Video Game Peripheral for Backwards-Compatible Toy Interaction

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Solution Overview

Problem

Video games lack a physical component that allows players to interact with representative objects, creating a distinct separation between the game world and the real world, and users of earlier games may not be able to enjoy new toys and characters without upgrading to new versions of the game.

Innovation Solution

A video game system that includes a peripheral capable of reading data from toys with memory, allowing the game to determine the version of the toy and conduct gameplay accordingly, enabling interaction with both old and new game characters and features without requiring the latest game version.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If new versions of video games are released with new toys and characters, then the game features and capabilities are improved, but users of earlier games cannot enjoy the new toys and characters without upgrading to new versions

Engineering Contradiction:
Improvecompatibility of new toys with older game versionsVSAvoidversion identification and gameplay adaptation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal game system where a single version of the video game can accommodate toys from multiple different game versions. The system reads version identification data from the toy's memory, determines compatibility, and adapts the gameplay accordingly. This allows one game version to serve multiple functions by supporting both original and newer toys, eliminating the need for users to constantly upgrade their game software to use new toys.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent introduces an intermediary mechanism in the form of a peripheral device that acts as a mediator between the toy and the video game system. This peripheral reads the version identification data from the toy's memory and communicates it to the game processor, which then adjusts the gameplay. This intermediary layer enables seamless integration of new toys into older game versions without requiring the game itself to change, resolving the contradiction between maintaining game version stability and supporting new toy capabilities.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If video games provide only electronic display without physical components, then the game can be played on various electronic devices, but players cannot physically interact with representative objects and the separation between game world and real world increases

Engineering Contradiction:
Improvephysical interaction with game objectsVSAvoidintegration of physical toys with electronic game system
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent merges the physical toy domain with the electronic game domain by integrating toys equipped with memory into the video game system. The toy serves as a physical representation of the game character or object, while its memory contains digital identification data that the electronic system can read. This combination allows players to physically hold and manipulate the toy while it simultaneously interacts with the electronic game, bridging the gap between the physical and virtual worlds and enhancing player engagement through multi-sensory interaction.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS9433867B2Video game with backwards-compatible toys
Publication Date: 2016.09.06 ACTIVISION PUBLISHING INC
  • US9433867B2 patent drawing
  • US9433867B2 patent drawing
  • US9433867B2 patent drawing

AI summary

Aspects of the present invention relate to a computer-implemented method useful in playing a video game having multiple versions, the method being implemented by a video game platform that includes one or more processors, the method comprising: executing a version of the video game on the video game platform; receiving information from a memory of a toy, the information comprising type information and subtype information; displaying a representation of a game character associated with the toy, the representation of a game character based at least on the type information; using the subtype information to determine whether the toy corresponds to a different version of the video game than the version being executed; and conducting gameplay involving the representation of the game character, wherein aspects of gameplay are based in part on whether the toy corresponds to a different version of the video game than the version being executed.