3 ms·
There was a bit I'm reminded of in the write-up on the Crash Bandicoot series,[1] where they mention 'Dynamic Difficulty Adjustment.[2] Essentially, fail enoug
by shabble 15y ago
There was a bit I'm reminded of in the write-up on the Crash Bandicoot series,[1] where they mention 'Dynamic Difficulty Adjustment.[2] Essentially, fail enough times at a given point, and it gets a little bit easier (sloppier timings, more power-ups nearby, etc) until you get past it.
"Good player, bad player, everyone loved Crash games. They never realized it is because they were all playing a slightly different game, balanced for their specific needs."
Reminds me a lot of what I'm sure was a Mariokart64 behaviour - that the powerups you received were directly proportional to your race position, giving everyone behind you much better options to ruin your day.
[1] http://all-things-andy-gavin.com/video-games-archive/ http://all-things-andy-gavin.com/video-games-archive/
[2] http://all-things-andy-gavin.com/2011/02/07/making-crash-bandicoot-part-6/ http://all-things-andy-gavin.com/2011/02/07/making-crash-ban...
- v21 15y agoYeah, Mario Kart is infamous for it's rubber banding. It's possibly a case study in going too far - it's prominent to the point that almost all players notice it. And it's frustrating to get spammed with blue shells when you're in the lead and not be able to do anything about it. Ideally, as the article says, you'd never notice.
- icebraining 15y agoAnd it's frustrating to get spammed with blue shells when you're in the lead and not be able to do anything about it. I wouldn't say anything; a decent strategy for when you see someone else with a shell is to slow down to 2nd place and let the new 1st get hit (which will then put you on 1st again). Timing is essential, though.
- gumbo72 15y agoThis.