Loading…
Rethinking dynamic difficulty adjustment for video game design
Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game research fields for many years. Despite high expectations, the effectiveness of DDA in enhancing player experiences has yielded mixed results. This paper aims to rethink the theoretical foundations of DDA by addressing fou...
Saved in:
Published in: | Entertainment computing 2024-05, Vol.50, p.100663, Article 100663 |
---|---|
Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game research fields for many years. Despite high expectations, the effectiveness of DDA in enhancing player experiences has yielded mixed results. This paper aims to rethink the theoretical foundations of DDA by addressing four crucial questions about the issues, definition, scope, value, and design of DDA. A comprehensive literature review was conducted to provide novel insights into DDA and DDA design. We revealed DDA’s unhealthy reliance on Flow theory, redefined DDA based on the concept of game difficulty, and discussed DDA’s scope and value. Additionally, we presented a goal-based DDA design framework and proposed a 6-step DDA design process as a practical approach. This work offers theoretical support for understanding and designing DDA in future game research.
•Current Dynamic Difficulty Adjustment (DDA) is limited by Flow theory.•We redefined DDA as a game difficulty control mechanism.•We argue DDA should be taken in player-game interaction.•DDA should be utilized for precise control of game difficulty processes.•DDA should be designed towards specific design goals. |
---|---|
ISSN: | 1875-9521 1875-953X |
DOI: | 10.1016/j.entcom.2024.100663 |