Video Game Command Display Segmentation for Simplified Player Input

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Solution Overview

Problem

In role-playing games, players face difficulties in selecting appropriate commands for their characters due to complex key combinations, especially for infrequent players, and existing solutions complicate command selection by changing commands based on character states.

Innovation Solution

A video game processing apparatus that displays normal and local action specifying commands based on the character's state, allowing players to easily select commands through simple operations, with priority display for relevant actions and clear target identification.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If commands are changed based on character state to provide appropriate actions, then adaptability is improved, but command selection becomes more complicated

Engineering Contradiction:
Improvecommand adaptabilityVSAvoidcommand selection complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The command display is segmented into two distinct types: normal action specifying commands that are always displayed, and local action specifying commands that are displayed only when corresponding local actions are executable. This segmentation allows the system to provide adaptability through state-dependent command display while maintaining simplicity by clearly separating command categories and their display conditions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The command display dynamically adjusts based on character state by selectively showing local action specifying commands only when their corresponding actions are executable. This dynamic display mechanism provides adaptability to different game states while maintaining ease of operation through intuitive, context-aware command availability rather than complex selection procedures.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple key combinations are used to cause complex actions, then action variety is improved, but ease of operation deteriorates

Engineering Contradiction:
Improveaction varietyVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The command display serves as an intermediary between the player's simple input and the complex actions required by the game. Instead of requiring players to memorize multiple key combinations, the system provides a user-friendly command interface that translates simple selections into appropriate character actions, maintaining action variety while significantly improving ease of operation.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS7927202B2Video game processing apparatus, a method and a computer program product for processing a video game
Publication Date: 2011.04.19 SQUARE ENIX HLDG CO LTD
  • US7927202B2 patent drawing
  • US7927202B2 patent drawing
  • US7927202B2 patent drawing

AI summary

It is an object that a normally selectable command or a command for specifying an appropriate action in accordance with the state of a player character can be easily selected through a simple operation by a player. In a command control process, at least one normal action specifying command for specifying a normal action that the player character can normally carry out is selectably displayed; at least one local action specifying command for specifying a local action that the player character can locally carry out in accordance with a state of the player character and corresponds to the state of the player character is selectably displayed when the player character becomes the corresponding state; and an action of the player character is controlled in response to the command selected, through operation by the player, from the displayed at least one normal action specifying command and the displayed at least one local action specifying command.