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[Editor's note: unangbangkay takes a look Dynamic Difficulty Adjustment in his contribution to the Monthly Musing. DDA isn't really brought up that often and I must say this was a really enlightening read. -- CTZ]

Videogames as we know them were built on the idea of challenge. Arcade games were always about (and still are about) getting as far as you can go, mastering the gameplay (or at least the minutiae of the levels) and going until you either ran out of money or you contracted premature arthritis in your wrists.

As games got more complicated the management of challenge turned into something of an art. Too much challenge, and players got frustrated and quit. Too little challenge, and players got bored and quit. So the idea of dynamic difficulty adjustment (DDA) was born.

DDA is a relatively new concept, and only really emerged in roughly the last decade. Obviously intended to give players a consistently fun experience, DDA increases the difficulty according to a variety of formulas based on how the game's AI regards the player's skill level. DDA also started to be applied to other aspects of gameplay, such as rewards and helpful items, where rewards were modified by the difficulty of the encounter, not unlike decisions a Dungeon Master might make in a game of Pen-and-Paper Dungeons & Dragons. Certain items and powerups were sometimes added if the player spent too much time at low health or given a bit of ammo if they were out.



Did you ever notice Max Payne's DDA? No? That's when you know DDA is working. Max Payne very slightly adjusted the level of aim assistance you got, and upped enemy health a bit depending on your projected skill level and success. I don't know the specific algorithms, be it your health after fights, ammo usage, or some kind of timer, but for the most part, you never really knew God was giving a little boost.

Half-Life 2 also did it, but in an even more subtle and unobtrusive manner. Commentary Mode in Episode 1 and 2 reveals that the game slightly modified the contents of the supply boxes you encountered, depending on Gordon's status at the time you break it. Be at full health when you smash the box, and you were more likely to receive the dinky +5 health vials or random ammo. Be on the verge of death, you might get the nice +20 first-aid kits. Subtle, and almost almost invisible. Bravo, Valve.

Of course, this worked because both games' DDA predicated on your skill and success in relatively simple ways. The rewards were predictable, and challenges entirely planned (enemy here, supply box there). Because of their linearity, developers knew when and when not to lend you a helping hand.

Unfortunate though it may be, there are many more instances of "Bad Idea" than there are of "Good Idea" when it comes to contemporary DDA.



Now before you lay into me about Oblivion, let's go with what worked and what Bethesda was thinking of when they implemented DDA.

Oblivion's obviously an open-world game, wherein the appeal is its nonlinearity and your ability to go anywhere and do anything. Morrowind's static difficulty pretty much closed off certain regions to you and your pitiful gear, at least until you stole some fun-lookin' stuff from the shops.

So, in Oblivion enemies scaled their levels, even their presence based on the player's level. City guards were always 2-5 levels above you, bandits 2-5 below, and so on. This made sure that no matter where you decided to go, you didn't feel as if you COULDN'T go there. A fine, laudable goal.

To bad it went horribly wrong in "vanilla" Oblivion.



Sad fact is, Bethesda went way too far in how deeply they chose to scale. Scaling permeated nearly every aspect of gameplay, from how strong enemies were, to what enemies actually spawned, to what they carried on their corpses, even to what items shops could sell. After a certain level, wolves and lower-end Daedra would simply disappear from the world, and you'd often see common road bandits wearing the most powerful armor in the game. They'd probably make more money selling that crap than by extorting a few gold pieces from you.

Oblivion's own official strategy guides recommend that you complete certain quests before a certain level, such as one where you had to offer a wolf pelt to a shrine. If you did it too late, wolves were gone, and you had to find one sitting somewhere in the world. Another story mission pitted you and some city guards against a force of Daedra. Do it too late and the Daedra spawned would be titanic Atronachs that would slaughter your allies lickety-split.

Not only did it not make sense, it significantly damaged your sense of growing power and progression, probably the one most critical aspect of any videogame RPG. It was Final Fantasy VIII's "level 100" problem all over again, only extended to loot. And furthermore, the game was pitifully easy if you chose NEVER to level up, making some of Oblivion's most dire foes look more like easily broken pinatas.



One of the more publicized failures of DDA was Homeworld 2, best exemplified in the now-infamous "Mission 4 Massacre". It seems that developer Relic took it personally when Homeworld's challenge could be surpassed through copious abuse of Salvage Corvettes to bogart every enemy ship. In Homeworld 2, not only were Salvage Corvettes "nerfed", but DDA implemented to adjust enemy fleet size and composition based on YOUR fleet at the end of the previous missions. You can see where this is going.

Players that did well in mission 3 began mission 4 (before some patches) facing a massive assortment of capital ships that almost immediately raped you before you could get into formation. Early GameFAQs walkthroughs advocated scuttling your entire fleet at the end of each mission, rebuilding from scratch again and again to circumvent the overzealous DDA. And instantly, one of Homeworld's more appealing aspects, namely the consistent fleet, was destroyed.



Many of the most egregious and despicable examples of DDA failure exist in racing games. Yes, I speak of "Rubber-Band AI". Simply put, rubber-band AI gives advantages to AI competitors based on the player's standing. Do poorly, and every other car slows down to accommodate you and your laughable skills. Do well, and every other car suddenly gets nitro, steroids and gains the power of The Force to catch up to you, even if it forces them to go faster than their cars could possibly go. All in the name of making the player feel as if it's a close race, when it isn't.

I'm using a screen from TOCA Race Driver, which didn't use this catch-up but other games certainly did. Burnout did it, Mario Kart does it (to an extent), and several other racers employ it, when it's simply a crutch for poorly designed computer competition and out-and-out CHEATING. It's unfair and makes a racing game unnecessarily frustrating, rarely taking into account a player's actual skill, in a genre whose entire existence is based on it! If DDA must die anywhere, it's in racing and sports games.

What conclusions can be drawn from this? In my book, DDA is a double-edged sword, with the edge pointing towards you being MUCH MUCH SHARPER. Implementing it is harder and more prone to failure the more complex and deep a game gets. The cases in which it is working are the ones where you never notice it happening.

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61 comments | showing # 51 to 61

Samit Sarkar's Avatar - Comment posted on 02/18/2008 01:44
Samit Sarkar
Great write-up, man! Yeah, the rubber-band AI was notorious in the NFL Blitz games on the PS1. You’d be up 40-20 with five minutes to go, and all of a sudden, your computer opponent would become absolutely untackleable. Boom, 42-40. Blech.
Necros's Avatar - Comment posted on 02/18/2008 03:27
Necros
God, I am never more annoyed with rubber-band AI than in Mario Kart. It's so annoying to be far out in first, get hit with a blue shell right before the finish line, then have rubber-banded opponents zoom past you, leaving you in fifth place.
weedgan's Avatar - Comment posted on 02/18/2008 04:42
weedgan
Awesome post, and i thought the difficulty in max payne always did something liek that.
Lord_Satorious's Avatar - Comment posted on 02/18/2008 06:46
Lord_Satorious
I have no problem with racing games rubber banding the other cars to me if I'm behind them, especially in games like Mario Kart or Burnout where one crash or enemy projectile could put you so far back you might as well restart because you could never catch up. Having it work the other way though, with the opponent cars impossibly catching up with you, isn't nearly as fair or fun.

I haven't played Oblivion and I didn't know about the difficulty scaling. It makes me question if I should buy it for the Xbox 360 now, or get the PC version so I can download a mod to rid the game of that. Or should I just wait for The Elder Scrolls 5?
Logo's Avatar - Comment posted on 02/18/2008 08:50
Logo
DDA is fine on a lot of games (Max Payne for example) but every DDA game has to have one thing:

a hardest difficulty with DDA disabled. I'm a pretty seasoned and competent gamer. I tend to like to go through the challenging modes on games like Max Payne. If I have infinite saves anytime I tend to not mind trying the same encounter a few times until I'm good enough at it. I know that's not something everyone enjoys so I understand having DDA and what not but if a game forces DDA on me I feel a little bit slighted. I want the hard challenge then have for me. I don't want the game to water itself down based on my performance.

So in short DDA is good as long as there's a max difficulty without DDA for people who want the challenge with no mercy.
Josh Tolentino's Avatar - Comment posted on 02/18/2008 09:45
Josh Tolentino
@Lord_Satorious

Depends on your system preference. I played the PC version myself, and really, if you don't munchkin up too much, vanilla Oblivion can work out swimmingly. The PC version has a big mod called Oscuro's Oblivion Overhaul which pretty much replaces the entire player progression system with a more challenging one.
PetiePal's Avatar - Comment posted on 02/18/2008 13:17
PetiePal
One of my favorite articles in this series. We've all heard Robert Summa rant and rave about level scaling in Oblivion, and recently I actually started playing Oblivion again. I love the game it did so many things great. I remember trying to play MOrrowind in college and getting really frustrated that it was so glitchy.

However you lose a LOT of appeal at being a "master of anything in the game since you never really become "all-powerful." It felt like the level scaling in Ultima Exodus for the NES. As soon as you leveled up a few times at the King INSANE monsters roamed the overworld and you'd get creamed. I understand the developers wanting to present more of a challenge, but not when it detracts from the actual fun of a game. The only animal in Oblivion they got right with the scaling were RATS lol. One hit kills even at a high level. If only anything else was that way.
mikeyed's Avatar - Comment posted on 02/19/2008 01:42
mikeyed
A lot of people have been complaining about Mario Kart. Well, I never had a problem with general rubber banding, but I always noticed that there were always the same two characters following close behind me or always taking the lead. It wasn't ever the same characters either, but it was always two, everybody else lagged behind.

I have a particular problem with DDA, since i play a lot of RPGs I realize quicker and quicker whether a game is going to be problematic. FF8, for example, once i realized that the more you used summons, the faster they're summoned, I broke the game practically. Squall could summon Shiva in literally two seconds. Just click-"Shiva". It made everything so pointless, cause there's nothing that can hit your summon enough times or hard enough to kill them, so it just became more and more efficient. That is why FF8 is my least favorite FF, but i still like the story and characters, so it's frustrating. After a while, I started building characters in order for FF8 to be a challenge. Sad.

Another example of RPGs with poor DDA is Metal Saga. The problem I had is if you go out of sequence when taking down bounties or you leveled up a little too much nothing adjusted whatsoever, so you're just desperately searching the game for a challenge and once in a while a crazy ghost desert would pop up. However, i believe this may be an example of a complete lack in DDA, but it's still so frustrating that such a creative effort is so easy to blow through.
Joseph Gabaeff's Avatar - Comment posted on 02/19/2008 18:20
Joseph Gabaeff
Great post. Made me think of my old RC Pro Am days - anyone remember the glitch where you would be kicking butt, then a little wizzy-woo would sound, and all of the sudden another racer would blow by you at 2x or 3x your speed - game freakin' over. I don't know if that was DDA or just some sh*t!
tahrey's Avatar - Comment posted on 02/10/2009 12:59
tahrey
The rubber-band DDA in Gran Turismo, oh my god, why didn't that get a mention? It's SO damn obvious, worse than Mario Kart by miles. (For the point of this argument, I will use GT2 - it's better, but still evident on GT4; the demo I played of GT5 in HMV seemed to be much better balanced, so perhaps whoever was responsible has been sacked).

It manifests to the point where I can enter a low-end race with quite a good car (e.g. a fully tricked out Elise), just wanting to quickly grab some easy credits e.g. for some new wheel rims ... and still be in severe danger of being pwned by one of the crappy starter cars (best e.g. - either the original 60s or boxy 90s take on the Fiat 500; the first can't reliably make it past 70mph on the TEST TRACK, the other revs out at ~95 in 5th gear, screaming like a Banshee... the Elise hits that speed after about 10 seconds, in 3rd, and happily goes on to something like 150) - UNLESS I specifically drive like a retard until the final straight and TURBO BOOST!!! past them all.

And then I can turn around, load up the exact same car that was barely 3-4 seconds off my time when I went all-out (fighting tooth and claw to not be overtaken on the last bend, by a car that, in the replay, now has its engine turning so fast beyond the revlimiter it's heading towards the ultrasonic), drive an absolutely flawless race against my contemporaries, hitting every apex, redline gearchange and braking point... and come a dismal fifth. Posting a time 2 minutes or more longer. Having basically hung off their coat-tails the entire race, only getting up from 6th by exploiting the no-damage physics and smashing into the previous 5th-place holder at a hard won 80-ish mph on one of the tighter corners.
(The classic 500 races are even worse... they're all supposedly the same as you... but the slow pace of the 20-something horsepower classics breaks the algorithm and they shoot off into the distance as if they're powered by rockets, until you manage to tune the car out of all recognition and they throw on the brakes. So much for having a nice break from the ultra-speed norm with a careful, hard fought tactical challenge instead!)

For that, and the atrocious coding both for the automatic shift points (and lack of dragster/knight rider torque converter action *even on the cars that only ever came with an auto*) and the manual-shift clutch physics (you drive like that in real life, you're going to have to replace it after each lap. And it'll take you forever to reach 60), someone behind the scenes at "the world's most realistic racing simulator" needs taking out and whipped. For a game where part of the point is that there's a couple HUNDRED different cars, and a similar amount of different races that you can enter, why is it even necessary? The choice of car and choice of race is difficulty selector enough; after all, it doesn't adjust the prize money you win if you do particularly badly (or well)! Leave the automatic adjustment thing for the Arcade disc, idiots.

(Not to mention that they go and turn it all around with the License tests, the top level of which can seemingly only be passed by a real-life racing driver, who doesn't do anything else, and is playing with a force-feedback wheel & pedal arrangement. I keep occasionally dragging this game out even to this day, for a few blasts with favourite cars and tracks (thanks to the difficulty BS, it often descends into noodling around the track backwards pulling massive power drifts and the like, trying once more to get a totally unmodified 500 up the big hill on Tahiti Maze, or making an attempt on the Veyron speed record, backwards to get infinite laps, around the Test Track)... and I STILL haven't come close to getting the Int-A. I only managed to squeak all-gold on the domestic "C" license by the thinnest of margins, after several retries... Insane difficulty for someone with only a dual shock, an everyday job and a normal amount of free time - couldn't the rubber band come into play there?

Rarrgh.
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