Electronic Game Content Packaging for Selective Live Updates

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Solution Overview

Problem

Traditional gaming systems are limited by fixed objects and updates, rely on a single point of failure for developer modifications, and lack dynamic character interactions and customizable content, leading to increased memory demands and processing usage.

Innovation Solution

Implementing customizable nested object packages, monitoring service calls, scheduling updates based on priority, determining inter-squad dynamics, providing selective game data updates, generating character actions from user swipes, and using player proxies and search nodes to enhance gameplay dynamics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If fixed objects and updates are used in traditional gaming systems, then system simplicity is maintained, but adaptability and customization are limited

Engineering Contradiction:
Improvecustomizable contentVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments game content into modular object packages that can be independently created, customized, and updated. Each package contains specific game objects with defined properties, allowing flexible composition without overwhelming system complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Object packages are nested within larger game structures, with packages containing objects that can themselves contain sub-objects. This hierarchical nesting enables complex game content to be built from simpler reusable components.

Inventive Principle:
Principle #7Nested doll (Nesting)

2Reliability

If a single point of failure is used for developer modifications, then system simplicity is maintained, but reliability and availability are reduced

Engineering Contradiction:
ImproveavailabilityVSAvoidsystem structure
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The modification system is segmented into distributed services that handle different aspects of game content updates. Multiple service calls can be made to different endpoints, eliminating single points of failure while maintaining manageable system architecture.

Inventive Principle:
Principle #1Segmentation

3Productivity

If all game data is updated simultaneously, then data consistency is maintained, but processing demands and memory usage increase

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidmemory usage
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

Game data updates are segmented into priority-based batches. Critical updates are applied first, followed by non-critical updates, allowing the system to process changes incrementally rather than all at once, reducing peak memory usage and processing demands.

Inventive Principle:
Principle #1Segmentation

4Adaptability or versatility

If traditional gaming systems are used, then implementation simplicity is maintained, but gameplay dynamics and player engagement are limited

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements dynamic object packages that can be modified and updated without disrupting ongoing games. Game state can transition between different object configurations, enabling dynamic gameplay adjustments while maintaining system manageability through structured update mechanisms.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12558628B2Gaming features for an electronic game
Publication Date: 2026.02.24 CARBONATED INC
  • US12558628B2 patent drawing
  • US12558628B2 patent drawing
  • US12558628B2 patent drawing

AI summary

Systems and methods for providing a gaming system with particular features are provided herein. In particular, a gaming system can provide nested object packages. In some embodiments, the gaming system can monitor user monitoring service calls in third party platforms and implement associated features. In some embodiments, the gaming system can receive developer modifications and schedule multiple updates of the gaming system. In some embodiments, the gaming system can determine inter squad dynamics based on character traits. In some embodiments, the gaming system can provide modified game data to a first set of users and unmodified game data to a second set of users. In some embodiments, the gaming system can generate actions for groups of characters based on user swipes. In some embodiments, the gaming system can implement a player proxy for a player. In some embodiments, the gaming system can use search nodes and agents to map territories.