Game Program Automated First Character Actions

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Solution Overview

Problem

Traditional battle royal games are monotonous due to random item collection and lack of strategic depth, failing to maintain player interest.

Innovation Solution

A game program that includes a virtual battle between a player character and multiple first characters, where the first characters automatically execute advantageous actions or generate beneficial effects based on predetermined conditions, without moving in the virtual space, enhancing gameplay strategy and interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the game includes only random item collection and basic attacking mechanics, then the game structure is simple and easy to understand, but the game becomes monotonous and lacks player interest

Engineering Contradiction:
Improvegame simplicityVSAvoidgame interest
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent introduces dynamic elements by making first characters change their behavior based on battle outcomes. After being defeated, first characters automatically execute specific actions or generate effects that differ from their pre-battle state, creating dynamic gameplay variations that maintain simplicity while increasing interest

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the state parameters of first characters based on battle results. Defeated first characters transition from their initial state to an altered state where they perform specific actions or generate effects, adding strategic depth without complicating the core game mechanics

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the first character moves together with the player character in the virtual space, then the character provides continuous support, but this increases the complexity of character control and movement management

Engineering Contradiction:
Improvecharacter supportVSAvoidcontrol complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements self-service by enabling the first character to automatically execute specific actions and generate effects based on battle conditions without requiring player intervention for movement control. The character autonomously decides when and where to act based on the battle outcome, providing reliable support while eliminating complex movement management

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent extracts the movement control function from the player's responsibilities. The first character's movement is decoupled from player control and handled automatically by the system based on predetermined conditions, allowing the player to focus on strategic decisions rather than micro-managing character positioning

Inventive Principle:
Principle #2Taking out (Extraction)

3Stability of the object's composition

If the first character executes the same actions before and after the virtual battle, then the character behavior is consistent and predictable, but the game lacks strategic depth and variety

Engineering Contradiction:
Improvecharacter consistencyVSAvoidstrategic depth
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent introduces dynamics by making first character behavior conditional on battle outcomes. While maintaining consistent personality and basic behavior patterns, the character exhibits different actions and effects after defeat, creating strategic variety without sacrificing character consistency

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent prepares multiple possible actions and effects for first characters in advance, selected based on battle conditions. The system pre-defines what actions the character will take after defeat, allowing strategic planning while maintaining character consistency through predetermined behavioral patterns

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11951396B2Game program, computer apparatus, and game controlling method
Publication Date: 2024.04.09 SQUARE ENIX HLDG CO LTD
  • US11951396B2 patent drawing
  • US11951396B2 patent drawing
  • US11951396B2 patent drawing

AI summary

An object of at least one embodiment of the present invention is to provide a game program of higher interest.A game program controls the first character satisfying a predetermined condition as a result of the virtual battle to automatically execute, without moving in a virtual space together with the player character, a specific action that is an action different from before a start of the virtual battle and is advantageous for the player character, or controls the first character satisfying the predetermined condition as a result of the virtual battle to automatically generate a specific effect advantageous for the player character.