Gaming System With Dynamic Target States For Strategic Player Choices

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Solution Overview

Problem

Current gaming machines lack interactive elements that allow players to make strategic decisions impacting their chances of winning awards, leading to a lack of engagement and excitement.

Innovation Solution

A gaming system that includes a game where players can strategically choose targets to attack based on award values and difficulty levels, using projectiles with varying damage capabilities, allowing for strategic decision-making and multiple gameplay approaches.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional gaming machines are used with fixed award structures, then the game operation is simple, but player engagement and strategic decision-making are reduced

Engineering Contradiction:
Improvegame operation simplicityVSAvoidplayer strategic decision-making
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic target characteristics where difficulty levels and award values change based on player actions, target status, and game state. Targets transition between different states (e.g., from vulnerable to protected), requiring players to adapt their strategies in real-time, thus enhancing strategic decision-making while maintaining operational simplicity through automated dynamic adjustments.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The gaming system divides the game into distinct phases (assessment phase, attack phase, reward phase) and segments targets into different types with varying characteristics. This segmentation allows players to make strategic decisions at each phase while keeping the overall game structure simple and easy to operate.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If multiple target types with varying difficulty levels are introduced, then player strategic choices are enhanced, but game complexity increases

Engineering Contradiction:
Improveplayer strategic choicesVSAvoidgame complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Different target types (stationary, moving, protected, vulnerable) are assigned specific local characteristics and behaviors. Each target type has unique properties that affect how players interact with them, allowing for diverse strategic choices without requiring the entire game system to become uniformly complex. The complexity is localized to specific target interactions rather than affecting the whole system.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system pre-defines multiple target types with predetermined characteristics, behaviors, and reward structures. This preliminary setup allows players to encounter varied strategic scenarios without the system needing complex real-time generation of game elements, thus enhancing player choices while maintaining manageable system complexity.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If targets with protected states are implemented, then game excitement and strategic depth are increased, but the game mechanism becomes more complex

Engineering Contradiction:
Improvegame excitement and strategic depthVSAvoidgame mechanism complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Protected targets transition between vulnerable and protected states in periodic cycles or based on predetermined conditions. This periodic state change creates strategic opportunities for players to time their attacks effectively, increasing game excitement and depth. The automated periodic state transitions reduce the mechanical complexity by using pre-programmed state changes rather than complex real-time calculations.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system provides visual and informational feedback to players about target states (protected vs. vulnerable), allowing players to make informed strategic decisions. This feedback mechanism enhances strategic depth by enabling players to adapt to changing target states while the automated feedback system manages the complexity of tracking and communicating multiple target states.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9196129B2Gaming system, gaming device and method for providing a strategy game having a plurality of awards
Publication Date: 2015.11.24 INTERNATIONAL GAME TECHNOLOGY INC
  • US9196129B2 patent drawing
  • US9196129B2 patent drawing
  • US9196129B2 patent drawing

AI summary

The disclosed gaming system, gaming device and method provide a game including a plurality of awards, each of the awards associated with a plurality of award characteristics, including an award value and a level of difficulty. Based at least in part on the award characteristics associated with the awards, a player strategically chooses which award or awards to play for (i.e., which award or awards to attempt to collect) in the game. In certain multiplayer embodiments, two or more players can work together to obtain awards.