Dynamic Quest Generation Using Reusable Templates

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Solution Overview

Problem

Existing game systems face challenges in maintaining player engagement due to the time-consuming process of manually creating quests, leading to a shortage of challenges for experienced players and dissatisfaction with available quests, resulting in players leaving the game.

Innovation Solution

Implementing a dynamic quest system that uses templates to generate a large number of quests on demand, allowing for the creation of diverse quests without human intervention, including selecting template tasks and rewards, and utilizing a distributed game server with a quest engine module to assign quests to players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If manually creating quests is used, then quest quality and design can be maintained, but the quantity of quests is limited and creation is time-consuming

Engineering Contradiction:
Improvenumber of questsVSAvoidquest creation time
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The patent segments quest creation into templates with reusable components (task types, reward types, difficulty levels). Instead of creating each quest from scratch, the system divides quests into modular template elements that can be combined to generate numerous unique quests, directly addressing the contradiction between quantity and creation time.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system uses parameterization by allowing dynamic adjustment of quest parameters such as difficulty level, reward amount, and task specifics within template frameworks. This enables generation of varied quests from limited templates, increasing quest quantity while maintaining design quality through controlled parameter variation.

Inventive Principle:
Principle #35Parameter changes

2Duration of action of moving object

If manually creating quests is used, then quest design quality is maintained, but player engagement is limited due to shortage of challenges

Engineering Contradiction:
Improveplayer engagement durationVSAvoidnumber of challenges
Core Design Contradiction:
Duration of action of moving objectVSQuantity of substance

Solution Approach 1:

The patent implements dynamic quest generation where the system can adaptively create new quests based on player progress, preferences, and game state. This dynamic approach ensures continuous availability of challenges for experienced players, extending engagement duration by endlessly generating relevant quests rather than relying on a fixed manual catalog.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The quest generation system serves itself by automatically creating new quests without human intervention once templates are established. This self-service capability allows the system to continuously provide challenges to players without requiring ongoing manual creation, thereby extending player engagement duration while maintaining adequate challenge quantity.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If more quests are created to keep players engaged, then player retention improves, but the cost and complexity of quest creation increases

Engineering Contradiction:
Improvequest varietyVSAvoidquest creation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates universal templates that can generate multiple types of quests across different game contexts. A single template framework can produce quests for various objectives, locations, and difficulty levels, providing quest variety and adaptability without requiring separate complex creation processes for each quest type, thus reducing overall system complexity.

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

Data Source

PatentUS10004992B2Dynamic quests in game
Publication Date: 2018.06.26 ZYNGA INC
  • US10004992B2 patent drawing
  • US10004992B2 patent drawing
  • US10004992B2 patent drawing

AI summary

Methods, systems, and computer programs are presented for executing a game and for creating computer-generated game quests, which are referred to as dynamic quests. One method includes an operation for identifying a template for creating a dynamic quest. The dynamic quest includes quest tasks and quest rewards, which are provided to a player upon completion of the quest tasks in the game. The template includes template tasks and template rewards. Further, the method includes an operation for selecting one or more template tasks for the quest tasks, and an operation for selecting one or more template rewards for the quest rewards. The dynamic quest is created in the game with the selected one or more template tasks and the selected one or more template rewards.