Game Command Selection and Bonus State Management

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In training games, the limited options for players when organizing decks lead to a lack of game development diversity, resulting in decreased player motivation over time.

Innovation Solution

An information processing program that allows players to select multiple commands in each turn, associate game media with character identification, update character parameters based on these selections, and initiate bonus states with specific conditions, including visual effects and bonuses.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If players are allowed to select multiple commands in each turn with game medium association, then game development diversity is improved, but device complexity increases

Engineering Contradiction:
Improvegame development diversityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is segmented into distinct functional modules: command selection interface, game medium association database, parameter update engine, and bonus state manager. Each module handles a specific aspect of the enhanced gameplay, allowing complex functionality to be managed through organized, independent components that can be developed and maintained separately.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The command selection mechanism serves multiple functions simultaneously: it allows player input, associates game media with commands, updates character parameters, and triggers bonus states. This multi-functional design reduces the need for separate systems for each gameplay element, managing complexity through consolidation while maintaining versatility.

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

2Adaptability or versatility

If bonus states with visual effects and bonuses are introduced, then player motivation is improved, but use of energy increases

Engineering Contradiction:
Improveplayer motivationVSAvoidenergy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

Bonus states are activated periodically based on specific game conditions rather than continuously. The system monitors turn counts, command selections, and game progress to trigger bonus events at appropriate intervals, providing motivational visual effects and bonuses only when conditions are met, thereby reducing overall energy consumption while maintaining player engagement.

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If character parameters are updated based on command selections and game media, then game development diversity is improved, but manufacturing precision requirements increase

Engineering Contradiction:
Improvegame development diversityVSAvoidparameter update precision
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The system implements feedback mechanisms where character parameter updates are continuously monitored and adjusted based on command selection history and game medium associations. The feedback loop ensures that parameter changes remain within predefined ranges and maintain game balance, reducing the need for extremely precise initial parameter settings while still achieving diverse character development paths.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20240416241A1Non-transitory computer readable medium, information processing method, and gaming device
Publication Date: 2024.12.19 CYGAMES INC
  • US20240416241A1 patent drawing
  • US20240416241A1 patent drawing
  • US20240416241A1 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: setting, in each of a plurality of turns in a training game, a plurality of commands that can be selected by a player; associating one or more game mediums associated with character identification information with one or more of the plurality of commands; updating a parameter of a training target character based on a command selected by the player among the plurality of commands and a game medium associated with the command selected by the player; starting a bonus state when a command associated with a prescribed game medium is selected; and causing, based on the selection of the command associated with the prescribed game medium during the bonus state, a bonus event including the execution of a bonus visual effect and the imparting of a bonus to occur.