Electronic art Patent applied Dynamic difficulty system Can predict and respond to the player’s emotions, and can make your game longer.
The patent was submitted in October 2020 (thanks to GameSpot) and will be made public in late March 2021. EA itself calls this technology “dynamic difficulty adjustment”, and its application in games certainly sounds interesting.
According to the patent, the system has been constructed to “execute automatic granular difficulty adjustment” so that the difficulty peaks and slopes “will not be detected by the user.”
The goal of the system seems to be for EA to predict game habits and transfer challenges in the game to better maintain your participation. The system will be able to drag your previous game activity to “generate a game retention prediction model that predicts the duration of the game.”
The patent description says: “The difficulty level of the video game can be automatically adjusted according to the determined expected game time.” Are you fighting the boss, or have difficulties with a certain enemy class in history? The game will be able to detect this and narrow the challenge in the modular section, rather than simply applying the “easy, medium and difficult” coverage difficulties throughout the game.
Remember the AI director in “Left 4 Dead”? It sounds a bit like, although more advanced.
The patent explains: “Usually, games that are too difficult or too easy will bring users less fun.” Therefore, users may play fewer games. Therefore, one of the challenges of game development is to design a game with the highest difficulty level, which is likely to make users participate for a long time. “
The conversation about the difficulty of video games has a long history and is ugly, and as we enter the new generation of games, EA seems to be stepping up its efforts to resolve certain elements of the famous split topic. Will this technology enter “Battlefield 6”? Not yet confirmed.
It remains to be seen whether this technology will be used to make gameplay more fun for players, or to direct gamers to shortcuts and other ways of proceeding.