As outlined within the patent’s summary, the system can “review historical user activity data with respect to one or more video games to generate a game retention prediction model”. This mannequin is then used to foretell how lengthy the person is anticipated to play for. Utilizing this prediction, the dynamic problem system can calibrate the problem to be sure you play for that period.
Extra element on EA’s intention for the system is supplied within the Background part. Right here, EA states that “software developers typically desire for their software to engage users for as long as possible.” The corporate notes that “one of the challenges of game development is to design a game with a difficulty level that is most likely to keep a user engaged for a longer period of time.” This dynamic problem adjustment system, it could appear, is EA’s reply to that difficulty.
Issue is a vastly necessary difficulty in sport design, and the idea of adaptive problem is a lovely one; each participant is completely different, and has completely different necessities in the case of problem. Nonetheless, the outline inside this EA patent is extremely developer/publisher-focused, reasonably than the emphasis being on the participant. It raises questions on what it’ll do, for example, when confronted with gamers who solely play sometimes for brief durations at a time. Will the issue be adjusted to make sure enough progress is made in that quick window, or modified to encourage a person to maintain taking part in longer than their information suggests they usually do?
For extra from the world of in-development video video games tech, check out the PlayStation patent that lets spectators mess with gamers in VR, a latest submitting for the flexibility so as to add PS trophies to older and emulated video games, and EA’s different latest patent to permit gamers to stream full video games earlier than they’ve been downloaded.
Matt Purslow is IGN’s UK Information and Leisure Author.