Video Game Processing Apparatus Dynamic Speed Control

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Solution Overview

Problem

Conventional video game battle scenes lack realism and variety, leading to monotony and decreased player interest, as they often rely on timing-based commands and predetermined slow-motion actions.

Innovation Solution

A video game processing apparatus that displays a player character on an image display screen and controls their actions based on player inputs, incorporating a special control point system where the action speed of non-player characters is slowed relative to the player character, allowing for varied control processes and enhanced engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If timing-based command input is used in conventional battle scenes, then player control is simplified, but realism and variety of battle scenes deteriorate

Engineering Contradiction:
Improveplayer controlVSAvoidrealism of battle scene
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent applies dynamics by making the action speed of non-player characters variable rather than fixed. The CPU dynamically adjusts the action speed based on the relationship between the player character and non-player characters, allowing the battle scene to adapt its tempo and intensity based on game state, thereby enhancing realism while maintaining player control through the gauge-based command system

Inventive Principle:
Principle #15Dynamics

2Loss of time

If predetermined slow-motion actions are used, then player response time is improved, but variety and interest in battle scenes deteriorate

Engineering Contradiction:
Improveplayer response timeVSAvoidvariety of battle scene
Core Design Contradiction:
Loss of timeVSAdaptability or versatility

Solution Approach 1:

The patent applies parameter changes by dynamically modifying the action speed parameter of non-player characters based on game conditions. Instead of using fixed predetermined slow-motion actions, the system changes the speed parameter in real-time according to the relationship between player and non-player characters, providing both response time benefits and battle scene variety

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If action speed of non-player characters is constantly slow, then player can always respond, but battle scene becomes monotonous and player interest decreases

Engineering Contradiction:
Improveplayer response capabilityVSAvoidplayer interest
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the action speed of non-player characters variable rather than fixed. The CPU dynamically adjusts the action speed based on the relationship between the player character and non-player characters, allowing the battle scene to adapt its tempo and intensity based on game state, thereby enhancing realism while maintaining player control through the gauge-based command system

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7568974B2Video game processing apparatus, a method and a computer program product for processing a video game
Publication Date: 2009.08.04 SQUARE ENIX HLDG CO LTD
  • US7568974B2 patent drawing
  • US7568974B2 patent drawing
  • US7568974B2 patent drawing

AI summary

A predetermined special control point is added to an accumulated special control point in accordance with predetermined lapse of time up to a predetermined maximum accumulated value. An image display apparatus displays the accumulated special control point on the image display screen. The special control is executed in the case where the accumulated value of the special control point is more than an initial value when an instruction to execute special control is received on the basis of operations of the player. In this case, an action speed of a non-player character is caused to become slow with respect to that of a player character under the special control.