Competitive Game Character Typing With State-Change Damage Logic

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Solution Overview

Problem

Existing competitive games lack strategic depth and character variation, limiting player engagement and tactical diversity.

Innovation Solution

A game system that allows characters to have multiple types, enabling state changes and customized attack categories based on type combinations, with dynamic damage calculations to enhance strategy and variety.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single type is set for each character kind, then the game rules are simple and easy to understand, but the character variations and strategic depth are limited

Engineering Contradiction:
Improvecharacter variationsVSAvoidgame rules complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The character type system is segmented into multiple independent type parameters (first type and second type) that can be individually configured. This allows characters to have complex type compositions without requiring a complete redesign of the game rules, as each type parameter can be handled by existing comparison logic

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The type matching mechanism is designed to be universal by supporting multiple matching patterns (exact match, partial match, combination match) through a single unified damage calculation framework. This allows the same basic mechanism to handle both simple single-type matching and complex multi-type matching scenarios

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

2Adaptability or versatility

If multiple types are set for each character, then character variations and strategic depth increase, but the game rules and damage calculations become more complex

Engineering Contradiction:
Improvestrategic depthVSAvoiddamage calculation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The damage calculation system dynamically adapts its complexity based on the character states. When characters are in their first state, simple single-type matching is used. When characters transform to the second state, the system automatically switches to more complex multi-type matching logic, ensuring that the calculation complexity matches the strategic depth required at each game stage

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game system pre-configures type matching rules and damage parameters for different state combinations. This allows the complex multi-type matching logic to be prepared in advance, so that during actual gameplay, the system only needs to retrieve and apply pre-calculated values rather than performing complex real-time calculations

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If state changes are allowed during competition, then tactical diversity improves, but the prediction and control of game flow becomes more difficult

Engineering Contradiction:
Improvetactical diversityVSAvoidgame flow prediction
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The system provides clear visual feedback when a character's state changes, displaying the transformed type to both players. This feedback mechanism allows players to immediately detect state changes and adjust their tactics accordingly, reducing the uncertainty and difficulty of predicting game flow despite the added tactical diversity

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12485350B2Storage medium, information processing system, information processing apparatus, and game processing method
Publication Date: 2025.12.02 NINTENDO CO LTD
  • US12485350B2 patent drawing
  • US12485350B2 patent drawing
  • US12485350B2 patent drawing

AI summary

An example of an information processing system executes competitive game processing for causing a plurality of characters including a use character used by a player and an opponent character as an opponent of the use character to compete against each other in a virtual space. For each of the plurality of characters, at least a kind of the character, at least one first type associated with each kind of the character, a second type individually set with respect to each character, and categories of attacks which can be used by a character in a competition and with which a third type is associated are set. In the competitive game processing, the information processing system performs control to, in a case where a predetermined condition is satisfied, change a state of a character satisfying the condition from a first state to a second state.