Game Content Delivery System Using Tag Data Segmentation
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Solution Overview
Problem
Existing game content delivery systems face challenges in reducing processing load and increasing entities that deliver items, leading to limited convenience for players in accessing and obtaining new game items, especially when players lose interest in the game.
Innovation Solution
A game contents delivery system comprising an online video game control server and a game contents delivery server that uses content identification information, tag data, and header data to efficiently deliver and register game items, allowing players to obtain and utilize items through a communication network, with features like unique tag data and variable item management.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the game contents provider itself manages the portal site and delivers new items, then the provider can control item delivery, but the processing load increases and the number of entities delivering items is limited
Solution Approach 1:
The system divides the item delivery function into separate components: the game execution unit runs the game, the item management unit handles item data, and the delivery unit transmits items via communication network. This segmentation allows different entities to deliver items without increasing overall system complexity.
Solution Approach 2:
The delivery unit is designed to deliver various types of game items (characters, weapons, armor, etc.) through a unified communication interface. This multi-functional approach allows multiple entities to use the same delivery mechanism for different item types, increasing productivity without proportionally increasing system complexity.
2Ease of operation
If players must access the portal site to receive new items, then item delivery can be controlled, but access is restricted when players lose interest in the game
Solution Approach 1:
Items are delivered to players automatically when new content is released, without requiring players to proactively access the portal site. The system performs the delivery action in advance of player request, ensuring players receive items even when they are not actively seeking them.
Solution Approach 2:
The system monitors player engagement levels and delivers items based on feedback about player interest. When players show signs of losing interest, the system can automatically deliver new items to re-engage them, adapting the delivery mechanism to player behavior patterns.
3Quantity of substance
If the game machine manufacturer forms a platformer to deliver items, then more items can be provided, but the processing load for delivering items increases
Solution Approach 1:
The communication network acts as an intermediary between the item delivery system and player terminals. This intermediary handles the transmission of item data, allowing the manufacturer to provide a large quantity of items without proportionally increasing the processing load on the delivery system itself.
Solution Approach 2:
Instead of transmitting full game content for each item, the system uses identification information and data structures that reference master item definitions. This copying approach allows numerous items to be delivered with minimal processing, as the actual item data is reused from centralized definitions.
Data Source
AI summary
A game contents delivery server receives a desire to obtain contents from the player terminal with presentation of the contents ID via a communication network. The game contents delivery server creates tag data uniquely defined when the desire to obtain the contents is received from the player terminal. The game contents delivery server delivers the contents to the player terminal by adding the tag data thus created to the contents identification information and transmitting the contents to the player terminal. An online video game control server creates delivered contents data in the case where the obtained contents information in which header data are added to the obtained tag data is received from the player character. The online video game control server then registers the created delivered contents data so that the contents indicated by the obtained contents information can be utilized.


