Why the bug I wrote became a core gameplay mechanic?! -
Chapter 431 - 421: Lying and Dynamic Difficulty
Chapter 431: Chapter 421: Lying and Dynamic Difficulty
Lilith was a bit confused: "Reversed... Dynamic Difficulty?"
It had to be said, the idea Qin Fengliang brought up was indeed novel and indeed a direction Lilith had never considered before.
Players of different levels indeed have different demands for the difficulty of games.
For less skilled players, if they keep suffering in the game, their demand would surely be for the game to become a bit easier so that they can smoothly finish, and not be stuck at a critical node unable to move forward.
Conversely, for skilled players, the current difficulty poses no challenge, and they would hope for the games to become harder, to further unlock their potential against tougher bosses or more stringent mechanisms.
The traditional Dynamic Difficulty Mechanism actually aims to satisfy these two different demands simultaneously.
Put simply, it always provides players with a certain level of challenge.
But this actually enhances the overall gaming experience for players, which isn’t conducive to harvesting negative emotions.
If Qin Fengliang’s idea could really succeed, it sounded indeed very appealing.
Imagine a highly skilled player who is already losing the sense of challenge at the current difficulty, but as the game progresses, it becomes even easier, and the bosses appearing later are weaker!
It goes without saying, after effortlessly defeating the subsequent bosses, he would definitely explode with intense negative emotions, feeling utterly bland.
On the other hand, if a player is already less skilled and is struggling with the current difficulty, but the difficulty keeps increasing to the point that it completely exceeds their capability!
They too would undoubtedly generate a lot of negative emotions.
The cleverest part of this mechanism is, these two types of players can see each other’s mechanisms.
Suppose, a less skilled player keeps failing to defeat a certain boss and desperately searches online for gameplay videos of expert players. What a shock to see that the expert’s boss behaves differently from mine!
The same boss, yet the expert’s appears sluggish and low in damage, defeating it effortlessly without showing any skill.
So simple, I could do it too, right?
But why is my boss so insane?
Realizing this would generate additional negative emotions.
It indeed sounded very appealing!
If this plan could truly succeed, Lilith could foresee, a great amount of negative emotions would be generated.
But Lilith didn’t get too excited too soon, because she also realized that this approach actually has serious flaws.
That is... how do you ensure players don’t quit the game?
If there were no issues with players quitting the game, then Lilith could just mindlessly increase the difficulty, design a bunch of terrible monsters. For instance, the ultimate boss could be a blood cow, permanently domineering with unlimited full-screen AOE, instantly killing any player who touches it, and this difficulty would certainly produce a massive amount of negative emotions.
But players would quit the game, they would run away, so this design is pointless.
Lilith is a Hell Demon with aspirations, she knew the difference between "a feast" and "feasts all the time."
If they truly followed Qin Fengliang’s plan, this new Dynamic Difficulty would likely severely deter players, probably not sustainable.
Lilith shared her concerns, but what she hadn’t anticipated was that Qin Fengliang had already thought of this point beforehand.
"President Li, didn’t I mention just now? To avoid players quitting the game, we also have some other mechanisms to adjust the Dynamic Difficulty."
"What I talked about before is all the passive adjustment part."
"For example, frequent injuries, shortage of resources, all those are categorized as passive."
Lilith interrupted: "But still, players can actively complete these tasks, objectively they can still adjust the Dynamic Difficulty."
"No no no, President Li, they can’t."
Qin Fengliang confidently shook his head: "The main difference of my set of Dynamic Difficulty compared to the conventional one lies here!"
"In traditional Dynamic Difficulty, the difficulty decreases for the weak and increases for the strong. Thus, to control Dynamic Difficulty, one could simply take a few hits on purpose, deliberately waste some ammo, that’s sufficient."
"After all, whether they are novice players or expert players, they all only hope to reduce the difficulty, not to increase it."
"Under the traditional Dynamic Difficulty Mechanism, players indeed can actively adjust the Dynamic Difficulty."
"But in the new Dynamic Difficulty Mechanism I’ve designed, they can’t."
"Because to lower the game difficulty, players need to perform perfectly, like going through a part of the game unharmed, or hoarding a lot of resources."
"And this is precisely something that only real experts can achieve."
"The players who need the difficulty lowered the most are those novice players, and they could never accomplish this."
Lilith somewhat understood: "Oh, right! This way, novice players truly can’t utilize this set of Dynamic Difficulty."
"Wait, but conversely, expert players can still raise the game difficulty by intentionally wasting resources, intentionally getting hit, right?"
Qin Fengliang nodded slightly: "Yes, President Li, that’s unavoidable. But it’s not a big issue."
"Because for experts, they need to intentionally waste resources, intentionally get hit to increase the game difficulty. This itself is a troublesome and unrewarding task, so they might not be willing to do it."
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