Trajectory-Based Command Input for Fighting Game Engagement

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Solution Overview

Problem

Existing one-on-one fighting games on computer devices lack innovative input methods to enhance user engagement and operability, relying solely on traditional touch panel operations which do not effectively increase user interest or improve gameplay experience.

Innovation Solution

A game processing method and system that utilizes a touch panel display to allow users to input commands through single-stroke trajectories, where graphic forms are selected and combined to generate valid attack commands, enabling more complex and engaging gameplay interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional touch panel operations are used for one-on-one fighting games, then the device complexity is low, but user engagement and operability are insufficient

Engineering Contradiction:
Improveuser engagementVSAvoidinput method complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent transitions from traditional point-based touch input to trajectory-based continuous input. By adding the dimension of movement path (trajectory) to the traditional touch coordinates, the system enables complex command sequences through single-stroke inputs, thereby enhancing user engagement without requiring multiple separate operations

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system dynamically interprets input trajectories to generate different commands based on the path, speed, and sequence of graphic form selections. This dynamic interpretation allows a single continuous stroke to represent complex command sequences, improving ease of operation while maintaining manageable input complexity

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If complex command sequences are implemented, then gameplay complexity increases, but input time increases

Engineering Contradiction:
Improvecommand sequence complexityVSAvoidinput time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent merges multiple discrete input actions into a single continuous trajectory. By combining graphic form selections and command inputs into one uninterrupted stroke, the system achieves complex command sequences without the time penalty of multiple separate inputs, thus resolving the contradiction between command complexity and input time

Inventive Principle:
Principle #5Merging (Combining)

3Ease of operation

If traditional touch panel operations are used, then the ease of manufacture is high, but operability improvement is limited

Engineering Contradiction:
ImproveoperabilityVSAvoidimplementation complexity
Core Design Contradiction:
Ease of operationVSEase of manufacture

Solution Approach 1:

The patent replaces traditional mechanical button presses with trajectory-based graphic form selection. This substitution enables more intuitive and engaging operations by allowing users to draw commands directly on the screen, improving operability while the implementation leverages existing touch panel capabilities to maintain ease of manufacture

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11794105B2Game processing system, game processing program, and game processing method
Publication Date: 2023.10.24 GREE HOLDINGS INC
  • US11794105B2 patent drawing
  • US11794105B2 patent drawing
  • US11794105B2 patent drawing

AI summary

A game processing system that controls a display to display a plurality of graphic forms each indicating an identifier; identifies a trajectory of a continuously drawn input selecting a plurality of the graphic forms; identifies the identifiers of the graphic forms corresponding to the input trajectory; identifies at least a first command based on an arrangement of the identifiers when detecting an end of the input; and controls a game operation of attacking an opponent based on the command.