Game Object Reusability and Currency Exchange Logic
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Solution Overview
Problem
Current game systems lack motivation for acquiring in-game currency and items, as the existing reward structures are not sufficiently engaging or rewarding.
Innovation Solution
A non-transitory computer-readable storage medium storing an information processing program that executes a game with multiple scenes, where players receive game objects in exchange for in-game currency, with these objects providing advantageous effects and being usable across multiple scenes, and an item lottery system that offers a 'fever state' for enhanced gameplay benefits.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If game objects are given in exchange for in-game currency, then player motivation for acquiring currency is enhanced, but the game economy may become imbalanced
Solution Approach 1:
The patent applies parameter changes by differentiating between first game objects (given freely) and second game objects (exchanged for currency), and by limiting the reusable nature of these objects across multiple game scenes. This creates economic balance while maintaining player motivation through controlled scarcity and value differentiation.
2Productivity
If game objects can be continually used in multiple game scenes, then player engagement is enhanced, but the value and scarcity of items is reduced
Solution Approach 1:
The patent implements dynamics by making the reusability of game objects conditional and temporary. First game objects can be used across multiple scenes but have limited durability, while second game objects obtained through exchange are single-use. This dynamic design maintains engagement while preserving item value through controlled expiration and scarcity.
3Productivity
If additional effects are applied to player objects, then gameplay excitement is enhanced, but system complexity increases
Solution Approach 1:
The patent applies segmentation by dividing additional effects into distinct categories: first effects associated with first game objects and second effects associated with second game objects. This modular approach enhances gameplay excitement through varied effects while managing system complexity through organized, segmented effect management rather than monolithic complexity.
Data Source
AI summary
In an example system, in the first game scene, a first game object is given to a user in exchange for a reduction in in-game currency possessed by the user, and based on a type of the first game object, a player object disposed in a virtual space is controlled. Based on the player object's reaching a specific position in the virtual space, a second game object is given to the user, and based on the user's instruction, the second game object is given to the user in exchange for a reduction in the in-game currency. The first game object is allowed to be continually used in a plurality of the second game scenes, and the second game object is not allowed to be continually used in a plurality of the second game scene.


