Difference between revisions of "Dynamic Difficulty Adjustment"

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[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]

Revision as of 13:39, 2 May 2010

Games that during gameplay adjust their difficulty depending on how well players progresses.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Dynamic Difficulty Adjustment can function as a Balancing Effect.

Relations

Can Instantiate

Balancing Effects

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

New pattern created in this wiki.

References