Game Cutscene Queue Management for Synchronized Event Sequencing
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Solution Overview
Problem
Existing gaming systems face challenges in managing game state information and event coordination among multiple gaming machines and spectators, leading to missequenced events and outdated displays, particularly in networked environments.
Innovation Solution
A computer-implemented system for cutscene management that includes a game server coordinating game state data among gameplay client devices and spectacle client devices, ensuring synchronized gameplay experiences by managing cutscenes based on event determination and sequencing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple gaming machines and spectator devices are connected to a game server in a networked environment, then the system can provide tournament-style games with sequential progressive events and observer views, but the system experiences missequenced events and outdated displays due to limited game state management and event coordination
Solution Approach 1:
The patent introduces a game server as an intermediary that centralizes game state management and event coordination. The server receives game state data from multiple gaming machines, determines events based on this data, and distributes updated game state information back to all connected devices. This mediator approach resolves the synchronization issues by providing a single source of truth for game state, ensuring all clients receive consistent and properly sequenced event information.
Solution Approach 2:
The system implements a feedback loop where gaming machines continuously transmit game state data to the server, which then processes this information and sends updated event information and game state back to all clients. This closed-loop feedback mechanism ensures that all devices receive real-time updates about game events and state changes, maintaining synchronization across the networked environment and preventing outdated displays.
2Reliability
If the game server transmits game state data to multiple gameplay client devices and spectacle client devices, then synchronized gameplay experience is achieved, but the complexity of managing game state information and event coordination increases
Solution Approach 1:
The game server is designed as a universal platform that handles multiple functions: receiving game state data from various types of clients (gaming machines and spectator devices), determining events based on this data, managing event sequencing, and distributing updated information to all clients. This multi-functional design consolidates complexity into a single system rather than requiring each client device to independently manage game state coordination.
Solution Approach 2:
The patent extracts the complex game state management and event coordination logic from individual gaming machines and concentrates it in the game server. By removing this complexity from distributed client devices and centralizing it in the server, the system achieves synchronized gameplay experience while the server alone handles the burden of managing game state information and event sequencing.
3Ease of operation
If cutscenes are displayed based on game events in a networked gaming system, then spectators can be entertained by in-game highlights and final results, but events may be missequenced and outdated events may not be properly removed from displays
Solution Approach 1:
The game server acts as an intermediary that precisely controls the sequencing of events and cutscenes. It receives game state data, determines the appropriate events in correct chronological order, and distributes this sequenced event information to all spectacle client devices. This ensures that spectators see events and corresponding cutscenes in the proper sequence, eliminating missequencing issues that would occur if each client device independently determined events.
Solution Approach 2:
The system determines and queues events based on game state data before distributing them to client devices. By pre-processing game state information and establishing the correct event sequence in advance, the server ensures that cutscenes are displayed in the proper order and that outdated events are automatically removed from the display queue, maintaining precision in event sequencing without requiring complex real-time adjustments at each client.
Data Source
AI summary
A computer-implemented method is provided for cutscene management. The method is implemented with at least one processor and includes receiving, from a game server, game state data representing a state of an electronically displayed game, the game being hosted by a plurality of gameplay client devices that are configured to transmit the game state data to the game server. The method also includes determining an event associated with the game based on the game state data, determining at least one cutscene based on the event, the at least one cutscene including a visual representation of the event, and inserting the at least one cutscene into a cutscene queue, the cutscene queue including at least one cutscene associated with the game and a sequence for displaying the at least one cutscene from the cutscene queue.


