Video Game Command Distribution for Balanced Multiplayer Battles

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Solution Overview

Problem

Conventional video game techniques often result in one-sided battles due to level and character capacity differences, leading to unbalanced and unamusing gameplay during communication play between players.

Innovation Solution

A video game processing device and method that includes a communicator for data communication between devices, a command distributor to evenly distribute special commands, a command releaser to dynamically release commands based on predetermined conditions, and a visualizer to display released commands as icons, allowing players to acquire and retain commands through collision determination, ensuring balanced gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players battle with their original character levels and capacities, then each player uses their developed characters, but one-sided battles occur due to level differences, reducing amusement

Engineering Contradiction:
Improvecharacter level consistencyVSAvoidbattle variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary actions by distributing specific commands to each player character before the battle begins. This pre-distribution ensures that even if character levels differ, each player has access to balanced special commands that can level the playing field, preventing one-sided battles while preserving the original character capabilities

Inventive Principle:
Principle #10Preliminary action

2Reliability

If character levels are made uniform to prevent one-sided battles, then battle balance improves, but battle content becomes simple

Engineering Contradiction:
Improvebattle balanceVSAvoidbattle content variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts battle balance by releasing additional commands to players based on real-time battle conditions. When a player's character is at disadvantage, the system releases more commands to that player, creating dynamic balance without uniforming character levels. This maintains battle content variety while ensuring fairness

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters by modifying the number of commands available to each player during battle based on their character's performance. Instead of changing character levels, it adjusts the command parameter dynamically, allowing balanced battles with diverse content by releasing different numbers of commands to different players based on battle state

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If more commands are distributed to players, then battle variety increases, but command management complexity increases

Engineering Contradiction:
Improvecommand varietyVSAvoidcommand management system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements self-service by automatically releasing commands to players based on predetermined release conditions and battle state evaluation. The command management is automated rather than manual, reducing complexity while providing diverse command variety. The system serves itself by monitoring battle conditions and distributing commands without complex intervention

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8317621B2Video game processing device, video game processing method and video game processing program
Publication Date: 2012.11.27 SQUARE ENIX HLDG CO LTD
  • US8317621B2 patent drawing
  • US8317621B2 patent drawing
  • US8317621B2 patent drawing

AI summary

Data communication is carried out with any of other video game processing devices. Commands are distributed to each of other player characters operated by each of other players of the other video game processing devices. Each of the commands causes a predetermined special effect to the player character. A command releasing operation in which by erasing one or more command from the retained commands the one or more command is released is performed at a time when a predetermined releasing condition is satisfied. The released commands are visualized as icons. A distance between each of the released command icons and the player character is determined. The player character is caused to newly retain any of the released commands in the case where it is determined that the player character exists inside a predetermined distance from the released command icon indicating the released command.