Video Game Task Screen Display Controller for Player Solidarity

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Solution Overview

Problem

In video game systems where multiple users participate, users playing alone do not receive chat information about other players, leading to a lack of feeling of joint struggle and solidarity.

Innovation Solution

A video game processing apparatus that includes a task related information memory, a task request receiver, a task specifier, an other player related information generator, and a task screen display controller to display task screens and other player related information, such as action histories, to create a sense of joint struggle and solidarity among players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If chat information is transmitted only to users who are playing the video game, then network bandwidth and processing resources are conserved, but users playing alone do not receive chat information about other players, leading to a lack of feeling of joint struggle and solidarity

Engineering Contradiction:
Improvechat information transmission efficiencyVSAvoidfeeling of joint struggle and solidarity
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

The chat information transmission is segmented into two types: real-time chat information for connected players and asynchronous task-related information for all players. This segmentation allows the system to optimize resource usage while maintaining player engagement and sense of community.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A task-related information intermediary is introduced that conveys other players' actions and progress to solo players without requiring real-time communication. This intermediary maintains the sense of joint struggle and solidarity by showing what other players are doing in the game world.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If chat information is transmitted to all users regardless of game status, then all users feel connected to others, but network bandwidth and processing resources are wasted on users not actively playing

Engineering Contradiction:
Improvefeeling of joint struggle and solidarityVSAvoidnetwork bandwidth and processing resources
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The information transmission system is segmented to send different types of information to different user groups: real-time chat to active players and asynchronous task information to all players. This reduces unnecessary resource consumption while maintaining player engagement.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transmits only the necessary portion of chat information (task-related content) to solo players rather than all chat messages, reducing network bandwidth usage while still providing enough information to maintain a sense of community and joint struggle.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If task-related information including action histories is displayed, then players feel more connected to others through shared experiences, but the complexity of information processing and display increases

Engineering Contradiction:
Improvefeeling of solidarity through shared experiencesVSAvoidinformation processing and display complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Only the essential elements of action histories (task completion status, key actions) are extracted and displayed, rather than showing complete detailed logs. This reduces display complexity while maintaining the sense of shared experience and solidarity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of showing detailed action histories and requiring players to interpret them, the system inverts the approach by displaying simplified task progress indicators and achievement summaries that immediately convey the sense of shared accomplishment with minimal cognitive load.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS11344798B2Video game processing apparatus and video game processing program
Publication Date: 2022.05.31 SQUARE ENIX HLDG CO LTD
  • US11344798B2 patent drawing
  • US11344798B2 patent drawing
  • US11344798B2 patent drawing

AI summary

A video game processing apparatus for controlling progress of a video game is provided. In the video game, a plurality of players addresses a common task. The video game processing apparatus includes a processor and a display controller. The processor specifies a task corresponding to a task providing request of a first player and generates player related information of a second player corresponding to the specified task. The display controller displays, on a task screen, an image in association with the second player. The image satisfies a display condition during progress of the specified task. The task screen indicates the specified task.