Game Device Pass Control Mechanism for Sport Games

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Solution Overview

Problem

In sport games involving a user-operated team and an opponent team using a moving object, the operability of passing between player characters is limited, requiring improved control mechanisms to enhance user interaction and strategy.

Innovation Solution

A game device and method that includes pass target selecting means, operated target switching means, first player control means, and second player control means to manage the passing action between player characters, determining conditions for successful passes and allowing user-defined timing and strategy, such as setting a reference period for passes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the user manually controls both the ball possession player and the pass target player, then the operability and control precision are improved, but the operation complexity and time consumption increase

Engineering Contradiction:
Improveoperability of pass operationVSAvoidcontrol operation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The ball possession player automatically performs movement and passing actions without requiring manual user control. The system enables the player to self-manage ball possession, making strategic decisions about when to pass and to whom, thereby reducing operational complexity while maintaining ease of use.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system continuously monitors game conditions (position of ball, players, opponents) and automatically adjusts the ball possession player's actions based on this feedback. This closed-loop control allows the player to respond dynamically to changing circumstances without manual intervention, improving operability while simplifying control.

Inventive Principle:
Principle #23Feedback

2Productivity

If the pass is executed automatically based on game conditions, then the productivity and excitement are improved, but the user's direct control and strategy customization are reduced

Engineering Contradiction:
Improvepass execution efficiencyVSAvoiduser strategy customization
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The user pre-sets reference conditions (such as time limits, positional requirements, or tactical guidelines) before the game progresses. These preliminary instructions guide the automatic pass execution system, allowing users to customize strategies in advance while benefiting from automated real-time decision-making during play.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts pass execution based on real-time game conditions while respecting user-defined reference conditions. The automatic control adapts its behavior flexibly according to the current state of the game, maintaining both productivity and adaptability through condition-based decision-making that responds to live gameplay.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If the user operated target is switched to the pass target player, then the focus and concentration on receiving pass is improved, but the continuity of ball possession control is interrupted

Engineering Contradiction:
Improveuser focus on pass receptionVSAvoidball possession duration
Core Design Contradiction:
Ease of operationVSDuration of action of moving object

Solution Approach 1:

The control function is segmented into two distinct phases: (1) ball possession phase, where the ball possession player automatically maintains control and prepares for passing, and (2) pass reception phase, where the user focuses on the pass target player. This segmentation allows the user to concentrate on receiving without interrupting the overall continuity of ball possession, as the system seamlessly transitions between phases.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS8444463B2Game device, method for controlling game device, program, and information storage medium
Publication Date: 2013.05.21 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8444463B2 patent drawing
  • US8444463B2 patent drawing
  • US8444463B2 patent drawing

AI summary

A game device is provided. The game device includes a pass target selector, an operated target switcher, a first player controller, and a second player controller. The pass target selector selects a player character to be a pass target in a case where a first player character is in possession of a moving object. The switcher switches the user operated target from the first player character to a second player character. The first player controller moves the first player character and the moving object after switching, based on a position of an opponent player character, determines whether positions of the first player character or the moving object and the second character satisfy a condition, and causes, if the condition is satisfied, the first player character to make a pass to the second player character. The second player controller moves the second player character after switching.