Game Control Logic for Strategic Depth via Area-Dependent Parameter Changes
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Solution Overview
Problem
Current games with multiple groups of game content lack strategic depth, often resulting in simplified gameplay and potential stalemates due to lack of motivation for players to distribute and arrange game content effectively within virtual spaces.
Innovation Solution
A program and control method for an information processing device that manages game parameters in a virtual space, allowing for strategic changes in game medium parameters based on the presence and state of adjacent areas, encouraging players to develop strategies by adjusting parameters when certain conditions are met, such as transitioning areas between states and optimizing resource distribution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If parameter changes are applied uniformly to all game media regardless of area conditions, then implementation is simple, but strategic depth is reduced
Solution Approach 1:
The patent applies local quality by making the parameter change amount dependent on the specific area conditions. Different areas (first area vs. second area) have different effects on parameter changes, creating localized strategic decisions. The control unit adjusts the first parameter by different amounts based on whether the game medium is in a first area or second area, making each location strategically distinct.
Solution Approach 2:
The patent implements dynamics by making the parameter change amount variable rather than fixed. The control unit dynamically adjusts the first parameter based on real-time area conditions and game medium states. This creates a dynamic strategic environment where players must continuously adapt their strategies based on changing conditions rather than following static rules.
2Adaptability or versatility
If area state transitions are required for parameter changes, then strategic planning is enhanced, but gameplay flow may be interrupted
Solution Approach 1:
The patent applies preliminary action by allowing parameter changes to occur automatically based on area conditions without requiring explicit player actions for each transition. The control unit proactively adjusts parameters when game media enter specific areas, reducing the need for continuous player intervention and maintaining gameplay flow while still providing strategic depth through area-based conditional changes.
3Adaptability or versatility
If multiple area states are implemented, then resource management strategy is improved, but system complexity increases
Solution Approach 1:
The patent implements parameter changes by using area-based conditions to modify the first parameter of game media. Different areas trigger different parameter change amounts, creating a multi-state system that enhances resource management strategy. The control unit monitors game medium positions and automatically applies appropriate parameter adjustments based on which area the game medium occupies, providing strategic depth without requiring complex manual state management.
Data Source
AI summary
An information processing device running a game program offering an improved level of strategy in a game in which a plurality of game content divided into two or more groups participate. The program may include starting a game part game content featuring the two or more groups, and a plurality of areas in a virtual space. When no area exists that does not belong to a first group on a route from an area belonging to the first group to a specific area belonging to the first group, a first parameter of a first game medium, which may be located on the area and may belong to the first group, may be changed. If another area belonging to the first group and having a second state different from a first state exists on the route, the first parameter of the first game medium may change less or not at all.


