Game Apparatus Automatic Operation Data Switching Mechanism
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Solution Overview
Problem
Conventional game control methods provide constant hints, reducing player engagement and making it difficult for players with limited time to complete games with large content volumes, as they often get stuck due to challenging riddles and actions.
Innovation Solution
A game apparatus and storage medium that allow players to use automatic operation data to move a player character for a predetermined time period, providing walkthrough information only when needed, enabling players to progress and complete games by switching between automatic and player-controlled movements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If hints are always displayed when a condition is satisfied, then players can solve riddles and progress through the game, but player engagement decreases and interest in solving riddles is reduced
Solution Approach 1:
The patent applies dynamics by making the hint display conditional and responsive to player behavior. Instead of always displaying hints when a condition is satisfied, the system dynamically adjusts hint display based on whether the player has already viewed the hint or attempted to solve the riddle independently, thereby maintaining player engagement while still enabling progress when needed.
Solution Approach 2:
The system implements feedback mechanisms by monitoring player actions (such as whether the player has viewed the hint or attempted to solve the riddle) and adjusting hint display accordingly. This feedback loop ensures that hints are provided only when necessary, preserving player interest while preventing game progression stalls.
2Quantity of substance
If a game has a large content volume to increase interest, then players can enjoy more content, but players with limited time cannot complete the game
Solution Approach 1:
The patent applies preliminary action by pre-calculating and storing optimal player movements (automatic operation data) during game development. This allows players to quickly traverse routine sections without manual input, effectively reducing the time required to complete the game while preserving the full content volume for those who wish to experience it all.
Solution Approach 2:
The system implements partial action by allowing players to use automatic operation data for only the portions of the game they choose. Players can selectively apply automation to time-consuming sections while manually playing through other parts, thereby balancing content exploration with time constraints according to their preferences.
3Productivity
If automatic operation data is used to move the player character, then players can progress through challenging sections quickly, but player engagement and satisfaction may decrease
Solution Approach 1:
The patent applies dynamics by making the control mode switchable between automatic and manual operation. Players can dynamically choose to use automatic operation data for challenging or time-consuming sections, then switch to manual control for sections where they want to maintain engagement and satisfaction, allowing both productivity and engagement to coexist.
Solution Approach 2:
The system implements self-service by allowing players to autonomously decide when to use automatic operation data and when to take manual control. This empowers players to manage their own engagement levels, using automation only when it serves their interests rather than having it imposed uniformly throughout the game.
Data Source
AI summary
Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character controlled based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player.


