Video Game Party Propagation Reward System

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Solution Overview

Problem

In conventional video game technologies, players who form parties that are propagated to multiple users receive no incentives, leading to a lack of motivation to continue playing.

Innovation Solution

A system that identifies and rewards the original player who formed a party when it is employed or further propagated by other players, through various game actions such as copying, battling, or forming new parties, with different reward values for different propagation scenarios.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a player forms a party that is propagated to multiple players, then the variety of parties available to players increases, but the forming player receives no incentives and loses motivation to play

Engineering Contradiction:
Improveparty varietyVSAvoidplayer motivation
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system implements a feedback mechanism by tracking party propagation and providing rewards to the forming player. When another player employs a formed party, the system identifies the original forming player and grants them rewards, creating a positive feedback loop that maintains motivation while enabling party sharing and variety

Inventive Principle:
Principle #23Feedback

2Reliability

If rewards are granted for party propagation, then player motivation increases, but the system may grant excessive rewards

Engineering Contradiction:
Improveplayer motivationVSAvoidreward cost
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system applies partial action by granting rewards only for specific propagation events rather than continuously. Rewards are given when another player employs the formed party, but not for every possible action or interaction, thereby providing motivation while controlling the total reward cost within acceptable limits

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If the system tracks party propagation across multiple players, then forming players can be identified and rewarded, but the system complexity increases

Engineering Contradiction:
Improveforming player identificationVSAvoidtracking system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system uses an intermediary approach by maintaining propagation tracking information as part of the party data structure itself. When parties are shared or employed, the system records the forming player identifier within the party metadata, allowing identification without requiring complex external tracking systems

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240399260A1Recording medium and information processing device for video game
Publication Date: 2024.12.05 SEGA CORP
  • US20240399260A1 patent drawing
  • US20240399260A1 patent drawing
  • US20240399260A1 patent drawing

AI summary

A non-transitory computer readable recording medium storing instructions for a video game that cause a computer to execute: receiving an input signal from a first player for forming a party consisting of one or more pieces of game content; in response to a second player employing the formed party, identifying the first player who formed the formed party; and in response to the second player employing the formed party, and in response to a third player also employing the formed party after being employed by the second player, granting a reward to the identified first player.