Enemy Character Motion Feedback for Game Engagement

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Solution Overview

Problem

In action role-playing games, players do not feel a strong response to attacks on strong enemies due to the lack of visual feedback during prolonged attack sequences, as the defeated motion is not performed until the enemy is defeated, making the gameplay less engaging.

Innovation Solution

A game processing method that adds a vibrating motion to the enemy character's existing motion when an ally character's attack hits, providing immediate visual feedback of the attack's impact, and stops the ally character's movement in the direction parallel to the field for short-range attacks, enhancing the gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If the beaten motion is performed only when the enemy character is defeated, then the game logic is simplified, but the player does not feel a response to attacks on strong enemies during prolonged attack sequences

Engineering Contradiction:
Improvegame logic complexityVSAvoidplayer engagement
Core Design Contradiction:
Device complexityVSEase of manufacture

Solution Approach 1:

The motion sequence is segmented into multiple independent motions: a first motion executed during the attack sequence and a second beaten motion executed when the enemy is defeated. This segmentation allows the system to provide intermediate visual feedback (first motion) without complicating the overall game logic structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The first motion is executed periodically or at intervals during the attack sequence against strong enemies, providing regular visual feedback to the player. This periodic execution maintains player engagement throughout the prolonged attack without requiring complex continuous animation systems.

Inventive Principle:
Principle #19Periodic action

2Ease of manufacture

If multiple motions are added to the enemy character, then visual feedback is improved, but the motion processing becomes more complex

Engineering Contradiction:
Improvevisual feedback qualityVSAvoidmotion processing complexity
Core Design Contradiction:
Ease of manufactureVSDevice complexity

Solution Approach 1:

The first motion is prepared and executed in advance during the attack sequence, before the final defeated motion is triggered. This preliminary action establishes a clear sequence where simpler motions precede the more complex beaten motion, reducing overall processing complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The motion execution is made dynamic by selecting different motion sequences based on game state (whether the enemy is defeated or not). This dynamic approach allows the system to use simpler motions during ongoing attacks and only invoke complex beaten motions when appropriate, optimizing processing resources.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11628363B2Game processing method and recording medium
Publication Date: 2023.04.18 KOEI TECMO GAMES CO LTD
  • US11628363B2 patent drawing
  • US11628363B2 patent drawing
  • US11628363B2 patent drawing

AI summary

A game processing method executed by an information processing device includes moving an ally character on a field in accordance with a player's operation, executing a fight with an enemy character on the field in accordance with the player's operation when the ally character encounters the enemy character, and adding a second motion for vibrating the enemy character to a first motion being executed by the enemy character, when an attack of the ally character hits the enemy character.