Game Program Multi-Player Battle Segmentation
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Solution Overview
Problem
Existing game programs face challenges in allowing a larger number of players to participate in battles with an opposing character, particularly when the number of players is small, making it difficult to engage multiple participants effectively.
Innovation Solution
A non-transitory computer-readable storage medium storing a game program that receives operational inputs from multiple players, allows battles with an opposing character, and notifies additional players of their participation opportunities, enabling strategic play and rewards based on battle outcomes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the number of players is small, then the game is easier to manage and less complex, but it becomes difficult to defeat the opposing character and engage multiple participants effectively
Solution Approach 1:
The patent segments the battle system by introducing team formations where players are organized into teams (e.g., Team A and Team B) with specific roles. Each team has a captain and members, allowing multiple players to participate in a structured manner. This segmentation enables more players to join battles while maintaining manageable complexity through role assignment and team-based mechanics.
Solution Approach 2:
The patent implements dynamic player recruitment and team formation mechanisms. Players can dynamically join or leave teams during the battle process, and the system automatically adjusts battle configurations. This dynamic approach allows the number of participants to be flexible and adaptable while the system manages complexity through automated reconfiguration rather than manual management.
2Reliability
If more players participate in battles, then the difficulty to defeat the opposing character increases, but player engagement and strategic gameplay are enhanced
Solution Approach 1:
The patent incorporates feedback mechanisms where battle outcomes and player performance are continuously monitored and fed back to players. This includes real-time battle status updates, damage indicators, and post-battle results that provide feedback on player contributions. This feedback system maintains player engagement by showing the impact of their actions, even when more players are involved and the opposing character becomes more difficult to defeat.
Solution Approach 2:
The patent changes key parameters such as hit point values, attack power, and defense stats dynamically based on the number of players involved and their individual attributes. When more players join, the system adjusts the opposing character's parameters to reflect increased difficulty proportionally. This parameter adjustment maintains balanced gameplay and player engagement by ensuring that additional players contribute meaningfully to overcoming the enhanced challenge.
3Adaptability or versatility
If the battle system allows multiple players to join, then participation increases, but the system complexity for managing multiple battles and players increases
Solution Approach 1:
The patent creates a universal battle management system that handles multiple players and battles through standardized protocols. The same core system manages single-player and multi-player battles, team formations, and player recruitment using consistent mechanisms. This multi-functionality allows the system to scale player participation without proportionally increasing complexity, as the same framework serves multiple purposes.
Solution Approach 2:
The patent implements self-service mechanisms where the battle system automatically manages player assignments, team formations, and battle configurations without requiring manual intervention. Players can autonomously join battles, select teams, and the system automatically handles the complexities of coordination and resource allocation. This self-service approach significantly reduces the management complexity burden while allowing multiple players to participate.
Data Source
AI summary
A non-transitory computer-readable storage medium storing a game program that causes a computer to execute the following processes: a reception process; a battle process; and a notification process. The reception process is for receiving a first operational input from a first player and a second operational input from a second player who is associated with the first player. The battle process is as follows: a battle between the first player and an opposing character starts based on the first operational input; a hit point parameter of the opposing character changes through the battle; an outcome of the battle is determined; a battle between the second player and the opposing character starts The notification process is for, before the outcome of the battle with the opposing character is determined in the battle process, notifying participation information to a third player.


