Game Mode Map Interface for Social Engagement

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Solution Overview

Problem

Existing match-three games face challenges in maintaining user engagement and providing rewarding gameplay on limited display resources, such as smartphones, and struggle to effectively integrate social and group modes without overwhelming players with numerous levels and complex interactions.

Innovation Solution

A computer-implemented method and system that renders a navigable image with location icons, allowing users to select game modes, including solo, social, and group modes, where users can achieve objectives, receive markers, and participate in collaborative quests, with dynamic events and markers that unlock new content and interactions, enabling ongoing engagement without constant new level development.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple game modes and social interactions are integrated into match-three games, then user engagement is enhanced, but device complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is divided into separate game modes (solo mode, social mode, group mode) that can be independently selected and played. Each mode is represented as a distinct location icon on the map, allowing players to choose specific modes without being overwhelmed by the entire system's complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The map interface serves multiple functions: it displays progress across all game modes, provides navigation to different game types, and shows dynamic events. This universal interface consolidates what would otherwise require multiple separate screens or menus, reducing overall system complexity while maintaining versatility.

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

2Productivity

If dynamic events and markers are used to unlock new content, then user engagement is maintained without constant new level development, but the system complexity increases

Engineering Contradiction:
Improvecontent delivery efficiencyVSAvoidcontent management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system pre-defines multiple game modes and their associated objectives before the player begins playing. These modes are prepared as selectable location icons on the map, with their objectives and reward structures predetermined, allowing the game to deliver varied content without requiring continuous manual level creation.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The map dynamically updates to show progress markers, unlocked content, and available events based on player achievement. This dynamic representation allows the system to manage and present content efficiently, showing only relevant options to the player at any given time rather than presenting all possible content simultaneously.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If social mode allows players to help friends with electronic assistance messages, then user engagement increases, but information management complexity increases

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidmessage transmission management
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system introduces an intermediary mechanism where game objectives and assistance requests are structured as standardized data elements. When a player completes an objective in social mode, the system automatically manages the transmission of electronic assistance messages to friends, reducing the complexity of direct peer-to-peer communication management.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Adaptability or versatility

If group mode receives remote user input from multiple users, then collaborative engagement is enhanced, but data synchronization complexity increases

Engineering Contradiction:
Improvecollaborative gameplay capabilityVSAvoidremote data synchronization
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system merges remote user inputs and game data into a unified group game state. Multiple players' actions are combined and processed together, with the map interface showing collective progress toward shared objectives. This merging approach simplifies data management compared to handling each player's data separately while maintaining collaborative engagement.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS10621822B2Controlling a user interface of a computer device
Publication Date: 2020.04.14 KING COM
  • US10621822B2 patent drawing
  • US10621822B2 patent drawing
  • US10621822B2 patent drawing

AI summary

A computer implemented game has a game code module. The game code module generates a group game mode for user engagement at a user interface, the group game mode providing user selectable game objects on an initial game board on the display. The game code module is configured to receive from a server remote user game data generated by other user devices of users engaged in the group game mode. The display displays a progress indicator which indicates cumulative progress of the user and other users, using the game data generated by the user device and the remote user game data.