Game Apparatus Network Communication via Registered Opponent Registry

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Solution Overview

Problem

Conventional network game systems pose challenges for users, including anxiety and difficulty in participating due to the risk of unknown opponents and the need for coordinated scheduling, while short-range wireless communication systems limit gameplay to close proximity.

Innovation Solution

A communication game system that allows users to register and connect with known opponents across a network, using identifying information stored on both game apparatuses and a server, enabling secure and easy participation regardless of distance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional network game systems allow players to communicate with unknown players, then the number of possible opponents increases, but player safety and trust deteriorate due to risk of hacker actions and rule violations

Engineering Contradiction:
Improvenumber of possible opponentsVSAvoidplayer safety and trust
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system requires players to perform preliminary actions by registering identifying information (such as nickname, avatar, or game ID) before allowing network communication. This preliminary registration creates a trusted foundation, ensuring that players only connect with known and verified opponents, thereby maintaining safety and trust while still enabling network gameplay.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If players want to play with friends in conventional network games, then social connection is improved, but scheduling coordination complexity increases due to need for advance time and place arrangement

Engineering Contradiction:
Improvesocial connectionVSAvoidscheduling coordination
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system enables self-service scheduling where registered players can automatically find and connect with friends without requiring manual coordination of time and place. The identifying information registry allows players to initiate games directly with registered friends, eliminating the need for separate scheduling arrangements and reducing coordination complexity.

Inventive Principle:
Principle #25Self-service

3Reliability

If short-range wireless communication is used for games, then player trust and safety improve through face-to-face interaction, but gameplay flexibility deteriorates when players need to move away from each other

Engineering Contradiction:
Improveplayer trust and safetyVSAvoidgameplay flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The identifying information registry serves multiple functions: it enables both short-range wireless communication and long-range network communication. By storing and managing player identifying information centrally, the system allows players to connect through various communication methods (wireless or network) depending on their location and needs, providing universal connectivity while maintaining trust and safety.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9895614B2Communication game system, game apparatus, server, storage medium storing a program, and game control method
Publication Date: 2018.02.20 NINTENDO CO LTD
  • US9895614B2 patent drawing
  • US9895614B2 patent drawing
  • US9895614B2 patent drawing

AI summary

A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's manual input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires whether it is possible to communicate with an opponent in the friend list over the network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. Even if a user makes a short distance wireless communication with a friend to exchange and register the identifying information or registers the friend by hand and then is parted from the friend, the user can safely communicate with the friend across the network without being exposed to unknown players. In a case that an additional opponent is to be added to the multiplayer game session, one of the participants transmits identifying information to introduce the communicating opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary.