Dynamic 3D Base Building in Action Games

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Solution Overview

Problem

Existing two-dimensional strategy games lack immersive three-dimensional combat and dynamic base building capabilities, limiting player engagement and gameplay depth.

Innovation Solution

A three-dimensional action game that allows users to dynamically build and defend bases, featuring interconnected three-dimensional sections and upgradeable defenses, enabling players to create and infiltrate complex base structures with varying levels of difficulty.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If two-dimensional strategy games are used for base building, then base construction functionality is provided, but combat immersion and gameplay depth are limited

Engineering Contradiction:
Improvebase building capabilityVSAvoidcombat dimensionality
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transitions from two-dimensional base building interfaces to three-dimensional combat environments. Players construct bases using 2D planning tools, then experience these bases as fully realized 3D structures during combat sequences, enabling immersive spatial engagement while maintaining strategic planning capabilities.

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

Solution Approach 2:

The game separates base construction and combat into distinct phases. The base building phase uses simplified 2D interfaces for strategic planning, while the combat phase activates full 3D environments with physics-based ballistics, allowing each phase to optimize for its specific gameplay requirements without compromising the other.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If pre-fabricated base sections are provided by the manufacturer, then base construction is simplified, but player customization and strategic depth are reduced

Engineering Contradiction:
Improvebase construction easeVSAvoidbase customization
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The base construction system evolves from static pre-fabricated sections to dynamic player-assembled structures. Players begin with basic pre-fabricated components but progressively unlock the ability to design and construct customized base layouts, defenses, and interiors as they advance through the game, adapting their bases to specific strategic needs.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game provides pre-fabricated base sections and defense components that players can select and assemble before combat scenarios begin. This preliminary construction phase allows players to strategize and configure their bases according to anticipated threats and gameplay objectives.

Inventive Principle:
Principle #10Preliminary action

3Ease of manufacture

If bases are static structures, then game development is simplified, but replayability and strategic variation are limited

Engineering Contradiction:
Improvegame development complexityVSAvoidgame replayability
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

Bases transition from static architectural structures to dynamic combat environments. During infiltration sequences, bases become active spaces with moving defenders, changing lighting conditions, destructible elements, and adaptive defense mechanisms that respond to player actions, significantly increasing replayability through procedural generation and player-driven modifications.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9808720B2Systems and methods for dynamic base development in a three dimensional action game
Publication Date: 2017.11.07 ELECTRONIC ARTS INC
  • US9808720B2 patent drawing
  • US9808720B2 patent drawing
  • US9808720B2 patent drawing

AI summary

Systems and methods for hosting a game are disclosed in which a user is granted a first base comprising a three-dimensional section with a base target. Game credit is earned through successful completion of campaigns in which the user, posed as an avatar, fights against a plurality of defendants of a second base in a three dimensional action format in which the avatar and the plurality of defendants use weapons against each other. The user is provided with a description of base upgrades, including three-dimensional pre-fabricated sections that can be dynamically added to the first base, and associated costs for the upgrades. Upon selection a base upgrade, the associated cost of the selected upgrade is deducted from the game credit accrued by the user. The first base is augmented with the selected base upgrade thereby augmenting a defense of the first base.