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Level Up.pdf

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362 LEVEL 13 Now You’re Playing with Power<br />

The game designer should be the gentle hand on the rear of the player,<br />

pushing them ever upwards 2 .<br />

There are many systems that the designer can<br />

use to enable the player during the game, and<br />

we ’ ve already talked about some of them in<br />

other chapters: checkpoints, hoists and teeters,<br />

aim assist, ramping difficulty. But there are<br />

others that are worth discussing: dynamic<br />

difficulty balancing, difficulty level adjustment,<br />

rubberbanding, game length, and autosave.<br />

Dynamic diffi culty balancing (or DDB) is a<br />

way to adjust the challenge and rewards for the<br />

player based on performance. For example, if<br />

the player dies too often fighting an enemy,<br />

then the enemy ’ s health is reduced slightly or<br />

the enemy doesn ’ t attack as often. If the player<br />

is low on health and opens a treasure chest, a<br />

health - up will pop out — but if the player isn ’ t low on health when they open<br />

the chest, the player will be rewarded with treasure instead. The goal of<br />

DDB is to give the player what they need when they need it in order to<br />

propel the player along to success.<br />

Difficulty level adjustment gives a player the option to shift the game<br />

down to a lower difficulty setting if too many parameters, such as multiple<br />

player deaths, are detected. The player can be given the option to decline<br />

or it may be that the adjustment happens automatically. Personally, I don ’ t<br />

recommend the latter as many players find it insulting.<br />

Rubberbanding is used primarily in racing games, but it can be used<br />

anytime the player needs to follow or catch any other character or vehicle. If<br />

2 Not as concise, but much more pronounceable.

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