Game System Character Speed Control for Wide Field
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Solution Overview
Problem
Simulation games with idol training mechanics often limit user interaction by only displaying one navigator character, leading to boredom and stress due to a narrow game field that restricts character movement and visibility, making it difficult for users to engage with multiple characters.
Innovation Solution
A game system that includes a relationship specifying unit to determine the position relationship between a starting and ending point for character movement and a speed changing unit to adjust movement speed based on this relationship, allowing for a wider game field and more dynamic character interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the game field is narrowed to reduce movement time, then characters can move faster, but the game field becomes oppressive and characters may block the view of the navigator
Solution Approach 1:
The patent applies dynamics by making the game field expandable and contractible based on the number of characters. When multiple characters are present, the game field automatically expands to provide sufficient space, preventing the oppressive feeling and view blocking. When fewer characters are present, the field can contract to maintain a cozy atmosphere. This dynamic adjustment resolves the contradiction between needing space for multiple characters and maintaining an engaging field size.
Solution Approach 2:
The patent changes the parameter of game field size dynamically based on the number of characters and their positions. By adjusting the field dimensions as a variable parameter rather than a fixed value, the system can optimize both the movement speed and the field area to prevent characters from blocking the navigator view while providing enough space for all characters.
2Device complexity
If only one navigator character is displayed, then the screen layout is simple, but users have fewer opportunities to interact with other characters
Solution Approach 1:
The patent utilizes the third dimension (depth) in the virtual space to resolve the contradiction. Multiple characters are arranged at different depths and positions within the expanded game field, allowing them to be displayed simultaneously without cluttering the screen. The navigator remains visible while other characters can be positioned in the background or to the sides, providing interaction opportunities without increasing screen layout complexity.
Solution Approach 2:
The patent segments the screen space by dividing the game field into different zones where the navigator occupies a primary position and other characters are distributed in secondary positions. This segmentation allows multiple characters to coexist on screen with clear visual hierarchy, maintaining simplicity while enabling diverse character interactions.
3Loss of time
If the game field is narrow, then movement time is reduced, but there is not enough room to place multiple characters
Solution Approach 1:
The patent applies dynamics by making the game field size adaptable to the number of characters. When multiple characters need to be placed, the field automatically expands to provide sufficient space, eliminating the constraint of a narrow field. This dynamic expansion allows all characters to be accommodated without crowding, while movement time is optimized through efficient pathfinding and speed adjustments.
Data Source
AI summary
Provided is a game system or the like capable of setting a game field relatively wide. This game system provides a training game that progresses through a navigation character or a waiting character that moves in accordance with a user instruction in a game field of a monitor that displays a room screen including the game field. Further, for example, the game system specifies a position relationship between a waiting position and a guide position, when the user instructs the waiting character to move from the waiting position to the guide position in the game field, and changes a moving speed of the waiting character between a normal speed and a special speed in accordance with the specified position relationship, when the waiting character moves from the waiting position to the guide position.


