Game Program Segmentation for Individual Player Competition

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Solution Overview

Problem

Competitive games that require cooperative play between multiple users can be cumbersome for some players, leading to a need for a system that reduces cooperative elements and allows for easier individual participation.

Innovation Solution

A game program and system that processes competitive games between multiple attacking users and a defending user, where characters are moved based on user operations, with winning conditions met by acquiring specific objects, and the game ends when time limits or object acquisition status are reached, reducing the need for user cooperation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If cooperative play is implemented in competitive games, then the game becomes more engaging and strategic, but the ease of operation decreases and players find it troublesome

Engineering Contradiction:
Improvecooperative play capabilityVSAvoidease of operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent divides the competitive play into independent individual contests. Each attacking user competes separately against the defending user, with independent winning conditions and independent continuation of play. This segmentation eliminates the need for cooperation while maintaining competitive engagement, as each player's performance is evaluated independently without requiring teamwork or coordination with other attacking users.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If all attacking users must cooperate to conquer the game stage, then the game becomes more strategic, but the complexity of operation increases

Engineering Contradiction:
Improvestrategic depthVSAvoidcomplexity of operation
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the attacking users into independent competitors rather than a unified team. Each attacking user has independent control over their character and independent winning conditions. The system tracks individual progress and determines outcomes separately for each attacker, eliminating the need for strategic coordination and reducing operational complexity while preserving strategic depth through individual skill demonstration.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Each attacking user independently pursues their own victory without requiring assistance from other attackers. The system automatically manages the competitive play, tracking individual object acquisition and determining when each attacker meets their winning condition. This self-service approach allows players to focus on their individual strategies without the burden of coordinating with teammates.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If cooperative elements are reduced, then the ease of operation improves, but the game may become less engaging

Engineering Contradiction:
Improveease of operationVSAvoidgame engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent introduces dynamic continuation of play based on individual performance. While attacking users compete independently, the system dynamically adjusts the game state based on who has met their winning conditions. Play continues for attackers who haven't won, creating a dynamic and engaging experience where players can focus on individual objectives while the overall game progresses based on collective individual performances.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20240245993A1Game program, game processing method, and game system
Publication Date: 2024.07.25 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US20240245993A1 patent drawing
  • US20240245993A1 patent drawing
  • US20240245993A1 patent drawing

AI summary

In a competitive game between attacker and a defender, and each character associated with each attacker is movable over a game space created by the defender, based on operations by an attacker. An attacker operating a character acquires a specific object in the game space due to the character having reached the specific object. A winning condition for the attacker acquired the specific object is satisfied and a competitive play is ended for the attacker acquired the specific object, while continuing other competitive plays for the other attackers. A winning condition for the defender is satisfied and ending the competitive play for all of the defender and the attackers in case that the specific objects that remain not yet acquired by the attackers has not yet reached a predetermined status until a predetermined time elapses from start of the competitive play.