Adaptive Game Timing Guide System
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Solution Overview
Problem
Conventional game systems make it difficult for players to determine the timing of operation inputs without spoiling the game's interest, as the representation of icon objects changes frequently, leading to a work-like task or unclear timing for special attacks.
Innovation Solution
A non-transitory computer-readable storage medium with an information processing program that executes on a game system, allowing a character object to perform a predetermined action, acquiring operation input data, and updating the game situation based on whether the input is performed on a specific timing, with a guide presentation flag controlling the visibility of timing cues.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If the representation of icon object is changed frequently to indicate timing state, then the player can easily see the timing for special attacks, but the game is perceived as a work-like task reducing player interest
Solution Approach 1:
The patent applies dynamics by making the guide presentation adaptive rather than static. The guide is dynamically adjusted based on player performance: it is presented when the number of failures reaches a threshold and hidden when the number of successes reaches a threshold. This dynamic adaptation resolves the contradiction by providing timing information only when needed, maintaining player interest while ensuring timing information is available when players struggle.
Solution Approach 2:
The patent changes the parameter of guide visibility based on performance metrics (number of successes and failures). By monitoring these parameters and adjusting guide presentation accordingly, the system provides timing information selectively - preventing the game from feeling like a work-like task while still conveying necessary timing information when players need it.
2Adaptability or versatility
If the representation of icon object is not changed, then player interest is maintained, but the timing for special attacks becomes unclear
Solution Approach 1:
The patent implements feedback by monitoring player performance (success and failure counts) and using this feedback to control guide presentation. When failures accumulate, the system feedbacks by presenting the guide to help the player. This feedback mechanism ensures timing information is provided only when performance indicates it's needed, maintaining player interest while preventing information loss.
Solution Approach 2:
The system serves itself by automatically determining when guide presentation is needed based on player performance metrics. Rather than requiring constant manual adjustment or continuous display, the system self-regulates guide visibility based on observed player struggles, maintaining interest while ensuring timing information is available when naturally required.
3Loss of information
If guide is continuously presented to show timing, then timing information is always available, but the game feels like a work-oriented task
Solution Approach 1:
The patent applies periodic action by presenting the guide intermittently rather than continuously. The guide appears periodically based on performance thresholds - specifically when failure counts reach a certain level - and disappears when success counts increase. This periodic presentation ensures timing information is available when needed while avoiding the monotony of continuous display that makes the game feel like work.
Solution Approach 2:
The system uses partial action by providing guide presentation only partially - specifically when performance metrics indicate it's necessary - rather than continuously. This selective, partial provision of timing information maintains game enjoyment while ensuring information is available during periods of player struggle, avoiding the excessive action of constant guide display.
Data Source
AI summary
A game apparatus that is a non-limiting example information processing apparatus includes a processor, and the processor makes a player object perform a predetermined action based on an operation input by a player. During a time period that the predetermined action is performed, it is judged whether a predetermined operation input by the player is performed on a timing associated in advance with this predetermined action. A game situation of a virtual game is updated in different manners according to judgment results. The above-described timing is presented to the payer by displaying a guide image, and when the number of times that the predetermined operation input by the player is performed on the above-described timing satisfies a change condition, a state is changed to a state that the guide image is not to be displayed. Moreover, when the number of times that the predetermined operation input by a player is not performed on the above-described timing satisfies a change condition, the state is changed to a state that the guide image is to be displayed.


