U.S. patent application number 09/867388 was filed with the patent office on 2002-01-03 for method for an online player game payment system.
This patent application is currently assigned to CYOP Systems. Invention is credited to Morand, Adam Jason, Peterson, Randall Stanley Ernest, White, Stephen Matthew.
Application Number | 20020002074 09/867388 |
Document ID | / |
Family ID | 22801556 |
Filed Date | 2002-01-03 |
United States Patent
Application |
20020002074 |
Kind Code |
A1 |
White, Stephen Matthew ; et
al. |
January 3, 2002 |
Method for an online player game payment system
Abstract
An online multiple player game payment system includes one or
more game clients, master servers, game hosts, payment gateways and
statistics monitors. A game client has software that displays
visual game information on a remote computer and allows the
computer to send and receive user data to and from the game host
utilizing existing communications hardware located in the remote
computer. A master server includes software that collects
information on currently operating game hosts and receives requests
from game clients for this information. A game host includes
software that controls game client interaction in various contests
of skill and utilizes existing communications hardware to send and
receive user data to and from game clients, payment gateways and
statistics monitors. A payment gateway is provided by software
executing on a computer to receive user data from a game host and
verifying that data against an existing database of credit
information, in addition to sending user data back to the game host
containing the results of the verification. A statistics monitor
receives user data from a game host containing information
regarding the outcome of the various contests of skill and records
this information in a database for the purposes of accounting.
Inventors: |
White, Stephen Matthew;
(Port Coquitlam, CA) ; Morand, Adam Jason;
(Burnaby, CA) ; Peterson, Randall Stanley Ernest;
(Garibaldi Highlands, CA) |
Correspondence
Address: |
ARENT FOX KINTNER PLOTKIN & KAHN, PLLC
Suite 600
1050 Connecticut Avenue, N.W.
Washington
DC
20036-5339
US
|
Assignee: |
CYOP Systems
|
Family ID: |
22801556 |
Appl. No.: |
09/867388 |
Filed: |
May 31, 2001 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60215080 |
Jun 30, 2000 |
|
|
|
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
A63F 2300/513 20130101;
G06Q 20/06 20130101; A63F 2300/50 20130101; A63F 13/798 20140902;
A63F 13/335 20140902; A63F 13/352 20140902; G07F 17/3262 20130101;
A63F 13/71 20140902; A63F 2300/535 20130101; A63F 13/792 20140902;
A63F 13/12 20130101; G07F 17/32 20130101; A63F 13/10 20130101; A63F
2300/401 20130101; A63F 2300/532 20130101; G07F 17/3276 20130101;
A63F 13/73 20140902 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A method for online multiple player game payment and play,
comprising the steps of: receiving a request from at least one game
client for a listing of available games resident on a game host;
sending a list of available games to said at least one game client;
receiving a game selection, specifying a game, from said at least
one game client; sending credit information to a payment gateway;
awaiting approval of the credit information from said payment
gateway; beginning the game, on receipt of said approval, and
sending data to said at least one game client so that
representations of the game are rendered to a user; receiving user
data from said at least one game client to register actions by said
user in the game; and sending information to said payment gateway
upon completion of the game to update an account balance for said
user.
2. A method for online multiple player game payment and play
according to claim 1, wherein the method further comprises: sending
statistical information on said game, upon completion of said game,
to a statistics monitor to update a statistics database.
3. A method for online multiple player game payment and play
according to claim 2, wherein said step of sending statistical
information on said game further comprises updating a ranking for
said user.
4. A method for online multiple player game payment and play
according to claim 3, wherein said at least one game client
comprises multiple game clients, each game client having a selected
user, based on said ranking for each of said selected users, and
the method further comprises: coordinating user data received from
said multiple game clients to manage interactions of said selected
users, and sending data to said multiple game clients that
represents said interactions to be rendered to said selected
users.
5. A method for online multiple player game payment and play
according to claim 1, wherein said data sent to said at least one
game client is three-dimensional data about viewed objects in the
game to render a visual scene to the user.
6. A method for online multiple player game payment and play
according to claim 1, wherein said at least one game client
comprises multiple game clients and the method further comprises:
coordinating user data received from said multiple game clients to
manage interactions of multiple users of said multiple game
clients, and sending data to said multiple game clients that
represents said interactions to be rendered to the multiple
users.
7. A method for online multiple player game payment and play
according to claim 6, wherein the coordinating of user data
received from said multiple game clients is performed by a
three-dimensional physics engine that manages interaction of
representations of the multiple users with each other and three
dimensional elements of the game.
8. A method for online multiple player game payment and play
according to claim 6, wherein the method further comprises
increasing the account balance for a particular user of said
multiple users, upon completion of the game, when said particular
user wins the game; wherein an amount of said increase in the
account balance of said particular user is related to a total
number of said multiple users.
9. A method for online multiple player game payment and play
according to claim 1, wherein before the step of receiving a game
selection, the method further comprises a step of requesting and
receiving credit information from said at least one game
client.
10. A method for online multiple player game payment and play
according to claim 1, wherein before the step of receiving a game
selection, the method further comprises: determining whether
predetermined account information exists for said at least one game
client or said user; and accessing said predetermined account
information for said at least one game client or said user.
11. A method for online multiple player game payment and play
according to claim 1, wherein the account balance for said user is
increased in value, upon completion of the game, when said user
wins the game.
12. A method for online multiple player game payment and play
according to claim 1, wherein said user is a spectator user and
said step of receiving user data from said at least one game client
to register actions by said user in the game comprises receiving
spectator user data related to a desired view of the game selected
by the spectator user.
13. A method for online multiple player game payment and play
comprising the steps of: selecting a game to play from a game host,
wherein said game host sends credit information to a payment
gateway; receiving data to render the game when the credit
information is verified and approved; and sending user data to said
game host to register actions of a user in the game; and sending
information indicating or acknowledging a completion of the game,
wherein update information is subsequently sent to said payment
gateway to update an account balance for the user.
14. A method for online multiple player game payment and play
according to claim 13, wherein the received data to render the game
is three-dimensional data representing viewed objects in the game
to render a visual scene to the user.
15. A method for online multiple player game payment and play
according to claim 13, wherein the received data to render the game
includes representations of other users, corresponding to multiple
users, interacting with said game host playing the game.
16. A method for online multiple player game payment and play
according to claim 15, wherein said step of sending information
indicating or acknowledging a completion of the game includes
sending statistical information on said game to a statistics
monitor and assigning said user a ranking.
17. A method for online multiple player game payment and play
according to claim 15, wherein the method further comprises
increasing the account balance for a particular user of said
multiple users, upon completion of the game, when said particular
user wins the game; wherein an amount of said increase in the
account balance of said particular user is related to a total
number of said multiple users.
18. A method for online multiple player game payment and play
according to claim 15, wherein the method further comprises
increasing the account balance for a particular user of said
multiple users, upon completion of the game, when said particular
user wins the game; wherein an amount of said increase in the
account balance of said particular user is a fixed amount.
19. A method for online multiple player game payment and play
according to claim 13, further comprising the steps of: sending a
request to a master server for a list of available game hosts;
receiving the list of available game hosts from said master server;
and selecting said game host from the list of available game
hosts.
20. A method for online multiple player game payment and play
according to claim 13, wherein before the step of selecting a game
from a game host, the method further comprises a step of sending
said credit information to said game host upon a request from said
game host for said credit information.
21. A method for online multiple player game payment and play
according to claim 13, wherein predetermined account information
exists for said user and access to said predetermined account
information by said game host is permitted.
22. A method for online multiple player game payment and play
according to claim 13, wherein the account balance for said user is
increased in value, upon completion of the game, when said user
wins the game.
23. A method for online multiple player game payment and play
according to claim 13, wherein said user is a spectator user and
said step of sending user data to said game host to register
actions by said user in the game comprises sending spectator user
data related to a desired view of the game selected by the
spectator user.
24. A method for online multiple player game payment and play
according to claim 15, wherein said user is a spectator user and
said multiple users are spectator users and whereby the spectator
users interact with the game host to view the game and interact
with each other.
25. A method for online multiple player game payment and play
according to claim 24, wherein said update information is based on
interactions between the spectator users.
26. A method for online multiple player game payment and play
according to claim 25, wherein the account balance for said
spectator user is changed in value, upon completion of the game,
based upon the spectator user's interaction with others of said
spectator users.
27. A method for online multiple player game payment and play,
comprising the steps of: awaiting a request from at least one game
client for a listing of available game hosts; receiving said
request from said at least one game client; sending a list of
available game hosts to said at least one game client; awaiting
completion of a game by a user at said at least one game client;
receiving payment information, with respect to said user, upon said
completion of said game; sending statistical information on said
game played by said user, upon said completion of said game, to a
statistical monitor to update a statistics database.
28. A method for online multiple player game payment and play
according to claim 27, wherein said step of sending statistical
information on said game further comprises updating a ranking for
said user.
29. A method for online multiple player game payment and play
according to claim 28, wherein said step of awaiting a request from
at least one game client comprises awaiting a plurality of requests
from a plurality of game clients; a plurality of users, at said
plurality of game clients, play said game; and said step of sending
statistical information comprises sending statistical information
on said game related to results of said plurality of game clients
in said game.
30. A method for online multiple player game payment and play
according to claim 29, wherein said plurality of users are selected
based on said ranking for each of said plurality of users.
31. A method for online multiple player game payment and play
according to claim 29, further comprising: increasing an account
balance for a particular user of said multiple users, upon
completion of the game, when said particular user wins the game;
wherein an amount of said increase in the account balance of said
particular user is related to a total number of said multiple
users.
32. A method for online multiple player game payment and play
according to claim 27, wherein said step of receiving payment
information includes updating an account balance for said user
using said payment information; and wherein said account balance is
increased in value, upon completion of the game, when said user
wins the game.
33. An online multiple player game payment system, comprising: at
least one game client; one or more game hosts, with each game host
having a selection of games that are playable in conjunction with
said at least game client; a master server, supplying a listing of
said game hosts upon receipt of a request from said at least game
client; a payment gateway, for verifying and approving user credit
information sent from said at least one game client, said one or
more game hosts, or said master server upon selection of one of
said games; and a statistics monitor, for receiving data regarding
an outcome of said game from one or more game hosts and recording
said data in a database.
34. An online multiple player game payment system according to
claim 33 wherein said statistics monitor assigns a ranking for a
user, playing said game at said at least one game client, based on
the outcome of said game.
35. An online multiple player game payment system according to
claim 34 wherein said at least one game client comprises multiple
game clients each having a particular user of multiple users, said
one or more game hosts is configured such that said multiple game
clients play said game and each of said multiple users is selected
based on said ranking for each of said multiple users.
36. An online multiple player game payment system according to
claim 33 wherein said at least one game client comprises multiple
game clients each having a particular user of multiple users, said
one or more game hosts is configured such that said multiple game
clients play said game and each of said multiple users is selected
based on a ranking for each of said multiple users.
37. An online multiple player game payment system according to
claim 33 wherein said selection of games that are playable in
conjunction with said at least game client are also playable in a
spectator mode such that actions by a user at said at least one
game client have no influence on the game.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to the field of online
pay-for-play and/or play-for-pay game services generally and, more
particularly, to the field of management of usage fees for those
services. More generally, the present invention relates to a system
for offering pay-for-play and/or play-for-pay games online and,
more particularly, to an efficient system for regulating and
charging subscribers for the game services used.
[0003] 2. Description of the Related Art
[0004] Online video games currently available on the internet
typically include a personal computer that is connected in some
fashion to an ISP (Internet Service Provider), and running software
acting as a game client. The game client uses the connection to the
ISP to interact with a server managing other game clients and hence
other players, allowing competition in that game to occur between
any player worldwide on that particular server.
[0005] In the traditional world of video games, a consumer must
either purchase the hardware required to play such games, or insert
coins into a machine to play. The former traditional setup limits
the consumer to only those games that the consumer has physically
in his or her possession. The latter fee (i.e. inserted coins)
covers the cost of operating the machine and the maintenance costs
incurred from standard wear of the system.
[0006] By the very nature of the internet and personal computers,
these solutions no longer provide adequate or valid means of
generating revenue. As consumers will not want to purchase hardware
to run a game when they already have capable equipment, and it is
not possible to insert coin into a machine that may be used in a
vastly different location.
[0007] The majority of the companies that have games playable via
the internet today generate revenue by selling their product
through popular retail stores and magazines. This solution,
however, is fraught with a number of problems. For example, retail
stores have a finite amount of shelf space, and are very particular
as to which software titles they carry. A significant amount of
effort must be placed into convincing a major retailer to carry a
company's title.
[0008] In addition, the media on which the software is distributed
is commonly accessible and the data it contains is easily copied.
In recent years the unauthorized copying and/or piracy of
commercial software has risen to dramatic proportions, as this
activity is almost impossible to effectively detect and difficult
to enjoin.
[0009] Lastly, the number of shareware products, shareware being
software that has been developed by parties that do not want to
attempt to deal with the previous two issues and distribute their
products for a low cost, has been on the rise. This raises the
question as to why a consumer would want to pay twice as much for
one product over another.
[0010] One way to address these problems is to charge a player for
actual video game usage as opposed to charging for the game itself,
in much the same manner that coin-operated games do now. This would
allow game developers to develop and distribute their products
freely, and still effectively generate revenue.
SUMMARY OF THE INVENTION
[0011] Accordingly, it is an object of the present invention to
provide a payment system for online multiple player and single
player games. The present invention allows for online users to play
multiple player and single player games in an environment that
supports a play-for-pay service. The payment system allows multiple
game clients to interact with a game host. The game hosts interact
with a master server that interfaces with a statistics monitor and
a payment gateway so that players' accounts can be maintained and
updated based on the results of games played by the online player.
The above system is also applicable to a "play-for-pay" service,
where online users can earn credits for their skilled play against
other players.
[0012] A first embodiment of the present invention is directed to
method for online multiple player and single player game payment
and play with respect to the game host. This method includes the
steps of receiving a request from at least one game client for a
listing of available games resident on a game host, then sending a
list of available games to the game client. The game selection is
received, and thus the game is specified by the game client. Credit
information is then sent to a payment gateway and the game host
awaits approval of the credit information from the payment gateway.
On receipt of the approval of the credit information, the game is
begun which includes sending data to the game client so that
representations of the game are rendered to a user and receiving
user data from the game client to register actions by the user in
the game. Upon completion of the game, information is sent to the
payment gateway to update an account balance for the user.
[0013] Alternatively, the method of the first embodiment can also
include the step of sending statistical information on the game,
upon completion of the game, to a statistics monitor to update a
statistics database. The statistical data can be used to produce
and update rankings for the users. Also the method is applicable
where the data sent to the game client is three-dimensional data
about viewed objects in the game to render a visual scene to the
user. The first embodiment also allows for multiple game clients
and the method provides for coordination of the user data received
from the multiple game clients to manage the interactions of
multiple users. Alternately, the multiple users may be chosen based
on their rankings. With multiple users interacting in the same
game, the coordination of user data received from the multiple game
clients is performed by a three-dimensional physics engine that
manages interaction of representations of the multiple users with
each other and three dimensional elements of the game. The method
is also applicable to games that use both one-dimensional and
two-dimensional data in place of the three-dimensional data.
[0014] In addition, the method can also include requesting and
receiving credit information from at least one game client before
receiving the game selection. Alternatively, predetermined account
information may exist for at least one game client or the user and
that information may be accessed in lieu of requesting and
receiving credit information.
[0015] In the method of the first embodiment, the account balance
for the user may be increased in value, upon completion of the
game, when the user wins the game. Thus, the users' accounts can
fluctuate depending on their abilities at the games that they play
on the online game system.
[0016] A second embodiment of the present invention is directed to
a method for an online multiple player and single player game
payment system with respect to the game clients. This method
includes the steps of selecting a game to play from a game host,
wherein said game host sends credit information to a payment
gateway. The game client then receives data to render the game when
the credit information is verified and approved and then sends user
data to the game host to register actions of a user in the game.
The game client sends information indicating or acknowledging a
completion of the game, wherein the update information is sent to
the payment gateway to update an account balance for the user.
[0017] Alternatively, the method of the second embodiment is also
applicable when the received data to render the game is
three-dimensional data about viewed objects in the game to render a
visual scene to the user and when the received data to render the
game includes representations of other users interacting with the
game host playing the game. The method is also applicable to games
that use both one-dimensional and two-dimensional data. Also, in
such a tournament, the amount that a winning user's account may
increase is based on the total number of users interacting with the
game host, i.e., playing the same game.
[0018] The second embodiment of the present invention can also
include the steps of sending a request to a master server for a
list of available game hosts, receiving the list of available game
hosts from the master server and selecting the game host from the
list of available game hosts.
[0019] In addition, before selecting a game from a game host, the
method may further include sending credit information to the game
host upon a request from the game host for said credit information.
Alternatively, the game client may have predetermined account
information for a user and permit access to the predetermined
account information by the game host.
[0020] In the method of the second embodiment, the account balance
for the user may be increased in value, upon completion of the
game, when the user wins the game. Thus, the users' accounts can
fluctuate depending on their abilities at the games that they play
on the online game system.
[0021] A third embodiment is directed to a method for an online
multiple player and single player game payment system with respect
to the master server. This method includes the steps of awaiting
and processing a request from at least one game client. The master
server sends a list of available game hosts to the game client, so
that a game host and eventually a game may be selected by the user.
Upon completion of the game, the master server receives information
related to the updating of the user's account. In addition,
statistical information is also sent to a statistical monitor to
update a statistical database.
[0022] The third embodiment can also include rankings of the users
and also allows for multiple users to engage in tournament play.
Those users may be selected based on their rankings and the amount
that can be earned by a individual user is related to the total
number of users.
[0023] A fourth embodiment of the present invention is directed an
online multiple player and single player game payment system. The
system includes at least one game client, one or more game hosts,
with each game host having a selection of games that are playable
in conjunction with at least one game client. The system also
includes a master server, supplying a listing of game hosts upon
receipt of a request from at least one game client. The system also
includes a payment gateway, for verifying and approving user credit
information sent from at least one game client, one or more game
hosts, or the master server, upon selection of one of the games. A
statistics monitor, for receiving data regarding an outcome of the
game from one or more game hosts and recording the data in a
database is also included in the system.
[0024] The fourth embodiment also includes the ranking of users and
the system may be configured to have multiple users competing in
the same game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] The features of the disclosed method and system will become
more readily apparent and may be better understood by referring to
the following detailed description of illustrative embodiments of
the present invention, taken in conjunction with the accompanying
drawings. FIGS. 1 to 7 show an embodiment of the present invention,
wherein
[0026] FIG. 1 illustrates overall configuration of an online
multiple player game system;
[0027] FIG. 2 illustrates a schematic representation of the game
client;
[0028] FIG. 3 illustrates a schematic representation of the game
host;
[0029] FIG. 4 illustrates a schematic representation of the master
server;
[0030] FIG. 5 illustrates a schematic representation of the
statistics monitor; and
[0031] FIG. 6 illustrates a schematic representation of the payment
gateway.
[0032] FIG. 7 is a flowchart illustrating the method of providing
an online multiple player game payment system according to an
embodiment of the present invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0033] An embodiment of the present invention will now be described
with reference to FIGS. 1 to 7.
[0034] FIG. 1 schematically illustrates an online multiple player
game payment system according to an embodiment of the invention. An
online multiple player game payment system includes one or more
game clients, master servers, game hosts, payment gateways and
statistics monitors. The game clients interact with the game hosts
via the internet. The master server maintains a list of the game
hosts and interacts with those game hosts. The master server also
interacts with the payment gateway and a statistics monitor.
[0035] A game client, an example of which is illustrated
schematically in FIG. 2, consists of software that displays visual
game information on a remote computer and allows the computer to
send and receive digital data to and from the game host utilizing
existing communications hardware located in the remote computer.
The game client uses user input devices, such as a keyboard and a
mouse, to direct the functioning of the game client. Although a
keyboard and mouse are specified, the present invention is not
limited those types of input devices. An example of the game client
would be a personal computer.
[0036] The game client also includes a communication means that
provides for the ability to communicate between the game client and
the game host. Such communication means are known in the art and
can include networking cards, wireless communication devices,
communication lines, etc. The communication means may operate under
TCP/IP or UDP, but is not limited to such protocols. The game
client also includes a visual rendering engine that renders data
received so that the user can see representations of the game and
interact therewith.
[0037] A game host, illustrated schematically in FIG. 3, can
include software that controls game client interaction in various
contests of skill and utilizes existing communications hardware to
send and receive digital data to and from game clients, payment
gateways and statistics monitors. The communication means of the
game host can be similar to that provided in the game client. A 3D
physics engine allows for interaction between multiple players on
multiple game clients. The engine also determines the properties of
game elements, the collisions between game elements, and the rules
for interaction between representations of the players and game
objects. While a 3D physics engine is illustrated, the part of the
game host that mediates the users interactions with the game is not
so limited. A 2D physics engine or other engine for processing
input from the game clients may also be employed.
[0038] A master server, illustrated schematically in FIG. 4, can
include software that collects information on currently operating
game hosts and receives requests from game clients for this
information. The master server can also interact with the payment
gateway. The master server maintains a list of active game hosts,
adding or removing game hosts from the list as the status of the
game hosts change.
[0039] A statistics monitor, shown in FIG. 5, receives digital data
from a game host containing information regarding the outcome of
the various contests of skill and records this information in a
database for the purposes of accounting. The statistics monitor
also interacts with an accounting department so that player's
accounts may be serviced. The statistics monitor also includes a
statistics module that receives data from the hosts, updates a
database and generates reports regarding the statistics.
[0040] It is noted that the present description provides for the
game hosts, the master server and the statistics monitor to be
separate but connected, as illustrated in FIG. 1. However, the
present invention is not so limited. The master server may also act
as a game host, that is providing games to a game client as well as
coordinating between game hosts. Additionally, while the statistics
monitor has been discussed as a separate machine, the statistics
monitor may be included in the master server as a separate function
utilizing the same hardware.
[0041] A payment gateway, illustrated schematically in FIG. 6, can
include software executing on a computer to receive digital data
from a game host and verifying that data against an existing
database of credit information, in addition to sending digital data
back to the game host containing the results of the verification.
The payment gateway includes a payment processing module. The
payment processing module validates credit information received by
the game hosts and checks the information against a negative credit
database. The results of the check are forwarded back to the game
host for proper processing.
[0042] The overall function of the present invention will now be
explained. The process is illustrated in the process steps
illustrated in FIG. 7. The player initiates a session through the
use of a game client. The game client communicates with a master
server (701) and receives a list of game hosts that are currently
available (702), sorted by bandwidth and network latency, allowing
the player to choose a game host that is closest to his location
(703). Alternatively, the game host closest to the player's
location can be selected automatically. In addition, in alternate
embodiments, the game client may communicate with game hosts
without interacting with the master server. Such may be the case
where a player has set up preferences or is resuming previous
play.
[0043] The players can interact with the various game hosts to
peruse the games listed with those game hosts and select a game to
play (704). When a game is selected, credit information is sent to
a payment gateway via the game host controlling the game (705). The
system operates with existing authorizing financial institutions
and credit card processing services over a secure network.
[0044] Once the credit information has been verified and approved
(706), the game host will begin the game (708) and begin to send
game play data, which could include one-dimensional,
two-dimensional or three-dimensional data. One-dimensional data may
be used to provide audio only games for the visually impaired.
Two-dimensional or three-dimensional data is provided to specify
viewed objects to the client so that the client can render a visual
scene for the player (709). Alternately, with sufficient bandwidth,
the game host can provide rendered game data to the player that
would not require processing by the client other than display.
Thus, the game host would be interacting directly with player
within only facilitation by the game client. Data regarding the
users actions in the game are detected, such as movements made in
the game is polled from the mouse and keyboard of the game client,
and that data is sent to the game host. The data representing
action of the user in the game is processed by the game host, and
in the case for visual games, the data is translated into actions
to be applied to the visual objects (710). If the credit
information is not verified or approved, then this denial is
reported back to the client (707) and the playing of the game is
not allowed.
[0045] Upon completion of the game, information is sent from the
game host to the payment gateway to update the account balances of
the clients and statistical information on the game is sent to the
statistics monitor (711). On a predetermined interval, summary
accounting reports may be generated by the statistics monitor and
emailed to appropriate interested parties.
[0046] In the same way that money is entered into an arcade game
console in exchange for game credits or lives, the system allows an
individual to set up a financial account and purchase game credits
for online, interactive games. In this play-for-pay portion of the
present invention, the cost of a game can be amortized over time by
the user paying a small predetermined amount for each play of the
game. This allows for shareware game authors to receive a benefit
for their labors without having to request a price for a game
upfront. It also allows users to play a game, on a pro rata basis,
and decide while playing if they believe that the game is worth the
"costs" involved.
[0047] While a portion of the present invention is directed to
having a game client select a game from a game host and having data
sent from the game host to the game client, the present invention
is also directed to online play when the user has previously
purchased the game. In the latter case, the data sent from the game
host is different and the game host monitors the users actions and
coordinates the interactions between multiple users.
[0048] Another portion of the present invention is also directed to
a play-for-pay aspect of the invention. In such a portion, the
skilled abilities of users can allow the users to earn credits
based on their meritorious play. For instance, a player can set up
an account and begin to play. If that player defeats another
player, he/she will gain an appropriate amount in their account.
This amount can be proportional to the amount required for play by
the losing player. Similarly, team play is also possible with
players forming teams and competing against other teams. For
example, if two players are playing against another team of two
players, then the winning team would take all from the losing team,
i.e. the accounts of the winning team players would be
increased.
[0049] This aspect can also be implemented during tournament play,
where the user plays a game against many users. Such play is
analogous to golf tournaments that are played in the United States
and around the world. Thus, users could play in a single tournament
with purse that would be awarded to the winner of the tournament.
The tournaments can also be played in heats occurring in many
games, with the winning players advancing. In such a case, the top
players at the end of the tournament could be awarded increases in
their accounts based on where they finished in that tournament.
Such tournaments also allow the players the options of playing in
various levels, i.e. if a player wins a novice tournament, the
player could then play in tournaments with players having greater
skill. This can be accomplished in conjunction with player
rankings, as discussed below.
[0050] Instead of competing in a tournament for a prize or a
trophy, the system allows game players all over the world to
compete with each other and watch their real time financial
accounts fluctuate based on their abilities. Tournaments may be
facilitated by a single or a plurality of game hosts and the
tournaments may be by "invitation-only", and may be based on the
abilities of the users.
[0051] In addition, the use of the statistics monitor aids in
implementing additional aspects of the present invention. The
statistics of each user are maintained based on the number of wins,
loses and the different aspects of the games. Such statistics may
be used to determine rankings for players worldwide based on their
skilled play. Those rankings can also be employed in handicapping
individual players in the above described tournament play.
[0052] Another aspect of the present invention is directed to a
providing a spectator mode for the above pay-for-play and
play-for-pay embodiments. With respect to the above example of a
golf tournament, users in the spectator mode of the present
invention would be analogous to the spectators in the gallery on
the course viewing the tournament play. Such a spectator mode has
several aspects that are described below.
[0053] In one such aspect, a user that practices the present
invention in spectator mode would be like a ghost participant. Such
a user would engage in the steps illustrated in FIG. 7, except that
the user would not be engaging in game play. Instead, the spectator
user would be viewing or monitoring the game through that user's
game client. Depending on the particular setup of the game that the
spectator user wishes to view, they may or may not be a need to
verify payment, i.e. a particular game may be "free" for the
spectator user to view. Additionally, the data sent between the
spectator user and the game host would be different than that for
the pay-for-play or play-for-pay aspects of the present invention
discussed above. The exchanged data in the spectator mode would
involve a view presented to the user and data related to the user's
choice of what particular view that is chosen. Such views could be
from the perspective of a player, a sideline spectator's view or a
view of the scene from above, etc.
[0054] In another aspect of the spectator mode of the present
invention, spectator users would be able to interact with each
other. Thus, spectator users would be able to comment on the action
in the game. Also, as discussed above, a spectator may or may not
be required to make remunerations to view the game, depending on
how that game is setup. Similarly, users in spectator mode can
receive a reward based on their status as spectators. Such a reward
can be similar to a "door prize" offered as incentives to users or
can be based on selections made by the spectator users and the
performances of the players in that particular game.
[0055] In some embodiments of the spectator mode, the spectator
user may appear to other game players as an additional player, as a
"ghosted" player or representation, or may not be visible by game
players. Similarly, spectator users may or may not be visible to
each other, and system allows for such perspectives to toggled on
and off, depending on user's preferences. From the spectator user's
perspective, the "action" in the game would be almost realtime and
can allow the spectator user to feel a part of the action. Such a
perspective can be achieved through presentation of rendering data
to the spectator user or through video streaming of presentation
data, the latter allowing a greater audience to view the
proceedings of the game.
[0056] In a spectator mode, active monitoring can also be
accomplished by facilitators of the system. Such monitoring can
constitute refereeing or judging in the games or monitoring of
appropriate behaviors by users in the games. Such a monitoring
ability may be important for games where certain language or
actions are forbidden and monitoring may be necessary to ensure
compliance.
[0057] Preferably, the system operates through a network of servers
at co-locations handing all transactions. Subsequent pay-for-play
and/or play-for-pay games can easily be integrated into the
existing transaction infrastructure. Alternatively, a single server
can be utilized to handle all transactions.
[0058] In a most preferred embodiment, invention will be linked via
a global computer network such as the internet or worldwide web,
but other embodiments including LANs, WANs and Intranets, fulfill
the spirit and scope of the present invention. Both game clients
and game hosts will typically comprise any device that connects to
the system via the internet or other IP transport methods and
includes, but is not limited to, such devices as televisions,
computers, hand-held devices, cellular phones, land based
telephones, wireless electronic devices and any device which uses a
transport medium. Non-limiting examples of a transport medium
applicable for use in the present invention comprise any backbone
or link such as an ATM link, FDDI link, satellite link, cable,
cellular, twisted pair, fiber optic, broadcast wireless network,
the internet, the worldwide web, local area network (LAN), wide
area network (WAN), or any other kind of intranet environment such
a standard Ethernet link. In such alternative cases, the
constituent parts will communicate with the system using protocols
appropriate to the network to which that client is attached. All
such embodiments and equivalents thereof are intended to be within
the scope of the present invention.
[0059] Although the embodiments of the present invention have been
described in detail, it will be understood that the present
invention is not limited to the above-described embodiments, and
various modifications in design may be made without departing from
the spirit and scope of the invention defined in claims.
* * * * *