Dynamic Participant Selection for Fighting Game Consistency

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Solution Overview

Problem

Conventional video game systems face challenges in maintaining player interest when the number of participants in networked fighting games is low, as the experience intended by the game designer varies significantly between different player counts, leading to a diminished impression and engagement.

Innovation Solution

A video game processing apparatus that manages fighting game progress by receiving necessary information from other apparatuses, determining participating characters through a combination of player, newly participating, and already participating characters, and controlling fights to ensure a predetermined number of participants, even if fewer are available, by selecting from existing characters with past records.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game is designed for five or more correspondents, then the game experience and variation are optimized for that player count, but the game impression varies greatly when fewer players participate

Engineering Contradiction:
Improvegame experienceVSAvoidgame impression
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system dynamically adjusts the number of participating characters based on the actual number of players connected. The game can flexibly accommodate 2, 3, 4, or 5 players by automatically selecting appropriate characters from stored data, ensuring consistent game quality regardless of player count variations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of participating character selection based on the number of connected players. When fewer than 5 players are present, the system retrieves and assigns additional characters from stored player character data to maintain the intended game experience and variation.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the number of network opponents is limited, then the game can be played with available players, but player interest and engagement diminish

Engineering Contradiction:
Improvegame accessibilityVSAvoidplayer interest
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system performs preliminary actions by storing player character data and already participating character data in advance. When a game session starts with fewer players, the system can immediately retrieve and assign appropriate characters without delay, maintaining player interest while ensuring game accessibility.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates virtual character copies from stored player character data to supplement the actual players. These copied characters allow the game to proceed with full variation and engagement even when the number of physical players is limited.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If the game requires a predetermined number of participants, then the game design intention is maintained, but the game cannot proceed when fewer players are available

Engineering Contradiction:
Improvegame design intentionVSAvoidplayer flexibility
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The system introduces an intermediary mechanism that selects and assigns characters from stored data to bridge the gap between actual player count and required participant count. This intermediary process maintains the predetermined number of participants needed for the game design while allowing flexibility in the number of actual players.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8870662B2Video game processing apparatus and video game processing program product
Publication Date: 2014.10.28 SQUARE ENIX HLDG CO LTD
  • US8870662B2 patent drawing
  • US8870662B2 patent drawing
  • US8870662B2 patent drawing

AI summary

A video game processing apparatus for managing progress of a fighting game in which participating characters of a predetermined participation number participate along with a player character by receiving information necessary for the fighting game from other apparatuses is provided. The participating characters are determined on the basis of the player character and newly participating characters by referring to newly participating character related information containing newly participating character data and identification data of other newly participating apparatuses. In a case where the number of participating characters obtained by combining the player character and the newly participating characters is less than the predetermined participation number, participating characters of a deficient number are selected among already participating characters indicated by already participating character related information containing already participating character data and identification data of other already participating apparatuses to determine the participating characters of the predetermined participation number.