Server Item Change Screen for Game Engagement
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Solution Overview
Problem
Conventional battle game servers have limited methods for acquiring battle cards, leading to user disinterest due to the difficulty in obtaining high-rarity items.
Innovation Solution
A server system that allows users to change item data by selecting options on a selection screen, where correct answers provide higher-rarity items, and incorrect answers revert to original or previously changed items, with the option to change items multiple times based on correct selections.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional methods for acquiring battle cards are used (purchasing or limited acquisition), then the game server maintains simple item distribution control, but user interest decreases due to limited acquisition methods and difficulty in obtaining high-rarity items
Solution Approach 1:
The patent implements dynamic item distribution where the rarity and type of items awarded change based on user performance (number of correct answers). The system transitions from static acquisition methods to dynamic awarding based on game performance, allowing users to potentially obtain higher rarity items through repeated correct answers while maintaining system control through predefined probability tables and award rules.
Solution Approach 2:
The system changes the parameter of item rarity based on user performance metrics. As users accumulate correct answers, the parameters of awarded items evolve from common to rare, creating a progression system that adapts acquisition difficulty and reward quality based on user engagement and performance levels.
2Reliability
If high-rarity battle cards are made difficult to acquire, then item value and exclusivity are maintained, but user motivation and game engagement deteriorate
Solution Approach 1:
The system implements feedback loops where user performance (correct answers) directly influences item acquisition opportunities. Users receive feedback on their progress toward obtaining higher rarity items, and the system adjusts award probabilities based on accumulated performance metrics, creating a motivating cycle that maintains item value while encouraging continued engagement.
Solution Approach 2:
The system performs preliminary assessment of user performance before determining item awards. By evaluating the number of correct answers in advance, the system can appropriately calibrate the rarity and type of items awarded, ensuring that high-rarity items are distributed to engaged users while maintaining overall value stability across the player base.
3Ease of operation
If multiple item changes are allowed based on correct answers, then user engagement and acquisition variety increase, but system complexity and control requirements increase
Solution Approach 1:
The patent segments the item acquisition process into discrete stages based on the number of correct answers. Each stage corresponds to specific rarity levels and item types, breaking down the complex multi-change system into manageable segments that are easier to control and predict, while still providing users with flexible interaction opportunities across multiple acquisition attempts.
Data Source
AI summary
Provided are a server, a method of controlling a server, and a program that can increase the variations on methods for acquiring an item or the like and enhance interest in a game. Included are receiving, from a user, an item change request for changing first item data; displaying, to the user, a selection screen to display a plurality of options after receiving the item change request; and providing the user with second item data when a selected option on the selection screen is a correct answer.


