Game Character Selection Restriction for Blind Spot Simulation

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Solution Overview

Problem

In soccer games simulated by game devices, defenders often fail to respond promptly to attackers who move into blind spots, leading to unbalanced gameplay and lack of excitement.

Innovation Solution

A game device system that restricts the selection of certain player characters as operation targets when they are in specific positions and orientations relative to opponents, creating blind spots and delaying defensive responses.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the game device displays all player characters and their positions transparently, then the user can easily identify all characters and make quick selections, but the game loses excitement and realism by not simulating blind spots and defensive reactions

Engineering Contradiction:
Improveease of character selectionVSAvoiddetectability of opponent character
Core Design Contradiction:
Ease of operationVSDifficulty of detecting and measuring

Solution Approach 1:

The patent applies local quality by creating different visibility conditions for different characters based on their positions and orientations. The determination target area is defined around the first game character based on its position and orientation, making the second game character invisible when positioned within this area. This creates localized blind spots that simulate real-world visual limitations and enhance the game's realism while maintaining operational clarity through the defined selection restriction rules.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If the game device allows free selection of any player character, then the user has complete control flexibility, but the game becomes unbalanced when defenders can't respond to attackers in blind spots

Engineering Contradiction:
Improveselection flexibilityVSAvoiddefensive response reliability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent implements dynamics by making the selection restriction dynamic rather than static. The determination target area changes based on the real-time position and orientation of the first game character. When the second game character enters this dynamic area, selection is restricted. This dynamic adaptation creates balanced gameplay by preventing defenders from selecting characters that would be unable to respond to attackers, while still allowing full selection freedom when characters are in visible positions.

Inventive Principle:
Principle #15Dynamics

3Difficulty of detecting and measuring

If the game device creates blind spots to simulate real soccer tactics, then the game excitement and realism are enhanced, but the user may have difficulty tracking all action and making timely responses

Engineering Contradiction:
Improvevisibility of opponent characterVSAvoidresponse time delay
Core Design Contradiction:
Difficulty of detecting and measuringVSLoss of time

Solution Approach 1:

The patent applies feedback by providing the user with information about the selection restriction state. When the second game character is positioned within the determination target area, the system restricts selection and can provide visual or other feedback to indicate this restriction. This feedback mechanism helps users understand why certain characters cannot be selected and compensates for the blind spot effect, allowing timely responses without compromising the realism of the blind spot simulation.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS8827785B2Game device, game device control method, and information storage medium that control a character based on visibility
Publication Date: 2014.09.09 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8827785B2 patent drawing
  • US8827785B2 patent drawing
  • US8827785B2 patent drawing

AI summary

To provide a game device capable of preferably producing an image of a picture in which a first game character loses sight of a second game character having moved so as to disappear from view of the first game character, and thus delays in responding to the second game character. An operation target selection unit (72) selects an operation target character from among the plurality of first game characters. An operation target control unit (74a) changes a state of the first game character selected by the operation target selection unit (72), in the game space, based on a signal input from an operation unit. A selection restriction unit (72b) restricts, in the case where it is determined by the determination unit (72a) that the position of the second game character is included in a determination target area determined based on the position and orientation of the first game character, selection of that first game character by the operation target selection unit (72).