Game System Team Item Acquisition Logic
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Solution Overview
Problem
Existing game systems do not effectively enhance the sense of unity among team players and entertainment level in team competitions, particularly in matchup games, as they focus on individual player achievements rather than cooperative team efforts.
Innovation Solution
A game system that allows teams to acquire limited game items providing advantageous effects, with conditions set based on team performance, such as player number, item acquisition, and team level, to promote cooperative gameplay and strategic team interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If individual player achievement systems are used, then individual player motivation is improved, but team unity and cooperative gameplay deteriorate
Solution Approach 1:
The patent segments the game item acquisition system into individual player contributions (each player collects items independently) while maintaining team-level rewards (the team shares the advantageous effect). This segmentation allows individual motivation to be preserved through personal collection efforts while team unity is enhanced through shared objectives and collective rewards.
Solution Approach 2:
The patent merges individual player achievements with team outcomes by allowing individual players to collect items independently but having the team collectively acquire the game item and receive the advantageous effect. This merging creates a synergistic system where individual efforts contribute to team success, simultaneously improving individual motivation and team unity.
2Adaptability or versatility
If unlimited game items are provided, then team flexibility and strategy are improved, but game balance and competition intensity deteriorate
Solution Approach 1:
The patent changes the parameter of game item quantity from unlimited to limited (acquisition number is limited to N or less). This parameter change maintains game balance and competition intensity by creating scarcity, while still allowing sufficient flexibility for teams to develop strategies around acquiring and utilizing the limited items effectively.
Solution Approach 2:
The patent implements partial action by providing a limited number of game items rather than unlimited items. This partial provision creates competitive tension and strategic depth, as teams must prioritize which items to acquire and how to use them effectively, maintaining game balance while preserving adaptability.
3Stability of the object's composition
If team-based item acquisition is implemented, then team cooperation is improved, but individual player agency deteriorates
Solution Approach 1:
The patent segments the acquisition process into individual player actions (each player independently collects items) and team outcomes (the team collectively receives the advantageous effect). This segmentation preserves individual player agency through personal collection efforts while simultaneously enhancing team cooperation through shared objectives and collective rewards.
Solution Approach 2:
The patent implements self-service by allowing individual players to independently collect items and contribute to team acquisition without requiring constant team coordination. Each player can autonomously work toward the team goal, preserving individual agency while still achieving team cooperation and shared success.
4Reliability
If limited acquisition numbers are set, then game competition intensity is improved, but team accessibility and participation deteriorate
Solution Approach 1:
The patent segments the acquisition process into individual player contributions, allowing multiple players to independently work toward the limited item pool. This segmentation increases participation opportunities while maintaining competition intensity, as more players can contribute to team acquisition without guaranteeing individual success.
Solution Approach 2:
The patent implements partial action by setting acquisition numbers to N or less, creating a limited but accessible target. This partial limitation maintains competition intensity by creating scarcity and strategic value, while still allowing sufficient participation opportunities for multiple team members to contribute meaningfully.
Data Source
AI summary
A server executes various controls for teams, each of which has at least one player, to have a matchup with each other, and manages each team, including change of a team during the game, record of each team, players and a number of players belonging to each team, and duration of a team. Further, the server determines, during the matchup game, whether a team item acquisition condition is satisfied based on the record of each player who belongs to the team and the like, and allows the team that satisfies the team item acquisition condition to acquire a team item which provides an advantageous effect in the game.


