Dynamic Game Object Disposition for Strategic Battle Depth

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Solution Overview

Problem

Existing game programs lack strategic depth and variety in battle processes, leading to monotony as players primarily focus on defensive maneuvers without offensive initiatives.

Innovation Solution

A game system that allows users to dynamically dispose and manage both offensive and defensive objects on a shared game field, enabling users to operate and observe objects from both perspectives, with features like terrain selection, object switching, and simulated battles to enhance strategic complexity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If only defensive objects are disposed in a player's territory, then the territory can be defended against attacks, but the game becomes monotonous and lacks strategic depth

Engineering Contradiction:
Improveterritory defense capabilityVSAvoidgameplay variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent makes objects multi-functional by allowing them to serve both offensive and defensive purposes. The same object type can be disposed to attack enemy territories or defend own territory, depending on the player's strategic intent. This eliminates the need for separate offensive and defensive object categories, adding gameplay versatility while maintaining defense capability.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent introduces dynamic role assignment where objects can switch between offensive and defensive functions based on their deployment context. The system dynamically determines whether an object serves as offensive or defensive based on real-time game state and player objectives, allowing flexible adaptation without rigid categorization.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If both offensive and defensive objects are disposed and displayed on the field, then the game gains strategic depth and variety, but the display complexity increases

Engineering Contradiction:
Improvebattle strategy varietyVSAvoiddisplay system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by differentiating display characteristics based on object function and location. Offensive objects and defensive objects are displayed with distinct visual properties or indicators, allowing players to quickly distinguish their roles on the battlefield without overwhelming complexity. The display adapts locally to each object's strategic function.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If objects are disposed from both offensive and defensive perspectives, then the game prevents monotony, but the operation complexity increases for players

Engineering Contradiction:
Improvebattle perspective varietyVSAvoidobject disposition ease
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies inversion by allowing players to dispose objects with reversed strategic intent. Instead of having separate deployment phases for offense and defense, players can deploy the same type of object with either offensive or defensive intent based on the situation, inverting the traditional sequential approach and simplifying operations while maintaining strategic variety.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS11266909B2Storage medium storing game program, information processing apparatus, game processing method, and game system
Publication Date: 2022.03.08 NINTENDO CO LTD
  • US11266909B2 patent drawing
  • US11266909B2 patent drawing
  • US11266909B2 patent drawing

AI summary

An offensive object and a defensive object are disposed in a field according to a first user's operation, and a display device is caused to display a portion of the field including the disposed offensive and defensive objects. A second user's defensive object disposed according to the second user's operation, and the offensive object disposed by the first user, are disposed in a field, and a battle process between the first user's offensive object and the second user's defensive object is performed according to the first user's operation.