Dynamic Difficulty Adjustment

26/06/2016 12:10

People who know me, know; I love to talk about flow, and how to manage to stay in flow, or how to apply this in design to help someone else manage his experience. I often used the term “Dynamic Difficulty Levelling” but only now I found out the real term for this via this article on flow by Jenova Chen:

Dynamic Difficulty Adjustment, also known as DDA, is a fairly straightforward and ideal concept in the game design field. The difficulty of a game should change dynamically based on its player’s skill and performance. However, designing and implementing a DDA system is not trivial. Every so often, DDA systems take control away from the game designers, which potentially causes more problems than a linear game. Few commercial developers have implemented DDA systems for their games, and even fewer have shipped them. [Arey & Wells 2001] Over all DDA is just part of the core elements of Flow, it cannot stand-alone and reach Flow by itself. Rather than focusing on designing a DDA system for games, designing a general Flow system based on all core elements will be more direct and useful for the game designers”

Read the article: Flow in Games a Jenova Chen MFA Thesis

When still questions on flow, mail or call me ; P

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