Persistent RTP Meter Design for Inactive Electronic Gameplay

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing electronic gaming systems face challenges in determining Return to Player (RTP) when no monetary wager is placed, particularly in bonus games triggered by secondary currency, and in efficiently communicating complex game information on limited display areas.

Innovation Solution

Implementing a persistent feature, such as a virtual pet, whose happiness meter fills with bonus symbols to increase RTP during gameplay and empties when gameplay is inactive, along with improved display features and animations to convey game status and mechanics, using average wager amounts or secondary currency values to maintain RTP targets.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a persistent feature with a happiness meter is implemented to increase RTP during gameplay, then RTP consistency is improved, but device complexity increases

Engineering Contradiction:
ImproveRTP consistencyVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The happiness meter is pre-configured with target levels and corresponding RTP modifications. Bonus symbols are accumulated in advance to fill the meter, and pre-defined actions are triggered when thresholds are reached, ensuring consistent RTP without complex real-time calculations

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The happiness meter acts as an intermediary mechanism between bonus symbol collection and RTP modification. Instead of directly linking bonus symbols to RTP changes, the meter mediates by accumulating symbols and triggering RTP changes at predefined thresholds, simplifying the overall system logic

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If the happiness meter persists between gameplay sessions, then player engagement is improved, but information management complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoiddata management
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The happiness meter automatically persists and updates between gameplay sessions without requiring manual player intervention. The system self-manages the accumulation of bonus symbols, the filling of the meter, and the persistence of state information, reducing the burden on players while maintaining engagement

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The happiness meter maintains continuous progress across gameplay sessions, allowing players to see their progress carried forward. This continuity keeps players engaged as they work toward filling the meter, while the system efficiently manages the persistent state information

Inventive Principle:
Principle #20Continuity of useful action

3Loss of information

If animated interfaces are used to convey game status, then user understanding is improved, but processing requirements increase

Engineering Contradiction:
Improveinformation communicationVSAvoidprocessing power
Core Design Contradiction:
Loss of informationVSUse of energy by moving object

Solution Approach 1:

The happiness meter uses visual changes such as color transitions and animation effects to communicate game status and progress. These visual cues provide clear information feedback to players without requiring complex text explanations, reducing the processing needed for information communication

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

Animations are used periodically to update and refresh the display of game status rather than continuously processing and rendering complex visual elements. This periodic updating reduces overall processing requirements while maintaining effective communication of game state

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20260051214A1Systems and methods of electronic gaming including a persistent feature while gameplay is active and inactive
Publication Date: 2026.02.19 ARISTOCRAT TECHNOLOGIES INC
  • US20260051214A1 patent drawing
  • US20260051214A1 patent drawing
  • US20260051214A1 patent drawing

AI summary

An electronic gaming system including a memory and a processor is described. The processor is configured to cause a persistent feature to be provided as being associated with an electronic game and a player account. The processor is also configured to, as play of the electronic game by the player account progresses, cause a meter associated with the persistent feature to fill, wherein as the meter fills, return to player (RTP) of the electronic game increases, and wherein the meter is caused to be filled based upon a bonus symbol being provided during play of the electronic game. The processor is further configured to, after a predetermined amount of time passes where no plays of the electronic game by the player account occur, cause the meter associated with the persistent feature to empty, wherein as the meter empties, RTP of the electronic game decreases.