Hybrid Puzzle RPG Board Path Detection and Attack Mechanics

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Solution Overview

Problem

Puzzle games in hybrid puzzle RPGs can lose player interest if the puzzle element is not engaging, as existing technologies fail to incorporate dynamic player character and enemy interactions effectively.

Innovation Solution

A method and system that generate a virtual space with a board where players place pieces, link character positions, detect paths drawn by the player, delete pieces based on conditions, and change parameter values to affect gameplay, allowing for strategic character placement and attack mechanics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a puzzle game is combined with RPG elements in a hybrid puzzle RPG, then the game can provide both puzzle-solving and character progression, but the puzzle element may lose player interest if not engaging enough

Engineering Contradiction:
Improvegame genre integrationVSAvoidpuzzle engagement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent merges puzzle game mechanics with RPG character attack mechanics into a unified gameplay system. The board and pieces serve dual purposes: as puzzle elements and as attack path indicators. This integration allows the puzzle element to directly influence RPG progression, making the puzzle engagement more meaningful and less separate from the main character progression loop.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system provides feedback by visually indicating attack paths through the arrangement of pieces on the board. When pieces are arranged in specific patterns, they create visible paths that guide the player on how to attack enemy characters. This feedback mechanism makes the abstract puzzle arrangements tangible and directly connected to combat effectiveness, enhancing player engagement.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If player characters and enemy characters interact dynamically on the board, then gameplay becomes more engaging, but the complexity of tracking and managing character positions and interactions increases

Engineering Contradiction:
Improvegameplay engagementVSAvoidcharacter interaction management
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the board into distinct functional zones: character placement areas, attack path indicators, and enemy character positions. Each piece on the board serves a specific function in the interaction system, making the complex character dynamics manageable through modular board elements. This segmentation allows players to focus on one interaction at a time without overwhelming complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The pieces arranged on the board act as intermediaries between player characters and enemy characters. Instead of directly managing complex character-to-character interactions, players arrange pieces that mediate these interactions by creating attack paths. The pieces translate character intentions into actionable attack sequences, simplifying the management of multi-character dynamics.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10092847B2Method for generating and displaying image of virtual space, electronic device and server system
Publication Date: 2018.10.09 BANDAI NAMCO ENTERTAINMENT INC
  • US10092847B2 patent drawing
  • US10092847B2 patent drawing
  • US10092847B2 patent drawing

AI summary

A player character is placed so as to be linked to a given edge position of a board. A plurality of puzzle pieces including an enemy character piece that represents an enemy character are placed on the board. The player inputs a selection path from the puzzle piece situated at the given edge position or the player character without removing the finger from the board so as to select and delete puzzle pieces among the plurality of puzzle pieces that are placed on the board and belong to an identical type, or are considered to belong to an identical type. When the enemy character piece lies in the selection path, the player character that corresponds to the puzzle piece set to be the start point, or the player character set to be the start point, attacks the enemy character represented by the enemy character piece.