Game Element Segmentation for Engagement on Limited Displays
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Solution Overview
Problem
Computer-implemented games face challenges in maintaining user engagement and providing rewarding gameplay on devices with limited display resources, such as smartphones and tablets, where games need to be both simple and progressively challenging while offering effective feedback for player success and accomplishment.
Innovation Solution
A computer device configured to display game elements on a board with two types of elements, where the second type of elements triggers interactions when matched, allowing for visual indications of their status and effects, and a processor manages game board updates based on user inputs and match conditions to maintain engagement and complexity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game provides complex gameplay mechanics and visual effects to maintain user engagement, then user engagement is improved, but the device complexity and resource consumption increase
Solution Approach 1:
The game divides elements into two distinct types: standard matchable elements and special elements with triggered effects. This segmentation allows the game to manage complexity by separating basic matching mechanics from advanced interactive effects, enabling engaging gameplay while maintaining clear rules and manageable device requirements.
Solution Approach 2:
Special elements dynamically change their behavior based on trigger conditions. When a special element is triggered through matching, it provides visual effects and interactions that adapt to the game state. This dynamic behavior enhances engagement without requiring permanently complex game structures, as effects are activated only when needed.
2Loss of information
If the game displays multiple types of game elements with visual indications of status and effects, then user feedback and engagement are improved, but the display resource consumption increases
Solution Approach 1:
Visual effects and status indications are applied locally to specific special elements rather than uniformly across the entire game board. When a special element is triggered, its effect is confined to its immediate area, providing focused feedback without overwhelming the display. This allows rich visual information to be presented within limited display space.
Solution Approach 2:
Visual effects are activated periodically based on matching events rather than continuously. Special elements provide visual feedback only when triggered by player actions, creating rhythmic, event-driven feedback that informs players of their progress without consuming display resources during inactive periods.
3Productivity
If the game removes special elements after being triggered a threshold number of times, then gameplay progression and challenge are improved, but the game duration and player control are reduced
Solution Approach 1:
The game establishes a predetermined threshold for special element removal before gameplay begins. This preliminary condition creates clear progression goals for players, knowing that accumulating a certain number of triggers will remove elements and advance the game state. This structure provides direction and purpose without requiring complex real-time decision-making about element retention.
Data Source
AI summary
A computer device is configured to provide a computer implemented game. A display of the computer device displays game elements on a game board. First and second types of game elements are provided. The second type of game elements are associated with an effect which when triggered causes an interaction with other game elements on the game board. At least one processor of the computer device determines that a plurality of game elements satisfy a match condition and that a first game element of the second type is triggered to provide the effect. When the first game element of the second type has been triggered a plurality of times, it is removed from the game board.


