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-   -   EA Dynamic Difficulty Adjustment (DDA) (/forums/showthread.php?t=932321)

apollo1980 05-15-2018 11:06 AM

EA Dynamic Difficulty Adjustment (DDA)
 
Surprised this hasn't been posted here. Didn't see this topic on a search.

https://www.destructoid.com/ea-filed...t-481595.phtml

https://www.youtube.com/watch?v=b9Ts4WRj8oA

https://forums.ea.com/en/madden-nfl/...lty-adjustment

khaliib 05-15-2018 11:18 AM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
There was a discussion on this already, nothing new.

apollo1980 05-15-2018 11:22 AM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
I did a search and didn't see it. Can you supply a link? Thanks.

4thQtrStre5S 05-15-2018 02:24 PM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
Previous thread on this topic:

https://forums.operationsports.com/f...ifficulty.html

Hooe 05-15-2018 04:29 PM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
Quote:

Originally Posted by 4thQtrStre5S (Post 2049355398)

Not quite the same, albeit that's because this thread's title is somewhat simplified.

That thread discussed the concept of dynamic difficulty as a potential returning feature in Madden. It previously existed in Madden NFL 09 and acted by silently adjusting gameplay sliders in the background as you succeeded or failed against the CPU.

This thread is discussing a technology for which EA has applied for a patent. With this technology, EA would (in any of its games, not just Madden) facilitate matchmaking in multiplayer games (or adjust settings in single-player games in reaction to user actions) in order to increase metrics such as playtime, retention, or spending. The technology could be used, for example, to reduce the difficulty of a hard boss following many failed attempts to ensure the user defeats the boss and keeps playing the game, thus increasing user retention. Dynamic difficulty in Madden 09 could be considered an extremely simplified version of this idea. The obvious concern - and what I think OP wants to allude to - is using technology such as this to encourage micro transactions, which have been under much scrutiny from games media over the past calendar year (especially following Star Wars Battlefront II).

This patent is somewhat related to a similar patent application Activision-Blizzard filed recently, where in their games technology would exist to match-make users in multiplayer games dependent on micro transaction purchases. The example given was matching a junior Call Of Duty player who wished to become a great sniper with a more skilled player who had spent money on many sniper-related microtransactions. The idea in this example, of course, is to encourage the junior player to make those micro transaction payments.

Both EA and Activision have stated that neither of their respective patented technologies have been deployed in any released titles.

4thQtrStre5S 05-15-2018 06:37 PM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
Quote:

Originally Posted by CM Hooe (Post 2049355630)
Not quite the same, albeit that's because this thread's title is somewhat simplified.

That thread discussed the concept of dynamic difficulty as a potential returning feature in Madden. It previously existed in Madden NFL 09 and acted by silently adjusting gameplay sliders in the background as you succeeded or failed against the CPU.

This thread is discussing a technology for which EA has applied for a patent. With this technology, EA would (in any of its games, not just Madden) facilitate matchmaking in multiplayer games (or adjust settings in single-player games in reaction to user actions) in order to increase metrics such as playtime, retention, or spending. The technology could be used, for example, to reduce the difficulty of a hard boss following many failed attempts to ensure the user defeats the boss and keeps playing the game, thus increasing user retention. Dynamic difficulty in Madden 09 could be considered an extremely simplified version of this idea. The obvious concern - and what I think OP wants to allude to - is using technology such as this to encourage micro transactions, which have been under much scrutiny from games media over the past calendar year (especially following Star Wars Battlefront II).

This patent is somewhat related to a similar patent application Activision-Blizzard filed recently, where in their games technology would exist to match-make users in multiplayer games dependent on micro transaction purchases. The example given was matching a junior Call Of Duty player who wished to become a great sniper with a more skilled player who had spent money on many sniper-related microtransactions. The idea in this example, of course, is to encourage the junior player to make those micro transaction payments.

Both EA and Activision have stated that neither of their respective patented technologies have been deployed in any released titles.

Excellent. Thank you for the information..I recall researching that a couple months ago.. I agree with the position that there is no DDS in Madden..

I do like the concept. I also noted that the findings from the research by EA showed no significant effect on monetization. So the idea of creating a more difficult system to sell player cards would not be the key driver. The purpose would be to implement a game which people wanted to play for more than a few weeks..

ForUntoOblivionSoar∞ 05-16-2018 06:39 PM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
Quote:

Originally Posted by CM Hooe (Post 2049355630)
Not quite the same, albeit that's because this thread's title is somewhat simplified.

That thread discussed the concept of dynamic difficulty as a potential returning feature in Madden. It previously existed in Madden NFL 09 and acted by silently adjusting gameplay sliders in the background as you succeeded or failed against the CPU.

This thread is discussing a technology for which EA has applied for a patent. With this technology, EA would (in any of its games, not just Madden) facilitate matchmaking in multiplayer games (or adjust settings in single-player games in reaction to user actions) in order to increase metrics such as playtime, retention, or spending. The technology could be used, for example, to reduce the difficulty of a hard boss following many failed attempts to ensure the user defeats the boss and keeps playing the game, thus increasing user retention. Dynamic difficulty in Madden 09 could be considered an extremely simplified version of this idea. The obvious concern - and what I think OP wants to allude to - is using technology such as this to encourage micro transactions, which have been under much scrutiny from games media over the past calendar year (especially following Star Wars Battlefront II).

This patent is somewhat related to a similar patent application Activision-Blizzard filed recently, where in their games technology would exist to match-make users in multiplayer games dependent on micro transaction purchases. The example given was matching a junior Call Of Duty player who wished to become a great sniper with a more skilled player who had spent money on many sniper-related microtransactions. The idea in this example, of course, is to encourage the junior player to make those micro transaction payments.

Both EA and Activision have stated that neither of their respective patented technologies have been deployed in any released titles.

Pay to win basically? (not meaning in Madden; the sniper thing you spoke of)

Hooe 05-16-2018 08:04 PM

Re: EA Dynamic Difficulty Adjustment (DDA)
 
Quote:

Originally Posted by ForUntoOblivionSoar∞ (Post 2049357132)
Pay to win basically? (not meaning in Madden; the sniper thing you spoke of)


Not necessarily. The DLC could be sniper-related cosmetics like gun skins, character skins, themed character customization items, or whatever.

That said, this tech certainly could be used to promote pay-to-win but most any game designer with a pulse knows to avoid that.


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