Character Factor Change Mechanism for Repetitive Nurturing Games
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Players in games with nurturing functions are burdened with repeatedly playing to earn specific information, discouraging continued gameplay due to the limited opportunities for obtaining desired information.
Innovation Solution
A system that allows specific information tied to a nurtured game medium to be changed through a right earned based on game execution results, enabling players to alter this information by consuming the earned right.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If players repeatedly execute games to earn specific information, then the chance to obtain desired specific information increases, but the player burden and time consumption increase
Solution Approach 1:
The system performs preliminary actions by automatically updating parameters and determining change rights before players need to obtain specific information. The parameter update unit continuously monitors game execution results and pre-determines when change rights are earned, eliminating the need for players to repeatedly execute games just to qualify for information changes.
Solution Approach 2:
The system introduces an intermediary mechanism (the change right system) between game execution and specific information acquisition. Instead of players directly obtaining specific information through repeated gameplay, the intermediary system manages parameter updates and change rights, allowing players to acquire desired information more efficiently through the right to change mechanism.
2Reliability
If players repeatedly execute games to earn specific information, then the probability of obtaining desired specific information improves, but player engagement decreases due to burden
Solution Approach 1:
The system implements feedback mechanisms where the parameter update unit continuously monitors game execution results and provides feedback to the change right earning control unit. This feedback loop automatically determines when players have earned change rights based on accumulated game results, eliminating the need for players to manually track or repeatedly execute games for the same purpose.
Solution Approach 2:
The system enables self-service by automatically managing the entire process of parameter updates and change right determination without requiring player intervention. The parameter update unit autonomously monitors game execution results and the change right earning control unit automatically determines when changes are permissible, freeing players from the burden of repetitive manual execution.
3Reliability
If specific information is tied to nurtured game medium, then the ability of the game medium is enhanced, but the complexity of the system increases
Solution Approach 1:
The system segments the complex function of managing specific information into distinct functional units: a parameter update unit for monitoring game execution results, a change right earning control unit for determining eligibility, and a specific information change unit for actual changes. This segmentation reduces overall system complexity by dividing the management task into manageable, independent modules.
Solution Approach 2:
The system introduces dynamic elements where parameters and change rights are automatically updated based on game execution results. Rather than static information management, the system dynamically adjusts parameters and determines change rights in real-time based on accumulated game data, making the system more adaptive while managing complexity through automated dynamic updates.
Data Source
AI summary
Provided are a program, an information processing system, and an information processing method for reducing a player's burden of repeatedly executing games. On the basis of a result of nurturing a character, factor information to be tied to said character is decided, and the factor information tied to the nurtured character affects an ability of a character serving as a nurturing object. An event parameter is updated in the case where a game that uses the nurtured character is executed, a factor-changing item serving as a right to change factor information can be earned in the case where the event parameter satisfies a predetermined condition, and the factor information tied to the nurtured character can be changed by consuming the factor-changing item.


