Booster Option Management in Computer Games
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Solution Overview
Problem
Computer-implemented games face challenges in maintaining user engagement and providing a compelling experience, especially on devices with limited display resources, such as smartphones and tablets, where games need to be both simple and progressively challenging while offering effective feedback for player success and accomplishment.
Innovation Solution
A computer device and method that determines the number of booster options activated in a game, providing a further booster option when the threshold is exceeded, which can include a defined time period for unlimited moves, enhancing gameplay by offering additional effects and challenges based on booster activation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game provides more booster options to enhance user engagement and strategic diversity, then the game becomes more challenging and rewarding, but the device complexity increases
Solution Approach 1:
The system dynamically adjusts the number of booster options based on the number of already activated boosters. When fewer than three boosters are activated, the system allows activation of additional boosters. When three or more boosters are activated, the system automatically provides a different type of booster option instead of allowing unlimited activation. This parameter-based control resolves the contradiction by adapting the complexity level based on game progress.
2Adaptability or versatility
If the game introduces more booster options to maintain user engagement on limited display resources, then the gameplay becomes more compelling, but the display resource requirements increase
Solution Approach 1:
The system dynamically adjusts the number and type of booster options displayed based on real-time game state. When the player has activated fewer than three boosters, the system displays and allows activation of multiple booster options to enhance engagement. When three or more boosters are activated, the system automatically transitions to providing different types of booster options, reducing the visual clutter and display resource consumption while maintaining gameplay interest.
3Productivity
If the game provides unlimited booster activation to increase gameplay challenge, then the reward system becomes more compelling, but the processing load increases
Solution Approach 1:
The system changes the parameter of booster activation based on the current state of activated boosters. When the count of activated boosters is below three, the system permits activation of additional boosters, providing high reward density. When the count reaches three or more, the system automatically adjusts by providing different types of booster options instead of allowing unlimited activation, thereby reducing processing load while maintaining gameplay challenge and reward compulsion.
Data Source
AI summary
A computer device is configured to provide a computer implemented game. The computer device has at least one processor which is configured to determine a number of booster options that have been activated, a booster option being usable in the computer implemented game to provide a respective additional effect. The at least one processor is further configured to determining if the determined number of booster options is greater than a threshold number and when the determined number of booster options is greater than the threshold number, determine that a further booster option is to be provided in the computer implemented game.


