Why the bug I wrote became a core gameplay mechanic?!

Chapter 431 - 421: Lying and Dynamic Difficulty



Chapter 431 - 421: Lying and Dynamic Difficulty

Chapter 431: Chapter 421: Lying and Dynamic DifficultyLilith was a bit confused: "Reversed... Dynamic Difficulty?"

It had to be said, the idea Qin Fengliang brought up was indeed novel and indeed a direction Lilith had never considered before.

Players of different levels indeed have different demands for the difficulty of games.

For less skilled players, if they keep suffering in the game, their demand would surely be for the game to become a bit easier so that they can smoothly finish, and not be stuck at a critical node unable to move forward.

Conversely, for skilled players, the current difficulty poses no challenge, and they would hope for the games to become harder, to further unlock their potential against tougher bosses or more stringent mechanisms.

The traditional Dynamic Difficulty Mechanism actually aims to satisfy these two different demands simultaneously.

Put simply, it always provides players with a certain level of challenge.

But this actually enhances the overall gaming experience for players, which isn’t conducive to harvesting negative emotions.

If Qin Fengliang’s idea could really succeed, it sounded indeed very appealing.

Imagine a highly skilled player who is already losing the sense of challenge at the current difficulty, but as the game progresses, it becomes even easier, and the bosses appearing later are weaker!

It goes without saying, after effortlessly defeating the subsequent bosses, he would definitely explode with intense negative emotions, feeling utterly bland.

On the other hand, if a player is already less skilled and is struggling with the current difficulty, but the difficulty keeps increasing to the point that it completely exceeds their capability!

They too would undoubtedly generate a lot of negative emotions.

The cleverest part of this mechanism is, these two types of players can see each other’s mechanisms.

Suppose, a less skilled player keeps failing to defeat a certain boss and desperately

"Wait, but conversely, expert players can still raise the game difficulty by intentionally wasting resources, intentionally getting hit, right?"

Qin Fengliang nodded slightly: "Yes, President Li, that’s unavoidable. But it’s not a big issue."

"Because for experts, they need to intentionally waste resources, intentionally get hit to increase the game difficulty. This itself is a troublesome and unrewarding task, so they might not be willing to do it."


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