Game Control Program Object Transfer Between Apparatuses
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Solution Overview
Problem
Current network games lack innovative entertainment features that cater to a wide range of users, with existing games being either too complex or too simple, failing to provide a moderate difficulty level and exciting gameplay experience.
Innovation Solution
A game control program that enables objects to be transferred between game apparatuses, simulating a flying object that users must hit, kick, or throw onto a trampoline to direct towards another apparatus, incorporating data exchange and management systems to ensure fair gameplay and user engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If network games use complex rules and mechanics to provide entertainment, then gameplay depth improves, but user accessibility and ease of operation deteriorate
Solution Approach 1:
The game is divided into simple core mechanics (moving objects between apparatuses) that are easy to understand, while complexity is introduced through optional strategic elements like selecting different objects with unique abilities and managing limited moves, allowing players to engage at their own skill level
Solution Approach 2:
Instead of showing all player actions and game states transparently, the game masks the actions of other players and uses information asymmetry (secret objectives, hidden moves) to create strategic depth without increasing operational complexity for the user
2Ease of operation
If network games provide simple gameplay to ensure accessibility, then ease of operation improves, but entertainment value and challenge deteriorate
Solution Approach 1:
The game dynamically adjusts challenge levels through limited move counts, time constraints, and varying object capabilities, allowing the same simple core mechanic to provide different levels of challenge and replayability without complicating the basic gameplay
Solution Approach 2:
The game changes parameters such as the number of available moves, object selection options, and apparatus positioning to create varying degrees of challenge and strategic complexity, maintaining entertainment value while keeping core operations simple
3Reliability
If player actions are fully visible to maintain fairness, then game transparency improves, but strategic depth and user engagement deteriorate
Solution Approach 1:
The game inverts traditional transparency by masking opponent actions and using information asymmetry as a core strategic element, where players must deduce hidden moves and plan accordingly, creating strategic depth while maintaining fairness through balanced hidden information for all players
Data Source
AI summary
A game apparatus can achieve a game in which an object is transferred from one game apparatus to another by showing it flying on a screen. When a management data acquisition unit acquires management data indicating that the object is transferred to a game apparatus itself, an object control unit displays the object on-screen and accepts a user's operation instruction from an input unit. The object control unit determines whether or not the object is to be transferred in accordance with the user's operation instruction. A destination selection unit selects the destination of the object. A management data transmission unit transmits management data to the other game apparatuses. The object control unit updates a management data storing unit.


