Dynamic Virtual Territory Game System

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Solution Overview

Problem

Conventional multiple-player participation games lack elements that enhance amusingness, particularly in competitive scenarios where players strive to acquire virtual territories, as the gameplay dynamics are not dynamic enough to maintain user engagement.

Innovation Solution

An information processing system that allows multiple users to compete in a game where virtual territories are reassigned periodically based on updated scores and user interactions, incorporating features like real-time updates, strategic advantages, and dynamic area effects to promote continuous engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If territory ownership is fixed for long periods in conventional games, then stability is maintained, but user engagement and amusingness deteriorate due to lack of dynamic gameplay

Engineering Contradiction:
Improveterritory ownership stabilityVSAvoiduser engagement
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The patent implements periodic determination of territory ownership at predetermined time intervals during the game. This periodic action creates dynamic changes in territory control, preventing long-term fixation while maintaining structured gameplay phases. The regular re-evaluation cycles ensure both stability during phases and excitement during transitions.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system transitions from static territory ownership to dynamic control by continuously updating which group controls which areas based on real-time game progress and user operations. Territory control becomes a dynamic state that changes periodically, creating engaging gameplay while maintaining system stability through structured update cycles.

Inventive Principle:
Principle #15Dynamics

2Productivity

If territory ownership changes frequently to improve engagement, then user engagement improves, but game complexity increases due to frequent state updates

Engineering Contradiction:
Improveuser engagementVSAvoidgame state management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

By implementing periodic determination at fixed time intervals rather than continuous updates, the system manages complexity through structured cycles. This approach limits the frequency of state changes while maintaining engagement, as territories are re-evaluated at predictable intervals rather than constantly.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system performs preliminary determination of territory ownership at the start of each time interval, establishing control states before user operations occur. This preliminary action simplifies state management by setting clear boundaries at the beginning of each phase, reducing the complexity of tracking continuous changes.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If real-time updates of area information are implemented, then user engagement improves through dynamic feedback, but information processing load increases

Engineering Contradiction:
Improvereal-time feedback capabilityVSAvoidinformation processing energy
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system updates area information periodically at predetermined time intervals rather than in real-time continuous fashion. This periodic update approach provides sufficient dynamic feedback to maintain user engagement while significantly reducing the information processing load and energy consumption compared to true real-time updates.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system implements partial real-time updates by providing area information changes at strategic intervals rather than continuously. This partial action approach delivers enough dynamic feedback to engage users while avoiding the excessive processing requirements of complete real-time updates, achieving an optimal balance between engagement and resource usage.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10926174B2Information processing system, information processing method, information processing apparatus, and non-transitory storage medium storing information processing program for controlling progression of a game with at least one virtual area
Publication Date: 2021.02.23 NINTENDO CO LTD
  • US10926174B2 patent drawing
  • US10926174B2 patent drawing
  • US10926174B2 patent drawing

AI summary

An example system including a plurality of terminals configured to be operated by respective users each belonging to one of a plurality of groups executes a game process involved in a game related to a virtual area in the plurality of terminals, respectively, updates area information about the virtual area for each group, based on the game process executed in the plurality of terminals, determines, for each of a plurality of periods of time, which group acquires the virtual area based on the updated area information for each group, and outputs a result of the game in which the plurality of groups compete against each other to acquire the virtual area after repeatedly performing the determining.