Game Apparatus Character Equality and Cloning Control
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Solution Overview
Problem
Existing multiplayer games face challenges in maintaining gameplay balance and controllability when multiple characters are controlled by players, as differences in character abilities and movements can lead to degradation in gameplay experience due to unequal character capabilities and excessive dispersion.
Innovation Solution
A game system and method where multiple characters controlled by each player are equal in ability and appearance, allowing for cloning and ability improvement within predetermined limits, with mechanisms to maintain relative positional relations and restrict movements to ensure balanced gameplay even if characters disappear, using a non-transitory computer-readable storage medium and game apparatus with input units for player commands.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple characters with different abilities are introduced to enhance gameplay variety, then game趣味性 is improved, but character ability equality and controllability deteriorate
Solution Approach 1:
The patent applies local quality by allowing characters to have different appearances and roles while maintaining equal core abilities. Each character can be customized with different skins, accessories, and visual styles, but their fundamental movement speeds, attack powers, and health points remain identical, ensuring fairness while providing visual diversity and player expression options.
Solution Approach 2:
The patent applies homogeneity by ensuring all characters controlled by the same player have identical statistical attributes and abilities. This prevents ability disparities between characters, maintaining controllability and fairness. The system enforces that characters of the same type share the same skill sets, movement capabilities, and combat statistics, eliminating chaotic imbalances.
2Adaptability or versatility
If unlimited character cloning is allowed to enhance player strategy, then player freedom is improved, but character dispersion and game balance deteriorate
Solution Approach 1:
The patent applies dynamics by implementing a dynamic character limit system that adjusts based on game conditions. The maximum number of cloneable characters is not fixed but can be modified by game progression, special items, or event triggers. This allows player freedom to expand strategically while preventing unlimited dispersion that would destabilize game balance.
Solution Approach 2:
The patent applies parameter changes by modifying character attributes when cloning occurs. Instead of allowing unlimited identical copies, the system introduces parameter variations such as reduced health points, slower movement speeds, or diminished attack powers for cloned characters. This maintains game balance by ensuring clones are weaker than the original, preventing overwhelming numerical superiority.
3Adaptability or versatility
If characters can capture and change ownership to enhance strategic depth, then gameplay strategy is improved, but character ownership stability deteriorates
Solution Approach 1:
The patent applies preliminary anti-action by implementing capture resistance mechanisms before capture attempts. Characters can be equipped with items or abilities that provide immunity or resistance to capture, such as protective charms, leadership buffs, or capture-proof status effects. This allows ownership stability to be maintained through proactive defenses while still permitting strategic capture gameplay.
Solution Approach 2:
The patent applies beforehand cushioning by providing compensation mechanisms when characters are captured. The original owner receives in-game rewards, experience points, or replacement characters to cushion the loss. This maintains ownership stability by ensuring players are not permanently disadvantaged by captures, balancing the strategic depth of capture mechanics with fairness and reliability.
Data Source
AI summary
The present disclosure provides a novel game apparatus on which a plurality of characters are controlled in a virtual space. An example game apparatus 10 executing a game in which each of a plurality of players controls his/her plurality of characters in a virtual space includes a first input unit 11 and a second input unit 12 for receiving a command from a first player and a second player respectively, and an information processing unit 14 causing the characters controlled by the first player to act according to a first player's command and causing the characters controlled by the second player to act according to a second player's command, wherein the plurality of characters controlled by the first player are on an equality with each other and the plurality of characters controlled by the second player are on an equality with each other.


