Game Program Base Relationship Control for Strategic Depth

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Solution Overview

Problem

Current games lack strategic depth in base management and invasion/defense mechanics, leading to a lack of interest and engagement for players.

Innovation Solution

A game system and program that utilizes a server and terminal apparatus to control actions on enemy objects based on predefined relationships between host and enemy objects, allowing actions to be executed only when specific relationships are met, enhancing strategic gameplay by enabling or disabling actions based on object connections and relationships.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If all bases are regarded as having equivalent value, then the game rules are simple and easy to understand, but the strategic depth and player interest are insufficient

Engineering Contradiction:
Improveease of understanding game rulesVSAvoidstrategic depth
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by differentiating base values based on their spatial relationships. Instead of treating all bases equally, the system assigns different values to bases depending on whether they are first bases (directly connected to enemy) or second bases (connected through another base), creating localized strategic importance in different parts of the game board

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces a new dimensional aspect to base valuation by considering the connectivity relationship between bases. The strategic value is not just in possessing bases but in the network of connections, adding a relational dimension to the traditional base-counting victory condition

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Speed

If actions can be executed on any enemy base, then the game progresses quickly and dynamically, but the strategic planning and decision-making opportunities are reduced

Engineering Contradiction:
Improvegame progression speedVSAvoidstrategic decision-making
Core Design Contradiction:
SpeedVSAdaptability or versatility

Solution Approach 1:

The patent changes the parameter of action executability from a constant state to a variable state that depends on base relationships. Actions are enabled or disabled based on whether the target base has the required relationship with host bases, dynamically adjusting game mechanics based on the current strategic situation

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If the game only counts the number of possessed bases to determine winning and losing, then the game mechanics are simple, but the strategic variety and engagement are insufficient

Engineering Contradiction:
Improvesimplicity of game mechanicsVSAvoidstrategic variety
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent segments the concept of base possession into different categories based on relationship types. Instead of a single undifferentiated count, bases are segmented into first bases and second bases with different strategic values and tactical implications, creating more nuanced victory conditions

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11439914B2Game program and game system
Publication Date: 2022.09.13 SQUARE ENIX HLDG CO LTD
  • US11439914B2 patent drawing
  • US11439914B2 patent drawing
  • US11439914B2 patent drawing

AI summary

To provide a game program of sufficient interest having high strategic quality. The program, given that a predetermined host object among host objects is defined as a first object and furthermore, a host object different from the first object is defined as a second object, in a case where the one or more host objects having the predetermined first relationship with the one enemy object is/are not present, and a case where none of the host objects having the predetermined first relationship with the one enemy object is the first object or the second object having the predetermined second relationship with the first object, controls the predetermined action to be non-executable on the one enemy object.