Game Apparatus Door Access Indicator Reduces Loading Latency

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Solution Overview

Problem

In role-playing games, players face inefficiencies when navigating through virtual spaces with doors, as they often need to perform unnecessary manipulations to check if they can pass through, leading to wasteful actions and hindered game progress due to delayed loading of map data and unnecessary information display.

Innovation Solution

A game apparatus and method that includes a cross-field movement system, allowing players to determine if they can move between fields by displaying enable/disable information based on game conditions, reducing wasteful manipulations and improving game flow by switching movement states and displaying necessary information only.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the player performs manipulation to check whether the door can be opened, then the player can confirm door accessibility, but the player must wait for map data loading and experience delayed game progress

Engineering Contradiction:
Improvedoor accessibility confirmationVSAvoidwaiting time for map data loading
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system displays advance notice information (such as exclamation marks or icons) near doors before the player actually attempts to interact with them. This preliminary visual cue indicates whether the door is accessible or locked, allowing players to make informed decisions about whether to perform manipulation without needing to actually attempt the door opening action that would trigger map data loading delays.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If advance notice information is displayed for all doors, then players can easily determine accessibility, but unnecessary information is displayed when movement is not possible

Engineering Contradiction:
Improvedoor accessibility determinationVSAvoidunnecessary information display
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system displays different types of advance notice information based on the specific state of each door. For accessible doors, it shows icons indicating the door can be opened. For locked doors, it shows different visual cues (such as lock icons or crossed-out symbols). This localized differentiation of information provides precise guidance without displaying irrelevant information, helping players quickly understand the actual state of each door without unnecessary display.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If the player attempts to return to the original position after checking door accessibility, then the player can re-evaluate options, but the same sequence of images and map data loading must be repeated

Engineering Contradiction:
Improveplayer decision flexibilityVSAvoidrepeated map data loading time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

By displaying advance notice information before the player approaches the door, the system enables players to plan their actions in advance. Players can determine whether the door is accessible without triggering the full door-opening sequence or map data loading. This allows players to flexibly decide whether to attempt door opening, return to previous positions, or explore alternative routes without repeatedly experiencing time-consuming map data loading cycles.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7628697B2Game apparatus, game progressing method, program, and recording medium
Publication Date: 2009.12.08 SQUARE ENIX HLDG CO LTD
  • US7628697B2 patent drawing
  • US7628697B2 patent drawing
  • US7628697B2 patent drawing

AI summary

A game apparatus executes a game in which a player character is moved between different fields through a given traveling route according to an instruction input from a player. When the player character moves to a first area close to a door, a symbol “!” is displayed. When the character moves to a second area, a symbol set “!!” is displayed. In the second area, if unlocking conditions for the door are satisfied, a method of manipulation for opening the door is displayed. If the conditions are not satisfied, a method of manipulation for displaying a hint for opening the door is displayed. If the conditions for unlocking the door are satisfied, when the player performs the manipulation for opening the door, an action of the player character to open the door is displayed. Map data of the destination room is loaded into a temporary storage from a recording medium and then the player character moves to the opposite room through the door.