Video Game Event System Cross-User Object Participation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In video game systems using positional information of user terminals, the lack of interaction among users leads to a diminished sense of unity and interest, as users progress through a shared virtual space without engaging with each other.

Innovation Solution

A video game processing system and program that registers multiple users' objects, generates events based on positional information, and allows objects of one user to participate in events generated for another user, enhancing interaction and engagement within the virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a video game system uses positional information of user terminals to generate events in a virtual space, then the game can progress with individual user participation, but the sense of unity and interaction among users is weakened

Engineering Contradiction:
ImproveIndividual user participationVSAvoidSense of unity among users
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent combines individual user events with other users' objects by enabling cross-user object participation in events. When a event is generated for user A, objects from user B can also participate, merging separate user experiences into a unified interactive event that maintains both individual participation and collective unity.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

Other users' objects act as intermediaries between different users in the virtual space. User B's objects serve as mediators that enable interaction and connection between user A and user B, facilitating indirect communication and collaboration without requiring direct user-to-user interaction.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If users progress through a shared virtual space without interacting with each other, then individual game progress is maintained, but user interest and engagement are diminished

Engineering Contradiction:
ImproveIndividual game progressVSAvoidUser engagement
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts event composition by automatically incorporating other users' objects based on event characteristics and user proximity. This dynamic adaptation transforms static individual progression into a flexible system that adapts to create engaging interactive opportunities, enhancing user interest while preserving individual progress autonomy.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system preliminarily registers and stores objects from multiple users before events are generated. This preliminary preparation enables rapid assembly of interactive event groups when events occur, allowing seamless integration of multiple users' objects without disrupting individual game progress or requiring real-time coordination.

Inventive Principle:
Principle #10Preliminary action

3Device complexity

If events are generated based solely on one user's positional information, then event generation is simple and direct, but opportunities for multi-user interaction are lost

Engineering Contradiction:
ImproveEvent generation mechanismVSAvoidNumber of participating users
Core Design Contradiction:
Device complexityVSQuantity of substance

Solution Approach 1:

The event generation system serves multiple functions: it generates events based on individual user positional information while simultaneously enabling multi-user object participation. This multi-functionality allows the same event generation mechanism to operate at both individual and collective levels, increasing user participation without complicating the core event generation process.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system copies objects from other users into the event space without requiring complex inter-user communication protocols. By copying user B's objects into user A's event, the system achieves multi-user interaction through simple data replication, maintaining event generation simplicity while expanding participation.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12102905B2Non-transitory computer-readable medium and video game processing system
Publication Date: 2024.10.01 SQUARE ENIX HLDG CO LTD
  • US12102905B2 patent drawing
  • US12102905B2 patent drawing
  • US12102905B2 patent drawing

AI summary

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: a registering function configured to register objects of a plurality of users; a generating function configured to generate a predetermined event on a basis of positional information of a user terminal of a first user; and a participating function configured to cause an object of a second user different from the first user, for whom the event is generated, among the objects registered by the registering function to participate in the event.