Game Revival via Placement Object Mediator

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Solution Overview

Problem

In multiplayer games, players often experience delays when one player needs to wait for others to catch up, leading to a slow game tempo and potential disturbance in gameplay, especially when a player makes a mistake and needs assistance from another player.

Innovation Solution

A game system that allows a player object to enter a special state where it cannot be damaged, enabling revival through contact with either another player's object or a placement object, even if they are far apart, with features like placement object activation via server-stored information and timed revival opportunities to maintain game pace and balance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a player needs to wait for another player to catch up for assistance, then the player can receive help when needed, but the game tempo becomes slow and gameplay is disturbed

Engineering Contradiction:
Improveavailability of assistanceVSAvoidgame tempo
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The placement object allows players to pre-position assistance mechanisms in advance. When another player makes a mistake, the placement object automatically activates to revive them, eliminating the need for manual intervention and maintaining game flow.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The placement object serves as an intermediary between players, enabling indirect assistance. Player A can place an object that automatically helps Player B when needed, resolving the contradiction between providing reliable assistance and maintaining game tempo.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If a player carries another player in bubble state, then the mistaken player can be revived, but players far apart cannot assist each other effectively

Engineering Contradiction:
Improverevival capabilityVSAvoiddistance requirement for assistance
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The placement object acts as a mediator that bridges the distance between players. It allows revival assistance to be provided across the game stage without requiring direct contact or proximity between players.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The assistance mechanism is segmented into two independent components: the placement object that remains stationary in the game stage, and the movable player objects. This segmentation allows the assistance mechanism to persist independently of player positions.

Inventive Principle:
Principle #1Segmentation

3Productivity

If placement objects are used for revival, then players can maintain their own pace, but the game difficulty may be reduced

Engineering Contradiction:
Improvegame flow efficiencyVSAvoidgame difficulty
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The placement object has different functional properties at different stages: it serves as a checkpoint that must be reached, and simultaneously as a revival mechanism that activates upon contact. This local differentiation maintains game difficulty while enabling efficient revival.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The placement object serves multiple functions: it acts as a checkpoint marker, a revival trigger, and a visual guide for players. This multi-functionality allows it to maintain game difficulty through its checkpoint function while enabling efficient revival through its revival function.

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

Data Source

PatentUS20240424410A1Non-transitory computer-readable storage medium having game program stored therein, game system, and game processing method
Publication Date: 2024.12.26 NINTENDO CO LTD
  • US20240424410A1 patent drawing
  • US20240424410A1 patent drawing
  • US20240424410A1 patent drawing

AI summary

When a mistake occurs in a game stage, if another player object exists within a predetermined range, a player object is shifted to a special state where the player object does not become damaged. While the player object is in the special state, if the player object comes into contact with another player object or a placement object placed in the game stage by the other player object, the player object is returned from the special state to a normal state. On the other hand, if the player object fails to come into contact with either the other player object or the placement object, play of the game stage is terminated.