Dynamic difficulty (DDA) refers to automated adjustments to make gameplay easier or harder based on player performance, whereas
cheating AI involves the game appearing to override realistic mechanics, giving the AI unfair advantages. Some games may have a blend of both these systems at once. An early example of difficulty balancing can be found in
Zanac, developed in 1986 by
Compile. The game featured a unique adaptive
artificial intelligence, in which the game automatically adjusted the difficulty level according to the player's skill level, rate of fire, and the ship's current defensive status/capability. Earlier than this can be found in Midway's 1975
Gun Fight coin-op game. This head-to-head shoot-'em-up would aid whichever player had just been shot by placing a fresh additional object, such as a cactus plant, on their half of the playfield, making it easier for them to hide.
Archons computer opponent slowly adapts over time to help players defeat it.
Danielle Bunten designed both
M.U.L.E. and
Global Conquest to dynamically balance gameplay between players. Random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky. The first
Crash Bandicoot game and its sequels make use of a "Dynamic Difficulty Adjustment" system, slowing down obstacles, giving extra hit points, and adding continue points according to the player's number of deaths. According to the game's lead designer
Jason Rubin, the goal was to "help weaker players without changing the game for the better players". Both
Insomniac Games,
Spyro the Dragon and
Ratchet and Clank series make use of dynamic difficulty with a system termed Automatic Challenge Tuning (ACT). Sometimes, in the first released versions of these games, malfunctions in this system resulted in the player being unable to complete the game 100% due to programming oversights. The video game
Flow was notable for popularizing the application of mental immersion (also called
flow) to video games with its 2006 Flash version. The video game design was based on the master's thesis of one of its authors and was later adapted for the
PlayStation 3.
SiN Episodes released in 2006 featured a "Personal Challenge System" where the numbers and toughness of enemies faced would vary based on the player's performance to ensure the level of challenge and pace of progression through the game. The developer,
Ritual Entertainment, claimed that players with widely different levels of ability could finish the game within a small range of time of each other. In 2005,
Resident Evil 4 employed a system called the "Difficulty Scale", unknown to most players, as the only mention of it was in the Official Strategy Guide. This system grades the player's performance on a number scale from 1 to 10 and adjusts both enemy behavior/attacks used and enemy damage/resistance based on the player's performance (such as deaths, critical attacks, etc.). The selected difficulty levels lock players at a certain number; for example, on Normal difficulty, one starts at Grade 4, can move down to Grade 2 if doing poorly, or up to Grade 7 if doing well. The grades between difficulties can overlap.
God Hand, a 2006 video game developed by
Clover Studio, directed by
Resident Evil 4 director
Shinji Mikami, and published by
Capcom for the
PlayStation 2, features a meter during gameplay that regulates enemy intelligence and strength. This meter increases when the player successfully dodges and attacks opponents, and decreases when the player is hit. The meter is divided into four levels, with the hardest level called "Level DIE." The game also has three difficulties, with the easy difficulty only allowing the meter to ascend to level 2, while the hardest difficulty locks the meter to level DIE. This system also offers greater rewards when defeating enemies at higher levels. The 2008 video game
Left 4 Dead uses an artificial intelligence technology dubbed "The AI Director". The AI Director is used to procedurally generate a different experience for the players each time the game is played. It monitors individual players' performance and how well they work together as a group to pace the game, determining the number of zombies that attack the players and the location of boss infected encounters based on the information gathered. The Director also determines how quickly players are moving through the level towards each objective; if it detects that players have remained in one place for too long or are not making enough progress, it will summon a horde of common infected to force any players and AI Characters present to move from their current location and combat the new threat. Besides pacing, the Director also controls some video and audio elements of the game to set a mood for a boss encounter or to draw the players' attention to a certain area. Valve calls the way the Director is working "
procedural narrative" because instead of having a difficulty level which just ramps up to a constant level, the A.I. analyzes how the players fared in the game so far, and try to add subsequent events that would give them a sense of narrative.
Madden NFL 09 introduces "Madden IQ", which begins with an optional test of the player's knowledge of the sport and abilities in various situations. The score is then used to control the game's difficulty. In the match-3 game
Fishdom, the time limit is adjusted based on how well the player performs. The time limit is increased should the player fail a level, making it possible for any player to beat a level after a few tries. In the 1999 video game
Homeworld, the number of ships that the AI begins with in each mission is set depending on how powerful the game deems the player's fleet to be. Successful players have larger fleets because they take fewer losses. In this way, a player who is successful over a number of missions will be challenged more and more as the game progresses. In
Fallout: New Vegas and
Fallout 3, as the player increases in level, tougher variants of enemies, enemies with higher statistics and better weapons, or new enemies will replace older ones to retain a constant difficulty, which can be raised, using a slider, with experience bonuses and vice versa in
Fallout 3. This can also be done in
New Vegas, but there is no bonus to increasing or decreasing the difficulty. The
Mario Kart series features items during races that help an individual driver get ahead of their opponents. These items are distributed based on a driver's position in a way that is an example of dynamic game difficulty balancing. For example, a driver near the bottom of the field is likely to get an item that will drastically increase their speed or sharply decrease the speed of their opponents, whereas a driver in first or second place can expect to get these kinds of items rarely (and will probably receive the game's weaker items). The game's computer racers also adapt to the player's speed - slowing down when the leading player racer is too far behind the best computer racer, and vice versa - as the rival computer racers catch up to the player in first.
Alleged use to shape player buying behaviour In 2020, a
class-action lawsuit in the
United States District Court for the Northern District of California accused game developer
Electronic Arts of using its patented
Dynamic Difficulty Adjustment technology in three of its
EA Sports franchises—
Madden NFL,
FIFA, and
NHL—across all games ranging back to the 2017 versions. The plaintiffs say that EA uses this technology to push players into purchasing more
loot boxes as Player Packs, saying that it effectively makes even high-stat players not play as well as they should. The suit also notes that EA uses this technology without disclosing it to players, noting that EA has denied its use in the past in multiple games mentioned in the suit. When asked for comment on the allegations, EA called the claims "baseless" and that they "misrepresent our games." The plaintiffs voluntarily dismissed the lawsuit in 2021. == See also ==