Dynamic Difficulty Adjustment: Difference between revisions
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Revision as of 11:31, 10 September 2010
Games that during gameplay adjust their difficulty depending on how well players progresses.
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Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Dynamic Difficulty Adjustment can function as a Balancing Effect.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.
References
<references> <ref name="patent">United States Patent 4285517 for an adaptive microcomputer controlled game.</ref> </references>
Acknowledgments
Ian Bogost