Gameplay Rewind Bookmarks for In-Session Frame Review
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Solution Overview
Problem
Players in video games face difficulties in accessing and reviewing recent game play to recall important information or steps, requiring complex processes that disrupt gameplay and involve creating sharing files.
Innovation Solution
A system implemented rewind mode accessible via a universal button on a game controller, allowing seamless rewinding and forwarding through captured image frames, with automatic bookmarking of user-interest frames for easy review.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If a player wants to review recent game play to recall important information, then the player can access game details, but the process requires creating sharing files and exiting gameplay which disrupts the gaming experience
Solution Approach 1:
The system continuously captures and stores game play frames in a buffer during live gameplay before the player needs to review them. This preliminary capture action ensures that when the player activates the rewind feature, the game play data is already prepared and immediately accessible without requiring file creation or exiting the game
Solution Approach 2:
A buffer system acts as an intermediary between the game engine and the display system, temporarily storing captured frames. This buffer enables the player to review game play by simply activating a controller button, as the buffer already holds the necessary frames ready for immediate playback without disrupting the gameplay flow
2Manufacturing precision
If the player exits gameplay to create a sharing file for reviewing game portions, then the game play data can be captured, but the player loses continuous gameplay and experiences interruption
Solution Approach 1:
The system maintains continuous gameplay while simultaneously capturing game play frames in the buffer. The capture operation runs continuously in the background without requiring the player to exit or pause the game, ensuring that both gameplay and data capture occur continuously without interruption
Solution Approach 2:
The game play data is captured and stored in the buffer in advance, during normal gameplay. This preliminary capture ensures that when the player needs to review game play, the data is already prepared and can be accessed immediately without any interruption to the gameplay flow
3Loss of information
If the system provides access to all captured frames, then complete game play review is available, but the interface becomes complex and difficult to navigate
Solution Approach 1:
The system extracts only the essential rewind functionality from the complex sharing file creation process. By providing a dedicated controller button that directly accesses the buffer, the system removes unnecessary interface elements and steps, leaving only the critical rewind function that players need
Solution Approach 2:
A single controller button serves multiple functions: it can activate rewind mode, pause/resume playback, and return to live gameplay. This multi-functional button design consolidates what would otherwise require multiple interface elements and steps into a single universal control
Data Source
AI summary
A method including receiving actuation of a universal button on a controller during live game play of a video game, wherein image frames of the live game play are displayed in sequential order, wherein a current image frame is being displayed when the universal button is actuated. The method including receiving selection of a rewind mode from features presented in a user interface displayed simultaneous with the live game play in response to the actuation of the universal button. The method including accessing from storage a subset of captured image frames generated for the game play. The method including entering the rewind mode by automatically switching from displaying the live game play to displaying the subset of captured image frames in reverse beginning from the current image frame. The method including responding to rewind controller inputs for controlling the displaying of the subset of captured image frames in rewind mode.


