Game System With Adjustable Battle Parameters

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Solution Overview

Problem

Knowledge-based computer games lack strategic elements and physical interaction, leading to diminished player interest due to the absence of tactical decision-making and variation.

Innovation Solution

An interactive computer game system featuring remotely controlled game pieces with adjustable and fixed battle parameters, where players engage in battles determined by algorithms, allowing for strategic adjustments and physical-like interactions through virtual battles, with a tournament-style gameplay mechanism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If knowledge-based computer games are designed to test player knowledge, then the educational value is improved, but strategic elements and player engagement deteriorate

Engineering Contradiction:
Improveknowledge recallVSAvoidstrategic elements
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

The game is segmented into multiple attributes for each game piece (strength, speed, power, special abilities) rather than relying on a single knowledge metric. This allows players to develop diverse strategies by balancing different attributes, thereby introducing strategic elements while maintaining knowledge-based gameplay.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Game pieces have adjustable attributes that can be modified during gameplay, allowing players to dynamically adapt their strategy. Players can enhance certain attributes of their game pieces based on the opponent and situation, introducing tactical decision-making while preserving the knowledge recall aspect.

Inventive Principle:
Principle #15Dynamics

2Loss of information

If knowledge-based computer games focus on recalling specific information, then the educational objective is improved, but player interest and engagement deteriorate

Engineering Contradiction:
Improveinformation recallVSAvoidplayer interest
Core Design Contradiction:
Loss of informationVSDuration of action of moving object

Solution Approach 1:

The game transforms static knowledge recall into dynamic parameter management. Players must manage and adjust multiple parameters (strength, speed, power, special abilities) of their game pieces, creating ongoing engagement and variation while still requiring knowledge application.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The game employs periodic battles and attribute adjustments that create rhythm and variation in gameplay. Players engage in successive battles with different opponents, requiring periodic strategic reassessment and attribute modification, which sustains player interest over time.

Inventive Principle:
Principle #19Periodic action

3Ease of operation

If knowledge-based computer games lack physical interaction elements, then the simplicity of gameplay is improved, but strategic depth and engagement deteriorate

Engineering Contradiction:
Improvegameplay simplicityVSAvoidtactical decision-making
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The game integrates multiple functions into a unified system: knowledge recall, attribute management, strategic planning, and tactical execution all occur within the same gameplay framework. This maintains simplicity of operation while incorporating deep strategic elements through the multi-attribute game piece system.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS7971226B2Interactive game system with computer-animated game pieces
Publication Date: 2011.06.28 THE UPPER DECK COMPANY LLC
  • US7971226B2 patent drawing
  • US7971226B2 patent drawing
  • US7971226B2 patent drawing

AI summary

An interactive computer game system (10) for one or more players includes a game server (12) that generates a first game piece (19A) controlled by a first player, and a second game piece (19B). The first game piece (19A) has a first adjustable battle parameter that is adjustable by the first player and a first fixed battle parameter that is not adjustable by the first player. The second game piece (19B) can have a second adjustable battle parameter that is adjustable by the second player and a second fixed battle parameter that is not adjustable by the second player. The game pieces (19A, 19B) engage in a battle having an outcome determined by an algorithm that is based at least partly upon one or more of the adjustable battle parameters and/or one or more of the fixed battle parameters. In another embodiment, the game server (12) generates a pool of game pieces from which the players select activated first game pieces and second game pieces, respectively. The game pieces of each player engage in battles until only one player has at least one activated game piece remaining, and is thereby determined the winning player.