Combined Direction and Intensity Indicator for Video Game Attacks

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Solution Overview

Problem

Traditional on-screen graphical indicators in video games that show the direction of enemy attacks are often difficult to interpret, especially during fast-paced games, and they can occupy valuable space on small screens, failing to provide a clear indication of the threat level to the player character.

Innovation Solution

A computer-readable medium program that generates a combined graphical indicator comprising a pointing part to show the direction of an incoming attack and a second part to indicate the intensity or damage level, allowing for a compact and easily comprehensible representation on the screen, with adjustable positions and visual configurations such as arc length, shading, or numerical values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If a traditional on-screen graphical indicator is used to show the direction of enemy attacks, then the player can identify the attack direction, but the indicator is hard to interpret during fast-paced games and does not provide clear indication of threat level

Engineering Contradiction:
Improvethreat level informationVSAvoidinterpretability
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The patent combines the direction indicator (arrow) and threat level indicator (bar) into a single integrated graphical element. The arrow points in the direction of the incoming attack while the bar's length or position visually represents the threat level, allowing players to comprehend both pieces of information simultaneously without needing to interpret separate indicators.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent employs color variations in the graphical indicator to convey different threat levels. The indicator can change color intensity or hue based on the severity of the threat, providing an intuitive visual cue that is immediately recognizable during fast-paced gameplay without requiring complex interpretation.

Inventive Principle:
Principle #32Color changes

2Loss of information

If a traditional on-screen graphical indicator is used to show attack direction, then the player can identify the attack source, but the indicator takes up valuable space on small screens

Engineering Contradiction:
Improveattack direction informationVSAvoidscreen space
Core Design Contradiction:
Loss of informationVSArea of stationary object

Solution Approach 1:

The graphical indicator is segmented into functional components (directional arrow and threat level bar) that can be dynamically sized and positioned. This segmentation allows the indicator to be compact while still conveying essential information, and enables it to be placed in optimal locations on the screen that minimize obstruction of game content.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent utilizes the angular dimension for direction indication through the arrow orientation, rather than requiring separate horizontal and vertical space. This dimensional approach allows the indicator to convey directional information efficiently within a compact footprint on the screen.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Loss of information

If a traditional on-screen graphical indicator is used, then the player can see attack direction, but the indicator is not quick and easy to comprehend under pressure

Engineering Contradiction:
Improveattack informationVSAvoidcomprehension time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The graphical indicator uses intuitive color coding where different colors or color intensities immediately communicate threat level without requiring the player to process numerical data or complex visual patterns. This allows for rapid comprehension during high-stress moments in the game.

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

The patent changes visual parameters of the indicator (such as bar length, arrow size, or color intensity) to directly represent threat level magnitude. These parameter changes create an intuitive visual scale that players can quickly interpret, with larger or more intense indicators clearly indicating higher threats without requiring additional cognitive processing.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11617950B2Graphical indicator for video games
Publication Date: 2023.04.04 SQUARE ENIX EUROPE
  • US11617950B2 patent drawing
  • US11617950B2 patent drawing
  • US11617950B2 patent drawing

AI summary

A video game that is progressed by controlling a character operated by a player in a virtual game world in which the character is vulnerable to attack. A computer apparatus functions as: an attack analysing unit configured to determine a direction of an incoming attack, and an intensity of the incoming attack or a level of damage inflicted upon the character as a consequence of the incoming attack; and a graphical indicator generating unit configured to generate an on-screen graphical indicator comprising: a first pointing part arranged to indicate the determined direction of the incoming attack, and a second part arranged to indicate the determined intensity of the incoming attack or the determined level of damage inflicted upon the character as a consequence of the incoming attack; wherein the first pointing part and the second part are joined together to form the graphical indicator.