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Master’s Thesis

Applying a Quantitative framework to affect pacing in FPS games

Under Construction

This is my master’s thesis where I built a Dynamic Difficulty Adjustment Model (DDA) for a simple 5 room dungeon in Fallout 4. The DDA will spawn items and enemies based on what the player interacts with and how well they are doing.

Goals:

  • Create a DDA that scales to both unskilled and skilled players
  • Make the player feel like every choice matters throughout the dungeon
  • See if I can map the traditional 3-act pacing curve 1:1 to a dungeon in Fallout 4.

Development Challenges & Solutions:

Abstracting threshold values into Global Variables
Figure 1: Unscabale Pseudocode
Figure 2: Pseudocode solution
What Went Well

What Went Well

I was able to achieve meaningfully different levels of pacing despite the varying skill levels of participants.

I am happy with the implementation of the training policy and the binary “difficulty up or down” solution.

What Went Wrong

What Went Wrong

I did not prove my hypothesis. The more I tried to make the DDA scale, the more hand tuning it required, which runs counter to what I set out to do.

This type of DDA implementation (hinging on performance) negatively impacts Explorers and Socializers. It also skewed my results.

I did not have a control group and told the player when the difficulty was going up or down. I think this warped some perceptions of the true difficulty.

What I Learned

What I Learned

I learned how to spawn items en masse via Enable Parent and/or Linked References. Despite requiring some hand placement, it was still a valuable workflow.

Always have a control group and consider the impact of the Observer Effect.