of the problems with difficulty levels in videogames, as the weblog, authored by 3D Realms' Scott Miller, talks about why "games should only rarely allow players to set their own difficulty level." Miller argues: "One of the most common ways games sabotage their potential to appeal to larger numbers of players is by being too difficult... Practically everyone designing games nowadays is a hardcore player with elite skills. It's therefore easy for game designers to misjudge the difficulty of their own games." He describes 'auto-dynamic difficulty', related to Max Payne, as "...a few variables that rate the player's ability, and the player's rating (completely internal to the game) determines the damage that both the player's weapon delivers, and the enemies' weapons deliver against the player." Miller ends by pointing out: "If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."
Bull (Score:5, Insightful)
Re:Bull (Score:5, Insightful)
Many years ago when the only thing I used to do was to play videogames and go to school, I would have agreed with that comment.
However, now after having a job and having "actual things to do" I realized that the point of a game is just fun. The best game for me now is the one that you can pick up quickly and maximize the fun.
I've played challenging games recently, an interesting example is Ikaruga, the game is challenging, but it "gets easy on you" as you play (opening more lives, continues, etc.). However an extreme is F-Zero GX; the game is beautiful, but unless the only thing you do is play F-Zero GX for many days, you won't be able to beat it.
But anyway.. that's just MY opinion. Remember.. for every taste, you have colors.
Re:Bull (Score:3, Interesting)
As an example of a game that rocked on the difficulty scale: Ratchet and Clank 2. If you ever bump into a difficult patch, go buy a new weapon or upgrade one of the existing ones, and things get easier. If you are rocking, you can keep going, if you are not rocking, the game hands you powerful toys to bring th
Re:Bull (Score:2, Informative)
Re:Bull (Score:3, Insightful)
This is true, but to competitive people the challenge of "beating" the game IS the fun.
But, like you said, tastes vary.
JKII's an okay example of why "bosses" are lame (Score:2)
My two bits is that it seems like this design concept is way long in the tooth by now. I have two ten-year-olds who don't play games until they've done their homework and pra
Re:JKII's an okay example of why "bosses" are lame (Score:2)
I find bosses to be some of the most compelling and interesting parts of a number of games, unique parts of every game, whereas everything else kind of repeats.
Most everything else is just lame running around and beating up so so, no challenge enemies.
This doesn't apply to all games: GTA:VC is a new breed of game where the world is interesting and flexible enough that even the small stuff is interesting, and "bosses" are just barely enhaced regular people with heavy weaponry.
Re:JKII's an okay example of why "bosses" are lame (Score:2)
You make my point, from where I'm sitting.
If the imagination of our game designers is limited to "Filler... filler... filler.... Now let's make a really hard boss by giving him extra special armor and lots of hit points," that's the problem. Making the
Re:JKII's an okay example of why "bosses" are lame (Score:2)
Well, for one thing, I'm not into boss fights being gratuitously difficult, just enough so they might take a few tries and force a strategy to be developed.
Many games have too main components: fighting, and explor
Max Payne? (Score:5, Insightful)
Infact, I was suspecting it. I'm in the process of playing Max Payne 2 through, and indeed it seems that on a third to fifth try of one particularly nasty spot I suddenly miraculously got through it even thou I felt I got a lot of hits.
Which is good. I hate games where I have to endlessly reload to get past some point.
Re:Max Payne? (Score:5, Interesting)
I think this auto-difficulty has made my MP2 play harder. I am a perfectionist when it comes to games, I don't like getting hit too much and if I do, I just play it out without care, cuz I don't mind dying. And then, when I finish a section well enough, the enemies in the next one become even tougher and tougher.... even on the first maps!
Re:Max Payne? (Score:2, Insightful)
Re:Max Payne? (Score:5, Insightful)
They don't. They expect players to shell out money for it, have fun for a while, and then vow to buy the next game to come out of that studio the minute it hits the shelves.
Re:Max Payne? (Score:3, Interesting)
But what vested interest do the programers have for making players better? None. Improvment comes from LAN parties, internet gaming and spending hours and hours playing the game, in short it is self indugence on the part of the gamer.
The counter example might be Morrowind with the expension packs. There improvemnet adds to the next experience as well. Its not like you get to keep all your weapons from Quake 2 to Quake 3.
So do we want to make games that really make games better players? I look at
Re:Max Payne? (Score:2, Informative)
Probably not.
If you read the article, you would see that Miller advocates making difficulty changes between levels, not during.
Max Payne 2 Auto-AI doesn't work well. (Score:2, Insightful)
Unreal Tournament (Score:3, Informative)
UT does, however, change difficulty a bit too quickly. It's easy to get a few frags in front on Novice and suddenly find yourself on Godlike.
Re:Unreal Tournament (Score:1)
I played that game for hundreds of hours, and I can tell you a novice bot will never become godlike, no matter what.
There might be a little latitude within a range, but it's a lot more limited than you are implying.
Re:Unreal Tournament (Score:3, Informative)
Re:Unreal Tournament (Score:1)
and it's in UT2K3, too (Score:3, Informative)
Re:Unreal Tournament (Score:2)
I still remember the day it went Godlike..... *sigh*
A better solution... (Score:5, Interesting)
Personally I think it is bad that the player has the option to solve everything , so a few impossible or near impossible spots should be added as well, just to teach the player that they aren't supposed to go exploring every cranny of the map, but instead focus on their mission.
Then again, some hardcore players will never give up until every single resistance is dealt with, however little they have to do with the mission...
Re:A better solution... (Score:3, Interesting)
like challange? turn 'em all to max!
Re:A better solution... (Score:4, Interesting)
I generally subscribe to this school o f thought. I mostly play RPGs (on consoles, mostly Final Fantasies), and I consider the best reward to be a cool FMV sequence. It gives you no advantage, but it's also not a worthless item, like "proof of Nemesis" in FFX (which I've never gotten). I *hate* doing a hard sidequest and getting nothing but a worthless item for it, whether it's a certificate-type item ("you finished X sidequest") or just a moderate-to-boring regular game item.
FMVs are a lot of fun (I love watching them, anyway, and I'm shamelessly extrapolating to the rest of humanity), and it feels like you've gotten something at least somewhat worth it, but it doesn't give you any advantage over those who didn't complete the sidequest. That's not to say there can't be sidequests that get you useful stuff that makes other parts of the game easier; I think there's definitely a place for those, too.
However, I do think that the main game bosses/puzzles/whatever should get more difficult, significantly so. (speaking in Final Fantasy terms here because it's what I know; substitute whatever is appropriate for your favourite genre) Though it's reasonable to have a few sidequest bosses more difficult than the final boss, the final boss should definitely be tougher than all the previous regular-game bosses, and most of the sidequest bosses, unless there is a specific, given reason for him/her/it/them not to be.
Well, there's my game-related rant for the week. Someday, I'll make my own games, and probably not follow any of my own advice! ;-)
Dan Aris
Re: (Score:3, Interesting)
Re:A better solution... (Score:2)
Final Fantasy IX follows your suggested pattern more; the difficulty ramps up over the course of the game; the final dungeon is particularly nasty, and the end boss is just horrible. Nice closing FMV as a reward, though :-)
That's one reason I like IX so much ;-) I like VI very much, too, and though there aren't FMVs, of course (at least, in the original version, though there are opening & closing ones in the PS1 remake), I've always thought that its difficulty is perfectly balanced. If you just go
Re:A better solution... (Score:2)
Re:A better solution... (Score:2)
Heh, anyway, I consider FMV to be a source of much evil in gaming today so of course I disagree with you. Useless items, likewise, are annoying. More interesting are useful things, other advantages, score (or experience) bonuses, new characters, hidden story brances, new areas to explore, alternate endings, and T-Shirt offers (like many old Atari arcade ga
Re:A better solution... (Score:2)
And when you do so, rest assured that someone, somewhere, will figure out how to do the impossible. After that, it will go from being a major accomplishment, to being the definition of "good".
Case in point: When Civilization II c
3DRealms eh? (Score:2, Funny)
On ADD itself:
I think this stuff might work a bit for some games, but generally it would suck. How much sense of accomplishment would you get from completing a game that you knew just tuned itself down to your level? Of course the general public won't know about this so they'll think they
Re:3DRealms eh? (Score:2, Insightful)
Re:3DRealms eh? (Score:4, Insightful)
Dificulty: [Auto]
Easy
Medium
Hard
Nightmare
Your comment violated the "postercomment" compression filter. Try less whitespace and/or less repetition. Comment aborted like a fetus.
Max Payne & ADD (Score:3, Insightful)
Re:Max Payne & ADD (Score:2)
Re:Max Payne & ADD (Score:2)
eye tou groove (Score:1, Redundant)
has a "dynamic" mode which seems to change between the easy, medium and hard difficulty levels.
You bet! (Score:2, Funny)
bad way to scale difficulty (Score:5, Insightful)
the last thing a gamer wants to see is a shot that used to kill a bad guy suddenly not killing bad guys anymore. give the bad guys bigger guns, grenades, cover, backup -- something like that. don't ruin the verisimilitude because you have no imagination.
scaling difficulty is fine - but assess it between 'missions' and adjust those for skill for chrissakes and don't change the physics of the game and try to masquerade that as 'difficulty'.
and imo, when a game scales difficulty it should be akin to GoldenEye for the 64. On easy maybe just making it from point A to point B is enough to complete an area. But on 'hard' there should be more stringent requirements (no alarms, rescue a prisoner, steal some data, assassinate a general, destroy a depot, etc, etc).
having to alter the physics should be the first clue that your AI and design aren't capable of being challenging in the first place.
Re:bad way to scale difficulty (Score:5, Insightful)
Yes! This is the way to do it! Tie Fighter had something that was similar. Within the level (this is from memory, I could be wrong, and if I am, this is the way that it *should* have been), you had a goal to accomplish. Kill all of the X-Wings, lose at most one wingman. But then there were "optional" missions within the mission that were more difficult. Kill all of the X-Wings *and* all of the A-Wings *and* don't lose any wingman. (and then there were "secret" objectives like "capture, don't destroy the shuttle").
You didn't gain anything extra by doing the extra crap other than getting promoted more quickly or becoming a super sekrit Emperor drone with a sekrit tatoo on your arm.
Design the mission/level so that most players can complete it. Add additional subtasks/goals that are optional, but greatly increase the difficulty of the game.
Thief:The Dark Project also had this feature.
Re:bad way to scale difficulty (Score:2)
Tie Fighter is and was an excellent game in all respects except for this one. Players would point to other space sims, most notably Wing Commander which had a branching storyline based on success or failure.
Re:bad way to scale difficulty (Score:1)
Re:bad way to scale difficulty (Score:2)
Re:bad way to scale difficulty (Score:3, Insightful)
Personally, I think it would be a welcome relief to find that all bad guys of a given type don't take exactly the same amount of damage, that I can no longer memorize enemies' damage capacities and thus know I only need to shoot X twice before turn to shot Y three times. Instead you shoot people/things until they fall down/die or your risk being killed in return.
Or knowing I can take exa
Re:bad way to scale difficulty (Score:3, Insightful)
I'm talking about the difference between a headshot taking out enemies early in the game, to a headshot being insufficient later on. The game establishes an expectation of verisimilitude when the same tactic has the same effect across many enemies. When that tactic is suddenly less effe
Re:bad way to scale difficulty (Score:3, Insightful)
Re:bad way to scale difficulty (Score:3, Interesting)
Isn't Half-Life 2 supposed to be going to do this? I'm sure they were saying something about all the scientists looking different.
Re:bad way to scale difficulty (Score:1)
Thief 2 was this way, as well (didn't play the first one, so I can't speak to that). I agree that's a fun way to do it, and I'd like to see more games try doing it that way.
The other approach I kind of liked was used in Hitman 2. You were restricted to X saves per mission, and X got smaller as you upped the difficulty level (7, 3, 0, IIRC).
Mario Kart anyone? (Score:2)
One problem with systems like that is when players try to scam the system, like purposefully just hanging back in second or beyond to get good weapons but never getting so far back that they can't catch up. Admittedly, that takes a certain amount of skill on its own, but still.
summary ?? (Score:3, Insightful)
sorry, guess Im feeling cynical this morning.
but it does seem like most gamers I know finish games
very quickly and then move on to something else.
Seems like if they were more thought provoking
instead of run around crazy shooting everything
people would find them more enjoyable and
recommend them
Difficult to say... (Score:3, Insightful)
Also, in some of the RPGs I've played, the monsters get stronger as I get stronger. That's ridiculous. I understand meeting new monsters that are stronger but when the little slime you had a hard time with at level 1 is still giving you a hard time at level 20, that's just plain ridiculous. Even worse is that you still get the same xp and gp.
There may be some really good reasons out there to have auto-adjusting difficulty, but for me personally, I don't believe it's that great a feature.
Re:Difficult to say... (Score:2)
"
The Lunar Series has this feature, and IMO it made the game better since you couldn't just level like mad and walkt through the game like a certain incredibly popula
i hate to keep hyping PGR2 but it's so good... (Score:5, Interesting)
Not to mention that you get to see your Kudos rank on Xbox Live after each course. It was a motivating factor to keep playing because I kept getting higher and higher on the lists.
Difficulties... (Score:4, Insightful)
I remember playing Red Alert on easy first, then again on hard. It was more fun for me - I got double the challenge. Did the same with Half-Life. I liked being able to do that.
I can understand what Scott is saying, and I think that a properly implemented ADD will give you this too. A bad ADD will mean that a poor player who got lucky ends up in a situation they can't win, and gets frustrated and gives up.
I had another idea though: instead of just changing some variables (hit points or whatever), what about changing the gameplay? For example, you could change puzzles or add new ones. Eg: remove a box, so the player can't just jump up somewhere - they have to be more creative. You could also add access (eg: remove walls etc) to areas which are hidden to beginners - let them focus on the mission, and send the experts a different (more difficult) way round. How about making better players go off to find a key/card to open a door, but letting the other players through without needing it. Are there any games that already change the maps according to player skill?
The key to really making it work is finding the balance of what to do for which skill level; being able to accurately judge a player's skill is an important part of this. It's a lot of work, and sometimes it's easier to let the player choose their skill level.
One other thing occurs to me. Remember Doom's nightmare mode? I don't think you could ever reasonably have something like that with an ADD system, but there are some (strange) people who find it fun.
-- Steve
X-Com did this years ago. (Score:3, Insightful)
Sounds like a lot of work for nothing to me. Just give the user enough difficulty levels so that they can set it to what they need. I've played a few games where even Easy mode was too hard, and Impossible mode was anything but.
Unless you're trying to hide something... (Score:2)
Unless it has a real shitty, anticlimactic ending like XIII.
Baldur's Gate 2 (Score:3, Interesting)
This was really nice for those annoying times you got stuck in a place. For example in my first game I made the alarm ring in the room near the dryads. Then I got damaged by the traps in the room, and overwrote my old game. Then came the golems, which quickly killed me.
In other games this would have meant downloading a cheat, restarting the game, or perhaps loading a saved game from an hour ago. In BG2 I could just temporarily set the difficulty level to easy, kill them, and set it back to normal.
For me in most games it doesn't happen that it's too hard in general. It's usually too hard in a specific place, because I screwed up, went to the wrong place, or especially in RPGs, had a party that couldn't deal with the enemy. It can be bad luck too, like in Morrowind, where you can be really screwed if you *have* to sleep, do it, and have a zombie wake you up and attack before you're healed.
Re:Baldur's Gate 2 (Score:2)
I though this method of auto-difficulty worked really well si
Payne for your Brain (Score:1)
Or in the case of Max Payne 2 that you can beat it in less than five hours.
Level restart ? Dying ? (Score:2)
This doesn't naturally make it any easier to complete a game. Indeed, it makes it a lot of harder. But it makes extracting FUN easier, since you don't have to play the same 25 levels just to discover something new (or replay the same level 99,5 times).
Auto-dynamic difficulty is way over-rated (Score:2)
Let the users select different difficulty levels. If they want/need it easy let them have it easy.
If someone with high skill wants to run around splattering enemies just for relaxation why dynamically increase the difficulty level so that they can't? Doh.
If your
Unreal Tournament (Score:2, Redundant)
Also, they introduced the idea that the final boss of the single player "campaign" would be barely beatable by the player. Essentially if you look at the code for the final level you will find a note saying that the final boss is designed to "stay one step ahead of the player", which goes hand-in-hand with the strategy i've heard which is to stay sucky for a while and then ramp up your apparent sk
Re:Unreal Tournament (Score:2)
Say No to Dynamic difficulty scaling (Score:3, Insightful)
Ramping up difficulty the lazy way... (Score:1, Insightful)
What a stupid way to set the difficulty in a game!
I don't know about ya'll, but there's nothing I hate more than shooters which ramp up the difficulty by making you shoot everybody 5-6 times before they drop dead.
I mean please, talk about the lazy way out.
Give me smarter enemies, or mo
Challenge != Fun (Score:4, Insightful)
That's not to say that ADD couldn't be implemented properly. One of the best examples of this I have seen is in "Sly Cooper and the Thievius Racconus" for PS2. If a player died multiple times on a given level, they would be given a lucky horseshoe that would allow them an extra hit before dying. It made the game much more enjoyable for my casual gaming friends.
On the flip side, "Mario Kart 64" (N64) had the worst ADD as enemies would always be a few mistakes behind you. It didn't matter if you performed average or godlike, a few slip ups and you would be overtaken. I referred to this as "cheating opponents" and will not even think about buying MK:Double Dash until I know that this "feature" isn't in the game.
If Auto-Dynamic Difficulty can prevent frustration, then it is good. If it causes frustration, then it should be left out.
Re:Challenge != Fun (Score:1)
Mario Kart Double Dash does not have the "feature" you're complaining about.
To compensate, the overall game is harder at the 150cc and Mirror difficulty levels (so be warned).
The way things ought to be (Score:4, Insightful)
What I really appreciate (thanks, KoTOR) are games that let you change the difficulty level at any time. I also appreciate games that offer you hints (Popcap's Bejeweled, Sierra's Phantasmagoria) to keep the pace from lulling.
Indeed, the purpose of games is entertainment! Some people are willing to spend 8 hours every consecutive day until a game is finished, while others would prefer to spend 3 hours a week. Neither party should be penalized. I'm sure these demographics are related to the article I read about the average age of gamers rising ever closer to 25.
Re:The way things ought to be (Score:2, Insightful)
Somebody mod this guy up - this is the first comment I've seen here that I agree with 100%.
Let me play on "medium", but give me the option of switching temporarily to "easy" if I run into trouble.
Note that - give me the option. I don't want the game to dumb itself down; sometimes I actually want to try and get through a tough bit by myself. Other times I want a walk through the park. But I should b
REZ (Score:2, Interesting)
Essentially, the difficulty of the boss at the end of the level was determined by how well you;d done leading up to it. It was kind of like a reward for doing well, and added some replayability, because the enhancements the boss would get going from normal to hard were somewhat obvious. Once I knew this was happening, I got a charge from knowing that I had earned the 'super' boss.
It also meant that if you weren't that good yet, you'd stand a better chance of getting to s
Re:REZ (Score:1)
Needless difficulty is a problem (Score:3, Insightful)
I think it's fine...sometimes. (Score:1)
The absolute worst attempt at scaling difficulty I've ever seen is Homeworld 2. Really all it does is takes the force you have coming into that mission, and creates an initial enemy force that will beat it (not only in numbers, but also in ship types -- if you have fighters, they have lots of anti-fig
Difficulty (Score:2)
I remember getting so far into certain games and being nervous about dying, because if I did I had to start over.
Now sometimes it was exteremely frustrating and ruined the game. Other times it made winning that much more fun. nethack comes to mind.
But now with a quick save every minute there is no suspense.
Because of the quick saves though the game makers make the games harder.
Somehow a balance of the two is needed, but I am afraid there wil
Re:Difficulty (Score:1)
The game was super hard and saving became progressly harder as the game went on. You had to earn Continue Tokens by catching spirirts but every time you continued Death would require more Continue Tokens to let you continue.
And then you could only save in between levels (or choosing full armor) or using your hard earned money to buy game saves (which then couldn't be used on better weapons, armor, or those stylish cowprint boxer shorts).
I've heard M
Re:Difficulty (Score:3, Interesting)
Theres not faster way to ruin the sense of fun in that game than by making you play big sections over and over again. So it's a good thing you can autosave.
Difficult (Score:1)
Good games usually have just the one difficulty setting, although that depends heavily on the genre.
Re:Difficult (Score:2)
Lame. (Score:1, Interesting)
Why do I like this? Because when you do figure out a level, when you do get in the zone, and play through the level perfectly, you get an amazing feeling of accomplishment. This rush is what gaming is about.
If all I want is to be told a good story and not ha
Let's take an example (Score:3, Interesting)
"Jak II" is just way, way too hard. Worse, it's hard in irritating and boring ways, like being prevented from completing a mission by a random traffic jam, or the "Escape from the boardwalks" mission where the game will literally throw an endless supply of guards at you until you force your way through or die of boredom. (That was the point at which I resorted to the cheat codes.) I should point out that I'm no klutz when it comes to games--I'm a pretty good Wipeout player, and I finished Jak & Daxter without needing to cheat. Jak II is just ludicrously tough.
Now contrast with "Ratchet and Clank: Going Commando", which is the game Jak II should have been. The elegance of the R&C game design is that it's automatically self-adjusting without changing the rules--it starts off easy, and if the difficulty ramps up too quickly for you, you can just keep trying for a while. Eventually by killing the stuff you *can* kill, you get enough bolts to buy bigger and better weapons and armor which will let you plough through the nastier enemies. The only potentially frustrating parts are the environment-related traps and puzzles, like the pit of lava at the bottom of a river of lava that took me half a dozen attempts to get across.
The end result is that Jak II was nowhere near as much fun as R&C:GC has been. In fact, even with cheat codes I gave up on Jak II, because the final level seems to dispense with actually allowing you save/continue points, so one small slip and you have to start the entire thing again. Really, I don't know what Naughty Dog were thinking...
Speaking of completing games... (Score:2, Funny)
"If a player completes your game, they are much more likely to buzz about, spreading the word that it was a great game."
Why is he worrying about the players completing his game? He and a team of programmers can't finish it [planetduke.com], either!
Good:dynamic. Bad: abuse, MarioKart, skill testing (Score:2)
But there are many things wrong with auto-adjusting difficulty as described in the article. It's open to player abuse, for one thing.
It
Less Predictability = More Fun (Score:1)
say i'm playing Ghost Recon or Max Payne, i'm going too fast thru an area, and an enemy caps me from behind a good hiding place. he got me that time, but as soon as i replay the section, i know exactly where he is. i suddenly have an unnatural advantage over my enemy.
but put that same guy in a different spot, and now we're back on even ground: neither of us know exactly where the other is.
at least Ghost R