Dynamic Difficulty In video games.

In any case...IMHO this option is a good addition for most singleplayer games.
I do like the fact you said, is a good option. As in a choice. Most people here noted not liking this method of play forced upon the player, but as a option is perfectly fine. For example as a fighting game, CPU have a personality for each character, while perhaps having a ajusting difficulty for games like Street fighter for example, you can actually learn how to fight against cpu then learn how to fight players, with the dynamic difficulty of being more difficult the better you do (closer to how a real player will ajust their tactic) you will need different tactics every time you play. While most of the time in these games, you find some exploit or glitch that makes the CPU look foolish and not very smart, leading to easy wins. Well i mean you all saw "LUIGI WINS BY DOING NOTHING" Videos. :P

Yeah, I remember that one. If you ask me, that was plain dumb. I remember being stuck somewhere in the middle of the first disc. At first I felt okay, seeing how I had the chance to just hang back, grind a bit, gather some levels and items. Then it started to dawn on me that the entire leveling system was just pointless. Since ALL the enemies level up with you at the exact same pace, they could just as well just play a "congratulations, you leveled up!!!"-message every other fight without changing a damn thing. :angry:
While that is a valid point, i think the real question is "Why was this a thing in the first place?" OR like what purpose does it serve as it logically seems no point in it? :P

After a quick google search i found this
http://www.gamefaqs.com/boards/197343-final-fantasy-viii/53523880
Apperently one of the comments mentions how to abuse the leveling system with junction for stellar results. The one common says "To punish people for grinding instead of using their heads" So perhaps it also was a discussion for while not, but seriously i wonder what the developers have to say about this? :unsure:
 
I do like the fact you said, is a good option. As in a choice. Most people here noted not liking this method of play forced upon the player, but as a option is perfectly fine. For example as a fighting game, CPU have a personality for each character, while perhaps having a ajusting difficulty for games like Street fighter for example, you can actually learn how to fight against cpu then learn how to fight players, with the dynamic difficulty of being more difficult the better you do (closer to how a real player will ajust their tactic) you will need different tactics every time you play. While most of the time in these games, you find some exploit or glitch that makes the CPU look foolish and not very smart, leading to easy wins. Well i mean you all saw "LUIGI WINS BY DOING NOTHING" Videos. :P
What you're saying is actually a common dilemma on AI of games. Especially on racing games, 'rubberbanding' AI goes back to old arcade halls. On fighting games, I don't have much knowledge (perhaps aside from experience with Mortal Kombat 2...after 2 relatively easy fights it goes up to an insane level...then back to normal after spending a 'continue'). I really can't say to what regard you actually learn to play the game rather than abuse blind sides of the AI.
The thing is: making a good AI is actually very hard. Especially compared to simple tweaks like adding extra ammo or removing a few enemies. I honestly don't see the problem with it: I'm sure lots of game developers have stories about people complaining about their game being too hard or too easy when they could just use the option to change the difficulty.

While that is a valid point, i think the real question is "Why was this a thing in the first place?" OR like what purpose does it serve as it logically seems no point in it? :P
That's an easy answer: game systems shouldn't follow a logical point but an emotional one. Extra credits have quite some video's on this matter (the JC Penny effect and skinner boxes come to mind).


After a quick google search i found this
http://www.gamefaqs.com/boards/197343-final-fantasy-viii/53523880
Apperently one of the comments mentions how to abuse the leveling system with junction for stellar results. The one common says "To punish people for grinding instead of using their heads" So perhaps it also was a discussion for while not, but seriously i wonder what the developers have to say about this? :unsure:
Possible. I can't even remember what "junctioning" is anymore (it's been years). It just had a few throwaway tutorials about it and then expected everyone to just use it. The problem was: just randomly picking an attack or a spell worked for most of the game, so when I finally hit a wall somewhere, it turned out I had spent hours on the wrong thing. Yeeeey! :nayps3:
(but okay, that's totally offtopic on dynamic difficulty...and I'm sure many FF-lovers will disagree on my opinion)
 
I can't even remember what "junctioning" is anymore
Lol really, is basically the replacement system from FFVII materia system. You use it to power up. Equip the Guardian force (GF) AKA Summon spirit. Then you have to extract magic from the field draw points or using draw command in battle to buff your attacks and stats. Without it, your not gonna get far, is practiacally like materia, probably rebalanced gameplay i guess. Kinda like in FFX where you use a sphere grid, the characters don't techincally gain levels from exp, they use it to progress the skill list on sphere grid.

Anyway, yes mortal kombat games have been known for doing that sort of thing, and about the rubber band thing, if you referring to mario kart 64 (Which is obvious) Is was stated as fact, the reason was to keep all characters together to prevent system overload or damage. After doing that they decied to keep it that way even though system limitations is no longer a issue for the game, simply to add challenge, in other words, is a handicap. Techinally is bad, the only challenge is not base on players ability or skill to race but cause of the random over power items in the track that cause unfair concequences while players in lower rank position get better and helpful items and higher rank get worst itesm like banana peels :P

Basically if against cpu, is very cheap, but for players anyone can enjoy new comers and experience players can both be equals most of the time. :)
 

Site & Scene News

Popular threads in this forum