Dynamic Quest Generation for Player Engagement

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

The implementation of dynamic quests generated and inserted along a player's golden path, using gaming metrics to create a customized experience, providing unique challenges and rewards that enhance engagement by addressing areas where players need assistance or interest alignment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If main story quests are provided along the golden path, then the game structure is clear and guideable, but the gameplay becomes predictable and boring for advanced players

Engineering Contradiction:
Improvegame guidanceVSAvoidgameplay variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the quest system adaptive and changeable based on player characteristics. The game dynamically generates and assigns quests from a pool of available quests, adjusting quest difficulty, type, and content based on player level, skill, and performance metrics. This allows the same golden path structure to serve both novice and advanced players with customized quest variations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes parameters such as quest difficulty, quest type, and quest content based on player characteristics. By adjusting these parameters dynamically, the system maintains the structural guidance of the golden path while varying the actual gameplay content to prevent boredom and maintain engagement across different player skill levels.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the game environment is detailed and complex, then the game world is immersive, but novice players become lost and frustrated

Engineering Contradiction:
Improvegame environment richnessVSAvoidplayer navigation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies local quality by providing different levels of guidance and quest information to different players based on their needs. Novice players receive more structured quest guidance and clearer objectives, while advanced players receive more open-ended challenges. This localized adaptation of quest presentation allows the rich game environment to be accessible to all players without overwhelming them.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs preliminary actions by pre-processing player data and game state to determine appropriate quest assignments before players encounter difficult situations. By anticipating player needs and preparing customized quest assignments in advance, the system prevents players from becoming lost or frustrated while still allowing them to explore the detailed game environment.

Inventive Principle:
Principle #10Preliminary action

3Ease of manufacture

If static quests are used, then the game development is straightforward, but player engagement decreases over time

Engineering Contradiction:
Improvequest developmentVSAvoidplayer engagement
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent transforms static quests into dynamic, adaptive quests that change based on player characteristics and performance. The system maintains a pool of quest templates that can be dynamically instantiated and customized, allowing for varied quest content without requiring complete manual design of every possible quest variation. This dynamic approach sustains player engagement while keeping development manageable.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes quest parameters such as difficulty level, objective type, and reward structure based on player feedback and performance data. This parameter adjustment allows the same base quest templates to generate diverse, engaging experiences for different players, maintaining high engagement levels without requiring proportional increases in quest development effort.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If personalized quests are generated, then player engagement is enhanced, but the system complexity increases

Engineering Contradiction:
Improvequest customizationVSAvoidquest generation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent manages system complexity by focusing parameter changes on key quest attributes rather than redesigning the entire quest generation system. By adjusting parameters such as quest difficulty, type, and content selection based on player characteristics, the system achieves personalized quest generation using extended versions of existing quest templates, rather than requiring completely new quest design infrastructure.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20220168636A1Methods and systems for dynamic quest diversification
Publication Date: 2022.06.02 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20220168636A1 patent drawing
  • US20220168636A1 patent drawing
  • US20220168636A1 patent drawing

AI summary

Methods and systems are provided for executing a video game for a player. The method includes determining a golden path associated with a gameplay of a player. The golden path includes a plurality of main story quests associated with the golden path. The method includes processing the gameplay to identify player gaming metrics as the player progresses along the golden path. The player gaming metrics includes a profile for a plurality of inputs received for a game region associated with one of the plurality of main story quests. The method includes generating an engagement score of the player based on the profile of the plurality of inputs and the game region. The method includes generating a dynamic quest for the player. The dynamic quest is generated responsive to a determination that the engagement score has fallen below a score threshold for the game region. The dynamic quest has a quest type that is arranged to increase the engagement score of the player above the score threshold. In this way, a video game is executed for a player which can provide the player with a customized gaming experience so that the engagement of the player is maintained or enhanced.