Video Game Gauge System for Dynamic ATB Engagement
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Solution Overview
Problem
Conventional Active Time Battle (ATB) systems in video games become monotonous due to the use of a single gauge for measuring elapsed time, leading to decreased user interest.
Innovation Solution
A video game processing system and method that includes a time measuring function, a first updating function for a gauge representing elapsed time, and a second updating function for a gauge that increases when a predetermined condition is met, with both gauges displayed on a game screen, enhancing user engagement by providing additional interactive elements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a single gauge is used to represent elapsed time for a character, then the system structure is simple and easy to understand, but the gameplay becomes monotonous and user interest decreases
Solution Approach 1:
The patent divides the single gauge system into multiple separate gauges: a first gauge that represents elapsed time and fills up automatically, and a second gauge that represents user input accumulation and fills up through user actions. This segmentation allows each gauge to serve a distinct function, reducing monotony while maintaining clear understanding of individual gauge purposes.
Solution Approach 2:
The patent introduces a new dimension to the gauge system by adding the second gauge that operates independently from the first gauge. Instead of expanding a single gauge's functionality, the system adds another gauge dimension that tracks different information (user input vs. elapsed time), creating more gameplay variety without complicating the individual gauge structures.
2Adaptability or versatility
If multiple gauges are introduced to improve gameplay variety, then user interest increases, but the system complexity increases
Solution Approach 1:
The patent extracts the time-measuring function into a separate first gauge that operates independently from the user-input tracking function in the second gauge. By taking out these functions into separate gauges with clear individual purposes, the system achieves gameplay variety without creating a complex intertwined system, as each gauge can be understood and managed separately.
Data Source
AI summary
A non-transitory computer-readable medium including a video game processing program product for causing a user terminal to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: a time measuring function configured to measure an elapsed time for a character on the basis of the elapsed time, the character starting an action; a first updating function configured to update information regarding a gauge, the gauge representing the elapsed time measured by the time measuring function; a second updating function configured to update information regarding a gauge, the gauge representing a value to be increased in a case where a predetermined condition is satisfied, the predetermined condition including a condition that at least the first gauge is in a predetermined state; and a displaying function configured to display a game screen on a display screen of a display device.


