Game Media Parameter Conversion for Reversi Strategy
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Solution Overview
Problem
Reversi game devices lack variety in strategies, leading to monotonous gameplay due to simple operations and limited player interaction, resulting in a lack of engagement for users.
Innovation Solution
A control method and system that introduce multiple parameters and ability information for game media, allowing players to select and place pieces with specific effects, converting their states and usage status based on player interactions, enhancing gameplay dynamics and strategy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If simple operation rules are used in Reversi game, then ease of operation is improved, but gameplay variety and strategic depth deteriorate
Solution Approach 1:
The patent introduces multiple parameters for each piece including ability information (attack, defense, special abilities), parameter states (first parameter state, second parameter state), and use status (usable, unusable). These parameters dynamically change during gameplay, allowing pieces to transform and interact in complex ways while maintaining simple placement operations. This resolves the contradiction by adding strategic depth through parameter complexity without complicating the basic gameplay mechanics.
2Adaptability or versatility
If multiple parameters and ability information are added to game media, then gameplay variety and strategy are improved, but device complexity deteriorates
Solution Approach 1:
The patent segments the game system into distinct components: game media with ability information, parameter states, use status, and conversion mechanisms. Each piece has segmented attributes (attack ability, defense ability, special abilities) that can be independently managed and modified. This segmentation allows the system to handle complexity in a modular way, where each parameter and ability can be processed separately, reducing the overall system complexity burden.
Solution Approach 2:
The patent implements dynamic parameter states where pieces can convert between first parameter state and second parameter state, and their use status can change from usable to unusable and vice versa. This dynamic behavior allows the game system to adapt complexity during gameplay rather than having fixed complex structures, enabling strategic variety while managing device complexity through runtime flexibility.
3Adaptability or versatility
If piece conversion and ability usage mechanisms are implemented, then strategic depth is improved, but ease of operation deteriorates
Solution Approach 1:
The patent implements automatic piece conversion mechanisms where pieces automatically convert between parameter states based on game conditions and ability usage. The system self-manages the complexity of tracking usable versus unusable abilities and handling state conversions without requiring manual player intervention for each mechanical detail. This allows players to focus on strategic decisions while the system handles operational complexity automatically.
Data Source
AI summary
Provided is a control method of a game executed by an information processing device, the method including: storing a plurality of first game media associated with a first player and a plurality of second game media associated with a second player, the plurality of first game media being associated with ability information, placing one or more first selection game media; producing an effect corresponding to the ability information selected; placing one or more second selection game media; converting at least a part of the one or more first selection game media placed in the field from the first parameter state to the second parameter state; and changing a use status of the ability information associated with the one or more first selection game media converted from the first parameter state to the second parameter state.


