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  2. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  3. Game balance - Wikipedia

    en.wikipedia.org/wiki/Game_balance

    Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.

  4. Talk:Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Talk:Dynamic_game...

    Need to add more and detailed information and examples of DDA, such as Jenova Chen's thesis paper/game fl0w. Tyler 18:15, 11 May 2007 (UTC) []. In all honesty, I would oppose supporting Chen's example of representing dynamic difficulty - dynamic difficulty in my view should mean that the game automatically adjusts the difficulty - in fl0w the player chooses whether or not to 'dive deeper', so ...

  5. Left 4 Dead - Wikipedia

    en.wikipedia.org/wiki/Left_4_Dead

    The artificial intelligence of Left 4 Dead features a dynamic system for game dramatics, pacing and difficulty called the "Director". Instead of fixed spawn points for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new ...

  6. From Dust - Wikipedia

    en.wikipedia.org/wiki/From_Dust

    The game was released for Microsoft Windows, ... Chahi emphasised the difficulty of balancing this technical simulation ... Dynamic textures were used to represent ...

  7. Flow (video game) - Wikipedia

    en.wikipedia.org/wiki/Flow_(video_game)

    The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.

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  9. Into the Breach - Wikipedia

    en.wikipedia.org/wiki/Into_the_Breach

    Further, Prunty helped Subset to determine when music should be used in the game; rather than music playing constantly, he suggested to have music only start when the player completes the deployment of the mechs on a map, creating a dynamic for the game going forward. [7] The Windows version of Into the Breach was released on February 27, 2018. [8]