Game System Shared Life Parameter Cooldown Mechanism

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Solution Overview

Problem

In multiplayer games, the existing systems for displaying and managing a character's stamina parameter can lead to unfair game endings due to sudden and excessive damage from opponent characters, discouraging player participation and causing dissatisfaction.

Innovation Solution

A game system where a shared life parameter is displayed, and its reduction is controlled such that only the initial damage is applied within a predetermined period, regardless of subsequent damages, allowing for customizable periods based on damage type, maintaining game balance and independence among opponent characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the life parameter is reduced for every damage instance, then the game ends quickly when characters take damage, but this causes sudden and excessive damage accumulation leading to unfair game endings

Engineering Contradiction:
Improvegame end speedVSAvoidgame fairness
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system applies a preliminary action by establishing a predetermined period (cooldown timer) that prevents multiple life parameter reductions within a certain time window. When a character takes damage, the system sets this period to prevent subsequent immediate reductions, thereby avoiding sudden game overs while maintaining fair gameplay conditions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts the game state by introducing a time-based constraint mechanism. The predetermined period varies based on damage type (e.g., longer periods for severe damages), creating a dynamic protection window that adapts to different combat scenarios while preventing abusive damage accumulation patterns.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If the predetermined period is made longer, then players have more time to recover and respond, but this may give unfair advantage to characters that can sustain longer periods

Engineering Contradiction:
Improveplayer response timeVSAvoiddamage resistance balance
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system applies local quality by differentiating the predetermined period duration based on the specific damage type. Different damage categories (e.g., critical hits vs. normal attacks, elemental damages) receive different protection periods, ensuring that each damage type is treated appropriately while maintaining overall game balance and fairness.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If the life parameter is shared among multiple characters, then more players can participate in a single game, but this creates dependency where one character's damage affects others

Engineering Contradiction:
Improvenumber of playersVSAvoiddamage propagation
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system uses preliminary action by implementing a cooldown mechanism that prevents immediate damage propagation to other characters. When one character takes damage, the system activates a predetermined period that blocks subsequent damage effects, thereby limiting the spread of harmful effects while maintaining the shared life parameter structure that enables multi-player participation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8690654B2Game system, game control method, game device, and computer-readable storage medium
Publication Date: 2014.04.08 NINTENDO CO LTD
  • US8690654B2 patent drawing
  • US8690654B2 patent drawing
  • US8690654B2 patent drawing

AI summary

To run a game in which a life object indicating the value of a life parameter shared by player characters is displayed on a display unit and the life parameter is reduced for an amount equivalent to a damage from which a player character suffers, when at least one of the player character is attacked within an attack invalidation period that starts when one of the player characters is attacked, the life parameter is reduced only for an amount equivalent to the damage that triggers the start of the attack invalidation period.