Game Character Procession Control and Map Area Differentiation

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Solution Overview

Problem

Existing game control technologies do not effectively enhance entertainment quality by allowing non-player characters to follow and gather around the player's character, nor do they provide a clear visual distinction between movable and non-movable areas on the game map, leading to a lack of immersive gameplay experience.

Innovation Solution

A game control program that includes modules to manage the movement of non-player characters forming a procession behind the player's character, increasing their speed upon command, and visually distinguishing between movable and non-movable areas on the game map, using a thermoscreen to enhance player navigation and difficulty.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If non-player characters are allowed to follow and gather around the player's character, then entertainment quality is enhanced, but game complexity increases

Engineering Contradiction:
Improveentertainment qualityVSAvoidgame complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The non-player characters autonomously follow the player's character and gather around them without requiring direct player control. The system automatically manages the procession formation, character recruitment, and gathering behavior, allowing the game to enhance entertainment quality while minimizing the complexity burden on the player.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The game system is divided into distinct functional modules: a player character controller module, a non-player character recruitment module, a procession management module, and a gathering control module. This segmentation allows complex behaviors to be managed through separate, manageable components that work together to enhance entertainment quality.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If thermoscreen is used to visually distinguish movable and non-movable areas, then player navigation is enhanced, but device complexity increases

Engineering Contradiction:
Improveplayer navigationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The thermoscreen displays different visual intensities or colors to indicate movable and non-movable areas on the game map. This visual differentiation enhances player navigation by providing intuitive spatial information without requiring complex interface elements, as the thermal gradient itself conveys the necessary navigation data.

Inventive Principle:
Principle #32Color changes

3Adaptability or versatility

If non-player characters are gathered near player's character, then immersive gameplay is enhanced, but processing requirements increase

Engineering Contradiction:
Improveimmersive gameplayVSAvoidprocessing requirements
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The system gathers non-player characters near the player's character only when it enhances immersive gameplay, rather than continuously managing all characters at all times. This partial action approach allows the system to reduce processing requirements by activating intensive gathering behavior only when beneficial, rather than maintaining constant high-level processing.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8016672B2Device and method to control game where characters are moved on map
Publication Date: 2011.09.13 SONY INTERACTIVE ENTERTAINMENT LLC
  • US8016672B2 patent drawing
  • US8016672B2 patent drawing
  • US8016672B2 patent drawing

AI summary

A game device includes a player's character controller operative to control the movement of a player's character on a map, a non-player character controller operative to cause, of those non-player characters located on the map, non-player characters located within a predetermined range from the position of the player's character to join a procession following the player's character, and to move the non-player characters belonging to the procession to the position previously occupied by the player's character to allow the non-player characters to follow the player's character, and a procession controller operative to increase, upon receipt of a predetermined control input, the speed at which the non-player characters belonging to the procession to move to the position previously occupied by the player's character and to gather the non-player characters near the player's character.