Dynamic Multi-Function Feature Termination in Secondary Gameplay

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Solution Overview

Problem

Gaming systems face challenges in providing sustained secondary gameplay experiences without abrupt termination, as existing methods often rely on fixed numbers of free activations or unclear triggering events, leading to player dissatisfaction and reduced engagement.

Innovation Solution

A gaming system that utilizes a processor and memory device to execute instructions that display unlimited secondary gameplay, featuring multi-function features that initially provide positive functions but switch to negative functions after a set quantity of occurrences, ultimately terminating the gameplay when negative functions reach a predefined threshold.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If fixed numbers of free activations are used, then the system structure is simple, but player engagement decreases due to abrupt termination

Engineering Contradiction:
Improvesecondary gameplay durationVSAvoidsystem structure
Core Design Contradiction:
Duration of action of moving objectVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the secondary game activation count dynamic rather than fixed. The system transitions from a static predetermined number of activations to a dynamic structure where the game can continue indefinitely until specific termination conditions are met, thereby extending gameplay duration without requiring complex predetermined structures

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements continuity of useful action by allowing the secondary game to continue playing without abrupt termination. The game maintains continuous play through unlimited activations until natural termination events occur, preventing player dissatisfaction caused by sudden endings while keeping the system structure relatively simple

Inventive Principle:
Principle #20Continuity of useful action

2Ease of operation

If unclear triggering events are used, then the system operation is simple, but player satisfaction decreases

Engineering Contradiction:
Improvesystem operationVSAvoidplayer satisfaction
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent applies feedback by implementing clear triggering events that provide visible signals to players about game state changes. The system displays specific symbols and messages that clearly indicate when the secondary game is triggered, when it is playing, and when it terminates, thereby maintaining simple operation while significantly improving player satisfaction through transparency

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent uses visual changes including color changes in display symbols and messages to communicate game state clearly to players. Different colors and visual indicators are used to show triggering events, active gameplay states, and termination conditions, making the system operation simple while enhancing player satisfaction through clear visual feedback

Inventive Principle:
Principle #32Color changes

3Productivity

If unlimited secondary gameplay is provided, then player engagement increases, but game termination becomes uncertain

Engineering Contradiction:
Improveplayer engagementVSAvoidgameplay termination timing
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent applies periodic action by introducing regular termination checks during the unlimited secondary gameplay. The system monitors for specific symbols and conditions during each activation cycle, and terminates the game when predetermined periodic conditions are met, thereby maintaining high player engagement while establishing predictable termination timing

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The patent implements continuity of useful action by allowing the secondary game to play continuously without forced interruptions. The game maintains uninterrupted play through unlimited activations until natural termination events occur organically during gameplay, maximizing player engagement while maintaining reasonable termination timing through built-in termination conditions

Inventive Principle:
Principle #20Continuity of useful action

4Adaptability or versatility

If multi-function features switch from positive to negative functions, then system versatility increases, but system complexity increases

Engineering Contradiction:
Improvefeature functionalityVSAvoidfeature tracking
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies universality by designing features that can serve multiple functions depending on game state. The same feature symbols can provide positive effects during early gameplay and negative effects during later gameplay, maximizing system versatility while keeping the underlying structure relatively simple through reusable feature definitions

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

Solution Approach 2:

The patent implements self-service by having the system automatically track and manage feature occurrences without requiring complex external control. The system monitors feature appearances and automatically transitions them from positive to negative functions based on occurrence counts, reducing the burden of feature tracking complexity while maintaining high adaptability

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20240096177A1Unlimited secondary game play until multi-function feature causes termination
Publication Date: 2024.03.21 INTERNATIONAL GAME TECHNOLOGY INC
  • US20240096177A1 patent drawing
  • US20240096177A1 patent drawing
  • US20240096177A1 patent drawing

AI summary

Gaming systems and methods that provide unlimited secondary game play until a multi-function feature causes termination of the unlimited secondary game play.