Avatar Communication System for Cross-Game Interaction
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Solution Overview
Problem
Users face difficulties in communicating with friends while playing online games due to differing playtimes and progression rates, leading to a less user-friendly experience.
Innovation Solution
The system allows for synchronous and asynchronous communication between avatars of users playing the same game title by identifying their locations within the game and facilitating communication when they are at the same location or leaving a recorded message at a specific location for later playback.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users play games at different times and progress at different rates, then each user can play at their own convenience, but communication between users becomes difficult
Solution Approach 1:
The system records communications at specific game locations in advance, so that when another user visits the same location, the pre-recorded communication is automatically played. This allows users to leave messages beforehand that will be delivered when the recipient reaches the designated location, resolving the timing mismatch between users.
Solution Approach 2:
The patent introduces an intermediary system that stores and transmits communications between users. Instead of requiring direct real-time interaction, the system acts as a mediator by storing communications at virtual locations and delivering them when conditions are met, enabling asynchronous communication between users playing at different times.
2Speed
If real-time communication is required for interaction, then communication is immediate, but users must be online simultaneously which limits flexibility
Solution Approach 1:
Users can record communications in advance and leave them at specific game locations. The communication is delivered automatically when another user reaches that location, providing immediate playback without requiring the original sender to be online at the same time. This maintains communication speed while enabling asynchronous interaction.
Solution Approach 2:
The system dynamically delivers communications based on game state conditions rather than fixed timing. Communications are activated when the receiving user reaches a specific location in the game, making the communication timing adaptive to each user's progress rate and playtime schedule.
3Productivity
If users progress through the game at different rates, then each user can play at their own pace, but they cannot communicate effectively about game events
Solution Approach 1:
The system associates communications with specific local positions in the game rather than global timing. Each communication is tied to a particular location or game state, allowing users to exchange information about specific game events regardless of their overall progress rate. When a user reaches that location, they receive the relevant information.
Solution Approach 2:
The system provides feedback to users about communications left at locations they visit. When a user reaches a predetermined location, the system automatically plays back any recorded communications from other users, ensuring that game-related information is transmitted effectively even when users progress at different rates.
Data Source
AI summary
Synchronous and asynchronous communications between avatars is allowed. For synchronous communications, when multiple users are playing different games of the same game title and when the avatars of the multiple users are at the same location in their respective games they can communicate with one another, thus allowing the users of those avatars to communicate with one another. For asynchronous communications, an avatar of a particular user is left behind at a particular location in a game along with a recorded communication. When other users of other games are at that particular location, the avatar of that particular user is displayed and the recorded communication is presented to the other users.


