Fighting Game Character Information Visibility by Area
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Solution Overview
Problem
Existing game systems lack mechanisms to enhance player engagement and enjoyment through dynamic presentation of game elements, particularly in fighting games, by making character information visible or invisible to opponent players based on their positions in the game field.
Innovation Solution
A non-transitory computer readable medium and gaming device that executes a fighting game with a play field comprising multiple areas, allowing character information to be visually unrecognizable to opponent players in one area and recognizable in another, using game elements like leader, battle, and extra cards with distinct front and back surfaces to convey different information.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If character information is always visually recognizable to opponent players, then transparency of game elements is improved, but strategic depth and player engagement deteriorate
Solution Approach 1:
The patent applies local quality by making character information visibility location-dependent on the play field. Characters in the first area have their information hidden from opponents, while characters in the second area have information visible to opponents. This spatial differentiation of information transparency creates strategic depth while maintaining overall game transparency.
2Adaptability or versatility
If character information is visually unrecognizable to opponent players, then strategic depth is improved, but transparency of game elements worsens
Solution Approach 1:
The patent implements dynamics by making character information visibility changeable based on character position. As characters move between different areas of the play field, their information transparency dynamically adjusts - hidden in the first area, visible in the second area. This dynamic presentation maintains strategic depth while preventing excessive information loss.
3Device complexity
If game elements have fixed presentation, then device complexity is reduced, but player engagement and enjoyment deteriorate
Solution Approach 1:
The patent applies preliminary action by pre-defining multiple presentation states for game elements (hidden state for first area, visible state for second area). The system automatically transitions between these pre-prepared states based on character position, creating engaging dynamic presentation without requiring complex real-time generation of new visual elements.
Data Source
AI summary
There is provided a non-transitory computer readable medium storing a program causing a computer to function as: an execution unit configured to execute a fighting game using a game element; a play field presentation unit configured to present a play field including a plurality of areas; and a game element presentation unit configured to present character information of a game element of a player positioned in a first area among the plurality of areas so that the character information is visually unrecognizable to an opponent player, and to present character information of a game element of the player positioned in a second area so that the character information is visually recognizable to the opponent player.


