Game Apparatus Unified Pointing Control for Character Actions
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Solution Overview
Problem
Conventional game apparatuses require complex operations using pointing devices, such as frequent switching between attack and movement modes, making it troublesome for players to perform simple actions, as they need to learn key commands and master skills to control characters effectively.
Innovation Solution
A game program executed by a computer in a game apparatus that uses a pointing device to simplify character control by setting determination ranges based on player object positions, allowing actions to be performed through a unified operation, with actions varying depending on item combinations and object types, and automatically updating player object positions based on input coordinates.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a pointing device is used to control player character actions, then character control functionality is provided, but operation complexity increases requiring frequent mode switching
Solution Approach 1:
The patent applies universality by enabling a single touch operation to perform multiple functions: the player character can move to a destination, attack an object, or interact with another character depending on the spatial relationship between the touch position and detected objects. This eliminates the need for separate mode switching while maintaining distinct control capabilities.
Solution Approach 2:
The patent introduces an intermediary mechanism by calculating a 'characteristic value' based on distances from the player character to the touch position and to detected objects. This characteristic value serves as a mediator that automatically determines the appropriate action mode without requiring manual mode selection, thus simplifying operation while preserving functional complexity.
2Reliability
If multiple commands and keys are taught for character control, then precise control is achieved, but learning time and skill requirement increase
Solution Approach 1:
The patent implements self-service by having the system automatically determine the appropriate control action based on the spatial relationships detected during a single touch operation. The player character autonomously selects whether to move, attack, or interact based on calculated distances and characteristic values, eliminating the need for players to learn and remember multiple commands while maintaining precise control.
Solution Approach 2:
The patent applies parameter changes by dynamically adjusting the characteristic value threshold to determine different actions. By changing the parameter (characteristic value) based on calculated distances, the system provides precise control without requiring multiple learned commands, as the same touch input produces different precise actions based on real-time spatial parameters.
3Ease of operation
If simplified operation is implemented, then ease of play is improved, but action variety and realism may be reduced
Solution Approach 1:
The patent applies dynamics by making the system's response adaptive rather than static. The same simplified touch operation dynamically produces different actions (movement, attack, interaction) based on real-time calculated distances and spatial relationships. This ensures action variety and realism are maintained while operation simplicity is preserved, as the system automatically adapts its behavior based on the game state.
Solution Approach 2:
The patent uses parameter changes to maintain action variety while simplifying operation. The characteristic value parameter changes based on calculated distances from the player character to the touch position and to detected objects. This dynamic parameter adjustment allows a single simplified input to produce multiple varied and realistic actions, preventing the loss of adaptability while maintaining ease of operation.
Data Source
AI summary
A predetermined action is performed between a player object and another object positioned in a first determination range when a player designates said another object by controlling a pointing device. On the other hand, when the player performs an operation so as to designate said another object positioned outside the first determination range, a position of the player object is updated based on the designated position.


