EA designs a system to generate in-game content based on player behavior

Electronic Arts (EA) has developed a system capable of detecting the behavior and habits of players in different video games to create a profile and offer content within the game generated based on these parameters.

The company filed a patent for this tool, called Persona Driven Dynamic Content Framework a few months ago at the World Intellectual Property Organization -where it was published this month-, as well as at the United States Patent and Trademark Office, as Exputer has discovered.

This patent includes a system that “determines the personality of the players based on the information of the game for the user” and is responsible for generating “dynamic content or recommendations of additional products” based on the interests of the ‘gamers’.

To create this profile, the system is based on information that it collects as the user is playing, such as the time spent in combat, the density of the maps that are explored, how often you opt for easy or complex challenges and your progress in the game.

As cited by EA in these records, it will be in charge of tracking this data from different games of different genres, such as first-person shooters, role-playing games or combat simulation games.

Once these details are taken care of, EA assigns each player a certain character based on six games and associate some values ​​whose median would be 50.

“A player can be assigned a scout rank archetype with a value of 55 for a ‘Combat’ dimension, 35 for a ‘Competition’ dimension, 65 for a ‘Collector’ dimension, and 85 for a ‘Collector’ dimension. Exploration'”, details the developer in this patent.

Once this data is established, Persona Driven Dynamic Content Framework will be responsible, on the one hand, for unlocking content, which can also be earned by overcoming a series of phases and purchased. On the other, to generate content adapted to the needs and tastes of the players.

Regarding the collection and use of data and personal information, this patent does not mention that they are used for propaganda purposes or to produce personalized advertisements.

However, from Exputer they suggest that there is an opportunity for the developer to use this dynamic system to create an advanced storytelling experience. In this way, players could interact with video games in a more sophisticated way.

On the other hand, EA drops in this patent that thanks to this system “the player’s contextual preferences can be integrated into the same character” and this can be used in different contexts of different games.

This custom content generator will also work in multiplayer matches and/or games, as “in a team play context, the dynamic content that will be presented to the team may be generated based on a combination or average of the characters of the players from that team,” the developer points out.

To maintain an optimal gaming experience, information collected by the Persona Driven Dynamic Content Framework will be updated over time and will continue to record data to improve dynamically generated content.

In this way, the unlockable content and the scenarios that are unfolding in EA video games will evolve as players also change their gaming habits.

By Editor

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