Nurture Game Skill Switching for Strategic Character Progression

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Solution Overview

Problem

Games lacking strategic performance can lead to a reduction in player motivation.

Innovation Solution

An information processing program that updates character parameters based on player operations, enables skill acquisition through point consumption, associates skills with effects, and allows for skill changes under specific conditions, with the option to select between multiple skills or effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the game provides simple nurturing mechanics, then the ease of operation is improved, but the strategic performance deteriorates leading to reduced player motivation

Engineering Contradiction:
Improvenurturing mechanicsVSAvoidstrategic performance
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The game dynamically adjusts skill availability and change conditions based on the nurture target character's development stage and player achievements. Skills that were initially unavailable become obtainable as the character progresses, and skill change conditions evolve from simple to more complex requirements, providing adaptive strategic depth without compromising ease of operation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key parameters including skill obtainability (from unavailable to available based on progress), skill change conditions (from locked to unlockable based on achievements), and the introduction of multiple selectable skills with different effects. These parameter changes enable strategic versatility while maintaining simple nurturing mechanics.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If the game provides fixed skills with no change options, then the device complexity is reduced, but the adaptability deteriorates

Engineering Contradiction:
Improveskill systemVSAvoidskill flexibility
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The skill system is segmented into multiple independent skills (first skill, second skill, third skill) with distinct effects and change conditions. Each skill can be independently obtained, equipped, and changed based on specific conditions, allowing the system to maintain manageable complexity while providing diverse adaptability options for different gameplay scenarios.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The skill configuration is made dynamic through conditional changes. Skills transition from fixed to changeable based on achieving specific conditions, and the available skill options expand as the game progresses. This dynamic approach enables adaptability without requiring the player to manage all skill variations simultaneously, keeping the system complexity manageable.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If the game allows skill changes with multiple conditions, then the adaptability is improved, but the ease of operation deteriorates

Engineering Contradiction:
Improveskill change flexibilityVSAvoidskill management
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game performs preliminary actions by automatically tracking and evaluating change conditions (such as nurture level thresholds, achievement milestones, or resource accumulation) without requiring manual player input. When conditions are satisfied, the system proactively enables skill changes, reducing the operational burden on players while maintaining flexible adaptability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms that continuously monitor skill change conditions and provide players with clear information about which conditions are met and which skills are available for change. This feedback loop simplifies skill management by guiding players through the available options based on their current game state, making the complex conditional system easy to navigate.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250339778A1Non-transitory computer readable medium, information processing method, and game apparatus
Publication Date: 2025.11.06 CYGAMES INC
  • US20250339778A1 patent drawing
  • US20250339778A1 patent drawing
  • US20250339778A1 patent drawing

AI summary

A non-transitory computer readable medium stores a program causing a computer to execute processing of updating a parameter associated with a nurture target character, based on a player operation during a nurture game; processing of enabling a skill to be obtained by consuming points during the nurture game, the skill being set with a first effect and associated with the nurture target character at the start of the nurture game; processing of associating obtained information to the skill obtained; and processing of enabling the skill or the first effect set for the skill to be changed, when a change condition set for each skill and set for the skill associated with the obtained information is satisfied.