Neutral Character Point System for Inclusive MOBA Team Play
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Solution Overview
Problem
In multiplayer online battle arena (MOBA) games, novice players or those unfamiliar with operations often hesitate to participate due to the high skill requirement and concentration of points earned by experienced players, leading to reduced enjoyment and impaired cooperative play.
Innovation Solution
A game system where players can contribute to their team by earning points through battles with neutral characters, allowing for joint fights without relying solely on interpersonal battles, with a scoring system that rewards cooperative play and provides opportunities for all players to acquire points and items.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If players engage in interpersonal battles to earn points in MOBA games, then experienced players can earn more points and win, but novice players face high skill requirements and hesitate to participate
Solution Approach 1:
The patent segments the point-earning mechanisms into multiple independent paths: interpersonal battles and battles with neutral characters. This segmentation allows novice players to earn points through neutral character battles which have lower skill requirements, while experienced players can continue to earn points through interpersonal battles. The system divides the traditional single point-earning method into separate components that can be pursued independently.
Solution Approach 2:
Neutral characters serve as intermediaries between players and the point system. Instead of players directly competing only against each other (interpersonal battles), neutral characters provide an alternative intermediary that novices can interact with more easily. These neutral characters act as a bridge that allows novice players to participate in point-earning activities without the high skill requirements of direct player-vs-player combat.
2Productivity
If points are concentrated on players familiar with operations, then experienced players can dominate the game, but cooperative play with other players is reduced
Solution Approach 1:
The patent segments the point distribution system into individual player points and team shared points. Battles with neutral characters generate team shared points that are distributed to all team members regardless of individual performance, while interpersonal battles continue to generate individual points. This segmentation ensures that cooperative activities are rewarded equally among team members, encouraging participation from all skill levels.
Solution Approach 2:
The patent makes the neutral character battle system universally accessible to all players regardless of skill level. This multi-functional system serves both novice players (who can earn points through neutral character battles with lower skill requirements) and experienced players (who can still earn points through interpersonal battles). The universal access to multiple point-earning methods ensures all players can contribute to team objectives.
3Reliability
If players must support unfamiliar players for the ally team to win, then team victory is possible, but unfamiliar players may hesitate to participate due to concern of causing trouble
Solution Approach 1:
The patent enables self-service point earning through neutral character battles. Players can independently earn points for their team by battling neutral characters without requiring coordination or support from teammates. This self-service mechanism allows unfamiliar players to contribute to team victory through independent actions, reducing the psychological burden of potentially burdening teammates while still achieving team objectives.
Data Source
AI summary
Provided are a game system, a game method, a game program, and a game server capable of, in a game in which a plurality of players can participate, contributing to a team through behaviors other than interpersonal battles in the game and encouraging fight together with other players. A game system 1 comprising: a character state decision unit 50 that is configured to decide a state of a neutral character based on a result of a fight between the neutral character and a player character; and a point giving control unit 62 that is configured to control a giving of points of the neutral character to a player, wherein the point giving control unit 62 is further configured to automatically give the points to the player if a first condition is satisfied, and cause a point object to appear in a play field and make the point object available for acquisition by any player of an ally team and an enemy team if a second condition is satisfied.


