Game Reward Sequencing With Controlled First-Type and Second-Type Giving
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Solution Overview
Problem
Existing game systems fail to provide a highly enjoyable experience that continuously engages players by effectively rewarding them with a mix of game elements.
Innovation Solution
A system that provides a battle game execution unit and a giving unit capable of successively giving first-type game elements while avoiding successive provision of second-type elements, enhancing player engagement through varied rewards.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the system gives second-type game elements as rewards, then players receive varied rewards, but successive giving of second-type elements reduces player engagement
Solution Approach 1:
The system implements periodic action by alternating between first-type and second-type game elements in a controlled sequence. The giving unit is designed to give first-type elements in successive rewards while avoiding successive giving of second-type elements, creating a rhythmic pattern of reward distribution that maintains player interest through variety while preventing engagement decay
Solution Approach 2:
The system applies dynamics by making the reward distribution pattern adaptive rather than static. The giving unit dynamically adjusts which type of element is given based on the reward sequence history, transitioning between first-type and second-type elements in a way that responds to player engagement levels and maintains optimal playability
2Duration of action of moving object
If the system successively gives first-type game elements, then player engagement is maintained, but exclusive giving of first-type elements reduces reward variety
Solution Approach 1:
The system segments the reward types into distinct first-type and second-type game elements with different functions. First-type elements are designed for successive giving to maintain engagement momentum, while second-type elements provide variety when introduced. This segmentation allows the giving unit to strategically combine both types in sequences that optimize both engagement duration and reward variety
Data Source
AI summary
A highly enjoyable game is provided. A program causes a computer to function as: a battle game execution unit that executes a battle game; and a giving unit that gives one of a first-type game element and a second-type game element as a reward for the battle game. The giving unit is capable of successively giving the first-type game element, and does not successively give the second-type game element.


