Defend adaptive difficulty.
Defend adaptive difficulty
>get good
>remain good
>game doesn't fuck up
If you do badly, the game treats you like the child you are.
>in the middle of a football/basketball match
>suddenly rules change entirely because the ref decided you're better/worse than he initially expected you to be
But it still allows you to bust the game by playing badly on purpose, its a broken game mechanic thats basically a built in cheat.
>food analogy
It’s only the zombies that are effected. You’re probably not gonna get hit by zombies too much, anyway, and I’d you do the game helps you out.
i like the idea of a game watching you play, and reacting in a way that it knows will challenge you. however adaptive difficulty in the re games is not that, its just bullet sponge shit. its a cheap copout way of having you randomly expend resources instead of having a tighter level and enemy design, or implementing any variables such as enemy spawns or other shit, you get my point
>suddenly rules change entirely
so your analogy immediately falls apart. fucking retard
who are you quoting?
When things get too easy, you wish they were harder. When things get too hard you wish they were easier. Seems like a good way to always be maintaining balance.
Soldner X 2 did this best. It had a punishment meter that constantly built up. The longer you went without getting hit, the more bullshit the game would throw at you. Getting hit would drop the meter's level by one. Cool way of tailoring intensity to the player's capabilities.