Video Game Attack Processing with Indirect Chain Reactions

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Solution Overview

Problem

Conventional video games lack variation in attacks during battles, leading to monotony and decreased player interest due to limited attack ranges and reactions.

Innovation Solution

A video game processing apparatus that includes an attack specifying receiver, direct and indirect attack determiners, and reaction executors, allowing for varied attack reactions based on weapon type, ground level, and weight values, enabling attacks beyond predetermined ranges and increasing interaction with other characters or items.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If attack range is limited to predetermined distance, then attack accuracy is improved, but attack variation decreases

Engineering Contradiction:
Improveattack accuracyVSAvoidattack variation
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The patent introduces a new dimension to attacks by distinguishing between direct attacks (within range) and indirect attacks (beyond range). Indirect attacks allow the player character to attack enemy characters outside the predetermined attack range, adding a spatial dimension variation to the attack system while maintaining the accuracy of direct attacks within range.

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

Solution Approach 2:

The patent implements dynamic attack mechanics where the attack type (direct or indirect) changes based on the distance between the player character and the enemy character. This dynamic adjustment allows the system to adapt between accurate direct attacks at close range and varied indirect attacks at longer distances, resolving the contradiction between accuracy and variation.

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If attack is limited to direct contact, then attack precision is improved, but player interest decreases

Engineering Contradiction:
Improveattack precisionVSAvoidplayer interest
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent introduces an intermediary mechanism for indirect attacks where the player character can attack enemy characters beyond direct contact range. This intermediary attack system maintains precision through the hit determination process while increasing player interest by providing diverse attack options including both direct and indirect attack modes.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If attack range is extended beyond predetermined distance, then attack variation is improved, but attack accuracy decreases

Engineering Contradiction:
Improveattack variationVSAvoidattack accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent segments the attack system into two distinct types: direct attacks for enemy characters within the predetermined range and indirect attacks for enemy characters beyond the range. This segmentation allows each attack type to maintain its own accuracy characteristics while providing overall system variation, with direct attacks ensuring precision and indirect attacks providing versatility.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7666079B2Video game processing apparatus, a method and a computer readable medium that stores a program for processing a video game
Publication Date: 2010.02.23 SQUARE ENIX HLDG CO LTD
  • US7666079B2 patent drawing
  • US7666079B2 patent drawing
  • US7666079B2 patent drawing

AI summary

Specification of an attack for a player character is received by means of an attack specifying operation of the player. A direct attack reaction is determined in the case where it is determined that the attack hits an enemy character A. The direct attack reaction indicates a reaction of the direct attack target character that suffers the direct attack. The enemy character A is then caused to execute the determined direct attack reaction. In the case where it is determined that an indirect attack to be caused by contact between the enemy characters A, B hits an enemy character B when the enemy character A executes the direct attack reaction, an indirect attack reaction indicating a reaction of the enemy character B that suffers the indirect attack is determined. The enemy character B is then caused to execute the determined indirect attack reaction.