WEBVTT 00:00:01.199 --> 00:00:06.569 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 00:00:06.569 --> 00:00:09.360 Resident Evil 4 does something really clever. 00:00:09.360 --> 00:00:13.349 I mean, that's an understatement: the game's a masterpiece. But I'm talking specifically 00:00:13.349 --> 00:00:17.830 about the way the game dynamically shifts its level of difficulty to meet your skill 00:00:17.830 --> 00:00:18.830 level. 00:00:18.830 --> 00:00:22.990 Perform well at the game, by avoiding attacks and shooting accurately, and the game will 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 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 00:00:32.180 --> 00:00:36.350 more easily, and wait around longer to get shot before rushing at you. 00:00:36.350 --> 00:00:40.500 Also, the contents of the crates and barrels shift from being generous to being stingy 00:00:40.500 --> 00:00:45.000 as you become more skilled. And, sometimes, enemies will completely disappear from existence 00:00:45.000 --> 00:00:46.550 if you're really struggling. 00:00:46.550 --> 00:00:49.360 Here I've been playing really well... 00:00:49.360 --> 00:00:55.570 ...and I enter the notorious 'water room', and get set upon by nine cultists - seven 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 00:01:01.079 --> 00:01:10.280 suddenly, the snipers are gone, making this room slightly easier to tackle. 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 00:01:14.520 --> 00:01:19.569 slip into a zone that psychologists and game designers call "flow", which is the fabled 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 00:01:23.679 --> 00:01:25.729 you anxious or frustrated. 00:01:25.729 --> 00:01:30.279 While the gradually rising difficulty curve of most linear video games will try and keep 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 00:01:34.779 --> 00:01:39.149 picks the wrong difficulty option at the start, they may instantly rob themselves of a satisfying 00:01:39.149 --> 00:01:40.490 experience. 00:01:40.490 --> 00:01:44.679 That's the advantage of a dynamic difficulty setting, which constantly corrects itself 00:01:44.679 --> 00:01:48.749 to provide an experience that challenges the player, without overwhelming them. And it 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 00:01:52.329 --> 00:01:53.999 either. 00:01:53.999 --> 00:01:58.469 This is, however, not the most clever thing about Resident Evil 4's dynamic difficulty. 00:01:58.469 --> 00:02:02.520 The smartest thing is that many gamers watching this video right now are saying to themselves 00:02:02.520 --> 00:02:05.340 "Wow! I didn't even know the game did that!" 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. 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 00:02:15.569 --> 00:02:19.799 bullet point in a press release, and designer Shinji Mikami - who would later turn this 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 00:02:25.180 --> 00:02:25.709 in interviews. 00:02:25.709 --> 00:02:31.180 The only real source for the feature's existence, other than the experiences of Resident Evil 00:02:31.180 --> 00:02:35.680 obsessives, is from an official strategy guide that came out almost a year after the game. 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 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 00:02:44.390 --> 00:02:44.860 times. 00:02:44.860 --> 00:02:49.120 But many hardcore players are too proud to accept the helping hand, and would rather 00:02:49.120 --> 00:02:53.079 beat their head against the wall in frustration than suffer the indignity of getting a free 00:02:53.079 --> 00:02:54.230 pass. 00:02:54.230 --> 00:02:58.689 Especially when the game actually mocks you for reducing the difficulty. If you die too 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 00:03:02.750 --> 00:03:07.269 chicken hat, which reduces the challenge but makes Snake look like a complete burk. 00:03:07.269 --> 00:03:11.909 However, by making the effects subtle and not advertising them to the world like it 00:03:11.909 --> 00:03:17.560 did with Resident Evil: Darkside Chronicles, Resident Evil 4 gives players all the advantages 00:03:17.560 --> 00:03:20.909 of dynamic difficulty adjustment without making them feel patronised. 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 00:03:26.010 --> 00:03:30.120 or injuring themselves to drop the difficulty setting, which is exactly what speed runners 00:03:30.120 --> 00:03:30.569 do. 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 00:03:36.329 --> 00:03:40.670 failing QTEs, to reduce the difficulty and therefore make certain sections easier to 00:03:40.670 --> 00:03:42.269 dash through. 00:03:42.269 --> 00:03:47.230 Resident Evil 4 did not invent the idea of a sliding difficulty scale, of course. NES 00:03:47.230 --> 00:03:51.790 and arcade shmups like Zanac and Xevious were doing it back in the eighties, and Remedy 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 00:03:56.400 --> 00:03:57.319 the chance. 00:03:57.319 --> 00:04:03.249 Left 4 Dead made particularly good use of dynamic difficulty, to modulate dramatic tension. 00:04:03.249 --> 00:04:05.879 Here's Valve's Guatam Babbar on the subject: 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 00:04:11.159 --> 00:04:15.790 much damage are you taking?', 'how many zombies have you killed near you?', and so on." 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 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". 00:04:26.310 --> 00:04:30.410 Kid Icarus Uprising and Super Smash Bros have an interesting system where you essentially 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 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 00:04:39.600 --> 00:04:43.280 down to an easier difficulty level, until you can beat the game. 00:04:43.280 --> 00:04:47.880 And Flow, which is named after that psychological zone, lets you manually moderate your level 00:04:47.880 --> 00:04:52.419 of difficulty, by choosing when to delve into deeper waters - by chomping on a red organism 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 00:04:57.290 --> 00:04:59.690 or not to grind for a while in a RPG. 00:04:59.690 --> 00:05:04.600 But the number of games with dynamic difficulty adjustment is pretty small, and most of them 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 00:05:09.310 --> 00:05:12.580 Challenge System' right there on the Steam description. 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 00:05:16.240 --> 00:05:19.370 a press release or a blog post. Keep it a secret. 00:05:19.370 --> 00:05:23.080 You want to let players reap the benefits of a sliding difficulty scale, that keeps 00:05:23.080 --> 00:05:27.820 perfect pace with their skill level and helps remove areas of boredom or frustration. But 00:05:27.820 --> 00:05:32.240 you also want to avoid the drawbacks, of hardcore gamers getting cranky, and others spoiling 00:05:32.240 --> 00:05:34.560 their own experience by cheating the system. 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 00:05:38.620 --> 00:05:46.050 *so* subtly that no one has actually noticed. In which case, bravo mysterious game developers. 00:05:46.050 --> 00:05:50.150 Thanks for watching! Think you've spotted a game with a secret sliding difficulty scale? 00:05:50.150 --> 00:05:54.190 Whack it in the comments below. Plus, please like the episode, subscribe to the channel, 00:05:54.190 --> 00:05:55.850 and consider supporting me on Patreon.