Video Game Processing System Dynamic Virtual Space Uplift

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Solution Overview

Problem

Video games that progress based on a player's movement in a virtual space often lack variation, leading to diminished amusement as the player's position is predetermined and not changeable by their intention.

Innovation Solution

A video game processing system and program that allows a server to eject objects from a player's position in a virtual space based on player operation, determining and updating the degree of uplift in a predetermined region, using positional relationships and stored uplift information according to specific rules, thereby altering the virtual environment dynamically.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If the player's position in the virtual space is determined in advance, then the game structure is simple and stable, but the amusement and player engagement are deteriorated due to lack of variation

Engineering Contradiction:
Improvegame structure stabilityVSAvoidplayer position variability
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent applies the dynamics principle by making the virtual space configuration changeable through player actions. The server dynamically adjusts the virtual space structure based on objects ejected by players, transforming a static predetermined position system into a dynamic adaptive system that responds to player operations while maintaining overall structural stability.

Inventive Principle:
Principle #15Dynamics

2Productivity

If the virtual space position is fixed and predetermined, then the processing load is reduced, but the player cannot change movement paths leading to diminished amusement

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidplayer movement flexibility
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent applies local quality by making only specific local regions of the virtual space changeable through object ejection, while maintaining the overall predetermined structure. The server updates uplift information for specific predetermined regions affected by ejected objects, allowing localized variation without requiring complete reconfiguration of the entire virtual space, thus balancing processing efficiency with player movement flexibility.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11986735B2Non-transitory computer-readable medium and video game processing system
Publication Date: 2024.05.21 SQUARE ENIX HLDG CO LTD
  • US11986735B2 patent drawing
  • US11986735B2 patent drawing
  • US11986735B2 patent drawing

AI summary

A non-transitory computer-readable medium storing a video game processing program for causing a server to perform functions to control progress of a video game according to an operation of a player is provided. The functions comprise: ejecting an object from a position corresponding to the player in a virtual space based on the operation of the player; determining whether to update a degree of uplift of a predetermined region based on a positional relation between the ejected object and the predetermined region in the virtual space referring to storage storing uplift information related to the degree of uplift of the predetermined region and updating the uplift information according to a first update rule related to the object and the predetermined region.