Affiliation Virtual Item Bonus System for Dynamic Player Progression

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Solution Overview

Problem

Current video games lack an effective system for providing bonuses to users based on their affiliations, which limits player progression and engagement by not offering dynamic and level-based benefits tied to virtual items.

Innovation Solution

A system utilizing physical computer processors to manage affiliations and virtual items, where users can upgrade, downgrade, or enhance affiliation virtual items based on their quality and level values, providing proportional benefits and allowing placement in specific slots with weighted bonuses, and offering options to prevent item degradation through virtual currency or additional items.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If affiliation virtual items are introduced with level-based and quality-based bonuses, then player engagement and progression are enhanced, but system complexity increases

Engineering Contradiction:
Improvebonus system adaptabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The bonus system is segmented into distinct components: affiliation virtual items, level-based bonuses, quality-based bonuses, and slot-based weighting. Each component operates independently but contributes to the overall bonus calculation, allowing the system to manage complexity through modular design while providing versatile bonus structures.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The affiliation virtual items incorporate dynamic elements including level progression (increasing bonus magnitude), quality attributes (affecting bonus type and effectiveness), and slot positioning (modifying bonus weight). These dynamic properties allow the system to adapt bonus outcomes based on multiple variable factors without requiring a completely complex underlying structure.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple slots with different weighting are introduced for virtual item placement, then bonus customization and player strategy are enhanced, but interface complexity increases

Engineering Contradiction:
Improvebonus customizationVSAvoidinterface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Each slot in the interface is assigned a specific weighting value that locally modifies the bonus calculation. This allows different regions of the interface to have different functional properties, enabling players to strategically place items in slots that maximize desired bonus outcomes while keeping the overall interface structure relatively simple.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system uses parameter changes (slot weighting values) to control bonus outcomes without fundamentally changing the interface structure. By adjusting the weighting parameter associated with each slot, the system provides diverse bonus customization options while maintaining a consistent and manageable interface design.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If probabilistic upgrade mechanisms are implemented for virtual items, then player engagement and replayability are enhanced, but unpredictability and potential frustration increase

Engineering Contradiction:
Improveplayer progression rateVSAvoidupgrade outcome predictability
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The probabilistic upgrade mechanism operates as a periodic action where players can repeatedly attempt to upgrade their affiliation virtual items. Each attempt follows the same probability structure, providing consistent engagement opportunities while managing expectations through repeatable trials rather than single-deterministic outcomes.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system incorporates feedback mechanisms that communicate upgrade probabilities and outcomes to players. This feedback loop allows players to understand the likelihood of successful upgrades, manage their expectations, and strategically plan their progression, reducing frustration while maintaining engagement through the probabilistic nature of the system.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10226707B1System and method for granting in-game bonuses to a user
Publication Date: 2019.03.12 ELECTRONIC ARTS INC
  • US10226707B1 patent drawing
  • US10226707B1 patent drawing
  • US10226707B1 patent drawing

AI summary

Disclosed herein is technology for providing in-game bonuses to a user's in-game persona. The technology involves affiliation virtual items that provide quality-based bonuses and level based bonuses. The technology provides systems and methods for upgrading an affiliation virtual item's level and/or enhancing the affiliation virtual item's quality. If an upgrade or enhancement is unsuccessful, the affiliation virtual item may be broken and the quality bonuses and/or level bonuses may be decreased until the item is repaired.