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[-] Blamemeta@lemmy.world 92 points 9 months ago

Isnt this done by many games already?

[-] Even_Adder@lemmy.dbzer0.com 91 points 9 months ago

Yeah, but now we get to be robbed of a feature, like we were when Namco patented playing mini-games on loading screens. We needn't have suffered as much during the worst years of loading.

[-] schmidtster@lemmy.world 8 points 9 months ago* (last edited 9 months ago)

Sometimes, just sometimes a company also patents it so no one else can use the terrible idea, not even them. Sony has done it a few times in the past. They patented yelling at ads to do something iirc.

[-] MrScottyTay@sh.itjust.works 5 points 9 months ago

🙌 McDonalds!!!!

[-] weariedfae@lemmy.world 8 points 9 months ago

;_; TIL....that would have been awesome.

[-] Omegamanthethird@lemmy.world 3 points 9 months ago

It's kinda like the dinosaur on Chrome when your internet goes out. It's plays a little minigame until it comes back online.

[-] BarrierWithAshes@kbin.social 10 points 9 months ago

A lot of arcade games already do this.

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[-] ICastFist@programming.dev 49 points 9 months ago

Thing is, it's fucking easy to dispute this patent because of how many other games already do something extremely similar. Adaptive difficulty isn't a novel idea. That they think they can patent it shows how broken that system is.

On a side note, the site had this other gem: New Sony Patent Will Let You Replay A Game From Any Point Possible. From the name, I thought they were patenting savestates, like those you do with emulators. But nope, it's dumber and more convoluted than that, closely tied to streaming, somehow.

Anyway, fuck Sony and this patent bullshit

[-] bitwolf@lemmy.one 7 points 9 months ago

afaik software patents get awards based on the implementation details. So Sony could get a patent if they implemented this behavior in a novel way.

Although I do agree with you this is a basic feature in many games and that sold be recognized.

[-] abraxas@sh.itjust.works 10 points 9 months ago

I think the "novel way" in this case is the idea that games can look at your data from other games to adjust difficulty. So if you do well in God of War, the AI difficulty in the new Devil May Cry could get harder. Ditto the other way around.

I would say it's a newish idea. I don't see it as particularly innovative, though. We just don't do it NOW because it's stupid.

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[-] ech@lemm.ee 38 points 9 months ago

If it's optional, whatever, but if it's a forced game "feature", that would suck. I am perfectly capable of choosing the difficulty of the game I'm playing. Sometimes I want a good challenge, sometimes I don't, but I never need the game to decide for me that I'm taking too long or going too fast. Screw all of that.

[-] jjjalljs@ttrpg.network 14 points 9 months ago* (last edited 9 months ago)

I would be moderately peeved if the game just decided to let me win. Clearing the sword saint in sekiro was a triumph. If the game made it easier because I was taking a while, it would cheapen the win.

Some people don't enjoy the challenge and would probably enjoy this, though. Utterly alien to me, but they exist.

[-] KickMeElmo@sopuli.xyz 5 points 9 months ago

Bear in mind there are games like God Hand where it's constantly punishing as well. The game never gets easy, it just gets harder when you do well for too long.

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[-] Draedron@lemmy.dbzer0.com 25 points 9 months ago

Fuck you sony. I have still not forgiven WB Studios for patenting the nemesis system and never using it anymore.

[-] kurikai@lemmy.world 19 points 9 months ago

So like left 4 dead 2 then

[-] JackLSauce@lemmy.world 23 points 9 months ago

RE 4 (original), every Ratchet and Clank game, Space Invaders by complete accident, etc

[-] WarmSoda@lemm.ee 7 points 9 months ago

Yeah, a lot of games do it under the hood without anyone even noticing.

[-] brsrklf@jlai.lu 3 points 9 months ago

And some spell it out and make it a main feature, like Rimworld and its "storytellers".

They're actually rather basic, but they check how well the player is doing and adapt the threat level accordingly.

Well, if they're not Randy, anyway.

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[-] Kbin_space_program@kbin.social 19 points 9 months ago

laughs at Sony because of the inevitable patent challenge from Valve via Left 4 Dead.

[-] Clasm@lemmy.world 11 points 9 months ago

The original Homeworld also scaled difficulty based on how well you were doing on previous levels.

[-] ech@lemm.ee 4 points 9 months ago* (last edited 9 months ago)

Huh, I didn't know about that mechanic in that series. I never really did end up liking L4D much, and thinking back on it, probably my biggest issue with the game was a feeling that I never really improved. No matter what I did, every time I played felt like I couldn't catch up, and it wasn't an enjoyable, "challenging" feeling. It was just frustrating.

[-] Kbin_space_program@kbin.social 7 points 9 months ago

One of the defining concepts in the game was the "director", an overarching map managing system that kept the desired pacing of the game in real time.

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[-] NaoPb@eviltoast.org 18 points 9 months ago

Does this mean other game publishers get sued if they use dynamic difficulty?

[-] GeneralEmergency@lemmy.world 6 points 9 months ago

No. Only if they use the same system. That's what's being patented, not the concept of dynamic difficulty.

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[-] ArugulaZ@kbin.social 18 points 9 months ago
[-] WeLoveCastingSpellz@lemmy.dbzer0.com 16 points 9 months ago

fuck you, sony!

[-] o0joshua0o@lemmy.world 9 points 9 months ago

What I like more than this is when games make every individual aspect of difficulty (e.g. enemy health, enemy aggression, enemy damage, etc.) something you can tweak in the accessibility menu. Spider-Man 2 and The Last of Us Part 1 are two good examples of this.

[-] Drusas@kbin.social 5 points 9 months ago

Don't Starve is probably the supreme example of this. It's great. You can adjust difficulty in specific areas.

[-] Zahille7@lemmy.world 3 points 9 months ago

I think there are toggles for that in the first Spider-Man as well. It's there in the System Shock remake, too, as well as (I think) Jedi: Survivor.

[-] sugar_in_your_tea@sh.itjust.works 3 points 9 months ago

I loved this in Mount and Blade: Warband, not sure if it made it into Bannerlord.

[-] echo64@lemmy.world 8 points 9 months ago

1, remember that video game patents are rarely actually applied to anything real. 2, this has been a thing since at least the ps2, not in this globalized way, but games like ratchet and clank adjusted difficulty based on performance.

[-] sulsaz@lemmy.world 7 points 9 months ago

https://www.youtube.com/watch?v=-nJtd8AJghM&t=0 Interesting video why dynamic difficulty isn't the holy grail. Hope they leave it in as an option and don't force it on the player

[-] pomodoro_longbreak@sh.itjust.works 5 points 9 months ago

I'm fine with dynamic difficulty, if it's something that the designers bake into the game, which is already done in many cases.

[-] MentalEdge@sopuli.xyz 5 points 9 months ago

Yeah but this is about sony fucking patenting the concept, which is dumb as hell.

[-] LoamImprovement@ttrpg.network 2 points 9 months ago

Almost as dumb as Nintendo patenting the concept of a sanity meter and then not fucking doing anything with it since Eternal Darkness: Sanity's Requiem.

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[-] stopthatgirl7@kbin.social 3 points 9 months ago

As long as you can still manually change the difficulty or turn it off, it sounds like it could be interesting.

[-] explodicle@local106.com 4 points 9 months ago

I'd be frustrated if I kept having to adjust it back.

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this post was submitted on 18 Dec 2023
113 points (94.5% liked)

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