Game Apparatus Dynamic Difficulty Adjustment via Surrounding Input
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Solution Overview
Problem
Existing game technologies lack mechanisms to enhance player interest by requiring consideration of enemy objects during gameplay, leading to monotonous object collection experiences.
Innovation Solution
A game program that utilizes a processor to detect input coordinates, calculate line segments, determine closed regions, and change difficulty levels based on objects within these regions, incorporating features like surrounding count tracking, effect object generation, and dynamic line segment display to create varying levels of challenge.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a surrounding operation is used to trap items in a balloon object for easy acquisition, then item acquisition becomes easier, but the player does not have to take the surrounding enemy object into consideration, resulting in loss of game interest
Solution Approach 1:
The patent applies dynamics by making the difficulty level of surrounding operations dynamically adjustable based on the number of affecting objects. As players capture more enemy objects, the difficulty level changes, requiring different numbers of surrounding operations. This dynamic adjustment ensures that easy item acquisition through surrounding operations remains balanced against increasing game challenge, preventing monotony while maintaining operational ease.
Solution Approach 2:
The patent implements parameter changes by modifying the difficulty level parameter based on the count of affecting objects. The system changes the number of surrounding operations required to capture objects, transforming a static acquisition mechanism into a variable one that adapts to game progress. This parameter adjustment resolves the contradiction by maintaining ease of operation at lower levels while introducing complexity through parameter variation at higher levels.
2Adaptability or versatility
If the difficulty level is dynamically adjusted based on affecting objects, then game interest increases, but the game complexity increases
Solution Approach 1:
The patent applies preliminary action by pre-establishing the relationship between affecting object counts and difficulty levels. The system beforehand determines how many surrounding operations are needed based on the number of captured enemy objects. This preliminary setup allows dynamic difficulty adjustment without requiring complex real-time calculations, reducing system complexity while maintaining adaptive game interest.
Solution Approach 2:
The patent implements feedback by continuously monitoring the number of affecting objects and adjusting the difficulty level accordingly. The system provides feedback to players through changing the number of surrounding operations required, creating a responsive game experience. This feedback mechanism achieves dynamic adaptability through a relatively simple loop that tracks object counts and modifies gameplay parameters, avoiding excessive system complexity.
3Difficulty of detecting and measuring
If multiple surrounding operations are required to capture an object, then the game becomes more challenging, but the acquisition process becomes more time-consuming
Solution Approach 1:
The patent applies periodic action by requiring multiple discrete surrounding operations to capture a single object. Instead of a single complex action, the system breaks down capture into periodic repetitions of the surrounding operation. Each repetition contributes to the capture progress, and the pattern of repeated actions creates a rhythm that manages player engagement while controlling acquisition time through predictable intervals.
Data Source
AI summary
A game apparatus includes an LCD, and on the LCD, a touch panel is set. When a player object encounters an enemy object, a battle screen is displayed on the LCD. A player performs a sliding operation on the touch panel with a stick or the like in such a manner as to surround the enemy object and tries to obtain the enemy object. At this time, when the enemy object (affecting object) already obtained is selected, an ability (effect) equipped with the affecting object can be produced. For example, a flame according to a surrounding line is generated. When the flame hits the enemy object, the enemy object is damaged to decrease its moving speed and stop moving.


