Video Game Party Reward Tracking 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, even when it is employed and further propagated by other players, through a specific algorithm that accumulates a value and grants rewards based on various conditions such as party usage and battle outcomes.

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 when other players copy the formed party and providing this information back to the original forming player. This feedback loop enables the system to grant rewards based on the propagation success, thereby maintaining player motivation while preserving party variety.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system changes the parameter of reward distribution by introducing a reward mechanism that activates when specific conditions are met (party copying). This parameter change transforms the original system where no rewards were given, into one where forming players receive incentives proportional to their party's propagation success.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the system tracks and rewards party propagation, then player motivation increases, but the system complexity increases due to tracking multiple copying events

Engineering Contradiction:
Improveplayer motivationVSAvoidtracking system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system uses data copying mechanisms to track party propagation events. When a player copies another player's party, the system creates a record of this copying event that links back to the original forming player. This copying approach allows efficient tracking without requiring complex centralized monitoring of each gameplay interaction.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system introduces an intermediary tracking mechanism that mediates between the forming player and the copying players. This intermediary layer manages the complexity of tracking multiple copying events by maintaining a structured record of party propagation, thereby simplifying the overall system architecture while enabling reward distribution.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If rewards are granted based on accumulated copying events, then the forming player receives appropriate incentives, but the delay in reward recognition reduces immediate motivation

Engineering Contradiction:
Improvereward fairnessVSAvoidreward recognition time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by setting up the tracking infrastructure and reward rules in advance. When a player forms a party, the system预先 establishes the tracking mechanism that will monitor future copying events. This preliminary setup enables automatic and timely reward recognition when copying occurs, reducing the time delay between the copying event and reward distribution.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system maintains continuous tracking of party propagation events rather than requiring periodic manual intervention. This continuous monitoring ensures that rewards are recognized promptly when copying events occur, maintaining player motivation while ensuring fair reward distribution based on actual propagation success.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20240399261A1Recording medium and information processing device for video game
Publication Date: 2024.12.05 SEGA CORP
  • US20240399261A1 patent drawing
  • US20240399261A1 patent drawing
  • US20240399261A1 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 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, accumulating an accumulated value corresponding to the first player and granting a reward to the first player based on the accumulated value.