Game Program Dynamic Course Object Behavior Control

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Solution Overview

Problem

Action games with multiple courses lack variability within a single course, leading to predictable gameplay experiences, which limits entertainment value.

Innovation Solution

The game program introduces a 'change causing item' that alters the behavior of in-course objects, player character, and camera controls, creating a 'special state' with unique challenges and rewards, enhancing gameplay diversity and unpredictability.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a plurality of courses are prepared with unique features, then entertainment characteristics are improved through various changes between courses, but variability within a single course remains limited

Engineering Contradiction:
Improveentertainment characteristicsVSAvoidcourse structure
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The patent applies dynamics by making course elements changeable during gameplay. Specific course components (platforms, enemies, items, camera parameters) are designed to dynamically alter their behavior, position, or properties in response to player actions, transforming a static course into a dynamic environment that adapts throughout the gameplay sequence

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If in-course objects are made changeable to enhance entertainment, then gameplay diversity is improved, but device complexity increases

Engineering Contradiction:
Improvegameplay diversityVSAvoidobject control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements parameter changes by modifying specific attributes of course components rather than replacing entire systems. Camera parameters (position, angle, zoom), object parameters (speed, position, behavior mode), and environmental parameters (lighting, music) are adjusted dynamically based on triggering conditions, achieving gameplay diversity through parameter modulation

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces a course change causing item as an intermediary element that mediates between player actions and course modifications. This item serves as a trigger that activates predefined course changes, simplifying the control system by using a single intermediary object to manage multiple potential changes rather than implementing complex direct control for each element

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If multiple types of changes are introduced within a course, then entertainment characteristics are enhanced, but predictability increases reducing unpredictability

Engineering Contradiction:
Improveentertainment characteristicsVSAvoidunpredictability
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent applies periodic action through sequential triggering of course changes as the player progresses through the course. Changes occur at predetermined intervals or checkpoints rather than continuously or randomly, creating a rhythm of discovery where players anticipate changes at specific points while remaining uncertain about the nature of each change

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20240408490A1Non-transitory computer-readable storage medium having game program stored therein, game processing method, and game system
Publication Date: 2024.12.12 NINTENDO CO LTD
  • US20240408490A1 patent drawing
  • US20240408490A1 patent drawing
  • US20240408490A1 patent drawing

AI summary

An second object is moved in a course including a first object in accordance with an operation by a player. A plurality of types of third objects in the course is controlled in first behavior preset for each course. In accordance with the second object acting on the first object, the third objects are controlled in second behavior preset for each course. Then, in accordance with the second object acting on a fourth object, any one type of the third objects controlled in the second behavior are controlled in the first behavior.