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
Engineering 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
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.
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.
2Difficulty of detecting and measuring
If the game simply hinders player operation, then operation timing is obscured, but player evaluations are not visualized
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.
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.
3Adaptability or versatility
If display range is reduced to increase difficulty, then operation timing is harder to detect, but player performance differentiation is achieved
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.
Data Source
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.


