Chance-Based Mini-Game for Virtual Item Distribution

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional strategy-based games do not effectively maximize user engagement and monetization through buff acquisition mechanisms, failing to provide optimal methods for users to obtain status effects or virtual items during gameplay.

Innovation Solution

A system and method that presents users with a chance-based mini-game interface before battles, allowing users to win virtual items such as buffs, weapons, or status effects, with optional paid upgrades or additional plays, integrated into the game as part of a broader online gaming platform.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional buff acquisition mechanisms are used in strategy games, then users can obtain status effects, but user engagement and monetization are not maximized

Engineering Contradiction:
Improveuser engagement and monetizationVSAvoidbuff acquisition mechanism
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system presents a mini-game interface to users before they commit to a battle, allowing them to potentially obtain buffs or virtual items in advance. This preliminary action enables users to make informed decisions about battle participation and creates additional engagement opportunities before the main gameplay event.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

A mini-game interface is introduced as an intermediary between the user and the battle system. This intermediary layer provides chance-based award distribution that can enhance user engagement and monetization by offering additional ways to obtain buffs without directly modifying the core battle mechanics.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If chance-based mini-game is introduced for buff acquisition, then user engagement increases, but system complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidgame system
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The game system is segmented into distinct functional components: a mini-game component for chance-based award distribution, a battle component for combat mechanics, and an award distribution component for delivering virtual items. This segmentation allows the mini-game to be added as a modular feature without fundamentally complicating the core battle system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The mini-game interface serves multiple functions: it provides chance-based award distribution, offers engagement opportunities before battles, and creates monetization pathways. This multi-functionality justifies the added complexity by delivering multiple benefits from a single system addition.

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

3Productivity

If users are given option to pay for additional plays or improved awards, then revenue generation increases, but ease of operation decreases

Engineering Contradiction:
Improverevenue generationVSAvoidmini-game interface
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The mini-game system dynamically adjusts based on user choices, offering optional paid features for additional plays or improved awards. The system adapts to different user preferences and spending levels, providing a flexible interface that can accommodate both free and paying users without forcing complexity on those who don't need it.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10398981B1Method and system for facilitating chance-based in-game virtual item distribution
Publication Date: 2019.09.03 ELECTRONIC ARTS INC
  • US10398981B1 patent drawing
  • US10398981B1 patent drawing
  • US10398981B1 patent drawing

AI summary

A system and method for facilitating chance-based in-game virtual item distribution in a video game. A mini-game interface presents a mini-game to a user that has committed to a battle. Prior to instigation of the battle the user participates in a chance-based mini-game that determines awards to be distributed to the user from a set of potential awards. Benefits associated with a determined award are applied to a game entity included in a battle which is to follow the mini-game.