Skill-Based Wagering Game Controller with Dynamic Challenge Phases
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Solution Overview
Problem
Existing gaming machines lack player interaction and excitement, leading to frustration and reduced play duration, as they offer limited skill-based elements that affect game outcomes.
Innovation Solution
A gaming machine with a display device, user input device, and controller that provides a skill-based wagering game, allowing players to select inputs, wager, and receive awards based on skill levels, using award paytables with varying selection probabilities and values, and incorporating skill events displayed in a sequential pattern with musical soundtracks.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional reel-based wagering games are used, then the game structure is simple and easy to operate, but player interaction is limited and excitement is reduced
Solution Approach 1:
The patent transitions from static reel-spinning mechanics to dynamic skill-based challenges where game elements move, change states, and respond to player actions in real-time. Skill challenges involve interactive sequences where players make decisions that dynamically affect game outcomes, creating an engaging experience while maintaining clear operational guidelines.
Solution Approach 2:
The system allows players to actively participate in determining game outcomes through skill-based decisions rather than passive random outcomes. Players use their knowledge, strategy, and quick thinking to influence results, making them co-creators of the game experience while the machine provides the framework and feedback mechanisms.
2Adaptability or versatility
If skill-based challenges are added to increase player engagement, then player interaction and excitement improve, but game complexity increases
Solution Approach 1:
The game is divided into distinct segments: traditional reel spinning phase, skill challenge phase, and award determination phase. Each segment has its own rules and mechanics, allowing players to engage with different types of gameplay without being overwhelmed by a single complex system. The skill challenges are further segmented into specific tasks with clear objectives.
Solution Approach 2:
The skill challenge system serves multiple functions: it provides player interaction, creates excitement, determines award eligibility, and maintains game pacing. The same skill challenge framework can be applied across different game themes and contexts, reducing overall system complexity through reusable components.
3Productivity
If awards are based on player skill levels, then player motivation and play duration increase, but game outcome predictability decreases
Solution Approach 1:
The system changes the parameter of award determination from purely random to skill-influenced. Multiple parameters are considered: base award amounts, skill level achieved, challenge difficulty, and random factors. This creates a multi-dimensional outcome system that maintains reliability through structured parameters while allowing skill to influence results.
Solution Approach 2:
The game provides immediate feedback on player skill performance through the challenge outcomes. Players receive information about their skill level achievement, which directly affects award eligibility. This feedback loop motivates continued play as players can see the connection between their performance and potential rewards, increasing engagement while maintaining transparent game mechanics.
Data Source
AI summary
A gaming machine for providing a skill-based wagering game to a player is described herein. The gaming machine a processor programmed to initiate a skill contest game and display a skill contest game on a display device, and determine a number of skill events being included in the skill contest game. Each skill event includes an image being displayed in a corresponding user input button for a predefined event time period. The processor determines a reference point total as a function of the number of skill events, and determines a normalized skill game point total based on the total amount of base points and the reference point total, determines an award as a function of the normalized skill game point total, and adjusts the credit balance based on the award.


