Game Object String Segmentation for Player Emotional Engagement

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Solution Overview

Problem

Existing games that feature a player character chasing or escaping from an enemy in a maze lack differentiation between characters, making it difficult for players to develop empathy or negative feelings towards the enemy character due to similar appearances.

Innovation Solution

A game system that includes a display control section to show an object string with a main object and sub-objects connected to it, along with a player object, within a game screen, and a mode switch section that changes the motion mode based on predetermined conditions, creating distinct power dynamics and character interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If the enemy character and player character are designed with similar appearances, then the game mechanics become simpler and more focused on movement, but the player's emotional engagement and empathy with the player character decreases

Engineering Contradiction:
Improvecharacter design complexityVSAvoidplayer emotional engagement
Core Design Contradiction:
Device complexityVSEase of manufacture

Solution Approach 1:

The enemy character is segmented into a main object and sub-objects connected in a string configuration. This segmentation creates visual differentiation between the player character and enemy character, allowing the player to distinguish and emotionally engage with the enemy as a composite entity while maintaining simple movement mechanics.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The enemy character string is designed with asymmetric structure where the main object has different appearance characteristics from the sub-objects. This asymmetry enhances visual distinction and player emotional engagement without complicating the underlying movement and collision detection systems.

Inventive Principle:
Principle #4Asymmetry

2Ease of manufacture

If the enemy character and player character differ in outward appearance, then player empathy and emotional engagement improve, but the mental effect of the difference decreases during the game

Engineering Contradiction:
Improveplayer emotional engagementVSAvoidsustainability of visual differentiation effect
Core Design Contradiction:
Ease of manufactureVSDuration of action of moving object

Solution Approach 1:

The visual differentiation between main object and sub-objects is made dynamic through mode switching. In the first mode, distinct appearance features are emphasized to maximize player emotional engagement. In the second mode, appearance features are reduced or unified to create tension and challenge for the player, sustaining engagement throughout the game duration.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The appearance parameters of the enemy character string are changed based on the operational mode. In the first mode, parameters such as color, size, or visual features of the main object and sub-objects are set to maximize differentiation. In the second mode, these parameters are adjusted to reduce differentiation, creating a dynamic visual experience that sustains player engagement.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If the object string moves in a superior mode, then the enemy character becomes more challenging, but the game becomes excessively difficult and frustrating

Engineering Contradiction:
Improvegame challenge levelVSAvoidgame frustration
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The game alternates between first mode and second mode periodically or based on triggered conditions. During first mode periods, the enemy character string moves with superior capabilities to provide challenge. During second mode periods, the enemy moves with inferior capabilities to allow player recovery and reduce frustration, creating a balanced gameplay experience.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The mode switching mechanism serves as a preliminary anti-action to prevent excessive game difficulty. When the game detects that the challenge level is becoming too high, it automatically switches to the second mode to reduce the enemy's capabilities, preventing player frustration before it occurs.

Inventive Principle:
Principle #9Preliminary anti-action

Data Source

PatentUS9993731B2Information storage medium, server, and game device
Publication Date: 2018.06.12 BANDAI NAMCO ENTERTAINMENT INC
  • US9993731B2 patent drawing
  • US9993731B2 patent drawing
  • US9993731B2 patent drawing

AI summary

A computer performs a process for displaying an object string and a player object within a game screen, the object string including a main object, and at least one sub-object that is connected to the main object, the player object being an object that can be operated by a player, and virtual walls that limit a moving direction of each of the main object, the sub-object and the player object being provided within the game screen. The motion of the player object within the game screen is controlled in response to an operation performed by the player. The motion mode of the object string is switched from a first mode to a second mode or a third mode based on a given condition, the second mode being a mode in which the object string is inferior as compared with the first mode, and the third mode being a mode in which the main object is superior as compared with the first mode.