Game Apparatus Single Button Attack Selection
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Solution Overview
Problem
Conventional RPG and action games require complex operations to select and execute various attacks, making it difficult for beginners to enjoy the game as the number of attack types increases, leading to longer selection times and complex button combinations.
Innovation Solution
A game apparatus that associates attack methods with positional conditions between the player and enemy characters, allowing various attacks to be executed by pressing a single button based on the positional relationship, such as distance and direction, without requiring complex operations, enabling strategic changes in attacks based on game progress status.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the number of attack types is increased to enhance game interest, then the versatility of attacks is improved, but the operation complexity increases and selection time is prolonged
Solution Approach 1:
The patent applies dynamics by making the attack method automatically change based on the positional relationship between player and enemy characters. The system dynamically selects attack methods (close-range, mid-range, long-range) according to real-time distance conditions, eliminating the need for players to manually select from multiple attack types while maintaining attack diversity.
Solution Approach 2:
The system performs self-service by automatically determining and executing appropriate attack methods based on predefined positional conditions. The game apparatus itself manages the complexity of selecting attack types by evaluating the positional relationship and autonomously choosing the suitable attack method, freeing the player from complex operations.
2Adaptability or versatility
If the number of attack types is increased to enhance game interest, then the versatility of attacks is improved, but the selection time is prolonged
Solution Approach 1:
The patent applies preliminary action by pre-defining multiple attack methods and their corresponding positional conditions before the game begins. The system has already prepared the attack method database with close-range, mid-range, and long-range attack methods associated with specific distance conditions, enabling instant retrieval and execution without selection delay during gameplay.
Solution Approach 2:
The system dynamically determines the appropriate attack method in real-time based on the current positional relationship between player and enemy characters. This dynamic selection process eliminates the need for manual command selection, reducing selection time to the moment when the system evaluates the distance and automatically executes the pre-prepared attack method.
3Adaptability or versatility
If complex operations are required to execute various attacks, then the attack versatility is improved, but the ease of operation deteriorates
Solution Approach 1:
The patent applies universality by making a single attack button perform multiple functions. Instead of requiring different button combinations for close-range, mid-range, and long-range attacks, one button executes all attack types by automatically selecting the appropriate method based on the positional relationship, simplifying operations while maintaining attack diversity.
Solution Approach 2:
The system manages the complexity of attack selection through self-service mechanisms. The game apparatus automatically evaluates the positional conditions and selects the suitable attack method without requiring complex player operations. The system serves itself by managing the attack method database and making selections based on real-time game state.
Data Source
AI summary
A game apparatus can cast various attacks only by pressing a same operating button without performing any complex operation. Attack methods are each provided with a priority, and also may be provided with a positional condition regarding a positional relationship between a player character and an enemy character, for executing an attack on the enemy character by the player character. For example, the positional condition is “less than 3 m from player character” and the attack method is “close attack with ax.” Since the positional condition “less than 3 m from player character” is given priority over an attack according to the positional condition “3 m or more and less than 10 m from player character,” when an attack operation instruction is received, the player character does an attack with an ax on the enemy character present at a distance of less than 3 m.


