Dynamic Skill Cost Adjustment in Game Control Systems
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Solution Overview
Problem
Existing game systems lack mechanisms to dynamically adjust skill costs, leading to monotonous gameplay where players rely on a single efficient skill, limiting character and skill variety.
Innovation Solution
A game control program that includes a skill activation unit, a point subtraction unit, a cost increase unit, and a cost decrease unit, allowing the cost of skills to fluctuate based on activation, competition outcomes, and player manipulations, promoting the use of diverse skills and characters.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the cost of skills remains fixed, then players can efficiently use the same skill repeatedly, but gameplay becomes monotonous and skill variety decreases
Solution Approach 1:
The patent implements dynamic cost adjustment where skill costs change based on usage frequency and game state. The cost increase unit raises skill costs after activation, while the cost decrease unit lowers them under certain conditions, creating a dynamic economy that prevents monotony while maintaining strategic efficiency
Solution Approach 2:
The system changes the cost parameter of skills based on activation history and game conditions. The cost increase unit modifies the cost parameter upward after skill use, and the cost decrease unit modifies it downward under specific conditions, creating parameter variation that drives skill diversity
2Adaptability or versatility
If skill costs increase after activation, then skill variety is encouraged, but players may be discouraged from using effective skills
Solution Approach 1:
The system provides feedback through cost adjustments that reflect skill usage patterns. The cost increase unit gives feedback by raising costs after activation, while the cost decrease unit provides positive feedback by lowering costs under certain conditions, creating a balanced incentive structure
Solution Approach 2:
The cost modification operates periodically based on skill activation events. The cost increases after each activation and may decrease after certain intervals or conditions, creating a periodic rhythm that encourages variety while maintaining accessibility
3Adaptability or versatility
If multiple units (skill activation, point subtraction, cost increase, cost decrease) are introduced, then skill cost dynamics are enhanced, but system complexity increases
Solution Approach 1:
The patent merges multiple control functions into a unified game control program. The skill activation unit, point subtraction unit, cost increase unit, and cost decrease unit are integrated into a single system that manages skill economics through coordinated operations
Solution Approach 2:
The game control program performs multiple functions through single units. The cost increase unit and cost decrease unit work together to manage all skill cost adjustments, while the point subtraction unit handles resource management, creating a multi-functional control system
Data Source
AI summary
A game control program for controlling a game in which a cost is set for each of a plurality of skills, the program allowing a computer to function as: a skill activation unit activating a first skill of the plurality of skills in response to a fact that an activation instruction of the first skill of which the set cost is less than or equal to a point that is used in skill activation and associated with a player is received from the player; a point subtraction unit subtracting a point corresponding to the cost that is set for the first skill from the point in response to the activation of the first skill; and a cost increase unit increasing the cost that is set for the first skill in response to the activation of the first skill.


