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Comment by shabble

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.

[1] http://all-things-andy-gavin.com/video-games-archive/

[2] http://all-things-andy-gavin.com/2011/02/07/making-crash-ban...

parent shabble 15 years ago

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