Asynchronous Game State Transfer for Multiplayer Play

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Solution Overview

Problem

Existing game systems struggle to facilitate multiplay in games where real-time synchronization of game states among multiple players is difficult, particularly in games with complex or long-playing scenarios.

Innovation Solution

A game processing method that allows players to start and finish game segments independently, with advancement state data transmitted to a server for continuation by other players, enabling asynchronous cooperative play without real-time communication.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If real-time communication synchronization is used among multiple players, then cooperative play is enabled, but it becomes difficult to apply to games with complex or long-playing scenarios

Engineering Contradiction:
Improvegame genre adaptabilityVSAvoidcommunication synchronization complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game session is divided into multiple independent segments or stages. Each player can join and play specific segments independently rather than requiring continuous real-time participation from all players throughout the entire game. This segmentation allows the system to support various game genres including those with complex or long-playing scenarios.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If all players participate simultaneously in the same game, then real-time cooperation is achieved, but players cannot participate at their own pace

Engineering Contradiction:
Improveplayer participation flexibilityVSAvoidwaiting time for other players
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

Game data and progression states are prepared and stored in advance on the server. When a player joins, they can immediately continue from a pre-prepared game state without waiting for other players to catch up. This eliminates waiting time and allows each player to participate at their own pace while maintaining game continuity.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If game advancement states are synchronized in real-time, then communication competition play is enabled, but it is difficult to apply to games requiring turn-based or asynchronous progression

Engineering Contradiction:
Improvegame mode compatibilityVSAvoidgame progression speed
Core Design Contradiction:
Adaptability or versatilityVSSpeed

Solution Approach 1:

A server acts as an intermediary that stores and manages game advancement states. Instead of direct real-time synchronization between players, the server mediates by providing each player with the necessary game state data when they join, allowing turn-based or asynchronous progression while maintaining game integrity.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Adaptability or versatility

If players use only their own characters, then game balance is maintained, but tactical variety and amusement are limited

Engineering Contradiction:
Improvetactical characteristicVSAvoidgame balance
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system allows players to use not only their own characters but also characters used by other players in previous sessions. This multi-functionality enables players to access a broader pool of characters with different abilities and tactics, enhancing strategic variety while the server manages character availability to maintain game balance.

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

Data Source

PatentUS12285679B2Computer-readable non-transitory storage medium having game program stored therein, game system, game apparatus, and game processing method
Publication Date: 2025.04.29 NINTENDO CO LTD
  • US12285679B2 patent drawing
  • US12285679B2 patent drawing
  • US12285679B2 patent drawing

AI summary

A game using a user character is started on the basis of a first start instruction input. At a first timing after that, advancement of the game is finished, and advancement state data until then is transmitted to a server. On the basis of a second start instruction input from a user, a game that is based on advancement state data transmitted to the server by an information processing terminal of another user different from the user and acquired from the server is started, the game using an other-user character having been used in the game by the other user and the user character of the user. At a second timing after the start, advancement of the game is finished and advancement state data is transmitted to the server.