Dynamic Timer Chest for Active Game Engagement

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Solution Overview

Problem

Existing game systems lack mechanisms to actively engage players by providing a medium object with a timer-based activation condition, limiting player interaction and excitement until the timer expires, without offering dynamic gameplay experiences.

Innovation Solution

A computer system that deploys a medium object on a game field with a timer period, allowing players to transition from an acquisition suspended state to an enabled state, where the object can be used as a unit in gameplay, with the timer period changing based on player actions and game progression, enabling quicker acquisition and dynamic gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If a timer lock is set to prevent chest opening until a predetermined period elapses, then player anticipation and excitement are increased, but player engagement and active gameplay are reduced as players have nothing to do but wait

Engineering Contradiction:
Improveplayer anticipationVSAvoidwaiting time
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The patent applies the Dynamics principle by transforming the static timer lock into a dynamic object that can be deployed on the game field and actively used in gameplay. The medium object (chest) transitions from a passive waiting mechanism to an active gameplay element that players can strategically position and interact with during battles, thereby eliminating idle waiting time while maintaining anticipation through the timer mechanism

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements multi-functionality by enabling the medium object to serve dual purposes: it maintains the timer-based anticipation mechanism while simultaneously functioning as a deployable game unit that participates in battles. The chest can be placed on the game field, attacked by enemies, and used as a strategic element, thus combining the reward anticipation function with active gameplay engagement

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

2Device complexity

If players can only wait for timer expiration or consume items to shorten the timer, then the system is simple to implement, but player choice and gameplay variety are limited

Engineering Contradiction:
Improvesystem simplicityVSAvoidplayer choice
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The system introduces dynamic decision-making by allowing players to choose whether to deploy the medium object on the game field or keep it in inventory for later use. This creates multiple strategic pathways: players can deploy early to engage in battles and potentially reduce timer through combat events, or save for later deployment, thereby increasing versatility without significantly complicating the core timer mechanism

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If the medium object is deployed on the game field, then active gameplay engagement is increased, but the timer period needs to be manageable to allow timely acquisition

Engineering Contradiction:
Improvegameplay engagementVSAvoidtimer period
Core Design Contradiction:
Ease of operationVSDuration of action of moving object

Solution Approach 1:

The patent applies parameter changes by allowing the timer period of the deployed medium object to be dynamically adjusted based on gameplay events. When enemies attack the deployed chest, the timer period is shortened, providing a mechanism that balances engagement time with acquisition timing. This enables the timer parameter to adapt to gameplay conditions rather than remaining fixed

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10398982B2Computer system
Publication Date: 2019.09.03 BANDAI NAMCO ENTERTAINMENT INC
  • US10398982B2 patent drawing
  • US10398982B2 patent drawing
  • US10398982B2 patent drawing

AI summary

A player can use a character and a chest, in possessed game objects, to build a deck, and play a battle game with the character and the chest, used to build the deck, deployed on a game field as units of a gameplay. The chest used in the gameplay has an activation condition (timer period of a time limit lock) and acquisition control (determination of the content of the chest and provision of the content to the player) of the chest 5 changed in accordance with the type of the chest deployed and an action such as an attack by a character in the game field.