Game System Dynamic Field Changes for Player Engagement

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Solution Overview

Problem

Current golf game technologies lack innovative features that enhance player engagement and interest by not effectively integrating elements between hitting and movement processing, leading to repetitive gameplay experiences.

Innovation Solution

A non-transitory computer-readable storage medium storing a game program that executes gameplay elements such as introducing a virtual golf game where players hit and move a character, with other characters hitting and moving simultaneously, affecting the time from the first shot to cup-in, allowing for character speed adjustments, wearable items, and dynamic game field changes, thereby influencing gameplay strategies and interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a game element is introduced between hitting processing and hitting processing, then the interest of game can be improved, but the complexity of game processing increases

Engineering Contradiction:
Improvegame interestVSAvoidgame processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces dynamic elements between hitting processing stages, where the game field changes dynamically based on player actions. Specifically, when a player hits a golf ball, the field may change properties (such as terrain transformation, obstacle appearance/disappearance) during the ball's flight and the character's movement, creating unpredictable and engaging gameplay while maintaining manageable processing through event-driven updates

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements preliminary actions by setting up multiple possible game field states and transformations in advance. The system pre-defines various field change scenarios (such as different terrain types, obstacle configurations, and environmental conditions) that can be activated between hitting processing stages, allowing rich gameplay variability without requiring complex real-time generation of new game elements

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the length of time from execution of the first shot up to a cup-in affects a victory or defeat, then the strategic depth increases, but the game duration increases

Engineering Contradiction:
Improvestrategic depthVSAvoidgame duration
Core Design Contradiction:
Adaptability or versatilityVSDuration of action of moving object

Solution Approach 1:

The patent makes the game field dynamic during the time from first shot to cup-in, where field conditions can change based on player actions and timing. This creates strategic depth by allowing players to adapt their approach based on evolving field conditions while maintaining reasonable game duration through controlled transformation sequences that don't excessively extend play time

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes various game parameters (such as field properties, character speeds, obstacle configurations) during the shot-to-cup-in sequence. These parameter changes create strategic opportunities for players to respond and adapt, adding depth to the gameplay without necessarily extending the overall duration, as changes are triggered by player actions rather than arbitrary time delays

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If character moving speeds are set differently, then character selection strategy increases, but the complexity of character management increases

Engineering Contradiction:
Improvecharacter selection strategyVSAvoidcharacter management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by giving each character distinct moving speed characteristics suited to their specific role or playstyle. Rather than managing complex speed profiles for all characters uniformly, the system tailors speed properties locally to each character type, allowing strategic selection based on speed needs while keeping individual character management simple and intuitive

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12023586B2Storage medium, game system and game controlling method
Publication Date: 2024.07.02 NINTENDO CO LTD
  • US12023586B2 patent drawing
  • US12023586B2 patent drawing
  • US12023586B2 patent drawing

AI summary

A non-limiting example game system includes a processor incorporated within a main body apparatus, and the processor simultaneously controls a player character and a competitive partner character to advance a golf game. The player character is moved, when hitting a ball, toward a next hitting position. During movement, the player character interferes with movement or hitting of the competitive partner character according to an operation of a player. Moreover, when the player character executes a special shot, a shape or a property of a game filed is changed so as to interfere with movement or hitting of the competitive partner character. On the other hand, the competitive partner character interferes with movement or hitting of the player character or another competitive partner character. A victory or defeat of a competition game A is determined based on the time and the number of strokes both required from execution of a tee shot up to a cup-in. That is, a game element is introduced between hitting processing and hitting processing, and the required time affects a victory or defeat of the game.