Game System Dynamic Event Generation via Object Placement

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Solution Overview

Problem

Conventional game systems using short-range communication between game apparatuses lack the ability for players to select the influence of transmitted data on the receiving game apparatus, resulting in uniform gameplay experiences and reduced player interest.

Innovation Solution

A game system where one game apparatus places an object on a game field and transmits its information to another, allowing the receiving apparatus to place a corresponding object and generate events based on the object's position, enabling diverse gameplay experiences and increased player engagement through virtual battles and privilege systems.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If data is transmitted between game apparatuses using short-range communication, then information exchange is enabled, but the influence of transmitted data on the receiving game apparatus remains uniform and cannot be selected by the player

Engineering Contradiction:
Improvediversity of data influenceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces dynamic event generation where the received object information triggers different types of events (battle events, non-battle events, privilege events) based on the object type and position. This dynamic response system allows the same transmitted data to have multiple possible influences, resolving the contradiction between data versatility and system complexity by making the system adaptive rather than statically complex

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of event type based on the received object information. Different object types (enemy characters, items, NPCs) and positions trigger different event parameters (battle, non-battle, privilege events). This parameter-based differentiation allows uniform data transmission to produce diverse outcomes without increasing transmission complexity

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If objects are placed at arbitrary positions on the game field and transmitted to another game apparatus, then diverse event generation is enabled, but the system requires coordination between multiple game apparatuses

Engineering Contradiction:
Improveevent diversityVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements automatic event generation where the receiving game apparatus autonomously determines and executes events based on the received object information and the player character's position. The system self-services by automatically coordinating between apparatuses without requiring manual intervention, maintaining operational simplicity while achieving diverse event outcomes through automated logic

Inventive Principle:
Principle #25Self-service

3Productivity

If the player character encounters the placed object in the second game apparatus, then events are generated to enhance gameplay, but real-time coordination between game apparatuses is required

Engineering Contradiction:
Improvegameplay engagementVSAvoidcoordination time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent uses preliminary action by pre-defining event types and their triggering conditions before runtime. The system预先 sets up battle events, non-battle events, and privilege events with specific trigger conditions, so when the player character encounters an object, the appropriate event is immediately executed without real-time coordination delays. This preliminary preparation eliminates runtime coordination time while maintaining high gameplay engagement

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10792574B2Game system
Publication Date: 2020.10.06 SQUARE ENIX HLDG CO LTD
  • US10792574B2 patent drawing
  • US10792574B2 patent drawing
  • US10792574B2 patent drawing

AI summary

A game system is provided in which a first game apparatus operated by a first player and a second game apparatus operated by a second player are configured to communicate with each other. The first game apparatus decides a content of a fighting event according to an operation of the first player, and transmits event information related to the content of the fighting event. The second game apparatus receives the event information, and generates the fighting event based on the event information. The event information includes: object information related to one or more objects that are selected from objects of the first player and that fight against an object of the second player in the fighting event; and mission information that is related to a mission assigned for the second player during the fighting event.