Virtual Camera Scenery Mode for Game Engagement

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In online games, when the player object is scarcely operated, such as during chatting, the virtual camera remains stationary, leading to a reduction in user interest due to lack of dynamic game image changes.

Innovation Solution

A game program that implements a mode setting function to switch between normal and scenery modes, allowing the virtual camera to move and capture images from multiple positions in the game space, enhancing display dynamics even when the player object is not actively controlled.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If the virtual camera remains stationary when the player object is scarcely operated, then the game system maintains stable display content, but user interest is reduced due to lack of dynamic changes

Engineering Contradiction:
Improvedisplay content stabilityVSAvoiduser interest
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The virtual camera is configured to automatically move to predetermined positions in the game space even when the player object is not being operated. This dynamic behavior allows the display content to change automatically, maintaining user interest during periods when the player is chatting or otherwise inactive, while still preserving stability during active gameplay through the normal camera control mode

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If the virtual camera moves to multiple imaging positions, then the display dynamics and user interest are enhanced, but the device complexity increases

Engineering Contradiction:
Improvedisplay dynamicsVSAvoidcamera control complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Multiple predetermined positions for the virtual camera are established in advance within the game space. When the automatic camera control is activated, the system simply transitions the camera to these pre-defined positions rather than requiring complex real-time calculations or user input, thereby achieving display dynamics without significantly increasing device complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes the position parameters of the virtual camera automatically based on the activation of the first camera control mode. By modifying only the position parameters to predetermined values rather than implementing complex camera behavior logic, the system achieves enhanced display dynamics while keeping the overall device complexity manageable

Inventive Principle:
Principle #35Parameter changes

3Reliability

If the virtual camera is controlled to follow the player object, then the game space around the player is always displayed, but the display content remains static when the player object is not operated

Engineering Contradiction:
Improvegame space visibilityVSAvoiddisplay variety
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The virtual camera system operates in two modes: normally it follows the player object to ensure reliable visibility of the game space around the player, but when the first camera control mode is activated, it dynamically transitions to automatically moving to predetermined positions. This dynamic switching enables the system to maintain reliability during active gameplay while providing display variety during inactive periods

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10675539B2Game program and game system
Publication Date: 2020.06.09 SQUARE ENIX HLDG CO LTD
  • US10675539B2 patent drawing
  • US10675539B2 patent drawing
  • US10675539B2 patent drawing

AI summary

There is provided a game program causing a computer to realize a function of controlling progress of a game by imaging, with a virtual camera, a three-dimensional game space in which a plurality of objects including a player object are disposed, and displaying the game space on a display unit as a game image, the program causing the computer to execute a mode setting function of setting a display mode of a game image displayed on the display unit out of at least a normal mode and a scenery mode according to a predetermined condition, an imaging function of causing the virtual camera to perform imaging at a plurality of imaging positions in the game space in a case where the display mode is the scenery mode, and a display control function of displaying a game image captured by the virtual camera on the display unit.