Game Server Mission Segmentation and Dynamic Presentation

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Solution Overview

Problem

Conventional games lack variety in missions, leading to user disinterest as the same missions are presented to all users, limiting their selection options and item acquisition clarity, resulting in a lack of engagement.

Innovation Solution

A method where a server generates and presents different missions to each user based on their information, allowing mission updates and sharing, with operational elements for exchanging missions, thereby increasing user interaction and interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the same missions are presented to all users, then the game structure is simple to manage, but the user interest and engagement decrease

Engineering Contradiction:
Improvemission varietyVSAvoidgame structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the unified mission system into user-specific mission sets. Each user receives a customized subset of missions generated from a larger pool, rather than all users receiving the same missions. This segmentation increases mission variety for each user while keeping the overall system manageable through automated generation rules.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic mission presentation where the mission list changes based on user progress, preferences, and game state. Missions are dynamically generated and updated for each user, allowing the game structure to adapt to individual user behaviors while maintaining overall system coherence through centralized control.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If a limited number of missions are presented to all users, then the game is easier to manage, but the user cannot try various missions and loses interest

Engineering Contradiction:
Improvemission selection varietyVSAvoidtime to complete all missions
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent prepares a large pool of missions in advance, categorized and tagged with metadata about items, difficulty, and themes. This preliminary organization allows the system to quickly assemble customized mission lists for each user without requiring time-consuming real-time generation, enabling users to access diverse missions efficiently.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent changes the parameter of mission presentation from a fixed, uniform list to a dynamic, user-specific list based on multiple parameters including user progress, preferences, and game state. This allows users to access a wider variety of missions without increasing the time required to complete them, as the system intelligently selects and prioritizes missions.

Inventive Principle:
Principle #35Parameter changes

3Loss of information

If items are not clearly presented with missions, then the game design is simpler, but the user does not know what items to acquire and only tries missions by default

Engineering Contradiction:
Improveitem acquisition clarityVSAvoidinformation presentation
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent implements feedback mechanisms that clearly display to users what items can be acquired by completing specific missions. The system provides explicit information about item rewards, allowing users to make informed decisions about which missions to pursue based on their desired items, rather than blindly completing missions.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent preliminarily associates item information with mission descriptions before presentation to users. The system pre-configures which items are obtainable from which missions and presents this information upfront, allowing users to plan their gameplay strategy in advance without requiring complex real-time information processing.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11786814B2Method for providing a game, recording medium and server
Publication Date: 2023.10.17 GREE HOLDINGS INC
  • US11786814B2 patent drawing
  • US11786814B2 patent drawing
  • US11786814B2 patent drawing

AI summary

A method for providing a game in which a plurality of missions is presented to a user device each time a certain period has elapsed from a server having a storage unit for storing user information relating to a plurality of users, includes the steps of generating a plurality of different missions for each of the plurality of users based on the user information stored in the storage unit, presenting a list of the generated missions for each of the users on the user device, and presenting an operational element for updating a mission included in the presented list to another mission regardless of the elapse of the period in accordance with the progress of presented missions.