Sub Character Battle Mode Switching for Game Control

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Solution Overview

Problem

Existing games with character battles lack variety in battle methods, limiting player engagement and operability.

Innovation Solution

Implementing a game system that allows battles to be performed in multiple modes: a command mode where players input operations and an automatic mode where the sub character moves and battles without player input, with automatic control after the second mode ends, enabling seamless transitions and improved operability.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a battle by command method is implemented, then player engagement and operability are improved, but operation time and effort increase

Engineering Contradiction:
Improveplayer engagementVSAvoidoperation time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system dynamically switches between command mode and automatic mode based on battle conditions. When an enemy character is present, command mode is activated for player engagement; when no enemy is present, automatic mode takes over to reduce operation time. This dynamic adaptation resolves the contradiction by selecting the appropriate operation mode according to situational requirements.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the operational parameters by implementing two distinct battle modes with different control characteristics. Command mode requires player input for detailed control, while automatic mode operates with predefined parameters. This parameter change allows the system to optimize between player engagement and operation time based on the selected mode.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If automatic control is implemented, then operation effort is reduced, but battle variety and player involvement decrease

Engineering Contradiction:
Improveoperation effortVSAvoidbattle variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system dynamically adapts the control mode based on battle conditions. Automatic mode is activated when no enemy characters are present to minimize operation effort, while command mode is activated when enemies are detected to provide battle variety and player involvement. This dynamic switching resolves the contradiction by contextually selecting the appropriate mode.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The battle control is segmented into two distinct modes: command mode for player-involved battles and automatic mode for automated battles. This segmentation allows each mode to optimize for its specific purpose, with command mode providing variety and player involvement, and automatic mode reducing operation effort when appropriate.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If sub character appears on field, then battle capability is enhanced, but field clutter and control complexity increase

Engineering Contradiction:
Improvebattle capabilityVSAvoidcontrol complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The control system is segmented to handle sub character appearance separately from main character control. When a sub character appears on the field, the system activates specific control logic for the sub character while maintaining separate control for the main character. This segmentation reduces overall control complexity by modularizing the control structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces an intermediary control layer that manages sub character appearance and behavior automatically. When a sub character appears, the intermediary system handles the coordination between sub character and main character, reducing the complexity of direct player control by abstracting the management logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20250360411A1Storage medium, information processing system, information processing apparatus, and game processing method
Publication Date: 2025.11.27 NINTENDO CO LTD
  • US20250360411A1 patent drawing
  • US20250360411A1 patent drawing
  • US20250360411A1 patent drawing

AI summary

An example of an information processing system moves a player character on a field, based on a movement operation input. The information processing system causes a sub character on the field, based on a first operation input. When an enemy character is placed at a location where the sub character is caused to appear, the information processing system controls a battle by a first mode in which the battle proceeds based on an operation input. When the enemy character is not placed at the location, the information processing system starts automatic control of automatically moving the sub character. The information processing system moves the sub character, based on a second operation input, and when the enemy character is placed at a location of a designation, the information processing system controls a battle by a second mode in which the battle automatically proceeds.