History Main / DynamicDifficulty

17th Jun '18 7:01:07 PM junkyarddawg
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* In a non-video game example, Canasta adjusts the number of points required for your initial meld based on your (team's) current score: 50 for a score of 0-1495, 90 for a score of 1500-2995, and 120 for a score of 3000 or more. [[MercyMode For negative scores, the requirement is 15 points, which any meld will accomplish]].

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* In a non-video game example, Canasta adjusts the number of points required for your initial meld based on your (team's) current score: 50 for a score of 0-1495, 90 for a score of 1500-2995, and 120 for a score of 3000 or more. [[MercyMode For negative scores, the requirement is 15 points, which any meld will accomplish]].



* Apart from the notorious RubberbandAI, ''VideoGame/MarioKart'' implements certain headwind effects by designing power-ups to be more useful when you're in the back - shells are more powerful than banana peels, but shells only work against opponents in front of you while peels are only useful against those in the back.
** That said, later games in the series tried to balance themselves a bit better than the original ''SNES'' title. This includes small changes such as being able to shoot the aforementioned shells backwards or catapulting banana peels forward, among other things.

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* Apart from the notorious RubberbandAI, ''VideoGame/MarioKart'' implements certain headwind effects by designing power-ups to be more useful when you're in the back - shells are more powerful than banana peels, but shells only work against opponents in front of you while peels are only useful against those in the back.
** That said, later games in the series tried to balance themselves a bit better than the original ''SNES'' title. This includes small changes such as being able to shoot the aforementioned shells backwards or catapulting banana peels forward, among other things.



* Many checkpoint-based shooters give you a number of checkpoints/savepoints inversely proportional to your skill level and how far you progress in a level without dying.

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* Many checkpoint-based shooters give you a number of checkpoints/savepoints inversely proportional to your skill level and how far you progress in a level without dying.



[[folder: Hack and Slash]]
* The ''VideoGame/{{Diablo}}'' series adjusts monster difficulty based on player level and number of players.
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[[folder: Multiple ]]

* Most games developed by Platine Dispositif feature a "Phase" system, where higher phase levels increase the number and speed of bullets the enemies shoot at you. Getting hit or using bombs decreases your phase level, while defeating mini-bosses (or bosses) increases it. Demonic Mode, which is HarderThanHard, starts you off at the highest phase level, and it never decreases.

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* The ''VideoGame/{{Homeworld}}'' series scales enemy fleets to match yours, to a certain extent. In the first game, it's easy to have an overwhelmingly powerful fleet anyway by abusing the {{Cap}} system by capturing enemy ships. In ''Homeworld 2'', capturing ships is no longer practical and enemy fleets scale so heavily in comparison to yours that building more ships makes the game harder, not easier. Amusingly, a well-known exploit is to retire your fleet at the end of a mission -- the next one will be staggeringly easy as you can rebuild your fleet in a few scant minutes.

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* The ''VideoGame/{{Homeworld}}'' series scales enemy fleets to match yours, to a certain extent. In the first game, it's easy to have an overwhelmingly powerful fleet anyway by abusing the {{Cap}} system by capturing yours. However, it doesn't count captured enemy ships. By kiting enemy fleets while your salvage corvettes steal them one-by-one, you can become game-shatteringly overpowerful.
**
In ''Homeworld 2'', capturing ships is no longer practical and enemy fleets scale so heavily in comparison to yours that building more ships makes the game harder, not easier. Amusingly, a well-known exploit The strongest tactic is to retire your fleet at the end of a mission -- the next one will be staggeringly easy as you can rebuild your fleet in a few scant minutes.
minutes but the enemy will still be helpless.



** The game does a variation on this. While playing through the game more and more times unlocks more items to use, it also inevitably unlocks more bosses to have to fight (including stronger versions of previous bosses) and more levels to have to clear, making the game harder and longer the more you play it and beat it. One achievement even blatantly makes the game harder (increasing the likelihood of [[EliteMook champion enemies]] and curses,) and beating [[spoiler: Isaac in the Cathedral]] for the first time increases the likelihood of a curse even further.

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** The game does a variation on this. While playing through the game more and more times unlocks more items to use, it also inevitably unlocks more bosses to have to fight (including stronger versions of previous bosses) and more levels to have to clear, making the game harder and longer the more you play it and beat it. One achievement even blatantly makes the game harder (increasing the likelihood of [[EliteMook champion enemies]] and curses,) and beating [[spoiler: Isaac in the Cathedral]] for the first time increases the likelihood of a curse even further.



* ''VideoGame/FinalFantasyVIII'': Monster levels depend on the average level of your party, and their attack patterns will differ depending upon their level. As a result, grinding early on without paying any attention to your junctions can and will screw you over utterly.
** Unfortunately some of the bosses (especially the optional ones) would become disproportionately harder as the player gained levels. Some would gain tens of thousands of extra HP for every player level whilst the player's ability to do damage increased by nowhere near that much. This made a lot of the game much easier if the player went for a LowLevelRun. It also effectively meant EmptyLevels.

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* ''VideoGame/FinalFantasyVIII'': Monster levels depend on the average ''VideoGame/FinalFantasyVIII'' scales monsters level of to match your party, and their attack patterns will differ depending upon their level. As then gives them stronger attacks on top of that. This makes ExperiencePoints a result, kind of industrial waste generated by grinding early on without paying any attention to your junctions can for junctions, Guardian Forces and will screw you over utterly.
** Unfortunately some of
crafting materials, which are the bosses (especially real source of power. (On the optional ones) would become disproportionately harder as the player gained levels. Some would gain tens of thousands of extra HP for every player level whilst the player's ability to do damage increased by nowhere near that much. This made other hand, it's a lot of the game much easier if the player went boon for a LowLevelRun. It also effectively meant EmptyLevels.LowLevelRun.)



* Most games developed by Platine Dispositif feature a "Phase" system, where higher phase levels increase the number and speed of bullets the enemies shoot at you. Getting hit or using bombs decreases your phase level, while defeating mini-bosses (or bosses) increases it. Demonic Mode, which is HarderThanHard, starts you off at the highest phase level, and it never decreases.



* ''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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* ''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]], bug]] which resets the difficulty to the lowest level when you loaded load 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 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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%%** When you think about it, everything.
5th Apr '18 1:31:41 PM KingLyger
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* ''VideoGame/DiabloIII'' allows a player to select a difficulty, which can only be increased by quitting the current game in progress (though players are allowed to decrease it mid-game if they're alone). Regardless of difficulty, enemy levels scale with a player's to always give them a decent amount of XP and challenge for their current level on whatever difficulty they've chosen.
31st Jan '18 7:23:00 AM Rarefoil
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Added DiffLines:


->''"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 donít. 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."''
-->-- '''[[Creator/NaughtyDog Jason Rubin]]''', ''[[http://all-things-andy-gavin.com/2011/02/07/making-crash-bandicoot-part-6/ Making Crash Bandicoot - part 6]]''
29th Dec '17 9:39:42 AM PaladinPhoenix
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** In addition, for specific events (usually related to special occasions), enemies don't have a level, and scale dynamically, from the player's perspective, to whatever level the player is. In reality, everyone does the same amount of damage, and the enemy has an amount of health that scales based on the number of players around, while the enemy's attacks do a variable percentage of the player's health rather than a strict number amount based on stats.
29th Dec '17 8:13:30 AM PaladinPhoenix
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* ''VideoGame/MaxPayne'' claimed to do this. Bear in mind, it had this ''in addition'' to three difficulty modes.

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* ''VideoGame/MaxPayne'' claimed to do this. Bear in mind, it had does this ''in addition'' in addition to three difficulty modes.levels: doing exceptionally well would have enemies react more intelligently, do more damage, and take more damage (to the point that a headshot ''might'' not kill them), while doing poorly would have enemies behave more suicidally, have worst accuracy, do less damage, and be easier to kill. The easiest difficulty level, Fugitive, restricts the difficulty to a lower level, and makes it harder to increase. The medium difficulty level, Hard Boiled, restricts the difficulty from ''reaching'' the lowest level. And the hardest difficulty level, Dead on Arrival, locks the difficulty to the maximum level at all times.
19th Dec '17 10:09:44 AM Snipertoaster
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** There's also an example in the game that combines this with VideoGameCrueltyPunishment. So the Student Council are being a pain, catching you on their patrols and [[GameOver pepper spraying you into submission]]. It's possible to stealth-kill them, but in doing so, the atmosphere drops to its lowest-possible level and ''never goes back up''. Not only this, but the surviving Student Council members' already-large detection radius is doubled, and they react to suspicious behaviour almost immediately, in addition to metal detectors and security cameras appearing around the school. It's like turning the difficulty up to the highest setting and then breaking off the knob.
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]]
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