Point Lapsing League Mode Server for Managing Virtual Currency Consumption
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Solution Overview
Problem
Existing online games lack a mechanism to prevent users from excessively challenging championships or leagues by consuming all league points, leading to overuse and potential loss of interest due to the lack of progression restrictions.
Innovation Solution
Implementing a point lapsing league mode where predetermined league points are allocated for a set period, restricting game progress when all points are consumed, and providing a mechanism to notify users that they cannot continue playing in this mode, while offering alternatives or returning used league points to winners.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If users are allowed to continuously challenge championships or leagues without restrictions, then user engagement and competitive spirit are maintained, but users may excessively consume league points leading to overuse and potential loss of interest
Solution Approach 1:
The system pre-allocates a fixed number of league points to users at the beginning of a league period. This preliminary action establishes a consumption limit before the league starts, preventing excessive use while allowing users to engage in matches throughout the period. The points are distributed in advance and cannot be replenished, creating a natural cap on participation.
Solution Approach 2:
The system changes the parameter of league point allocation from unlimited to fixed/limited. By setting a predetermined number of points that users receive initially and cannot exceed, the system transforms the consumption model. Users can still engage in multiple matches, but the total consumption is bounded by the pre-set parameter, resolving the contradiction between engagement and overuse.
2Loss of substance
If league points are restricted for a predetermined period, then user overuse is prevented, but users may lose interest when they consume all points and cannot progress further
Solution Approach 1:
The system implements periodic league periods where users receive fresh allocations of league points at the start of each period. This creates a cyclical pattern of engagement: users receive points, consume them through matches, experience the restriction when depleted, then wait for the next period to receive more points. This periodic structure maintains long-term engagement by giving users something to look forward to while enforcing consumption limits during each cycle.
Solution Approach 2:
The system allows users to monitor their own league point consumption and make strategic decisions about when and how to use their allocated points. Users self-manage their engagement by deciding whether to play conservatively to preserve points or aggressively to maximize achievements within the limited supply. This self-service approach maintains engagement through user autonomy even under restriction.
3Reliability
If users are notified that they cannot progress when league points are exhausted, then fair resource management is enforced, but user experience is degraded by abrupt game progression restrictions
Solution Approach 1:
The system provides continuous feedback to users about their league point status throughout the league period. Users can see how many points they have remaining and how many matches they can still participate in. This feedback mechanism allows users to plan their participation strategically and understand the restriction before it fully takes effect, rather than experiencing an abrupt stop. The notification system informs users in advance when they are approaching their limit.
Data Source
AI summary
A method for managing league points of a point lapsing league mode includes: by a point lapsing league mode providing server, providing a point lapsing league mode that is a mode in which predetermined league points are allocated for a predetermined period and progress of a game is restricted when all the league points are consumed to the user terminal; outputting a game character information selecting interface that is an interface for accessing the user terminal to select a game character for progressing a game of the point lapsing league mode from among at least one game character to the user terminal; consuming predetermined league points of the user when the user terminal finishes playing the game of the point lapsing league mode through the game character selected by the user; determining whether all league points of the user having participated in the point lapsing league mode are consumed; and outputting information for notifying that the game cannot be progressed in the point lapsing league mode to the user terminal when all the league points of the user having participated in the point lapsing league mode are consumed.


