Battle Game Deck Group Effects for New-Old Content Balance

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Solution Overview

Problem

In battle games where new game content is periodically added with stronger abilities than old content, it is challenging to maintain game appeal in battles between decks with new and old content without losing balance.

Innovation Solution

A system that classifies game content into groups using group identifiers, determines a reference group identifier, and generates effects based on this identifier during battles to balance gameplay between new and old content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Strength

If new game content is periodically added with stronger abilities, then the game content becomes more powerful and appealing, but the balance between decks with new content and decks with old content deteriorates

Engineering Contradiction:
Improveability strength of game contentVSAvoidbattle balance between new and old content decks
Core Design Contradiction:
StrengthVSReliability

Solution Approach 1:

The system dynamically adjusts battle outcomes based on the release timing of game content. When newer content is pitted against older content, the system applies timing-based effects that can modify the expected battle result, allowing the balance to adapt dynamically rather than being fixed. This resolves the contradiction by making the balance flexible and responsive to the specific matchup context.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the battle parameters by introducing timing information as a new dimension. The release timing of game content becomes a critical parameter that influences battle outcomes, alongside traditional factors like ability strength. This allows the system to compensate for strength differences between new and old content through timing-based modifications.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If battle balance is maintained between new and old content, then gameplay appeal is preserved, but the ability strength difference between new and old content must be reduced

Engineering Contradiction:
Improvebattle balanceVSAvoidability strength of new content
Core Design Contradiction:
ReliabilityVSStrength

Solution Approach 1:

The system introduces timing-based effects as an intermediary mechanism between new and old content in battles. Rather than directly comparing ability strengths, the timing information acts as a mediator that adjusts the battle evaluation, allowing new content to maintain its strength while the timing effect compensates for the imbalance.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system applies preliminary adjustments based on release timing before the actual battle outcome is determined. By pre-calculating timing-based effects and applying them to the battle evaluation, the system counteracts the inherent strength advantage of new content, ensuring balanced gameplay without reducing the actual ability strengths.

Inventive Principle:
Principle #9Preliminary anti-action

3Reliability

If timing-based effects are introduced to balance battles, then battle balance improves, but the game system complexity increases

Engineering Contradiction:
Improvebattle balanceVSAvoidgame system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the battle evaluation process into distinct components: traditional ability-based evaluation and timing-based evaluation. By separating these concerns into independent modules, the system manages complexity through modular design, where each segment can be developed and maintained independently.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The timing information serves multiple functions within the system: it determines release timing, calculates timing-based effects, and adjusts battle outcomes. This multi-functionality reduces overall system complexity by using a single data element (release timing) for multiple purposes rather than requiring separate mechanisms for each function.

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

Data Source

PatentUS20260000989A1Program, method, and system
Publication Date: 2026.01.01 CYGAMES INC
  • US20260000989A1 patent drawing
  • US20260000989A1 patent drawing
  • US20260000989A1 patent drawing

AI summary

According to an example of the present disclosure, a program causes a computer to execute: providing a user with a battle game using a deck including a predetermined number of pieces of game content selected from among a plurality of pieces of game content each of which is assigned a group identifier, the plurality of pieces of game content being capable of being classified into a plurality of groups based on the group identifier; determining at least one group identifier as a reference group identifier, and generating an effect in accordance with the reference group identifier when the battle game is provided.