Fighting Game Skill Gauge Segmentation for Strategic Diversity

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Solution Overview

Problem

Fighting games lack strategic diversity due to predictable opponent actions, leading to repetitive gameplay and reduced player engagement.

Innovation Solution

A system where players and opponents must fulfill specific conditions to acquire bonuses, introducing unpredictable gameplay mechanics and strategic depth by allowing bonus acquisition based on fulfilling secondary conditions after initial condition fulfillment, regardless of contribution level.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If simple rules and skill gauge are used to determine character actions, then the game is easy to understand and operate, but the opponent's actions become predictable and strategic diversity decreases

Engineering Contradiction:
Improveease of understanding game rulesVSAvoidstrategic diversity
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The skill gauge is segmented into multiple independent skill types (first skill, second skill, third skill, etc.), each with its own sub-gauge. This segmentation allows the opponent character to have different skill readiness states independently, making action prediction more complex while maintaining the simple gauge visualization that players can understand.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The skill gauges are dynamically regenerated based on fight outcomes - when the player character wins a fight, the opponent's skill gauges regenerate; when the player loses, their own skill gauges regenerate. This dynamic behavior creates unpredictable patterns that enhance strategic diversity while keeping the core mechanism simple and understandable.

Inventive Principle:
Principle #15Dynamics

2Loss of information

If skill gauges are displayed to show opponent's skill parameter, then players can predict opponent actions, but this predictability reduces excitement and strategic possibilities

Engineering Contradiction:
Improveinformation about opponent skillsVSAvoidstrategic possibilities
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

Different skill gauges have different regeneration characteristics and are displayed with different visual qualities. Each skill type (first skill, second skill, etc.) has its own gauge with unique properties, allowing players to understand the opponent's skill readiness without being able to perfectly predict which specific skill will be used next, thus maintaining information while reducing predictability.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The skill information is extended from a single gauge to multiple gauges representing different skill dimensions. This multi-dimensional display provides rich information about the opponent's capabilities while creating complex prediction scenarios, as players must consider multiple independent skill states rather than a single predictable metric.

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

3Adaptability or versatility

If multiple skill types with separate gauges are introduced, then strategic diversity increases, but the game system complexity increases

Engineering Contradiction:
Improvestrategic diversityVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The skill gauge system serves multiple functions simultaneously: it displays the opponent's skill readiness, predicts potential actions, provides strategic information for player decision-making, and dynamically responds to fight outcomes. This multi-functionality allows the system to achieve high strategic diversity without proportionally increasing complexity, as the same visual elements perform multiple roles.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The skill gauges automatically regenerate based on fight outcomes without requiring additional player input or complex system interventions. When the player character wins or loses a fight, the appropriate skill gauges automatically replenish, creating strategic complexity through automatic system behavior rather than manual control complexity.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10729978B2Information storage medium, information processing device, and game system
Publication Date: 2020.08.04 BANDAI NAMCO ENTERTAINMENT INC
  • US10729978B2 patent drawing
  • US10729978B2 patent drawing
  • US10729978B2 patent drawing

AI summary

An information processing device that carries out the processing of a fighting game in which a player-character is made to fight an opponent-character, the device including a first condition determination means that determines whether the player-character and the opponent-character, as a whole, have fulfilled a first condition during the fight; a second condition determination means that determines a character, among the player-character and the opponent-character, that has fulfilled a second condition during the fight; and a bonus awarding means that awards a bonus that can be used in the fight to a fulfilling character, among the player-character and the opponent-character, that fulfills the second condition after the fulfillment of the first condition. The first condition determination means sets a partial or a complete fulfillment of a given set of conditions as the first condition.