Game Execution Control Method for Dynamic Sub-Game Participation

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Solution Overview

Problem

Traditional board games often lead to player disengagement due to waiting for others to finish their turns during competitive or cooperative gameplay, especially in battle sub-games, resulting in a loss of interest.

Innovation Solution

Implementing a system where ownership of game elements can be transferred and benefits given based on the outcome of sub-games, allowing multiple players to participate simultaneously and dynamically, with the option for third-party participation and varied gameplay rhythms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a battle sub-game is executed when a piece stops at an element owned by another player, then the sub-game can be played simultaneously without waiting for sequential turns, but other players must wait for the sub-game to end which causes loss of interest

Engineering Contradiction:
Improvegameplay efficiencyVSAvoidwaiting time for other players
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The game is divided into a main game (board game) and sub-games (battle sub-games). Players can participate in the main game continuously while battle sub-games are executed separately. This segmentation allows players to engage in different game layers simultaneously, reducing idle waiting time and maintaining continuous engagement across multiple game dimensions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a temporal dimension to gameplay by allowing parallel execution of main game actions and sub-games. Instead of sequential turn-based progression, players operate in different time layers - the main game progresses while sub-games run in parallel. This dimensional expansion transforms the traditional linear gameplay flow into a multi-layered temporal structure where waiting is minimized through concurrent activities.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If ownership of elements is transferred based on sub-game outcomes, then player motivation and engagement are enhanced, but the game complexity and number of rules increase

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidgame rules complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Ownership of game elements is made dynamic rather than static. Elements can change owners based on sub-game outcomes, creating a living game board that adapts to player actions and results. This dynamic ownership system adds strategic depth and replayability while the modular structure keeps rule complexity manageable through clear conditional logic.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The ownership parameter of game elements is changed based on sub-game results. When a player wins a battle sub-game, the ownership parameter of the targeted element transitions to the winner. This parameter change mechanism provides clear, rule-based dynamics that are easy to understand and implement, balancing gameplay versatility with rule simplicity.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If multiple players participate in sub-games simultaneously with third-party participation options, then player engagement increases, but the coordination and management of game states becomes more complex

Engineering Contradiction:
Improveplayer participation frequencyVSAvoidgame state management
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The main game board and element ownership system serve as intermediaries that coordinate sub-game participation. Rather than directly managing complex multi-player sub-game states, the system uses the existing element ownership structure to mediate which players can participate in which sub-games. This intermediary layer simplifies coordination by leveraging the already-established ownership relationships.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The element ownership system serves multiple functions: it defines territorial control in the main game, determines sub-game participation eligibility, and tracks victory conditions. This multi-functional design reduces the need for separate coordination mechanisms, as the ownership system itself manages participation logic across different game modes and player configurations.

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

Data Source

PatentUS8342930B2Game execution control method, storage medium, and electronic instrument
Publication Date: 2013.01.01 BANDAI NAMCO ENTERTAINMENT INC
  • US8342930B2 patent drawing
  • US8342930B2 patent drawing
  • US8342930B2 patent drawing

AI summary

When a piece 6a has stopped at an empty element 3, a castle 10 can be built at the element, and ownership can be set to the element. When another piece 6b has stopped at the element to which the ownership has been set, a sub-game is executed so that a player who owns the castle 10 (element 3), another player who uses a piece 6b, and a third player who uses a piece 6c that is positioned within a given range from the castle 10 participate in the sub-game. When the player who owns the castle 10 has won the sub-game, the player can collect the cost of staying from the player who uses the piece 6b. When the player who uses the piece 6b has won the sub-game, the player who uses the piece 6b can acquire the ownership of the castle 10.