Game Processing Modes for Item-Based Field Interaction and Combat

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Solution Overview

Problem

Existing game programs allow a player character to catch another character only during a fight, limiting the player's actions to the field.

Innovation Solution

A game program that enables switching between a first mode where the player character launches an item affecting a field character and a second mode where a fighting character fights the field character, allowing various actions and strategic options.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the player character can only catch a character during a fight, then the game mechanics are simple and easy to understand, but the player's actions on the field are limited and lack strategic diversity

Engineering Contradiction:
Improveplayer action varietyVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The player character is given multiple functions: in the first mode, the player character launches items that affect field characters (catching, stunning, etc.); in the second mode, the player character directly fights field characters. This multi-functionality resolves the contradiction by allowing diverse player actions while maintaining a unified character system.

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

Solution Approach 2:

The game system dynamically switches between two operational modes based on player input. The first mode enables item-based interactions with field characters, while the second mode enables direct combat. This dynamic switching mechanism provides strategic diversity without requiring separate game systems for each function.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If the player character launches items at field characters, then the player has non-combat interaction options, but the game requires mode switching which adds operational complexity

Engineering Contradiction:
Improveinteraction method varietyVSAvoidmode switching operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system dynamically switches between first mode (item launching) and second mode (direct fighting) based on player input. This dynamic mode switching enables diverse interaction methods while keeping the operational framework unified and adaptable.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game operations are segmented into distinct modes: first mode for item-based interactions and second mode for direct combat. This segmentation allows the player to choose appropriate interaction methods for different situations while maintaining clear operational boundaries.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If the player can catch field characters outside of fights, then the strategic options increase, but the game system becomes more complex with multiple determination processes

Engineering Contradiction:
Improvecatching opportunity varietyVSAvoiddetermination process complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The player character serves multiple functions across different modes: launching items in first mode and direct fighting in second mode. This universal character design enables catching opportunities both during fights and on the field without requiring separate character systems.

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

Solution Approach 2:

In the first mode, the player can launch items at field characters before a fight begins, enabling preliminary actions such as stunning or catching. This preliminary action capability expands strategic options while using the same item-launching mechanism already present in the game system.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12415133B2Storage medium storing game program, game system, game apparatus, and game processing method
Publication Date: 2025.09.16 NINTENDO CO LTD
  • US12415133B2 patent drawing
  • US12415133B2 patent drawing
  • US12415133B2 patent drawing

AI summary

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.