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*Dungeons & Dragons
The Glass Cannon or the Bag of Hit Points
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<blockquote data-quote="chriton227" data-source="post: 6672471" data-attributes="member: 33263"><p>What I've read about adaptive difficulty recommends implementing it invisibly to prevent the system from being gamed by the players. For example I have a friend that was talking about the older Street Fighter games, it would adapt the difficulty and players figured out that if they sandbagged the early fights, the end-game fight against M Bison would be notably easier, but if you played to your full ability in the early fights the M Bison fight was virtually impossible. Similarly in Diablo 3, the trial at the beginning of the greater nephalim rifts sets the starting difficulty of the first rift in the series; players have figured out by going back to town at the start of the trial and letting the timer expire, they start the greater rift at the minimum difficulty, letting them rack up substantially more XP and treasure compared to what they would get if they started at the level appropriate for their power and skill. Even Mario Kart has a form of adaptive difficulty, where lighting affects players longer if they are in a better position and the blue shell always targets the leader, so players game it by staying in 2nd until the very last moment. I'm all for games having variable difficulty, I'm even okay with games making difficulty adjustment suggestions ("I see you're having trouble, would you like to reduce the difficulty?"), but as a player I want to be in control of the difficulty setting. Some days I'm in the mood for an easy casual romp, others I'm in the mood to be challenged, and I should be able to adjust things accordingly.</p></blockquote><p></p>
[QUOTE="chriton227, post: 6672471, member: 33263"] What I've read about adaptive difficulty recommends implementing it invisibly to prevent the system from being gamed by the players. For example I have a friend that was talking about the older Street Fighter games, it would adapt the difficulty and players figured out that if they sandbagged the early fights, the end-game fight against M Bison would be notably easier, but if you played to your full ability in the early fights the M Bison fight was virtually impossible. Similarly in Diablo 3, the trial at the beginning of the greater nephalim rifts sets the starting difficulty of the first rift in the series; players have figured out by going back to town at the start of the trial and letting the timer expire, they start the greater rift at the minimum difficulty, letting them rack up substantially more XP and treasure compared to what they would get if they started at the level appropriate for their power and skill. Even Mario Kart has a form of adaptive difficulty, where lighting affects players longer if they are in a better position and the blue shell always targets the leader, so players game it by staying in 2nd until the very last moment. I'm all for games having variable difficulty, I'm even okay with games making difficulty adjustment suggestions ("I see you're having trouble, would you like to reduce the difficulty?"), but as a player I want to be in control of the difficulty setting. Some days I'm in the mood for an easy casual romp, others I'm in the mood to be challenged, and I should be able to adjust things accordingly. [/QUOTE]
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The Glass Cannon or the Bag of Hit Points
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