Dual Experience Class System for Video Game Progression

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Solution Overview

Problem

Repetitive gameplay in online multiplayer video games leads to player boredom due to lack of engaging progression and retention mechanisms.

Innovation Solution

Implementing a dual experience class system within a graphically simulated virtual world, where players earn experience points to unlock vehicles and modules, with distinct classes allowing access to different tech trees and upgrades, promoting strategic gameplay and retention through merit-based progression.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single experience class system is used in online multiplayer games, then the game system is simple and easy to understand, but players become bored due to repetitive gameplay and lack of engaging progression

Engineering Contradiction:
Improvegameplay progression varietyVSAvoidexperience system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent divides the experience system into two distinct experience classes: Battle Experience (earned through combat) and Free Experience (earned through non-combat activities). Each experience class has its own progression track and unlocks different vehicle types, creating segmented progression paths that reduce repetition while maintaining system manageability through clear separation of functions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds a new dimension to the progression system by introducing a second experience class (Free Experience) that operates parallel to the traditional Battle Experience system. This dimensional expansion allows players to progress through alternative pathways, unlocking different vehicle types through non-combat activities, thereby increasing gameplay variety without fundamentally overhauling the core system.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If experience points can be used to unlock any vehicle regardless of type, then players have maximum freedom and engagement, but it creates pay-to-win scenarios and reduces merit-based progression

Engineering Contradiction:
Improvevehicle unlock freedomVSAvoidmerit-based progression integrity
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent applies different quality rules to different experience classes: Battle Experience points can only unlock combat vehicles (maintaining merit-based progression through combat), while Free Experience points can unlock support vehicles and modules (providing freedom in non-combat progression). This local differentiation ensures each experience type has appropriate restrictions that preserve fairness while enabling freedom.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the vehicle unlock system into two distinct pathways: combat vehicles accessible only through Battle Experience (preserving merit-based progression), and support vehicles/modules accessible through Free Experience (providing alternative progression freedom). This segmentation prevents pay-to-win scenarios by ensuring combat effectiveness cannot be purchased with non-combat experience.

Inventive Principle:
Principle #1Segmentation

3Reliability

If players can only unlock vehicles within the same tech tree, then merit-based progression is maintained, but gameplay becomes repetitive and lacks strategic variety

Engineering Contradiction:
Improvemerit-based progressionVSAvoidgameplay strategy variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent introduces a second dimensional progression path through Free Experience that allows unlocking of support vehicles and modules outside the traditional combat tech tree. This parallel dimension enables strategic variety in vehicle composition and base setup without compromising the integrity of combat-based merit progression, as each dimension serves different strategic purposes.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent makes Free Experience a universal currency that can unlock multiple types of support vehicles and modules across different tech trees, enabling players to build diverse base defenses and support structures. This multi-functional experience system allows strategic variety in non-combat progression while maintaining specialized progression for combat vehicles.

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

4Adaptability or versatility

If the game offers extensive vehicle and module options, then player engagement and retention improve, but the system becomes complex and difficult to manage

Engineering Contradiction:
Improvevehicle and module varietyVSAvoidunlock system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the extensive vehicle and module catalog into two distinct unlockable categories: combat vehicles (accessible through Battle Experience) and support vehicles/modules (accessible through Free Experience). This segmentation reduces perceived complexity by providing clear, separate progression paths for each vehicle type, making the extensive options more manageable through organized categorization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds a second dimensional layer to the unlock system where Free Experience provides an alternative progression path for support vehicles and modules. This dimensional addition organizes the extensive vehicle options into two manageable layers: combat progression (Battle Experience) and support progression (Free Experience), reducing complexity through structured organization while maintaining extensive variety.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS9248372B2Using and exporting experience gained in a video game
Publication Date: 2016.02.02 WARGAMING NET
  • US9248372B2 patent drawing
  • US9248372B2 patent drawing
  • US9248372B2 patent drawing

AI summary

Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games.