Pre-Game Character Equipment Selection System

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Solution Overview

Problem

In multi-player video games, players often cannot determine or change their character's equipment effectively before gameplay, limiting strategic options and monetization opportunities through microtransactions.

Innovation Solution

A computer-implemented method and system that allows players to view, change, and purchase equipment for their game characters in a virtual world scene before gameplay, using a network of compute devices and a server to provide recommendations and options for equipment based on the game environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If equipment selection is limited until gameplay commences, then game flow and immersion are maintained, but player strategic planning and equipment optimization are hindered

Engineering Contradiction:
Improveequipment selection processVSAvoidtime for strategic planning
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system allows players to view, evaluate, and select equipment for their game characters before gameplay commences. The pre-game equipment selection interface enables players to strategically plan their character builds and equipment choices without interrupting the actual game flow, thus resolving the contradiction between strategic planning needs and game immersion.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If microtransactions are implemented for equipment purchases, then monetization opportunities increase, but player frustration and potential intrusion into gameplay experience may occur

Engineering Contradiction:
Improvemonetization efficiencyVSAvoidplayer frustration
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system provides comprehensive equipment information, including visual representations and detailed specifications, allowing players to independently evaluate and make informed purchasing decisions. This self-service approach reduces frustration by enabling players to assess value before purchase, while still providing monetization opportunities through optional microtransactions for desired equipment.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If equipment changes are allowed during gameplay, then player adaptability increases, but game performance and consistency may be compromised

Engineering Contradiction:
Improvecharacter customization flexibilityVSAvoidgameplay consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system segments the equipment selection process into distinct phases: pre-game equipment selection and in-game equipment usage. This segmentation allows players to have full customization flexibility during the pre-game phase, while maintaining gameplay consistency and performance reliability during the actual game phase, as equipment is locked in before gameplay commences.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10967263B2Pre-play and post-play video game character presentation and equipping
Publication Date: 2021.04.06 ACTIVISION PUBLISHING INC
  • US10967263B2 patent drawing
  • US10967263B2 patent drawing
  • US10967263B2 patent drawing

AI summary

Systems and methods for pre-game and post-game video game character presentation and equipping are disclosed. According to one aspect of the invention, a computer implemented method useful for video game play comprises: determining identities and equipment of at least some game characters for participation in game play; in a time period outside of game play, providing information for rendering the game characters with their equipment in a scene having visual characteristics of a virtual world for game play; providing game players the opportunity to change and/or purchase equipment for their game characters; and providing for game play including the game characters.