Networked Gaming System for Offline Online Contest Coordination

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current networked gaming systems lack the ability to seamlessly coordinate and facilitate online and offline contests across multiple networked electronic devices and users, limiting user-driven content creation, evaluation, and sharing of game levels, as well as secure and moderated public sharing of game content.

Innovation Solution

A networked gaming system that utilizes Wi-Fi or other wireless/wired connections to enable users to create, upload, and download game contest levels, with automatic result calculation and moderation, including a matchmaker server for player matching, a game server for downloads, and a chat server for communication, allowing users to participate in both online and offline contests with features like Construction Zone tutorials and Challenge Mode submissions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users are allowed to create and share game levels publicly, then user engagement and content variety increase, but system security and content appropriateness become harder to maintain

Engineering Contradiction:
Improveuser-driven content creationVSAvoidcontent security
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent introduces a server as an intermediary between users and the public network. The server receives game levels from users, stores them securely, and manages their distribution. This intermediary layer allows public sharing while maintaining security control, as the server can filter, approve, and monitor content before it becomes publicly accessible, resolving the contradiction between open content sharing and secure content management.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If automatic result calculation is implemented for contests, then evaluation efficiency increases, but system complexity increases

Engineering Contradiction:
Improveevaluation efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements automatic result calculation where the system itself performs the evaluation of game levels based on predefined criteria. The server automatically scores submitted levels, determines contest winners, and publishes results without requiring manual human evaluation for each submission. This self-service approach dramatically increases evaluation efficiency while the automation actually reduces long-term operational complexity despite initial system setup requirements.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If online and offline contests are coordinated across multiple devices, then user participation and engagement increase, but coordination and management become more complex

Engineering Contradiction:
Improvemulti-platform contest coordinationVSAvoidcontest management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a universal contest management system that operates across multiple platforms and devices. The server provides centralized contest templates, rules, and coordination logic that work consistently whether users participate online or offline, on different devices or networks. This multi-functional approach allows the same contest framework to serve various platforms, reducing management complexity despite the multi-platform environment by providing unified contest coordination.

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

Data Source

PatentUS8747231B2Systems, methods and techniques for safely and effectively coordinating video game play contests both on and off line
Publication Date: 2014.06.10 NINTENDO CO LTD
  • US8747231B2 patent drawing
  • US8747231B2 patent drawing
  • US8747231B2 patent drawing

AI summary

A game involves establishing a Wi-Fi connection for retrieving a template used to create a level for the game. A play test is conducted to determine if the created level of the game can be played. The created game level can be shared with other players and/or submitted as a contest for play and competition judging by other players.