Game Action Period Management for Strategic Input Flexibility
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Solution Overview
Problem
In existing game systems, players are unable to select a second action different from a first action during the first period in which the first action is made executable, limiting strategic options.
Innovation Solution
An information processing program that allows a player to execute a second action different from a first action during the first period by receiving a second operation from the player, even if the first action is triggered by an opponent's action.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a first period for receiving a first action is started when the player performs a first operation, then the player character can execute the first action in response to an opponent's action, but the player cannot select a second action different from the first action during the first period
Solution Approach 1:
The patent applies dynamics by making the action reception period configurable and changeable based on player input. The period management system transitions from a fixed first period to a flexible structure where a second period can be started during the first period, allowing dynamic adjustment of action reception windows based on gameplay needs.
Solution Approach 2:
The patent segments the action reception timeline into distinct periods (first period and second period) that can operate independently. By dividing the continuous time axis into separable segments, the system allows different action types to be received during different segments, enabling action selection flexibility while maintaining clear period boundaries for management.
2Ease of operation
If the player character executes a counter action when attacked by an opponent character, then the player can respond to attacks, but the player cannot change to a different action until the first period elapses
Solution Approach 1:
The patent applies preliminary action by allowing the player to input a second operation during the first period that prepares for a second action. This preliminary input is registered and can be executed if certain conditions are met, allowing the player to pre-plan action changes without waiting for the first period to expire, thus reducing response time loss.
Solution Approach 2:
The system dynamically adjusts action execution based on timing and conditions. By allowing the second operation to be received during the first period and potentially executed, the system creates a dynamic action selection mechanism that responds to player input in real-time rather than following a rigid temporal sequence.
3Adaptability or versatility
If only one type of action can be received during a period, then the game logic is simple, but the player lacks strategic options for selecting different actions
Solution Approach 1:
The patent segments the action reception functionality into multiple independent periods (first period for first action, second period for second action) that can coexist or overlap. This segmentation allows different action types to be processed independently during different segments, providing strategic variety while keeping each segment's logic relatively simple and manageable.
Solution Approach 2:
The period management system is designed with multi-functionality to handle both single-action and multi-action reception scenarios. The same period management apparatus can manage the first period, the second period, and their interactions, providing a universal solution that supports strategic flexibility without requiring separate specialized systems for each action type.
Data Source
AI summary
Provided are an information processing program, an information processing method, and an information processing apparatus that cause a computer to execute: starting a first period for making a first action of a player character, executed with an action of an opponent character as a trigger, executable in response to a first operation by a player; and receiving a second operation by the player for causing the player character to execute a second action, different from the first action, during the first period.


