Game Server Item Acquisition Control for Predictable Rarity

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Solution Overview

Problem

Conventional battle game servers have limited methods for acquiring battle cards, leading to a loss of user interest, particularly due to the difficulty in obtaining cards with high rarity values.

Innovation Solution

A game control method that presents acquirable item information to users, including total and acquisition counts, allows for item selection based on predetermined criteria, and changes item availability upon user request, increasing variability and predictability of high-rarity item acquisition.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If battle cards are acquired through conventional methods (purchasing or winning battles), then users can obtain cards, but the methods are limited and users lose interest, especially in acquiring high rarity cards

Engineering Contradiction:
Improvevariations on methods for acquiring battle cardsVSAvoiduser interest
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements a gacha system where item acquisition is dynamic and probabilistic rather than fixed. The server dynamically determines acquisition outcomes based on predetermined probabilities, allowing multiple acquisition methods (direct purchase, battle rewards, gacha draws) with varying success rates, thereby increasing versatility while maintaining user engagement through uncertainty and excitement

Inventive Principle:
Principle #15Dynamics

2Reliability

If high rarity battle cards are made difficult to acquire, then card value is maintained, but users end up with the impression that such items cannot be acquired at all and suffer drastic loss of interest

Engineering Contradiction:
Improvepredictability of acquisitionVSAvoiduser interest
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent incorporates feedback mechanisms where users receive information about their acquisition progress and outcomes. The server provides feedback on gacha draw results, battle rewards, and current card collection status, allowing users to track their progress toward acquiring high rarity cards. This feedback loop maintains predictability by showing users that acquisition is possible while managing expectations through transparent probability information

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent implements preliminary actions by providing users with information about acquisition probabilities and requirements before they attempt to obtain high rarity cards. The server预先 presents item information including rarity levels and acquisition conditions, allowing users to make informed decisions about which cards to pursue and what resources to invest, thereby increasing predictability of the acquisition process

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12138551B2Game control method, game server, and program
Publication Date: 2024.11.12 GREE HOLDINGS INC
  • US12138551B2 patent drawing
  • US12138551B2 patent drawing
  • US12138551B2 patent drawing

AI summary

A game control method, game server, and program can increase variations on methods for acquiring items, increase the predictability of acquisition of an item with a high rarity value or the like, and heighten interest in the game. Included are the steps of presenting a communication terminal, connected over a communication line, with acquirable item information that, for each item type, includes a total count and an acquisition count or a non-acquisition count of items when receiving, from the communication terminal, a request to present information related to items acquirable by the communication terminal, determining an item to provide to the communication terminal when receiving an item acquisition request from the communication terminal, and changing the acquirable item information when receiving a reset request from the communication terminal.