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
Engineering 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
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.
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.
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
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.
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.
Data Source
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.


