Positional Game Content Unlocking via Real-Space Conditions

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Solution Overview

Problem

Existing game programs using positional information from smart devices fail to maintain user engagement and play frequency, as movement in real space decreases over time.

Innovation Solution

A game program that uses a server device connected to a terminal device to determine and set game content difficulty levels based on the device's positional information, allowing users to unlock higher difficulty levels by visiting specific areas, thereby increasing play frequency and motivation to revisit those areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a game uses positional information to unlock game content, then user motivation to visit real-space areas increases, but game complexity and server processing requirements increase

Engineering Contradiction:
Improveuser motivationVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game content is segmented into multiple difficulty levels, with each level associated with specific positional conditions. This segmentation allows the system to manage complexity by breaking down the overall game into manageable chunks, where each chunk can be independently unlocked based on location, rather than requiring complex centralized control for the entire game.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-defines multiple game contents with different difficulty levels and their associated positional release conditions before the user plays. This preliminary setup reduces real-time processing complexity, as the server only needs to check whether current position matches pre-defined conditions rather than dynamically generating complex game logic during gameplay.

Inventive Principle:
Principle #10Preliminary action

2Duration of action of moving object

If multiple game contents with different difficulty levels are provided, then user engagement is maintained through increased challenge, but the amount of game content and data management increases

Engineering Contradiction:
Improveuser engagement durationVSAvoidgame content quantity
Core Design Contradiction:
Duration of action of moving objectVSQuantity of substance

Solution Approach 1:

The game dynamically adjusts the available content based on the user's positional history and achievements. As users visit more locations and meet release conditions, new difficulty levels are progressively unlocked. This dynamic approach extends engagement duration by adapting content availability to user progress, rather than requiring all content to be statically present from the beginning.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of content accessibility based on positional conditions. By using position as a controlling parameter, the system can enable or disable specific game contents without physically adding or removing data, effectively managing content quantity through parameter-based control rather than data management.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If positional release conditions are used to unlock higher difficulty levels, then play frequency increases through repeated visits, but the system requires continuous positional tracking and processing

Engineering Contradiction:
Improveplay frequencyVSAvoidsystem processing energy
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The terminal device performs self-service by locally determining whether positional conditions are met and autonomously setting appropriate game contents. This reduces the energy burden on the server, as the heavy lifting of positional analysis and game content selection is performed locally on the user's device rather than requiring continuous server processing for each position update.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system implements feedback loops where the terminal device continuously monitors position, compares it against pre-defined release conditions, and adjusts game content accordingly. This feedback mechanism enables play frequency enhancement through repeated visits while optimizing energy usage by only processing positional data when necessary to trigger content changes, rather than constant high-energy processing.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10850195B2Positional releasing of game content difficulty levels
Publication Date: 2020.12.01 SQUARE ENIX HLDG CO LTD
  • US10850195B2 patent drawing
  • US10850195B2 patent drawing
  • US10850195B2 patent drawing

AI summary

Disclosed is a game program that makes a server device connected to a terminal device executing a game including a plurality of game contents with different difficulty levels through a communication network control progress of the game. The game program causes the server device to realize a determination function of, based on positional information of a real space of the terminal device acquired from the terminal device used by a user, determining establishment of a positional condition including that the terminal device is positioned or has been positioned in any of one or more predetermined areas, and a setting function of setting a game content with a difficulty level higher than a game content already set in an executable state in the terminal device or the user among the plurality of game contents in an executable state based on establishment of a release condition including the positional condition.