Game Level Cap Privilege System for Player Motivation
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Solution Overview
Problem
In video game systems, players often reach a character level cap before satisfying the conditions for resetting the upper limit, resulting in wasted experience points and reduced motivation to continue playing, as there is no mechanism to provide incentives beyond the level cap.
Innovation Solution
A system that includes an experience value giving function, a managing function for character levels, and a privilege giving function, which awards privileges based on excess experience points beyond the level cap, providing ongoing goals and incentives for players.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If an upper limit is set to the character level, then the character progression is controlled and experience value accumulation is prevented from becoming infinite, but the player motivation decreases when the level cap is reached before the reset condition is satisfied
Solution Approach 1:
The patent segments the traditional single level cap into multiple tiered level caps (first level cap and second level cap). The first level cap applies normally during regular gameplay, while the second level cap is activated after specific conditions are met (such as reaching a certain level or completing quests). This segmentation allows players to experience multiple progression phases, maintaining motivation by providing new goals after each cap is reached.
Solution Approach 2:
The patent implements dynamic level cap adjustment where the upper limit of the level is not fixed but changes based on game progression conditions. When specific conditions are satisfied (e.g., reaching a certain level threshold or completing specific quests), the level cap is raised from the first level cap to the second level cap. This dynamic adjustment prevents player disengagement by continuously providing new challenges and goals.
2Device complexity
If the upper limit of the level is never reset without satisfaction of conditions, then the system remains simple to implement, but experience values are wasted when levels reach the cap before conditions are met
Solution Approach 1:
The patent implements preliminary action by preparing multiple level caps (first and second level caps) in advance and establishing clear conditions for transitioning between them. The system pre-defines when the level cap should be raised (e.g., when a character reaches a certain level or completes specific quests), ensuring that experience values are not wasted. This preliminary planning allows the system to handle level progression efficiently without complex real-time calculations.
3Duration of action of moving object
If the level cap is raised without clear conditions, then player progression is flexible and motivation is maintained, but the game balance and fairness are compromised
Solution Approach 1:
The patent applies local quality by differentiating between different level cap conditions and applying appropriate rules to specific situations. The first level cap applies to normal gameplay scenarios, while the second level cap is activated only when specific conditions are met (such as reaching a certain level or completing quests). This differentiation ensures that level progression remains balanced and fair while still providing flexibility to maintain player motivation through targeted exceptions.
Data Source
AI summary
A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game is provided. The functions include: an experience value giving function configured to give an experience value to an object on the basis of a result of an event that occurs in accordance with progress of the video game; a managing function configured to manage a level of the object on the basis of the given experience value; and a privilege giving function configured to give a privilege to the object on the basis of an experience value that has been given and exceeds a value required to reach an upper limit of the level.


