Game Data Sharing Control via Player Performance Feedback
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Solution Overview
Problem
Game systems often generate game data with excessively high difficulty levels that players cannot overcome, leading to dissatisfaction, as players cannot progress to the game's goal regardless of their actions.
Innovation Solution
A game system that includes a generating unit, progression unit, determining unit, and control unit to assess player performance and prohibit the use or sharing of game data that fails to meet predetermined criteria, ensuring only playable and shareable data is used across terminals.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game data is generated based on player's instruction information, then player participation and customization are improved, but game data with excessively high difficulty levels is created that prevents players from reaching the goal
Solution Approach 1:
The system uses playing results as feedback to determine whether game data should be shared. The determining unit evaluates playing results (whether players reached the goal) and uses this feedback to control the sharing of game data, preventing problematic data from being distributed while allowing successful data to be shared.
Solution Approach 2:
The system performs preliminary testing of game data by having players play through it before allowing sharing. The generating unit creates game data, the progression unit has players play it, and only after evaluating the playing results does the control unit permit sharing, ensuring data quality beforehand.
2Adaptability or versatility
If game data with excessively high difficulty is supplied to terminals, then player-generated content variety is improved, but player dissatisfaction increases due to inability to progress
Solution Approach 1:
The system monitors playing results as feedback to identify problematic game data. When playing results indicate players cannot reach the goal, the determining unit prevents sharing of that data, thereby eliminating the source of player dissatisfaction while preserving variety in shareable content.
Solution Approach 2:
The system converts potentially harmful game data (that causes dissatisfaction) into a filtering opportunity. By using playing results to identify and exclude problematic data, the system benefits from player testing to improve overall content quality before sharing.
3Quantity of substance
If all generated game data is allowed to be shared across terminals, then data availability is improved, but server storage and network communication are wasted on unplayable content
Solution Approach 1:
The system extracts and separates playable game data from unplayable data based on playing results. The determining unit identifies which data should be excluded, and the control unit prevents sharing of only that problematic portion, maintaining data availability for good content while removing waste.
Solution Approach 2:
The system changes the sharing status parameter of game data based on playing results. Data that meets quality criteria (players reached goals) is set to shareable, while data that fails criteria is set to non-shareable, optimizing resource usage dynamically.
Data Source
AI summary
A game system includes a generating unit that generates game data used in progression through a game, based on player's instruction information input to a first terminal of a plurality of terminals. The system also includes a progression unit that makes the game progression, using the game data generated by the generating unit. The system also includes a determining unit that makes a determination regarding prohibition of use of the game data by at least a terminal other than the first terminal of the plurality of terminals, based on at least one playing result for a player that plays the game that the progression unit progresses using the game data generated by the generating unit based on the player's instruction information. The system also includes a control unit that controls the prohibition of use of the game data, based on the result of the determination by the determining unit.


