Dynamic Difficulty

As mentioned under 'About', my idea involves using Biofeedback as a way to adjust a games difficulty level.

Dynamic Difficulty Adjustment (DDA) or Dynamic Difficulty Balancing (DDB) is a way of balancing a games difficulty on the fly.
So if you are losing and find the game hard it will dynamically adjust to make it more manageable and visa versa if you are managing too well it will get harder.

A list of some elements that could be made DDA:
  • Speed of enemies
  • Health of enemies
  • Frequency of enemies
  • Frequency of powerups
  • Power of player
  • Power of enemies
  • Duration of gameplay experience
- Wikipedia


Example of some games using DDA:
  • Borderlands
  • Fallout 3
  • Fallout New Vegas
  • SiN Episodes
  • Resident Evil 5
  • Left 4 Dead/2
  • Mario Kart
Left 4 Dead

Some people do not like DDA in games, even considering it cheating. However I do not consider it any more cheating than being able to select your difficulty level at the beginning of the game or in the options and many successful games such as Left 4 Dead has used it.
One way to possibly appease these types of people would be to perhaps add both into a game, so a player could select to disable the DDA and select a preset instead, such as Easy or Hard.


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Adams, E, 2013. Fundamentals of Game Design. 3rd ed. NA: New Riders.

Ernest Adams. 2008. The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment. [ONLINE] Available at: http://www.gamasutra.com/view/feature/132061/the_designers_notebook_.php. [Accessed 13 March 14].

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