Game Character Management System for Dynamic Designation Limits
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Solution Overview
Problem
Games that allow multiple character designations face challenges in effectively utilizing characters when the number of designatable characters is reduced, leading to disadvantageous conditions for the user.
Innovation Solution
An information processing system that manages in-game objects by determining valid and invalid designations, allowing parameter changes and object status adjustments based on gameplay, enabling effective use of designated characters even when their number decreases, and providing user input for switching between valid and invalid states.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the number of designatable characters is increased, then the user has more character options and strategic flexibility, but the system complexity and management burden increase
Solution Approach 1:
The patent segments character management into distinct functional modules: character storage unit, designation management unit, parameter management unit, and state transition unit. Each module handles specific aspects of character management independently, allowing the system to support multiple characters without overwhelming complexity. The segmentation enables scalable architecture where character limits can be adjusted without redesigning the entire system.
Solution Approach 2:
The patent implements dynamic character designation limits that can change during gameplay. The system transitions between different designation states (designated/non-designated, valid/invalid) based on game progress and conditions. This dynamic approach allows the system to adapt character management requirements over time, providing flexibility without requiring permanent complex structures for maximum character support.
2Device complexity
If the number of designatable characters is decreased, then the system complexity is reduced, but the user loses access to previously designated characters and their accumulated progress
Solution Approach 1:
The patent preserves character data and parameters in advance before designation limits are reduced. When the character limit decreases, the system maintains the data of previously designated characters in storage, allowing them to be retained even if they cannot be currently designated. This preliminary data preservation ensures that user progress is not lost when system constraints change.
Solution Approach 2:
The patent implements a mechanism where character designation status can be discarded (moved to non-designated state) while the underlying character data is recovered and preserved. Characters transition between designated and non-designated states without permanent data loss, allowing the system to enforce character limits while maintaining access to historical character information for future use or reference.
3Productivity
If character parameters are continuously updated during gameplay, then the game becomes more engaging and responsive, but the data management burden and processing load increase
Solution Approach 1:
The patent applies parameter changes selectively to only those characters that are currently designated and actively involved in gameplay. Instead of continuously updating all stored character data, the system focuses processing on relevant characters' parameters such as bond levels and status effects. This localized approach maintains gameplay responsiveness while minimizing unnecessary processing of inactive character data.
Solution Approach 2:
The patent implements partial parameter updates that focus on critical gameplay parameters rather than comprehensively updating all character attributes. The system updates only the parameters necessary for current game mechanics (bond levels, designation status, active skills) while deferring or skipping updates to less critical attributes, reducing processing load while maintaining core gameplay responsiveness.
Data Source
AI summary
In the case where a maximum number of valid objects that is a number equal to or less than a maximum number of designation objects is decreased from a first number that is equal to or greater than 2 to a second number that is equal to or greater than 1, the second number of the valid objects is maintained, and the valid objects, the number of which is a number by which the second number is exceeded, are changed to invalid objects. An individual parameter that is changed in accordance with game play is associated with each object. In the case where designation of a designation object is cancelled, the individual parameter thereof is set to an initial value. In the case where change to a valid object is made after change to an invalid object, the individual parameter immediately before being changed to the invalid object is maintained.


