Game Chest Fusion System for Dynamic Content Acquisition

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Solution Overview

Problem

Existing game systems lack mechanisms to dynamically change the acquisition conditions and content of objects, such as chests with timer locks, limiting player engagement and excitement.

Innovation Solution

A computer system that allows players to fuse multiple medium objects to create a single object with altered acquisition conditions and content, enabling transition from a suspended to an enabled acquisition state based on player operations and activation conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a timer lock system is used to control object acquisition, then the anticipation and excitement of players are enhanced, but the player engagement is limited to passive waiting or consuming predetermined items

Engineering Contradiction:
Improveplayer engagementVSAvoidacquisition process
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent introduces a fusion mechanism that dynamically changes the acquisition conditions of medium objects. Players can fuse multiple medium objects to create a single object with altered acquisition conditions, transforming the static timer lock system into a dynamic one where acquisition conditions can be modified through player actions. This enhances player engagement by allowing active participation in shaping the acquisition process rather than passive waiting.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent combines multiple medium objects into a single fused object with new acquisition conditions. This merging mechanism allows players to aggregate multiple items and transform them into a unified object with potentially different or enhanced acquisition properties, adding strategic depth and versatility to the acquisition process.

Inventive Principle:
Principle #5Merging (Combining)

2Adaptability or versatility

If the acquisition condition is fixed until satisfied, then the system simplicity is maintained, but the content variety and strategic depth are reduced

Engineering Contradiction:
Improvecontent varietyVSAvoidacquisition condition mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic acquisition condition mechanism where the conditions for obtaining content objects can change based on player actions. Specifically, when players fuse medium objects, the acquisition conditions of the resulting object are altered, allowing for varied and adaptive content acquisition strategies while maintaining relatively simple underlying system architecture.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If players can only wait or use predetermined items to access content, then the system complexity is minimized, but the strategic decision-making opportunities are limited

Engineering Contradiction:
Improvesystem operationVSAvoidstrategic choice
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent enables players to fuse multiple medium objects into a single object with potentially different or enhanced acquisition conditions. This merging operation provides players with strategic choices about which objects to combine and when, creating varied gameplay strategies while operating within a relatively simple system framework.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The fusion mechanism dynamically alters acquisition conditions based on player decisions. By allowing players to change the acquisition properties of medium objects through fusion, the system provides strategic depth and adaptability without requiring complex underlying mechanisms, striking a balance between ease of operation and strategic versatility.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10434416B2Computer system
Publication Date: 2019.10.08 BANDAI NAMCO ENTERTAINMENT INC
  • US10434416B2 patent drawing
  • US10434416B2 patent drawing
  • US10434416B2 patent drawing

AI summary

A player can select a chest serving as a material and a chest serving as a target from possessed chests, and consume the chest serving as the material to perform power-up fusion for powering up the chest serving as the target. An activation condition of the chest after the power-up fusion is determined based on activation conditions of both the chest serving as the material and the chest serving as the target. A content object (content of the chest) provided when the activation condition of the chest after the fusion is satisfied is determined based on a content object associated with both the chest serving as the material and the chest serving as the target.