Soft Pause Game Execution for Communication Interrupts

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Solution Overview

Problem

Conventional video game pausing methods halt gameplay completely, which is undesirable in multiplayer settings and can be disorienting, especially in immersive contexts like virtual reality, and may not be feasible under certain circumstances.

Innovation Solution

Implementing a soft pause mode that alters gameplay intensity without stopping execution, using adjustments such as reduced difficulty, audio modifications, player assist features, and time slowing, triggered manually or automatically by events like incoming messages.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If complete pause mode is used to handle interruptions, then player attention can be fully directed to external communication, but gameplay execution stops entirely causing disorientation and disrupting multiplayer flow

Engineering Contradiction:
Improveplayer attention to communicationVSAvoidgameplay continuity
Core Design Contradiction:
Loss of informationVSReliability

Solution Approach 1:

The system dynamically adjusts game execution between normal mode and soft pause mode based on communication needs. During soft pause, the game continues executing but with modified intensity parameters, allowing flexible transition that maintains gameplay continuity while enabling player attention to shift to external communication without complete cessation of game processes

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes execution parameters during soft pause mode, specifically reducing gameplay intensity through modified audio output, adjusted difficulty settings, and altered pace of play. These parameter changes allow the game to continue running with reduced engagement requirements, maintaining reliability while freeing player attention for communication interruptions

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If game execution is completely halted for interruptions, then player can focus on external matters, but re-entry to gameplay becomes disorienting and complex

Engineering Contradiction:
Improveplayer focus on external mattersVSAvoidre-entry to gameplay
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The soft pause mode maintains continuous execution of game processes including world simulation, NPC behavior, and game state updates. This continuity ensures that when players re-engage, the game environment remains consistent and familiar, reducing disorientation and simplifying re-entry without requiring players to adapt to a completely halted state

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

Instead of completely halting all game processes, the system applies partial action by reducing but not eliminating gameplay intensity. Audio output is lowered, difficulty is reduced, and pace is slowed, providing just enough engagement to maintain orientation while freeing sufficient cognitive resources for external communication tasks

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If normal gameplay intensity is maintained during interruptions, then gameplay quality is preserved, but player cannot adequately attend to communication needs

Engineering Contradiction:
Improvegameplay qualityVSAvoidcommunication attention
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The system dynamically adjusts gameplay intensity based on detected communication interruptions. When an interruption is detected, the system transitions to soft pause mode with reduced audio, slowed pace, and adjusted difficulty, allowing players to attend to communication while the game continues. This dynamic adjustment resolves the contradiction by adapting gameplay quality to match player availability

Inventive Principle:
Principle #15Dynamics

4Ease of operation

If binary pause mode is used, then simple control is maintained, but multiplayer game flow is disrupted and not all players can accommodate

Engineering Contradiction:
Improvecontrol simplicityVSAvoidmultiplayer compatibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system introduces a dynamic intermediate state (soft pause) between full gameplay and complete pause. This dynamic approach allows individual players to adjust their engagement level independently in multiplayer settings, accommodating different player needs and situations while maintaining simple binary control interfaces for triggering the mode

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The soft pause mode serves multiple functions simultaneously: it reduces gameplay intensity for distracted players, maintains world simulation for returning players, and allows individual opt-out in multiplayer without affecting others. This multi-functionality makes the system adaptable to various multiplayer scenarios while keeping control mechanisms simple

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

Data Source

PatentUS20260021411A1Soft pause mode modifying game execution for communication interrupts
Publication Date: 2026.01.22 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260021411A1 patent drawing
  • US20260021411A1 patent drawing
  • US20260021411A1 patent drawing

AI summary

A method for performing a soft pause of a video game is provided, including: executing a video game by a game machine; receiving a trigger event; responsive to the trigger event, then changing the execution of the video game from a normal mode to a soft pause mode of execution, wherein the soft pause mode is configured to continue the execution of the video game with one or more changes to the execution that reduce an intensity of gameplay for a player of the video game.