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What Capcom Didn't Tell You About Resident Evil 4 | Game Mechanics Explained

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

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Video Language:
English
Duration:
06:00

English, British subtitles

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