Game Element Provision Control by Exchangeable Amounts

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Solution Overview

Problem

Existing game systems lack mechanisms to maintain player interest by varying the availability of game elements, leading to diminished enjoyment.

Innovation Solution

Implement a system where game elements are provided based on different exchangeable amounts, with the number of times a game element is available varying based on the amount exchanged, and include a grant control unit to manage these variations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If game elements are provided with fixed availability, then player access is simple, but player interest diminishes over time

Engineering Contradiction:
Improveplayer access simplicityVSAvoidplayer interest duration
Core Design Contradiction:
Ease of operationVSDuration of action of moving object

Solution Approach 1:

The patent implements dynamic availability control for game elements by introducing a provision control unit that varies the number of times game elements can be provided based on exchangeable amounts. This transforms static availability into a dynamic system where provision limits change according to player actions and exchange rates, thereby maintaining player interest while preserving ease of access through automated control.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of provision availability by establishing different provision limits based on exchangeable amounts. When players exchange higher amounts, they receive game elements with higher provision limits, creating variable availability parameters that adapt to player engagement levels and prevent monotony while maintaining operational simplicity.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If game elements are made freely available, then player enjoyment increases, but overuse and imbalance occur

Engineering Contradiction:
Improveplayer enjoymentVSAvoidgame balance stability
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The provision control unit implements feedback mechanisms by monitoring exchangeable amounts and adjusting provision limits accordingly. This feedback loop ensures that players who engage more actively (exchanging higher amounts) receive proportionally more game elements, while maintaining overall game balance through controlled distribution rather than unlimited availability.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system dynamically adjusts the provision parameter based on exchangeable amounts, creating a balanced economy where availability is not fixed but adapts to player behavior. This parameter change approach maintains game balance by linking provision limits to exchange rates, preventing both overuse and complete unavailability.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If provision limits are increased, then player accessibility improves, but scarcity and exclusivity are reduced

Engineering Contradiction:
Improveplayer accessibilityVSAvoidscarcity-driven engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements variable provision limits that change based on exchangeable amounts, creating a dynamic scarcity system. Players who exchange higher amounts receive elements with higher provision limits, while standard exchanges maintain moderate limits. This parameter variation preserves scarcity-driven engagement for most players while maintaining accessibility for those who actively exchange.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system applies partial provision limits rather than universal restrictions or complete availability. By setting different provision limits based on exchangeable amounts, the system provides partial accessibility to most players while maintaining exclusivity for high-exchange players, creating a balanced ecosystem that motivates ongoing engagement.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250262541A1Non-transitory computer readable medium storing program, provision management device, and gaming device
Publication Date: 2025.08.21 BANDAI CO LTD
  • US20250262541A1 patent drawing
  • US20250262541A1 patent drawing
  • US20250262541A1 patent drawing

AI summary

There is provided a non-transitory computer readable medium storing a program causing a computer to function as a provision control unit configured to provide a game element used for trading in a game based on one of a first provided amount and a second provided amount which are exchangeable with a predetermined price. The provision control unit is configured to perform control so that a number of times for which the game element is providable based on the second provided amount is smaller than a number of times for which the game element is providable based on the first provided amount.