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
Engineering 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
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.
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
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.
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
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.
Data Source
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.


