Playable Gameplay Highlights from Base Game Segmentation
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Solution Overview
Problem
Conventional methods for creating new gaming content from existing games are limited in generating fresh gameplay experiences, often resulting in condensed versions of original games rather than introducing new elements, which fails to enhance the original gameplay significantly.
Innovation Solution
A computer-implemented method and system for creating Playable Gameplay Highlights (PGH) from a Base Game by processing game data to yield Building Blocks, which are then used to generate new objectives, constraints, and scoring parameters, allowing for the creation of distinct gameplay experiences that re-experience exciting moments while introducing new challenges and rewards.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If conventional snapshot techniques are used to create mini-games from legacy games, then small cuts of entertainment are provided for players, but the original gameplay is not significantly enhanced and only condensed versions are generated
Solution Approach 1:
The system segments the legacy game into discrete Building Blocks representing individual events, objects, and gameplay elements. These building blocks are then recombined in new configurations to create PGHs with fresh gameplay experiences, rather than simply condensing the original game.
Solution Approach 2:
The system changes gameplay parameters by applying new objectives, constraints, and scoring mechanisms to the building blocks. This transforms existing game elements into new gameplay experiences with different rules and challenges, enhancing adaptability while maintaining ease of content creation.
2Duration of action of moving object
If the entire legacy game is made playable, then complete gameplay experience is provided, but it requires significant time and resource investment
Solution Approach 1:
The system extracts specific Building Blocks from the legacy game that represent exciting moments or key gameplay elements. These extracted elements are then assembled into shorter PGHs that deliver concentrated gameplay experiences without requiring players to invest time in the entire legacy game.
Solution Approach 2:
Instead of providing the complete legacy game experience, the system delivers partial gameplay through curated highlights that capture the essence and excitement of the original game. This partial action approach increases productivity by delivering satisfying gameplay moments more efficiently.
3Adaptability or versatility
If new objectives and constraints are generated from building blocks, then fresh gameplay experiences are created, but system complexity increases
Solution Approach 1:
The Logic Engine automatically generates new objectives, constraints, and scoring mechanisms from the available Building Blocks without requiring manual design. The system serves itself by algorithmically creating fresh gameplay experiences, reducing the need for complex manual configuration while maintaining high adaptability.
Solution Approach 2:
The Building Blocks are designed to be universal and multi-functional, capable of being combined in various configurations to generate different gameplay experiences. This universality reduces system complexity by using a standardized set of elements rather than requiring specialized components for each new game mode.
4Measurement precision
If highlights are captured with selected start and end points, then exciting moments are isolated, but manual selection process becomes time-consuming
Solution Approach 1:
The system uses feedback mechanisms where the Logic Engine analyzes gameplay data and automatically identifies exciting moments based on predefined criteria. This automated feedback loop eliminates manual selection time while maintaining precision in capturing highlights through algorithmic detection of significant events.
Solution Approach 2:
The system performs preliminary action by pre-processing gameplay data into structured Building Blocks with metadata about events, objects, and timing. This preliminary organization enables automatic highlight identification without time-consuming manual selection, as the data is already prepared and tagged for quick retrieval.
Data Source
AI summary
A non-transitory computer readable medium containing program instructions for creating one or more Playable Gameplay Highlights (PGH) computer games from a computer Base Game, wherein execution of the program instructions by one or more processors of a computer system causes the one or more processors to carry out a method comprising: receiving Data relating to said computer Base Game using a Logic Engine, processing the Data to yield Events, and processing the Events, by said Logic Engine, to yield Building Blocks or processing the Events, by said Logic Engine, to yield Building Blocks capturing one or more Highlights in said computer Base Game, wherein each of said one or more captured Highlights correspond to a selected start point and end point in said computer Base Game; processing the Building Blocks, by said Logic Engine, to yield Highlight Attributes Parameters, selecting PGH Highlight in each one of the one or more Highlights, wherein said PGH Highlight correspond to a selected start point and end point in one of said one or more Highlights; repeatedly processing said Building Blocks, by said Logic Engine, relating to the selected PGH Highlight, to generate PGH Attributes, and creating the one or more PGH computer games based on the PGH Attributes, wherein each of said PGH computer games comprises PGH Rules, said PGH Rules being related to said PGH Attributes and for configuring the playing of said one or more PGH computer games.


