Game Save System with Universal State Tracking

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Solution Overview

Problem

Current gaming applications lack a standardized method for saving game progress, making it difficult to transfer saved states between different gaming applications, resulting in loss of user data and inconsistent user experience.

Innovation Solution

A method is implemented on an electronic device with processors and memory to track game state changes, allowing users to save game progress by determining and storing state information associated with entities in the game, which is then stored in a non-transitory memory, enabling seamless resume functionality across different gaming applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a gaming application uses a proprietary save system tied to that specific application, then the save functionality works reliably within that application, but the saved data cannot be transferred or used in other gaming applications

Engineering Contradiction:
Improvesave functionality reliabilityVSAvoidcross-application compatibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements a universal save system that can store and retrieve game state data across multiple gaming applications. The system uses a standardized data structure that can represent different game states, allowing save data to be transferred between applications without loss of functionality. This resolves the contradiction by making the save system adaptable to multiple applications while maintaining reliable save functionality through consistent data handling protocols.

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

Solution Approach 2:

The patent introduces an intermediary save management system that acts as a mediator between different gaming applications and the storage mechanism. This intermediary layer standardizes the save data format and provides a unified interface for storing and retrieving game states, enabling cross-application compatibility while preserving the reliability of individual application save operations through consistent data transformation and validation.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If the system tracks and stores complete game state information, then the user can resume game progress accurately, but the data storage requirements and processing complexity increase

Engineering Contradiction:
Improvegame progress accuracyVSAvoiddata structure complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the game state data into distinct components and entities, each represented by standardized data structures. This segmentation allows the system to track complete game progress by breaking down complex game states into manageable, standardized units that can be efficiently stored and processed. The segmented approach maintains accuracy while reducing overall system complexity through modular data organization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transforms complex game state information into standardized parameters and data structures that can be efficiently stored and retrieved. By changing the representation of game data from application-specific formats to standardized parameters, the system achieves accurate progress tracking while simplifying the underlying data storage and processing complexity through consistent parameterization.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20230381644A1Game Save System and Method
Publication Date: 2023.11.30 OUR MASCH INC
  • US20230381644A1 patent drawing
  • US20230381644A1 patent drawing
  • US20230381644A1 patent drawing

AI summary

A method includes obtaining a gaming application of a device. While executing the gaming application, a user interface that includes a save affordance may be overlaid on the gaming application. In response to detecting a user input directed to the save affordance, state information for the gaming application may be determined. A first portion of the state information may be stored to a data structure during execution of the gaming application and may indicate respective statuses of one or more entities associated with the gaming application that have changed since a previous save. The first portion of the state information that indicates the respective changed statuses of the one or more entities as a representation of the gaming progress of the user may be saved in a non-transitory memory.