Game Object Combination Logic for Dynamic In-Game Effects

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Solution Overview

Problem

Conventional game systems fail to generate in-game effects from combinations of game items, leading to a lack of engagement and amusement for users.

Innovation Solution

A non-transitory computer-readable storage medium storing an information processing program that sets values for game objects, enables in-game effects based on object selection, and generates second effects when specific combinational conditions are met, enhancing user interaction and strategy.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional game systems provide possession frames for game items, then users can possess multiple game items, but no in-game effects are generated by combinations of these items

Engineering Contradiction:
Improvecombination of game itemsVSAvoidlack of in-game effect
Core Design Contradiction:
Adaptability or versatilityVSObject-generated harmful factors

Solution Approach 1:

The patent merges multiple game items held in possession frames by detecting combinational conditions between them. When items satisfy the combinational condition, they generate combined in-game effects that are more advantageous than individual effects, thereby resolving the issue of no effects being generated from item combinations.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent changes the parameter of in-game effects by detecting combinational conditions between game items. When items are combined, the system determines whether they satisfy the combinational condition and generates different types of effects (first effect for single items, second effect for combined items), thereby creating dynamic parameter changes in the game system.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the system generates second in-game effects based on combinational conditions, then user engagement and amusement are enhanced, but the system complexity increases

Engineering Contradiction:
Improvedynamic gameplay experienceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the effect generation system into distinct modules: one for detecting individual game items, another for detecting combinational conditions between items, and a third for generating corresponding effects. This segmentation allows the complex system to manage multiple game items and their combinations without overwhelming complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic effect generation where the system adaptively determines whether to generate first effects (for individual items) or second effects (for combined items) based on real-time detection of combinational conditions. This dynamic approach enhances gameplay variety while managing system complexity through conditional logic.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11103784B2Storage medium storing information processing program, information processing apparatus, information processing system, and information processing method
Publication Date: 2021.08.31 NINTENDO CO LTD
  • US11103784B2 patent drawing
  • US11103784B2 patent drawing
  • US11103784B2 patent drawing

AI summary

A non-limiting example system includes a computer to execute: setting, for each of a plurality of in-game options, a value for a parameter that indicates possession of at least one of a plurality of game objects; selecting at least one of the plurality of game objects that is indicated as being possessed from the plurality of in-game options; based on the selection of at least one of the game objects, enabling occurrence of a first in-game effect based on a type of the selected object; based on occurrence of the first in-game effect, changing a value set for the parameter of the in-game option that corresponds to the selected object; and based on determination that at least two of the values set for the parameters of the plurality of in-game options satisfy a combinational condition, enabling occurrence of a second in-game effect different from the first in-game effect.