GAME DESIGN KING

What is dynamic difficulty adjustment? How Crash Bandicoot secretly goes easy on you

Dynamic difficulty adjustment (DDA) is a hidden system that makes a game easier while you play, based on how you are doing. In Crash Bandicoot, if you die a lot, the game gives you a free mask, turns a crate into a checkpoint and slows the boulder down. Strong players never trigger it, so their game stays the same.

What the game is doing

The game counts how often you fail, and only steps in when that number gets high. In Crash Bandicoot, Naughty Dog's co-founder Jason Rubin describes three kinds of help:

  1. A free mask. If a novice player died many times, the game could give them an Aku Aku mask at the start of a round. The mask takes one hit for you.
  2. A new checkpoint. If you died too much, a plain fruit crate would suddenly become a continue point. You restart closer to the hard part.
  3. A slower boulder. In the boulder chase, the game slowed the boulder down a little each time you died, so the gap to Crash grew.

The help comes in small steps. Each extra death adds a little more. Players who rarely die never see any of it.

Why it works

A fixed difficulty only fits one kind of player. Rubin points out the problem with fixed continues: they make players who need lives fail, and they bore players who don't. Beginners hit a wall and quit. Experts walk through and get bored.

DDA moves the wall instead of the player. Every person plays a slightly different version of the same level, tuned to them. And because the help is quiet, nobody feels talked down to. You don't see "easy mode switched on". You just finally make the jump, and the win still feels like yours.

The key is the rule Naughty Dog used. In Rubin's words, the aim was to "help weaker players without changing the game for the better players." Help that only reaches players who are struggling costs the good players nothing.

Real games that use it

Neither source gives an exact death count, so we don't either.

How to use it in your game

Start simple: count failures per section, and give help in small steps once a threshold is passed.

int deathsHere = 0;

void OnPlayerDied() {
    deathsHere++;
    if (deathsHere == 3) GiveShieldAtStart();      // one free hit
    if (deathsHere == 5) MoveCheckpointCloser();
    if (deathsHere >= 5) chaser.speed *= 0.95f;    // a little slower each time
}

void OnSectionCleared() {
    deathsHere = 0;   // reset, so help never carries into the next part
}

Tips:

FAQ

Is dynamic difficulty adjustment the same as a difficulty setting?

No. A difficulty setting is a choice you make in a menu before you play. Dynamic difficulty adjustment changes the game during play, based on how you are doing, usually without telling you.

Did Crash Bandicoot really get easier when you died?

Yes. Naughty Dog's co-founder Jason Rubin describes free masks, crates that turn into checkpoints and a boulder that slows down after many deaths. Activision's blog confirms the masks and checkpoints in the N. Sane Trilogy remake.

Does dynamic difficulty make games too easy?

Not if it only helps players who are struggling. Naughty Dog's rule was to help weaker players without changing the game for better ones, so good players never see it.

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