Dynamic Difficulty Adjustment

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

patent[1]

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

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. United States Patent 4285517 for an adaptive microcomputer controlled game.

Acknowledgments

Ian Bogost