Dynamic Guild Capability Adjustment via Activity Metrics

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Solution Overview

Problem

Current multiplayer online games lack mechanisms to dynamically enhance player capabilities based on guild activity, leading to reduced player engagement and competitive imbalance.

Innovation Solution

A system that calculates a guild effect value (guild force) based on guild metrics such as activity and size, dynamically adjusting in-game capabilities like card abilities, influencing battle outcomes and quest success rates, thereby incentivizing regular gameplay and guild participation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If player capabilities are fixed and static in the game, then game rules are simple and easy to implement, but player engagement decreases and competitive balance is compromised

Engineering Contradiction:
Improveplayer capabilitiesVSAvoidgame system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic player capabilities that automatically adjust based on guild activity metrics. The system calculates guild force values from guild member activity, size, and other metrics, then dynamically modifies player capabilities such as card abilities, battle outcomes, and quest success rates. This allows player capabilities to adapt in real-time to guild performance without requiring complex manual intervention or game rule changes.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system establishes a feedback loop where guild activity is continuously monitored, guild force is calculated based on this activity, and player capabilities are adjusted according to the guild force value. This creates a self-regulating system where player capabilities respond to guild performance, encouraging continued engagement while maintaining competitive balance through automated adjustments rather than fixed rules.

Inventive Principle:
Principle #23Feedback

2Productivity

If guild activity does not influence player capabilities, then game mechanics remain simple, but player engagement and guild participation decrease

Engineering Contradiction:
Improveplayer engagementVSAvoidgame mechanics
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system pre-calculates guild force values based on guild metrics such as member activity, guild size, and other predetermined factors. These guild force values are prepared in advance and automatically applied to modify player capabilities before gameplay events occur. This preliminary calculation of guild influence allows the system to reward active guilds without adding complex real-time decision-making during gameplay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent changes key game parameters such as card ability strengths, battle outcome probabilities, and quest success rates based on guild force values. By dynamically adjusting these parameters according to guild activity levels, the system incentivizes player engagement and guild participation while maintaining relatively simple game mechanics that automatically adapt to guild performance through parameter modification.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If player capabilities are uniformly distributed, then game balance is easy to maintain, but competitive interest and guild collaboration are reduced

Engineering Contradiction:
Improvecompetitive dynamicsVSAvoidgame balance
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system applies different capability modifications to different players based on their specific guild's performance and activity level. Each guild receives customized capability adjustments tailored to their guild force value, creating local variations in player capabilities that reflect individual guild characteristics. This allows competitive diversity while maintaining overall game balance through proportional adjustments.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent dynamically changes game parameters such as card abilities, battle outcomes, and quest success rates based on guild force calculations. By adjusting these parameters proportionally according to guild performance rather than creating fixed capability differences, the system maintains game balance while introducing competitive variety that encourages guild collaboration and sustained engagement.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11562626B2Guild-dependent variation of player capabilities in a computer-implemented game
Publication Date: 2023.01.24 ZYNGA INC
  • US11562626B2 patent drawing
  • US11562626B2 patent drawing
  • US11562626B2 patent drawing

AI summary

A system and method provide automated guild-dependent variation of in-game capabilities available to player in an computer-implemented game. An in-game capability is made available to the player in inter-guild competitive gameplay, for example comprising an object-specific ability associated with the game object, such as a collectible card. A value for a variable attribute of the in-game capability is dynamically adjusted based at least in part on one or more guild metrics for an associated guild of which the player is a member. The one or more guild metrics may include guild size and activity levels of guild members.