Game Object Ability Scaling via Parameter Limits
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Solution Overview
Problem
Existing game systems lack the ability to create new gaming experiences by utilizing game objects from another game, leading to stagnation and reduced player motivation.
Innovation Solution
An information processing system that selects and modifies game objects from one game to be used in another, with adjustable ability data to enhance gameplay, allowing for growth and differentiation between games, and incorporating elements from other players' objects to reduce ability disparities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If game objects from another game are used as-is in the new game, then development time and cost are reduced, but the gameplay becomes stagnant and player motivation decreases
Solution Approach 1:
The patent modifies ability parameters of existing game objects when transferring them to a new game. The processor sets second ability data indicating abilities lower than the first ability data from the source game, then allows these abilities to grow during gameplay within defined upper limits. This parameter adjustment creates fresh gameplay experiences while reusing existing game objects, resolving the contradiction between development efficiency and gameplay variety.
2Adaptability or versatility
If game objects are allowed to grow indefinitely in the new game, then player motivation and engagement increase, but balance and fairness are compromised
Solution Approach 1:
The patent establishes upper limits on ability growth before gameplay begins. The processor sets these limits based on the original ability data from the source game, preventing objects from becoming overpowered. This preliminary constraint ensures game balance is maintained while still allowing meaningful growth and engagement during gameplay.
Solution Approach 2:
The system continuously monitors ability growth during gameplay and enforces upper limits when growth conditions are met. When an object's ability reaches the predetermined upper limit, further growth is prevented, providing feedback that maintains balance. This dynamic control allows player motivation through growth while preserving game fairness.
3Adaptability or versatility
If different update conditions are applied to possessed objects and use objects, then player motivation for both games increases, but system complexity increases
Solution Approach 1:
The patent divides update conditions into separate categories for possessed objects (in the source game) and use objects (in the new game). Different update conditions can be applied to each category, allowing independent optimization of motivation mechanisms for each game type. This segmentation enables tailored gameplay experiences while managing system complexity through clear separation of concerns.
Data Source
AI summary
An example of an information processing system stores therein first ability data indicating abilities of possessed objects used in a first game. A use object to be used in a second game is selected from among the possessed objects. Second ability data indicating an ability of the use object is set so as to indicate an ability lower than the ability indicated by the first ability data of the possessed object that becomes the use object. When an update condition regarding the use object has been satisfied during execution of the second game, the second ability data is updated such that the ability of the use object having satisfied the update condition is strengthened. Regarding the update of the second ability data, an upper limit is set on at least a part of the ability of the use object, based on the ability indicated by the first ability data.


