Modular Game Module with Interchangeable Segments for Dynamic Difficulty

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Solution Overview

Problem

Current live interactive adventure games are limited by their static nature, offering a repetitive experience and failing to adjust difficulty levels based on player performance, leading to a lack of appeal for repeated play.

Innovation Solution

A modular game module comprising interchangeable segments with compartments and a comprehensive control system, including an operating system with security, maintenance, and operations management, allowing for dynamic adjustment of game difficulty and content based on player interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional static game modules are used, then the game structure is simple and easy to manufacture, but the gaming experience becomes repetitive and lacks adaptability to player performance

Engineering Contradiction:
Improveadaptability to player performanceVSAvoidgame module structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game module is divided into multiple interchangeable segments (first segment, second segment, third segment, fourth segment) that can be arranged in different sequences. Each segment contains distinct game challenges and puzzles, allowing the game master to reconfigure the game flow based on player performance and preferences, thereby achieving adaptability without requiring a complete redesign of the entire system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game module transitions from a static, fixed sequence to a dynamic, reconfigurable structure. The segments can be dynamically arranged and rearranged based on real-time player performance, allowing the difficulty and content to adapt during gameplay while maintaining a manageable structural complexity through standardized segment designs.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If fixed game content is used, then the manufacturing and setup process is straightforward, but the game lacks replay value and appeal for recurrent play

Engineering Contradiction:
Improvereplay valueVSAvoidgame module assembly
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

By segmenting the game content into modular, interchangeable units, the system enables infinite replayability through different segment combinations while maintaining ease of manufacture. Each segment is designed as a self-contained module that can be independently manufactured and then assembled in various sequences, combining simplicity of production with complexity of gameplay variation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Each game segment is designed with universal interfaces and standardized components that allow the same segment to function in multiple positions and configurations within the overall game flow. This multi-functionality enables a limited set of manufactured segments to generate unlimited gameplay variations, achieving high replay value without proportionally increasing manufacturing complexity.

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

3Adaptability or versatility

If the game module is highly customizable and adaptive, then the gaming experience is unique and engaging, but the control and management system becomes more complex

Engineering Contradiction:
Improvedynamic adjustment of difficultyVSAvoidcontrol system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The control system is segmented into distinct functional modules: an operating system layer, a security system layer, and a central management system layer. Each layer handles specific tasks independently, allowing complex adaptive gameplay to be managed through simple, localized control logic in each segment while maintaining overall system coherence through standardized communication protocols.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The central management system acts as an intermediary between the game segments and the external environment (game masters, players). It receives input from various segments, processes adaptive logic based on player performance, and coordinates responses across the system, thereby simplifying the overall control architecture by centralizing complex decision-making while keeping individual segment controllers simple.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240269542A1Live interactive adventure game module
Publication Date: 2024.08.15 ZAMORA SERVIN IGNACIO
  • US20240269542A1 patent drawing
  • US20240269542A1 patent drawing
  • US20240269542A1 patent drawing

AI summary

A live interactive adventure game module is disclosed, comprising a plurality of segments forming an octagonal structure with top, bottom, and side panels. The panels can be mirror images of each other and may include compartments with doors, potentially housing puzzles, games, or riddles for user interaction. The structure may also include a top frame, bottom frame, and middle frame, coupled together to form a space for compartments. The side panels may include vertical panels with an outer frame and an inner frame, attached by a horizontal support. The game module is controlled by an operating system and a central management system, encompassing a security system, maintenance system, communications systems, and an operations system. These systems monitor and process updates, validate communications, and capture and process all user events during gameplay.