Dynamic Game Restoration Pricing Mechanism

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Solution Overview

Problem

Existing game systems do not effectively combine restoration processes with charging processes, which are crucial for maintaining game balance and player engagement in network games, particularly in scenarios where a player's aircraft is shot down and needs to be restored.

Innovation Solution

A game system that integrates a restoration processing section and a charging section, allowing players to select restoration points in a game space, where the charging process differs based on the selected restoration point, influencing game conditions such as wait time, maximum restoration count, and equipment changes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If the moving object is restored at a restoration point closer to the unable-to-continue point, then the time loss is reduced, but the charge increases

Engineering Contradiction:
Improvetime lossVSAvoidcharge
Core Design Contradiction:
Loss of timeVSLoss of energy

Solution Approach 1:

The system dynamically adjusts the charge amount based on the distance between the unable-to-continue point and the selected restoration point. This creates a dynamic pricing mechanism where closer restoration points (which reduce time loss) incur higher charges, while farther points have lower charges, allowing players to balance time versus cost according to their needs.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the charge parameter according to the spatial parameter (distance between points). By establishing a relationship between the distance parameter and the charge parameter, the system enables players to select restoration points based on their preference for either minimizing time loss or minimizing charge.

Inventive Principle:
Principle #35Parameter changes

2Loss of energy

If the moving object is restored at a restoration point farther from the unable-to-continue point, then the charge decreases, but the time loss increases

Engineering Contradiction:
ImprovechargeVSAvoidtime loss
Core Design Contradiction:
Loss of energyVSLoss of time

Solution Approach 1:

The system dynamically adjusts the charge amount based on the distance between the unable-to-continue point and the selected restoration point. This creates a dynamic pricing mechanism where closer restoration points (which reduce time loss) incur higher charges, while farther points have lower charges, allowing players to balance time versus cost according to their needs.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the charge parameter according to the spatial parameter (distance between points). By establishing a relationship between the distance parameter and the charge parameter, the system enables players to select restoration points based on their preference for either minimizing time loss or minimizing charge.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If multiple restoration points are provided with different charges, then the player's choice flexibility increases, but the system complexity increases

Engineering Contradiction:
Improveplayer's choice flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the game space into multiple restoration points, each with distinct charge levels. This segmentation allows players to choose from multiple options with different cost-benefit profiles, increasing flexibility while maintaining manageable system complexity through clear spatial differentiation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different restoration points are assigned different local qualities in terms of charge amounts. Each location has its own charge characteristic based on its distance from the unable-to-continue point, allowing players to select according to their specific needs without requiring complex system-wide changes.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9480915B2Game system, server system, processing method, and information storage medium
Publication Date: 2016.11.01 BANDAI NAMCO ENTERTAINMENT INC
  • US9480915B2 patent drawing
  • US9480915B2 patent drawing
  • US9480915B2 patent drawing

AI summary

A game system includes a game processing section that performs a process that implements a game that utilizes a moving object, the moving object moving in a game space based on operation information, a restoration processing section that performs a restoration process that restores the moving object that has reached an unable-to-continue state when it has become unable to continue to play the game that utilizes the moving object, the moving object being restored at a restoration point in the game space that has been selected by a player, and a charging section. The charging section performs a charging process that causes a charge to differ corresponding to the restoration point selected by the player.