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

VSEngineering 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

Engineering Contradiction:
Improvedevelopment time and costVSAvoidgameplay variety and player motivation
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

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.

Inventive Principle:
Principle #35Parameter changes

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

Engineering Contradiction:
Improveplayer motivation and engagementVSAvoidgame balance and fairness
Core Design Contradiction:
Adaptability or versatilityVSReliability

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #23Feedback

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

Engineering Contradiction:
Improveplayer motivationVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12097429B2Information processing system, information processing apparatus, storage medium, and game processing method
Publication Date: 2024.09.24 NINTENDO CO LTD
  • US12097429B2 patent drawing
  • US12097429B2 patent drawing
  • US12097429B2 patent drawing

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.