Dynamic Motion Control for Game Character Play Style Diversity

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In online games, particularly MMORPGs, version updates introduce new content without significant changes in operation methods, leading to a lack of play style diversification for users, as player character motions remain unchanged, potentially affecting the uniqueness of player characters due to attribute settings.

Innovation Solution

A game program that allows a computer or server to control game progress by permitting player objects to execute motions corresponding to set attributes during specific game content and allowing additional motions based on predetermined conditions, such as the use of action items, enabling more diverse play styles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the motion and attributes of the player character are simply changed by version update to add new content, then new game content can be provided, but the play style of the user basically does not change and the uniqueness of player characters is lost

Engineering Contradiction:
Improveplay style diversityVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic control of player character motions based on game content type. The system dynamically switches between restricted mode (first game content) and flexible mode (second game content), allowing the player character to adapt motions based on the current game context rather than using fixed motion sets. This resolves the contradiction by enabling play style diversity through dynamic adaptation without requiring complete redesign of the game system.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of motion availability based on game content type. In the first game content, only motions corresponding to set attributes are permitted. In the second game content, the system changes the parameter to allow both set and non-set attribute motions under certain conditions. This parameter change enables diverse play styles while maintaining attribute uniqueness, resolving the technical contradiction.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If motions corresponding to non-set attributes are permitted in the first game content, then play style diversity improves, but the attribute uniqueness of player characters is compromised

Engineering Contradiction:
Improvemotion flexibilityVSAvoidattribute consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent applies local quality by differentiating motion permission rules based on game content type. In the first game content (main story), only motions corresponding to set attributes are permitted, maintaining attribute consistency. In the second game content (free exploration), the system locally changes the rule to permit non-set attribute motions under certain conditions, providing motion flexibility. This localized differentiation resolves the contradiction between motion flexibility and attribute consistency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments game content into two types: first game content where attribute consistency is prioritized, and second game content where motion flexibility is enabled. This segmentation allows the system to maintain reliability in the main storyline while providing adaptability in optional content, resolving the contradiction between these two requirements.

Inventive Principle:
Principle #1Segmentation

3Reliability

If the player character's motions are restricted to only those corresponding to set attributes, then attribute uniqueness is maintained, but play style diversity is limited

Engineering Contradiction:
Improveattribute integrityVSAvoidplay style variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic motion permission based on game content type. The system transitions from a static restricted mode (first game content) to a dynamic flexible mode (second game content) where non-set attribute motions can be executed under certain conditions. This dynamic approach maintains attribute integrity in the main storyline while enabling play style variety in optional content, resolving the contradiction.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent makes the player character multi-functional by enabling it to execute both set and non-set attribute motions in the second game content under certain conditions. This universality allows the same player character to perform diverse motions without changing its fundamental attributes, resolving the contradiction between attribute integrity and play style variety.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11278803B2Game program and game system for providing various play styles based on a selected game content
Publication Date: 2022.03.22 SQUARE ENIX HLDG CO LTD
  • US11278803B2 patent drawing
  • US11278803B2 patent drawing
  • US11278803B2 patent drawing

AI summary

A game program causing a computer to implement a function of controlling progress of a game in which a user operates a player object in which an attribute is set causes the computer to implement an execution function of executing one game content selected from a plurality of game contents including a first game content and a second game content based on an operation input provided by the user, and a control function of controlling a motion of the player object in a game space based on the operation input provided by the user. In the control function, the computer implements a function of permitting the player object to execute a motion corresponding to the set attribute and prohibiting the player object from executing a motion corresponding to a non-set attribute during execution of the first game content.