Game Program Using Dynamic Reference Object for Aiming Control

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Solution Overview

Problem

Traditional video games that involve shooting a bullet at a target in a three-dimensional virtual space can become monotonous due to the straightforward aiming mechanism, lacking challenge and interest for the player.

Innovation Solution

A game program and system that implement a first reference object and an enlarging and reducing object, where the arrival location of a moving object is determined based on the state of the enlarging and reducing object, allowing the player to decide the target location within a display region of the first reference object, enhancing gameplay by requiring consideration of timing and accuracy.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If an aiming cursor is used to set aim at the target, then the bullet hits the target easily, but the game lacks interest and challenge

Engineering Contradiction:
Improveease of aimingVSAvoidgame interest
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The reference object dynamically changes its display size between a first size (containing the object) and a second size (contained in the object). This dynamic transformation creates variability in the aiming process, requiring players to time their shots appropriately, thereby resolving the contradiction between ease of aiming and game interest

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The display size parameter of the reference object is changed between two states: when the reference object contains the object (first display size) and when the reference object is contained in the object (second display size). This parameter change introduces strategic depth to the aiming mechanism while maintaining operational simplicity

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If the aiming cursor is always set to the target, then the player can easily hit the target, but the game becomes monotonous

Engineering Contradiction:
Improveaiming accuracyVSAvoidgameplay complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The reference object periodically alternates between displaying in a first state (containing the object) and a second state (contained in the object). This periodic action creates rhythm and timing considerations in the game, enhancing gameplay complexity while preserving aiming precision when the object is properly targeted

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11465058B2Game program and game system
Publication Date: 2022.10.11 SQUARE ENIX HLDG CO LTD
  • US11465058B2 patent drawing
  • US11465058B2 patent drawing
  • US11465058B2 patent drawing

AI summary

A game program causing a computer to execute a function of controlling progress of a video game based on an operation input of a user causes the computer to implement a first control function of controlling operation of a first reference object having a predetermined shape and an enlarging and reducing object that is repeatedly enlarged and reduced between a state of being contained in the first reference object and a state of containing the first reference object, a second control function of displaying a game image that is an image of a game space including the first reference object and the enlarging and reducing object on a display unit, and a decision function of deciding an arrival location of a moving object released from a predetermined position in the game space based on a state of the enlarging and reducing object if a decision operation is performed.