Dynamic Game Mode Switching Based on Target Acquisition

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Solution Overview

Problem

Conventional game programs lack diversity in player object behaviors, leading to inactive player interactions until specific time intervals or conditions are met, resulting in a lack of engagement and motivation for players.

Innovation Solution

A game system and method that dynamically switches game modes based on time elapsed and player objectives, allowing the player object to attack an enemy object after acquiring a required number of target objects, thereby increasing gameplay variety and motivation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game stage remains in a normal state for a fixed time interval, then the game structure is simple and easy to understand, but the player object behavior becomes inactive and lacks diversity

Engineering Contradiction:
Improveplayer object behavior diversityVSAvoidgame mode switching mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system dynamically switches between normal mode and attack mode based on real-time conditions. The player object transitions from a passive state (collecting targets) to an active state (attacking enemy) depending on whether the required number of targets is acquired, creating diverse behaviors without complex predefined scenarios

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the operational parameters of the player object based on mode switching. In normal mode, the player collects targets; in attack mode, the player attacks the enemy. This parameter change (collection vs. attack) diversifies player behavior while maintaining a simple underlying structure

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the player object must wait for a fixed time period to attack the enemy, then the game rules are simple, but the player engagement and motivation decrease

Engineering Contradiction:
Improvegame rule simplicityVSAvoidplayer engagement level
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system provides immediate feedback to the player: when the required number of targets is acquired, the game mode switches to attack mode, allowing immediate engagement with the enemy. This feedback loop (collect targets → switch mode → attack) maintains simple rules while significantly boosting player engagement and motivation

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If the game mode switches only based on time elapsed, then the game flow is predictable and easy to manage, but the gameplay variety and player motivation are reduced

Engineering Contradiction:
Improvegameplay varietyVSAvoidmode switching control logic
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The mode switching mechanism is dynamic rather than static. Instead of switching purely based on predetermined time intervals, the system switches based on player achievement (acquiring required targets). This dynamic condition creates varied gameplay experiences while the underlying switching logic remains manageable

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11559739B2Storage medium having stored therein game program, game apparatus, game system, and game processing method
Publication Date: 2023.01.24 NINTENDO CO LTD
  • US11559739B2 patent drawing
  • US11559739B2 patent drawing
  • US11559739B2 patent drawing

AI summary

In a second mode where a first enemy object attacks a player object in a virtual space, no matter which of a switching condition that a second time elapses and a switching condition that the player object gains a second required number of target objects smaller than a first required number before the second time elapses is satisfied, a game mode is switched to a first mode where the first enemy object does not attack the player object.