Speed-dependent driving line indicators for racing games

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Solution Overview

Problem

Existing racing video games lack fine-grained, dynamic, and unobtrusive assistance for new players to learn control skills and achieve competitiveness due to steep learning curves from variable environments and high-performance vehicles.

Innovation Solution

The implementation of speed indicators along a suggested driving line, displayed in a progressive and user-friendly format, providing real-time feedback on acceleration and braking actions based on the racer's current speed and target speeds at specific locations, helping players anticipate and adjust their speed accordingly.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional racing video games are designed with high-performance vehicles and variable environments to maintain competitiveness, then the game's challenge and engagement level is improved, but the learning curve becomes too steep for new players

Engineering Contradiction:
Improvegame challenge levelVSAvoidlearning curve
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system pre-calculates and displays optimal driving lines and speed indicators before the player reaches specific locations on the track. This allows new players to see the ideal path and speed targets in advance, enabling them to learn and improve without being overwhelmed by the complexity of high-performance vehicle control in variable environments

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides continuous feedback by displaying speed indicators that show the difference between the player's current speed and the optimal target speed at each location. This real-time feedback helps players understand their performance gaps and make adjustments, facilitating learning while maintaining the challenge of competitive racing

Inventive Principle:
Principle #23Feedback

2Ease of operation

If training features are added to help new players learn controls and skills, then player skill development is improved, but the assistance becomes obtrusive and reduces game immersion

Engineering Contradiction:
Improveskill developmentVSAvoidassistance system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

Instead of providing comprehensive training instructions throughout the game, the system applies assistance locally and selectively by displaying driving lines and speed indicators only at specific locations on the track where they are most beneficial. This localized approach provides help exactly where needed without creating a complex, omnipresent training system that would disrupt game immersion

Inventive Principle:
Principle #3Local quality

3Productivity

If detailed speed guidance is provided to help players control their racer, then player performance is improved, but the information display becomes complex and overwhelming

Engineering Contradiction:
Improveplayer performanceVSAvoidinformation display complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system extracts and displays only the most critical information needed for player performance - specifically the optimal driving line and speed indicators - while omitting unnecessary details. By focusing on these essential elements and presenting them in a simplified visual format, the system improves player performance without creating an overwhelming information display

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10357716B2Speed-dependent suggested driving lines
Publication Date: 2019.07.23 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10357716B2 patent drawing
  • US10357716B2 patent drawing
  • US10357716B2 patent drawing

AI summary

In a video game or simulator, suggested speed indicators are computed along a suggested driving line on a path (e.g., a race track) and displayed in a simple, progressive, and user-friendly format. The displayed speed indicators are based on a racer's current speed and target speeds attributed to individual locations along the suggested driving line on the path. The speed indicators provide a dynamic indication of where and how the player should slow down or speed up relative to their current speed as their racer travels along the path. The speed indicators are displayed (e.g., using color to represent different magnitudes of suggested acceleration and deceleration) along the suggested driving line in front of the racer so that the player can anticipate braking and acceleration actions as the path and the racer's speed change.