MMORPG Motif Manager for Real-Time Customization

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Solution Overview

Problem

Current computer-based role-playing games (cRPGs) lack the ability for users to modify game characters, environments, and rules in real-time, limiting adaptability and customization, and do not allow for spontaneous behavior changes in response to modifications.

Innovation Solution

A massively multiplayer online role-playing game (MMORPG) system that includes a game client, server, and database, featuring a multidimensional motif manager, avatar-character manager, scenes-a-faire manager, and pseudorandomizer, allowing players to customize and adapt game characters and environments, with user interfaces for input and feedback, enabling dynamic and realistic interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If cRPGs use preset formats for entities, then game stability is maintained, but adaptability and customization are limited

Engineering Contradiction:
Improvecustomization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the game system into multiple independent modules including entity manager, motif manager, behavior manager, and rules manager. Each module handles specific aspects of game customization independently, allowing players to modify individual entities, motifs, or behaviors without affecting the entire system stability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic configuration systems where game entities, motifs, and behaviors can be modified in real-time during gameplay. The system allows players to dynamically add, remove, or alter game elements while maintaining operational stability through structured management frameworks.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If cRPGs allow modifications to entities and rules, then adaptability improves, but spontaneous behavior changes and realistic adaptations are not achieved

Engineering Contradiction:
Improvereal-time modification capabilityVSAvoidbehavioral consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent implements feedback mechanisms where character behaviors automatically adjust in response to environmental modifications. When players or systems modify entities, motifs, or rules, the behavior manager receives feedback and dynamically adapts character responses to maintain realistic and consistent behavior patterns throughout the game.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system pre-establishes behavioral frameworks and response patterns for characters that can automatically adapt to modifications. Behavior templates and reaction protocols are prepared in advance, enabling spontaneous and realistic character responses when game elements are modified during gameplay.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If cRPGs provide limited modifications to entities, then ease of operation is maintained, but depth of customization is reduced

Engineering Contradiction:
Improveuser interface simplicityVSAvoidcustomization depth
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent creates a universal management framework that handles multiple types of game entities (characters, environments, items, rules) through a single integrated interface. The entity manager and motif manager provide unified access points that work across different game elements, simplifying the user experience while enabling deep customization of individual components.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11235250B2Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
Publication Date: 2022.02.01 YUAN RYAN LUENCHEEN
  • US11235250B2 patent drawing
  • US11235250B2 patent drawing
  • US11235250B2 patent drawing

AI summary

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.