Game Control Method with Automatic Point Recovery

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Solution Overview

Problem

Existing game control systems fail to maintain player motivation by not providing an automated mechanism for recovering game points, leading to interruptions in gameplay when points fall below a certain threshold.

Innovation Solution

A game control method that automatically recovers game points using recovery points or items when they fall below a predetermined value, allowing players to set automatic recovery settings, including the number and type of recovery items, and adjusting recovery rates based on usage frequency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If manual recovery of game points is implemented, then players can control when to recover points, but gameplay is interrupted when points fall below the threshold

Engineering Contradiction:
Improvecontinuous gameplayVSAvoidmanual intervention required
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system automatically recovers game points when they fall below the threshold without requiring player intervention. The server monitors point levels and executes recovery using stored recovery items or points, making the system self-serving and eliminating gameplay interruptions.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

Recovery items and points are pre-stored in the player's inventory before needed. When the point threshold is reached, the pre-prepared recovery resources are automatically deployed, ensuring continuous gameplay without requiring real-time player decisions.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If automatic recovery is always enabled, then gameplay continuity is maintained, but players lose control over resource consumption

Engineering Contradiction:
Improvegameplay efficiencyVSAvoidplayer control flexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The automatic recovery system is made dynamic and adjustable. Players can configure threshold values, select which recovery items to use, and set preferences for different game scenarios. This allows the system to adapt to varying player needs and strategies while maintaining automation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system allows players to modify parameters such as recovery thresholds, recovery item selection, and activation conditions. By changing these parameters, players can balance between automated convenience and resource management control according to their playing style.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If recovery items are consumed automatically, then point recovery is seamless, but players may run out of recovery items unexpectedly

Engineering Contradiction:
Improvepoint recovery consistencyVSAvoidrecovery item inventory
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system provides feedback to players about their recovery item inventory levels and automatic recovery usage. Players can monitor consumption patterns and receive notifications when recovery items are low, allowing them to replenish supplies before depleting their inventory.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system is designed to work with pre-acquired recovery items that serve as a cushion against future point depletion. Players accumulate recovery resources in advance, creating a buffer that ensures continuous gameplay even during extended periods without manual intervention.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

Data Source

PatentUS9522331B2Game control method, computer, and computer-readable, non-transitory medium
Publication Date: 2016.12.20 GREE HOLDINGS INC
  • US9522331B2 patent drawing
  • US9522331B2 patent drawing
  • US9522331B2 patent drawing

AI summary

A game control method used in a computer executing a game, includes storing a possessed point possessed by a player for executing an event in the game and a recovery point or a recovery item possessed by the player for recovering the possessed point, executing the event under a condition where the possessed point is at least a predetermined value and consuming the predetermined value from the possessed point, and automatically recovering the possessed point using the recovery point or the recovery item when the possessed point is less than the predetermined value.