is too hard, the player will suffer anxiety. On the
other hand, if the challenge is too easy, the player
will experience boredom. As Juul (Juul, 2009) points
out, the player needs to experience failure and
difficulty in order to enjoy the game. A game where
the player is winning all the time is no fun and the
opposite is also not enjoyable. When flow is
experienced, the player feels control over the game,
they are mastering it. Mastering the semantics of a
serious game will lead to mastering the subject of
the game (Gee, 2003). Would it be possible for a
serious game to allow players to experience flow? If
so, would it be possible for serious games to adapt
the difficulty of the challenges to the player’s skill
level?
This research investigates the possible ways for
games to adapt to the player’s skills and how to
implement this adaptation. We found four
mainstream adaptive game mechanics: Dynamic
Difficulty Adaptation (DDA) (Hunicke, 2005),
adaptive flow (Chen, 2006), Game Play Schemas
(Lindley and Sennersten, 2008) and using frustration
(Gilleade and Dix, 2004). After having reviewed
each of them, we developed a new adaptive model
which combines feedback (Salen and Zimmerman,
2003) based on DDA, the player’s performance, and
includes adaptive flow. We implemented these new
mechanics into a simple serious game called Number
to Number Combat, which was released freely on the
internet in order to be tested by the gaming
community. This game is made so that a frequent
player will be challenged more than a casual one.
The results obtained after a first testing phase are
encouraging and will help us to improve the
adaptive model.
The rest of this document is organized as follows:
Section 2 discusses previous works related to this
research. Section 3 describes our approach to
designing our game, our implementation and some
early results. Section 4 summarizes our conclusions
and presents possible future work.
2 RELATED WORK
The level of difficulty in a game is created linearly
by a designer. The design process depends upon play
testing, so that the designer can understand the
difficulty and tweak the game for a particular kind of
player (Chen, 2006). The designer needs to repeat
this step until the game is balanced. This is even
more time consuming when catering to every kind of
player (casual, normal, hardcore, etc.). In reality,
when developing a serious game with a low budget,
the designer does not have all the time he/she needs
to tweak the game perfectly. Introducing adaptive
game mechanics makes the game more accessible
and enjoyable for the player. It makes the game
more challenging for any kind of player, therefore
more enjoyable and playable for the player (Juul,
2009). Adaptive game mechanics also require
tweaking (Hunicke, 2005). In the last few years,
researchers (Hunicke and Chapman, 2004, Chen,
2006, Lindley and Sennersten, 2008, Gilleade and
Dix, 2004) have explored different avenues to
implement this kind of adaptive mechanics. These
sources explain the player’s experience using flow
theory. We can distinguish four proposed
approaches: Dynamic Difficulty Adaptation,
Adaptive Flow, Game Play Schemas and using
frustration.
2.1 Dynamic Difficulty Adaptation
Dynamic Difficulty Adaptation (DDA) offers
alternative-modulating in-game systems to respond
to a particular player’s abilities over the course of a
game session. DDA is based on the mathematical
analysis of structures and relationships within a
game system (Hunicke, 2005) and on the player’s
flow experience. DDA uses the flow principle in
order to keep the game intriguing and enjoyable.
With the right structure, everything from narrative
structure to the game menu can possible adjusted
(Mateas, 2002). It is very important to completely
understand the design and how the system could
interact with the game in order to challenge the
player.
DDA uses a system that changes the game
mechanics without the player knowing it. These
changes are made in order to keep the player
challenged and interested (Hunicke and Chapman).
First, the system computes the player’s data;
player’s position, player’s health, player’s ammo,
etc. Following the system assessment, the system
chooses the data that reflects the player’s state of
flow. The system analyses the player’s state of flow
and notifies the game of any changes. Lastly, the
game apply the changes (Chen, 2006).
For instance when the player is playing a first
person shooter (FPS), the system could notice if
he/she has low health. The game could be too
difficult for the player’s skills. The system then
could decide to make a health pack available to the
player. An important element would be to ensure
that the player does not know about systems such as
the DDA (Hunicke, 2005).
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