Game Mission Segmentation for Motivation and Ease of Operation

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Solution Overview

Problem

Players face a sense of duty and laborious operations when completing numerous daily missions in games, which can compromise their motivation due to the repetitive nature and high frequency of tasks.

Innovation Solution

An information processing program that allows players to acquire privileges within an upper-limit number of times per prescribed period, offering a list of missions that can be accomplished via normal or skip play, enabling players to select and execute quests efficiently, and providing additional rewards for completing daily missions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a large number of daily missions are set for players, then the motivation for playing is enhanced through repeated privilege acquisition, but the operation becomes laborious and motivation is compromised

Engineering Contradiction:
Improvemotivation for playingVSAvoidease of operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system segments missions into multiple groups (e.g., first group, second group, third group) where each group contains specific missions. Players can select and complete missions from different groups to acquire privileges, rather than being forced to complete all missions sequentially. This segmentation reduces the perceived laboriousness while maintaining the repetition needed for motivation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts the mission selection process by allowing players to choose from multiple groups and providing information about which missions have not yet been completed for privilege acquisition. The prescription generation is dynamic based on player progress, creating an adaptive experience that balances repetition with player autonomy.

Inventive Principle:
Principle #15Dynamics

2Productivity

If players must complete all daily missions to acquire privileges, then the privilege acquisition is maximized, but the sense of duty increases and laborious operations result

Engineering Contradiction:
Improveprivilege acquisitionVSAvoidease of operation
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

Players are not required to complete all missions in a group to acquire privileges. The system provides information about which specific missions within each group have not been completed, allowing players to perform partial actions (completing only necessary missions) rather than excessive actions (completing all missions). This maintains privilege acquisition while reducing laborious operations.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system provides feedback information to players about their mission completion status and which missions have not yet been completed for privilege acquisition. This feedback mechanism guides players efficiently toward acquiring privileges without requiring them to blindly complete all missions, thus reducing the sense of duty and laborious operations.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If multiple groups of missions are provided with different clearing conditions, then the versatility of mission completion is improved, but the complexity of selecting and executing missions increases

Engineering Contradiction:
Improveversatility of mission completionVSAvoidcomplexity of mission selection
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Missions are segmented into multiple groups with different clearing conditions (e.g., first clearing condition, second clearing condition, third clearing condition). Each group represents a distinct category of missions that can be completed independently. This segmentation organizes the complexity into manageable segments rather than presenting all missions as a single complex system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by automatically generating prescriptions that indicate which missions have not yet been completed for privilege acquisition. This preliminary information preparation reduces the complexity for players, as they don't need to manually track which missions to complete across multiple groups - the system has already done the analytical work.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20240115945A1Non-transitory computer readable medium, information processing method, and information processing system
Publication Date: 2024.04.11 CYGAMES INC
  • US20240115945A1 patent drawing
  • US20240115945A1 patent drawing
  • US20240115945A1 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute: allowing a player to acquire a privilege within an upper-limit number of times per prescribed period, for each of a plurality of missions that the player can accomplish; giving, when the player accomplishes one of the plurality of missions and a number of times that the player has acquired the privilege within the prescribed period through the accomplished mission is less than the upper-limit number of times, the privilege to the player; and generating a list by extracting a plurality of first missions, among the plurality of missions, with which the number of times that the player has acquired the privilege within the prescribed period is less than the upper-limit number of times.