Dynamic Character Re-Set in Auto-Play Game Systems

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Solution Overview

Problem

Existing game systems lack engagement and strategic depth, as players are limited by fixed character settings and attributes, leading to repetitive gameplay experiences.

Innovation Solution

A non-transitory computer-readable storage medium that allows users to dynamically set and re-set characters based on real-time event progress and affinity with enemy characters, providing hints about enemy attributes and allowing for mid-game strategy changes and auto-play game management.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If fixed character settings are used, then device complexity is reduced, but adaptability and gameplay interest deteriorate

Engineering Contradiction:
Improvecharacter setting flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The character settings are made dynamic and changeable during gameplay. Players can re-set available characters based on event progress and enemy attribute disclosures, transforming a static system into an adaptive one that evolves with the game state.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters such as available characters and their attributes based on event progress. By modifying character availability and attributes dynamically, the system achieves adaptability without requiring a completely complex redesign of the core framework.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If attributes are disclosed gradually, then gameplay interest is improved, but information availability deteriorates

Engineering Contradiction:
Improvestrategic depthVSAvoidinformation availability
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system implements feedback by disclosing enemy attributes progressively based on event progress. This controlled information release creates strategic depth while managing information availability, allowing players to adapt their strategies as new information becomes available.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Hints about enemy attributes are provided before the event starts, preparing players with preliminary information. This allows strategic planning while maintaining the element of surprise during the actual event execution.

Inventive Principle:
Principle #10Preliminary action

3Extent of automation

If events proceed based on time elapse, then automation is improved, but player engagement deteriorates

Engineering Contradiction:
Improveauto-play functionalityVSAvoidplayer engagement
Core Design Contradiction:
Extent of automationVSEase of operation

Solution Approach 1:

The event progression combines automated time-based advancement with dynamic player intervention. Players can re-set characters based on progress state, creating an interactive experience that leverages automation while maintaining engagement through strategic decision-making.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system provides feedback on event progress state, allowing players to see how much time has elapsed and what progress has been made. This feedback mechanism enables players to engage strategically by deciding when to intervene and re-set characters, balancing automation with player involvement.

Inventive Principle:
Principle #23Feedback

4Adaptability or versatility

If characters can be re-set mid-event, then adaptability is improved, but operational complexity increases

Engineering Contradiction:
Improvestrategy change capabilityVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system prepares and presents the progress state of the event before allowing character re-setting. This preliminary presentation of the current state simplifies the re-setting operation by providing players with the necessary context and information about what has already occurred.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides feedback on the current progress state and allows players to re-set characters based on this feedback. This structured approach to information provision and character selection simplifies the operational complexity by guiding players through the re-setting process with clear information about the current state and available options.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11660545B2Storage medium, information processing apparatus, information processing system and information processing method
Publication Date: 2023.05.30 NINTENDO CO LTD
  • US11660545B2 patent drawing
  • US11660545B2 patent drawing
  • US11660545B2 patent drawing

AI summary

A game apparatus that functions as a non-limiting example information processing apparatus includes a CPU. If execution of an auto-play game is instructed, the CPU makes, from a start to an end of the auto-play game, cause a plurality of player characters, i.e., available characters used by a player and a plurality of enemy characters to play battles with each other at predetermined time intervals. For example, in halfway until the auto-play game is cleared or rendered as a game over, the player sets the available characters or sets arrangement of the available characters by referring to results of battles at every predetermined time intervals, thereby to start the auto-play game again. That is, the available character to be played against the enemy character is re-set.