Game Device Movement Mechanism for Tactical Player Interaction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional games where multiple player characters move independently in a game space lack direct interaction, resulting in limited tactical engagement and zest, as the movement of one character does not directly affect others.

Innovation Solution

A game system that includes an indication acceptance unit for determining movement on a route, a movement amount determination unit for updating positions of all player characters, and an event processing unit for performing events based on the movement, incorporating both normal and special indications with limited usage, allowing direct impact of one player's movement on others and enhancing tactical engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If player characters move independently in a game space, then the game rules are simple to understand, but the tactical engagement and player interaction are limited

Engineering Contradiction:
Improveease of understanding game rulesVSAvoidtactical engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent segments the movement mechanism into two distinct types: normal movement (independent die casting) and special movement (shared position movement). This segmentation allows players to choose between simple independent movement and complex interactive movement, maintaining ease of understanding while enabling tactical engagement when desired.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces dynamic flexibility by allowing players to switch between normal indication and special indication modes. The movement system transitions from static independent movement to dynamic shared movement based on player choice and game state, enabling adaptive tactical play while preserving the simplicity of basic movement rules.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If player characters move independently without direct interaction, then the game mechanics are simple, but the zest and engagement of the game are reduced

Engineering Contradiction:
Improvegame mechanics complexityVSAvoidgame engagement
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent makes the movement mechanism multi-functional by enabling it to serve both as independent movement (normal indication) and as a source of player interaction (special indication). The same basic movement system handles both simple progression and complex tactical scenarios, increasing engagement without proportionally increasing overall system complexity.

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

Solution Approach 2:

The patent introduces an intermediary mechanism (the shared position concept) that mediates between independent player actions and mutual influence. When special indication is used, players' movements become interconnected through the shared position, creating tactical depth while maintaining clear and manageable game mechanics.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If special indication with limited usage is introduced, then the tactical depth is enhanced, but the game system becomes more complex

Engineering Contradiction:
Improvetactical depthVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by restricting the complex special indication mechanism to specific situations where it provides tactical advantage. The limited usage count and context-specific applicability ensure that the enhanced tactical depth is achieved without requiring the entire game system to become uniformly complex.

Inventive Principle:
Principle #3Local quality

4Adaptability or versatility

If positions of all player characters are updated based on one player's movement indication, then direct interaction and tactics are enhanced, but the computational processing becomes more intensive

Engineering Contradiction:
Improveplayer interactionVSAvoidcomputational processing
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The patent implements partial action by updating positions selectively - only when special indication is used and only for players who have activated this mode. This approach provides the necessary player interaction and tactical depth while minimizing unnecessary computational overhead during normal independent movement phases.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8851993B2Game device, game method, non-transitory storage medium encoded with computer readable program for controlling game device, and game system, allowing for fun in tactics and enhanced zest of game
Publication Date: 2014.10.07 NINTENDO CO LTD
  • US8851993B2 patent drawing
  • US8851993B2 patent drawing
  • US8851993B2 patent drawing

AI summary

An exemplary embodiment provides a game device. The game device includes an indication acceptance unit for accepting an indication for determining an amount of movement, a movement amount determination unit for determining an amount of movement on the prescribed route, a position updating unit for updating positions of all player characters on the route in accordance with the determined amount of movement, and an event processing unit for executing an event on the player character and the indication acceptance unit includes a normal indication acceptance unit for accepting a normal indication for determining a normal amount of movement and a special indication acceptance unit for accepting a special indication for determining an amount of movement different from normal, which is executed alternative to the normal indication and of which number of permitted times of issuance by the plurality of player characters is limited.