Game Reward Parameter Scaling by Decorative Object Type Diversity

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game systems do not effectively incentivize players to collect and utilize diverse decorative objects by providing a direct correlation between the number of object types owned and in-game rewards, leading to a lack of engagement and variety in gameplay.

Innovation Solution

An information processing system that associates decorative objects with user identification information, executes games using a combination of decorative objects and avatars, and determines parameters for in-game rewards based on the number of decorative object types owned, enhancing gameplay experience and reward mechanisms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game system provides in-game rewards based on the number of decorative object types owned by the user, then player engagement and gameplay variety are enhanced, but the system complexity increases due to additional tracking and determination mechanisms

Engineering Contradiction:
Improvegameplay varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The object management section serves multiple functions: it tracks decorative objects owned by users, determines which objects meet acquisition conditions, and provides this information to the parameter determination section. This multi-functionality reduces overall system complexity by consolidating tracking and management tasks into a single component.

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

Solution Approach 2:

The parameter determination section continuously monitors the number of decorative object types owned by users and dynamically adjusts in-game rewards based on this information. This feedback mechanism creates a responsive reward system that adapts to player collection progress, enhancing engagement while maintaining manageable complexity through automated determination.

Inventive Principle:
Principle #23Feedback

2Productivity

If the system tracks and rewards based on the number of decorative object types, then player motivation to collect diverse objects increases, but the data management burden increases

Engineering Contradiction:
Improveplayer motivationVSAvoiddata management burden
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The object management section consolidates multiple data management tasks into a single component: tracking decorative objects, verifying acquisition conditions, and providing counts to the reward system. This reduces the overall data management burden by centralizing responsibilities.

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

Solution Approach 2:

The system automatically determines the number of decorative object types owned by each user and uses this information to calculate rewards without requiring manual intervention. The object management section and parameter determination section work autonomously to track and reward players, reducing operational overhead.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If in-game rewards are increased for players with more decorative object types, then player engagement improves, but the cost of rewards increases

Engineering Contradiction:
Improveplayer engagementVSAvoidreward cost
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The parameter determination section dynamically adjusts reward parameters based on the number of decorative object types owned by players. Instead of providing fixed high-value rewards, the system modifies reward amounts according to collection progress, allowing engagement enhancement while controlling overall reward expenditure through scalable parameter adjustment.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12390739B2Non-transitory computer-readable storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method
Publication Date: 2025.08.19 NINTENDO CO LTD
  • US12390739B2 patent drawing
  • US12390739B2 patent drawing
  • US12390739B2 patent drawing

AI summary

A game system (100) comprises: an object management section (111) that associates a game object for which an acquisition condition is met with user's identification information; an game execution section (112) that executes a game using a game object selected by the user from among the game objects associated with the user's identification information; and the parameter determination section (113) that determines parameters to be given to the user to obtain in-game rewards according to the game objects used in the game. The game execution section (112) further executes the game using a combination of a decorative object and an in-game avatar. When the user executes the game using the combination of the decorative object and the in-game avatar, the parameter determination section (113) determines the parameter so that the value of the parameter becomes larger the greater the number of the decorative object types.