Ill defined difficulty curves (19)

5 Name: Anon : 2025-10-04 08:10 ID:ow25P02k


We could actually, there are a number of rating/ranking systems.
For example, we could employ ELO -because its simple-
or Glicko-2 -because its not.
Just a note on ELO in specific:
its used commonly and indiscriminately,
even tho PvE contradicts the assumptions it was forged under;
this is fine however, ratings will still converge to values that are meaningful to us.
The thing these systems require -besides magick constants to choose-
are success data.
Meaning our recorded telemetry is perfect input.
Huh, how lucky that I so happened to write my sections in this specific order!

But now we are forgetting about resources.
Our first attempt might have been naive,
but that doesnt mean we should write off resources.
Remember: it helps no one to be reductive.

To underline my concern, take my experience with Dark Souls 3.
I farmed to level up my character so I would have an easier time with bosses.
Put otherwise, I made up for my lack of skill with resources.
In—conclusion—resources—and—skill—should—be—considered—together.

After we find some kind of estimate to convert between resources and skill,
we can replot yet again:

Imposed challenge

│ '
│ . .....
│ . : === :
│ . ; o o :
│ . --- ; /_\ :
│ .' l '. ;: '_' :;
..... │..--'' '. '. ;:...:;
: === : ┼──────────────▶ '. '._/ ^^^^^ \
-@---@-; skill+resources '. |
; \ |
../ \..; | |
:.\ /.:; | |
;:...:; | |
^^^^^ | |

Its the graph from the beginning! ö

Ok, can we read this graph to balance our campaign?
Hell no, for one its 3 dimensional.
There is a time component hidden and this representation *assumes* that
the player gets better and richer over time.

But look at it, its majestic!

If some retard showed this in my face without context,
I would think it describes how someone in a better position is punished more and more
Especially if they had labeled the axis "difficulty" and "skills/resources":
> https://supersonic.com/learn/blog/difficulty-curves/

But what kind of sadistic monster would consider such game design?
Huh, I have an idea.

What if I made a rogue-like dungeon-crawler,
I would have every 3rd level be a filter, regardless if the player is doing well.
Or I could create a colony builder where the size of raids is dependent on your wealth.
I'm not all evil either, imagine a coop survival horror and some poor noob fella
lost in a high level area (because that's where his buddies invited him)
who is down bad on resources.
I would throw him a -loot- bone, maybe even adjust the enemy AI slightly,
to make him feel like its his lucky day.

We just rediscovered "Dynamic Difficulty Adjustment" aka DDA.

26 kb

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