Wpis z mikrobloga

https://www.reddit.com/r/FIFA/comments/799a9y/a_paper_written_by_ea_employees_on_dynamic/

TL;DR EA are definitely in the business of dynamic difficulty adjustment, and a lot of what is in the papers below reflect peoples experience of FIFA.
https://pdfs.semanticscholar.org/16c4/5d99437bd43e0e60fe160f058e3d824ef79d.pdf
The paper talks about a new model of dynamic difficulty for increasing player engagement. The example that they give is for a platform game, but say that it is applicable to other genres. I'm yet to digest the paper in full.
Edit:
And here's the patent for slider manipulation: http://www.freepatentsonline.com/y2017/0259177.html
My own summary/some highlights:
If users experience gameplay that is too hard/easy, they will stop playing – therefore companies seek methods to dynamically adjust difficulty
Method involves selecting a seed value for a “knob” (think sliders). Knobs are set to maximise the amount of time people will play for.
Adjustments to the seed values reflect recent gameplay more than less recent (reason for bouncing between 5-0 wins and 1-0 losses in squad battles?).
A machine learning algorithm is used to decide on the seed value, based on interaction data
Knobs are set based on your current perceived level of engagement. This might be determined by factors such as how long you play the game for, AND WHETHER OR NOT YOU HAVE SPENT MONEY ON THE GAME (Emphasis my own, see detailed description section, paragraph 5 - seems a bit dodgy if this is in competitive game modes)
“Some other non-limiting examples of features of the video game that can be modified, which may or may not be detectable by the user can include providing extra speed to an in-game character, improving throwing accuracy of an in-game character, improving the distance or height that the in-game character can jump, adjusting the responsiveness of controls, and the like. In some cases, the adjustments may additionally or alternatively include reducing the ability of an in-game character rather than improving the ability of the in-game character. For example, the in-game character may be made faster, but have less shooting accuracy.” - Doesn’t take a huge leap of imagination to apply this to FIFA.
It doesn't say explicitly that this methodology applies to FIFA, or whether it only affects certain modes - but a lot of it is consistent with my own experience and that of others.
#fifa18 #fut
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@ActiveekHere po tym co przeczytalem, wygląda na to że to kolejna perfekcyjnie zaprogramowana przez socjologów i psychologow gra, żeby wyciągnąć jak najwięcej od dzieciaków ( ͡° ʖ̯ ͡°), ale są i pozytywy słabym składem można pokonać kozaki skład ( ͡° ͜ʖ ͡°)