Game Item Display Segmentation for Obtainable Item Visibility
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Solution Overview
Problem
Conventional information processing devices fail to allow players to readily recognize items that are not possessed but can be obtained in the future, limiting the player's awareness of available game items.
Innovation Solution
An information processing system that includes an obtaining unit to gather item possession information and an output-information generating unit to display on a screen that items can be obtained, based on executable processing information, enabling players to recognize obtainable items through a user-friendly interface.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If conventional information processing devices display only item possession information, then the display screen remains simple and easy to understand, but players cannot readily recognize items that can be obtained in the future
Solution Approach 1:
The display screen is segmented into multiple regions: a first display region showing items the player possesses, and a second display region showing items the player does not possess but can obtain. This segmentation allows information about obtainable items to be presented without overwhelming the player, as each region serves a distinct purpose and can be independently managed.
Solution Approach 2:
Different display modes are applied to different regions of the screen. The first display region uses a first display mode for possessed items, while the second display region uses a second display mode for obtainable items. This local differentiation allows the system to provide detailed information about obtainable items in the second region without affecting the simplicity of the overall interface.
2Loss of information
If the system provides detailed information about obtainable items, then players can better understand what items they can acquire, but the information processing complexity increases
Solution Approach 1:
The system performs preliminary determination of obtainable items by checking item possession information and executable processing information in advance. This preliminary action allows the system to pre-calculate which items can be obtained through executable processing, so that when displaying information in the second display region, the system only needs to present pre-determined results rather than performing complex real-time analysis.
Solution Approach 2:
Executable processing information acts as an intermediary between item possession information and the final display output. The system uses this intermediate layer to determine obtainability by combining possession status with processing capabilities, thereby simplifying the overall information processing while still providing comprehensive details about obtainable items.
3Loss of information
If the system displays all item information without distinction, then complete information is provided, but players cannot easily distinguish between possessed and obtainable items
Solution Approach 1:
The display is divided into distinct regions: items the player possesses are shown in a first display region, while items the player does not possess but can obtain are shown in a second display region. This spatial segmentation allows players to easily distinguish between different item statuses without losing any information.
Solution Approach 2:
Different display modes are applied to different regions to enhance distinguishability. The first display mode for possessed items and the second display mode for obtainable items create visual differentiation, making it easy for players to understand their current inventory status and potential future acquisitions at a glance.
Data Source
AI summary
An information processing program causes a computer to realize: an obtaining unit that obtains item possession information indicating whether or not a player possesses a first item, which can be obtained by executing predetermined processing in a game, first item information indicating the first item managed in association with the processing, and executable processing information indicating the processing that can be executed by the player; and an output-information generating unit (319) that generates output information for reporting that the first item can be obtained in a display screen displaying information concerning the first item not possessed by the player in the case where it is determined, on the basis of the item possession information, that the player does not possess the first item and it is determined, on the basis of the first item information and the executable processing information, that the player can execute processing by which the first item can be obtained.


