Node-Based Game Flow for Dynamic Player Progression
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Solution Overview
Problem
Existing electronic games lack a sense of progression and player engagement, as they often provide static outcomes without allowing players to control the direction of the game in a logical and entertaining manner.
Innovation Solution
Implement a graph-based presentation that represents the current state and possible future states of the game, allowing players to make selections that dynamically change the game state based on predefined events and thresholds, using a processor to manage game logic and update the game representation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a static game outcome is provided, then the game structure is simple, but player engagement and sense of progression are reduced
Solution Approach 1:
The patent transforms the static game outcome into a dynamic state machine where the game state evolves through multiple nodes representing different game conditions. Each node contains game objects and their properties that can change, allowing the game to adapt to player actions while maintaining a structured framework. This resolves the contradiction by providing both simplicity through the defined state structure and engagement through dynamic state transitions.
Solution Approach 2:
The game is divided into discrete state nodes, each representing a specific game condition with defined properties and objects. This segmentation allows the complex game state to be managed through manageable units that can be independently evaluated and transitioned between, maintaining structural simplicity while enabling rich gameplay variations through node connections and transitions.
2Adaptability or versatility
If the game state is dynamically changed based on player selections, then player engagement increases, but the complexity of game management increases
Solution Approach 1:
The state machine provides a dynamic framework where game states automatically transition based on defined conditions and player inputs. The system manages complexity by using a predetermined state structure with clear transition rules, allowing dynamic gameplay without requiring complex real-time decision logic. Each state node encapsulates its own management requirements, making the overall system more manageable despite its dynamic nature.
Solution Approach 2:
The game state machine operates autonomously by automatically evaluating transition conditions and executing state changes based on player selections. The system self-manages the complexity of game state transitions through predefined rules and automatic evaluation, reducing the burden on external game management systems while maintaining high player engagement through responsive state changes.
3Adaptability or versatility
If multiple future states are generated dynamically, then the sense of control and progression is enhanced, but the computational resources required increase
Solution Approach 1:
The patent pre-defines the state node structure, transition conditions, and possible future states during game design rather than generating them all at runtime. This preliminary action allows the system to efficiently manage computational resources by only evaluating and generating relevant future states based on the current game context, while still providing players with a sense of control through multiple possible progression paths.
Solution Approach 2:
The system generates and evaluates future states locally based on the current game state and relevant player selections, rather than generating all possible states globally. This local quality approach optimizes computational resources by focusing processing power on the specific state transitions that are currently relevant to gameplay, while maintaining the illusion of comprehensive game control for the player.
Data Source
AI summary
Embodiments of the present disclosure are directed to operating an electronic game according to a graph presentation representing a current state and possible future states for the game. Various embodiments described herein provide the player with a graph representing possible choices during game play with each choice influencing a future state and flow of the game. Embodiments allow player input as well as randomness to navigate the graph and determine the flow and outcomes of the game. Various embodiments determine how the player can navigate the graph, how the prizes are awarded based on the graph, and how the player can change the graph.


