1 00:00:01,199 --> 00:00:06,569 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 2 00:00:06,569 --> 00:00:09,360 Resident Evil 4 does something really clever. 3 00:00:09,360 --> 00:00:13,349 I mean, that's an understatement: the game's a masterpiece. But I'm talking specifically 4 00:00:13,349 --> 00:00:17,830 about the way the game dynamically shifts its level of difficulty to meet your skill 5 00:00:17,830 --> 00:00:18,830 level. 6 00:00:18,830 --> 00:00:22,990 Perform well at the game, by avoiding attacks and shooting accurately, and the game will 7 00:00:22,990 --> 00:00:27,990 get harder as enemies do more damage and become more aggressive. But if you suck, and keep 8 00:00:27,990 --> 00:00:32,180 dying or just keep getting hurt, the game will ease off and the Ganados will go down 9 00:00:32,180 --> 00:00:36,350 more easily, and wait around longer to get shot before rushing at you. 10 00:00:36,350 --> 00:00:40,500 Also, the contents of the crates and barrels shift from being generous to being stingy 11 00:00:40,500 --> 00:00:45,000 as you become more skilled. And, sometimes, enemies will completely disappear from existence 12 00:00:45,000 --> 00:00:46,550 if you're really struggling. 13 00:00:46,550 --> 00:00:49,360 Here I've been playing really well... 14 00:00:49,360 --> 00:00:55,570 ...and I enter the notorious 'water room', and get set upon by nine cultists - seven 15 00:00:55,570 --> 00:01:01,069 on the ground, and two crossbow snipers up high. But then I die a few times and 16 00:01:01,079 --> 00:01:10,280 suddenly, the snipers are gone, making this room slightly easier to tackle. 17 00:01:10,280 --> 00:01:14,520 Because the game keeps pace with your own skill as a player, Resident Evil 4 helps you 18 00:01:14,520 --> 00:01:19,569 slip into a zone that psychologists and game designers call "flow", which is the fabled 19 00:01:19,569 --> 00:01:23,679 middle ground between a game being so easy it leaves you bored, and so hard it makes 20 00:01:23,679 --> 00:01:25,729 you anxious or frustrated. 21 00:01:25,729 --> 00:01:30,279 While the gradually rising difficulty curve of most linear video games will try and keep 22 00:01:30,279 --> 00:01:34,779 players in that flow state, it can't account for every type of gamer. And if the player 23 00:01:34,779 --> 00:01:39,149 picks the wrong difficulty option at the start, they may instantly rob themselves of a satisfying 24 00:01:39,149 --> 00:01:40,490 experience. 25 00:01:40,490 --> 00:01:44,679 That's the advantage of a dynamic difficulty setting, which constantly corrects itself 26 00:01:44,679 --> 00:01:48,749 to provide an experience that challenges the player, without overwhelming them. And it 27 00:01:48,749 --> 00:01:52,329 stops them from getting stuck in a rut, but it doesn't let them waltz through the game 28 00:01:52,329 --> 00:01:53,999 either. 29 00:01:53,999 --> 00:01:58,469 This is, however, not the most clever thing about Resident Evil 4's dynamic difficulty. 30 00:01:58,469 --> 00:02:02,520 The smartest thing is that many gamers watching this video right now are saying to themselves 31 00:02:02,520 --> 00:02:05,340 "Wow! I didn't even know the game did that!" 32 00:02:05,340 --> 00:02:11,730 And that may be the point. Capcom never officially stated that the game altered its own difficulty. 33 00:02:11,730 --> 00:02:15,569 It's not an option in the menu, and it's not in the manual. It wasn't in a trailer or a 34 00:02:15,569 --> 00:02:19,799 bullet point in a press release, and designer Shinji Mikami - who would later turn this 35 00:02:19,799 --> 00:02:25,180 system into an entire game in the brilliant PS2 brawler God Hand - didn't gab about it 36 00:02:25,180 --> 00:02:25,709 in interviews. 37 00:02:25,709 --> 00:02:31,180 The only real source for the feature's existence, other than the experiences of Resident Evil 38 00:02:31,180 --> 00:02:35,680 obsessives, is from an official strategy guide that came out almost a year after the game. 39 00:02:35,680 --> 00:02:39,959 You see, a number of games offer to help out if you're struggling, like the Super Kong 40 00:02:39,959 --> 00:02:44,390 in Donkey Kong Country Returns, which clears a tricky level for you if you fail too many 41 00:02:44,390 --> 00:02:44,860 times. 42 00:02:44,860 --> 00:02:49,120 But many hardcore players are too proud to accept the helping hand, and would rather 43 00:02:49,120 --> 00:02:53,079 beat their head against the wall in frustration than suffer the indignity of getting a free 44 00:02:53,079 --> 00:02:54,230 pass. 45 00:02:54,230 --> 00:02:58,689 Especially when the game actually mocks you for reducing the difficulty. If you die too 46 00:02:58,689 --> 00:03:02,750 often in the upcoming Metal Gear Solid 5, you'll be given the option to wear a goofy 47 00:03:02,750 --> 00:03:07,269 chicken hat, which reduces the challenge but makes Snake look like a complete burk. 48 00:03:07,269 --> 00:03:11,909 However, by making the effects subtle and not advertising them to the world like it 49 00:03:11,909 --> 00:03:17,560 did with Resident Evil: Darkside Chronicles, Resident Evil 4 gives players all the advantages 50 00:03:17,560 --> 00:03:20,909 of dynamic difficulty adjustment without making them feel patronised. 51 00:03:20,909 --> 00:03:26,010 Plus, if they don't know about it, players can't game the system by intentionally killing 52 00:03:26,010 --> 00:03:30,120 or injuring themselves to drop the difficulty setting, which is exactly what speed runners 53 00:03:30,120 --> 00:03:30,569 do. 54 00:03:30,569 --> 00:03:36,329 Here's a top Resi 4 speed runner, Robert 'Sunblade' Brandl, getting hit on the ski lift and purposefully 55 00:03:36,329 --> 00:03:40,670 failing QTEs, to reduce the difficulty and therefore make certain sections easier to 56 00:03:40,670 --> 00:03:42,269 dash through. 57 00:03:42,269 --> 00:03:47,230 Resident Evil 4 did not invent the idea of a sliding difficulty scale, of course. NES 58 00:03:47,230 --> 00:03:51,790 and arcade shmups like Zanac and Xevious were doing it back in the eighties, and Remedy 59 00:03:51,790 --> 00:03:56,400 applied the idea to a third person shooter in Max Payne, a few years before Capcom had 60 00:03:56,400 --> 00:03:57,319 the chance. 61 00:03:57,319 --> 00:04:03,249 Left 4 Dead made particularly good use of dynamic difficulty, to modulate dramatic tension. 62 00:04:03,249 --> 00:04:05,879 Here's Valve's Guatam Babbar on the subject: 63 00:04:05,879 --> 00:04:11,159 "We created a system that tracks each survivor's stress level by watching for events like 'how 64 00:04:11,159 --> 00:04:15,790 much damage are you taking?', 'how many zombies have you killed near you?', and so on." 65 00:04:15,790 --> 00:04:20,610 "If a survivor's stress level gets too high, the system will step in and forcibly throttle 66 00:04:20,610 --> 00:04:26,310 back the zombie population system to make sure the team gets a break every now and then". 67 00:04:26,310 --> 00:04:30,410 Kid Icarus Uprising and Super Smash Bros have an interesting system where you essentially 68 00:04:30,410 --> 00:04:35,500 place a bet on the difficulty level you think you'll finish the stage at. If you succeed 69 00:04:35,500 --> 00:04:39,600 - you get a big payout. But if you fail - you lose a bunch of your stuff and get knocked 70 00:04:39,600 --> 00:04:43,280 down to an easier difficulty level, until you can beat the game. 71 00:04:43,280 --> 00:04:47,880 And Flow, which is named after that psychological zone, lets you manually moderate your level 72 00:04:47,880 --> 00:04:52,419 of difficulty, by choosing when to delve into deeper waters - by chomping on a red organism 73 00:04:52,419 --> 00:04:57,290 - and when to retreat to safety my munching on a blue one. It's a bit like deciding whether 74 00:04:57,290 --> 00:04:59,690 or not to grind for a while in a RPG. 75 00:04:59,690 --> 00:05:04,600 But the number of games with dynamic difficulty adjustment is pretty small, and most of them 76 00:05:04,600 --> 00:05:09,310 advertise it to the world, like SiN Episodes, which made a big song and dance of its 'Personal 77 00:05:09,310 --> 00:05:12,580 Challenge System' right there on the Steam description. 78 00:05:12,580 --> 00:05:16,240 But I think this is something that game designers should keep on the down low. Don't make it 79 00:05:16,240 --> 00:05:19,370 a press release or a blog post. Keep it a secret. 80 00:05:19,370 --> 00:05:23,080 You want to let players reap the benefits of a sliding difficulty scale, that keeps 81 00:05:23,080 --> 00:05:27,820 perfect pace with their skill level and helps remove areas of boredom or frustration. But 82 00:05:27,820 --> 00:05:32,240 you also want to avoid the drawbacks, of hardcore gamers getting cranky, and others spoiling 83 00:05:32,240 --> 00:05:34,560 their own experience by cheating the system. 84 00:05:34,560 --> 00:05:38,620 And yes, I do realise that there may be many games that use this system but have done it 85 00:05:38,620 --> 00:05:46,050 *so* subtly that no one has actually noticed. In which case, bravo mysterious game developers. 86 00:05:46,050 --> 00:05:50,150 Thanks for watching! Think you've spotted a game with a secret sliding difficulty scale? 87 00:05:50,150 --> 00:05:54,190 Whack it in the comments below. Plus, please like the episode, subscribe to the channel, 88 00:05:54,190 --> 00:05:55,850 and consider supporting me on Patreon.