Game Control System with Distinct Automatic Settings

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Solution Overview

Problem

Action games can be uninteresting for beginners as they require precise timing and location control, leading to automatic character control, which may result in all characters following the same actions, reducing player engagement.

Innovation Solution

A game system with a manual controller, a first automatic controller, a control switcher, and a second automatic controller, where the first automatic controller's actions are based on different settings than the second, allowing for varied and advantageous gameplay for both the player character and ally characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If automatic control is applied to player characters, then beginners can play without difficulty, but all characters follow the same action settings reducing player engagement

Engineering Contradiction:
Improveease of playVSAvoidcharacter action variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The automatic control system is segmented into multiple independent controllers (first automatic controller for player character, second automatic controller for ally character), each with separate action settings. This allows different action patterns to be assigned to different characters, maintaining variety while providing automatic control for beginners.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different action settings are applied locally to different characters. The first automatic controller uses action settings optimized for player character behavior, while the second automatic controller uses different action settings for ally character behavior, creating localized customization without increasing overall system complexity.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If manual control is required for player character, then player engagement is maintained, but beginners struggle with timing and location control

Engineering Contradiction:
Improveplayer engagementVSAvoiddifficulty for beginners
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The control system is made dynamic by allowing switching between manual control and automatic control modes. Beginners can start with automatic control and switch to manual control as they become more skilled, while experienced players can remain in manual mode, making the system adaptable to different skill levels.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If all player characters use the same action setting, then control simplicity is maintained, but gameplay becomes uninteresting

Engineering Contradiction:
Improvecontrol system simplicityVSAvoidgameplay variety
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The control system is divided into separate automatic controllers for different character types (player character and ally character), each with its own action settings. This segmentation allows complexity to be distributed across multiple simple controllers rather than requiring one complex unified controller.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The automatic control system serves multiple functions by controlling different character types with different action settings. The first automatic controller handles player character actions while the second automatic controller handles ally character actions, making the system multi-functional without increasing individual controller complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11452937B2Computer-readable recording medium, game apparatus, and game execution method
Publication Date: 2022.09.27 SQUARE ENIX HLDG CO LTD
  • US11452937B2 patent drawing
  • US11452937B2 patent drawing
  • US11452937B2 patent drawing

AI summary

To provide a game program of high interest is an object.Switching between a manual control and an automatic control of a first player character. Performing an automatic control of a second player character acting as an ally of the first player character. The automatic control of the first player character is executed based on different action setting from the automatic control of the second player character.