Game System Dynamic Item Criteria for Match Engagement

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Solution Overview

Problem

Game systems that rely on stamina or life energy parameters for survival often lead to strategies where players avoid matches, reducing opportunities for player interactions and diminishing the game's excitement.

Innovation Solution

A game system that introduces specific items and dynamic determination criteria, where players must acquire and possess these items to participate in matches, with changing prerequisites and criteria to ensure continuous engagement and increased competition.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players adopt a strategy of avoiding match-ups to maintain high stamina or life energy, then continuous participation in the game is enabled, but opportunities for match-ups between players are reduced and the game is not invigorated

Engineering Contradiction:
Improvecontinuous participationVSAvoidmatch-up opportunities
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent introduces a new parameter (item possession requirement) that changes the condition for continuous participation from purely stamina-based to item-acquisition-based. This parameter change forces players to engage in match-ups to obtain items, thereby increasing match-up opportunities while maintaining continuous participation capability

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The determination criterion for item acquisition is made dynamic by changing it at the end of each determination period. The criterion becomes progressively more difficult to satisfy, creating dynamic pressure on players to actively seek items through match-ups rather than passively maintaining stamina

Inventive Principle:
Principle #15Dynamics

2Productivity

If the determination criterion for item acquisition is made progressively more difficult, then player engagement and competition are enhanced, but the ease of obtaining items is reduced

Engineering Contradiction:
Improveplayer engagementVSAvoiditem acquisition
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The determination criterion is dynamically adjusted at the end of each determination period to become more difficult. This dynamic change creates increasing pressure on players to actively engage in match-ups and compete for items, thereby enhancing player engagement and competition levels

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The determination criterion is reset and intensified periodically at the end of each determination period. This periodic action creates cycles of competition and acquisition, maintaining sustained player engagement while progressively reducing the ease of item acquisition

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11478717B2Game system and method of providing information related to match-up game
Publication Date: 2022.10.25 BANDAI NAMCO ENTERTAINMENT INC
  • US11478717B2 patent drawing
  • US11478717B2 patent drawing
  • US11478717B2 patent drawing

AI summary

A game system that is a server or the like is configured to repetitively determine, during a match-up game, for each set determination period, participation continuation in the match-up game with respect to each player character according to a determination criterion which is based on acquisition of a specific item set in advance, and when it is determined that the player character does not satisfy the determination criterion at an end timing or before the end timing of the determination period, execute participation-limiting processing for limiting participation by the player character concerned in the match-up game such as loss management that involves causing the player character to suffer a loss from the match-up game in which the player character is participating.