Dynamic Item Distribution in Game Systems

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Solution Overview

Problem

Conventional games lack the ability to dynamically and effectively adjust item distribution based on game situations, leading to a lack of enhanced entertainment characteristics.

Innovation Solution

A computer-readable storage medium with instructions that execute game processing where items are randomly or user-selectively set, with parameters determining ease of acquisition based on game situations, and alternative data used when initial parameters fail to provide an item, ensuring balanced and engaging gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If items are distributed using fixed predetermined data, then item distribution is simple to implement, but the entertainment characteristics and adaptability to different game situations are insufficient

Engineering Contradiction:
Improveadaptability to game situationsVSAvoidcomplexity of item distribution system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by switching from fixed predetermined data to dynamic game situation data that changes according to the actual game state. The item distribution system dynamically adjusts based on game situation parameters such as player position, score, and game progress, making the system adaptable to different scenarios while maintaining manageable complexity through structured data organization.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameters used for item distribution from fixed predetermined values to variable game situation parameters. By using parameters that reflect the actual game state (such as player ranking, score differences, and game phase), the system achieves better adaptability. The complexity is controlled by organizing these parameters in a standardized data structure that can be efficiently processed.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If random selection is used for item distribution, then implementation is simple, but the ability to provide balanced and engaging gameplay based on game conditions is limited

Engineering Contradiction:
Improvegameplay balanceVSAvoidcomplexity of item determination system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements feedback by continuously monitoring game situation parameters and using this information to adjust item distribution. The system receives feedback about the current game state (player rankings, scores, positions) and uses this feedback to determine appropriate item assignments that maintain gameplay balance. This creates a closed-loop system where distribution decisions are based on real-time game conditions rather than random selection.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent applies preliminary action by pre-defining multiple sets of determination data corresponding to different game situations before the game starts. These predetermined data sets are prepared in advance based on various possible game scenarios, allowing the system to quickly select appropriate distribution parameters without complex real-time calculations. This reduces the computational complexity during game execution while maintaining balanced gameplay.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If multiple types of items are always available, then player choices are enhanced, but the challenge and engagement may be reduced when items are too easily obtainable

Engineering Contradiction:
Improveease of obtaining itemsVSAvoidgame engagement and challenge
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent applies local quality by making item availability and ease of acquisition location-specific and situation-specific. Different game areas, player rankings, and game phases have different item distribution characteristics. Items that are easier to obtain in certain contexts become harder to obtain in others, creating localized variations in accessibility that maintain overall game challenge while providing player choices. This ensures that ease of obtaining items does not uniformly reduce engagement across all game situations.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240149168A1Storage medium, information processing system, and information processing method
Publication Date: 2024.05.09 NINTENDO CO LTD
  • US20240149168A1 patent drawing
  • US20240149168A1 patent drawing
  • US20240149168A1 patent drawing

AI summary

An example of a game system sets appearable items from among a plurality of types of items causing effects in a game, based on selection by a user, and gives any item from among the appearable items to a game object based on first data that is set in correspondence with a game situation, when the game object satisfies a predetermined condition. When any item cannot be given from among the appearable items based on the first data, the game system gives any item from among the appearable items based on second data.