Battle Game Shortcut Mode Gating by Player Ranking and Location

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Solution Overview

Problem

Allowing unconditional use of a skip function in battle games can lead to a decrease in player interest.

Innovation Solution

Implement a system that allows players to use a short-cut mode only if they are in a prescribed place, determined by a computation process, and disables the mode otherwise, with partial or full animation rendering during the battle game.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If a skip function is unconditionally allowed in battle games, then execution time is reduced, but player interest decreases

Engineering Contradiction:
Improveexecution timeVSAvoiddecrease in player interest
Core Design Contradiction:
Loss of timeVSObject-affected harmful factors

Solution Approach 1:

The patent applies local quality by differentiating the availability of the skip function based on the player's location within the game world. The skip function is enabled only in specific areas (prescribed places) rather than universally, allowing time reduction in appropriate contexts while preserving player interest in areas where full battle experience is desired. This spatial differentiation resolves the contradiction by making the skip function's availability location-dependent.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by making the skip function's availability dynamic rather than static. The system continuously monitors the player's location and dynamically enables or disables the skip function based on whether the player is in a prescribed place. This dynamic adjustment allows the system to adapt to changing game conditions and resolve the contradiction between time efficiency and player interest.

Inventive Principle:
Principle #15Dynamics

2Object-affected harmful factors

If animation rendering is performed during battle games, then player interest is maintained, but processing load increases

Engineering Contradiction:
Improveplayer interestVSAvoidprocessing load
Core Design Contradiction:
Object-affected harmful factorsVSUse of energy by moving object

Solution Approach 1:

The patent applies partial action by selectively performing animation rendering only in specific situations rather than continuously. When the skip function is enabled, the system performs computation processes to derive battle results without full animation rendering. This partial execution of rendering operations reduces processing load while maintaining player interest in situations where full rendering is necessary.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent changes the rendering parameter based on the battle mode. In normal mode, full animation rendering is performed with high visual fidelity. In short-cut mode, the rendering parameter is adjusted to reduce or omit animation rendering, thereby reducing processing load. This parameter adjustment resolves the contradiction between maintaining player interest through rendering and reducing processing load.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If short-cut mode is enabled for all players, then execution efficiency is improved, but game balance is disrupted

Engineering Contradiction:
Improveexecution efficiencyVSAvoidgame balance
Core Design Contradiction:
ProductivityVSStability of the object's composition

Solution Approach 1:

The patent applies local quality by restricting short-cut mode availability to specific locations (prescribed places) rather than making it universally available. This spatial limitation ensures that execution efficiency gains from short-cut mode are achieved in appropriate contexts while preventing disruption to game balance in areas where traditional battle progression is intended to maintain fairness and challenge.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12582903B2Non-transitory computer readable medium, information processing method, and information processing system
Publication Date: 2026.03.24 CYGAMES INC
  • US12582903B2 patent drawing
  • US12582903B2 patent drawing
  • US12582903B2 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: controlling a battle game on the basis of at least a play mode selected by a player from among a plurality of play modes including a normal mode and a short-cut mode having an execution time shorter than that of the normal mode; deriving progress and a result of the battle game by a computation process; performing animation rendering on a display on the basis of a result of the computation process during the battle game in at least the normal mode; determining a place of the player on the basis of the result of the battle game; and enabling the battle game in the short-cut mode in the case where the place of the player is a prescribed place and disabling the battle game in the short-cut mode in the case where the place of the player is not the prescribed place.