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Hi,
Even microsoft uses fair gaming tech lol
Even microsoft uses fair gaming tech lol
Content Customization Based on Player Skill Level
[0075] In a first implementation of the present specification, the system enables players of different skill levels to play together, in the same level of a gaming session, by providing players of different skill levels challenges tailored to their particular skill level. In embodiments, a multiplayer game environment is simulated by a computing system. The gaming parameters are adjusted within the gaming environment according to skill levels of the different players participating in the game. Adjustments result in each player in a team experiencing a different degree of difficulty or challenge while still experiencing the same content within the same level of the gameplay session and while still being able to cooperatively play as a team. In embodiments, the skill levels of the players are different for at least two or more players.
[0077] The modification of the gaming parameters is based on the skill level of each player. In embodiments, the modification of gaming parameters is executed in real time during a gaming session. In embodiments, the modification of the gaming parameters are executed on a player-by-player basis, based on their skill levels, which may be different for different players. Therefore, the online multiplayer gaming environment generates a gaming environment within which two or more players can play cooperatively as a team within the same gaming environment of the same level of the same game and tailors the experiences in that gaming environment to the specific skill level of each player.
[0081] FIG. 3B illustrates a table providing an exemplary list of parameters of a gameplay session that are modified based on a player's skill level and the corresponding experience for players of different skill levels. For example, in a first-shooter gaming environment, when a first player aims his weapon at a target, a parameter defining the tolerance for how accurate the player's aim must be to hit the target is modified based on the acquired skill level of the player. The computer assigns the tolerance for how accurate the player's aim must be to hit the target differently based on the skill level of the first player. A player having a higher skill level will be assigned a lower tolerance parameter and therefore, will have to be more accurate in aiming in order to hit the target. A player having a lower skill level be assigned a higher tolerance parameter and, therefore, could be less accurate in aiming in order to hit the target. As shown, column 310 of Table 1 lists modifiable parameters such asdegree of accuracy required to hit a target
, column 312 lists the experience of a player having ahigh
skill level, which may behigh degree of accuracy required
, column 314 lists the experience of a player having amedium
skill level, which may bemedium degree of accuracy required
, and column 316 lists the experience of a player having alow
skill level, which may below degree of accuracy required
. Similarly, the table lists other modifiable parameters, such aslikelihood of being targeted by enemy
, where the experience of a player having ahigh
skill level may behigh degree of likelihood
, the experience of a player having amedium
skill level may bemedium degree of likelihood
, and the experience of a player having alow
skill level may below degree of likelihood
. Another example parameter isdifficulty of an in-game puzzle
, where the experience of a player having ahigh
skill level may behigh degree of difficulty
, the experience of a player having amedium
skill level may bemedium degree of difficulty
, and the experience of a player having alow
skill level may below degree of difficulty
. Another example parameter isbonus chance of finding powerful treasure
, where the experience of a player having ahigh
skill level may bemedium degree of chance
, the experience of a player having amedium
skill level may behigh degree of chance
, and the experience of a player having alow
skill level may bevery high degree of chance
. Yet another example parameter isnumber of challenging enemies in a single encounter
, where the experience of a player having ahigh
skill level may be a high number, for example 10-20, the experience of a player having amedium
skill level may be a medium number, for example 5-10, and the experience of a player having alow
skill level may be a low number, for example 1-5. Still another example parameter isgold earned multiplier
, where the earning of a player having ahigh
skill level may behigh
, for example 1.5.times., the earning of a player having amedium
skill level may bemedium
, for example 1.25.times., and the earning of a player having alow
skill level may below
, for example 1.times.. One more example parameter isfriendly-fire damage amount to team-mates
, where the experience of a player having ahigh
skill level may behigh degree of damage
, for example 100% of damage, the experience of a player having amedium
skill level may bemedium degree of damage
, for example 50% of damage, and the experience of a player having alow
skill level may below degree of damage
, for example 0% of damage.
[0093] As a result, instead of having people of the same level teaming up, embodiments of the present specification enable people of differing levels to work together within gameplay. Therefore, even though the players may all be in the same environment, the various parameters that define death and success, among others, will change depending on the player's skill level.
Saw that you had commented, came to read some crazy BS. Was not disappointed.And people still delude themselves into believing the iGen generation isn't being coddled in virtually every waking aspect of life. Now it's penetrated the gaming industry to the point of no return.
Before it was "trigger words" and now it's "safe spaces". Seems the gaming industry is providing these entitled zoomers with that carrot on a stick.
The "player retention" narrative is always used by people that suck at shooters.
Most of the COD public are children, so they gotta make it a "safe space" so they don't rage quit in every match.And people still delude themselves into believing the iGen generation isn't being coddled in virtually every waking aspect of life. Now it's penetrated the gaming industry to the point of no return.
Before it was "trigger words" and now it's "safe spaces". Seems the gaming industry is providing these entitled zoomers with that carrot on a stick.
The "player retention" narrative is always used by people that suck at shooters.
Lol so logical and reasonable as always.Have you on ignore for a reason but I'll take the bait anyway.
This all coming from the moron that states nobody should care about CoD because it's a "kids game". How rich...
It's like you think your opinion should supersede and take precedence over everybody elses. Your arrogance hardly ever goes unnoticed.
Entertaining watch -- thanks. He might have gotten casual play confused with competitive play in the ending rant though. Competitive play is where handicaps don't belong at all. There should also be a casual lobby where handicaps aren't forced. And then, you should have to opt into a mutual handicap lobby if you want. The video is right on about the game wanting to chaperone your experience, though -- dirty **** in the hopes for player recruitment and retention and no one can scientifically prove it, that's why it's done.
Not just Fifa but madden as well. It was most noticeable in that street basketball NBA Street a few years back. EA called it dynamic difficulty adjustment. It was a horrible thing to do but it was only for single player games. Activision, on the other hand, implemented this on Multiplayer, online games. Making its egregious.I mean... this has been happening in Fifa Ultimate Team for years! You can have a far greater team, be the far better player - but if the game decides to handicap you then you're screwed... many a broken pad will testify to that 😂