Game Stage Object Removal with Cumulative Reward Placement

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional game programs lack motivation for users to break and remove game stages, leading to a lack of engagement.

Innovation Solution

A system that removes stage objects based on user input, calculates a cumulative value for object removal, and places new objects in the vicinity of removal, enhancing user motivation through rewards and interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If items appear from blocks when broken, then user engagement improves slightly, but user motivation to remove game stage remains insufficient

Engineering Contradiction:
Improveuser motivationVSAvoidstage removal rate
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system implements feedback by calculating cumulative removal amounts and providing visual feedback through placed objects that appear when thresholds are met. This creates a loop where user actions (breaking blocks) are immediately reflected in the game state, and progress is continuously displayed through the cumulative value and placed object appearances, motivating users to continue removing stage objects.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system uses visual changes and object transformations to indicate progress. When placed objects are buried in stage objects or appear at specific locations, they provide visual feedback that motivates users. The cumulative value display and object placement create visual indicators of progress that engage users.

Inventive Principle:
Principle #32Color changes

2Loss of information

If placed objects are buried in stage object surfaces, then user guidance to locations improves, but additional removal effort is required

Engineering Contradiction:
Improveobject location visibilityVSAvoidtime to obtain placed object
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The system embeds placed objects within or on stage objects, creating a nested structure where the placed object is contained within the stage object's geometry. This nesting provides visual guidance about object locations while requiring users to perform additional removal actions to access the buried objects, thereby extending engagement.

Inventive Principle:
Principle #7Nested doll (Nesting)

Solution Approach 2:

The system performs preliminary actions by placing objects in specific locations or burying them in stage objects before users discover them. This preliminary placement creates anticipation and guides users to specific areas of the game stage, motivating further exploration and removal actions.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If placed objects appear frequently, then user motivation increases, but cumulative value management becomes complex

Engineering Contradiction:
Improveuser motivationVSAvoidcumulative value management
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system manages complexity by changing parameters such as reference values and placement conditions. Different reference values can be set for different placed objects or stages, allowing the system to control appearance frequency without overly complex management. The cumulative value system uses straightforward comparison operations (cumulative value vs. reference value) to determine placement timing.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements periodic placement of objects based on cumulative value thresholds. Instead of continuous or random placement, objects are placed periodically when the cumulative removal amount reaches predetermined reference values. This periodic action creates a rhythm of reward that maintains user motivation while simplifying management through regular, predictable intervals.

Inventive Principle:
Principle #19Periodic action

4Ease of operation

If cavities are formed in stage objects for placed objects, then user attention is attracted, but space constraints may prevent placement

Engineering Contradiction:
Improveuser attentionVSAvoidavailable space
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The system applies local quality by creating cavities or placing objects at specific localities within the stage geometry rather than uniformly throughout. This allows placed objects to be positioned in areas that attract user attention (such as near removed portions or at visually interesting locations) while respecting overall space constraints of the game stage.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system utilizes different spatial dimensions and perspectives to place objects. Instead of only placing objects on the surface, the system can embed them within the stage geometry, place them near removed portions, or position them at various depths and angles. This multi-dimensional placement approach attracts user attention from multiple viewpoints while efficiently using available space.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS20250242265A1Storage medium, information processing system, and information processing method
Publication Date: 2025.07.31 NINTENDO CO LTD
  • US20250242265A1 patent drawing
  • US20250242265A1 patent drawing
  • US20250242265A1 patent drawing

AI summary

At least a portion of a stage object included in a game stage in a virtual space is removed, based on a user's operation input. A cumulative value of reduced amounts of the stage object caused by the removal in the virtual space is calculated. A placed object different from the stage object is placed in the vicinity of a location where the stage object has been removed, depending on the cumulative value.