A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games
Abstract
Commonly, video games make a clear division on the difficulty offered (e.g. Easy, Medium, Hard), causing that players often do not experience what game designers intended. In this document, we propose a dynamic difficulty adjustment strategy for health point-based video games based on a heuristic evaluation performed at play time. This means that a video game may change its difficulty based on players’ performance while they play. To test our strategy, we implement a fighting video game and perform an evaluation with $$10^{th}$$ grade students from Institución Educativa Multipropósito. Based on our results, the students considered that the game is balanced, suggesting that this strategy is a viable choice to implement and test in other video games.
Domains
Computer Science [cs]Origin | Files produced by the author(s) |
---|