Game System Personality-Based Synthesis for Unpredictable Outcomes

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Solution Overview

Problem

Conventional games lack unpredictability and player engagement due to unclear effects of character card enhancements and evolutions, leading to diminished interest and motivation.

Innovation Solution

A game system that assigns a 'personality' and concealed 'level' to character cards, allowing players to combine them with other game content to change characteristic parameters, creating unpredictable outcomes and enhancing player attachment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If the effect of enhanced synthesis or evolutionary synthesis is displayed clearly to the player, then the player can understand the game mechanics, but the element of surprise is lost and player interest diminishes

Engineering Contradiction:
Improveclarity of synthesis effect informationVSAvoidplayer interest and motivation
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The patent extracts the specific numerical values and detailed effects of synthesis from the player's viewable information, keeping only the essential outcome visible while hiding the underlying calculation details. This allows players to see the result without knowing the exact formula, maintaining surprise while ensuring clarity of the final effect.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the parameter visibility dynamically - showing only certain parameters (like final ability values) to players while keeping other parameters (like base values and calculation weights) concealed. This selective parameter disclosure maintains both clarity and player interest.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If character cards are treated as mere collection targets or means to progress the game, then game mechanics are simplified, but the character cards lose additional value and player attachment

Engineering Contradiction:
Improvegame mechanics complexityVSAvoidcharacter card value and player attachment
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent makes character cards multi-functional by giving them both their traditional role in game progression and an additional function as collectible items with inherent value. Players can obtain character cards through synthesis (for gameplay) and through gacha mechanisms (for collection), creating multiple reasons to engage with the cards beyond mere progression.

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

Solution Approach 2:

The patent performs preliminary actions by allowing players to collect and possess character cards before they are needed for gameplay progression. The gacha mechanism enables players to acquire cards in advance, building collection value and player attachment before the cards are utilized in synthesis or battles.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If the degree of ability improvement from synthesis is unknown to the player, then the element of surprise is maintained, but the player cannot make informed decisions about which cards to combine

Engineering Contradiction:
Improveelement of surprise and player engagementVSAvoidplayer decision-making capability
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent applies partial information disclosure by showing players some relevant information (like base abilities and card types) without revealing the complete synthesis calculation formula. This allows players to make educated guesses and informed decisions while still experiencing surprise at the final result, achieving a balance between decision-making capability and element of surprise.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10857465B2Server device, method for controlling the same, computer-readable recording medium, and game system
Publication Date: 2020.12.08 GREE HOLDINGS INC
  • US10857465B2 patent drawing
  • US10857465B2 patent drawing
  • US10857465B2 patent drawing

AI summary

A program capable of giving an element of surprise to a game to increase the fun and interest, and achieving effects of raising player's interest in the game and motivation to continue the game, is disclosed herein. The program sets a “personality” such as a preference and a characteristic parameter of a character card (first game content), and sets a “level” of the preference to an item A1 or the like (second game content). Then, the program synthesizes the item. A1 or the like selected by the player with a character card C1, performs a calculation for changing the characteristic parameter of the character card based on the “level,” and exhibits a predetermined effect on the character card C1 based on the calculation result of the characteristic parameter of the character card (e.g., when it is greater than or equal to Smax).