Dynamic Game Object Alteration for Adaptive Engagement

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Solution Overview

Problem

Existing computer games struggle to maintain user engagement by providing appropriate feedback and aids, as traditional boosters may not be effective in all game states, leading to frustration or boredom, especially when players are close to completing objectives.

Innovation Solution

A method and device that dynamically alter the characteristics of game objects, such as boosters, based on game state data, including lives, time, moves, and overall progress, to provide tailored aids that enhance user engagement and surprise, by transforming first objects into second objects with enhanced characteristics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional boosters are provided to users, then user engagement is improved when users are struggling, but user engagement deteriorates when users are close to completing objectives (causing boredom or frustration)

Engineering Contradiction:
Improvebooster effectivenessVSAvoidgame state monitoring and dynamic alteration system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The booster characteristics are made dynamic rather than static. The system continuously monitors game state parameters (lives left, time left, moves left, progress within saga) and automatically adjusts booster properties in real-time. This allows the same booster type to provide different effects based on current game conditions, resolving the contradiction between providing helpful aid and avoiding boredom when users are close to completion.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters of the booster objects based on game state. Instead of providing fixed-characteristic boosters, the system modifies booster characteristics (such as power level, duration, or effect type) according to monitored game parameters. This enables the booster to be appropriately scaled down when users are near completion, preventing the boredom that would result from overly powerful aid.

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If generic boosters are provided without context, then implementation is simple, but user engagement deteriorates due to lack of relevance

Engineering Contradiction:
Improvebooster generationVSAvoidcontext-specific effectiveness
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system implements feedback loops where game state information is continuously monitored and fed back into the booster generation process. The monitoring of lives left, time left, moves left, and saga progress provides feedback that automatically triggers appropriate booster characteristics. This feedback mechanism ensures boosters are context-relevant without requiring complex manual configuration, resolving the contradiction between ease of implementation and adaptability.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system makes the booster generation process self-adjusting based on game state. Instead of requiring designers to create multiple versions of boosters for different situations, the system automatically selects and configures appropriate booster characteristics based on current game conditions. This self-service approach maintains implementation simplicity while achieving context-specific effectiveness.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9636590B2Adaptive game object alteration
Publication Date: 2017.05.02 KING COM
  • US9636590B2 patent drawing
  • US9636590B2 patent drawing
  • US9636590B2 patent drawing

AI summary

In an embodiment there is provided a device having a user interface configured to display a game board having a plurality of first objects, each first object having one or more characteristics stored in at least one memory, said user interface being configured to receive user input, and at least one processor in connection or communication with at least one memory configured to display a game board having a plurality of first game objects, each object having one or more characteristics, detect a selection sequence of at least one first game object with respect to said displayed game board in response to user input, generate a second object having default second object characteristics, alter the second object characteristics in dependence on at least one predetermined rule, and display said second object. The rule may comprise determining a game state comprising game data that is monitored to alter the second object characteristics.