Dynamic Object Placement in Location-Based Video Games
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Solution Overview
Problem
Existing video game systems using positional information of user terminals lack variation in object arrangement, leading to decreased user interest as events are generated independently of user interaction.
Innovation Solution
A video game processing system and program that arranges a first object based on user operation in a virtual space corresponding to real space map information, followed by arranging a second object with associated events after a predetermined time, and generates events based on positional conditions between the user terminal and second object, allowing for dynamic object placement and enhanced user engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If objects are arranged in advance in a virtual space regardless of user gameplay, then the system structure is simple, but user interest decreases due to lack of variation in object arrangement
Solution Approach 1:
The system transitions from static pre-arranged objects to dynamic object placement where objects are arranged based on user operations. The first arranging unit places objects according to user actions, and the second arranging unit subsequently places related objects, creating a dynamic adaptation system that responds to user gameplay and maintains engagement through varied object arrangements.
2Extent of automation
If events are generated independently of user interaction, then event generation is simple, but user engagement decreases
Solution Approach 1:
The system implements feedback loops where user operations trigger object arrangements that subsequently influence event generation. The generating unit creates events based on the spatial relationships between user terminal and arranged objects, ensuring events are directly connected to user actions. This feedback mechanism maintains user engagement while keeping event generation automated through conditional logic.
3Adaptability or versatility
If objects are arranged based on user operations with temporal sequencing, then user interest increases, but system complexity increases
Solution Approach 1:
The object arrangement function is segmented into two distinct units: the first arranging unit that places initial objects based on user operations, and the second arranging unit that places related objects after predetermined time intervals. This segmentation manages system complexity by dividing the arrangement process into manageable, sequential stages while maintaining adaptability through user-responsive placement.
Solution Approach 2:
The system performs preliminary object arrangement actions based on predicted user operations and predetermined time intervals. The first arranging unit pre-places objects according to user actions, and the second arranging unit pre-places related objects at calculated positions, allowing the system to maintain complexity while providing varied, responsive object arrangements that enhance user interest.
Data Source
AI summary
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first arranging function configured to arrange a first object determined based on a user operation at a position determined based on a position of the user terminal in a virtual space corresponding to map information of a real space; a second arranging function configured to arrange a second object with which a predetermined event is associated at a position determined based on a position of the first object after a time determined in accordance with the first object elapses from a time when the first object is arranged; and a generating function configured to generate the predetermined event in accordance with a positional condition regarding the positions of the user terminal and the second object.


