Game Viewpoint Control for Illusionistic Passage Navigation

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Solution Overview

Problem

Existing game control technologies in three-dimensional spaces lack user-friendliness and fail to enhance the quality of entertainment by not effectively utilizing illusionistic principles to allow character movement between spatially apart passages.

Innovation Solution

A game control program that sets and changes a point of view and line of sight within a three-dimensional space, employing five new rules (subjective move, subjective landing, subjective presence, subjective absence, and subjective jump) to enable character movement between passages that appear connected, using a controller with specific button assignments and viewpoint restrictions to maintain game difficulty.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the point of view is allowed to move freely in three-dimensional space, then the player can observe the illusionistic passages and characters from multiple angles, but the game becomes too easy as players can easily spot connections between spatially apart passages

Engineering Contradiction:
Improveplayer's ability to observe and navigate passagesVSAvoidgame difficulty in detecting passage connections
Core Design Contradiction:
Ease of operationVSDifficulty of detecting and measuring

Solution Approach 1:

The patent applies parameter changes by dynamically adjusting the point of view's position and orientation parameters. The system automatically shifts the point of view to specific positions that reveal illusionistic connections between passages, while restricting movement to predetermined ranges that maintain game difficulty. This resolves the contradiction by controlling observation angles through parameter adjustment rather than free player movement.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces an intermediary system (the automatic point of view control mechanism) that mediates between the player's observation needs and the game's difficulty requirements. This intermediary automatically positions the camera to reveal passage connections when appropriate, without allowing players to freely explore all angles, thus maintaining both observability and challenge.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Difficulty of detecting and measuring

If the point of view is restricted within a predetermined range, then the game difficulty is maintained, but the player's ability to freely observe and navigate the three-dimensional space is limited

Engineering Contradiction:
Improvegame difficulty in detecting passage connectionsVSAvoidplayer's ability to observe and navigate passages
Core Design Contradiction:
Difficulty of detecting and measuringVSEase of operation

Solution Approach 1:

The patent applies dynamics by making the point of view both restricted and dynamic. While the point of view is constrained within predetermined ranges to maintain difficulty, it automatically moves to optimal positions within those ranges to reveal passage connections. This dynamic adjustment within constraints resolves the contradiction between restriction and observability.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If illusionistic principles are used to connect spatially apart passages, then entertainment quality is enhanced, but the control complexity of the game system increases

Engineering Contradiction:
Improveentertainment quality through illusionistic movementVSAvoidcontrol system complexity for managing viewpoint and rules
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-defining the five illusionistic movement rules and predetermined point of view ranges before game execution. These controls are prepared in advance, allowing the system to automatically manage complex illusionistic scenarios without real-time computational overhead, thus enhancing entertainment while controlling complexity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP2428936B1Game device, game control method and game control program
Publication Date: 2020.02.19 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP2428936B1 patent drawingFigure 1
  • EP2428936B1 patent drawingFigure 2A~2B
  • EP2428936B1 patent drawingFigure 3A~3B

AI summary

Disclosed is game device (10) that comprises shape-data holding part (60) that holds data for objects located in a three dimensional space, first rendering part (42) that sets a viewpoint position and a viewpoint direction and that references the data held in shape-data holding part (60) to render said objects located in a three dimensional space, and viewpoint change part (41) that receives viewpoint position or viewpoint direction change instructions and that changes the viewpoint position or viewpoint direction. Viewpoint change part (41) can change the viewpoint position or viewpoint direction to be outside of a predetermined range when the viewpoint position or viewpoint direction is within said predetermined range.