Multiplayer Timing Game Display Control for Dynamic Difficulty Feedback

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Solution Overview

Problem

Existing timing input games do not effectively visualize player evaluations in multiplayer settings, lacking mechanisms to adjust difficulty and enhance game interest among multiple players.

Innovation Solution

A game system and method that control the display range and movement of game objects based on player inputs, adjusting the visibility and movement of objects within a formation area to evaluate and adjust difficulty dynamically.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the display range of game objects is controlled to hinder player operation, then game enjoyment is enhanced, but player evaluations are not visualized

Engineering Contradiction:
Improvegame enjoymentVSAvoidevaluation visualization
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The display area is segmented into multiple regions, with different levels of obscuration applied to different segments based on player performance. High-performing players have their game objects displayed more clearly while lower-performing players experience greater obscuration, allowing evaluation visualization without completely removing the hindrance effect.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The degree of display obscuration is made local rather than uniform across all players. Each player's display range is adjusted individually based on their evaluation results, creating localized quality differences in visibility that reflect individual performance levels while maintaining the overall game hindrance mechanism.

Inventive Principle:
Principle #3Local quality

2Difficulty of detecting and measuring

If the game simply hinders player operation, then operation timing is obscured, but player evaluations are not visualized

Engineering Contradiction:
Improveoperation timing detectionVSAvoidevaluation feedback
Core Design Contradiction:
Difficulty of detecting and measuringVSLoss of information

Solution Approach 1:

The system implements feedback by adjusting the display obscuration level based on player evaluation results. Players receive visual feedback about their performance through the degree to which their game objects remain visible or are obscured, transforming the hidden evaluation information into visible feedback that guides future operations.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Instead of directly displaying evaluation results, the system inverts the approach by using evaluation results to control the obscuration level. Poor performance leads to increased obscuration, while good performance maintains visibility, creating an inverse relationship between performance and hindrance that provides intuitive feedback.

Inventive Principle:
Principle #13The other way round (Inversion)

3Adaptability or versatility

If display range is reduced to increase difficulty, then operation timing is harder to detect, but player performance differentiation is achieved

Engineering Contradiction:
Improvedifficulty adjustmentVSAvoidoperation timing detection
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The display range and obscuration level are made dynamic rather than static. The system continuously adjusts the display parameters based on real-time player performance, creating a dynamic difficulty adaptation mechanism that responds to player actions and maintains optimal challenge levels for different skill levels.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12502610B2Game system and game control method
Publication Date: 2025.12.23 BANDAI NAMCO EXPERIENCE INC
  • US12502610B2 patent drawing
  • US12502610B2 patent drawing
  • US12502610B2 patent drawing

AI summary

The present invention can provide a game system and the like that improves the interest of the game in playing a plurality of people by adjusting difficulty of a game with maintaining game enjoyment based on the timing of operation inputs, and providing the production for livening up a battle performed by a plurality of players. The game system S of the present embodiment performs an evaluation process of an evaluation for each player based on an operation input timing and a given relationship between a mark object for determining operation input timing and an operation timing object; moves, in a second direction that is a direction opposite to the first direction, the corresponding operating-system object formation area in accordance with the evaluation of the evaluation process; and set at least a part of the operating-system object formation area to the non-display range.