Networked Game System with Automatic Character Data Exchange

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current networked games lack contingency and unpredictability in data exchanges between players, limiting the immersive experience of accidental in-game item exchanges.

Innovation Solution

A networked game system where game apparatuses and a server facilitate data exchanges by transmitting and receiving character information, allowing for automatic and unpredictable interactions between players' characters, even when players are not directly interacting.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If data exchange is performed only after players recognize each other through chat or acquaintance relationships, then data exchange reliability is improved, but game interest and contingency are reduced

Engineering Contradiction:
Improvedata exchange reliabilityVSAvoidgame interest
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary actions by having characters automatically move through the map and encounter other characters without player intervention. The exchange request is initiated automatically when characters meet, before any player recognition or chat interaction occurs. This preliminary automatic encounter mechanism enables contingency while maintaining exchange reliability through server-mediated verification.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If automatic data exchange between characters is implemented, then game interest and contingency are improved, but system complexity increases

Engineering Contradiction:
Improvegame interestVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The server acts as an intermediary that manages character movement, detects encounters between characters, and facilitates data exchange. By centralizing these functions on the server, the complexity of coordinating multiple game apparatuses is reduced to a single mediating system that handles all automatic exchanges, simplifying the overall architecture while enabling contingency.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If players must actively recognize and initiate data exchange, then data exchange precision is improved, but loss of time occurs due to manual operations

Engineering Contradiction:
Improvedata exchange precisionVSAvoidtime for manual operations
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The character exchange system performs self-service by automatically initiating and completing data exchange when characters encounter each other in the game world. The system monitors character positions, detects meetings, and executes exchanges without requiring player actions such as opening menus, selecting targets, or confirming transfers. This eliminates manual operation time while maintaining precision through server-verified character identity and exchange parameters.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10881966B2Networked game system
Publication Date: 2021.01.05 SQUARE ENIX HLDG CO LTD
  • US10881966B2 patent drawing
  • US10881966B2 patent drawing
  • US10881966B2 patent drawing

AI summary

A network game system of high interest in which a contingency and/or unpredictability intervenes in a data exchange between players in a network game is provided. When a map item and a character are selected, a game apparatus transmits a data exchange request and character information to a server apparatus. The received character information is stored in a character management table of the server apparatus. When a predetermined time elapses after the data exchange request, other-character information is specified, and the character management table is updated. The other-character information is transmitted to the game apparatus, and the game apparatus updates each table based on the received information.