History Main / DynamicDifficulty

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.

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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.
27th Feb '17 6:51:26 PM cornycrunch
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* 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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* 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.
12th Jan '17 4:33:06 AM LucaEarlgrey
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* ''Blue Revolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.

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* ''Blue Revolver'' ''VideoGame/BlueRevolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.
4th Jan '17 5:29:45 AM LucaEarlgrey
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* In ''[[VideoGame/DonPachi DoDonPachi dai ou jou]]'', using a [[SuperMode Hyper]] will cause enemies to fire more and faster bullets.
** And in ''[=DoDonPachi=] Dai-Fukkatsu [[ExpansionPack Black Label]]'', you get a new SuperMode known as "red mode" in which continuously using it will gradually crank up the difficulty, indicated by a special gauge off to the side of the regular HUD.
** ''[=SaiDaiOuJou=]'' has a visible numeric rank meter.

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* ''VideoGame/DonPachi'':
**
In ''[[VideoGame/DonPachi DoDonPachi ''[=DoDonPachi=] dai ou jou]]'', jou'', using a [[SuperMode Hyper]] will cause enemies to fire more and faster bullets.
** And in In ''[=DoDonPachi=] Dai-Fukkatsu [[ExpansionPack Black Label]]'', you get a new SuperMode known as "red mode" in which continuously using it will gradually crank up the difficulty, indicated by a special gauge off to the side of the regular HUD.
HUD. Red mode is required for certain score bonuses to activate.
** ''[=SaiDaiOuJou=]'' has a visible numeric rank meter. Getting it high enough is one of the requirements to fight [[TrueFinalBoss Hibachi]].
4th Jan '17 4:54:08 AM LucaEarlgrey
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* ''Blue Revolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.
19th Nov '16 6:00:31 AM SenorFurious
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* ''Creepy Castle'' adjusts things based on how much or how little damage you take as you proceed through each area, as a way to make it feel like you "just barely" made it. If you get hit by traps a lot and/or mess up a lot of [[QuickTimeEvents duels]], then enemies' normal attacks and traps will have a chance of missing entirely, they won't crit as often (if at all), and the food you find will be items that restore more HP. If you ace most or all of the duels you fight, then enemy attacks and traps will crit you more often, and you'll find smaller food items instead.
15th Sep '16 7:30:31 AM Druanach
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* In ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedMostWanted Most Wanted]]'', the AI's cars [[Main/RubberBandAI get faster the more races you win, and become slower when you lose one]]. Thus the easiest way to win races is to deliberately lose about every fifth race to keep the competitors' car speeds as low as one wants.
16th Aug '16 10:43:45 AM htuttle
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* ''VideoGame/{{X-COM}}'' lets you select a difficulty level to begin the game at, and then moves it up or down a notch once per in-game month depending on your score that month. This is rather undermined by an [[GameBreaker unfortunate bug]], which resets the difficulty to the lowest level when you loaded a saved game. Saving and restoring frequently could make the game arbitrarily easy! Even then, the monthly timer has very little effect even without saving and loading; since the game is made up of two executables, it has to save and quit each time you switch from a land battle to the world map (or vice versa). In short, it's impossible to play more than one battle before the difficulty resets to the lowest level unless you patch the game to fix this (using, say, [=XcomUtil=]), or use the Windows-based re-release.

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* ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' lets you select a difficulty level to begin the game at, and then moves it up or down a notch once per in-game month depending on your score that month. This is rather undermined by an [[GameBreaker unfortunate bug]], which resets the difficulty to the lowest level when you loaded a saved game. Saving and restoring frequently could make the game arbitrarily easy! Even then, the monthly timer has very little effect even without saving and loading; since the game is made up of two executables, it has to save and quit each time you switch from a land battle to the world map (or vice versa). In short, it's impossible to play more than one battle before the difficulty resets to the lowest level unless you patch the game to fix this (using, say, [=XcomUtil=]), or use the Windows-based re-release.
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