Video Game Virtual Card Combo Timing Mechanism

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Solution Overview

Problem

Video games that combine Active Time Battle (ATB) and combo systems fail to maintain player interest as they lack engaging mechanics, particularly in scenarios where defined times for character actions result in predetermined combos and bonuses.

Innovation Solution

A video game processing apparatus that utilizes virtual cards with attack contents and conditions, where a timer determines when attack conditions are met, allowing for bonus processing when multiple cards' conditions are satisfied within a predetermined time interval, enhancing player engagement through dynamic combat scenarios.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If the ATB system and combo system are simply combined with predetermined attack conditions, then the game system structure is established, but the player interest decreases due to lack of engaging mechanics

Engineering Contradiction:
Improvegame system structureVSAvoidplayer interest
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The attack conditions are changed from predetermined fixed states to dynamic states that change based on timer measurements. The attack condition determination is no longer static but evolves over time, allowing the game to adapt to player actions and maintain interest while preserving system structure.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The attack conditions are transformed by introducing time as a variable parameter. Instead of fixed predetermined conditions, the system now evaluates whether the current time falls within the time range specified by each virtual card, creating variable and engaging combat scenarios that maintain system integrity while enhancing player interest.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If predetermined attack conditions are used in ATB system, then the processing flow is simple, but the combat scenarios become static and less engaging

Engineering Contradiction:
Improveprocessing flowVSAvoidcombat scenario variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system uses periodic timer measurements to determine attack conditions. The timer continuously measures time from the start of the video game or from the end of termination of each character's action, creating periodic evaluation points that maintain simple processing flow while generating diverse combat scenarios through time-based variations.

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If multiple virtual cards' attack conditions are satisfied within a predetermined time interval, then bonus processing is triggered, but the system complexity increases

Engineering Contradiction:
Improvecombo processing capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements feedback by monitoring which virtual cards have their attack conditions satisfied and using this information to trigger appropriate bonus processing. The attack determiner continuously evaluates card conditions and provides feedback to the bonus processing executor, creating a responsive system that handles combos without excessive complexity through structured feedback loops.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9022863B2Video game processing apparatus and video game processing program product
Publication Date: 2015.05.05 SQUARE ENIX HLDG CO LTD
  • US9022863B2 patent drawing
  • US9022863B2 patent drawing
  • US9022863B2 patent drawing

AI summary

A video game processing apparatus includes a virtual card information memory for storing virtual card information on virtual cards used for a fighting in a video game and a player information memory for storing player information. The virtual card information indicates the attack content and an attack condition. The player information contains setup virtual card information indicating a setup virtual card set up by the player as a virtual card used for the fighting. It is determined whether there is a setup virtual card whose attack condition is satisfied among the setup virtual cards on the basis of a time measured by a timer. In a case where there are plural setup virtual cards for which it is determined that their attack conditions are respectively satisfied within a predetermined time interval, bonus processing according to a combination of the plural setup virtual cards is carried out.