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Making difficulty curves in games

davetech.co.uk

11–20 of 92 posts

Re: Making difficulty curves in games

#11

>Dynamically adjust the difficulty depending on how well the player is doing. Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.

Re: Making difficulty curves in games

#12

>Dynamically adjust the difficulty depending on how well the player is doing. Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.

Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.

Re: Making difficulty curves in games

#13
maybe i’m in the minority of gamers overall.. i much prefer when there’s no difficulty setting (like dark souls, for example) but rather an enormous amount of tools the game gives you to solve a problem.

i know there are problems with this approach, but games without a difficulty setting “feel” more like a game to me for whatever reason

Re: Making difficulty curves in games

#14

Earlier quoted context omitted.

Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.

Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.

There's a trade-off between how long you wait and the skill spread of the team. IIRC at the very top, for DOTA2, the pros complained enough for the devs to make a "wait longer" matchmaking mode.

Re: Making difficulty curves in games

#17

Earlier quoted context omitted.

Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.

Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.

[deleted]

Re: Making difficulty curves in games

#18

I've been watching a lot of let's play content on YouTube for incremental games (it's like an ASMR thing) and after watching a lot of these games it is clear that pacing a video game is a challenge. Sometimes the player finds a sneaky way to increase their progress that busts the game, other times they miss the correct path and get stuck in a painful grind. It is also very obvious when the game dev has targeted a pla…

Oddly specific niche jumpscare. Which games? Cookie clicker and universal paperclips are the household names, but reactor idle based off of ic2 has been my favorite gameplay-wise. The 2D adjacency bonus mechanics scratch the same itch tactical games have but without the stakes of messing up strategy.

Re: Making difficulty curves in games

#19

>Dynamically adjust the difficulty depending on how well the player is doing. Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

in games like wow where the more powerful you get the harder the enemies become, this reduces incentive to get more powerful. its a simple consequence so im not sure why they do it - probably to keep "time played" metric hovering at the desired level. which imho backfires when time played becomes 0.

Re: Making difficulty curves in games

#20

>Dynamically adjust the difficulty depending on how well the player is doing. Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

in games like wow where the more powerful you get the harder the enemies become, this reduces incentive to get more powerful. its a simple consequence so im not sure why they do it - probably to keep "time played" metric hovering at the desired level. which imho backfires when time played becomes 0.

You're only looking at one side. Dynamic difficulty also allows players to progress by lowering the health of a boss they've failed to beat for over two hours.

Casual players giving up was a problem that no amount of shaming managed to fix ("haha skill issue, sucks to suck").

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