Pass-Structured Game Platform Impediment Management

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Solution Overview

Problem

Current video game platforms lack the ability to dynamically restrict player activities and enhance gameplay experiences through a structured system of impediments and virtual currency transactions, limiting the creator's control over player interactions and rewards.

Innovation Solution

A network-connected server with software that enables game creators to apply impediments to player activities, offering interactive mechanisms for players to purchase passes to overcome these impediments, and a transaction system to manage virtual currency balances, allowing for enhanced gameplay dynamics and strategic player interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game creators are given full control to design game mechanics and rules, then game creativity and customization are improved, but system complexity and difficulty of management increase

Engineering Contradiction:
Improvegame creator controlVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the game system into distinct functional modules: game creation tools for designers, impediment application mechanisms, pass purchase systems for players, and transaction management components. This segmentation allows each module to be independently managed and controlled, reducing overall system complexity while maintaining creator versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces virtual currency and pass mechanisms as intermediary elements between game creators and players. These intermediaries facilitate controlled interactions by mediating access to game features through a standardized transaction system, simplifying the management of creator-player interactions.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If impediments are applied to player activities to enhance challenge, then gameplay engagement is improved, but player frustration and loss of time increase

Engineering Contradiction:
Improvegameplay engagementVSAvoidtime to overcome obstacles
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent allows players to purchase passes before encountering impediments, enabling them to prepare and plan their gameplay strategy in advance. This preliminary action reduces unexpected delays and frustration by allowing players to proactively acquire necessary passes rather than being forced to wait or retry failed attempts.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides immediate feedback to players when they encounter impediments, clearly indicating what pass is needed and the cost to overcome the obstacle. This transparent feedback mechanism helps players make informed decisions about whether to purchase passes or alternative strategies, reducing frustration through clarity.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If virtual currency transactions are implemented to manage passes, then economic control and reward systems are improved, but transaction management complexity and security requirements increase

Engineering Contradiction:
Improveeconomic controlVSAvoidtransaction management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal virtual currency system that can be used across multiple games and platforms within the gaming network. This multi-functional currency reduces transaction management complexity by using a single standardized system rather than requiring separate economic systems for each game, while still providing flexible economic control.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Adaptability or versatility

If creators can restrict player activities through impediments, then game design flexibility is improved, but player freedom and accessibility decrease

Engineering Contradiction:
Improvedesign flexibilityVSAvoidplayer freedom
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements a dynamic system where impediments and their associated passes can be configured by creators to match different game scenarios and player skill levels. The system adaptively adjusts the balance between restriction and accessibility by allowing creators to set varying levels of impediment severity and pass costs, enabling both challenging and accessible gameplay experiences.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9199170B2Pass-structured game platform
Publication Date: 2015.12.01 ROBLOX CORP
  • US9199170B2 patent drawing
  • US9199170B2 patent drawing
  • US9199170B2 patent drawing

AI summary

A game platform has a network-connected server having one or more processors coupled to a non-transitory physical storage medium, and software (SW) executing on the server. The software provides an interactive interface for a game creator, tools selectable in the interactive interface enabling the game creator to create a game having a virtual environment including game objects that may be moved by a player in the game relative to other objects and structures, a mechanism enabling the game creator to apply impediments to specific activities initiated by the player, and one or more interactive mechanisms for presenting choices to the game player. In response to the player attempting an activity to which an impediment has been applied, the game dynamics apply the impediment.