…wikipedia.org/…/Dynamic_game_difficulty_balancin…
Apparently it’s more common than I realized. Most games doing it apparently don’t tell you it’s happening. For example I played RE4 when it was new and had no idea it had dynamic difficulty.
Comment on Fun yet unknown gameplay MECHANICS? (POLL)
mohab@piefed.social 1 week ago
It’s not unknown, but I think it’s an underrated mechanic: in God Hand, the better you do, the more the difficulty increases. If it gets too much and you want to lower it back down, you can grovel and beg enemies to go easier on you.
I wish more developers tied difficulty change to in-game actions like that.
…wikipedia.org/…/Dynamic_game_difficulty_balancin…
Apparently it’s more common than I realized. Most games doing it apparently don’t tell you it’s happening. For example I played RE4 when it was new and had no idea it had dynamic difficulty.
Yeah. Back during the pandemic Abby Russell played RE4 on Giant Bomb and chat was pretty much constantly losing it over how much ammo she was using. But the game’s drop tables accounted for that and she basically was just playing Gears of War for all intents and purposes.
Was fascinating since basically everyone who has ever played that game focused on headshots and conservation rather than just unloading.
But it also speaks to how this is usually implemented. It is more about making every playstyle viable rather than actively getting the hammer and nails if it sees you are getting a bit too excited during a combat sequence.
Yet another Mikami game. Incredible legacy.
Building your moveset in God Hand was also resl interesting.
wellbudyweek@lemmy.ml 1 week ago
Ratchet and Clank on the ps2 did this insanely good. Some guy on youtube completely described how they did it, let me find that real quick
markz@suppo.fi 1 week ago
Hmm, I remember from one of the developer commentaries that only future levels should get tuned, not the one player is currently on. Maybe the intro level was an exception.