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Dynamic Difficulty - TV Tropes

"And then there was our annoying way of making players earn continues [in the first game.] This was a major mistake. It makes players that need lives fail while boring players that don't. It is the opposite of good game balance. [...]We had realized that if a novice player died a lot of times, we could give them an [extra hit point] at the start of a round and they had a better chance to progress. And we figured out that if you died a lot when running from the boulder, we could just slow the boulder down a little each time. If you died too much, a fruit crate would suddenly become a continue point. Eventually everyone succeeded at Crash. Our mantra became 'help weaker players without changing the game for the better players'."

Video games attract all kinds of people, from the casual gamer to the hardcore tournament champion. But this raises a problem: how do you create a game experience that is satisfying for players who might have wildly different skill levels?

One common solution is to allow the player to select their own difficulty level, but this can be unsatisfying in its own way — it might make the player feel like they aren't playing the "real" game, or feel inadequate for not being able to play the harder difficulties. (Particularly if the game insults them over it).

Instead, some games take a different approach: they automatically adjust their own difficulty to match the player's skill.

If done correctly, all players should experience the "same" level of challenge from the game — it's just that the challenge level automatically rises or falls to adapt to the person playing it.

Implementing Dynamic Difficulty can be a nice equalizer, allowing players to just play the game at their own pace without worrying about difficulty, and it also frees the game designers from having to spend time tuning the difficulty since the game will tune itself. It can also address the problem of Unstable Equilibrium by preventing a player from gaining a runaway advantage. It is considered good design practice in tabletop and board games, as a player will likely not enjoy such a game if they feel they have no chance of ever catching up or winning.

The downside of Dynamic Difficulty is that, like AI, implementing it well is hard. There is no 100% reliable way to tell how good a player is, other than to check in-game metrics and try to interpret their success from those. This can often go wrong in unforeseen and unexpected ways, particularly if the player does something the game wasn't expecting.

In the worst case, this can result in Do Well, But Not Perfect, where players learn that the game will punish them if they are too good, and thus will deliberately refuse to play their best game.

There are also some players who simply don't want an adaptive challenge, be they a casual gamer who enjoys the power trip of kicking ass on Easy mode, or the hardcore/borderline-masochistic Challenge Seeker who will happily fight That One Boss over and over again on the hardest difficulty and will feel cheated if the game just "lets them win".

Speedrunners, on the other hand, delight in exploiting the nuances of adaptive difficulty settings and will happily use them to manipulate the game into doing whatever is fastest for them.

This an especially common feature of arcade games, where the practice is known in industry parlance as "rank". Not to be confused with Schizophrenic Difficulty, where the difficulty goes up and down unpredictably, regardless of the player's performance. If the single-player mode has dynamic difficulty but the multiplayer mode doesn't, this can result in a Multiplayer Difficulty Spike (although this can be mitigated with matchmaking players with other players of similar skill). See also Comeback Mechanic.

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