Game Event Parameters for Balanced Game-Media Usage
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Solution Overview
Problem
Players tend to focus on specific game media in games, leading to biased usage frequencies and reduced interest in less-frequently-used media, which hampers the mechanism for strengthening emotional attachment to the game.
Innovation Solution
A system that accumulates a first parameter based on game usage, allows events to be executed when the parameter is consumed, and updates a second parameter associated with the event-targeted game medium, encouraging the use of various media through events and content release.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If players focus on specific game media to improve performance and features, then game performance is improved, but usage frequency bias occurs and emotional attachment to less-frequently-used media deteriorates
Solution Approach 1:
The system executes events in advance associated with less-frequently-used game media before players naturally gravitate toward popular media. This preliminary action ensures that alternative media receive attention and reinforcement early, preventing long-term neglect and maintaining diverse usage patterns throughout the game session.
Solution Approach 2:
The system monitors usage frequency of different game media and dynamically adjusts event execution accordingly. When certain media are underutilized, the system provides feedback through events that encourage their usage, creating a self-regulating mechanism that balances player preferences with diverse media exploration.
2Extent of automation
If the system releases content based on usage parameters, then content release is automated, but player interest in usage parameters decreases leading to lower usage frequency
Solution Approach 1:
The system introduces events as intermediary elements between automated content release and player engagement. Instead of directly linking content release to usage parameters (which creates disengagement), events serve as engaging intermediaries that indirectly promote media usage and maintain player interest while still enabling automated content management.
Solution Approach 2:
The system segments content release into two independent parts: automated parameter-based content management and event-based player engagement. This segmentation allows automated content release to function without directly impacting player interest in usage parameters, as events provide separate engagement value that maintains productivity.
3Reliability
If the system executes events associated with specific game media, then emotional attachment to that media is strengthened, but the complexity of event management increases
Solution Approach 1:
The system designs events with multi-functionality, allowing a single event to serve multiple purposes: strengthening emotional attachment to target media, providing feedback on usage patterns, and maintaining player engagement. This universality reduces the need for separate specialized events, thereby managing complexity while achieving reliable emotional attachment.
Data Source
AI summary
Provided are a program, an information processing system, and an information processing method that can proactively motivate players to play games by using various game media. A walk parameter is accumulated in accordance with a usage status of a game, and selection of an event-targeted character is received when the walk parameter satisfies a condition for executing an event and the event is executable. On the condition that the walk parameter is consumed, the event is executed in association with the event-targeted character, and an affinity parameter associated with the event-targeted character is updated based on a result obtained from executing the event.


