Game Server Scenario Control for Cooperative Event Efficiency

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Solution Overview

Problem

In conventional MMORPGs, players face inefficiencies and reduced fun due to the need for repeated event executions with different leaders to obtain clear flags for cooperative boss battles, leading to wasted time and diminished gameplay experience.

Innovation Solution

A game server system that classifies players into challengers and observers based on event completion, unifies scenario proceedings for challengers, and ensures all participants receive equal outcomes through unified event execution and clear flag distribution, allowing one-time successful cooperation play.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the operation character can freely act in the virtual space with no hindrance by another player, then the degree of freedom in the individual player's act is improved, but the efficiency of cooperative event execution deteriorates

Engineering Contradiction:
Improvedegree of freedomVSAvoidefficiency of cooperative event execution
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent segments players into different roles (leader and members) with differentiated permissions. The leader's operation character is restricted from freely acting during cooperative events, while members retain freedom to act. This segmentation allows the system to maintain individual player freedom for members while ensuring efficient cooperative execution through the leader's controlled actions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The leader's operation character serves as an intermediary that coordinates and controls the execution of cooperative events. By designating one player as leader with restricted but centralized control, the system mediates between individual freedom and cooperative efficiency, allowing the leader to manage event progression while members maintain their operational freedom.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If only one player receives the clear flag after cooperative event completion, then the control of scenario progression is simplified, but the time required for all players to obtain the flag increases

Engineering Contradiction:
Improvecontrol complexityVSAvoidtime for all players to obtain clear flag
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

The patent merges the clear flag status across all players in the cooperative group. When the leader completes a cooperative event, the clear flag is automatically granted to all members simultaneously. This merging eliminates the need for repeated executions by different leaders, as all players receive the flag in one execution, thereby reducing time loss while maintaining simplified control through the leader-centric mechanism.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system performs preliminary configuration by designating leaders and establishing clear flag distribution rules before cooperative events begin. This preliminary setup ensures that when events are completed, the clear flag can be efficiently distributed to all players automatically, preventing the need for repeated executions and reducing overall time consumption.

Inventive Principle:
Principle #10Preliminary action

3Device complexity

If players must repeatedly execute events with different leaders to obtain clear flags, then the control mechanism remains simple, but the fun and enjoyment of the game deteriorates

Engineering Contradiction:
Improvecontrol mechanism simplicityVSAvoidgame enjoyment
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent merges the clear flag acquisition experience for all players in a cooperative group. Instead of requiring individual players to repeatedly execute events as leaders, the system combines their efforts so that one execution benefits all participants. This maintains the simple leader-based control mechanism while dramatically improving game enjoyment by eliminating redundant repetitions.

Inventive Principle:
Principle #5Merging (Combining)

4Productivity

If the leader's operation character is restricted from freely acting during cooperative events, then the efficiency of cooperative play is improved, but the degree of freedom for that player deteriorates

Engineering Contradiction:
Improveefficiency of cooperative playVSAvoiddegree of freedom for leader
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent segments player freedom by role: the leader's operation character is restricted during cooperative events to ensure efficient coordination and execution, while member players retain full freedom to act. This segmentation allows the system to optimize cooperative efficiency through controlled leadership while compensating the leader's reduced freedom by granting authority and control over the cooperative process.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10486071B2Game server and scenario control program
Publication Date: 2019.11.26 SQUARE ENIX HLDG CO LTD
  • US10486071B2 patent drawing
  • US10486071B2 patent drawing
  • US10486071B2 patent drawing

AI summary

In a game server wherein a player can play a game online by operating a game terminal, and game program has two or more partial scenarios and the partial scenario has an event to be played by forming a party through two or more players, a unifier that unifies and controls scenario proceeding of the player as a challenger, a controller that controls to prohibit the unified player from executing another events, a processor that does a procedure corresponding to clearing on the player as the challenger to whom clearing of the event was judged, and a releaser that releases unification of the player classified into the challenger are provided.