Game Space Transition via Player Object Display Mode Change
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Solution Overview
Problem
Users experience long load times when switching between game courses in existing game systems, leading to a disjointed gaming experience due to sudden changes in game space types and control methods.
Innovation Solution
A storage medium and information processing method that displays a player object in a transitional mode before switching to a new game space, allowing data loading during this transition and enabling smooth adaptation of control methods by changing the display mode and control inputs based on the selected game space type.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If data for the selected game space is loaded to memory after course selection, then the game can switch to the new game space, but the user experiences long load times and waiting
Solution Approach 1:
The system performs preliminary actions by changing the player object's display mode before the actual game space data loading is complete. This allows the UI to prepare for the transition in advance, making the load time less perceptible to users while the loading process occurs in the background.
Solution Approach 2:
The player object's display mode serves as an intermediary state between the current game space and the target game space. By transitioning through this intermediate display mode, the system bridges the gap during data loading, providing visual feedback that prepares users for the upcoming game space change without requiring them to wait idle.
2Adaptability or versatility
If the player object display mode changes suddenly to match the new game space type, then the game space transition is completed, but the user feels disoriented due to abrupt changes
Solution Approach 1:
The display mode of the player object is changed in advance before the game space transition is fully completed. This preliminary visual adjustment prepares the user for the upcoming change in game space type, reducing disorientation by showing them what to expect before the actual transition occurs.
Solution Approach 2:
The player object's display mode dynamically adjusts based on the target game space type during the transition process. This dynamic change allows the UI to adapt flexibly to different game space types while providing a smooth, progressive transition rather than an abrupt switch, maintaining user orientation throughout the process.
3Adaptability or versatility
If control method changes from three-dimensional to two-dimensional when switching game spaces, then the new game space can be played, but the user experiences confusion due to different operation methods
Solution Approach 1:
The system performs preliminary action by changing the player object's display mode to reflect the target game space type before the actual game space switch occurs. This allows users to anticipate the upcoming change in control method (from three-dimensional to two-dimensional), reducing confusion by providing advance notice of the operational change they will experience.
Solution Approach 2:
The changed display mode of the player object serves as visual feedback to the user about the upcoming game space type and its associated control method. This feedback mechanism informs users about the transition they are about to experience, allowing them to mentally prepare for the change from three-dimensional to two-dimensional control without sudden confusion.
Data Source
AI summary
A non-transitory storage medium according to the present disclosure is a storage medium storing therein a program that is readable by a computer of an information processing apparatus, the program that is configured to cause the computer to function as: a first object display unit configured to display a player object in a first display mode in a first game space; a first object control unit configured to perform three-dimensional control for causing the player object displayed in the first display mode to perform three-dimensional movement in the first game space based on an operation performed by a user; an option generation unit configured to generate an image for allowing the user to, from among options respectively corresponding to a plurality of second game spaces, select one of the second game spaces as a selected game space.


