Game System Performance Modification via Target Area Interaction
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Solution Overview
Problem
Existing sports games limit user involvement to controlling game objects or setting action guidelines, lacking a new and engaging way for users to interact with game objects in virtual spaces.
Innovation Solution
A game system that allows users and opponents to play against each other, with user and opponent objects moving in a virtual space, where performance information is controlled and modified based on performance change information associated with specific areas, enabling users to change performance attributes by using player cards to influence game outcomes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users control game objects directly or set action guidelines, then user involvement is limited to conventional methods, but the game lacks new and engaging interaction ways
Solution Approach 1:
The patent introduces 'performance change information' as an intermediary element that mediates between user input and game object performance. Instead of directly controlling game objects, users modify performance change information associated with target areas, which then indirectly influences game object behavior. This resolves the contradiction by providing a new interaction method without requiring complex direct control systems.
Solution Approach 2:
The system changes the parameters of performance change information (such as momentum values, performance attributes) based on user commands and object locations. By modifying these parameters dynamically, the system enables versatile user involvement without adding complex control mechanisms, as the existing parameters are repurposed for new interaction purposes.
2Adaptability or versatility
If performance change information is modified based on change commands, then user engagement increases, but the system complexity increases
Solution Approach 1:
The patent applies performance change information locally to specific target areas rather than globally to all game objects. Each target area has its own performance change information that can be independently modified. This local approach enables versatile performance modification while keeping the system manageable, as changes are confined to specific regions rather than requiring system-wide complexity.
Solution Approach 2:
The system dynamically adjusts performance change information based on the location of game objects within target areas and user commands. The performance attributes are not static but change in real-time based on game state and user input. This dynamic adaptation provides high versatility without permanent system complexity, as the complexity arises only during active gameplay modification.
Data Source
AI summary
At least one memory device of the game system that stores a plurality of instructions, which when executed by the at least one processor, cause the at least one processor to: control a motion of a user object based on first performance information, control a motion of an opponent object based on second performance information, modify performance change information associated with a target area in the virtual space based on a change command from the user or the opponent, change the first performance information in a case where the user object is located in the target area based on the performance change information associated with the target area, and change the second performance information in a case where the opponent object is located in the target area based on the performance change information associated with the target area.


