Game Apparatus Dynamic Character Motion Storage
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Solution Overview
Problem
Conventional game apparatuses have fixed motion patterns for characters, leading to player fatigue and lack of interest, as parameters are set subjectively and do not reflect the player's objective personality, resulting in predictable character actions.
Innovation Solution
A game apparatus that stores motion information associated with specific game conditions, allowing players to change character motion patterns dynamically based on attainable titles and objective personality detection, enabling unexpected actions that reflect the player's true personality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If fixed motion data are reproduced for characters, then character actions are consistent and predictable, but player interest decreases and player becomes weary of motion patterns
Solution Approach 1:
The patent applies dynamics by making character motion patterns changeable rather than fixed. The system stores multiple motion data sets corresponding to different personality types and dynamically switches between them based on detected player personality characteristics. This allows the same character to exhibit different motion patterns (e.g., motion speed, size of motion) depending on the selected personality type, thereby maintaining player interest while preserving action consistency within each personality context.
Solution Approach 2:
The patent changes parameters of character motion data based on detected player personality. Specifically, it adjusts parameters such as motion speed, size of motion, and other action characteristics to match different personality types. The system stores multiple sets of motion data with varying parameters and selects the appropriate set based on personality detection results, enabling the same character to display different motion characteristics while maintaining internal consistency.
2Ease of operation
If parameters are set based on player subjectivity, then player can customize character actions, but parameters do not reflect objective personality and actions remain predictable
Solution Approach 1:
The patent introduces feedback by detecting player personality objectively through analysis of player operations and input patterns. The system monitors how players interact with the game (e.g., response times, choice patterns, operation frequency) and uses this feedback to determine personality characteristics. This objective feedback mechanism replaces subjective player self-assessment, enabling more accurate personality reflection in character parameter settings while maintaining ease of customization.
Solution Approach 2:
The system performs self-service by automatically detecting and analyzing player personality characteristics without requiring explicit player input. The game apparatus monitors player operations and autonomously determines personality types, then automatically configures character motion parameters accordingly. This eliminates the need for players to manually assess and set parameters themselves, while still achieving personalized character actions that reflect objective personality.
3Stability of the object's composition
If character actions are confined to predicted range, then player has control and consistency, but unexpected actions that could enhance interest do not occur
Solution Approach 1:
The patent applies dynamics by enabling character actions to adapt based on detected player personality. Different personality types correspond to different motion data sets that allow for unexpected actions appropriate to each personality. For example, an impulsive personality type may trigger sudden, unpredictable character movements, while a cautious personality type may produce more deliberate actions. This dynamic adaptation maintains stability within each personality context while enabling unexpected actions across different personalities.
Solution Approach 2:
The patent applies local quality by assigning different motion characteristics to different personality types. Each personality type has its own customized motion data set with specific qualities (e.g., motion speed, acceleration patterns, response characteristics). This allows unexpected actions to occur in specific personality contexts where they are appropriate, while maintaining predictable behavior in other contexts, thereby achieving localized adaptability without compromising overall system stability.
Data Source
AI summary
The present invention aims at providing a game such that even when player uses predetermined characters for a long time to proceed the game as in the case of the RPG, there is no possibility that player may become weary of motion patterns of characters used. The present invention is essentially based on the finding that there is employed a scheme to store motion information of characters every title data obtained when specific conditions of the game are attained to permit a player to set an arbitrary title data with respect to a character so that the player can change motion information of each character as occasion demands also in the progress of the game.


