Permabanned
Difficult post to write so bear with it ..
I know a games developer who I was chatting to over the weekend. He says they are considering the following formula within single player games:
Each time the player dies -- WITHOUT informing the player -- the thing that kills them (the part of the game) in reality becomes 2% easier to get past. So, after a few fails, the player is almost guaranteed to pass before he thinks 'screw this' and presses 'EXIT' never to reload.
The thing is, this 'making easier' is going to be secret from the player to not destroy his illusion, and by a very small amount each time. As 'invisible as possible' to the player. So the creature will still say on screen he starts the battle with 1500hp. But each hit the player does will hurt the bad-guy slightly more than last time when the player failed. Or secretely the chance of a player dealt 'crit' has actually raised from 2% to 4% without the player being told. Or the player will be able to jump 2% further -- so in reality when playing he manages to jump over the 'pit with spikes at the bottom', or kill the bad-a$$ monster, just a little easier - although he'll think he's just done better all by himself .. hoorah!
When past that obstacle -- the 'new' bits of the game the player sees are back to original difficulty - unless he starts dying on them then the system starts 'easying them up' again by subliminally small amounts..
The idea is that the player believes he is making steady progress and nothing stops him dead, and the player thinks he is actually improving and learning and not being rubbish -- leading to his overall enjoyment of the title.
But it's all kind of a bit of a lie to the player. Just leaves an uncomfortable feeling in the pit of my stomach. I'm not sure where I stand on it ..
Here's the question -- does the above 'secret auto-make-slightly-easier so player doesn't get stuck, and thinks he's getting better at actually playing' formula sounds OK to you -- or is it unacceptable 'lying to the player?
Have you any thoughts on this intended system for single player games? Good? Bad? Who cares?
I know a games developer who I was chatting to over the weekend. He says they are considering the following formula within single player games:
Each time the player dies -- WITHOUT informing the player -- the thing that kills them (the part of the game) in reality becomes 2% easier to get past. So, after a few fails, the player is almost guaranteed to pass before he thinks 'screw this' and presses 'EXIT' never to reload.
The thing is, this 'making easier' is going to be secret from the player to not destroy his illusion, and by a very small amount each time. As 'invisible as possible' to the player. So the creature will still say on screen he starts the battle with 1500hp. But each hit the player does will hurt the bad-guy slightly more than last time when the player failed. Or secretely the chance of a player dealt 'crit' has actually raised from 2% to 4% without the player being told. Or the player will be able to jump 2% further -- so in reality when playing he manages to jump over the 'pit with spikes at the bottom', or kill the bad-a$$ monster, just a little easier - although he'll think he's just done better all by himself .. hoorah!
When past that obstacle -- the 'new' bits of the game the player sees are back to original difficulty - unless he starts dying on them then the system starts 'easying them up' again by subliminally small amounts..
The idea is that the player believes he is making steady progress and nothing stops him dead, and the player thinks he is actually improving and learning and not being rubbish -- leading to his overall enjoyment of the title.
But it's all kind of a bit of a lie to the player. Just leaves an uncomfortable feeling in the pit of my stomach. I'm not sure where I stand on it ..
Here's the question -- does the above 'secret auto-make-slightly-easier so player doesn't get stuck, and thinks he's getting better at actually playing' formula sounds OK to you -- or is it unacceptable 'lying to the player?
Have you any thoughts on this intended system for single player games? Good? Bad? Who cares?