Processing Device Dynamic Virtual Object Parameter Variation

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Solution Overview

Problem

Conventional game applications lack innovative factors in varying parameters associated with virtual objects, leading to repetitive gameplay experiences.

Innovation Solution

A processing device and method that allow players to input operations to effect objects in a virtual space, varying their form and associated parameters, such as character abilities or obstacle visibility, to introduce new gameplay elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional game applications use fixed parameters for virtual objects, then the game structure is simple and easy to understand, but the gameplay becomes repetitive and lacks engagement

Engineering Contradiction:
Improveparameter variationVSAvoidgame structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making virtual object parameters changeable rather than fixed. The processor dynamically adjusts parameters such as ability values, movement speeds, and attack powers based on game progress and player actions, transforming static game elements into adaptive ones that respond to gameplay conditions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent directly implements parameter changes by modifying numerical attributes of virtual objects during gameplay. The system changes parameters including ability values, movement speeds, attack powers, and defense powers based on game events, player actions, and progress, allowing the same virtual object to have different statistical properties at different game stages.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If game parameters remain static, then the game mechanics are simple to implement, but the player experience lacks depth and variety

Engineering Contradiction:
Improvegameplay varietyVSAvoidprocessing requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements feedback mechanisms where player actions and game events trigger parameter modifications. The system continuously monitors gameplay conditions and adjusts virtual object parameters in response, creating a closed-loop system where gameplay outcomes influence subsequent game states and difficulty levels.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent applies preliminary action by pre-defining parameter modification rules and conditions that will be applied during gameplay. The system prepares multiple parameter sets and modification logic in advance, allowing for rapid parameter changes during game execution without requiring complex real-time calculations.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If virtual object parameters are frequently varied, then gameplay engagement increases, but game balance becomes harder to maintain

Engineering Contradiction:
Improveparameter dynamicsVSAvoidgame balance
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent applies periodic action by implementing parameter changes at specific game intervals or milestones rather than continuously. The system modifies parameters at predetermined game progress points, event triggers, or time intervals, providing structured variation that maintains predictability and balance while still offering dynamic gameplay experiences.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11602692B2Processing device, program, and method
Publication Date: 2023.03.14 GUNGHO ONLINE ENTERTAINMENT
  • US11602692B2 patent drawing
  • US11602692B2 patent drawing
  • US11602692B2 patent drawing

AI summary

A processing device includes an input interface that accepts an operation input relating to an effect object from a player in a real world, the effect object being disposed in a virtual space displayed on a display, a memory that stores a parameter associated with one or a plurality of virtual objects, and a processor that executes an instruction command stored in the memory to vary a form of the effect object according to the operation input accepted by the input interface and to vary the parameter associated with at least the one or the plurality of virtual objects according to the form variation of the effect object.