Game Mode Switching via Dynamic Parameter Adjustment

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Solution Overview

Problem

Existing game systems lack convenience for users, particularly when users cannot freely play game parts due to insufficient points or other limitations, restricting their gaming experience.

Innovation Solution

A program and information processing device that allows users to store game part information, detect user operations, determine game modes (normal or practice), and change screen settings accordingly, enabling flexible gameplay by executing game parts in chosen modes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users are restricted to play game parts only when having sufficient points, then game balance is maintained, but user convenience and accessibility deteriorate

Engineering Contradiction:
Improveuser convenienceVSAvoidgame balance
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system dynamically adjusts game part settings between two modes: normal mode with standard restrictions (points consumption, stamina limits, time limits) and practice mode with relaxed restrictions (no points consumption, extended or removed stamina limits, extended time limits). This dynamic switching allows the system to adapt to different user needs while maintaining game balance through the normal mode.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key parameters of game parts based on the selected mode. In practice mode, parameters such as points consumption (reduced to zero), stamina consumption (reduced or removed), and time limits (extended or removed) are modified to improve user convenience without permanently affecting game balance.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If game parts have strict settings regarding points consumption and time limits, then game economy is controlled, but user freedom and flexibility deteriorate

Engineering Contradiction:
Improveuser freedomVSAvoidgame settings complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system provides dynamic switching between normal mode and practice mode, allowing users to freely choose their preferred playing conditions. This dynamic approach enhances user freedom without requiring complex individualized settings for each game part.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The mode selection mechanism serves as a universal solution applicable to all game parts, providing flexibility through a simple binary choice (normal/practice mode) rather than requiring complex individualized configuration for each game element.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Ease of operation

If users can play game parts without sufficient points, then user accessibility improves, but resource management and game economy deteriorate

Engineering Contradiction:
Improveuser accessibilityVSAvoidpoints consumption
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system dynamically adjusts points consumption based on the selected mode. In practice mode, points consumption is reduced to zero or significantly lowered, improving accessibility. In normal mode, standard points consumption applies, maintaining game economy and resource management.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the points consumption parameter based on mode selection, allowing flexible adjustment between accessibility (practice mode with reduced points requirement) and resource management (normal mode with standard points consumption).

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11964199B2Program, information processing device, and control method
Publication Date: 2024.04.23 GREE HOLDINGS INC
  • US11964199B2 patent drawing
  • US11964199B2 patent drawing
  • US11964199B2 patent drawing

AI summary

A non-transitory computer-readable storage medium configured to operate a game program. The program may cause an information processing device to execute a step of storing information relating to a game part, a step of displaying a screen including a first interface capable of detecting a first user operation, a determination step of (if the first user operation is detected) determining a mode of the game part to be one of a first mode or a second mode, a change step of changing a part of the screen according to the mode of the game part determined in the determination step, and an execution step of executing the game part in the mode determined in the determination step.