Visual Scripting Game Economy Simulation

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Solution Overview

Problem

The manual and labor-intensive process of designing video game systems and economies, which involves generating flowcharts and using spreadsheets, does not scale well for large and complex games, leading to inefficiencies and potential mismatches between game design and player experience.

Innovation Solution

A game design tool system that utilizes visual scripting nodes to create and simulate game model graphs, allowing for direct integration with game code and continuous design adjustments, including live game data simulation, to simplify game development and identify resource bottlenecks.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If manual spreadsheet-based game economy design is used, then design flexibility is maintained, but productivity and scalability deteriorate for large complex games

Engineering Contradiction:
Improvedesign flexibilityVSAvoiddesign scalability
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent replaces manual spreadsheet-based mechanics with an automated simulation system that uses computational algorithms to model game economies. The simulation engine automatically calculates resource flows, player behavior, and economic balances, substituting manual mechanical processes with automated computational processes that scale to large complex games while maintaining design flexibility through programmable parameters.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The simulation system performs self-service by automatically detecting economic imbalances, resource bottlenecks, and gameplay issues without requiring manual analysis. The system autonomously runs multiple simulation scenarios, analyzes results, and provides recommendations, enabling designers to efficiently manage large complex games while retaining adaptability through iterative simulation-based optimization.

Inventive Principle:
Principle #25Self-service

2Ease of manufacture

If manual game design processes are used, then implementation simplicity is maintained, but time consumption and labor intensity increase

Engineering Contradiction:
Improveimplementation simplicityVSAvoiddesign time consumption
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The patent applies preliminary action by implementing a simulation-based design validation process that tests game economy scenarios before full implementation. The simulation engine pre-identifies potential economic imbalances, resource bottlenecks, and gameplay issues, allowing designers to correct problems early in the development process rather than discovering them during or after implementation, thereby reducing overall design time while maintaining implementation simplicity.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If detailed spreadsheet tracking is used, then design precision is maintained, but system complexity and difficulty of management increase

Engineering Contradiction:
Improvedesign precisionVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary simulation engine that acts as a mediator between simple design inputs and precise economic outcomes. Designers provide high-level economic parameters and rules through a simplified interface, and the simulation engine automatically performs detailed calculations, tracks resource flows, and generates precise economic balance data, thereby maintaining design precision while reducing system complexity and management difficulty.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11524241B2Method and system for designing game play and economies
Publication Date: 2022.12.13 UNITY TECH APS
  • US11524241B2 patent drawing
  • US11524241B2 patent drawing
  • US11524241B2 patent drawing

AI summary

A method of improving game development is disclosed. A game model graph of a video game is created or modified using visual scripting nodes. The game model graph represents one or more game systems and/or one or more economies. The nodes are linked to game resources from the video game. Player profiles describing a plurality of different player types are accessed to be used during a simulation of the game model graph. One or more additional simulations are performed. Each of the one or more additional simulations includes executing the game model graph using the player profiles and the game resources. Data is extracted from the one or more additional simulations to determine behavior of the one or more game systems, the one or more game economies, and/or the resources within the video game over time and across the player types.