Whenever a hard game hits the scene there is usually a debate that sparks regarding difficulty in video games. The people struggling want options, the people who are happy think devs should be free to not include them and the whole thing devolves into an angry mess where people are being called nasty names and accusations of oppression and ableism are being thrown around like candy by the terminally online, it’s a fuckin mess
My attitude to the whole thing is that difficulty options are usually poorly implemented and are an outdated idea that probably shouldn’t be used. Games should have a baseline experience aimed at all players, so everyone can get the ending or the story and then post-game extra stuff to test the players that want to go further. Mario 64 is a good example of what I mean here where getting 70 stars to see the ending is quite easy but if you’re pushing to 120 there’s some tricky stuff to deal with. Obviously the opinion is more nuanced than that but for the sake of this post, this simple version will do.
The one facet of this debate I haven’t considered though is adaptive difficulty, games that get harder or easier based on the performance of the player. It’s not a thing that gets talked about very often but it’s such a cool way of serving both audiences that I’m surprised it’s not used more often. Games that use this even sometimes have traditional modes AS WELL to set the starting level of difficulty and maybe to prevent it dipping below a certain point. It’s probably a pain in the ass to implement because you have to track a bunch of factors that controls the difficulty but I feel like this method would stop the whiners while also allowing the hard core players to swing their e-dicks around.
I caught a shot of adaptive difficulty while playing Aero Fighters the other night and thought it was a neat part of the game I hadn’t previously known about while trying to 1cc it. I was going through the game on an emulator and saving states in order to practice parts of the game I was struggling with. Of course, while stating I’m not dying and I’m barely using bombs and about 5 stages in I noticed the game felt just impossibly hard, way harder than I was used to. I then realized that the game was taking stock of my lives and bombs at the end of each stage and making the game harder or easier based on those numbers. Going into stage 5 with 5 bombs and 3 lives and the enemies are all shooting like mad men with bullets on fast forward but with no lives and no bombs the enemy pilots age 90 years and get brain damage. Cool for the players who are cracked at the game because that high score from not continuing represents a greater struggle but if you kinda suck a shmups, a win might still be open to you. From my perspective trying to 1cc it, it poses an interesting additional mechanic to contend with where I can maybe justify spamming bombs or dying tactically to win on one coin which is not something I usually have to think about.
The first time I remember being conscious of an adaptive difficulty was back in 2008 when Left4Dead came out. Valve named it “the director” and if my memory isn’t faulty it changed things such as health items, ammo, number of zombies and number of special infected. It also had traditional difficulty settings and I’m not sure what those affected given the presence of the director but it’s a good example of having both systems in play. I don’t remember thinking that the director had a huge effect on gameplay with the base difficulty being more of a factor in success or failure but it’s cool feature to include in a game that had such a limited amount of actual content.
A really interesting example of adaptive AI is probably the one found in Resident Evil 4. I was barely even aware of its existence until I found a YouTube about RE4 speedrun and the narrator touched on it there. From what I can tell it affects things like enemy aggressiveness, damage taken(?), item drops and stuff like that. What makes it so interesting is that you would THINK that speedrunners want to run on easy, because an easier game is surely faster to clear, right? But my current understanding is the preferred setting is actually Professional. Pro mode locks the adaptive difficulty to its highest point in an unmoving state and thus allows for runners to play the game in a more predictable and easily routeable way. I’ve never once heard of anyone complaining about the challenge behind RE4 so whatever Capcom were cooking, the people are loving it.
So maybe devs should use more adaptive methods of dictating game challenge, maybe with a setting at the start so more skilled players don’t dip into the easy stuff if things go tits up for them. The only other alternative I think works is giving players full control over aspects of the difficulty from the options menu but I only enjoy this method when then options allow for insane jacking of numbers for challenge runners. Really though, at the end of the day, instead of arguing over all this crap, if a game is too hard for you then just turn it off and play something else.

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