Automatic Movement of Disconnected Player Characters in Network Games

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Solution Overview

Problem

In network games, players face challenges in coordinating real-time gameplay due to differing life environments, leading to difficulties in cooperating with other players and potentially reducing motivation to play, as they must match timings to progress together.

Innovation Solution

A network game system that allows player characters to move even when the terminal apparatus is not connected to the server, using a server apparatus with a connecting state management unit, character movement information receiver, storage unit, updater, and automatic movement determiner, enabling automatic movement of disconnected player characters and maintaining game progress.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players coordinate real-time gameplay to cooperate with other players, then cooperation and relationship building are improved, but players must match timings which reduces flexibility and motivation

Engineering Contradiction:
Improvecooperation reliabilityVSAvoidplay timing flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary actions by automatically determining and executing character movements before players actually play. The server apparatus proactively determines movements for disconnected players' characters based on game progress, so that characters remain positioned appropriately for future cooperation without waiting for real-time player input.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables self-service by allowing the game world to continue progressing autonomously without requiring continuous player presence. The server apparatus automatically manages character movements and game state updates for disconnected players, making the game system self-sustaining and independent of real-time player coordination.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If players play at their own pace without real-time coordination, then play flexibility and motivation are improved, but character movement and game progress become uncertain

Engineering Contradiction:
Improveplay timing flexibilityVSAvoidcharacter movement reliability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The server apparatus implements feedback mechanisms by continuously monitoring game progress and using this information to determine appropriate character movements. The system receives feedback about game state changes and adjusts character positions accordingly, ensuring reliable movement determination based on actual game progress even when players are disconnected.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary actions by proactively determining character movements based on predicted game progress rather than reacting to real-time player inputs. This allows the system to maintain reliable character positioning while players play at their own pace, as movements are predetermined based on game state feedback.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If the server apparatus automatically determines character movements for disconnected players, then continuous game progress is maintained, but system complexity increases

Engineering Contradiction:
Improvegame progress continuityVSAvoidserver apparatus complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The server apparatus achieves multi-functionality by handling multiple tasks within a unified system. It manages both connected and disconnected players' characters, processes game progress feedback, determines movements automatically, and coordinates with player terminals. This universal approach maintains game progress continuity while distributing complexity across existing server functions rather than requiring entirely separate systems.

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

Data Source

PatentEP2478946B1Automatic movement of disconnected character in network game
Publication Date: 2015.06.17 SQUARE ENIX HLDG CO LTD
  • EP2478946B1 patent drawingFigure 1
  • EP2478946B1 patent drawingFigure 2
  • EP2478946B1 patent drawingFigure 3

AI summary

A player performs a player character registration operation to register a player character for enabling copying of the player character, and sets the player's own video game apparatus off-line. Another player who manipulates an on-line video game apparatus can generate a copy NPC from the player character of the off-line registered video game apparatus by performing a player character copying operation. A server apparatus decides the movement of the copy NPC based on an action log storing actions of the original player character of the copy.