Battle Command Switching and Special Character Summoning

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Solution Overview

Problem

In conventional games, players are required to wait for a gauge to accumulate before executing specific commands, limiting strategic options and reducing engagement during battle scenes.

Innovation Solution

A game program that allows switching operation targets and enabling special characters to appear at strategic times, offering multiple command options and controlling command availability based on conditions such as time and user input, thereby enhancing strategic depth.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a gauge accumulation condition is set for command execution, then strategic characteristics are improved, but player engagement and operation options are reduced during waiting periods

Engineering Contradiction:
Improvestrategic characteristicsVSAvoidoperation options
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The battle system is segmented into multiple independent command types (first operations for executable commands, second operations for character switching, third operations for special character summoning). This segmentation allows players to engage in meaningful actions even when specific commands are on cooldown, thereby maintaining operation options while preserving strategic depth from gauge accumulation requirements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A special character is introduced as an intermediary element that can be summoned during battle. This special character provides additional operation options and strategic possibilities without interfering with the core gauge accumulation mechanism, effectively bridging the gap between strategic constraints and player engagement needs.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If the operation target character is fixed, then command execution is simplified, but strategic flexibility and operation options are limited

Engineering Contradiction:
Improvecommand executionVSAvoidstrategic flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The operation target character is made dynamic through the introduction of character switching functionality. Players can switch between different operation target characters using second operations, allowing the system to adapt to different strategic situations while maintaining simple command execution for the current target character.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The battle system is designed to support multiple operation target characters, each with their own set of commands and capabilities. This multi-functionality allows players to choose the most appropriate character for different battle scenarios, enhancing strategic flexibility without complicating the basic command execution process.

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

3Ease of operation

If commands are made frequently executable, then player engagement is improved, but strategic depth and game difficulty are reduced

Engineering Contradiction:
Improveplayer engagementVSAvoidgame difficulty
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

Different command types have different execution conditions and cooldown mechanisms. While some commands require gauge accumulation and have stricter execution conditions to maintain difficulty, other operations (character switching, special character summoning) are designed with different parameters, allowing localized adjustment of engagement levels without compromising overall game difficulty.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system implements periodic action through special character summoning and character switching capabilities. These periodic operations provide regular engagement opportunities for players without requiring gauge accumulation, maintaining player involvement while the core combat commands retain their strategic cooldown periods to preserve game difficulty.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12465849B2Storage medium, information processing apparatus, information processing system, and game processing method
Publication Date: 2025.11.11 NINTENDO CO LTD
  • US12465849B2 patent drawing
  • US12465849B2 patent drawing
  • US12465849B2 patent drawing

AI summary

When any one of a plurality of types of first operations respectively corresponding to a plurality of types of commands associated with each playable character is performed and the commands are executable, an example of an information processing system performs control such that an operation target character performs actions corresponding to the commands. When a second operation is performed, the information processing system switches the operation target character to another character among a plurality of the playable characters. When a third operation is performed in a state where a character included in a first set is the operation target character, and a first special character is appearable, the information processing system performs control such that the first special character appears in a virtual space and is set as the operation target character.