Match-Three Game Interface with Segmented Tiles and Blocks
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Solution Overview
Problem
Puzzle games face challenges in maintaining user engagement due to simplicity and excessive item complexity, leading to boredom and reduced immersion.
Innovation Solution
A game providing method that displays a game interface with tiles and blocks, where user interaction identifies and rearranges blocks satisfying predetermined conditions, with graphic representations changing block and tile appearances to satisfy winning requirements, incorporating movable and locked blocks, and obstacle blocks to enhance gameplay complexity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If items are used to immerse users in the puzzle game, then user engagement is improved, but excessive uses lead to boredom due to overly reduced difficulty
Solution Approach 1:
The game board is segmented into different types of tiles (ordinary tiles and special tiles), and blocks are segmented into different types (ordinary blocks and obstacle blocks). This segmentation allows the game to provide varied interactions without requiring complex items, as the tiles and blocks themselves carry different functional properties.
Solution Approach 2:
Different types of tiles have different properties: ordinary tiles can be changed by matching blocks, while special tiles require specific conditions (such as matching obstacle blocks) to change. This local quality differentiation provides diverse gameplay experiences without adding complex items, as the complexity is distributed across different tile types.
2Adaptability or versatility
If story elements are added to immerse users, then game completeness is improved, but users who enjoy short play time skip the story
Solution Approach 1:
The game dynamically adjusts the complexity and type of tasks based on the stage progression. Early stages introduce basic matching, while later stages introduce special tiles and obstacle blocks, creating a dynamic experience that adapts to user skill level without requiring time-consuming story elements.
Solution Approach 2:
The game uses periodic introduction of new tile types and mechanisms at different stages, creating a rhythm of familiarization and challenge that maintains engagement without requiring continuous story narration, allowing users to progress at their own pace.
3Adaptability or versatility
If types of items or methods are increased to enhance gameplay, then user engagement is improved, but simplicity of the puzzle game is harmed
Solution Approach 1:
The matching mechanism serves multiple functions: it can match ordinary blocks to change ordinary tiles, match obstacle blocks to change special tiles, and create chain reactions. This multi-functionality of a single core mechanism provides gameplay variety without requiring multiple complex item types or rules.
Solution Approach 2:
The game adds a spatial dimension to the matching mechanic by introducing special tiles that require specific patterns (such as connecting tiles between obstacle blocks) rather than simple color matching. This dimensional addition provides complexity without requiring new item types.
Data Source
AI summary
According to an aspect of the disclosure, a game providing method is provided. The game providing method includes: displaying a game interface comprising a plurality of tiles and a plurality of blocks respectively arranged on the plurality of tiles; changing an arrangement of the plurality of blocks on the plurality of tiles by identifying at least three blocks which satisfy a predetermined condition based on a user interaction; displaying a first graphic representation regarding the at least three blocks; and displaying a second graphic representation regarding at least three tiles respectively corresponding to the at least three blocks based on types of the at least three tiles.


