Dynamic Display Mode Control for Match-Up Game Areas

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Solution Overview

Problem

Current match-up games in battle royal formats lack innovative game elements to enhance player strategies and entertainment, with limited opportunities for match-ups and engagement.

Innovation Solution

A game system that dynamically sets a game field into distinct areas based on game progress, controlling display modes to create advantageous or disadvantageous conditions for players, encouraging strategic movement and interaction between players in virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game field is divided into first and second game areas with different display modes, then match-up opportunities are increased and game appeal is enhanced, but device complexity increases due to multiple display mode controls

Engineering Contradiction:
Improvematch-up opportunitiesVSAvoiddisplay mode control
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game field is segmented into a first game area and a second game area, each with distinct display modes. The first display mode visualizes player characters in the first game area with normal visibility, while the second display mode visualizes player characters in the second game area with obscured or altered appearance. This segmentation creates strategic depth by allowing players to hide or reveal their positions selectively, increasing match-up opportunities without requiring complex global control mechanisms.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different display modes are applied locally to different game areas rather than uniformly across the entire game field. The first game area uses a first display mode that provides clear visualization, while the second game area uses a second display mode that obscures player character appearance. This local differentiation enables strategic behavior (hiding in the second area, engaging in the first area) while keeping the overall system relatively simple.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If distinct display modes are controlled for different game areas, then strategic diversity is enhanced, but information management complexity increases

Engineering Contradiction:
Improvestrategic diversityVSAvoidinformation management
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The display mode for each player character is dynamically determined based on their current location in the game field. When a player character moves from the first game area to the second game area, their display mode automatically transitions from visible to obscured. This dynamic adjustment based on position allows strategic diversity (players can choose when and where to be visible) while keeping information management relatively simple, as the system automatically adapts display modes based on location rather than requiring manual information tracking.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11130059B2Game system and method of providing information related to match-up game
Publication Date: 2021.09.28 BANDAI NAMCO ENTERTAINMENT INC
  • US11130059B2 patent drawing
  • US11130059B2 patent drawing
  • US11130059B2 patent drawing

AI summary

A server sets a game field to a first game area and a second game area in accordance with a progress status of a game, executes display mode control processing of controlling display modes of a first player character who is present in the first game area and a second player character who is present in the second game area, generates image data which visualizes the inside of a virtual space as a game image, which includes a controlled display mode of each player character, and which is for providing a terminal with the game image, wherein in the display mode control processing, the server causes a terminal of a first player to display the second player character in a first display mode, and causes a terminal of a second player to display the first player character in a second display mode that differs from the first display mode.