Multi-User Video Game Control System for Large Audience Input
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Solution Overview
Problem
Current multi-user computer-controlled video gaming systems are unable to effectively manage input from large groups of players, limiting the ability for multiple users to jointly control game mechanics and provide an engaging experience for audiences in theaters or cinemas.
Innovation Solution
A multi-user computer-controlled video gaming system that includes a display device, user input devices, and a processing unit capable of generating control input data for conjointly controlling game mechanics, allowing multiple users to collectively control game objects and elements, with adaptive mechanics such as player number adjustment, decision-making thresholds, difficulty levels, and score systems based on user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If a classical multi-user gaming system with individual avatars is used, then each user can control their personal avatar, but the system cannot handle large groups of players (50, 100 or more users) and does not allow conjoint control of the same object
Solution Approach 1:
The system segments the large group of players into multiple teams or groups, each controlling specific aspects of the game. This allows the system to handle hundreds of players by dividing them into manageable segments that can be processed individually while contributing to the overall game state.
Solution Approach 2:
The gaming system is designed with universal control mechanisms that allow any player or group of players to control any game object or mechanic. The system provides multi-functional input handling where player inputs can be mapped to various game elements dynamically, enabling conjoint control of the same object by multiple users regardless of team assignments.
2Ease of operation
If individual avatar control is implemented, then users receive individual feedback, but the system lacks mechanisms for collective control and shared feedback experiences
Solution Approach 1:
The system merges individual player inputs into collective control actions. Multiple players can simultaneously influence the same game object or mechanic, and their combined inputs are processed to produce unified control outcomes. This merging allows both individual participation and collective control to coexist within the same game framework.
Solution Approach 2:
The system introduces intermediary control layers that translate individual player inputs into collective actions. These intermediaries process and aggregate inputs from multiple players, then convert them into appropriate control signals for game objects, enabling seamless transition from individual to collective control modes.
3Reliability
If traditional game mechanics are used, then the game works for a few players, but the mechanics cannot manage inputs from large groups or adapt to varying player numbers
Solution Approach 1:
The game mechanics are designed to be dynamic rather than static. The system automatically adjusts game parameters, control distributions, and feedback mechanisms based on the current number of players and their skill levels. This dynamic adaptation allows the same game mechanics to reliably handle varying group sizes from small teams to large crowds of hundreds of players.
Solution Approach 2:
The system changes key game parameters dynamically based on player input and group composition. This includes adjusting difficulty levels, control sensitivity, feedback frequency, and mechanic activation thresholds to match the current player context, ensuring stable and enjoyable gameplay experiences across different group sizes.
4Quantity of substance
If cinema equipment with individual gamepads is deployed, then large audiences can participate, but there are no systems for providing conjoint control input data for the same object
Solution Approach 1:
The system introduces intermediary processing layers that aggregate and coordinate inputs from numerous individual gamepads. These intermediaries manage the complexity of handling inputs from hundreds of players by organizing them into structured control streams that can be processed by the game engine, simplifying the overall system architecture despite the large number of input devices.
Solution Approach 2:
The control system automatically organizes and routes player inputs without requiring manual configuration. The system self-adapts to the number and arrangement of connected gamepads, dynamically creating control groupings and assignments based on current player participation, thereby reducing operational complexity while supporting large audience sizes.
Data Source
AI summary
System and method for running a software application, such as a video game for many users. In one embodiment a multi-user computer-controlled video gaming system comprising: at least one display device for displaying video game motion pictures to the plurality of users; a plurality of user input devices, at least one for each user, providing user input data to the computer-controlled video gaming system; a processing unit receiving and processing the user input data from the plurality of input devices to generate control input data for a conjointly control of at least one game mechanic of the performed game; at least one computing device executing a game software application for performing said game, the at least one computing device being controlled by said control input data for providing output to the display device to display the video game motion pictures dependent on said at least one conjointly controlled game mechanic.


