VEM
In general, in one aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The adapting includes changing a sweet spot for the virtual equipment. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation. The adapting is based on a current state of a virtual universe. The determining is in response to detecting an improvement or a decline in the user skill level. The representation includes one or more of: graphical rendering, sound, or haptic feedback. The adapting includes changing or more relationships between a plurality variables in the user interaction model. The virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
In general, in another aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A sweet spot associated with the virtual equipment is automatically adapted based on the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation.
Particular embodiments of the invention can be implemented to realize one or more of the following advantages. Virtual equipment automatically adapts to reflect changes in user skill level and keep users challenged as their skill level improves. As a result, users are less likely to loose interest in a computer game. An associated user input model and visual representation of virtual equipment can be automatically modified to reflect changes in users' skill levels. Automatically adapting virtual equipment adds a dimension of realism to electronic games of skill and other types of simulations and provides a more accurate reflection of skill in a virtue world, less hindered by a static, limited user interface.
However, after thousands of rounds and tens of thousands of golf shots and an exhausting study on exactly how, when, why or where the VEM theory has a direct impact on this game is still a great mystery not only to me but most likely to many who play this wonderful (and often frustrating) game!!
JD