Game Play Speed Control via Object Selection

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Solution Overview

Problem

Current strategy games require real-time decision-making without allowing users to strategize beforehand, leading to untimely and improper decisions, and do not permit pre-emptive strategy making before the game begins.

Innovation Solution

A computer-implemented method and computing device that render a game view with a first area and a second area, allowing users to select and deploy second objects in the second area, which can then change the execution speed of actions in the first area, providing time for strategic planning before executing actions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If real-time game play is implemented, then game intensity and action display are improved, but user decision-making quality deteriorates

Engineering Contradiction:
Improvegame execution speedVSAvoiduser contemplation time
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The game system dynamically adjusts execution speed based on user interaction state. When the user selects an object, the system slows down or pauses game actions to allow strategic planning. When no object is selected, the game runs at normal speed. This dynamic speed adjustment resolves the contradiction by making the system adaptive to user needs.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system automatically detects user selection state and autonomously adjusts the execution speed of game objects without requiring manual intervention. The processor monitors whether an object is selected and automatically modifies the speed at which first objects execute actions, allowing the system to serve the user's strategic planning needs automatically.

Inventive Principle:
Principle #25Self-service

2Measurement precision

If pre-emptive strategy making is allowed, then user decision quality is improved, but game flow continuity deteriorates

Engineering Contradiction:
Improvedecision accuracyVSAvoidgame progression speed
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The game implements periodic pauses in the action flow at strategically meaningful points (when objects are selected). During these periodic interruption points, the execution speed is reduced or halted to allow planning. Between these points, the game maintains normal flow. This periodic modulation of action allows both strategic thinking and game progression.

Inventive Principle:
Principle #19Periodic action

3Loss of time

If execution speed is reduced for strategic planning, then user decision quality is improved, but game intensity deteriorates

Engineering Contradiction:
Improveuser contemplation timeVSAvoidaction execution speed
Core Design Contradiction:
Loss of timeVSSpeed

Solution Approach 1:

The speed modification is applied locally and selectively - only when a user has selected an object and is in the process of planning an action. Other parts of the game continue at normal speed. This localized application of speed reduction allows strategic thinking without broadly reducing game intensity.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The execution speed is dynamically adjusted based on the user's interaction state rather than being statically reduced. The system transitions between different speed states (normal speed when no object selected, reduced speed when object selected) to balance intensity and planning time.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250121284A1Method for controlling a game play
Publication Date: 2025.04.17 SUPERCELL
  • US20250121284A1 patent drawing
  • US20250121284A1 patent drawing
  • US20250121284A1 patent drawing

AI summary

A computer implemented method for controlling a game play. The method includes rendering a game view on a display of a computing device, the game view including a first area and a second area; displaying one or more first objects in the first area,the one or more first objects configured to execute one or more actions in the first area, the one or more actions being executed at a first execution speed; detecting a selection of a second object in the second area of the display; and changing an execution speed of the one or more actions being executed by the one or more first objects in the first area to a second execution speed while it is detected that thesecond object is selected.