Dynamic Quest Generation for Co-op Gaming Engagement

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Solution Overview

Problem

The video game industry faces challenges in maintaining player engagement, as novice players become frustrated with confusing game environments and advanced players become bored with predictable scenarios, leading to decreased gameplay frequency.

Innovation Solution

Implementing dynamic quests generated based on player gaming metrics, which are inserted along the game's main story arc, allowing players to encounter unique challenges and rewards, and facilitating co-op gameplay among players of different levels and experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If main story quests are provided along the golden path, then players can progress through the game, but novice players become confused and frustrated while advanced players become bored

Engineering Contradiction:
Improvegame experience customizationVSAvoidquest system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The quest system is segmented into main story quests (golden path) and dynamic quests (side paths). Players can follow the main story for structured progression or engage with dynamic quests for customized experiences. This segmentation allows different player types to navigate the quest system differently, resolving the contradiction between providing structured guidance and enabling customization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Dynamic quests are generated and inserted along the golden path based on real-time processing of player gaming metrics. The quest system adapts dynamically to player behavior, skill level, and engagement patterns, providing customized experiences for novice and advanced players alike while maintaining system manageability through automated generation.

Inventive Principle:
Principle #15Dynamics

2Productivity

If dynamic quests are generated and inserted along the golden path, then player engagement is enhanced with customized experiences, but the system complexity increases

Engineering Contradiction:
Improveplayer engagement levelVSAvoidquest generation system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system processes player gaming metrics automatically to identify when and where to insert dynamic quests along the golden path. The quest generation and insertion occurs autonomously based on player behavior data, reducing the need for manual quest design and management while enhancing player engagement with customized content.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The dynamic quest system serves multiple functions: it provides customized experiences for different player skill levels, maintains player engagement, and adapts to individual player behaviors. This multi-functionality justifies the system complexity by delivering comprehensive engagement enhancement across diverse player types.

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

3Adaptability or versatility

If the game provides a fixed golden path with main story quests, then the game structure is simple to manage, but advanced players become bored with predictable scenarios

Engineering Contradiction:
Improvegame scenario varietyVSAvoidgame progression guidance
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

Dynamic quests act as an intermediary element inserted along the golden path. They provide variety and customization for advanced players without disrupting the main story progression structure. The intermediary quests offer alternative routes and experiences while maintaining the overall game flow and guidance system.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Ease of operation

If novice players are provided with detailed guidance along the golden path, then they can progress successfully, but they may become frustrated if they get lost in the game environment

Engineering Contradiction:
Improvegame progression easeVSAvoidplayer orientation
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

Instead of providing exhaustive guidance for every possible player situation, the system inserts dynamic quests partially along the golden path based on processed player metrics. This partial action provides guidance when needed without overwhelming players with excessive information, maintaining ease of progression while preventing orientation loss.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11529563B2Methods and systems processing co-op gaming using dynamic quests
Publication Date: 2022.12.20 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11529563B2 patent drawing
  • US11529563B2 patent drawing
  • US11529563B2 patent drawing

AI summary

Methods and systems are provided for executing a video game for a plurality of players. The method includes determining a plurality of golden paths associated with a gameplay of each of the plurality of players. The plurality of golden paths includes a plurality of main story quests associated with the plurality of golden paths. The method includes processing the gameplay to identify player gaming metrics for the plurality of players as the plurality of players progresses along the plurality of golden paths associated with each of the plurality of players. The method includes generating a dynamic quest for each of the plurality of players. The dynamic quest is generated with one or more sub-parts to influence one or more of the plurality of players to move toward a game environment associated with a first player of the plurality of players. The game environment of the first player includes a co-op game space. The method includes granting the one or more of the plurality of players access to enter the co-op game space based on the player gaming metrics of the one or more of the plurality of players. The co-op game space enables the first player and the one or more of the plurality of players to engage in an objective in the video game for a period of time. The one or more of the plurality of players returns to their respective golden paths upon engaging in the co-op game space. In this way, a video game is executed for a plurality of players which can provide players of different experiences and different levels a same game space where the players can join together and engage with one another to perform an objective or task in the video game.