Schlomo said:
And what does "done right" mean in your opinion? I usually hate dynamic difficulty. If I have to try a difficult bit over and over I don't want my satisfaction of finally succeeding taken away by some automatically adjusted difficulty.
I'm not really sure by what I mean by "done right". I guess in a situation where it's seamless and doesn't impede upon my sense of achievement? Every genre/game is different though, so maybe it wouldn't work here. In a game like Heavy Rain for instance, I think dynamic difficulty could have worked extremely well and would have taken away one step of configuration, I know you can change difficulty in that whenever you want, but someone like my 17 year old sister who never plays games would never bother to change to difficulty even if she found it to be really easy by the game's end.
Perhaps dynamic difficulty should be something that is on by default, and initial difficulty can be easily ascertained with a training level like that seen in Modern Warfare for example. However, the difficulty should also be able to be "locked" for those demanding a challenge.
Personally, I'm not a glutton for punishment and mostly just want an enjoyable experience that provides a consistent challenge but something "difficult" is not what I want the majority of the time.
It's like watching films, most of the time you want something easy to watch (at least the mainstream do-
Transformers, Avatar) but other times, you want something a bit more challenging like
Anti-Christ or Requiem for a Dream. There is place in the market for both, but it can't be argued which style has more mainstream appeal.
Thing is, games don't have to fit exclusively into one or the other. They can be both.