Rhythm Game Trigger Object Movement Variability

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Solution Overview

Problem

Rhythm game systems lack variability in indicator sign movement, leading to monotony and decreased player interest as the indicator sign typically moves at the same timing for the same music, failing to provide an engaging experience.

Innovation Solution

Implementing a rhythm game program that evaluates player input timing and moves the trigger object or operation position based on operation timing, allowing the trigger object to move to a predetermined position and then back, increasing and then decreasing distance, to create dynamic gameplay interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the trigger object moves at the same timing for the same music, then the game operation is simple and easy to understand, but the gameplay becomes monotonous and player interest decreases

Engineering Contradiction:
Improvegame operation simplicityVSAvoidgameplay variability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the trigger object's movement behavior changeable based on player performance. The trigger object can switch between normal movement (for basic gameplay) and abnormal movement patterns (when evaluation results meet predetermined conditions), allowing the game to adapt its difficulty and variety while maintaining a clear base operation model.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the movement parameters of the trigger object based on evaluation results. When the player's timing accuracy meets certain conditions, the system modifies parameters such as movement speed, movement distance, or movement pattern, transforming a static movement system into a dynamic one that responds to player skill.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the trigger object moves to a predetermined position increasing the distance, then the gameplay becomes more challenging and interesting, but the operation complexity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements periodic action by having the trigger object return to its original position after moving to a predetermined position. This creates a cyclical movement pattern (normal position → predetermined position → normal position) that adds complexity in controlled intervals rather than continuously, allowing players to adapt to the varying patterns over time.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system determines in advance whether the trigger object should move to a predetermined position based on pre-established evaluation criteria. This preliminary determination of movement behavior based on player performance reduces the perceived complexity by making the complexity conditional and predictable rather than random or arbitrary.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If multiple inputs are required for a single trigger object, then the engagement and challenge increase, but the operation difficulty increases

Engineering Contradiction:
Improveinteraction depthVSAvoidoperation difficulty
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent uses feedback by evaluating the player's input timing and using that evaluation result to determine subsequent trigger object behavior. When the evaluation result meets predetermined conditions, the trigger object moves to a predetermined position, requiring another input. This feedback loop creates a dynamic interaction where the game responds to player skill while systematically increasing engagement.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11077373B2Rhythm game program and game system
Publication Date: 2021.08.03 CO SQUARE ENIX CO LTD
  • US11077373B2 patent drawing
  • US11077373B2 patent drawing
  • US11077373B2 patent drawing

AI summary

A rhythm game program for causing a computer to implement a function of controlling a progress of a rhythm game by displaying a trigger object, the program causing the computer to implement: an evaluation function of evaluating an operation input, based on a timing of the operation input for the trigger object and an operation timing associated with data; and an object control function of moving at least one of the trigger object and the operation position such that a distance between the trigger object and the operation position decreases, based on the operation timing, wherein the object control function implements a function of, when the trigger object for which the operation input has been performed satisfies a first condition, moving the trigger object to a predetermined position where the distance increases, and moving at least one of the trigger object and the operation position such that the distance decreases again.