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[-] Blamemeta@lemmy.world 104 points 11 months ago

Isnt this done by many games already?

[-] Even_Adder@lemmy.dbzer0.com 99 points 11 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 11 points 11 months ago* (last edited 11 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 7 points 11 months ago

🙌 McDonalds!!!!

[-] weariedfae@lemmy.world 10 points 11 months ago

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

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[-] BarrierWithAshes@kbin.social 10 points 11 months ago

A lot of arcade games already do this.

[-] cosmicrookie@lemmy.world 3 points 11 months ago

Sony is making sure they can't do it in the future

[-] Mnemnosyne@sh.itjust.works 6 points 11 months ago

Only if no one challenges it, which is a big problem.

Patents are supposed to be given for new ideas, and also a certain degree of non-obviousness.

In the event that something has been done before by others, it should be open and shut to challenge the patent, but it still costs money. So it's often easier not to, and the patent doesn't get challenged.

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[-] ICastFist@programming.dev 57 points 11 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 11 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 11 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 42 points 11 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 17 points 11 months ago* (last edited 11 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.

[-] RGB3x3@lemmy.world 7 points 11 months ago* (last edited 11 months ago)

Dynamic difficulty has its place. For example, most people don't want to die to the same boss over and over again. That's just not good gameplay and it's overall a waste of time.

Instead, a dynamic difficulty system could very slightly adjust some values each time you die: a few points off the enemy HP, juice your damage a bit, slow the boss down. It can be made so subtle that you don't even notice it happening.

Resident Evil 4 has a dynamic difficulty and people praise it for that. It keeps you moving through the game instead of feeling defeated when you have to manually reduce the difficulty or when you get stuck in the same area for a long time.

[-] jjjalljs@ttrpg.network 3 points 11 months ago

For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.

This is a very subjective opinion stated as a objective fact. I think Sekiro, for example, is great gameplay, even when lady butterfly kicked my ass for hours.

Some people would like the difficulty automatically changing. I would hate it. I do want to lose to the same boss over and over until I get it right sometimes. That's part of what makes clearing sekiro such a triumph.

The other from soft games are similar, but they have leveling and coop as difficulty adjustments.

But I do recognize that not everyone likes this. Even I don't like it in every game, probably.

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[-] KickMeElmo@sopuli.xyz 6 points 11 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 30 points 11 months ago

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

[-] NaoPb@eviltoast.org 25 points 11 months ago

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

[-] GeneralEmergency@lemmy.world 6 points 11 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 24 points 11 months ago
[-] Kbin_space_program@kbin.social 21 points 11 months ago

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

[-] Clasm@lemmy.world 14 points 11 months ago

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

[-] ech@lemm.ee 6 points 11 months ago* (last edited 11 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 9 points 11 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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[-] Nacktmull@lemm.ee 21 points 11 months ago* (last edited 11 months ago)

I might have a one sided perspective because I play mostly roguelites. To me that sounds like a horrible idea. When playing a game, I want to get good enough to beat one difficulty and then move on to the next. For that I need to be able to choose the difficulty myself. If the difficulty constantly changes without the players control it becomes impossible to get acquainted to a certain difficulty and even worse, there is no more challenge because whenever you encounter a challenging part of the game the game will just turn down the difficulty, instead of the player having to improve. What is even the point of "beating" such a game then? The people who come up with nonsense like this obviously don´t play games themselves and don´t understand at all what gaming is about.

[-] tmyakal@lemm.ee 14 points 11 months ago

There's also a huge risk of this being misapplied. I remember way back in PS2 days, I was struggling with a jumping puzzle in the original God of War so much so that the game jumped in with a prompt offering to turn down difficulty. But turning down the difficulty in God of War reduces combat difficulty, nothing to do with the huge friggin' hole I kept falling into from mis-timing jumps.

Honestly, every game I've played that offers scaling difficulty based on performance has been because I sucked at the platforming parts that they couldn't make easier with a setting. Maybe it's a hint that I should stop playing platformers.

[-] Nacktmull@lemm.ee 3 points 11 months ago

Yes, that is indeed another good point against scaling difficulty.

[-] abraxas@sh.itjust.works 9 points 11 months ago

It's worse with this particular case because the patent is for cross-gaming. You suck at competitive Street Fighter? The next turn-based JRPG difficulty goes down.

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[-] abraxas@sh.itjust.works 4 points 11 months ago

My biggest hate to any non-interactive difficulty is that players change.

What if I take a 1-year break? I haven't gone back to playing Go because I have a ranking I know I can't maintain, and do not want to play games where I'm giving handicaps to people who I won't be able to beat on an even level.

But yes, there's also "different things are harder to different people"

[-] vardogor@mander.xyz 5 points 11 months ago

CS:Go? fwiw, your rank resets after not playing a while, so you might not feel that way if you hop back in

[-] abraxas@sh.itjust.works 4 points 11 months ago

No, sorry. The board game Go. I used to play fairly heavily in long games on OGS and got to a fairly good (not if you ask anyone actually good) rank. Then I took a break and tried to play some real-time games and I'm so many ranks weaker than my profile it's not even funny.

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[-] kurikai@lemmy.world 20 points 11 months ago

So like left 4 dead 2 then

[-] JackLSauce@lemmy.world 25 points 11 months ago

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

[-] WarmSoda@lemm.ee 8 points 11 months ago

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

[-] brsrklf@jlai.lu 5 points 11 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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[-] WeLoveCastingSpellz@lemmy.dbzer0.com 19 points 11 months ago

fuck you, sony!

[-] cosmicrookie@lemmy.world 13 points 11 months ago

Why copyright this? They do more harm to the industry than their games and consoles can ever compensate!

[-] mnemonicmonkeys@sh.itjust.works 5 points 11 months ago

Patents != Copyright.

Also, they can't patent this, there's too many prior games that already do this. As soon as it goes through they're going to get challenged in court and lose handily

[-] o0joshua0o@lemmy.world 11 points 11 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 6 points 11 months ago

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

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[-] echo64@lemmy.world 8 points 11 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 11 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

[-] stopthatgirl7@kbin.social 7 points 11 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 11 months ago

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

[-] pomodoro_longbreak@sh.itjust.works 5 points 11 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 11 months ago

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

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this post was submitted on 18 Dec 2023
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