Dynamic Difficulty Adjustment (DDA) is a mechanism in video games that automatically adapts the game's difficulty based on the player's skills or performance, aiming to provide a tailored and engaging experience for players of varying abilities. However, such approaches have drawbacks, including feelings of unfairness and potential integrity compromise of the gaming experience. In this paper, we present an action game prototype to test an approach that aims to mitigate these drawbacks by applying DDA indirectly to the gameplay and core game content. Our method consists of keeping the core gameplay and challenges intact, such as the number of enemies and their features, while adjusting the distribution of power-ups during the level. The idea is to distribute power-ups, like healing potions, to guide the gaming experience through a state of flow, providing moments of alternate tension/relaxation to promote a more immersive experience and affective learning steps. Our initial experiments show that this approach provides some control over the player’s life value through gameplay without obvious interference, suggesting further research.

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Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics

  • Tiago Félix,
  • Fausto Mourato,
  • João Morais

摘要

Dynamic Difficulty Adjustment (DDA) is a mechanism in video games that automatically adapts the game's difficulty based on the player's skills or performance, aiming to provide a tailored and engaging experience for players of varying abilities. However, such approaches have drawbacks, including feelings of unfairness and potential integrity compromise of the gaming experience. In this paper, we present an action game prototype to test an approach that aims to mitigate these drawbacks by applying DDA indirectly to the gameplay and core game content. Our method consists of keeping the core gameplay and challenges intact, such as the number of enemies and their features, while adjusting the distribution of power-ups during the level. The idea is to distribute power-ups, like healing potions, to guide the gaming experience through a state of flow, providing moments of alternate tension/relaxation to promote a more immersive experience and affective learning steps. Our initial experiments show that this approach provides some control over the player’s life value through gameplay without obvious interference, suggesting further research.