Game Program Skill Activation Conditions
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Solution Overview
Problem
Conventional games lack diversity in the usage and activation conditions of skills across different game modes, leading to repetitive user experiences.
Innovation Solution
A non-transitory computer-readable storage medium with a game program that allows different conditions for skill activation in various game modes, enabling unique user experiences by varying the requirements for skill usage based on game progress and character ownership.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the same skill activation condition is applied across all game modes, then the game system is simple to manage, but the user experience lacks diversity and becomes repetitive
Solution Approach 1:
The patent applies dynamics by making the skill activation conditions flexible and mode-specific rather than fixed and universal. Each game mode (story mode, battle mode, challenge mode) can define its own activation conditions for skills, allowing the system to adapt dynamically to different gameplay contexts while maintaining manageable complexity through structured condition definitions
2Adaptability or versatility
If skill activation conditions are made mode-specific, then user experience diversity improves, but the system complexity increases
Solution Approach 1:
The patent segments the skill activation conditions by game mode, allowing each mode (story mode, battle mode, challenge mode) to have its own set of conditions. This segmentation enables mode-specific customization while managing complexity through modular condition definitions for each mode rather than a single complex universal system
Solution Approach 2:
The patent creates a universal skill system that functions across multiple game modes with different conditions. The same skill can be activated by different conditions in different modes, providing multi-functionality that maintains system manageability while enabling diverse user experiences across various gameplay contexts
3Productivity
If only owned characters can use skills, then character progression is rewarding, but skill usage frequency decreases
Solution Approach 1:
The patent enables skills to be usable by both owned and unowned characters within the same game mode, creating a universal character-skill relationship. This increases skill activation frequency and usage opportunities while the ownership tracking remains a simple binary state that does not significantly increase system complexity
Data Source
AI summary
A first game in which at least a use character that can be used regardless of whether the use character is owned or not owned by a user is used is executed. In addition, a second game in which an owned character that is owned by the user is used is executed. In the first game, when a game is advanced on the basis of a user operation and a progress status of the game satisfies a first condition associated with a skill of the use character, the skill is exercised. Meanwhile, in the second game, when a game is advanced on the basis of a user operation and a progress status of the game satisfies a condition that is associated with a skill of the owned character and different from the first condition associated with the skill in the first game, the skill is exercised.


