Event-Driven Time Resource Management for Character Survival
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Solution Overview
Problem
Existing game technologies lack dynamic and engaging mechanisms to manage time resources and physical strength resources for user characters, leading to monotonous gameplay and limited strategic depth.
Innovation Solution
A game service method and device that allocate time and physical strength resources to user characters, dynamically adjust these resources based on in-game events, and allow for resource sharing and replenishment, enhancing gameplay dynamics and strategic interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If time resource is continuously reduced for user characters during gameplay, then gameplay intensity and urgency are enhanced, but player survival time and strategic planning opportunity are reduced
Solution Approach 1:
The time resource is dynamically adjusted based on in-game events. When beneficial events occur (e.g., team victories, objective completions), the time resource is extended to reward player actions and provide strategic breathing room. When harmful events occur (e.g., character deaths, failures), the time resource is reduced to increase urgency. This dynamic adjustment resolves the contradiction by making the time mechanism adaptive rather than static.
Solution Approach 2:
The patent changes the parameter of time resource allocation based on gameplay conditions. The system monitors event types and adjusts the time resource parameter accordingly - extending it for positive outcomes and reducing it for negative outcomes. This parameter change allows the game to maintain high intensity while providing players strategic planning opportunities when needed.
2Adaptability or versatility
If multiple resources (time and physical strength) are managed simultaneously, then strategic depth and gameplay complexity are enhanced, but system complexity and resource management difficulty increase
Solution Approach 1:
The patent merges time resource and physical strength resource into a unified resource management framework. Both resources are tracked, adjusted, and balanced together through a single system that handles multiple parameters simultaneously. The service device coordinates both resources according to event types, treating them as interconnected rather than separate systems, thereby reducing overall system complexity while maintaining strategic depth.
Solution Approach 2:
The system implements feedback mechanisms where resource changes are based on monitored gameplay events. The service device continuously monitors character states, event occurrences, and resource levels, then adjusts time and physical strength resources accordingly. This feedback loop automates the resource management complexity, allowing the system to handle multiple resources intelligently without increasing user burden.
3Duration of action of moving object
If time resource is extended through event-based replenishment, then player strategic planning opportunity increases, but gameplay urgency and competitive pressure are reduced
Solution Approach 1:
The patent converts harmful gameplay situations (character deaths, failures) into beneficial outcomes by reducing time resource, while converting positive situations (victories, objectives) into time extensions. This creates a rhythm where urgency and planning opportunities alternate based on gameplay flow, maintaining overall competitive pressure while providing strategic breathing room when players succeed.
Data Source
AI summary
Disclosed are a game service method and device using a time resource element. The game service method includes allocating a time resource and a physical strength resource to each of user characters including a first user character and a second user character, when a game stage starts, reducing the time resource held by each of the user characters as time elapses, when at least one first event occurs, reducing the time resource held by the first user character, and, when at least one second event distinguished from the first event occurs, increasing the time resource held by the first user character.


