Why the bug I wrote became a core gameplay mechanic?! -
Chapter 430 - 420: The New Game’s Dynamic Difficulty Mechanism_3
Chapter 430: Chapter 420: The New Game’s Dynamic Difficulty Mechanism_3
Just as he had finished speaking, he was interrupted by Lilith’s slight shake of the head.
"I have already tried that method. Do you not know that Nitiandang has already released a game called ’Ascension’?"
Clearly, "Ascension" was a highly difficult action game.
When it was first released, players indeed suffered a lot inside; it was quite normal for an elite monster to chop off a third of a player’s health with one strike.
However, from what happened later, even though the values were exaggerated to such an extent, players were still able to adapt and even enjoyed it.
Qin Fengliang slightly shook his head, "President Li, I have certainly studied the game ’Ascension’."
"But I think the difficulty setting of this game is not the best design for collecting negative emotions."
"I think the difficulty should be more differentiated, so more negative emotions can be collected."
Lilith frowned slightly, clearly not particularly approving of Qin Fengliang’s statement.
"The difficulty design of ’Ascension’ is not the best design?"
No, Lilith felt it was the best design.
In fact, when determining the difficulty of the game "Ascension," Lilith had thought it over repeatedly and also discussed it extensively with Gu Fan.
The difficulty differentiation that Qin Fengliang talked about was actually not a good idea.
The so-called difficulty partitioning is merely setting several difficulties from the start, such as normal, nightmare, hell, and so on.
But with this approach, players will inevitably choose the lowest difficulty to tackle.
And what if all difficulties are set very high by default?
For instance, if monsters were like ADHD and rabid dogs, the values particularly unbalanced, easily one-shotting players with a touch.
Although it indeed can immediately collect a lot of negative emotions, it will also quickly discourage a large number of players.
If players don’t play, how can negative emotions be generated?
So, after serious consideration, Lilith and Gu Fan decided to adopt the fixed difficulty in "Ascension," meaning the difficulty would pose a great challenge to players but would not make them lose all hope.
The facts proved that, from the collection of negative emotions in the early stages of "Ascension," this difficulty setting was reasonable, coupled with the special mechanisms of the two worlds, various bugs, and insane visuals, it did collect a lot of negative emotions initially.
As for the reversal later on... that was another story.
Now Qin Fengliang wanted to bring back the abandoned difficulty grading system? Just this point made Lilith quite skeptical.
However, Qin Fengliang seemed to guess what Lilith wanted to say, and he quickly explained, "President Li, you might have misunderstood; the difficulty partitioning I mentioned is not about selectable difficulty options, but another mechanism."
"That is... Dynamic difficulty!"
This term did make Lilith slightly surprised.
"Dynamic difficulty? Explain it in detail!"
Qin Fengliang hurriedly explained, "President Li, I certainly know the disadvantages of fixed difficulty. Simply put, if there are multiple game options, many players will inevitably choose the lowest difficulty, which is very unfavorable for collecting negative emotions.
"So, we definitely can’t adopt that method."
"Although ’Ascension’s’ difficulty design greatly enhanced the collection of negative emotions, it also has its problems: This fixed difficulty, in fact, produces different effects for different players.
"Moreover, a fixed difficulty lacks variation, which is not conducive to collecting negative emotions."
"And dynamic difficulty is based on this premise, also trying as much as possible to cater to both top players and particularly weak players!
"We can create a dynamic balancing system that reads player behavior within the game to dynamically adjust the game’s difficulty."
Lilith’s eyebrows knitted slightly: "Are you sure dynamic difficulty is more conducive to collecting negative emotions?"
Clearly, she did not believe a single punctuation mark.
In fact, this kind of "dynamic difficulty" design had appeared in other games, and Lilith had heard of it.
For example, if a player had not been injured continuously and hoarded many consumables, then the monsters’ attack speed would increase further, damage would become higher, and the monster drop rate would also be further reduced.
Conversely, if a player was frequently injured and the consumables were depleted, then the monsters’ attack speed and damage would be correspondingly reduced.
But from the feedback of players, such a dynamic difficulty design seems not at all a mechanism to increase the output of negative emotions but rather a mechanism to reduce negative emotions.
After all, under this dynamic difficulty system, weaker players could also pass levels, and expert players could obtain more challenging content; isn’t that a win-win situation?
If that were done, the only result would be a serious weakening of the game’s output of negative emotions.
Seeing Lilith’s concerns, Qin Fengliang continued, "President Li, I know what you’re thinking; you’re worried that this dynamic difficulty system cannot generate negative emotions.
"So here comes the key point:
"Our dynamic difficulty balancing system should go against the grain of other games’ dynamic balancing systems.
"If other games’ dynamic balancing systems lend a helping hand, then our dynamic balancing system should add insult to injury!
"More precisely, what we need to do is a kind of reverse dynamic balancing system.
"The better the player performs, the lower the game’s difficulty;
"Conversely, the worse the player performs, the higher the game’s difficulty!
"Additionally, we can use some other mechanisms, independent of this one, to adjust the difficulty, slightly retaining those players about to quit, letting them see a glimpse of elusive hope."
"In short, my system will definitely provide players with an unprecedented experience!"
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