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
Engineering 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
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.
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.
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
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.
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.
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
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.
Data Source
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.


