Player-Linked Game Areas for Asynchronous Progress Comparison

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Solution Overview

Problem

Existing game technologies lack effective means for promoting interaction among players, especially when a small number of players participate, and dominant players have no way to present their created dungeons to others, leading to reduced entertainment value.

Innovation Solution

A game program that enables a computer to perform area storage, reception, status storage, comparison, and transmission functions, allowing players to compare progress, receive rewards, and interact through game areas associated with multiple players, including map generation and decorative elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a small number of players participate in the game simultaneously, then the game can be played with fewer players, but the entertainment value and interaction among players are reduced

Engineering Contradiction:
Improvenumber of playersVSAvoidentertainment value
Core Design Contradiction:
Adaptability or versatilityVSObject-generated harmful factors

Solution Approach 1:

The game is divided into multiple independent game areas, each associated with a different player. Each game area can be explored and conquered independently, allowing players to interact with each other's progress without requiring simultaneous participation. This segmentation enables the game to maintain entertainment value even with a small number of active players at any given time.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system provides feedback to players by displaying comparison results of progress across different game areas. Players can see how they compare to other players in terms of game progress, which motivates continued engagement and interaction even when playing asynchronously with fewer players.

Inventive Principle:
Principle #23Feedback

2Ease of manufacture

If a dominant player creates a dungeon but has no means to present it to other players, then the dungeon can be created and stored, but interaction among players is difficult to promote

Engineering Contradiction:
Improvedungeon creationVSAvoidplayer interaction
Core Design Contradiction:
Ease of manufactureVSObject-generated harmful factors

Solution Approach 1:

Each game area serves multiple functions: it can be created and stored by a dominant player, displayed to other players, and explored as a conquerable area. The system makes the created dungeon universally accessible to other players through the display of comparison results and progress information, transforming a private creation into a shared experience that promotes interaction.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system acts as an intermediary between the dominant player who creates the dungeon and other players who want to explore it. By storing progress information and displaying comparison results, the system mediates the interaction between players, enabling them to engage with each other's creations without direct communication.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If players progress through games in multiple game areas, then the game becomes more engaging, but the complexity of tracking and comparing player progress increases

Engineering Contradiction:
Improvegame engagementVSAvoidprogress tracking
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The game progress is segmented into separate game areas, each with its own associated player. The system tracks progress in each area independently and stores it in association with the corresponding game area and player. This segmentation simplifies the tracking process by organizing data in a structured manner rather than requiring complex centralized management of all player progress across all areas.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system creates a simplified representation of player progress by storing status information in association with each game area. Instead of tracking every detail of player progress throughout the entire game, the system copies the essential progress status for each area and makes it available for comparison, reducing the complexity of progress tracking while maintaining engagement.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12427401B2Game program, method for controlling computer, and computer
Publication Date: 2025.09.30 GREE HOLDINGS INC
  • US12427401B2 patent drawing
  • US12427401B2 patent drawing
  • US12427401B2 patent drawing

AI summary

A game program when executed causes a computer to perform a process including storing a plurality of game areas each associated with one of a plurality of players including a subject player; receiving information concerning an own game area associated with the subject player and information concerning statuses of progress of the subject player and a plurality of other players different from the subject player through the game in the own game area; storing, in association with the own game area, the statuses of the progress of the subject player and the plurality of other players through the game in the own game area; comparing statuses of progress of the plurality of players through the game in the own game area; outputting display information for displaying a comparison result; and transmitting the display information to terminals of the plurality of players.