Game Object Status Switching for Fair Battle Royale Play

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Solution Overview

Problem

Existing games that involve battles against enemy characters often rely on the possession of strong items or cards, leading to significant variations in character status between experienced and novice players, which can compromise the fun and fairness of the gaming experience.

Innovation Solution

An information processing system that registers game objects as participating targets, sets special objects for players meeting certain conditions, and executes games using common or special status information based on the type of objects, allowing for enhanced gameplay experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Strength

If strong items or cards are used to enhance gameplay, then the strength and competitiveness of characters are improved, but the fairness and balance between experienced and novice players deteriorates

Engineering Contradiction:
Improvecharacter strengthVSAvoidgame fairness
Core Design Contradiction:
StrengthVSReliability

Solution Approach 1:

The patent implements dynamic status resetting where character statuses are reset to initial values at the start of each battle royale game. This dynamic mechanism ensures that regardless of how strong players are in normal gameplay, all players start with equal status in competitive battles, resolving the contradiction between maintaining character strength and ensuring game fairness.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent separates gameplay into different modes: normal gameplay where items and cards accumulate strength, and battle royale games where statuses are reset and redistributed equally. This segmentation allows the system to maintain both strong character development in normal mode and fair competition in battle royale mode simultaneously.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If player status varies significantly based on item possession, then the competitiveness of players is improved, but the fun and engagement of the game deteriorates

Engineering Contradiction:
Improveplayer competitivenessVSAvoidgame fun
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system dynamically switches between two status systems: normal status for regular gameplay where players can accumulate advantages, and battle status for competitive games where all players start equal. This dynamic switching maintains player competitiveness in normal mode while ensuring equal footing and fun in battle royale mode.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies different quality characteristics to different gameplay contexts. Normal gameplay enjoys full item benefits and status accumulation, while battle royale mode applies uniform status distribution. This local differentiation ensures that both competitiveness and fun are optimized for their respective contexts.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12491441B2Non-transitory computer readable medium, information processing method, and information processing system
Publication Date: 2025.12.09 CYGAMES INC
  • US12491441B2 patent drawing
  • US12491441B2 patent drawing
  • US12491441B2 patent drawing

AI summary

A non-transitory computer-readable medium stores a program causing a computer to execute: registering a game object selected by each player, each player selecting the game object from a plurality of types of game objects, the game object being registered as a participating object serving as an operable target in a first game; setting a special object for the first game; changing the operable target to the special object, irrespective of the type of the participating object, for a player satisfying a prescribed condition in the first game; executing the first game by using common status information that is common at least to the participating objects of the same type when a player uses the participating object as the operable object; and executing the first game by using special status information set for the special object when a player uses the special object as the operable object.