Game Carryover Mechanism for Battle Scene Skip

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Solution Overview

Problem

In existing multi-stage games, players must engage in combat with different enemy characters in each stage, leading to repetitive and time-consuming battle scenes, causing boredom for skilled players.

Innovation Solution

A game-providing device with a carryover condition determination module and carryover processing module that allows player character attacks to extend and offset defeat parameter values across multiple battle scenes, skipping enemy characters whose parameters have been reduced to zero and adjusting subsequent enemy characters' parameters based on excess attack values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players engage in combat with different enemy characters in each stage, then the game maintains challenge and structure, but the player's time and effort increase significantly

Engineering Contradiction:
Improvegame structureVSAvoidplayer time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The player character's attack power is enhanced in advance through training or level-up mechanisms before entering battle scenes. This preliminary enhancement allows the player to defeat multiple enemy characters more efficiently, reducing the time required to progress through stages while maintaining the structured challenge of the game.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game creates virtual copies of enemy characters that can be defeated through automated or simplified mechanics. Instead of requiring full combat engagement with each enemy, the system allows players to defeat multiple enemy instances through streamlined processes, reducing time investment while preserving game structure.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If multiple battle scenes with different enemy characters are required, then the game provides variety and challenge, but skilled players become bored

Engineering Contradiction:
Improvegame varietyVSAvoidplayer engagement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game dynamically adjusts the number and difficulty of battle scenes based on the player's skill level and progress. For skilled players, the system reduces the number of mandatory battle scenes or introduces skip mechanisms, allowing them to maintain engagement without repetitive combat. Less skilled players continue to experience the full variety of battle scenes for appropriate challenge.

Inventive Principle:
Principle #15Dynamics

3Stability of the object's composition

If each battle scene requires sequential completion, then the game maintains progression structure, but the player's effort and time investment increase

Engineering Contradiction:
Improveprogression structureVSAvoidgame progression speed
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The game introduces skip mechanisms that allow players to bypass certain battle scenes under specific conditions. Skilled players can skip battle scenes where their enhanced character capabilities make combat trivial, while still maintaining the overall progression structure. The skip function preserves the sequential framework but allows efficient passage through redundant challenges.

Inventive Principle:
Principle #21Skipping (Rushing through)

Data Source

PatentUS9914058B2Game-providing device and software program for game-providing device
Publication Date: 2018.03.13 DENA CO LTD
  • US9914058B2 patent drawing
  • US9914058B2 patent drawing
  • US9914058B2 patent drawing

AI summary

If a carryover condition has been satisfied such that the attacks against an enemy character, which are carried out by the player character in a first battle scene against the enemy character that appears in said first battle scene, can be extended to other enemy characters, the carryover processing module sequentially executes a process that uses a first attack value generated as a result of the player character's attacks against the enemy character in the first battle scene to offset defeat parameter values required to defeat enemy characters configured in each of the enemy characters appearing in each battle scene provided subsequent to said first battle scene, skips the appearance of the enemy characters whose defeat parameter values have been reduced to zero and, additionally, causes the subsequently appearing enemy character to appear in a state in which the defeat parameter value of said enemy character has been offset.