In a US obvious filed in 2015 and authorized yesterday, Activision outlines an online matchmaking complement designed to “drive microtransactions in multiplayer video games” and “influence game-related purchases.”
Patent #9789406, for a “System and process for pushing microtransactions in multiplayer video games,” describes a series of matchmaking algorithms that a diversion could use to inspire players to squeeze additional in-game items. “For instance, the complement may compare a some-more expert/marquee player with a youth player to inspire the youth player to make game-related purchases of equipment possessed/used by the marquee player,” the obvious reads. “A youth player may wish to obey the marquee player by receiving weapons or other equipment used by the marquee player.”
An Activision representative told Glixel (which first unearthed the patent) that the filing was merely an “exploratory” bid from a away RD group and that such a complement “has not been implemented in-game” yet. But the obvious itself shows a decent volume of suspicion being put into several ways to maximize the chances of players purchasing in-game equipment formed on their online gameplay partners.
Such relating would be formed mostly on “the intensity seductiveness of the in-game object to the first player, and… the possession of the in-game object by the second player” according to the patent, and it could be activated during “a successive gameplay event that caters to use of the in-game item.”
Potential seductiveness in an in-game object would be dynamic by “an demonstrate preference” or a “derived preference… formed on a gameplay history.” For example, “the youth player may wish to spin an consultant sniper in a diversion (e.g., as dynamic from the player profile). The microtransaction engine may compare the youth player with a player that is a rarely learned sniper in the game.” The engine could also pull equipment formed on “usefulness.” For instance, “an in-game object that may be matched for a sold spin that the player has regularly unsuccessful may be identified.”
After a purchase, the matchmaking complement could “encourage future purchases by relating the player… in a gameplay event that will implement the game-related purchase,” according to the patent. “Doing so may lift a spin of delight by the player for the game-related purchase, which may inspire future purchases.”
As publishers increasingly spin to post-launch calm like loot boxes and DLC to try to drag some-more income out of players, it’s healthy they’d at slightest demeanour into these kind of algorithmic methods for augmenting those squeeze rates in online games. That said, the thought of matchmaking to lift revenues rather than to bond players of identical ability is likely to massage some players the wrong way.