Game Element Provision Management for Variable Grant Restrictions
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Solution Overview
Problem
Existing game systems lack mechanisms to maintain player interest by varying the provision of game elements with restrictions or without restrictions, leading to diminished enjoyment.
Innovation Solution
A non-transitory computer readable medium and gaming device that selectively presents and grants game elements with or without restrictions, based on player state and availability, using a presentation unit and grant unit to manage game element provision.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If game elements are provided without restrictions, then player satisfaction is improved, but player interest diminishes due to lack of variety
Solution Approach 1:
The system dynamically switches between restricted and unrestricted provision modes based on player state. The presentation unit selectively presents game elements with restrictions on grant based on player progress, creating a dynamic provision strategy that adapts to maintain player interest while ensuring satisfaction.
Solution Approach 2:
The system changes the provision parameters of game elements by switching between restricted and unrestricted grant modes. This parameter change allows the system to control availability and maintain player interest while still providing satisfaction through appropriate element distribution.
2Adaptability or versatility
If game elements are provided with restrictions, then player interest is maintained, but player satisfaction decreases
Solution Approach 1:
The system dynamically adjusts restriction levels based on player state. The presentation unit selectively presents restricted game elements based on player progress, ensuring restrictions are applied appropriately to maintain interest without overly limiting player satisfaction.
Solution Approach 2:
The system changes provision parameters by selectively applying restrictions based on player state. This allows the system to optimize the balance between maintaining interest through restrictions and ensuring satisfaction through appropriate element availability.
3Ease of operation
If all game elements are always available, then player satisfaction is improved, but game variety and engagement decrease
Solution Approach 1:
The system dynamically controls game element availability through the presentation unit, which selectively presents elements based on player state. This dynamic control ensures elements are available when appropriate while maintaining engagement through controlled scarcity.
Solution Approach 2:
The system changes the availability parameter of game elements by switching between restricted and unrestricted provision modes. This parameter control optimizes the balance between satisfaction and engagement quality.
4Productivity
If game elements are selectively restricted, then engagement is maintained, but system complexity increases
Solution Approach 1:
The system segments game elements into different provision categories (restricted vs. unrestricted) based on player state. This segmentation allows manageable control complexity while maintaining engagement through selective restriction.
Solution Approach 2:
The system uses parameter changes to control provision modes, which provides a systematic way to manage complexity while maintaining engagement quality through state-based selective restriction.
Data Source
AI summary
There is provided a non-transitory computer readable medium storing a program causing a computer to function as: a presentation unit configured to selectably present provision of a game element with restrictions on grant, and provision of a game element without restrictions on grant; and a grant unit configured to grant a selected game element.


