Dynamic Difficulty Adjustment

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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

Balancing Effects

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">[http://www.freepatentsonline.com/4285517.html United States Patent 4285517</ref> for an Adaptive microcomputer controlled game. </references>