Gaming System Payline Segmentation for Skill-Based Engagement

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Solution Overview

Problem

Current gaming systems lack an integrated method for providing engaging gameplay experiences that cater to diverse skill levels and offer both elements of chance and skill, limiting player interaction and feedback.

Innovation Solution

A method for playing a game that involves displaying indicia in rows and columns with paylines, allowing users to select subsets for awards, providing game enhancements, and offering feedback on gameplay, utilizing a digital processor, user interface, and award dispenser, with the option to initiate games for monetary value and upload game data for analysis.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If games are designed to appeal to diverse skill levels, then accessibility for novices is improved, but engagement for experienced players may be reduced

Engineering Contradiction:
Improveaccessibility for novicesVSAvoidengagement for experienced players
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The game interface is segmented into multiple paylines (e.g., first payline, second payline, third payline) with different reward structures. This allows novices to start with simpler paylines while experienced players can target higher-paying lines, maintaining accessibility across skill levels without sacrificing engagement for any group.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts game parameters based on player performance and preferences. The gaming system can modify payline configurations, reward multipliers, and game difficulty in real-time to maintain optimal engagement for each player regardless of skill level, resolving the contradiction between ease of operation and adaptability.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple paylines are provided with different award sizes, then game engagement is improved, but system complexity increases

Engineering Contradiction:
Improvegame engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A single gaming device performs multiple functions by managing multiple paylines with different configurations. The same hardware and software platform handles various payline types (first, second, third paylines) with different award structures, eliminating the need for separate games or devices for each payline type and thus reducing overall system complexity.

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

Solution Approach 2:

The payline system uses a nested structure where multiple paylines are integrated within a single game framework. Each payline is contained within the overall game system, sharing common resources such as the random number generator, display interface, and award dispenser, thereby reducing complexity while maintaining multiple engagement options.

Inventive Principle:
Principle #7Nested doll (Nesting)

3Adaptability or versatility

If feedback mechanisms are added to provide gameplay analysis, then player engagement is improved, but device complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system incorporates feedback mechanisms that analyze player performance across multiple paylines and provide real-time information about winning combinations, probability distributions, and strategic recommendations. This feedback is delivered through the existing display interface, enhancing engagement without requiring separate complex feedback devices.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The gaming system automatically generates and displays feedback information about gameplay patterns, win probabilities, and optimal play strategies without requiring manual intervention. The system serves itself by processing game data and presenting insights through the display, reducing the need for additional complex feedback mechanisms while maintaining high player engagement.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9286764B2Apparatus for providing amusement
Publication Date: 2016.03.15 LNW GAMING INC
  • US9286764B2 patent drawing
  • US9286764B2 patent drawing
  • US9286764B2 patent drawing

AI summary

Certain non-limiting exemplary embodiments are taught which include a game comprising, a digital processor, digital storage coupled to the digital processor for storing instructions, a display coupled to the digital processor displaying a first plurality of indicia arranged in a plurality of rows and a plurality of columns such that there are a plurality of paylines through a contiguous plurality of indicia, a user interface coupled to the digital processor to select a subset of the first plurality of indicia taken along at least one column and to initiate a display of a second plurality of indicia which includes the selected subset of the first plurality of indicia on the display, and an award dispenser providing an award which is at least as large as the largest award associated with the plurality of paylines.