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

VSEngineering 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

Engineering Contradiction:
Improveuser involvement methodVSAvoidgame control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If performance change information is modified based on change commands, then user engagement increases, but the system complexity increases

Engineering Contradiction:
Improveperformance modification capabilityVSAvoidperformance control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #3Local quality

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.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11992766B2Game system, game control device information storage medium, and method of controlling game system
Publication Date: 2024.05.28 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US11992766B2 patent drawing
  • US11992766B2 patent drawing
  • US11992766B2 patent drawing

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.