Game Device Stochastic Damage Settings for Strategic Depth

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Solution Overview

Problem

Traditional games lack strategic depth and attractiveness, leading to player boredom as the damage dealt to opponent characters is predictable and repetitive.

Innovation Solution

A game providing device and method that utilizes a social network to generate stochastic damage settings for opponent characters based on player selections, allowing for varied and dynamic gameplay experiences by connecting multiple clients and incorporating backup systems to enhance player engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the game uses fixed damage values for opponent characters, then the game is easy to understand and operate, but the player becomes bored due to predictability and lack of strategic depth

Engineering Contradiction:
Improveease of operationVSAvoidadaptability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the damage values stochastic rather than fixed. The setting unit randomly determines damage values from a predetermined range for each attack, transforming the static game into a dynamic one where outcomes vary with each play, thereby preventing player boredom while maintaining ease of operation

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of damage values from fixed to random variables. By having the setting unit determine damage values stochastically within a predetermined range based on attack methods and objects, the system introduces variability that enhances adaptability and strategic depth without complicating the basic operation

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the game provides multiple attack methods with different damage values, then the gameplay becomes more strategic and engaging, but the complexity of the game system increases

Engineering Contradiction:
ImproveadaptabilityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the attack system into distinct attack methods (normal attack, magic attack, skill activation) and attack objects (head, body, legs), creating a modular structure. This segmentation allows the setting unit to manage complexity by processing each combination independently while maintaining overall system versatility

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses parameter changes by establishing predetermined damage value ranges for each attack method-object combination rather than assigning fixed values. This approach maintains strategic depth through multiple options while reducing system complexity by using range-based stochastic determination instead of complex calculation systems

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If the damage value is determined stochastically, then the gameplay becomes more unpredictable and engaging, but the randomness may reduce strategic planning capability

Engineering Contradiction:
ImproveadaptabilityVSAvoidpredictability
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent applies parameter changes by using stochastic damage determination within predetermined ranges rather than completely random values. This allows players to understand the probability distribution and expected outcomes, maintaining strategic planning capability while introducing sufficient variability to prevent boredom and enhance engagement

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9039525B2Game providing device, game providing method and non-transitory computer-readable storage medium storing game program
Publication Date: 2015.05.26 DENA CO LTD
  • US9039525B2 patent drawing
  • US9039525B2 patent drawing
  • US9039525B2 patent drawing

AI summary

The present invention provides a game providing device that generates image information including a plurality of objects that are capable of being selected by the player; sets a processing method of each of the objects; receives a selection of an object or a plurality of objects from among the objects; and performs the processing method set for the selected object.