Match-Three Game Board Customization With Staged Option Selection
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Solution Overview
Problem
Existing computer-implemented games face challenges in maintaining engagement and customization options when played on devices with limited display resources, such as smartphones or tablets, particularly in match-three games like Candy Crush Saga, where user interface control and effective gameplay mechanics are crucial.
Innovation Solution
A computer device and method that allows players to customize game boards by selecting options for blocking and booster game elements at defined positions, enabling multiple rounds of customization before gameplay can proceed, and supporting sharing and replaying customized levels.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If players are allowed to customize game boards with multiple options and rounds, then user engagement and personalization are improved, but device complexity and interface control become more challenging
Solution Approach 1:
The customization process is divided into multiple distinct rounds, where each round presents a limited set of selectable options. Players complete one round at a time rather than being overwhelmed by all customization possibilities at once. This segmentation of the customization interface into manageable stages reduces perceived complexity while maintaining extensive adaptability.
Solution Approach 2:
All customization options and game board configurations are prepared and presented to players before the actual gameplay begins. Players make all their customization selections in advance during the setup rounds, allowing the game system to pre-process and configure the complete game board state before gameplay starts. This eliminates the need for complex real-time modifications during play.
2Adaptability or versatility
If multiple rounds of customization are required before gameplay, then game board personalization is enhanced, but loss of time increases
Solution Approach 1:
Players are presented with a fixed number of customization rounds (e.g., two rounds) rather than allowing unlimited customization. Each round offers a subset of possible game elements or modifications. This partial action approach provides sufficient personalization for most players while imposing a natural time boundary that prevents excessive setup time.
Solution Approach 2:
The customization process is segmented into discrete, time-bounded rounds with clear progression. Each round has a specific purpose and set of options, and players advance through rounds sequentially. This structured segmentation makes the time investment predictable and manageable, as players know exactly how many stages of customization they will encounter.
3Reliability
If game boards are designed to be challenging and rewarding, then player engagement is improved, but difficulty of detecting and measuring game state increases
Solution Approach 1:
The game system continuously monitors and validates player moves against the customized game board rules and state. When players make moves during gameplay, the system automatically checks whether they satisfy the required matching criteria and updates the game state accordingly. This automated feedback mechanism handles the complexity of validating challenging game states without increasing the player's burden.
Solution Approach 2:
All game board configurations, including challenging layouts and special elements, are fully established during the customization rounds before gameplay begins. The system pre-validates that the customized board is playable and properly configured. This preliminary setup separates the complex board creation phase from the simpler gameplay phase, where players only need to make moves rather than configure the entire game state.
Data Source
AI summary
A computer device provides a computer implemented game. The computer device has a display which displays a first plurality of selectable options, each option of the first plurality of selectable options associated with the providing of a plurality of game elements at defined positions on a game board of the computer implemented game. A user interface detects user input when a user selects one of the first plurality of selectable options. At least one processor, in response to the user input selecting one of the first plurality of selectable options, provides the plurality of game elements associated with the selected option at the respective defined positions on the game board to provide a first game board, the first game board comprising the plurality of game elements associated with the selected option and a plurality of game elements of a first type.


