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Post by ommadawnyawn2 on Aug 25, 2019 6:50:05 GMT -5
en.wikipedia.org/wiki/Dynamic_game_difficulty_balancingGo ahead and post your thoughts on how well each implementation works if you want. " Archon's computer opponent slowly adapts over time to help players defeat it Danielle Bunten designed both M.U.L.E. and Global Conquest to dynamically balance gameplay between players. Random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky The first Crash Bandicoot game and its sequels make use of a "Dynamic Difficulty Adjustement" system, slowing down obstacles, giving extra hit points and adding continue points according to the player's number of deaths. According to the game's lead designer Jason Rubin, the goal was to "help weaker players without changing the game for the better players"." Zanac EX (MSX, 1986) - Vertical Shoot 'Em Up - The enemy AI gets more aggressive/difficult depending on a few factors: Weapon power (weapons 2 and 3 increase enemy aggression more), how many enemies you kill and how much you fire, how long you stay alive, if you fail to destroy a base within the time limit. Using weapon 6 and smart bombs decreases aggression
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Post by spanky on Aug 25, 2019 7:58:31 GMT -5
The NES version of Home Alone supposedly has this. The source is a really old issue of Game Players. The article even suggests resetting the game to reset the AI if you're losing too much.
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Post by kingmike on Aug 25, 2019 11:58:56 GMT -5
I suppose if you make a game where the goal is only to not die within 20 minutes, it would make sense to have a dynamic AI.
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Post by ommadawnyawn2 on Aug 26, 2019 8:10:56 GMT -5
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Post by Owlman on Aug 26, 2019 9:57:40 GMT -5
Homeworld, which is from 1999, so not that retro. It scales the size of the enemy fleet for each scenario with that of your own fleet. However, the balancing is off and its best to scrap your entire fleet at the end of every scenario, lest the game punishes you fro being successful.
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Post by zerker on Aug 26, 2019 15:41:40 GMT -5
From the same year as Homeworld, Unreal Tournament had a "Auto Adjust Skill" option for Bot difficulty. I remember feeling really good about playing a long 2 vs 2 match (myself and friend against two bots) with auto-adjust enabled, then winning and finding out the game had ranked them up to Godlike
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Post by ommadawnyawn2 on Aug 26, 2019 16:15:25 GMT -5
Good stuff guys, keep 'em coming!
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Post by magic89 on Aug 27, 2019 18:41:13 GMT -5
Maybe Comix Zone? Game had only one live, but in middle of game if you die Mortus give you another chance to continue.
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Post by toei on Aug 27, 2019 20:34:56 GMT -5
The Mega Drive RPG Blue Almanac, later released as Star Odyssey in English, scales enemy stats based on your current level. This can really screw your game up in the beginning. 1991. I wouldn't be surprised if there were other obscure RPGs that did the same before. Final Fantasy 8 does that too. Not quite dynamic difficulty, but Alundra gives you a very powerful weapon if you die a lot. magic89 that's not dynamic difficulty, you just gain an extra credit on page 3, and another on page 5. Double Dragon 3 NES does that too, but only once.
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Post by ommadawnyawn2 on Aug 28, 2019 5:18:22 GMT -5
Is there a good term for that? You do good (or progress normally really), you get rewarded with an easier game. Gradius would also apply I suppose.
Not talking about risk/reward where you do something out of the ordinary for such a reward.
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Post by kingmike on Aug 28, 2019 11:30:12 GMT -5
No, what Gradius does is just harshly punishing failure, to the point of it being hard to recover beyond a certain point in the game. The original TwinBee was even more unforgiving as you had to shoot bells out of clouds, and then shoot them a precise number of times while dealing with enemies. Which made extra lives arguably nearly useless. They got a little better as Detana TwinBee at least gives you a shield and triple shot after dying, and Pop 'n TwinBee gives you a life meter in place of extra lives.
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Post by ommadawnyawn2 on Aug 28, 2019 15:11:56 GMT -5
It does that for sure, but it's also at its easiest when fully powered up.
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Post by Snake on Aug 28, 2019 15:47:57 GMT -5
I read a walkthrough page for Snatcher, not too long ago. It mentions in the beginning that if you do really well, or even perfectly, at the target shooting practice the shooting sequences get a lot tougher. Wish I had known that earlier. I thought the shooting parts got really crazy towards the end.
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Post by dsparil on Aug 28, 2019 17:35:41 GMT -5
The last shooting part is the only reason I've never beaten Snatcher! Might actually finish it now knowing that.
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Post by toei on Aug 28, 2019 18:46:54 GMT -5
It does that for sure, but it's also at its easiest when fully powered up. That's basically the core design for 95% of classic shooters, where it's all about getting power-ups and keeping them. Meanwhile, die and lose said power-ups, and parts that were easy with them suddenly become super hard. In a lot of those older shmups, you even move super slowly until you grab speed-up power-ups, so you're just completely useless without them. You see a bit of that in some platformers and action side-scrollers, but not anywhere close to the same degree.
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