Programmable Macro Button for Game View Orientation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current game control systems require constant and complex manual adjustments for orienting a game character's view, which can be tedious and distracting, especially in fast-paced games where quick and precise movements are necessary.

Innovation Solution

A control system and method that allows players to calibrate desired operator-controlled movements of a game character's view and assign them to a macro button, using a programmable macro button, memory for view change settings, and a microprocessor to execute the calibrated movements, simplifying the process of rotating or pivoting the character's view.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If players manually adjust the game character's view orientation continuously, then the view can be oriented precisely, but the control complexity and time consumption increase

Engineering Contradiction:
Improveview orientation precisionVSAvoidcontrol complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system stores multiple pre-defined view orientation settings (first through fourth orientations) in advance. When a player activates a macro button, the corresponding pre-stored orientation is immediately applied without requiring manual adjustment, thus resolving the contradiction between precision and control complexity.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If players manually adjust the game character's view orientation continuously, then the view can be oriented accurately, but the time consumption increases

Engineering Contradiction:
Improveview orientation accuracyVSAvoidtime consumption
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

Multiple view orientations are pre-calculated and stored in the system memory before gameplay. During gameplay, players can instantly switch between these pre-defined orientations by activating macro buttons, eliminating the time-consuming manual adjustment process while maintaining accurate orientation control.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If preprogrammed actions are assigned to control buttons, then the operation is simplified, but the adaptability for custom movements is reduced

Engineering Contradiction:
Improveoperation simplicityVSAvoidmovement customization
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The macro buttons are designed to serve multiple functions: they can execute pre-programmed actions, store custom view orientations, and be programmed by players to perform various movements. This multi-functionality allows the system to maintain operational simplicity while providing extensive adaptability for different gameplay needs.

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

Solution Approach 2:

The system provides a calibration feature that allows players to pre-define their custom view orientations and store them in the macro buttons. This preliminary setup enables players to later access their customized movements with a single button press, combining the simplicity of preprogrammed actions with the versatility of custom movements.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP2185257B1Programmable movement of an orientation of a game character view of a game environment
Publication Date: 2024.09.25 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP2185257B1 patent drawingFigure 1
  • EP2185257B1 patent drawingFigure 2~3
  • EP2185257B1 patent drawingFigure 4

AI summary

A control system comprises a control device comprising a programmable macro button, a memory containing view change settings, a driver program and a microprocessor. The driver program includes a view change output that is produced in response to actuation of the macro button and is based on the view change settings. The microprocessor is configured to move the orientation of the character view of the game environment from a beginning orientation to an ending orientation in response to the view change output. Also disclosed is a method of using a control system to move an orientation of a character view of a game environment in a video game.