Define artificial difficulty with one game

Define artificial difficulty with one game.

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Fireteam Raven

Dark Souls

*ahem*

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the difficulty slider in oblivion and skyrim

Megaman, specifically when enemies and projectiles disappear but still can deal damage, its not at all intended by the developers and thus artificial

la mulana

Payday 2

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it's a buzzword

silver surfer

Im bad at videogames and cant come up with good excuses for my failures.

>theres no videogame with terrible design
found the retard

Thread is over.

...

dishonest gotcha trial and error bullshit, stuff that is only difficult because there's no way to predict or properly react to it that's just there to fuck you over the first time you see it unless you spoiled yourself. For all it's memed dark souls is actually very fair with even the most bullshit traps, going slow in new areas or just using binoculars or a bow sights is more than enough to scout out 99% of trouble. I'm talking shitty bad-end VN shit where haha you took the stairs instead of the elevator so now you're dead reload from an earlier save type deal. Fate has a ton of these and they're all dumb padding

Also completely RNG fuck you-you-lose shit. For example, an RPG where any other party member can die and just be revived, but the main characters death results in an instant game over, enemies going first and RNG instakilling the main character is "artificial" difficulty

Binding of Isaac

Came here to post this

It's a shitty buzzword used to describe "badwrong fun that I don't like".

I think it's possible to salvage it though. Let "artificial difficulty" denote difficulty that results from defect or accident. Superman 64 could then be considered "artificially difficult".

That game was horrendously unfair, even for the era.

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These are the only real answers

>"i cannot adapt to things"
would hate 2bu

Mario Kart

Any game with a shitty camera that gets stuck on walls.

Dark Souls 2 SoTFS

Arbitrary bullshit, poorly defined hitboxes, spinning on a dime, way too fucking many enemies everywhere

Explain

No, it was a term made to describe things like rubber-band AI in video games that make the game difficult through the AI cheating in response to the player instead of just making the AI naturally competent, and then idiots like you used it wrong until it lost all meaning.

Starbound

The two definitions that I think are valid are what you said and any trial and error bullshit that basically equates to the game being full of "gotcha" moments that you can't see coming simply to make it "hard" when in reality it's just frustrating, tedious and boring.

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Being WHITE and MALE is artificial difficulty which is why so many trannies cut of their dicks to have it easier.
They are too weak to be male and too literally too dumb to breed.

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Nothing, difficulty is dependent on your ability to adapt and learn. Nothing is hard, you just have to get better by practice and knowledge of the games systems.

A game where the AI can blatantly disregard the rules humans must follow is a good example.

>rubber-band AI in video games that make the game difficult through the AI cheating in response to the player instead of just making the AI naturally competent
literally nothing wrong with this, though. Computational resources aren't unlimited and it only gets worse the farther back in time you go, zoomer.

>I don't like it REEEEE
Nice autism

I only think of NES game mechanics, like having say 3 guys and one continue. Or one life and then one continue. Or 6 lives with no continues. The rules were arbitrary.

This is Yea Forums, anything and everything can qualify as autism. Nice autism too, bud.

Enter the gungeons damage caps.

Super Mario Bros

Borderlands 2

Any game where the difference between difficulty levels is simple stat inflation/deflation.
Looking at you Pathfinder.

The last remnant

Underrail

In Death Sentence difficulty they basically just gave the enemies a fuckton of health and made it so they can two shot you. Kinda like the stupid OP levels from Borderlands 2.

wow, is it 2011 again?
you should have at least said dark souls 2

For me it's Dead Rising 2. Love the series but they purposely made the survivors run into hordes in that game. Why???
Elaborate on these two

thats not what i call artificial difficult because you can prepare for it. what said is

All difficulty in video games is artificial.

>game just pumps enemy stats
>isn't balanced around that at all
>makes zero changes to the AI on harder difficulties
That's artificial difficulty. Doesn't even have to be cruelly hard, something as simple as Legendary on the classic Halo games is blatantly a worse experience than Hard, which is the difficulty that the entire company tuned the game around.

based

>Term originally used by Miyazaki to define how Demon's Souls programmatically increased the difficulty of the game based on an algorithm as opposed to hard values set by a designer.
>Now used by casuals and brainlets whenever a game is considered too hard for them

I fucking hate you retards.

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The simplest definition of artificial difficulty is "Something that makes the game harder to beat without increasing the skill required to beat it".
Examples are: Not telling you required information, win the RNG or die situations, major bugs that can't be controlled or avoided, shit controls can also fall under this banner or just miss it depending on what way the controls are fucked in.

Wow probably. I dont know about bfa but this is how hard it was to get rep mounts
>Want new hippogryph
>it is locked behind a rep
>rep grind consists of doing world quests
>World quests only give 50-75 rep each
>only about 5 you can do a day
>every week there is a zone specific world quest day that gives you 1000 rep if you do the five world quests.
>do this for weeks on end
>finally get to exalted
>get awarded a chest
>chest has a small chance to give you the mount
>if you dont get the mount you have to grind 10,000 more rep to get another chest for another small chance to get the mount
This is why i quit legion. I am usually very casual but in legion i actually tried to do raids. This shit reminded me that wow is going to shit

Starwars Battlefront 2004 on Hard

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ARTIFICIAL DIFFICULTY:
>cheating AI
>stat inflation
>time limits/DPS checks

I can do it in one image

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Devil may cry 2 bosses

It's when you are having artificial fun.

No it's not people just have no clue how to play it. It's a Gradius inspired shoot em up where dying leaves you very weak, so the idea isn't to bash your head against a wall at zero power but rather build your power up over the course of the game and restart it if you die at a bad spot where you can't recover.

>one game
I could define it with the entire MMO genre

>its not at all intended by the developers and thus artificial

Unintended is the opposite of artificial.

Zoomer here, what I've always understood artificial difficulty is more of a textbook answer. It's difficulty that only exists when you don't know about it, but becomes trivial to circumvent. I.E. Memory tests and other bullshit.

Example: Castlevania Legends, there's a couple of trap rooms where you hit a candle, and it drops the floor, dropping you into a room where you are almost guaranteed to take a massive amount of damage. But once you get out, all you have to do is not hit that candle.

The fucking camera in Sekiro

Thats only true if the damage you take is literally unavoidable but its not

>the streamers stop streaming
>I feel the hype coming back
What about you bros? We only have to tough it out for a little while longer

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Maybe, but being put into the trap room literally IS unavoidable, and the room is just 5 minutes of dumping monsters into the room until you kill them all. Then you avoid the trap room altogether by not hitting the candle. The example stands.

Go play your nes classic boomer

sounds like King's Knight

The fuck are you talking about? I remember that term being thrown out mid 2007s, around the Silent Hill 3/Shadow of the Colossus era.

/thread

So intended difficulty is whats artificial?

Was a common design choice back then and it was inspired by RPGs so makes sense that theyd have it in kings knight

Destiny 1 and 2

This is generally what I think of when I hear artificial difficulty. Increasing stats but not changing anything else is pretty artificial. I also think of games where you basically wait for an RNG to let you progress could arguably fall under the definition. (Kill X until you find Y, you have a 1% chance to find Y). Games that are mechanically shitty (like Superman 64) are just mechanically shitty.

Risk of Rain

Why not instead of making the car magically able to catch up with you if you're too far ahead, you just made the cars better drivers? I've seen games where the cars basically never make any mistakes and you have to play perfectly to beat them.

Natural difficulty?

Name those games, every single arcade racer without rubber banding/other scripted "unfair" systems Ive played got piss easy incredibly fast.

CIV V is the best one I can think of.
A.D. is basically giving the bots more “resources” at the start of a game. It doesn’t make it harder because the AI acts the same, it just gives them the ability to be ahead for no reason.

F1 06. The AI is constrained by all the limitations you have, it's just programming to always make the right decisions, always brake JUST the right amount to minimize speed loss in a turn, and generally you can only beat it by forcing it to make mistakes by trying to run them off the track. Of course, it's a simulation game more than a racing game, so it's trying to go for realism.

>playing wow
>when sharding exists
no thanks, literally cucktier

In sims its different because passing is difficult but I bet the AI just followed a line and completely ignored your presence on the track passing you whenever it felt like it even if itd cause a crash and not respecting your lines at all. Thats how it usually goes in sims

Yeah although "artificial" often has a bit more precise implications than that. But at least anything "artificial" by definition is intentional. Compare the intelligence of our human brains vs. artificial intelligence, the former being created by mindless process that doesn't have any goals called natural selection, the latter made deliberately by humans to imitate the former.

Most of the time when people talk about "artificial difficulty" the word is just used as an meaningless pejorative adjective. Something bad I don't like. The most legitimate use of it in this context IMO would be something like "fake", so something that pretends to be difficulty but really doesn't challenge you and rather just wastes your time. Like including random factors that can make you fail regardless of your skill, or mindless trial-and-error tests as described by Though I'd say the latter can become actual difficulty if you take it far enough that it actually becomes difficult to remember everything.

Difficulty caused by the game lying to you.

60% of the game is down to chance.

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but why

XCOM

I don't blame the genre for it though, it is nigh impossible to balance a 4X AI for fun and balance. Specifically, humans don't play 4X for fun generally, they play to win. Humans metagame like crazy, and for some strange reason the moment people discover even one successful tactic to regularly confuse your AI, they'll declare the AI defunct and boring, since it's predictable.

Realistically, if the AI metagamed nearly as hard as humans do, they'd recognize and render defunct myriads of common tactics humans rely on, such as the idea that diplomatic elections for a winner are NEVER in their interest (and thus are useless for the player), your troops amassing in a border city indicate an intent to declare war very soon (which would demand the AI pay to get someone to declare war on you or drop everything in favor of defense), and massive overbearing assaults on early game players would be commonplace, rendering nonmilitary strategies unviable. Players don't like any of the above and cry foul if AI do any of the above, even if that's exactly how they already play. If the AI metagamed harder, and I don't believe this is artificially difficult because realistically players can and do do this in multiplayer games, they'd also recognize the player as the greatest threat to their potential victory as a strategically superior actor. It doesn't really matter if other AI's are ahead, unless you are truly and unstoppably behind, you are ultimately a larger threat. In a multiplayer game where each person's relative skill is known, weak players want strong players dead before they have the opportunity to get off the ground.

This would imply it's in all the AI's interests for the player to be conspired against and exterminated, even at personal expense. A good AI demands "Kick your ass", realism and aesthetics be damned. The key idea here is that you've mistaken good AI for fun AI: a good 4X AI's strategy feels foreign, alien, and heartlessly unfair.

You will always take unavoidable damage.

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yeah this is why I loved furi's furier difficulty, both you and the bosses do the same damage, they just have different (and in most cases tougher) combos.

Tldr; devs can’t make a real AI equal to humans and use more resources and simple concepts (gang up on the player all the time) to fake difficulty so the game “feels harder” thus it’s still A.D.
I’m not saying it’s good or bad, but it is A.D.

>This is generally what I think of when I hear artificial difficulty. Increasing stats but not changing anything else is pretty artificial.

Lazy and unimaginative perhaps but there's nothing particularly "artificial" about that. Compared to any other kind of difficulty.

Came here to post this. These games disregard your skill, awareness, and understanding of the mechanics just to occasionally fuck you over and extend the gameplay time.

There's nothing fake about that kind of difficulty. The more AI has resources, the more skill is required to beat it, generally speaking at least.

No I'm saying you wouldn't want good AI in a civ game because it means playing every time someone as smart as you but can think way faster and come up with strategies on the fly much better than you, making victory all but impossible. There's a reason the best human chess players still cant beat a chess computer.

Look at him
He LOVES it

artificial difficulty is a meme buzzword and artificial itself

Does artificial difficulty extend to a player accomplishing an objective legitimately but still getting fucked over because they didn't do it the single way the devs wanted them to?

The post-Gen 4 pokemon games do this every time you progress without using the latest gimmick.

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>get into a fight irl
>I have a knife
>enemy has a gun
>die to gun
>Shoulda been skilled!

The chess computer uses algorithms and actual AI. CIV V does not. I would want to play a player because then I can actually get gud instead of being underdogged. Same reason you don’t just fight AI in fightan games you go online to get gud. Nice try tho.

Nearly one hundred posts of people having a consistent understanding of the phrase and listing examples of it occurring in games, and yet you still come into the thread to claim it's a useless buzzword?

imagine being this bad at games you cope so hard and convince yourself it's the game's fault

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If you say so.

Except that's a dumb comparison, you're not fighting another human being you're fighting an AI and can retry as many times as you want an adapt, learn and overcome. The entire point of single player games is to overcome overwhelming odds through practice and learning, if things were "fair" they would be boring as fuck.

Yeah, user. There are never games that screw over the player for no good reason, right?

Darkest Dungeon

The problem with video game equivalent with your gun vs. knife scenario would simply be that the difficulty is just excessive, i.e. nearly impossible. Nothing to do with "artificiality".

>Fuck you, here's an unavoidable damage-loop trap: The Game.

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Ok
>fight a robot with a gun
>I have a knife
>die
Same shit retard. Things should be relatively fair, the major differences would be in tactics and abilities. Giving someone more shit and then calling it hard mode is bullshit. Increased tactical awareness and resource management could make bots harder but devs can’t do that yet. All-in-all I am right inflating an enemy with bogus resources is the definition of artificial difficulty.
Racing games make bots faster than you. Fighting games give them pitch perfect reactions. DS gives traps the ability to one shot you. These are all increasing a value to make it nigh impossible to beat.
True difficulty is like Furi, more combos, reactions and they even have you do the same damage so it’s “fair”. Keep being retarded though sure you are doing well in life.

Dragon Marked for Death
>bosses kill you in at most 3 hits, often only 1
>and the attacks that one shot you often require pixel precision to dodge
>they take at least 5 minutes to kill with level appropriate gear
>there's also a time limit so if you're under geared you literally can't kill the boss in time
>the rest of the level is just running past or one shotting all of the normal enemies, wasting your time
I still sort of like the game though

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To me, it's when the game straight up lies. Stuff that isn't properly communicated visually, and needs to be experimented around to truly understand. A perfect example would be when an enemy prepping what is visually communicated a vertical, downright strike will track your dodge and pivot mid animation to hit you regardless, because the actual solution to that situation isn't moving out of the way of the hit, it's timing your iframes so that you just go through the hit and direction doesn't really matter.

>devs can't do that yet
lol

>die
>Same shit retard.
lmao what a fucking mongoloid
Single player games are pretty much never fair, you're always outnumbered, enemies and bosses have more health, are acting as a collective, often they have more information than you, they aren't held back by human limitations like reaction/processing times, etc. etc. Game challenges should be beatable and they should be engaging to overcome, fairness is completely irrelevant to this because an AI with more resources can require interesting novel strategies from the player.

The only fuck you moment in IWBTG out of all fuck you moments that actually feels like one is the spike hallway of doom in the GnG area. Other than that I feel like it has a solid difficulty "curve" especially compared to Ganga fangames like Boshy.

Currently AI is way behind humans in terms of flexible intelligence. If you make it "fair" in the sense that the AI has to beat humans in what humans specifically are good at, it's going to seriously limit the degree of challenge the AI can give you. If you specifically want that kind of challenge, player vs. player is better for that.

It's fun