Sony has published a patent that talks of amending in-game difficulty levels in real time as a player perhaps struggles or succeeds with certain elements
I would be moderately peeved if the game just decided to let me win. Clearing the sword saint in sekiro was a triumph. If the game made it easier because I was taking a while, it would cheapen the win.
Some people don’t enjoy the challenge and would probably enjoy this, though. Utterly alien to me, but they exist.
Dynamic difficulty has its place. For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.
Instead, a dynamic difficulty system could very slightly adjust some values each time you die: a few points off the enemy HP, juice your damage a bit, slow the boss down. It can be made so subtle that you don’t even notice it happening.
Resident Evil 4 has a dynamic difficulty and people praise it for that. It keeps you moving through the game instead of feeling defeated when you have to manually reduce the difficulty or when you get stuck in the same area for a long time.
For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.
This is a very subjective opinion stated as a objective fact. I think Sekiro, for example, is great gameplay, even when lady butterfly kicked my ass for hours.
Some people would like the difficulty automatically changing. I would hate it. I do want to lose to the same boss over and over until I get it right sometimes. That’s part of what makes clearing sekiro such a triumph.
The other from soft games are similar, but they have leveling and coop as difficulty adjustments.
But I do recognize that not everyone likes this. Even I don’t like it in every game, probably.
I would feel robbed if I overcame a tough boss and then found out that it was made easier. There’s a massive feeling of accomplishment when you have played a boss 30 times and finally beat them.
Bear in mind there are games like God Hand where it’s constantly punishing as well. The game never gets easy, it just gets harder when you do well for too long.
I would be moderately peeved if the game just decided to let me win. Clearing the sword saint in sekiro was a triumph. If the game made it easier because I was taking a while, it would cheapen the win.
Some people don’t enjoy the challenge and would probably enjoy this, though. Utterly alien to me, but they exist.
Dynamic difficulty has its place. For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.
Instead, a dynamic difficulty system could very slightly adjust some values each time you die: a few points off the enemy HP, juice your damage a bit, slow the boss down. It can be made so subtle that you don’t even notice it happening.
Resident Evil 4 has a dynamic difficulty and people praise it for that. It keeps you moving through the game instead of feeling defeated when you have to manually reduce the difficulty or when you get stuck in the same area for a long time.
This is a very subjective opinion stated as a objective fact. I think Sekiro, for example, is great gameplay, even when lady butterfly kicked my ass for hours.
Some people would like the difficulty automatically changing. I would hate it. I do want to lose to the same boss over and over until I get it right sometimes. That’s part of what makes clearing sekiro such a triumph.
The other from soft games are similar, but they have leveling and coop as difficulty adjustments.
But I do recognize that not everyone likes this. Even I don’t like it in every game, probably.
I would feel robbed if I overcame a tough boss and then found out that it was made easier. There’s a massive feeling of accomplishment when you have played a boss 30 times and finally beat them.
Bear in mind there are games like God Hand where it’s constantly punishing as well. The game never gets easy, it just gets harder when you do well for too long.