Dynamic Difficulty in Platformers
We’ve all played, and been frustrated by, games that were too difficult for us (Demon’s Souls) or games that were too easy (Smurfs: Rescue In Gargamel’s Castle). In fact, for most games it’s an immense design challenge to create levels that can be enjoyed by both skilled players and noobs. Wouldn’t it be great for a game to automatically modify its levels during play to match the player’s skill?
Some effective dynamic difficulty adjustment techniques have been developed for particular games (SiN Episodes, Left4Dead, Mario Kart), and I aim to add to this tradition with a more structural approach.