SiN Episodes Dynamic Difficulty Explained - briefly
(hx) 01:15 AM CET - Jan,21 2006
- Post a comment / read (1) Ritualistic
has published an article on the dynamic difficulty system that Ritual is
putting into SiN Episodes:
The Dynamic Difficulty system is one of the most interesting and complex
aspects of the first SiN Episodes installment, Emergence. It constantly
analyzes the player's performance and their actions, and adapts itself to
their particular playing style. The system was designed to make sure that any
player, no matter how good or bad they are at playing first-person shooters,
will have a challenge custom built for them.
This challenge updates continuously, so as new players get better the game
will start to throw more challenges at them. If a seasoned vet comes back
and plays the game a second time and starts blowing through the enemies, they'll
be in for some real surprises the second go around. The goal is that no one will
find the game a walk in the park, but likewise no one should ever get stuck,
unable to finish.
One of the strengths of the system is being able to make decisions fairly
specific to player actions. Instead of just adjusting health, damage, or ammo
amounts (like many games do), the dynamic adjustments can focus on whether
you're accurate with your weapons, how you shoot, if you are cautious and
avoid death and damage, or whether you take as much as you dish out. Ritual is
trying to build a system that will prevent players from finding loopholes that
encourage abuse.
In Ritual's own playtests, a player went through a section of the game and
noticed the enemies were wearing helmets and fighting with secondary pistol
fire. After dying, they reloaded from their last saved game and noticed that
this time the number of enemies had changed, they were now using shotguns, and
weren't wearing as many helmets. In both cases the challenge level was about the
same, but the experience was quite a bit different. The system is truly
dynamic, though many of the changes are subtle enough that only multiple
play-throughs will show how things have changed.
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