Dynamic Time Accrual in Multi-Challenge Games

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Solution Overview

Problem

Existing games lack excitement as they do not allow teams of players to accrue time during intermediate challenges to complete a final challenge, which fails to engage players effectively.

Innovation Solution

A method where teams of players engage in multiple challenges, accruing time based on their performance, which can be used to complete a final challenge, with the option to adjust difficulty levels and interfaces to enhance engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional multi-puzzle games are played where players solve several puzzles in a given period of time, then the game structure is simple and easy to understand, but the game lacks excitement and player engagement

Engineering Contradiction:
Improvegame structure simplicityVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent applies dynamics by making the time allocation for the final challenge dynamic rather than fixed. The time available for the final challenge changes based on player performance in intermediate challenges, creating a living system that adapts to player actions. This dynamic time accumulation mechanism transforms a static game structure into an engaging dynamic experience where player decisions directly impact future opportunities.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the time parameter based on player performance in intermediate challenges. By adjusting the time allocation for the final challenge according to how well players perform in earlier challenges, the system creates meaningful connections between different game phases. This parameter change mechanism ensures that player effort in intermediate challenges has tangible impact, thereby increasing engagement while maintaining structural simplicity.

Inventive Principle:
Principle #35Parameter changes

2Duration of action of moving object

If games include multiple puzzles to be solved in a given period of time, then the game duration is controlled, but the game lacks thematic coherence and strategic depth

Engineering Contradiction:
Improvegame duration controlVSAvoidgame theme integration
Core Design Contradiction:
Duration of action of moving objectVSAdaptability or versatility

Solution Approach 1:

The patent applies preliminary action by having players accumulate time during intermediate challenges before the final challenge. This preparatory phase where players earn time through their performance creates strategic depth, as they must decide how to allocate their efforts across intermediate challenges to maximize their final challenge capabilities. The time accumulation serves as a resource gathered in advance that directly impacts final success.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The time accumulation mechanism serves multiple functions: it controls overall game duration, provides strategic decision-making opportunities, creates thematic coherence between challenges, and rewards player skill. By making time a universal resource that connects all challenges, the patent achieves versatility without complicating the basic game structure, allowing the same mechanism to fulfill multiple game design objectives.

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

3Device complexity

If players are given a fixed time to complete challenges, then the game is easy to manage, but it reduces player motivation and strategic planning

Engineering Contradiction:
Improvegame management complexityVSAvoidplayer motivation
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent changes the time parameter from fixed to variable based on player performance. Instead of giving players a static time allocation, the system adjusts the time available for the final challenge according to how well players perform in intermediate challenges. This parameter change maintains ease of management while dramatically increasing player motivation, as players can see a direct connection between their efforts and the resources available for the final challenge.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements feedback by showing players how their performance in intermediate challenges directly impacts the time they will have for the final challenge. This immediate feedback loop motivates players to strategize and perform well in intermediate challenges, as they can see the tangible benefits of their efforts. The feedback mechanism creates a meaningful connection between player actions and game outcomes without adding significant management complexity.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20220176236A1Multi-challenge game with accrued time
Publication Date: 2022.06.09 PATTERSON ALEXANDER
  • US20220176236A1 patent drawing
  • US20220176236A1 patent drawing
  • US20220176236A1 patent drawing

AI summary

A method for a game to be played by a team of players including offering the team of players a first challenge, the team of players having the ability to accrue time in the first challenge, and offering the team of players a final challenge, the time allocated for completing the final challenge including at least any time accrued by the team of players in the first challenge.