Game Interface View Segmentation for Engagement
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Designing computer-implemented games that are both engaging and challenging for players, while providing a seamless and rewarding experience, is challenging due to the need for complex game rules and varied feedback mechanisms.
Innovation Solution
The 'play to build' paradigm combines clicker and switcher games with city-building mechanics, where players manage a virtual world by selecting and customizing game elements, achieving objectives, and interacting with a dynamic game board that refills and updates based on player progress, incorporating special game elements and boosters for strategic gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If complex game rules and varied feedback mechanisms are implemented to create engaging and challenging games, then player engagement and rewarding experience are improved, but device complexity and difficulty of operation increase
Solution Approach 1:
The game interface is segmented into multiple views (game view and environment view) that can be toggled between. Each view serves a specific function: the game view presents game rules and mechanics, while the environment view displays the virtual world. This segmentation allows complex game information to be organized into manageable, context-specific sections, reducing perceived complexity while maintaining engagement.
Solution Approach 2:
The patent introduces a dimensional switch between 2D game board interaction (game view) and 3D virtual environment exploration (environment view). This dimensional transition provides players with different perspectives and interaction modes, enhancing engagement through variety without requiring all complex elements to be present simultaneously in one interface.
2Adaptability or versatility
If multiple views and interaction modes are provided to enhance player engagement, then player involvement and customization options are improved, but ease of operation and interface simplicity deteriorate
Solution Approach 1:
The user interface dynamically transitions between game view and environment view based on player needs. The switcher component enables seamless transitions between these views, allowing players to access different interaction modes when needed while returning to simpler views when not required. This dynamic adaptability maintains ease of operation by only presenting complexity when necessary.
Solution Approach 2:
The switcher component acts as an intermediary between the simple main menu and the complex game/environment views. It provides a controlled transition mechanism that manages the complexity exposure to players, allowing them to access detailed views through a simple, intuitive interface element without being overwhelmed by complexity at all times.
3Adaptability or versatility
If detailed game boards and virtual environments are rendered simultaneously, then player immersion and customization are improved, but rendering performance and processing requirements worsen
Solution Approach 1:
The rendering system is segmented into separate rendering contexts: game board rendering for the game view and virtual environment rendering for the environment view. By separating these rendering tasks into distinct views that are not simultaneously active, the system reduces the total rendering load at any given moment while still providing both detailed representations when needed in their respective contexts.
Solution Approach 2:
The system uses periodic switching between game view and environment view, where each view is rendered in detail during its active period. This periodic alternation allows high-quality rendering of both game boards and virtual environments without requiring simultaneous rendering, as each receives full rendering resources during its designated time slot.
Data Source
AI summary
A computer device configured to: (a) render a game level in which a game board comprises a plurality of user selectable game elements of at least two types; (b) detect that a user has caused two user selectable game elements of the same type to be removed; (c) execute a refill process to refill vacancies on the game board after the game elements have been removed; (d) detect that a user has attained at least one objective of the game level by causing removal of certain user selectable game elements after a refill process; (e) access from a store a first portion of an object to be rendered on the display, the first portion associated with the at least one objective of the game level; and (f) in an environment view, render the first portion of the object within a representation of the virtual environment.


