Role-Play Module for Asynchronous Social Gaming Interaction

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Solution Overview

Problem

Conventional messaging systems are inadequate for supporting interactive and synchronous communication in online gaming and live-action role-playing (LARP) environments, as they are designed for reliable, asynchronous communication and fail to accommodate the uncertainties and delays inherent in gaming contexts.

Innovation Solution

A computer program product and system that includes a role-play module connected to a social networking platform, enabling real-time interaction between players in a physical environment and their remote friends by receiving and sending game event indications and instructions asynchronously, allowing for dynamic adjustment of gameplay based on participant interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional messaging systems are used for role-play game communication, then reliable asynchronous communication is achieved, but synchronous interaction and real-time collaboration between players are impaired

Engineering Contradiction:
Improvemessage delivery reliabilityVSAvoidsynchronous interaction capability
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The messaging system dynamically adapts its communication mode based on game context and player availability. It supports both asynchronous messaging (for reliable delivery when players are offline) and synchronous interaction (for real-time collaboration when players are active), allowing the system to flexibly switch between modes to optimize both reliability and synchronous capability

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes communication parameters such as message delivery timing, notification urgency, and interaction synchronization based on game state and player status. This allows the same messaging infrastructure to support both reliable asynchronous delivery and time-sensitive synchronous interaction by adjusting delivery parameters dynamically

Inventive Principle:
Principle #35Parameter changes

2Loss of time

If friends are not available to provide input during the role-play game, then message delivery delays occur, but the gaming experience becomes less engaging and collaborative

Engineering Contradiction:
Improvemessage delivery delayVSAvoidgameplay collaboration efficiency
Core Design Contradiction:
Loss of timeVSProductivity

Solution Approach 1:

The system performs preliminary actions by pre-notifying friends of upcoming game events and allowing them to prepare inputs in advance. Friends receive advance notice of game scenarios and can prepare their responses beforehand, reducing actual delivery delays and improving collaboration efficiency when they do participate

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The messaging system acts as an intermediary that manages timing and delivery of messages between players. It buffers, queues, and strategically delivers messages to optimize both delivery speed and player engagement, mediating between the need for immediate collaboration and the reality of player availability

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If the messaging system is designed for reliable asynchronous communication, then message accuracy is improved, but support for uncertain and delayed message delivery in gaming contexts is reduced

Engineering Contradiction:
Improvemessage delivery accuracyVSAvoidtolerance for uncertain delivery
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The messaging system dynamically adjusts its delivery reliability parameters based on game context. For critical game mechanics, it ensures reliable accurate delivery, while for casual role-play interactions, it allows more flexible timing and delivery patterns, adapting the reliability level to match the importance and urgency of each message type

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9381433B2Interactive role-play and social gaming system
Publication Date: 2016.07.05 DISNEY ENTERPRISES INC
  • US9381433B2 patent drawing
  • US9381433B2 patent drawing
  • US9381433B2 patent drawing

AI summary

A role-play module that monitors a social networking platform receives an indication of a game event from a first player located in a physical environment where a role-play game is conducted. The first player has a first role in the role-play game. Further, the role-play module provides the indication to the social networking platform such that the social networking platform provides the indication to a second player remotely situated from the physical environment. The second player has a second role in the role-play game. In addition, the role-play module asynchronously receives, from the second player, an instruction for an action to be performed by the first player in the role-play game. The role-play module also provides the instruction to the social networking platform such that the social networking platform provides the instruction to the first player.