Game Task Processing System for Spectator Interaction

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Solution Overview

Problem

Current game session systems lack immersive interactive experiences for spectating characters, with limited interaction between spectating and spectated characters, and simple task settings that fail to engage players effectively.

Innovation Solution

A task processing method and system that allows spectating characters to independently release and update tasks, providing game resource rewards to spectated characters or other game characters who complete these tasks, thereby enhancing interactive fun and immersion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the system allows spectating characters to independently release and update tasks with customized content and rewards, then the interactive fun and immersion between spectating and spectated characters is significantly improved, but the system complexity and task management overhead increase

Engineering Contradiction:
Improveinteractive experienceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The task management system is segmented into independent components: task release modules for spectating characters, task update modules, execution monitoring modules for spectated characters, and reward distribution modules. This segmentation allows each component to function independently, reducing overall system complexity while enabling versatile interactive experiences.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The task processing system is designed as a universal platform that can handle multiple types of interactions (task release, task update, task execution, reward distribution) through a common architecture. This multi-functionality approach allows the system to support diverse interactive scenarios without requiring separate complex systems for each function.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Productivity

If the system provides customized task content and game resource rewards released by spectating characters, then player engagement and immersion are enhanced, but the task management overhead and processing requirements increase

Engineering Contradiction:
Improveplayer engagementVSAvoidtask management overhead
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

Spectating characters can pre-configure and release tasks before the game session begins or during idle periods. Task templates and reward structures can be prepared in advance, reducing the real-time management overhead during active gameplay while maintaining high player engagement.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables spectating characters to autonomously manage their own task portfolios, including creating, updating, and monitoring tasks without requiring extensive administrative intervention. This self-service mechanism reduces the overall task management overhead while allowing customized task content and rewards to enhance player engagement.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250161827A1Task Processing Method and System, Device, Medium, and Program Product
Publication Date: 2025.05.22 LILITH TECH (SHANGHAI) CO LTD
  • US20250161827A1 patent drawing
  • US20250161827A1 patent drawing
  • US20250161827A1 patent drawing

AI summary

The present invention relates to a task processing method for a game session. The method includes: receiving a game spectating request from a first game terminal, obtaining a game screen of a spectated character corresponding to the game spectating request, and sending the game screen to the first game terminal; receiving request information from the first game terminal, where the request information includes at least one predetermined task; sending the predetermined task to at least one game terminal in the game session; in response to a determination operation received by any game terminal for the predetermined task, determining that a game character who meets a predetermined condition is an executor of the predetermined task; and based on an execution result of the predetermined task, allocating a game resource reward to a game account corresponding to the executor.