Game Content Management via Automatic Combination Logic

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Solution Overview

Problem

Players face inefficiencies in managing and deciding on game content ownership in game systems, requiring significant time and effort to determine necessity and perform input operations.

Innovation Solution

A game program that registers attribute information, offers game content, judges its necessity, combines non-owned content with existing content, and records the combined content as owned, reducing manual input requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If the player owns a large number of game contents, then the player has more options and resources in the game, but the player needs to spend more time and effort to judge necessity and perform manual input operations

Engineering Contradiction:
Improvenumber of game contentsVSAvoidtime and effort for judgment and input
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system automatically manages game content by comparing offered content with registered attribute information, judging necessity, and performing combination or recording operations without requiring player intervention. This self-service mechanism eliminates manual judgment and input operations while maintaining proper content management.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The player registers attribute information in advance before receiving game content offers. This preliminary action enables the system to automatically judge the necessity of offered content by comparing it with pre-registered attributes, eliminating the need for manual judgment at the time of receiving offers.

Inventive Principle:
Principle #10Preliminary action

2Quantity of substance

If the system offers game content one after another, then the player receives diverse game contents, but the player faces a limit on the number of game contents that can be owned

Engineering Contradiction:
Improvediversity of game contentsVSAvoidlimit on number of owned contents
Core Design Contradiction:
Quantity of substanceVSAdaptability or versatility

Solution Approach 1:

When offered game content matches registered attribute information and cannot be owned directly, the system automatically combines it with other game content to create new combined content. This merging process allows the player to indirectly own diverse content through combinations while staying within ownership limits.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system changes the state of game content from individual items to combined content by altering the organizational parameters. When content cannot be owned directly due to limits, it is transformed into combined content with different attribute structures, effectively bypassing the ownership limitation while preserving content diversity.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9573061B2Video game with automatic combination or selling of acquired items
Publication Date: 2017.02.21 DENA CO LTD
  • US9573061B2 patent drawing
  • US9573061B2 patent drawing
  • US9573061B2 patent drawing

AI summary

The game program according to the present invention causes a computer to perform a registering process to register in advance in a storage unit attribute information specified by the player, an offering process to offer the game content to the player, a judgment process to compare the attribute information of the game content offered to the specified attribute information, a combining process to combine the game content offered with another game content to create a combined game content, and a recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player.