Dynamic Quest Hint System for Video Game Engagement

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Solution Overview

Problem

Existing video game quest systems often become tedious due to clearly specified starting conditions, leading to a lack of engagement and attractiveness for users.

Innovation Solution

A game system and program that includes a server device and terminal devices connected via a network, featuring a quest data storing unit, playing status storing unit, quest control unit, and hint control unit, which dynamically adjusts starting condition notifications based on player performance, making quests easier or harder based on the accumulated number of times they have been cleared.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If starting conditions for quests are expressly shown to users, then ease of operation is improved, but attractiveness and engagement deteriorate due to the play feeling tedious

Engineering Contradiction:
Improveease of operationVSAvoidattractiveness
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The hint notification system is made dynamic by adjusting the level of detail provided based on the quest completion rate. When completion rates are low, detailed hints are provided to guide players. When completion rates are high, hints are reduced or removed to maintain challenge and engagement, preventing the game from feeling tedious while preserving ease of operation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The information provision parameter is changed based on quest completion statistics. The system monitors the completion rate and adjusts the amount of starting condition information displayed to players accordingly. This parameter change allows the system to adapt between providing clear guidance and maintaining mystery/challenge, resolving the contradiction between ease of operation and attractiveness.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If quest starting conditions are clearly specified, then ease of operation is improved, but player engagement and amusement value worsen

Engineering Contradiction:
Improveease of operationVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system implements feedback by monitoring quest completion rates and using this information to adjust hint notification levels. This closed-loop feedback mechanism ensures that when quests become too easy (high completion rates), the system responds by reducing hint provision to maintain engagement, while still preserving ease of operation when completion rates are low.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The information provision system dynamically adapts its behavior based on real-time quest completion data. By making the hint notification system dynamic rather than static, the game can maintain both ease of operation and player engagement by adjusting the level of guidance provided according to actual player performance and quest difficulty.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If detailed hint information is always provided, then ease of operation is improved, but the challenge and amusement of discovering quests deteriorates

Engineering Contradiction:
Improveease of operationVSAvoidchallenge
Core Design Contradiction:
Ease of operationVSDifficulty of detecting and measuring

Solution Approach 1:

The system changes the information provision parameter based on quest completion rates. When completion rates indicate that players are struggling, detailed hints are provided to improve ease of operation. When completion rates are high, hints are reduced to preserve the challenge of detecting and understanding quest requirements, thus maintaining amusement value.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

By making the hint system dynamic and responsive to completion statistics, the game balances ease of operation and challenge. The system automatically adjusts between providing detailed guidance and maintaining mystery based on actual player needs, preventing the game from becoming either too easy or too difficult.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10076707B2Video game with dynamic quest clues based on number of completions
Publication Date: 2018.09.18 CAPCOM CO LTD
  • US10076707B2 patent drawing
  • US10076707B2 patent drawing
  • US10076707B2 patent drawing

AI summary

A game system including a server device connected to a network and one or more terminal devices operated by users and executing a video game that a player character plays a quest in a game space which has a quest data storing unit which stores quest data, a playing status storing unit which stores playing status of the quest, a quest control unit which permits the start of the quest and a hint control unit which notifies the information for the starting conditions. The playing status storing unit acquires the playing status from the quest control unit and updates the playing status, and the hint control unit determines the information for the starting conditions based on the playing status.