Game System Controller Character Control Logic

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Solution Overview

Problem

Current game systems lack an effective method for a single player or multiple players to seamlessly control multiple characters in a virtual space, limiting gameplay flexibility and interaction.

Innovation Solution

A game system with a processor that allows a single player to control a first character object and automatically control a second character object based on the player's inputs, enabling both one-player and multiplayer modes through the use of inertial and touch data from controllers, allowing for predetermined actions and movement based on player instructions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single player controls multiple characters manually, then character control flexibility improves, but operation complexity increases

Engineering Contradiction:
Improvecharacter control flexibilityVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system divides character control into two segments: one character is controlled manually by the player while another character is automatically controlled by the processor. This segmentation allows the player to focus on controlling one character with full manual input, while the system handles the control of the second character automatically, thereby maintaining character control flexibility without increasing operation complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The second character object performs actions autonomously based on the situation in the virtual space and player inputs, without requiring direct manual control from the player. The character automatically moves to positions indicated by the pointer and performs predetermined actions, enabling the system to serve itself in controlling this character while the player focuses on strategic decisions.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If the system supports both one-player and multiplayer modes, then gameplay versatility improves, but system complexity increases

Engineering Contradiction:
Improvegameplay versatilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is designed with multi-functionality to support both one-player and multiplayer modes using the same hardware and software platform. The processor automatically adapts its control logic based on the game mode: in one-player mode, it automatically controls the second character object, while in multiplayer mode, it enables the second player to manually control the second character object. This universal design allows the system to handle different gameplay scenarios without requiring separate systems, thereby improving gameplay versatility while managing system complexity through unified architecture.

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

3Ease of operation

If automatic control is used for the second character, then ease of operation improves, but control precision over the second character decreases

Engineering Contradiction:
Improveease of operationVSAvoidcontrol precision
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The automatic control system incorporates feedback mechanisms where the processor continuously monitors the situation in the virtual space and adjusts the second character object's actions accordingly. The system receives inputs from the player controlling the first character and uses this information to determine appropriate actions for the second character, ensuring that automatic control remains precise and context-appropriate while maintaining ease of operation.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11491397B2Non-transitory computer-readable storage medium having stored therein game program, game system, information processing apparatus, and information processing method
Publication Date: 2022.11.08 NINTENDO CO LTD
  • US11491397B2 patent drawing
  • US11491397B2 patent drawing
  • US11491397B2 patent drawing

AI summary

In a first mode, based on an operation input to a controller of a first player, a game system controls a first character object and controls a pointer object. In the first mode, the game system automatically controls a second character object and causes the second character object to perform a predetermined action on a position in a virtual space indicated by the pointer object. In a second mode, the game system controls the first character object based on the operation input to the controller of the first player and controls the second character object based on an operation input to a controller of a second player.