Video Game Processing Apparatus Automatic Action Execution
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Solution Overview
Problem
Conventional video games require players to perform multiple command inputs for object acquisition and execution, leading to a complex user experience and potential unintended interactions, such as accidental encounters in battle systems.
Innovation Solution
A video game processing apparatus that includes an object information memory for storing action possible ranges and predetermined actions, a movement starting operation receiver, a player character mover, a terminated position determiner, and an action executor, allowing the player character to automatically perform actions within defined ranges without additional command inputs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a marker is displayed according to distance and command input is received after acquisition operation, then the player can acquire objects, but the player is required to carry out at least twice of command inputs which gives a complicated impression
Solution Approach 1:
The patent merges the acquisition operation and command input into a single integrated operation. When the player character enters the action possible range of an object, the system automatically executes the predetermined action without requiring separate acquisition and command inputs, thereby reducing the number of operations from two to one.
Solution Approach 2:
The system automatically determines and executes the predetermined action when the player character enters the action possible range, without requiring the player to manually input commands. The system serves itself by automatically carrying out the action based on the detected position and stored object information.
2Ease of operation
If a battle is started when a player character comes in contact with an object displayed on a movement screen, then encounter mechanics are simplified, but a player may mistakenly cause the player character to touch the object causing an unintended encounter
Solution Approach 1:
The patent introduces an intermediary mechanism in the form of an action possible range (invisible boundary) that mediates between the player character and the object. The predetermined action is only executed when the player character enters this predefined range, providing a controlled and intentional interaction point that prevents accidental encounters while maintaining ease of use.
Data Source
AI summary
A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device. Object information on an object that appears in the video game indicates an action possible range, in which the object can carry out a predetermined action against the player character, and the content of the predetermined action. In a case where a movement starting operation for the player character is received, the player character is caused to move in accordance with the received movement starting operation. It is determined whether the movement of the player character is terminated within the action possible range. The predetermined action by the object corresponding to the action possible range is carried out in a case where it is determined that the movement of the player character is terminated within the action possible range.


