There was a bit I'm reminded of in the write-up on the Crash Bandicoot series,[1] where they mention 'Dynamic Difficulty Adjustment.[2] Essentially, fail enough times at a given point, and it gets a little bit easier (sloppier timings, more power-ups nearby, etc) until you get past it.
"Good player, bad player, everyone loved Crash games. They never realized it is because they were all playing a slightly different game, balanced for their specific needs."
Reminds me a lot of what I'm sure was a Mariokart64 behaviour - that the powerups you received were directly proportional to your race position, giving everyone behind you much better options to ruin your day.
"Good player, bad player, everyone loved Crash games. They never realized it is because they were all playing a slightly different game, balanced for their specific needs."
Reminds me a lot of what I'm sure was a Mariokart64 behaviour - that the powerups you received were directly proportional to your race position, giving everyone behind you much better options to ruin your day.
[1] http://all-things-andy-gavin.com/video-games-archive/
[2] http://all-things-andy-gavin.com/2011/02/07/making-crash-ban...