Game Apparatus Displaying Candidate Players for Item Acquisition
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Solution Overview
Problem
Players face cumbersome operations when selecting desired items in games, especially on portable devices with limited input capabilities, making it difficult to acquire specific items in events.
Innovation Solution
A game apparatus and method that displays a second screen showing candidate players who own uncollected items, allowing players to select and target items directly, reducing the burden of navigating multiple item groups and items.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players manually select desired items from multiple item groups using portable device input devices, then players can acquire specific items, but the operation becomes troublesome and complex due to limited input device types and functions
Solution Approach 1:
The system automatically performs preliminary actions by identifying and displaying only relevant candidate players who possess uncollected items from the player's incomplete item groups. This eliminates the need for players to manually navigate through all item groups and identify relevant targets, significantly reducing operational burden while maintaining the ability to acquire desired items.
Solution Approach 2:
The system serves itself by automatically analyzing the player's item collection status, identifying incomplete item groups, and determining which other players possess the required uncollected items. This self-service mechanism reduces the cognitive and operational load on the player, transforming a complex manual selection process into a simplified interaction where the system proactively presents relevant options.
2Productivity
If players navigate through multiple item groups to find desired items, then players can locate specific items, but the time required for item acquisition increases
Solution Approach 1:
The system performs preliminary analysis of the player's item collection status and pre-identifies candidate players who possess uncollected items before the player initiates an event. This preliminary action eliminates the time-consuming navigation through multiple item groups during event execution, allowing players to quickly acquire desired items by simply selecting from pre-filtered candidate players.
Solution Approach 2:
The system segments the vast space of all possible item groups and players into relevant subsets by identifying only those item groups that are incomplete and only those players who possess the required items. This segmentation transforms an overwhelming full-space search into a focused search within a small, relevant subset, dramatically reducing the time required for item acquisition.
3Loss of information
If the system displays all item groups and items for player selection, then players have complete information, but the display complexity and information overload increase
Solution Approach 1:
The system extracts and displays only the essential information relevant to the player's current needs: specifically, candidate players who possess uncollected items from the player's incomplete item groups. This extraction removes irrelevant information about already-collected items and unrelated players, maintaining information completeness for the decision-making process while eliminating display complexity and preventing information overload.
Solution Approach 2:
The system applies local quality by providing detailed information specifically where needed (in the candidate player selection interface) rather than uniformly across all interfaces. The display shows comprehensive information about candidate players and their items only when the player is in the process of selecting targets, while keeping other interfaces simple and focused on their specific functions, thereby balancing information completeness with display simplicity.
Data Source
AI summary
A controller of a game apparatus causes a display unit of a player to display a first game screen on which commencement of a battle event can be instructed. When the player instructs the commencement of the battle event on the first game screen, if the player has a collection-not-completed item group in which only some items have been collected among a plurality of items, the controller causes the display unit to display, immediately after the first game screen, a second game screen on which another player who owns an item not yet collected by the player in the collection-not-completed item group can be selected as a candidate from whom the item is to be taken when the battle event is achieved.


