0:00:01.199,0:00:06.569 Hi, this is Mark Brown with Game Maker's Toolkit,[br]a series on video game design. 0:00:06.569,0:00:09.360 Resident Evil 4 does something really clever. 0:00:09.360,0:00:13.349 I mean, that's an understatement: the game's[br]a masterpiece. But I'm talking specifically 0:00:13.349,0:00:17.830 about the way the game dynamically shifts[br]its level of difficulty to meet your skill 0:00:17.830,0:00:18.830 level. 0:00:18.830,0:00:22.990 Perform well at the game, by avoiding attacks[br]and shooting accurately, and the game will 0:00:22.990,0:00:27.990 get harder as enemies do more damage and become[br]more aggressive. But if you suck, and keep 0:00:27.990,0:00:32.180 dying or just keep getting hurt, the game[br]will ease off and the Ganados will go down 0:00:32.180,0:00:36.350 more easily, and wait around longer to get[br]shot before rushing at you. 0:00:36.350,0:00:40.500 Also, the contents of the crates and barrels[br]shift from being generous to being stingy 0:00:40.500,0:00:45.000 as you become more skilled. And, sometimes,[br]enemies will completely disappear from existence 0:00:45.000,0:00:46.550 if you're really struggling. 0:00:46.550,0:00:49.360 Here I've been playing really well... 0:00:49.360,0:00:55.570 ...and I enter the notorious 'water room',[br]and get set upon by nine cultists - seven 0:00:55.570,0:01:01.069 on the ground, and two crossbow snipers up[br]high. But then I die a few times and 0:01:01.079,0:01:10.280 suddenly, the snipers are gone, making this[br]room slightly easier to tackle. 0:01:10.280,0:01:14.520 Because the game keeps pace with your own[br]skill as a player, Resident Evil 4 helps you 0:01:14.520,0:01:19.569 slip into a zone that psychologists and game[br]designers call "flow", which is the fabled 0:01:19.569,0:01:23.679 middle ground between a game being so easy[br]it leaves you bored, and so hard it makes 0:01:23.679,0:01:25.729 you anxious or frustrated. 0:01:25.729,0:01:30.279 While the gradually rising difficulty curve[br]of most linear video games will try and keep 0:01:30.279,0:01:34.779 players in that flow state, it can't account[br]for every type of gamer. And if the player 0:01:34.779,0:01:39.149 picks the wrong difficulty option at the start,[br]they may instantly rob themselves of a satisfying 0:01:39.149,0:01:40.490 experience. 0:01:40.490,0:01:44.679 That's the advantage of a dynamic difficulty[br]setting, which constantly corrects itself 0:01:44.679,0:01:48.749 to provide an experience that challenges the[br]player, without overwhelming them. And it 0:01:48.749,0:01:52.329 stops them from getting stuck in a rut, but[br]it doesn't let them waltz through the game 0:01:52.329,0:01:53.999 either. 0:01:53.999,0:01:58.469 This is, however, not the most clever thing[br]about Resident Evil 4's dynamic difficulty. 0:01:58.469,0:02:02.520 The smartest thing is that many gamers watching[br]this video right now are saying to themselves 0:02:02.520,0:02:05.340 "Wow! I didn't even know the game did that!" 0:02:05.340,0:02:11.730 And that may be the point. Capcom never officially[br]stated that the game altered its own difficulty. 0:02:11.730,0:02:15.569 It's not an option in the menu, and it's not[br]in the manual. It wasn't in a trailer or a 0:02:15.569,0:02:19.799 bullet point in a press release, and designer[br]Shinji Mikami - who would later turn this 0:02:19.799,0:02:25.180 system into an entire game in the brilliant[br]PS2 brawler God Hand - didn't gab about it 0:02:25.180,0:02:25.709 in interviews. 0:02:25.709,0:02:31.180 The only real source for the feature's existence,[br]other than the experiences of Resident Evil 0:02:31.180,0:02:35.680 obsessives, is from an official strategy guide[br]that came out almost a year after the game. 0:02:35.680,0:02:39.959 You see, a number of games offer to help out[br]if you're struggling, like the Super Kong 0:02:39.959,0:02:44.390 in Donkey Kong Country Returns, which clears[br]a tricky level for you if you fail too many 0:02:44.390,0:02:44.860 times. 0:02:44.860,0:02:49.120 But many hardcore players are too proud to[br]accept the helping hand, and would rather 0:02:49.120,0:02:53.079 beat their head against the wall in frustration[br]than suffer the indignity of getting a free 0:02:53.079,0:02:54.230 pass. 0:02:54.230,0:02:58.689 Especially when the game actually mocks you[br]for reducing the difficulty. If you die too 0:02:58.689,0:03:02.750 often in the upcoming Metal Gear Solid 5,[br]you'll be given the option to wear a goofy 0:03:02.750,0:03:07.269 chicken hat, which reduces the challenge but[br]makes Snake look like a complete burk. 0:03:07.269,0:03:11.909 However, by making the effects subtle and[br]not advertising them to the world like it 0:03:11.909,0:03:17.560 did with Resident Evil: Darkside Chronicles,[br]Resident Evil 4 gives players all the advantages 0:03:17.560,0:03:20.909 of dynamic difficulty adjustment without making[br]them feel patronised. 0:03:20.909,0:03:26.010 Plus, if they don't know about it, players[br]can't game the system by intentionally killing 0:03:26.010,0:03:30.120 or injuring themselves to drop the difficulty[br]setting, which is exactly what speed runners 0:03:30.120,0:03:30.569 do. 0:03:30.569,0:03:36.329 Here's a top Resi 4 speed runner, Robert 'Sunblade'[br]Brandl, getting hit on the ski lift and purposefully 0:03:36.329,0:03:40.670 failing QTEs, to reduce the difficulty and[br]therefore make certain sections easier to 0:03:40.670,0:03:42.269 dash through. 0:03:42.269,0:03:47.230 Resident Evil 4 did not invent the idea of[br]a sliding difficulty scale, of course. NES 0:03:47.230,0:03:51.790 and arcade shmups like Zanac and Xevious were[br]doing it back in the eighties, and Remedy 0:03:51.790,0:03:56.400 applied the idea to a third person shooter[br]in Max Payne, a few years before Capcom had 0:03:56.400,0:03:57.319 the chance. 0:03:57.319,0:04:03.249 Left 4 Dead made particularly good use of[br]dynamic difficulty, to modulate dramatic tension. 0:04:03.249,0:04:05.879 Here's Valve's Guatam Babbar on the subject: 0:04:05.879,0:04:11.159 "We created a system that tracks each survivor's[br]stress level by watching for events like 'how 0:04:11.159,0:04:15.790 much damage are you taking?', 'how many zombies[br]have you killed near you?', and so on." 0:04:15.790,0:04:20.610 "If a survivor's stress level gets too high,[br]the system will step in and forcibly throttle 0:04:20.610,0:04:26.310 back the zombie population system to make[br]sure the team gets a break every now and then". 0:04:26.310,0:04:30.410 Kid Icarus Uprising and Super Smash Bros have[br]an interesting system where you essentially 0:04:30.410,0:04:35.500 place a bet on the difficulty level you think[br]you'll finish the stage at. If you succeed 0:04:35.500,0:04:39.600 - you get a big payout. But if you fail - you[br]lose a bunch of your stuff and get knocked 0:04:39.600,0:04:43.280 down to an easier difficulty level, until[br]you can beat the game. 0:04:43.280,0:04:47.880 And Flow, which is named after that psychological[br]zone, lets you manually moderate your level 0:04:47.880,0:04:52.419 of difficulty, by choosing when to delve into[br]deeper waters - by chomping on a red organism 0:04:52.419,0:04:57.290 - and when to retreat to safety my munching[br]on a blue one. It's a bit like deciding whether 0:04:57.290,0:04:59.690 or not to grind for a while in a RPG. 0:04:59.690,0:05:04.600 But the number of games with dynamic difficulty[br]adjustment is pretty small, and most of them 0:05:04.600,0:05:09.310 advertise it to the world, like SiN Episodes,[br]which made a big song and dance of its 'Personal 0:05:09.310,0:05:12.580 Challenge System' right there on the Steam[br]description. 0:05:12.580,0:05:16.240 But I think this is something that game designers[br]should keep on the down low. Don't make it 0:05:16.240,0:05:19.370 a press release or a blog post. Keep it a[br]secret. 0:05:19.370,0:05:23.080 You want to let players reap the benefits[br]of a sliding difficulty scale, that keeps 0:05:23.080,0:05:27.820 perfect pace with their skill level and helps[br]remove areas of boredom or frustration. But 0:05:27.820,0:05:32.240 you also want to avoid the drawbacks, of hardcore[br]gamers getting cranky, and others spoiling 0:05:32.240,0:05:34.560 their own experience by cheating the system. 0:05:34.560,0:05:38.620 And yes, I do realise that there may be many[br]games that use this system but have done it 0:05:38.620,0:05:46.050 *so* subtly that no one has actually noticed.[br]In which case, bravo mysterious game developers. 0:05:46.050,0:05:50.150 Thanks for watching! Think you've spotted[br]a game with a secret sliding difficulty scale? 0:05:50.150,0:05:54.190 Whack it in the comments below. Plus, please[br]like the episode, subscribe to the channel, 0:05:54.190,0:05:55.850 and consider supporting me on Patreon.