Game Device Defensive Control Switching for Realism

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Solution Overview

Problem

Existing sports game devices fail to effectively simulate the difference in defensive mindset between winning and losing teams, leading to a lack of realism in gameplay.

Innovation Solution

A game device that includes game state information storage, selection, first and second player character control mechanisms, and a determination and switching system to adjust the defensive strategy based on the game state, allowing players to feel the difference in defensive mindset by varying the distance and approach of defending player characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If a player character is controlled to defend by keeping a predetermined distance from the moving object, then the defensive stability is improved, but the responsiveness to game state changes deteriorates

Engineering Contradiction:
Improvedefensive stabilityVSAvoidresponsiveness to game state
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the defensive control mode switchable between two states: a first mode where the player character maintains a predetermined distance from the moving object (stable defense), and a second mode where the player character moves to approach the moving object (responsive defense). The control mode is dynamically changed based on game state information, allowing the system to adapt between stability and responsiveness as needed.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If the reference period is fixed, then the control switching is simple, but the adaptability to different game states deteriorates

Engineering Contradiction:
Improvecontrol switching complexityVSAvoidadaptability to game states
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent applies parameter changes by making the reference period a variable parameter that changes based on game state information. The reference period determination unit determines the reference period according to the current game state, allowing the switching timing between defensive modes to adapt to different game situations without requiring complex control logic.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If a player character immediately approaches the moving object when defending, then the defensive aggressiveness is improved, but the realism of sport game deteriorates

Engineering Contradiction:
Improvedefensive aggressivenessVSAvoidrealism of sport game
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent applies periodic action by introducing a reference period that controls the timing of defensive mode switching. Instead of immediately approaching the moving object, the player character maintains distance defense for a determined reference period before switching to approach defense. This periodic control pattern creates more natural and realistic defensive behavior that mirrors actual sport gameplay.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS8333663B2Game device, method of controlling game device, program, and information storage medium
Publication Date: 2012.12.18 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8333663B2 patent drawing
  • US8333663B2 patent drawing
  • US8333663B2 patent drawing

AI summary

To provide a game device capable of allowing a user to feel a difference in state of mind between a player of a winning team and a player of a losing team when defending. A selection unit (56) selects one or more player characters from among the player characters belonging to a team not in possession of a moving object. In a case where control by a first player character control unit (58) is applied, a determination unit (62) determines whether or not a reference period has elapsed after a given reference time. In a case where elapse of the predetermined period after the reference time is determined, a switching unit (66) switches the state in which control by the first player character control unit (58) is applied to a state in which control by a second player character control unit (60) is applied. A reference period data control unit (64) changes the length of the reference period, based on game state information.