If you’re a FIFA player, you do know how momentum is a significant thing in the game, or at least the community does. Recently, this belief received reinforcement by the discovery of an Electronic Arts patent involving dynamic difficulty, leading many to think that all that speculation was legitimate.
However, in a couple of different statements reported by GamesRadar+, developers from the EA Sports team have debunked such speculation. They’re claiming that the patent is being used in other titles from the same publishers to help people who have issues in certain games — not in FIFA 19 nor 20.
“We’ve heard your concerns around the Dynamic Difficulty Adjustment patent family, and wanted to confirm it’s not used in FIFA,” wrote community manager Andrew Mears. “We would never use it to advantage or disadvantage any group of players against another in any of our games. The technology was designed to explore how we might help players that are having difficulty in a certain area of a game have an opportunity to advance.”
Corey Andress, global franchise lead, addressed the topic both on the EA Sports forums and on Twitter. He claims that the team took its time to ensure the patent wasn’t going to be used in the game and found out it isn’t.
For those who don’t know what momentum is in the FIFA franchise: it’s a feature many speculate about existing, where teams controlled by AI are significantly stronger during critical moments of a game. For example, when they’re losing and are in the final minutes of a match. The ‘momentum’ is going your team’s players worse than they should be during this crucial time.
It’s a common topic FIFA community, and hopefully, becomes less of an argument as we approach FIFA 20, where you’d hope for momentum (which, again, doesn’t officially exist) to never pop up back at any moment.
For those that will ask why it took us a while to respond:
We wanted to be 100% sure that this patent didn’t exist in the game. This includes all aspects – every mode and gameplay.
Hopefully this ends speculation, and appreciate the patience while we got the answer.
— Corey Andress (@EACoreySA) 17 giugno 2019