Network Game System Dynamic Hindrance Object Visualization
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Solution Overview
Problem
Existing network game systems fail to effectively communicate and visualize the impact of multiple players' progress on game objects, leading to a lack of engagement and increased development costs due to static object representations.
Innovation Solution
A network game system comprising a server and game apparatuses with data sending, acquisition, and displaying change modules that send and total game progress data, allowing objects in the game to dynamically change based on player interactions, thereby enhancing player experience and reducing development costs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If object appearances are kept static in the game, then development costs are reduced, but player engagement and ability to identify game-progress-affecting objects deteriorates
Solution Approach 1:
The patent applies color changes to objects in the game based on aggregated player data. Objects that hinder game progress are displayed in different colors (e.g., red) while neutral objects remain in original colors (e.g., green), allowing players to quickly identify problematic objects without requiring complex visual transformations or additional assets
Solution Approach 2:
The system changes display parameters of objects dynamically based on player interaction data. By modifying color parameters according to aggregated hindrance counts from multiple players, the system provides meaningful information feedback while maintaining simple object models and avoiding complex asset development
2Loss of information
If detailed information about all player interactions is displayed, then player engagement improves, but system complexity and data processing requirements increase
Solution Approach 1:
The patent merges interaction data from multiple players into a single aggregated statistic (total hindrance count) that is then applied uniformly to object display. This consolidation approach provides comprehensive multiplayer feedback while avoiding the complexity of tracking and displaying individual player interactions separately
Solution Approach 2:
The system introduces an intermediary aggregation layer between individual player interactions and object display. The server totals hindrance counts from multiple players and sends this summarized data back to clients, which then applies it to object appearance. This intermediary step simplifies data processing by filtering out individual variation and presenting only the essential aggregated information
Data Source
AI summary
A non-limiting example network game system includes a server, and the server is connected with a plurality of game apparatuses in a communication-capable manner via a network. If a player object receives damage or is hindered from advancing during play of a local game by a hindrance object such as an enemy object, each game apparatus notify information about the hindrance object to the server. The server totals the number of times of giving damage, etc. to the player object for each hindrance object based on notice from each game apparatus. At a time of starting the local game, the game apparatus acquires a total result from the server, and changes an image of the hindrance object based on the total result.


