Game Device Movement Mechanism for Tactical Player Interaction
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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
Engineering 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
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.
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.
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
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.
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.
3Adaptability or versatility
If special indication with limited usage is introduced, then the tactical depth is enhanced, but the game system becomes more complex
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.
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
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.
Data Source
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.


