Game Element Generation via Dynamic Churning Speed Control

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Solution Overview

Problem

Players in role-playing games become bored with repetitive item creation processes, particularly stirring operations, as they quickly adapt to the required speed and technique, leading to a loss of interest and perceived simplicity in the game element generation.

Innovation Solution

A game apparatus that displays a container with elemental materials and a liquid, allowing players to input a churning operation that dynamically changes the aspect of the materials' churn, generating a game element based on the churning aspect, with features such as gradual speed reduction, direction changes, and varying material quantities to maintain engagement and difficulty.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a simple button operation is used to create items, then the operation is easy and quick, but the player cannot appreciate the creation process and gaming element decreases

Engineering Contradiction:
Improveoperation simplicityVSAvoidgaming element
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent applies dynamics by making the stirring operation speed variable rather than fixed. The player can adjust the stirring speed dynamically, and the system calculates the aspect of churn based on the actual speed performed. This creates a dynamic interaction where the same stirring action can produce different results depending on speed, maintaining player engagement while still being操作简单.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of stirring speed from a fixed value to a variable that the player can control. By allowing the player to perform stirring at different speeds and having the system calculate the aspect of churn based on these speed variations, the patent transforms a simple binary operation into a nuanced control mechanism that maintains interest while remaining accessible.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the stirring operation speed is fixed to prevent spillage or burning, then the operation is straightforward, but the player quickly gets used to it and becomes bored

Engineering Contradiction:
Improveoperation straightforwardnessVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent makes the stirring operation dynamic by allowing variable speeds rather than a fixed speed. The player can stir at different paces, and the system adapts by calculating the aspect of churn based on the actual speed performed. This dynamic approach prevents the player from quickly mastering a single fixed pattern, maintaining long-term engagement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces parameter changes by making stirring speed a variable parameter instead of a constant. The player can adjust their stirring speed, and the system responds by calculating different aspects of churn based on these speed variations. This creates versatility in the operation while maintaining straightforward execution.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If a series of operational processes are required to create an item, then the player can appreciate creation, but the process becomes troublesome and time-consuming

Engineering Contradiction:
Improvecreation appreciationVSAvoidoperation time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent merges the selection of materials and the stirring operation into a single integrated process. The player selects materials and immediately begins stirring in the same interface (the pot), combining what could be separate steps into one continuous action. This reduces the perceived number of steps while maintaining the appreciation of creation.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent performs preliminary action by automatically calculating the aspect of churn based on the player's stirring speed without requiring the player to manually input or configure additional parameters. The system proactively processes the stirring data and determines the outcome, reducing the operational burden on the player while maintaining engagement.

Inventive Principle:
Principle #10Preliminary action

4Stability of the object's composition

If the same stirring operation is required repeatedly to create items, then the process is consistent, but the player feels the operation is simple and loses interest

Engineering Contradiction:
Improveprocess consistencyVSAvoidplayer interest
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent introduces parameter changes by making the stirring speed a variable that affects the outcome. Even though the basic stirring action remains consistent, the player can vary the speed parameter to produce different aspects of churn, leading to different game elements. This maintains process consistency while adding versatility that sustains player interest.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent applies dynamics by allowing the stirring operation to have variable characteristics rather than being static and identical each time. The player can adjust their stirring speed dynamically, and the system responds by calculating different aspects of churn. This creates a dynamic experience within a consistent framework, preventing boredom while maintaining reliability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7846021B2Game apparatus, game element generation method, program and recording medium
Publication Date: 2010.12.07 SQUARE ENIX HLDG CO LTD
  • US7846021B2 patent drawing
  • US7846021B2 patent drawing
  • US7846021B2 patent drawing

AI summary

In a game capable of generating a game element which gives rise to predetermined benefits in the game by means of a player's operation, by preventing the player from quickly getting used to a generation operation of the game element, to stop the player from becoming bored with the operation.On a magic stone generation screen, a solution 1202 being contained in a pot 1201, materials 1203 are floated in the solution 1202. An image of a material 1203, selected by a material selection operation, dissolving in the solution 1202 is displayed on the magic stone generation screen. When a stirring operation is carried out on the magic stone generation screen, in a condition in which the material 1203 is dissolved in the solution 1202, the solution 1202 and the material 1203 contained in the pot 1201 are churned by the operation. In the event that a speed at which the churning is carried out continues for six seconds within an optimum speed range 1205, a magic stone 1208 is generated. A kind of the generated magic stone 1208 is determined by a combination of kinds of the material 1203 dissolved in the solution 1202.