Dynamic Game Item Power Based on Purchase Volume
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Solution Overview
Problem
Existing game systems that offer paid items for advantages in games risk alienating non-paying users, leading to disinterest and dropout, as they are at a disadvantage compared to paying users.
Innovation Solution
An information processing device connected via a network that provides a game space, allowing players to purchase items with virtual currency, where the power of items increases with the number of players who purchase them, and includes features like notifications to friends and limited-time usage, promoting item acquisition and game engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If paid items are provided to give players advantage in the game, then players who purchase items gain competitive advantage, but non-purchasing players lose interest and leave the game
Solution Approach 1:
The patent changes the parameter of item power dynamically based on the number of purchasers. Items start with lower power when first purchased but increase in power as more players acquire them, allowing non-purchasers to remain competitive while still enabling purchasing players to gain advantage through social proof and network effects
Solution Approach 2:
The patent introduces dynamic item power that adjusts based on purchase volume and time. Items have evolving characteristics rather than fixed stats, creating a living economy where item value changes based on community adoption, maintaining balance between free and paying players
2Reliability
If item power is increased for players who purchase items, then purchasing players gain advantage, but the game becomes less fair for non-purchasing players
Solution Approach 1:
The patent implements time-limited rental items that provide temporary power boosts. Players can preview item effects without permanent commitment, and the time limitation ensures that advantages are temporary rather than permanent, maintaining long-term competitive balance
Solution Approach 2:
The patent uses rental items with limited duration and usage counts. These temporary items provide power advantages that expire naturally, allowing players to experience premium content without permanent imbalance, and creating a sustainable model where power is accessible but not permanent
3Productivity
If the threshold for acquiring items is lowered, then more players can purchase items, but item value and exclusivity decrease
Solution Approach 1:
The patent makes item power dynamic rather than static. Items that are purchased by many players or used frequently gain power over time, creating a situation where exclusivity is temporary and can be achieved through social proof rather than just initial rarity, encouraging more players to participate
Solution Approach 2:
The patent implements feedback loops where item power increases based on purchase volume and usage. This creates a positive feedback system where popular items become more valuable, encouraging more purchases while the system automatically balances through the feedback mechanism rather than static rarity
Data Source
AI summary
An information processing device that is connected via a network to a terminal device operated by a player, and provides a game space to the terminal device, has a memory component for storing item information related to items that the player can purchase with virtual currency and that allow the player to gain an advantage in a game, and player information related to the items possessed by the player and to the status of the player in the game; an item provision component that receives item purchase requests from the terminal device and updates the item information and player information; and a game processor that receives player input to the terminal device and executes processing to move the game forward on the basis of the item information and the player information, and the power of an item is changed according to the number of players who have purchased that item.


