Game Prop Storage for Player-Controlled Bonus Timing

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Solution Overview

Problem

Conventional game systems lack the ability for players to choose the timing of using bonus features, leading to a breakpoint in gameplay and reduced desire to continue playing.

Innovation Solution

A game system that allows players to collect and store props with specified game effects, enabling them to decide when to use these effects during gameplay, thereby extending playtime and increasing system turnover.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the bonus is rendered immediately when preset conditions are met, then the game can be completed quickly, but the player is likely to end the game after receiving the bonus, causing a breakpoint in the game and reducing the player's desire to continue using the game system

Engineering Contradiction:
Improvegame completion speedVSAvoidplayer engagement duration
Core Design Contradiction:
ProductivityVSDuration of action of moving object

Solution Approach 1:

The system performs preliminary action by allowing players to collect and store bonus features (props) in advance before using them. The control unit stores collected props and enables players to choose optimal timing for usage, transforming immediate bonus delivery into a planned, timed event that extends player engagement and prevents premature game termination.

Inventive Principle:
Principle #10Preliminary action

2Ease of manufacture

If the bonus is rendered immediately when preset conditions are met, then the game rule is simple to implement, but the player cannot choose the timing of use, leading to reduced continuous usage

Engineering Contradiction:
Improvegame rule implementation simplicityVSAvoidplayer choice flexibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system introduces dynamics by transforming the static, immediate bonus delivery mechanism into a dynamic system where players can choose timing. The control unit manages prop storage and usage timing, allowing the game to adapt between immediate rendering and delayed strategic usage based on player choices, thereby enhancing flexibility without significantly complicating the core game rule structure.

Inventive Principle:
Principle #15Dynamics

3Duration of action of moving object

If the player collects and stores props with specified game effects, then the player can choose optimal use times and extend playtime, but the system complexity increases due to additional storage and control mechanisms

Engineering Contradiction:
Improveplaytime extensionVSAvoidsystem structure complexity
Core Design Contradiction:
Duration of action of moving objectVSDevice complexity

Solution Approach 1:

The control unit performs multi-functionality by simultaneously managing game execution, prop collection, prop storage, and timing control. This universal approach allows a single control unit to handle multiple functions (game logic, prop management, timing decisions) without requiring separate dedicated systems for each function, thereby extending playtime while limiting the increase in overall system complexity.

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

Data Source

PatentUS20250252821A1Game system capable of determining use time
Publication Date: 2025.08.07 JUMBO TECH CO LTD
  • US20250252821A1 patent drawing
  • US20250252821A1 patent drawing
  • US20250252821A1 patent drawing

AI summary

The present invention relates to a game system capable of determining use time. Any one of a plurality of props is generated by a game result generation unit according to a probability, and a storage unit is caused to record any one of the generated props, or a member management unit is caused to select, according to a consumption record and a given rule, at least one of the plurality of props to be stored into a piece of account data, and the prop recorded in the account data is transferred to the storage unit, the plurality of props each having a specified game effect; moreover, when a control unit determines that a player uses at least one prop recorded in the storage unit, a corresponding specified game effect will be generated, and the used prop is deleted from the storage unit. According to the present invention, the props having different specified game effects can be collected, and the player can freely select use time, so that the player can wait for optimal use time, the effect of continuously using the game system is achieved, and the turnover of the game system can be effectively increased.