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

VSEngineering 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

Engineering Contradiction:
Improveuser experience diversityVSAvoidskill condition management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If skill activation conditions are made mode-specific, then user experience diversity improves, but the system complexity increases

Engineering Contradiction:
Improvegame mode adaptabilityVSAvoidcondition configuration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Productivity

If only owned characters can use skills, then character progression is rewarding, but skill usage frequency decreases

Engineering Contradiction:
Improveskill activation frequencyVSAvoidcharacter ownership tracking
Core Design Contradiction:
ProductivityVSDevice complexity

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

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11617956B2Non-transitory computer-readable storage medium having game program stored therein, game system, game processing method, and game apparatus
Publication Date: 2023.04.04 NINTENDO CO LTD
  • US11617956B2 patent drawing
  • US11617956B2 patent drawing
  • US11617956B2 patent drawing

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.