However, Electronic Arts’ idea is not entirely new, as we’ve seen similar things in other games.
In late 2020, the publisher filed a patent with the WIPO called “Automated controller configuration recommendation system”. In short, the idea is that if you play too badly, the game becomes easier to control, while if you perform exceptionally well, you get a more complicated control scheme to give others (or AI) a chance to catch up.
The abstract reads, “Various aspects of the subject technology relate to systems, methods, and machine-readable media for adjusting controller settings. The method includes receiving input for software through a controller associated with a user. The method also includes determining, based on the controller input, a user profile for the user comprising at least a skill level and an input tendency of the user. The method also includes providing suggested adjustments to the controller settings intended to improve the user’s performance concerning the software, the controller settings comprising at least one of controller sensitivity or controller assignments. The method also includes receiving approval from the user to implement the suggested adjustments to the controller settings. The method also includes adjusting the controller settings based on the user’s approval.”
Adaptive systems have been popping up as early as the 1980s. If a game was difficult, the level of challenge was adjusted to the player’s skill. An example of this was Zanac, first released for MSX in 1986, where ALC (Automatic Level of Difficulty Control) allowed the game to be made easier or harder. If you played well, more opponents appeared on the screen. If not, fewer.
We’ve seen more modern examples where, if you died a lot in a game in a shorter time, you were offered a more manageable difficulty level, but they needed the player’s consent to switch. It could be similar to Electronic Arts’ idea for the controller, but in a more forward-thinking way, as it would create a unique profile based on the player’s button presses (which would require a small machine learning element). However, securing a patent is nothing in itself, but the promise of accessibility from the publisher should not be forgotten.
Electronic Arts committed last year to release its accessibility-related patents under a royalty-free licence so that any developer can use some of the software patents listed here. The patent in question is not on the list, but it could show up…
Source: PCGamer
Leave a Reply