Role-Based Game Play on Social Networks
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Solution Overview
Problem
Existing online role-playing games (RPGs) and social networking platforms do not effectively allow for seamless, engaging gameplay experiences that can continue without input from connected friends, especially when friends are offline, and lack the ability to create complex strategies and character development within a turn-based game framework.
Innovation Solution
A method for providing role-based game play on a social computer network where user inputs are received via a computer network, allowing the creation of multiple characters for a single user, with at least one character associated with a friend user, enabling the single user to control all actions during gameplay, even when friends are offline, using a server and client system architecture that supports complex game logic and character development.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If online RPGs require real-time interaction with friends, then social engagement is improved, but gameplay continuity deteriorates when friends are offline
Solution Approach 1:
The system allows a single user to control multiple characters independently, enabling gameplay to continue without requiring friend participation. Each character can be controlled autonomously, making the game self-sufficient and not dependent on external players being available.
Solution Approach 2:
The game divides control into separate character instances, where each character can be independently controlled by the user or associated with a friend. This segmentation allows the user to play with multiple characters simultaneously or separately, ensuring gameplay continuity even when friends are unavailable.
2Adaptability or versatility
If multiple players control characters in real-time, then social interaction is improved, but strategic complexity deteriorates due to lack of centralized control
Solution Approach 1:
The system merges multiple character controls into a single user interface, allowing one user to control all their characters from a centralized location. This enables complex strategic planning and coordination across multiple characters while maintaining full control, rather than requiring separate real-time coordination between multiple players.
3Speed
If friends must be online to play together, then real-time collaboration is improved, but accessibility deteriorates
Solution Approach 1:
The system allows users to prepare and control multiple characters in advance, storing them on the server. When playing, users can deploy these pre-prepared characters without needing friends to be online, making the game accessible at any time while still enabling collaborative features when friends are available.
4Adaptability or versatility
If character development requires friend participation, then social bonding is improved, but character progression deteriorates when friends are unavailable
Solution Approach 1:
The system enables characters to progress through quests and battles independently without requiring friend participation. Users can control their characters to complete quests, gain experience, and develop skills autonomously, ensuring continuous character progression regardless of friend availability.
Data Source
AI summary
The present invention is a method of providing role based game play on a social computer network. User inputs are received via a computer network from user computers. These inputs are stored in a memory, and at least a portion of the memory is located away from the user computers. A group of two or more characters for a single user are created based on inputs from a user. One or more of these characters is associated with a friend user on the social computer network. At least a portion of information related to an outcome from the game is displayed on a device of the single user. Finally, the single user controls all the inputs for the actions of their characters during the game.


