Dynamic Game Area Segmentation for Battle Royale Matchmaking
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
The existing game system in battle royale formats faces challenges in creating opportunities for psychological strategies like hiding and ambushing while maintaining a high processing load, as the game area contraction reduces contact opportunities between players.
Innovation Solution
A game system that dynamically sets a first and second game area within a virtual space, imposing constraints on player characters in the second area and allowing unconstrained movement in the first, with area adjustments based on non-time elements like player records and positional relationships, to enhance contact opportunities and reduce processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the game area contracts with the passage of time to create match-up opportunities, then the number of match-ups increases, but the area available for hiding and ambushing decreases
Solution Approach 1:
The game field is divided into a first game area and a second game area. The first game area allows free movement and hiding, while the second game area imposes constraints on player characters. This segmentation enables the system to maintain both hiding opportunities and match-up opportunities simultaneously by utilizing different spatial zones with different characteristics.
Solution Approach 2:
The system dynamically switches between different game area configurations based on game state. The area controller can eliminate the second game area from the game field when elimination conditions are satisfied, transitioning the entire field to the first game area. This dynamic adjustment allows the system to adapt the available hiding area based on the current game situation while maintaining match-up opportunities.
2Adaptability or versatility
If players are allowed to engage in battle outside the battle area, then the game becomes more flexible, but the processing load on the game system increases
Solution Approach 1:
The system extracts and eliminates the second game area from the game field when elimination conditions are satisfied. By removing the constrained area, the system reduces the number of areas that require processing while still maintaining battle flexibility through the first game area's constraint-free environment. This extraction approach directly reduces processing load while preserving game versatility.
Solution Approach 2:
The system discards the second game area when it is no longer needed based on elimination conditions. The area controller eliminates the second game area to reduce processing requirements, and the system recovers flexibility by maintaining the first game area's unconstrained environment. This discard and recover mechanism optimizes the balance between processing load and game flexibility.
3Productivity
If the game area contracts to increase contact opportunities, then player interactions increase, but psychological strategies like hiding and ambushing are reduced
Solution Approach 1:
The game field is segmented into a first game area where psychological strategies are permitted and a second game area with constraints. Players can utilize the first game area for hiding and ambushing while the system manages contact opportunities through the dynamic elimination of the second area. This segmentation preserves both contact opportunities and psychological strategy versatility.
Solution Approach 2:
The system changes the parameter of available game area by eliminating the second game area when elimination conditions are met. This parameter change transitions the game field from a divided state to a unified first game area, maintaining contact opportunities while preserving the ability to employ psychological strategies in the unconstrained environment.
Data Source
AI summary
A server in conjunction with a terminal device detects a status of a non-time element differing from a time element among game elements; executes area setting processing for setting a game field to a first game area and a second game area that differs from the first game area in accordance with the detected status of the non-time element; executes, at least when the second game area has been set by the area setting processing, constraint setting processing of setting a given constraint in the game on a player character belonging to the second game area; and providing the terminal device with information for controlling a player character on which the given constraint in the game has been imposed as a player character belonging to the second game area and controlling a player character belonging to the first game area without imposing the given constraint in the game.


