[games_access] skip vs. difficulty AI (Sandra Uhling)
BlazeEagle
blazeeagle at suddenlink.net
Sat May 29 00:33:00 EDT 2010
Well,
How about just a overall difficulty adjustment setting? Using action games
such as the original Super Mario Brothers as an example, Skipping sections
can ruin a gamers stride through a level. In action games, When a level
isn't complete, the gamer can't get in the "groove" of a level as they
progress through the level.
Why isn't just a overall adjustable difficulty setting sufficient? The
difficulty of the entire game or just certain levels could be set to a
gamers preference & skill level/disability. An difficulty adjustment AI is a
good idea but would that take more time & effort to implement than my
suggestion?
Even so, An difficulty adjustment AI could be used in a variety of game
genres. My suggestion would have to be programmed manually for each genre
where as an AI could handle all genres I would think.
I hope I made sense. ;]
Aaron
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Subject: games_access Digest, Vol 74, Issue 11
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> 1. skip vs. difficulty AI (Sandra Uhling)
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> Message: 1
> Date: Fri, 28 May 2010 14:15:18 +0200
> From: "Sandra Uhling" <sandra_uhling at web.de>
> Subject: [games_access] skip vs. difficulty AI
> To: "'IGDA Games Accessibility SIG Mailing List'"
> <games_access at igda.org>
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>
> Hello,
>
> we have an interesting discussion about difficulties in games in a german
> xing group.
>
> What is a "skip" function?
> I think it skips a difficulty part. But this means also I cannot play this
> part.
>
> A nice idea is a difficulty AI. It changes the difficulty when you tried
> to
> long.
> And after a while the difficulty is back at the level you set at the
> start.
>
> General I do prefer easier difficulty vs. skip function.
>
>
> Best regards,
> Sandra
>
>
>
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