[games_access] 1. skip vs. difficulty AI (Sandra Uhling)

BlazeEagle blazeeagle at suddenlink.net
Sat May 29 12:57:40 EDT 2010


@Sandra,

Some games I've played have a difficulty adjustment setting in their options 
menu. It allows adjustment between three levels of difficulty I.E. easy, 
medium & hard.

I have very little knowledge with AI, I've just read a little about AI via 
the Internet.

Aaron





--------------------------------------------------
From: <games_access-request at igda.org>
Sent: Saturday, May 29, 2010 10:00 AM
To: <games_access at igda.org>
Subject: games_access Digest, Vol 74, Issue 12

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> Today's Topics:
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>   1. Re: skip vs. difficulty AI (Sandra Uhling) (BlazeEagle)
>   2. Re: skip vs. difficulty AI or lots of difficulties (Sandra
>      Uhling) (Sandra Uhling)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sat, 29 May 2010 00:33:00 -0400
> From: "BlazeEagle" <blazeeagle at suddenlink.net>
> Subject: Re: [games_access] skip vs. difficulty AI (Sandra Uhling)
> To: <games_access at igda.org>
> Message-ID: <D592E1CAE56B4E8F87D52BADAFB2FE35 at aarons>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
> reply-type=original
>
> 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
>>
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>> http://seven.pairlist.net/mailman/listinfo/games_access
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>>
>> 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
>> ********************************************
>
>
>
> ------------------------------
>
> Message: 2
> Date: Sat, 29 May 2010 12:35:24 +0200
> From: "Sandra Uhling" <sandra_uhling at web.de>
> Subject: Re: [games_access] skip vs. difficulty AI or lots of
> difficulties (Sandra Uhling)
> To: "'IGDA Games Accessibility SIG Mailing List'"
> <games_access at igda.org>
> Message-ID: <000a01caff1a$a60be370$f223aa50$@de>
> Content-Type: text/plain; charset="iso-8859-1"
>
> 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
>
> -----Urspr?ngliche 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
>
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>
> ------------------------------
>
> _______________________________________________
> games_access mailing list
> games_access at igda.org
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>
> End of games_access Digest, Vol 74, Issue 12
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