One other thing you should have mentioned was the bounceback effect. Do well for a while, and you get pwnd, triggering a DDA adjustment to make the you pwn, which then... I think you get the point. You end up going through a rollercoaster of difficulty, and the game becomes extremely inconsistent. Time your 'phailing' correctly, and bosses become easier than peons you fought hours ago.
I also hated the leveling system in oblivion, worst idea ever. "Hey sweet, I just spent enough time grinding to master blades and get glass equipment sweet...wtf, why does every bandit have ultra-rare enchanted equipment now?"
RPGs are about being able to grind your way up if you are sucking and under leveled.
Oblivion, however, despite its beauty and impressive open-world structure, did absolutely nothing for me -- largely due to its ridiculous DDA. I simply never felt as if my character's abilities were improving.
hahaha so true =D
and that pic with the cars? awesome :D
personally i prefer the non-dda way...u get to a boss and get raped...load that save and get grinding some, u'll probably find some fantastic new combination of skills or whatever that u can use to breeze through.
nice reading btw
Excellent write-up.
But yeah I agree that racing games are the ones that tend to have terrible A.I/DDA. I also agree with the points you make about oblivion.
Yay!
Under any circumstances, Bowser or DK are slow as hell, in 150cc they are the fastest car in the game and they recover in a second and are back to full speed if it hit with anything, hell I read somewhere that the big boo and petey pirahna where the most brutal opponents in the game and even the official Nintendo guide says to unlock them last so you don't have to deal with them during normal races.'
And as they say a picture says a 1,000 words, Elrando's says many.
With a world that big, it should be like Morrowind, where you couldn't go into areas without being beefy. If you had your ass handed to you, leave and better your skills and/or gear, then come back. If the game was linear, it would be a problem. With an open-ended world like Oblivion, that kind of oh-shit-these-guys-are-way-tougher-than-me feeling can really deepen the gameplay.
"Fine, you killed me...just give me 5 levels, steel armor and a silver axe and we'll see how badassed you really are."
Just to add, I felt SiN Episodes did a really nice job of DDA, especially with allowing you to set how quickly it would adjust and how easy/challenging you wanted the game to be in the first place.
Oblivion was bad, too. I wholeheartedly agree. I didn't, however, realize that animals disappeared after a certain point! The bandits with better armor is one thing (a challenge in combat was always welcomed by me), but totally nerfing missions is another entirely.
Excellent write up.
rather than a punishment, it would be seen as a reward. do really well, get more doors to open in a dungeon that were previously just plain walls.
noobs wouldn't know what they were missing, and good players would see more content and harder content.
it makes so much sense :)
nobody gets punished for being too good, nobody gets punished for sucking, you just continually get rewarded with more and better content for performing better.
But then, Oblivion. What was the point?? You probably peaked somewhere around level 7-8 when you'd been mainly pumping your combat skills so you were slightly tougher than your level let on. From there the game designers idea of tough encounters involved slaughtering tonnes of creatures at once. I never even finished the main story line cause it was more chore than game.
I hope they can that idea by next iteration.
When you die and choose to continue, your foes come again in half of their HP, keep dying and the otherwise hard battle will be done in one turn
Also, I agree. DDA works most of the time, but in racing games it does get boring.
To be fair though, look at GT4. You could spank the AI and it got boring most of the time, so I'm not completely against it when it comes to giving cars some extra horse power. Maybe making them more aggressive or something would work as well.
Disclaimer of sorts: I'm not some kind of gaming ubermensch who can win every race in Gran Turismo with a Civic and complete Rainbow Six without dying once. I lose races and I die. Often, sometimes. I just like it that way.
That said, I never noticed it as a problem in FF8. I actually found it useful to go back and draw Firagra from Bombs. I did notice a problem in the sea research lab (where you get Bahamut). On the way down, you can often be back attacked by a Red Dragon who will immediately cast an attack that hits all your party members for 9999. Aside from that, the only other problem I saw in that was that when you hit 100, you can't lvl up your hp and stuff.
Sorry guys, but I loved the level-scaling, or DDA if you prefer. I'm hoping we see it in the next Elder Scrolls game too, though it wouldn't be a deal-breaker for me if it wasn't in.
I quite enjoyed Max Payne's difficulty adjustment. For the record, you could choose a difficulty at the beginning of the game, with the highest, "Dead on Arrival", preventing the game from lowering the DDA setting below maximum difficulty.
Agreed 100% about Oblivion. It's a bit odd though. Both a friend and myself are going through it presently, and I'm having a ridiculously easy time of things, while he's finding it insanely difficult, down to things like having rats being able to instakill his character.
By the way, there's mods for Oblivion that fix the levelling system by giving every character and item minimum and maximum level caps, and tweaking a number of other aspects of the game related to difficulty.
@nopk
Minutiae = "Minute or minor details". In videogames it might refer to trial-and-error challenge memorization, though that in itself might be considered a skill.
@akathatoneguy
I'm actually a lazy gamer. Comes with piracy and having too many games in your backlog to appreciate. I first noticed the level-scaling in Oblivion as I had been cheating up my skill points to level up with less grind. I did this as I stood in front of a quest character, apparently one who would level. One day I saw him with a Dwarven Claymore on his back, wearing an Iron Helmet, and Elven Greaves. Seriously ugly, but whatever. Three cheated levels later, I see him walking around in full Daedric with a Daedric Longsword and Shield. See what's wrong?
With Oblivion it wasn't so much the level scaling. Aside from wiping creatures out of existence, most enemies had a challenge cap. But the most acute evidence of its failure was in the loot scaling. When everyone's in Daedric, there's no more joy in finding it lying in some tough-as-hell dungeon. Kind of like you're being regarded trend-setter when you want to be non-conformist.
Bethesda states that Fallout 3's DDA will be to set environmental difficulty based less on the player's current skill but where they go first. Hit Vault 3 first, and it'll be full of chump ants. Hit it last and get radioactive Deathclaws. Sounds a teeny bit better than Oblivion, but it's pretty easy to see how this system can be "gamed" by the munchkins who make speedrun videos.
I'd recommend reserving judgment on F3's DDA until we get an impression on how the challenge map proceeds. Previous Fallout games, despite being nominally nonlinear tended to line up their challenges in a logical fashion that most players would follow, and that only the crazily independent would ignore. Quest 1, 2, 3 in town A led people to go to town B, where enemies were harder, etc.
Oh look, I made another write-up.

surf dtoid with 

Rising (10+)
People you follow


















follow