History Main / DynamicDifficulty

4th Oct '17 9:54:56 AM JoeTheDragon
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* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games. That said, this is only really in effect in a business that uses pinball games to make revenue, as there's no mid-credit advantage for hitting the replay threshold.
* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well.

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* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games. That said, this is only really in effect in a business that uses pinball games to make revenue, as there's no mid-credit advantage for hitting the replay threshold.
threshold. Unless game is set to give an extra ball for hitting the replay or replay levels.
* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well. In multi player games when not in competition mode it may give a player who behind in score better awards.



* In ''Pinball/SafeCracker'', the difficulty of the bank vault board game changes according to how well you were on the pinball playfield.

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* In ''Pinball/SafeCracker'', the difficulty of the bank vault board game changes according to how well you were on the pinball playfield.playfield and the games set payout % (there are 2 roms for this on does not have any % based payouts due to legal issues.
11th Sep '17 1:55:00 PM GoblinCipher
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* The Battle Tower in ''Franchise/{{Pokemon}}'' becomes harder the better you are. However, rather than just increasing AI skill, it also [[TheComputerIsACheatingBastard stacks the opponent's teams against you and manipulates the RNG]].
** Jossed by RNG-researching hackers, who have disproven claims of AI manipulation and suggest [[ArtisticLicenseStatistics Artistic License - Statistics]] is to blame. The same complaints are also false for spiritual successors the Battle Subway and Battle Maison.

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* %% The Battle Tower in ''Franchise/{{Pokemon}}'' becomes DOES NOT become harder the better you are. However, rather than just increasing AI skill, it also [[TheComputerIsACheatingBastard stacks the opponent's teams against you and manipulates the RNG]].
** Jossed by RNG-researching hackers, who have disproven claims of AI manipulation and suggest [[ArtisticLicenseStatistics Artistic License - Statistics]]
are, nor does any currently extant version from a later game (Subway, Maison). This is to blame. The same complaints are also false for spiritual successors the Battle Subway and Battle Maison.an UrbanLegendOfZelda. Do not add this example back.
2nd Sep '17 3:52:37 PM nombretomado
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* Most of {{Capcom}}'s fighting games will make it so that the opponent gives more and takes less damage the more you win. This occurs on any difficulty setting.

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* Most of {{Capcom}}'s Creator/{{Capcom}}'s fighting games will make it so that the opponent gives more and takes less damage the more you win. This occurs on any difficulty setting.
22nd Aug '17 7:35:17 AM MarqFJA
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LevelScaling, MercyMode, and DifficultyByAcceleration are {{subtrope}}s.

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{{Subtrope}}s:
[[index]]
* DifficultyByAcceleration, when the gameplay speeds up as you progress.
*
LevelScaling, when enemies and/or bosses become tougher the higher your level is.
*
MercyMode, and DifficultyByAcceleration are {{subtrope}}s.when the game becomes '''easier''' in response to you failing frequently.
[[/index]]
28th May '17 11:03:58 AM Saurubiker
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* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.
* The arcade version of ''VideoGame/FinalFight'' raises or lower its difficulty depending on how well the player performs. The difficulty is raised as play time is accumulated and is only lowered every time the player loses a life or uses a credit. On the game's DIP switches, Difficulty A (which has eight levels) affects the overall difficulty while Difficulty B (which has four) affects the rate in which the difficulty changes.



* In ''[[VideoGame/TheSimpsons The Simpsons Arcade Game]]'', the amount of enemies on screen depends on how many people are playing. In the boss fight against Smithers, if there are more than 2 players he won't throw any bombs you can throw back.
* The ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' features a dynamic difficulty involving the enemy count that kicks in depending on several factors, including how many people are playing in the game, and -- chiefly in one-player mode -- whether or not the player has died/continued. Beating any level without losing a life will make the subsequent level much tougher (in that you have many more enemies to contend with in each wave), and dying at all will reset the soldier count to an easier level. Also, some bosses (namely the DualBoss with Rocksteady and Bebop, and the final battle with Shredder) will have more health if you reach them without dying.
* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.

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* In ''[[VideoGame/TheSimpsons The Simpsons Arcade Game]]'', Simpsons]]'' arcade game, the amount of enemies on screen depends on how many people are playing. In the boss fight against Smithers, if there are more than 2 players he won't throw any bombs you can throw back.
* The ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' features a dynamic difficulty involving the enemy count that kicks in depending on several factors, including how many people are playing in the game, and -- chiefly in one-player mode -- whether or not the player has died/continued. Beating any level without losing a life will make the subsequent level much tougher (in that you have many more enemies to contend with in each wave), and dying at all will reset the soldier count to an easier level. Also, some bosses (namely the DualBoss with Rocksteady and Bebop, and the final battle with Shredder) will have more health if you reach them without dying.
* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.
dying.

6th May '17 4:41:13 PM LucaEarlgrey
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Added DiffLines:

[[folder: Hack and Slash]]
* The ''VideoGame/{{Diablo}}'' series adjusts monster difficulty based on player level and number of players.
[[/folder]]
2nd Apr '17 9:54:26 PM LucaEarlgrey
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* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games.

to:

* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games. That said, this is only really in effect in a business that uses pinball games to make revenue, as there's no mid-credit advantage for hitting the replay threshold.
27th Feb '17 6:51:26 PM cornycrunch
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Added DiffLines:

* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well.
26th Feb '17 5:14:11 AM LucaEarlgrey
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* ''VideoGame/RabiRibi'' has two types of boss scaling available. The original type has bosses increase in level the more equipment and stat-raising items you collect, while the alternative type has bosses increase in level based on current story chapter instead.
6th Feb '17 2:13:08 PM Jake18
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Added DiffLines:

* In ''VideoGame/MidnightClub'', the type of vehicle you bring to a race determines what kind of opponents you'll face: bring a VW Golf and the other racers will be driving low-level tuners; bring a Lamborghini or Ducati and they'll have high-end exotics.
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