Dynamic Game Battle System Switching Between Turn-Based and Active Time Modes
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Solution Overview
Problem
In traditional RPGs, either turn-based systems reduce real-time engagement or active time battle systems diminish strategic examination of player actions, leading to reduced game amusement.
Innovation Solution
A game program and method that include a first action executor, a parameter changer, and a game progressor, allowing players to execute actions based on time-dependent parameters and conditions, enabling strategic decision-making and real-time game progression.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If turn-based system is used, then player can examine actions strategically, but real-time engagement is reduced
Solution Approach 1:
The patent implements a dynamic battle system where the battle mode automatically transitions between turn-based and active time battle modes based on the type of action selected. When a player selects a strategic action (ability, spell, item), the system switches to turn-based mode allowing careful examination. When a player selects a simple attack action, the system switches to active time battle mode for real-time engagement. This dynamic adaptation resolves the contradiction by providing both modes as needed rather than forcing a single mode.
Solution Approach 2:
The patent changes the battle system parameter (mode of operation) based on the action type. The system monitors which action button is selected and adjusts the battle progression mode accordingly. This parameter change allows the system to optimize between strategic examination time and real-time progression speed depending on the current player intent, resolving the fundamental contradiction between these two opposing needs.
2Speed
If active time battle system is used, then real-time progression is enhanced, but strategic examination time is reduced
Solution Approach 1:
The system dynamically adjusts the battle mode based on player input. When players need strategic examination time (selecting abilities, spells, or items), the system switches to turn-based mode. When players want real-time progression (selecting simple attack actions), the system switches to active time battle mode. This dynamic switching ensures that strategic examination time is preserved when needed while maintaining real-time progression when appropriate.
Solution Approach 2:
The battle system parameter (mode) is changed based on the selected action type. The system detects whether the player selected a strategic action or a simple attack action and adjusts the progression mode accordingly. This parameter adjustment resolves the contradiction by providing real-time progression speed only when strategic examination is not required, and vice versa.
3Device complexity
If single battle mode is used, then system simplicity is maintained, but adaptability to different play styles is reduced
Solution Approach 1:
The patent implements a universal battle system that can operate in multiple modes (turn-based and active time battle) within a single unified framework. The system determines which mode to use based on the action type selected by the player, making the single battle system adaptable to different play styles and action requirements. This multi-functionality resolves the contradiction by providing versatility without requiring separate battle systems.
Solution Approach 2:
The system uses parameter changes (switching between two battle modes) to achieve adaptability while maintaining relative simplicity. Rather than implementing completely separate battle systems, the patent modifies the operation parameter of a single battle system based on action type. This approach provides versatility for different play styles while avoiding the complexity of multiple independent systems.
Data Source
AI summary
To provide a game program capable of achieving high amusement.A game program causes an object to execute a first action by a player's operation, and changes a first parameter with the passage of time; and causes the object to execute a second action by the player's operation in a case where the first parameter satisfies a predetermined first condition.


