[games_access] skip vs. difficulty AI or lots of difficulties (Sandra Uhling)

Sandra Uhling sandra_uhling at web.de
Sat May 29 06:35:24 EDT 2010


Hi,

I never expected that is so difficult to talk about this topic.
There are so many part of this topic.

Also it is very hard to focus on a certain part.
Ok it is also a good point people are very active in the discussion.
There are lots of point of views.

Maybe it would be better to have a discussion with brainstorming and
mindmapping.
But is this possible in a forum, via mail?

@Aaron: what is an overall adjustable difficulty setting?
Note: I changed the subject.

Best regards,
Sandra

-----Ursprüngliche Nachricht-----
Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im
Auftrag von BlazeEagle
Gesendet: Samstag, 29. Mai 2010 06:33
An: games_access at igda.org
Betreff: Re: [games_access] skip vs. difficulty AI (Sandra Uhling)

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

--------------------------------------------------
From: <games_access-request at igda.org>
Sent: Friday, May 28, 2010 10:00 AM
To: <games_access at igda.org>
Subject: games_access Digest, Vol 74, Issue 11

> Send games_access mailing list submissions to
> games_access at igda.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
> http://seven.pairlist.net/mailman/listinfo/games_access
> or, via email, send a message with subject or body 'help' to
> games_access-request at igda.org
>
> You can reach the person managing the list at
> games_access-owner at igda.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of games_access digest..."
>
>
> Today's Topics:
>
>   1. skip vs. difficulty AI (Sandra Uhling)
>
>
> ----------------------------------------------------------------------
>
> 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>
> Message-ID: <001801cafe5f$70627790$512766b0$@de>
> Content-Type: text/plain; charset="us-ascii"
>
> 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
>
>
>
> ------------------------------
>
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
>
>
> End of games_access Digest, Vol 74, Issue 11
> ******************************************** 

_______________________________________________
games_access mailing list
games_access at igda.org
http://seven.pairlist.net/mailman/listinfo/games_access




More information about the games_access mailing list