Player Object Return Positioning for Strategic Game Re-Entry
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Solution Overview
Problem
Existing game systems lack strategic depth in how player objects return to the game stage after exiting, leading to a lack of variety and imbalance between players.
Innovation Solution
Implementing a system where player objects can return to designated positions on the game stage based on specific input types, with options for teammate and enemy objects, and varying stand-by positions, allowing for different movement strategies and balanced gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the player object is returned to a predetermined position on the game stage, then the game can be resumed, but the strategic aspect of the game is reduced due to lack of variety
Solution Approach 1:
The return position is made dynamic by introducing two types of return inputs that can be selected based on game conditions. The first return input returns to a predetermined position, while the second return input allows selection of a movement target object's position. This dynamic selection mechanism increases adaptability without requiring complete redesign of the return system.
Solution Approach 2:
The return mechanism is segmented into multiple independent return inputs (first return input and second return input), each serving different strategic purposes. This segmentation allows the system to handle different return scenarios separately, increasing versatility while maintaining manageable complexity through modular design.
2Adaptability or versatility
If the player object returns to the same predetermined position, then the operation is simple, but the strategic depth and balance are reduced
Solution Approach 1:
The system dynamically adjusts the return position based on the type of return input selected. The first return input provides a simple predetermined position return for basic scenarios, while the second return input enables strategic positioning at movement target objects when needed. This dynamic adaptation maintains ease of operation through clear input types while significantly enhancing strategic depth.
Solution Approach 2:
Different return inputs provide different local qualities: the first return input offers simplicity and predictability for standard returns, while the second return input offers strategic flexibility when positioned at movement target objects. Each input type has optimized characteristics suited to specific game situations, balancing ease of operation with strategic variety.
3Productivity
If the player object can immediately return to the game stage, then the gameplay flow is smooth, but the re-entry risk is high leading to imbalance
Solution Approach 1:
The system performs preliminary positioning by allowing the player object to move to a stand-by position before actual return to the game stage. This preliminary action creates a buffer zone that reduces immediate re-entry risks while maintaining smooth gameplay flow. The player object can be positioned strategically before re-entering the main action area.
Solution Approach 2:
The stand-by position acts as an intermediary between the exit state and the game stage. Instead of directly returning to the game stage from an exit state, the player object first transitions to this intermediate stand-by position, which then serves as the launch point for return. This intermediary reduces immediate re-entry risks while preserving gameplay efficiency.
Data Source
AI summary
An example of an information processing system causes a player object to exit a game stage at least when the player object satisfies an exit condition as a result of an attack by an enemy object. After the player object exits from the game stage, (a) when a first condition is satisfied, the information processing system returns the player object based on a designated position that is specified by a return input of a first type, which is a position in a first area of the game stage, and (b) when a second condition different from the first condition is satisfied, the information processing system returns the player object based on a designated position that is specified by a return input of a second type, which is a position of a movement target object arranged on the game stage.


