Ghost Character Generation in Video Game Systems

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Solution Overview

Problem

Current video game systems lack a feature that allows for the creation and interaction with ghost characters based on player performance data from previous game sessions, limiting the ability to replay and compete in a dynamic and personalized manner.

Innovation Solution

The system generates and displays ghost characters during subsequent game sessions based on stored ghost data, including movement and action data from previous player characters, allowing for free-roaming movement and appearance customization corresponding to the player's avatar, and enabling multiple ghost characters to appear at different times during the game.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If ghost data is stored and processed to generate ghost characters, then player engagement and replay value are improved, but system memory requirements and data processing complexity increase

Engineering Contradiction:
Improveplayer engagementVSAvoiddata processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates simplified copies (ghost characters) of player performance data that can be stored and replayed without requiring complex real-time processing. Instead of storing and processing all raw input data, the system generates representative ghost character instances that capture essential gameplay patterns, reducing processing complexity while maintaining engagement value

Inventive Principle:
Principle #26Copying

Solution Approach 2:

Ghost data is pre-processed and stored during initial gameplay sessions, allowing subsequent replay sessions to utilize pre-computed performance data. This preliminary action separates data collection from data processing, reducing real-time computational requirements while enabling enhanced replay functionality

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If multiple ghost characters are generated based on number of players, then customization and personalization are improved, but memory storage requirements increase

Engineering Contradiction:
ImprovepersonalizationVSAvoidmemory storage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system implements selective ghost character generation where not all players receive ghost characters in every session. Instead, ghost characters are generated based on specific conditions such as player count thresholds or performance significance, allowing personalized content to be provided where most valuable while conserving storage resources in other scenarios

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If ghost characters appear at different times during game sessions, then gameplay dynamics and competitiveness are improved, but timing synchronization complexity increases

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidtiming synchronization
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements dynamic ghost character appearance timing where ghosts are introduced at different points during gameplay based on game state, player progress, and performance metrics rather than appearing simultaneously or at fixed intervals. This dynamic approach enhances gameplay variety while using game event triggers to manage timing complexity

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9616342B2Video game system, apparatus and method
Publication Date: 2017.04.11 NINTENDO CO LTD
  • US9616342B2 patent drawing
  • US9616342B2 patent drawing
  • US9616342B2 patent drawing

AI summary

An example video game system includes user controls and memory for storing a video game program. A processing system including at least one processor executes the video game program to provide a three-dimensional (3D) virtual game world including a player character. The processing system periodically stores in the memory ghost data for the player character as the player character moves in the 3D virtual game world, based on inputs to the user controls, during a first game play session. The processing system generates a ghost character during a second game play session whose movement in the 3D virtual game world is based on the ghost data stored in the memory. The ghost character appears in the second game play session at a time subsequent to the beginning of the second game play session.