Game Character Capture Timing After Battle Defeat
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Solution Overview
Problem
Existing games do not address whether a character in a virtual space can be captured if defeated in battle, limiting gameplay variety and entertainment value.
Innovation Solution
A game program that controls a player character to perform capturing motions, determines capture success, allows characters to be capturable after defeat with a time limit, and transitions between battle and non-battle states to enhance capture opportunities and gameplay dynamics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a character is defeated in battle, then the character becomes un-capturable, but this limits gameplay variety and capture opportunities
Solution Approach 1:
The patent applies dynamics by making the character's capture status changeable over time. After defeat, the character transitions from un-capturable to capturable after a predetermined period, creating a dynamic time-based state change that resolves the contradiction between battle outcome and capture opportunity
Solution Approach 2:
The patent implements periodic action through the predetermined period mechanism. The character becomes capturable again after a specific time interval following defeat, creating a periodic opportunity for capture that balances battle finality with gameplay variety
2Adaptability or versatility
If capture item is released toward a character in battle state, then capture determination is performed, but capture success rate is low
Solution Approach 1:
The patent applies local quality by creating different capture probability conditions for different character states. Characters in non-battle state have higher capture success rates compared to those in battle state, allowing targeted capture strategies based on character state
3Adaptability or versatility
If character remains in non-battle state, then capture opportunity increases, but character cannot attack player character
Solution Approach 1:
The patent uses dynamics to allow flexible transition between non-battle and battle states. The character can switch states based on player actions, enabling the player to control when the character becomes vulnerable to capture versus when it can attack, resolving the contradiction between capture opportunity and attack capability
Data Source
AI summary
A player character is caused to perform a capturing motion of releasing a capture item, in response to a first instruction. When the capture item is released toward the first field character, a capture success determination as to whether or not a capture by the capturing motion is successful is performed. If the capture is successful, the first field character is brought into a state of being owned by a player. A first battle character among characters owned by the player is caused to perform an attack motion against a first field character, in response to a second instruction. If the first field character is defeated based on the attack motion, the first field character is made capturable in a first period after the defeat, and the first field character is made un-capturable after the first period has elapsed.


