Summary

Getting a game’s challenge right is one of the most important elements of game design, and it’s also the trickiest. Every player comes with their own skillset. Some players might have excellent rhythm but terrible aim, whereas others might only excel at high-paced action sequences but suffer during diabolical puzzle segments withouta robust hint systemto keep the flow going.

That where adaptive or dynamic difficulty comes in. With clever lines of code, programmers are able to scale a game level’s difficulty depending on how well the player is doing at any given moment. This way, the gaming gods can get their share of glory against hoards of monsters whereas newcomers can take the time to get used to the game’s conventions.

Big Boss With The Chicken Hat

The difficulty bar inMetal Gear Solid 5: The Phantom Painshifts on two ends. On the one hand, if Snake is doing too well or has devised an “overpowered” strategy for completing stealth missions, the game will fight back by dynamically adapting the soldier’s tactics. For example, if the player has gotten very good at popping headshots with the tranquilizer gun, soldiers will stop leaving the barracks in the morning without their hard hats.

Suddenly, tranquilizer rounds lose their efficacy, and the player is forced to switch things up. On the other hand, if Snake keeps running into trouble (or gunfire) over and over, he will be offered the cartoonish “chicken hat,” which dramatically reduces the game’s difficulty but at the high cost of the player’s pride. As a consolation to players who repeatedly struggle withPhantom Pain, it isn’t that out of place, givenMetal Gear Solid’s wacky history.

Regenerador in Resident Evil 4

Being punished for doing well sounds counterintuitive for fun lovers, but the Difficulty Adjustment system is actually the secret sauce that makesResident Evil 4so engaging after the developers shifted the series towards a more action-oriented genre than traditional horror.RE4and itsRemakehave difficulty settingsthat change the game up depending on the chosen option, but there are also lines of code busily working away in the background, ensuring that the player experiences a constant challenge or, if they find themselves overwhelmed, time to catch their breath.

Perhaps realizing that many players quit out of frustration and knowing those roadblock moments ruin the horror anyway, the developers at Capcom made it so that fewer and easier-to-kill enemies would spawn after too many player deaths. Additionally, the player will find more pickups to help get them back into the flow of things after a particularly bad run-in with the parasite-infected Ganados, both in terms of mood and resources.

Mario Kart Crazy 8 Mario in his car surroudned by bombs and shells

While some adaptive difficulty systems make an attempt to hide the fact that the player is getting an easier or harder time, most people who have ever picked up anyMario Kartgame will cotton on to the fact that there is some background balancing going once they take first place, andMario Kart 8is no exception. This is especially true against AI opponents due to “rubber banding,” which is when drivers at the back start demonstrating impossible speed boosts.

A race’s difficulty even adapts in multiplayer. Drivers at the front will start gaining fewer useful items, such as bananas or green shells, while those lagging at the bag will increasingly gainthe most potent power-ups, such as speed-boosting red mushrooms, stars, or Bullet Bills. This is to keep the race fun and exciting for everyone and to ensure there’s always a chance for the positions to change, even in longer races.

GOD HAND

The few games that leverage adaptive difficulty tend to keep quiet about the swaying difficulty curve under the hood, in part to ensure that the player is experiencing the dead center of difficulty and domination (and to avoid hurting their feelings). However, Clover Studio’sGod Handprominently displays the player’s performance and current challenge level as a UI icon at the bottom left.

As Gene battles his way through waves of enemies, a dynamic difficulty gauges visibly shifts from Level 1 to Level DIE. At higher levels, enemies bring more devastating attacks, faster reaction times, and immunity to some of Gene’s cheaper moves. As a counterbalance, they tend to drop more gold when defeated. This unflinching transparency challenges players to adapt on the fly and celebrates their skill (or ruthlessly exposes their weaknesses) withtypical Clover Studios panache.

left 4 dead 2 gameplay chainsaw

Directed 2 Perfection 4 Maximum Terror

Video games have the power to elicit a vast spectrum of emotions from players, and terror is one of them. There’s a delicate balance between bending players with tension and breaking them. If players find themselves getting murdered over and over in ahorror game with extreme levels of challenge, the sublime fear is likely to transform into frustration.Left 4 Dead 2’s stress-tracking system (The Director) helps keep the player on the edge of their seat by going between three modes (Build up, Peak, and Relax), which dynamically adjusts how many zombies can spawn in at once.

Not only that, but “high-stress” players, or those who are struggling to take down enemies or have taken a lot of hits in quick succession, will have fewer zombies directly targetting them, with subtle cues, such as music stings, to let them know when the tides are changing. Rather than deflating the tension, it allows tension to drum back up continuously as if there’s really someone behind the scenes directing. The gameplay is well-balanced and designed to always push players into difficult spots (with theravenous walking dead), which cranks up the fear factor.