Dynamic Difficulty Adjustment
From gdp3
Revision as of 17:26, 11 April 2010 by Staffan Björk (Talk | contribs)
Games that during gameplay adjust their difficulty depending on how well players progresses.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Dynamic Difficulty Adjustment can function as a Balancing Effect.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.