Avatar Progression Segmentation for Game Engagement

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Solution Overview

Problem

Interactive applications, such as video games, often require significant user effort before providing improvements, leading to player discouragement and churn due to the lengthy time needed to access better gameplay features, resulting in a smaller, less engaged player base.

Innovation Solution

Implementing avatar categories with defined minimum and maximum progression values, allowing for a broader range of progression and varying difficulty levels, which incentivizes players to invest more time and effort by offering additional features and rewards, thus creating a more engaging experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players are required to invest significant time and effort to access better gameplay features, then gameplay improvement is achieved, but player engagement and retention deteriorate

Engineering Contradiction:
Improvegameplay improvementVSAvoidtime to access features
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent segments the progression system into multiple avatar categories (beginning, intermediate, advanced) with different progression ranges. Players can choose which category to play in, allowing them to access appropriate gameplay features without being forced to invest excessive time. This segmentation resolves the contradiction by providing multiple pathways to gameplay improvement with different time investments.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts the minimum progression value required to access content based on the selected avatar category. The beginning category has a higher minimum progression value (e.g., level 30) that acts as a cap, while the advanced category has a lower minimum progression value (e.g., level 1) but higher maximum. This dynamic adjustment allows players to access better gameplay features sooner by choosing the appropriate category, resolving the time investment contradiction.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If a single progression range is used for all players, then simplicity is maintained, but player satisfaction deteriorates due to lengthy progression requirements

Engineering Contradiction:
Improveprogression system simplicityVSAvoidplayer satisfaction
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The progression system is segmented into multiple avatar categories, each with its own progression range. This segmentation maintains relative simplicity within each category while improving overall player satisfaction by allowing players to choose a category that matches their desired time investment and skill level.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes the progression parameters (minimum and maximum progression values) based on the selected avatar category. The beginning category has a higher minimum progression value that caps progression, while the advanced category has a lower minimum but higher maximum. This parameter change allows players to access content sooner without requiring a completely complex progression system.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If early access to better progression values is provided, then player engagement is improved, but the challenge and incentive for long-term gameplay deteriorates

Engineering Contradiction:
Improveplayer engagementVSAvoidlong-term gameplay incentive
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system segments players into different avatar categories based on their progression goals. The beginning category provides early access to better progression values for players who want quicker engagement, while the advanced category maintains traditional long-term progression incentives. This segmentation allows both engagement models to coexist without compromising either.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The minimum progression value acts as a dynamic parameter that changes based on the selected avatar category. For the beginning category, the higher minimum progression value effectively caps progression and provides early access to end-game content. For the advanced category, the lower minimum progression value allows traditional long-term progression. This dynamic adjustment maintains both engagement models.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10799797B2Expanding progression in a video game
Publication Date: 2020.10.13 WARGAMING NET
  • US10799797B2 patent drawing
  • US10799797B2 patent drawing
  • US10799797B2 patent drawing

AI summary

Methods, systems, and apparatuses are described herein for providing an interactive application, such as a video game, with a hierarchy of avatar categories, each having a maximum and minimum progression value. Each avatar category may be associated with one or more avatars, items, and/or other portions of the interactive application. A beginner avatar category may be associated with a minimum progression value greater than an absolute minimum progression value and a maximum progression value lesser than an absolute maximum progression value. A second avatar category may be associated with a minimum and maximum progression value that are, respectively, lower and greater than that of the beginner avatar category. The interactive application may allow a user to select from the beginner avatar category and the second avatar category. An avatar category may be associated with game rewards.