Dynamic Player Protection Mechanism in Multiplayer Video Games

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Solution Overview

Problem

Players of different skill levels face challenges in multi-player video games as more skilled players quickly progress to difficult levels, leading to reduced enjoyment for lesser-skilled players, as they either get eliminated or become bored due to the inability to play together effectively.

Innovation Solution

Implementing a protection feature where a player's character can be encased in a bubble, allowing them to remain in the game with limited control, protected from harm, and move with the game world, enabling lesser-skilled players to follow more skilled players through difficult areas without vulnerability, and allowing voluntary activation of this feature.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game progresses to more difficult levels to increase challenge, then the skill requirement increases, but lesser-skilled players are eliminated or bored

Engineering Contradiction:
Improvegame difficulty adaptationVSAvoidplayer enjoyment
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements dynamic difficulty adjustment by allowing players to change the game's difficulty level during gameplay. The system transitions from a static difficulty structure to a dynamic one where players can adapt the challenge level to their current skill state, preventing elimination or boredom while maintaining engagement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the difficulty parameter of the game dynamically based on player performance and selection. By allowing players to select from multiple difficulty levels or have the difficulty adjust automatically, the system modifies the game parameters (enemy strength, obstacle complexity, etc.) to match player capability, resolving the contradiction between challenge and enjoyment.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the game eliminates players who fail challenges to maintain fairness, then the game integrity is preserved, but multiplayer cooperation is reduced

Engineering Contradiction:
Improvegame fairnessVSAvoidmultiplayer mode flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic player retention mechanisms where players who fail challenges are not immediately eliminated but can continue playing at adjusted difficulty levels or in modified roles. This dynamic approach allows the game to maintain fairness for skilled players while keeping lesser-skilled players engaged through alternative gameplay modes.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments the player experience into different roles or modes based on performance. Instead of a binary eliminated/continued state, players are divided into different gameplay segments (e.g., active participants, spectators,辅助 players) allowing the game to maintain fairness while accommodating multiple skill levels simultaneously.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9821228B2Video game systems and methods
Publication Date: 2017.11.21 NINTENDO CO LTD
  • US9821228B2 patent drawing
  • US9821228B2 patent drawing
  • US9821228B2 patent drawing

AI summary

Example systems and methods relate to playing a multi-player video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world displayed on a display screen. Movements of each game character in the game world are controlled in accordance with respective first game character control operations during the playing of the multi-player video game. In response to satisfaction of one or more conditions, one player's game character is protected from harm in the game world, wherein one of the one or more conditions is a condition triggered voluntarily by the one player. Movements of the protected game character in the game world are controlled based on a position of another, unprotected game character.