Peripheral Area Detection for Video Game Interaction

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Solution Overview

Problem

In existing video game systems, users with low operating techniques often struggle to impact the game, leading to a lack of enjoyment and reduced interest, as hitting a target requires specific skills, limiting accessibility and fun for a wide range of players.

Innovation Solution

A system and program that determine whether a predetermined object is within a peripheral area set for the user, generating a distinct effect if the object is present, different from the effect when it directly touches the operation target, allowing for gameplay influence without precise targeting, thereby enhancing user engagement and interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the game requires precise targeting to hit the operation target, then the game challenge and skill requirement are improved, but the accessibility and enjoyment for users with low operating techniques deteriorates

Engineering Contradiction:
Improvegame challengeVSAvoidaccessibility
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The operation target is divided into multiple regions: a central region (operation target itself) and a peripheral area surrounding it. Each region provides different game effects, allowing users to achieve game objectives through multiple pathways - precise targeting for skilled players and peripheral interaction for casual players, thus resolving the contradiction between challenge and accessibility

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different regions of the operation target have different properties and effects. The central region provides one type of effect while the peripheral area provides another type of effect. This allows the system to accommodate different user skill levels by providing multiple interaction modes with different levels of difficulty and reward

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If the game provides multiple interaction modes with different effects, then the user choices and enjoyment are improved, but the game system complexity increases

Engineering Contradiction:
Improveuser choicesVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The operation target is divided into multiple regions with different effects, providing users with diverse interaction choices. This segmentation approach increases adaptability by allowing multiple valid interaction strategies while maintaining a relatively simple overall system structure based on spatial division rather than complex rule sets

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11148052B2Video game program and system for generating a stack when object passes through a peripheral area
Publication Date: 2021.10.19 SQUARE ENIX HLDG CO LTD
  • US11148052B2 patent drawing
  • US11148052B2 patent drawing
  • US11148052B2 patent drawing

AI summary

A peripheral area is provided on the periphery of an operation target (for example, a player character) of a user. When an object (for example, a bullet) is located on the periphery of the operation target (for example, passes therethrough), an effect different from that when the object touches the operation target (for example, hits it) is generated. A form of the peripheral area may be changed. In a case where a predetermined condition regarding the operation target is satisfied, the form thereof may be changed. When the object is located on the periphery of the operation target, a parameter different from a parameter varying when the object touches the operation target may be changed When the object located on the periphery of the operation target, a second value may be added to a first value associated with the operation target.