Game Sub-Object Display Automation for Player Engagement

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Solution Overview

Problem

Action games where players select the same objects repeatedly lead to a static game screen appearance, reducing player motivation due to lack of variation and engagement.

Innovation Solution

An information processing program that sets and displays multiple sub-objects on the game screen along with a main object, carrying out attack motions in a preset order, updating display information based on specific conditions, and allowing players to select and set sub-objects through automatic algorithms to enhance gameplay variety.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player selects the same objects every time, then the operation is simple and easy, but the display appearance remains unchanged and player motivation decreases

Engineering Contradiction:
Improveease of object selectionVSAvoiddisplay appearance variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements automatic setting functionality that dynamically changes the display appearance of game objects based on game progress and conditions. The system transitions from static object selection to dynamic automatic reconfiguration, where objects are automatically selected and rearranged according to game state, thereby maintaining visual freshness without requiring complex player operations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system provides self-service through automatic object selection and arrangement features. The game automatically configures sub-objects and their display appearances based on predefined algorithms and game conditions, eliminating the need for players to manually select the same objects repeatedly. This self-automating mechanism maintains operational simplicity while generating display variety.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If multiple sub-objects are displayed and attack motions are carried out in preset order, then the gameplay becomes more dynamic and engaging, but the system complexity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the game system into a main object and multiple sub-objects, each with independent attack motions and display appearances. This segmentation allows the system to manage complexity by dividing the overall game mechanics into manageable components, where each sub-object can be controlled and configured independently while contributing to the overall gameplay variety.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements universal control mechanisms that manage multiple sub-objects through a unified framework. The same basic structures (attack motion execution, display update processes) are applied across all sub-objects, allowing the system to handle increased gameplay variety without proportionally increasing complexity. The preset order mechanism provides a universal template that can be applied to any combination of sub-objects.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20250090949A1Non-transitory computer readable medium, information processing method, and information processing system
Publication Date: 2025.03.20 CYGAMES INC
  • US20250090949A1 patent drawing
  • US20250090949A1 patent drawing
  • US20250090949A1 patent drawing

AI summary

A non-transitory computer readable medium stores a program instructing a computer to execute a process of setting, on a basis of a setting operation of a player, a plurality of sub objects to be displayed in a game screen along with a main object, a process of carrying out, on a basis of an attack operation of the player, attack motions respectively specified for the plurality of sub objects displayed in the game screen, the attack motions being carried out in a preset order, a process of updating display information corresponding to display appearances of the sub objects when a particular condition is satisfied, and a process of displaying, in the game screen, the sub objects in the display appearances based on the display information.