Asynchronous Band Formation in Rhythm Games

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Solution Overview

Problem

There is a need for efficient methods to match remote players with different instruments for cooperative or competitive online play in rhythm-action games, allowing them to quickly form bands with the desired instrumentation for a song or game session.

Innovation Solution

The system identifies local players associated with specific simulated musical instruments and matches them with remote players to establish a networked session, enabling asynchronous interaction while waiting for all players to be ready, and synchronizes game sessions when everyone is prepared to play.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the system waits for all players to be ready before initiating a game session, then the game session can be properly synchronized, but the time required for band formation increases

Engineering Contradiction:
Improvegame session synchronizationVSAvoidband formation time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system allows players to perform preliminary actions such as customizing avatars, viewing high score tables, and adjusting settings asynchronously before the game session starts. This eliminates the need for all players to be in the same ready state simultaneously, reducing band formation time while maintaining proper synchronization for gameplay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The pre-game interface is segmented into independent functional areas (avatar customization, leaderboard viewing, settings adjustment) that players can access independently. This segmentation allows different players to engage with different aspects of the interface simultaneously without blocking others, thereby reducing the overall time to form a band.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If the system provides multiple interaction options for players waiting for band members, then player engagement increases, but the interface complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidinterface complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The standby interface is designed as a universal hub that provides multiple functions through a consistent interaction paradigm. Players can customize avatars, view leaderboards, adjust settings, and communicate with other players using the same type of interaction controls, which prevents interface complexity from increasing despite adding multiple interaction options.

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

Solution Approach 2:

Multiple interaction options are merged into a unified interface structure where similar functions share common UI elements and control mechanisms. This merging approach allows the system to provide diverse interaction possibilities while maintaining interface simplicity and consistency.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS8678896B2Systems and methods for asynchronous band interaction in a rhythm action game
Publication Date: 2014.03.25 HARMONIX MUSIC SYSTEMS
  • US8678896B2 patent drawing
  • US8678896B2 patent drawing
  • US8678896B2 patent drawing

AI summary

Provided are methods and systems and computer readable media for providing interaction between remote players and one or more local players of a rhythm-action game executed on a game platform. One or more local players is identified to participate in a networked session of a rhythm action game corresponding to a predetermined band template, each local player associated with a type of simulated musical instrument. A first type of simulated musical instrument, represented in the predetermined band template and not associated with any of the one or more local players, may then be identified, along with a remote player associated with the first type of simulated musical instrument. Then, game platforms of the local and remote players communicate to establish a networked session of the rhythm action game with the one or more local players and the identified remote player before initiating a game session where the players play the game.