Episodic Wagering Game Content Unlocking

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Solution Overview

Problem

Current episodic wagering games fail to maintain player interest as the sole objective is to receive an award, leading to a lack of continuous motivation, and frequent random bonus awards can affect the expected value of the gaming machine, potentially reducing profitability.

Innovation Solution

A gaming machine and method that display creative material content by allowing players to collect game items across multiple episodes, unlocking new content without altering the expected value of the game, thereby providing a continuous motivation and enhancing player engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If random bonus awards are given frequently to maintain player interest, then player engagement is improved, but the expected value of the gaming machine deteriorates

Engineering Contradiction:
Improveplayer engagementVSAvoidexpected value
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The game content is segmented into multiple episodes that are unlocked progressively. Instead of providing continuous random bonus awards, the system divides the gaming content into discrete episodes (Episode 1, Episode 2, etc.) that players unlock by collecting items during gameplay. This segmentation allows the game to maintain player interest through progressive disclosure of content without requiring frequent bonus awards that would affect expected value.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system prepares and locks additional episode content in advance before the player reaches it. Episodes 2 and beyond are pre-loaded and locked, requiring players to complete specific objectives in Episode 1 (such as collecting a predetermined number of items) to unlock access. This preliminary preparation allows the game to offer continuous engagement opportunities without requiring random bonus awards during gameplay, as the next episode is already ready to be accessed upon meeting objectives.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If the sole objective is to receive an award, then the game structure is simple, but player interest deteriorates over time

Engineering Contradiction:
Improvegame structureVSAvoidplayer interest
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The game adds a new dimension of progression by introducing multiple episodes with increasing complexity. Instead of a single flat game structure, the system creates a multi-layered experience where Episode 1 introduces basic gameplay, Episode 2 adds new features or challenges, and subsequent episodes continue to expand the gameplay dimension. This dimensional expansion maintains player interest by providing continuously evolving objectives beyond simple award collection.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Ease of operation

If new content is unlocked based on player progress, then player motivation is improved, but game complexity increases

Engineering Contradiction:
Improveplayer motivationVSAvoidgame complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The game content is segmented into independent but progressively unlocked episodes. Each episode contains self-contained gameplay elements and objectives, allowing the system to manage complexity by breaking down the overall game into manageable segments. Players experience motivated progression as they unlock Episode 2 after completing Episode 1, but each episode remains relatively simple in its own right, preventing overwhelming complexity.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS8480475B2Wagering game with multiple episode-based bonus games
Publication Date: 2013.07.09 LNW GAMING INC
  • US8480475B2 patent drawing
  • US8480475B2 patent drawing
  • US8480475B2 patent drawing

AI summary

A gaming machine for playing an episodic wagering game includes a game display and a controller. The game display is operable to display a randomly selected outcome of an episodic wagering game in response to receiving a wager from a player. The display further displays creative material content in one or more episodes of the episodic wagering game. The controller is in communication with the game display and is programmable to provide an award based on the randomly selected outcome and, in response to collecting a predetermined number of game items in one or more of the game episodes, cause the display of new creative material content of the wagering game without affecting the expected value of the episodic wagering game.