Game Device Player Object Motion and Appearance Control
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Solution Overview
Problem
Action games lack a sense of reality due to the lack of engaging player character actions when the player is not actively operating the controller, leading to a disjointed gaming experience.
Innovation Solution
An information processing program and game device that includes an operation-based-action control unit for specific motions, a special-action control unit for performing special motions based on predetermined conditions, and an appearance control unit that changes the player object's appearance based on motions and conditions, allowing for enhanced player character actions and appearance changes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the player character performs only basic waiting motions when the player is not operating the controller, then the control system remains simple, but the sense of reality and engagement deteriorates
Solution Approach 1:
The control system dynamically selects and transitions between multiple motion types (waiting motions, special motions, and operation-based motions) based on real-time conditions. The system monitors player operations, character state, and environmental factors to automatically adjust the character's behavior, creating a dynamic rather than static motion system that enhances realism without requiring complex manual control.
Solution Approach 2:
The player character autonomously performs special motions based on predetermined conditions without requiring direct player input. The system automatically determines when to execute special motions (such as when specific parameters are met or during idle periods), allowing the character to serve itself by performing engaging actions independently, thereby improving the sense of reality while keeping the control interface simple.
2Reliability
If the player character performs special motions autonomously based on predetermined conditions, then the sense of reality improves, but the predictability and player control deteriorates
Solution Approach 1:
The system continuously monitors player operations and character state, providing feedback that influences when special motions are triggered. The predetermined conditions for special motions are designed to respond to player actions and game state, creating a feedback loop where player behavior indirectly controls the character's autonomous motions. This maintains player agency while enabling realistic autonomous behavior.
Solution Approach 2:
The player character performs special motions partially autonomously rather than fully under player control. The system executes special motions when predetermined conditions are met, which may occur more frequently or with less direct player input than traditional control schemes. This partial autonomy enhances realism while maintaining sufficient player control through the ability to initiate operation-based motions that can override or complement autonomous behaviors.
3Reliability
If the appearance of the player object changes dynamically based on motions performed, then the immersion and engagement improve, but the computational load and processing requirements increase
Solution Approach 1:
The appearance changes are applied locally to specific parts of the player character model rather than transforming the entire model. The system modifies appearance parameters (such as color, texture, or specific visual properties) of individual body parts or equipment based on motions performed, rather than re-rendering the complete character. This localized approach maintains immersion through dynamic appearance changes while significantly reducing computational requirements compared to full-model transformations.
Data Source
AI summary
A non-transitory computer readable medium stores a program causing a computer to execute: displaying a player object on a virtual game space; causing the player object to perform a first motion when a first operation has been input; causing the player object to perform a special motion when the player object is not performing the first motion and an appearance of the player object satisfies a predetermined condition, irrespective of an input operation; and changing the appearance of the player object when the player object has performed the special motion.


