Server-Mediated Challenge System for Single-Player Mobile Games

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Solution Overview

Problem

Single-player games on mobile devices lack the competitive aspect present in multi-player games, as users have limited opportunities to engage in challenges with other players.

Innovation Solution

A method and apparatus that allow users playing single-player games on mobile devices to submit and complete challenges, including high scores or achievements, with a server facilitating the transmission and verification of these challenges between devices, and providing notifications and potential counter-challenges based on completed objectives.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If single-player games are played on mobile devices, then portability and accessibility are improved, but competitive engagement and player interaction deteriorate

Engineering Contradiction:
Improveportability and accessibilityVSAvoidcompetitive engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

A server acts as an intermediary between players in single-player games, enabling challenge submission and verification without requiring direct player interaction. The server receives challenges from first players, transmits them to second players, and verifies completions, thus mediating competitive engagement while preserving the single-player experience

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent adds a temporal and network dimension to single-player games by allowing players to submit challenges and receive notifications asynchronously. This transforms the traditionally isolated single-player experience into a multi-dimensional system where competition occurs across time and network connections rather than requiring simultaneous presence

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If challenge systems are implemented in single-player games, then competitive aspect is improved, but system complexity and infrastructure requirements worsen

Engineering Contradiction:
Improvecompetitive aspectVSAvoidsystem infrastructure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The server serves as a centralized intermediary that handles all challenge management, score verification, and notification distribution. This concentrates system complexity in a single infrastructure component rather than requiring complex client-side implementations on each mobile device

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The server performs multiple functions including receiving challenges, transmitting challenges, verifying completions, determining score comparisons, and sending notifications. This multi-functional approach consolidates infrastructure requirements into a single versatile system rather than requiring separate components for each function

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9050535B2Implementing challenges in single-player games
Publication Date: 2015.06.09 APPLE INC
  • US9050535B2 patent drawing
  • US9050535B2 patent drawing
  • US9050535B2 patent drawing

AI summary

A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device. The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described.