Rhythm-Based Game Command Input System

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Solution Overview

Problem

Conventional game control methods disrupt the gaming experience by requiring players to focus on menu screens for inputting commands, detaching them from the game world and potentially interrupting game progress.

Innovation Solution

A game control program that allows players to input commands through a user interface where buttons are operated in predetermined rhythms to match sound or image patterns, eliminating the need for menu screens and integrating musical elements into gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If menu screens are used for inputting commands, then commands can be selected and inputted, but the game progress is interrupted and players are detached from the game world

Engineering Contradiction:
Improvecommand inputVSAvoidgame progress interruption
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent merges command input functionality directly into the game world by using character actions (jumping, attacking) as command inputs. This eliminates the need for separate menu screens and allows players to issue commands without detaching from the game world, thus resolving the contradiction between ease of command input and game progress interruption.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent enables continuous command input during game play by allowing players to issue commands through character actions at any time without requiring menu screen transitions. This maintains continuous engagement with the game world and eliminates interruptions to game progress, resolving the time loss issue while preserving operational ease.

Inventive Principle:
Principle #20Continuity of useful action

2Ease of operation

If menu screens are displayed for command input, then commands can be selected, but the ethos of the game is disturbed and players are detached from the game world

Engineering Contradiction:
Improvecommand inputVSAvoidgame ethos disturbance
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The patent combines command input with in-game character actions, merging the control interface with the game world itself. This eliminates the harmful detachment effect of menu screens and preserves the immersive ethos of the game while maintaining ease of command input through natural character interactions.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent uses character actions as an intermediary between the player and the command system. Instead of requiring players to interact with separate menu interfaces, character actions serve as the mediator for command input, thereby eliminating the detachment from the game world and preserving game ethos.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of time

If rhythm-based operation inputs are used, then seamless game progression is achieved, but the complexity of recognizing command patterns increases

Engineering Contradiction:
Improvegame progress continuityVSAvoidcommand pattern recognition
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent implements feedback mechanisms that provide real-time guidance to players through visual and auditory cues during rhythm-based command input. This feedback system helps players understand the expected rhythm patterns without requiring complex manual pattern recognition, thereby maintaining game progress continuity while managing the complexity of command recognition through intuitive user guidance.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9144736B2Game which recognizes commands by the type and rhythm of operation input
Publication Date: 2015.09.29 SONY INTERACTIVE ENTERTAINMENT LLC
  • US9144736B2 patent drawing
  • US9144736B2 patent drawing
  • US9144736B2 patent drawing

AI summary

A game control technique with high entertainment value is provided. In a game device, a confirmation sound output unit assigns a sound to each type of an operation input from a player; and upon the reception of the operation input from the player, the confirmation sound output unit outputs the sound assigned to the operation input. A command memory unit stores a plurality of types and patterns of the rhythms of the operation input in association with commands which is issued upon the reception of the operation inputs. A command determination unit acquires the type and rhythm of the operation input from the player and determines whether the type and rhythm of the operation input match the pattern stored in the command memory unit. A repetition unit outputs the sound corresponding to the pattern when the operation input from the player is determined to match the pattern stored in the command determination unit. A game control unit issues the command determined by the command determination unit and advances the game.