this post was submitted on 29 Oct 2023
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Around 2010, I remember this game studio sharing a innovative technique of game design where as people failed a boss battle, the game would slowly make the battle easier.
Some companies ran with it. Nintendo gives you extra help if you die multiple times in a level. Where some studios do it more behind the scenes. For example - giving you a bit more ammo. Or slowing the boss down a little more. I can't remember the game, but they have a feature where a boss can't one-shot you. And they give you more of that buff the more you die, so it "feels fair".
Making the boss easier after I die to it would frustrate the hell out of me unless it was optional. I want it to be a challenge, not just something I can beat if I die enough times.
The best part is... You'd never know!
A lot of these are only known years later, with devs sharing game design stories.
You'd have to die a few times to it too even notice it getting easier. Almost nobody wants to grind out a boss 20 times in order to beat it. And if properly done, the variables changed are so small each time, that it's not noticeable.
It's a system to help everyone enjoy the game without quitting out of frustration. Because the majority of people, in general, quit after a bit too much resistance.
There's a quick drop off of enjoyment when a player feels the game is too difficult.
Zelda games have a neat scaling mechanism. If an idiot like me could beat the final boss in a couple tries, anyone can. And it’s super fun too.