Game Communication Control System for Casual Player Interaction

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Solution Overview

Problem

In multi-player games, players face difficulties in casual interaction due to the need to select from predetermined text information, gestures, and stamps, making it hard for beginners and reluctant players to communicate effectively.

Innovation Solution

A program and system that utilize a communication action control mechanism to automatically decide and execute communication actions based on the game situation, allowing players to interact without manually selecting actions, by determining the appropriate communication actions for both players involved in the game.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If players manually select from predetermined text information, gestures, and stamps to communicate, then communication options are available, but the operation complexity increases and casual interaction becomes difficult

Engineering Contradiction:
Improveease of communicationVSAvoidcommunication selection complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system automatically determines and executes communication actions based on game situations without requiring manual selection by players. The communication action execution unit autonomously selects and performs appropriate communication actions (text, gestures, stamps) based on the current game state, making the system self-serving and eliminating the need for player intervention in communication selection.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The communication action determination unit acts as an intermediary between the game situation and the communication execution. It receives information about the current game situation, determines the appropriate communication action based on predetermined rules and situations, and passes this determination to the execution unit, thereby mediating the complex selection process.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If players must determine game situation and select communication actions, then communication precision is maintained, but interaction speed decreases

Engineering Contradiction:
Improveinteraction speedVSAvoidcommunication context accuracy
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

Communication actions are determined and prepared in advance based on various game situations. The system pre-establishes the relationship between game situations and appropriate communication actions, so when a situation arises, the corresponding communication action can be immediately executed without delay for manual selection.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously monitors the game situation and adjusts communication actions based on feedback from the current game state. The communication action determination unit receives real-time information about the game situation and dynamically determines appropriate communication actions, ensuring context accuracy while maintaining fast response.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20240238671A1Program, information processing device, method, and system
Publication Date: 2024.07.18 CYGAMES INC
  • US20240238671A1 patent drawing
  • US20240238671A1 patent drawing
  • US20240238671A1 patent drawing

AI summary

Provided are a program, an information processing device, a method, and a system allowing players to casually interact with each other.A game system 1 is a system for a game, said system having a plurality of information processing devices 10, and at least one of the information processing devices 10 includes a communication action control unit 40 that decides a first communication action on the basis of a game situation of a first game medium associated with a first player in response to an action-invoking input made by the first player, causes the first game medium to execute the first communication action, decides a second communication action in response to an action-invoking input made by a second player after the execution of the first communication action, and causes a second game medium associated with the second player to execute the second communication action.