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Not really considering this for my own project, but just something random I thought about. So the idea is basically the combat system having an invisible grading system that gauges player performance during key encounters (could factor in a combination of things, like turns taken to beat, party members dying, party HP/MP at the end etc). Then, based on that, it'll slightly buff or debuff the encounters in the next area. Like if a player underperformed vs. a boss according to the grading, the next area will soften up the monsters a little bit (lowered HP, Def, Atk). This effect could stack, if the player continues to underperform.
The reverse would happen for players who roll over a boss with ease. The difficulty increase for the next area would be bigger in their case. And it would re-adjust with each new area. If a player gained a boost in difficulty for beating the first boss with ease, but then struggles against the second boss, the difficulty gain would be reset to normal afterwards.
This would eliminate the need for a difficulty option at the start of the game, and ensure players get a reasonable experience regardless of skill level (assuming everything works as it should, and all the encounters and systems are fairly balanced.)
Thought?
The reverse would happen for players who roll over a boss with ease. The difficulty increase for the next area would be bigger in their case. And it would re-adjust with each new area. If a player gained a boost in difficulty for beating the first boss with ease, but then struggles against the second boss, the difficulty gain would be reset to normal afterwards.
This would eliminate the need for a difficulty option at the start of the game, and ensure players get a reasonable experience regardless of skill level (assuming everything works as it should, and all the encounters and systems are fairly balanced.)
Thought?