U.S. patent application number 11/231050 was filed with the patent office on 2007-03-22 for system and method for improving player experience in wireless gaming.
Invention is credited to John M. Harris, Hua Xu.
Application Number | 20070066395 11/231050 |
Document ID | / |
Family ID | 37884931 |
Filed Date | 2007-03-22 |
United States Patent
Application |
20070066395 |
Kind Code |
A1 |
Harris; John M. ; et
al. |
March 22, 2007 |
System and method for improving player experience in wireless
gaming
Abstract
The present invention discloses a method and system for managing
an interactivity of a game in at least one wireless communication
device, by monitoring (705) at least one predetermined resource
parameter associated with the wireless communication device,
executing (710) at least one alternate scenario on at least one
predetermined location within the game based on the predetermined
resource parameter and changing dynamically (715) the interactivity
of the wireless communication device with one of a wireless gaming
server and at least one other wireless communication device by
executing the alternate scenario.
Inventors: |
Harris; John M.; (Chicago,
IL) ; Xu; Hua; (Lake Zurich, IL) |
Correspondence
Address: |
MOTOROLA, INC.
1303 EAST ALGONQUIN ROAD
IL01/3RD
SCHAUMBURG
IL
60196
US
|
Family ID: |
37884931 |
Appl. No.: |
11/231050 |
Filed: |
September 20, 2005 |
Current U.S.
Class: |
463/39 |
Current CPC
Class: |
A63F 13/358 20140902;
A63F 13/332 20140902; A63F 13/10 20130101; A63F 2300/406 20130101;
A63F 13/12 20130101; A63F 13/92 20140902 |
Class at
Publication: |
463/039 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for managing an interactivity of a game in at least one
wireless communication device, the method comprising: monitoring at
least one predetermined resource parameter associated with the at
least one wireless communication device; executing at least one
alternate scenario on at least one predetermined location within
the game based on the predetermined resource parameter; and
changing dynamically the interactivity of the wireless
communication device with one of a wireless gaming server and at
least one other wireless communication device by executing the
alternate scenario.
2. The method of claim 1, wherein the at least one predetermined
resource parameter comprises at least one of the following: a radio
frequency (RF) condition in a communication network a RF congestion
condition, a network loading in the communication network, a
battery life of the at least one wireless communication device, a
network signal coverage experienced by the at least one wireless
communication device, a RF condition variability condition, wherein
the at least one wireless communication device is a part of the
communication network.
3. The method of claim 1, wherein the changing step comprises at
least one of altering a graphics within the game, creating a
division between at least two players within the game by routing
the at least two players along different scenarios, creating a
division between at least two players within the game by routing
the at least two players along at least one scenario where the at
least two players interact with computer-generated entities,
routing at least one player along a scenario wherein the at least
one player is unable to view at least one remaining player,
informing at least one player of a poor connectivity with at least
one remaining player due to a poor communication in the
communication network, providing an option to at least one player,
the option permitting the at least one player to pause and continue
the game after a predetermined time interval, routing at least one
player along at least one scenario wherein a display intensity of
the wireless communication device is reduced, providing at least
one player with an indication of low power wherein the at least one
player is able to replenish the low power, providing at least one
delay in the game, the delay comprises at least one of rain, bad
conditions, fog and natural calamities, using at least one
preloaded scenario, matching at least two players with
substantially similar radio frequency conditions, reducing an
intensity of the backlight of the at least one wireless
communication device, reducing an amount of data exchanged between
a plurality of wireless communication devices, removing the option
of the at least one player, the option permitting the at least one
player to continue the game, removing the at least one delay,
discontinuing using the at least one preloaded scenario, removing
the division between at least two players within the game by
routing the at least two players along different scenarios,
removing the division between at least two players within the game
by routing the at least two players along at least one scenario
where the at least two players interact with computer-generated
entities, informing at least one player of good connectivity with
other gamers due to poor communication links, increasing the
intensity of the backlight of the at least one wireless
communication device, and increasing the amount of data exchanged
between the plurality of wireless communication devices.
4. The method of claim 1, wherein the game comprises a plurality of
transition points, the at least one alternate scenario being
executed at a transition point.
5. The method of claim 1, wherein the interactivity of the game is
changed in response to the monitoring the at least one
predetermined resource parameter over a predefined time
interval.
6. The method of claim 5, wherein the predefined time interval is a
time interval during which a scenario of the game remains
unchanged.
7. The method of claim 1, wherein the interactivity of the game is
changed on a second wireless communication device based on the at
least one predetermined resource parameter associated with a first
wireless communication device, the first wireless communication
device and the second wireless communication device forming part of
the communication network.
8. The method of claim 1, wherein the changing step comprises
assigning at least one game feature to at least one player of the
game based on the predetermined resource parameter, the game
feature providing an advantage or a disadvantage to the at least
one player as compared to at least one remaining player of the
game.
9. The method of claim 1, wherein the interactivity of the game is
changed in response to an input received from at least one player
of the game based on the at least one predetermined resource
parameter.
10. The method of claim 1, wherein the managing the interactivity
of the game is controlled by a service provider associated with the
wireless communication device based on the at least one
predetermined resource parameter.
11. A game, the game being executed on at least one wireless
communication device, the game comprising: an alternate scenario
provider for providing at least one alternate scenario on at least
one predetermined location within the game; and an execution module
for executing the at least one alternate scenario on the at least
one predetermined location based on at least one predetermined
resource parameter associated with the at least one wireless
communication device; wherein the interactivity of the game is
changed based on executing the alternate scenario
12. The game of claim 11, further comprising a monitoring module
for monitoring the at least one predetermined resource parameter
associated with the wireless communication device.
13. The game of claim 11, wherein the alternate scenario comprises
at least one of: altering a graphics within the game, creating a
division between at least two players within the game by routing
the at least two players along different scenarios, creating a
division between at least two players within the game by routing
the at least two players along at least one scenario where the at
least two players interact with computer-generated entities,
routing at least one player along a scenario wherein the at least
one player is unable to view at least one remaining player,
informing at least one player of a poor connectivity with at least
one remaining player due to a poor communication in the
communication network, providing an option to at least one player,
the option permitting the at least one player to pause and continue
the game after a predetermined time interval, routing at least one
player along at least one scenario wherein a display intensity of
the wireless communication device is reduced, providing at least
one player with an indication of low power wherein the at least one
player is able to replenish the low power, providing at least one
delay in the game, the delay comprises at least one of rain, bad
conditions, fog and natural calamities, using at least one
preloaded scenario, matching at least two players with
substantially similar radio frequency conditions, reducing an
intensity of the backlight of the at least one wireless
communication device, reducing an amount of data exchanged between
a plurality of wireless communication devices, removing the option
of the at least one player, the option permitting the at least one
player to continue the game, removing the at least one delay,
discontinuing using the at least one preloaded scenario, removing
the division between at least two players within the game by
routing the at least two players along different scenarios,
removing the division between at least two players within the game
by routing the at least two players along at least one scenario
where the at least two players interact with computer-generated
entities, informing at least one player of good connectivity with
other garners due to poor communication links, increasing the
intensity of the backlight of the at least one wireless
communication device, and increasing the amount of data exchanged
between the plurality of wireless communication devices.
14. The game of claim 11, wherein at least one player of the game
is provided with at least one game feature based on the
predetermined resource parameter, the game feature providing an
advantage or a disadvantage to the at least one player as compared
to at least one remaining player of the game.
15. The game of claim 11, wherein the execution module on a first
wireless communication device is adapted to inform an execution
module on a second wireless communication device to execute at
least one alternate scenario on the second wireless communication
device based on at least one predetermined resource parameter
associated with the first wireless communication device, the first
wireless communication device and the second wireless communication
device forming part of a communication network.
16. The game of claim 11, wherein the execution module is adapted
to change the interactivity of the game in response to monitoring
the at least one predetermined resource parameter over a predefined
time interval, the predefined time interval is a time interval
during which a scenario of the game remains unchanged.
17. A wireless communication device hosting a game, the wireless
communication device comprising: a processing device; and a memory
operatively coupled to the processing device and adapted for:
monitoring at least one predetermined resource parameter associated
with the at least one wireless communication device; executing at
least one alternate scenario on at least one predetermined location
within the game based on the predetermined resource parameter; and
changing dynamically the interactivity of the wireless
communication device with one of a wireless gaming server and at
least one other wireless communication device by executing the
alternate scenario.
18. The wireless communication device of claim 17, wherein the at
least one predetermined resource parameter comprises at least one
of the following: a radio frequency (RF) condition in a
communication network a RF congestion condition, a network loading
in the communication network, a battery life of the at least one
wireless communication device, a network signal coverage
experienced by the at least one wireless communication device, and
a RF condition variability condition.
19. The wireless communication device of claim 17, wherein a server
in communication with the wireless communication device is adapted
to instruct the wireless communication device for changing
dynamically the interactivity of the game based on the at least one
predetermined resource parameter.
20. The wireless communication device of claim 18, wherein the at
least one wireless communication device comprises at least one of a
mobile phone, personal digital assistant, a computing device and a
wireless gaming device.
Description
FIELD OF THE INVENTION
[0001] The invention relates generally to wireless gaming in
wireless communication devices and specifically to a method and
system for managing interactivity of a wireless gaming device with
that of a wireless gaming server and/or other wireless gaming
devices thereby improving the player gaming experience.
BACKGROUND OF THE INVENTION
[0002] Gaming applications have become increasingly common on
wireless communication devices. Users of wireless communication
devices often play games with other users within the communication
network and hence, the level of interactivity among wireless gaming
devices in the communication network and wireless gaming devices
with the wireless gaming servers change at different levels. A user
playing a game on the wireless communication device is generally
referred to as a player within the game.
[0003] Further, if the game is a multiplayer game, other players
may also be affected due to a single player's conditions, for
instance RF conditions. Generally, the usage of highly interactive
game scenarios by players and poor RF conditions also lowers the
system capacity and battery life of the wireless communication
devices.
[0004] Games usually comprise different scenarios that make the
game more interactive, challenging and enjoyable for the players.
For instance, some games may have several levels or stages, which
the player completes, each level providing a different experience
for the player. Some scenarios result in more interactivity across
the wireless link of the wireless communication device, that may
have differing resource costs depending on the current resource
parameters associated with that device
[0005] Hence there is a need to optimize the interactivity and
gaming experience provided to the players based on various
parameters affecting the game.
BRIEF DESCRIPTION OF THE FIGURES
[0006] The accompanying figures, where like reference numerals
refer to identical or finctionally similar elements throughout the
separate views and which together with the detailed description
below are incorporated in and form part of the specification, serve
to further illustrate various embodiments and to explain various
principles and advantages all in accordance with the invention.
[0007] FIG. 1 illustrates a block diagram of an embodiment of a
wireless communication system.
[0008] FIG. 2 is a flow diagram of a game played on a wireless
communication device pursuant to an embodiment of the
invention.
[0009] FIG. 3 is a flow diagram of a game played in a wireless
communication system pursuant to an embodiment of the
invention.
[0010] FIG. 4 is a flow diagram of a game played in a wireless
communication system pursuant to another embodiment of the
invention.
[0011] FIG. 5 illustrates a block diagram of a wireless
communication device, pursuant to an embodiment of the
invention.
[0012] FIG. 6 illustrates a block diagram of a game, pursuant to an
embodiment of the invention.
[0013] FIG. 7 is a flow diagram of a method for managing an
interactivity of a game in at least one wireless communication
device, pursuant to an embodiment of the invention.
[0014] Skilled artisans will appreciate that elements in the
figures are illustrated for simplicity and clarity and have not
necessarily been drawn to scale. For example, the dimensions of
some of the elements in the figures may be exaggerated relative to
other elements to help to improve understanding of embodiments of
the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0015] Before describing in detail embodiments that are in
accordance with the invention, it should be observed that the
embodiments reside primarily in combinations of method steps and
apparatus components related to managing an interactivity in at
least one wireless communication device. Accordingly, the apparatus
components and method steps have been represented where appropriate
by conventional symbols in the drawings, showing only those
specific details that are pertinent to understanding the
embodiments of the present invention so as not to obscure the
disclosure with details that will be readily apparent to those of
ordinary skill in the art having the benefit of the description
herein.
[0016] In this document, relational terms such as first and second,
top and bottom, and the like may be used solely to distinguish one
entity or action from another entity or action without necessarily
requiring or implying any actual such relationship or order between
such entities or actions. The terms "comprises," "comprising," or
any other variation thereof, are intended to cover a non-exclusive
inclusion, such that a process, method, article, or apparatus that
comprises a list of elements does not include only those elements
but may include other elements not expressly listed or inherent to
such process, method, article, or apparatus. An element proceeded
by "comprises . . . a" does not, without more constraints, preclude
the existence of additional identical elements in the process,
method, article, or apparatus that comprises the element.
[0017] It will be appreciated that embodiments of the invention
described herein may be comprised of one or more conventional
processors and unique stored program instructions that control the
one or more processors to implement, in conjunction with certain
non-processor circuits, some, most, or all of the functions of
managing an interactivity in at least one wireless communication
device. The non-processor circuits may include, but are not limited
to, a radio receiver, a radio transmitter, signal drivers, clock
circuits, power source circuits, and user input devices. As such,
these functions may be interpreted as steps of a method to manage
an interactivity in at least one wireless communication device.
Alternatively, some or all functions could be implemented by a
state machine that has no stored program instructions, or in one or
more Application Specific Integrated Circuits (ASICs), in which
each function or some combinations of certain of the functions are
implemented as custom logic. Of course, a combination of the two
approaches could be used. Thus, methods and means for these
functions have been described herein. Further, it is expected that
one of ordinary skill, notwithstanding possibly significant effort
and many design choices motivated by, for example, available time,
current technology, and economic considerations, when guided by the
concepts and principles disclosed herein will be readily capable of
generating such software instructions and programs and ICs with
minimal experimentation.
[0018] Most wireless communication devices support multiplayer
games where players can play against other players within a
wireless communication network. Games such as car racing games,
boxing games, role-playing games, shooting games, arcade games are
some of the games that wireless communication devices are generally
installed on wireless devices to provide entertainment for users of
the devices. Different games have different levels of interactivity
between the wireless communication device and the server hosting
the game or amongst the players of the game based on various
resource dependent parameters. For example, radio frequency (RF)
conditions may affect the gaming experience in multiplayer games
where players generally interact with other players within the
communication network. Several such resources related parameters,
disclosed in greater detail below, influence the interactivity of
the wireless communication device.
[0019] The invention provides a method and system for managing
interactivity in one or more wireless communication device. The
method includes monitoring a set of predetermined resource
parameters in the wireless communication device and executing an
alternate scenario on the wireless communication device based on
predetermined resource parameters. Several alternate scenarios can
be executed at different locations within the game until the
predetermined resource parameter reaches a required value and the
game can then be brought back to a natural state.
[0020] FIG. 1 is an embodiment of a wireless communication system
100, in accordance with the invention. The wireless communication
system 100 comprises a server 105, a wireless communication device
110 and another wireless communication device 115.In an embodiment
of the invention, a plurality of wireless communication devices can
be present in the wireless communication system 100. The server 105
generally belongs to a service provider proving the wireless
service to the wireless communication device 110 and the wireless
communication device 115. The service may include games that are
played within the wireless communication system, voice calls and
data calls amongst various wireless communication devices. In an
embodiment of the invention, the server 105 can monitor one or more
predetermined resource parameters associated with the wireless
communication devices 110 and the wireless communication device
115. Examples of resource related parameters can include a RF
condition in the communication network, RF congestion condition,
network loading in the communication network, battery life of the
wireless communication device, network signal coverage experienced
by the wireless communication device and RF condition variability.
Those skilled in the art shall appreciate that several other
parameters associated with the wireless communication device are
also known and all such parameters can be monitored and are all
within the scope of the present invention.
[0021] The server 105 can inform the wireless communication device
110 and wireless communication device 115 to execute the alternate
scenario based on the monitoring of the various parameters. The
service provider owning the server 105 can have a knob associated
for controlling the interactivity of the wireless communication
device 110 and the wireless communication device 115. If the knob
is set to be more malleable for calls that require less resource in
sectors with heavier load, the player interactivity with the server
105 or the interactivity between each wireless communication device
is further decreased.
[0022] Turning now to FIG. 2, is a flow diagram of a game played on
a wireless communication device pursuant to an embodiment of the
invention. A wireless communication device 205, for example a
mobile phone has several games installed for providing
entertainment to users. As an example, FIG. 2 illustrates a car
racing game 210 showing a car approaching a transition point 215.
The flow diagram further illustrates two resource parameters such
as an RF condition 220 and a battery life 225 being monitored.
However, those in the art shall appreciate that other parameters
not shown are also monitored and are within the scope of the
present invention. A transition point in the game can be generally
defined to mean a predetermined location within the game where an
alternate scenario can be executed. The greater the numbers of the
transition points within the game, the better the interactivity of
the players in the communication network as the number of locations
where the alternate scenarios can be executed are increased. As per
one embodiment, the alternate scenarios can be executed only at the
predetermined locations and hence, in spite of unfavorable resource
conditions such as a poor RF condition, the player may have to
reach the transition point to execute an alternate scenario. In
another embodiment, alternate scenarios may be executed as soon as
a poor resource condition is realized. Executing the alternate
scenarios alters the interactivity between the wireless
communication device and the server or between the wireless
communication devices within the communication network.
[0023] Some examples of alternate scenarios are disclosed, and
those skilled in the art shall appreciate that the examples are not
exhaustive and merely serve to represent some ways depicting how
the game may be altered on executing the alternate scenarios. For
example, in a car racing game, the two players can be routed down
separate tunnels or roads, by creating a division, so that they are
not visible to each other in order to decrease their interactivity.
At the transition point 215 depicted in FIG. 2 an alternate
scenario providing the division can be executed. Since generally,
transmitting data from a wireless communication device utilizes
greater resources, a player with poor resources such as battery
life, may not transmit data related to the game to other players
within the communication network.
[0024] As another example, for fighting games, a computer-generated
entity can be generated for the players to fight with instead of
fighting with other players in the game. In a starship game, a
player's ship's captain can be informed by a ship's networking
department that communication links of the ship have been
compromised, possibly by an opponents weapon and interaction with
other starships will need to be reduced. This shall also reduce the
amount of data exchanged between the wireless communication
devices. The wireless communication devices with similar
predetermined resource parameters, for example, poor RF conditions
may be introduced to the same alternate scenarios. Those skilled in
the art will appreciate that there could be more than two players
involved in an ongoing game or a player could be playing in a
standalone mode, for example a player playing against a computer
generated players.
[0025] In another embodiment of the invention, the player may
decide to leave an ongoing game. The decision to leave the game may
be, in one embodiment, determined by a player on realizing poor
resource parameters such as a poor RF condition on entering a
building. However, in an alternate embodiment, the game may also
provide a message to the user or execute an alternate scenario
where the player needs to leave the game due to a persistent poor
resource condition, such as a battery life. In this case, an
appropriate message is conveyed to the other wireless communication
devices involved in the ongoing game indicating that the gaming
scenario will change and that a player of the game has quit. For a
multiplayer game where a plurality of wireless communication
devices are playing a game, at least two players having similar RF
conditions may have a common alternate scenario executed to play
against each other. This scenario in the game maybe played till the
poor RF conditions improve and the wireless communication devices
may rejoin the other players in the game.
[0026] As per another embodiment, an alternate scenario of the game
can be executed in response to an input received from one or more
players of the game based on the one or more predetermined resource
parameters. For example, if the RF condition on a wireless
communication device of a player is poor, other players within the
communication network that are also playing the game may receive an
input from the wireless communication device with a poor RF
condition. The input can execute an alternate scenario on the
wireless communication devices of other players such that the
interactivity remains consistent. The player with the poor RF
condition can also be provided with a game feature based on the
predetermined resource parameter. The game feature, for example,
can be extra armor in the case of a fighting game, or a faster car
in a racing game or additional health in role playing games, or the
player may have greater endurance than other players. Various game
features that enhance player experience based on parameters
associated with the wireless communication devices are possible and
all such game features are within the scope of the present
invention.
[0027] Referring now to FIG. 3 a flow diagram of a game played in a
wireless communication system pursuant to an embodiment of the
invention is shown. Consider a case where at least two wireless
communication devices decide to play a game against each other,
step 305, namely a player associated with a first wireless
communication device and a second player associated with a second
wireless communication device. The first wireless communication
device can send an indication, step 310 informing the second
wireless communication device or a server computer belonging to a
service provider of a poor resource parameter involved with the
game. For example, a poor radio frequency (RF) condition at the
first wireless communication device. Upon receiving the message,
the interactivity of the first wireless communication device is
reduced, step 315 while the RF condition improves for the first
wireless communication device. During this period, as per one
embodiment, the alternate scenario can be executed, step 320 on the
first wireless communication device and the second wireless
communication device to suit the gaming condition. The first
wireless communication device and the second wireless communication
device may continue to play the game without frequently interfacing
directly with each other, step 325.
[0028] The first wireless communication device and the second
wireless communication device maybe further diverted into a
different scenarios. In another example, the second wireless
communication device may execute a scenario indicating a delay in
the game and might pause the game for a period of time. The delay
may be introduced in the scenario in other forms to slow down the
gaming speed of the second wireless communication device. The
second wireless communication device continues to play the game in
the alternate scenario until good RF conditions are restored in the
first wireless communication device. The game resumes its normal
mode when the first wireless communication device informs the
server of a restored RF condition or when the server realizes a
restored RF condition of the player. The player associated with the
first wireless communication device may rejoin the player
associated with the second wireless communication device in the
original scenario of the game.
[0029] In another exemplary embodiment of the invention, the first
wireless communication device may send a message indicating a low
battery to a second wireless communication device or the server
hosting the game in the communication network. Upon receiving this
message, the condition of the game for the first wireless
communication device may be changed. The intensity of the light and
sound used by the first wireless communication device maybe reduced
to indicate to the player of a low battery condition. An option to
pause the ongoing game can also be given to the first wireless
communication device to replenish the low battery power till the
battery of the wireless communication device is charged. An
alternate scenario like a delay due to rain, bad conditions, fog
and natural calamities can be executed on the other wireless
communication devices while the game is being paused by the first
wireless communication device on receiving the indication of a low
battery.
[0030] Turning now to FIG. 4 a flow diagram of a game played in a
wireless communication system pursuant to another embodiment of the
invention. An embodiment of the present invention has a provision
for considering the mobility of the player. If one or more of the
predetermined parameters of a player are varying widely over a
short interval of time, the alternate scenario may not be executed
at the transition point, step 405. For example, if the RF
conditions are varying over a short period of time then the player
may not adapt its game scenario based on its instantaneous current
RF conditions, as those RF conditions are unlikely to persist over
the duration of the next game scenario. In such cases, the wireless
communication device determines, step 410 whether the RF conditions
were particularly good or bad over the anticipated/typical last
interval of time and change, step 415 the scenario based on the
determination. The interval of time can be a time during which the
predetermined resource parameter remains unchanged for the wireless
communication device. Other methods for predicting the RF
conditions over the upcoming interval may include out of band
information such as traffic prediction. Players that are most
likely to remain in good RF conditions will receive the most
interactive scenarios, for example these players would typically
have been consistently observed being in very good RF conditions
for a long period of time.
[0031] FIG. 5 illustrates a block diagram of a wireless
communication device 500, pursuant to an embodiment of the
invention. The wireless communication device 500 comprises one or
more of a mobile phone, personal digital assistant, a computing
device and a wireless gaming device. The wireless communication
device 500 comprises a processing device 505 and a memory 510
coupled to the processing device. The processing device 505 and the
memory 510 are adapted for monitoring one or more predetermined
resource parameter associated with the wireless communication
device 500. The wireless communication device 500 can execute one
or more alternate scenario on one or more predetermined location
within the game based on the predetermined resource parameter
monitored. Executing the alternate scenario dynamically changes the
interactivity of the wireless communication device 500 with the
server of the service provider and the other wireless communication
device in the game. A dynamic change is change that occurs
periodically based on the changing factors, for example RF
condition. Typically, a resource parameter triggers a change in the
scenarios within the game. A change within the environment or on
the wireless communication device that the game is being played on
may change the way the game is being played for that player or for
the other players in the game. The processing device 505 processes
the alternate scenario on the wireless communication device 500.
The memory 510 may store the last known predetermined resource
parameter. The processing device 505 and the memory 510 maybe
operated in conjunction to monitor one or more predetermined
resource parameter associated with the wireless communication
device 500. The processing device 505 and memory 510 may
dynamically change the scenario of the game based on the one or
more resource parameter monitored.
[0032] FIG. 6 illustrates a block diagram of a game, pursuant to an
embodiment of the invention. The game 600 comprises a monitoring
module 605, an alternate scenario providing module 610 and an
execution module 615. The monitoring module 605 monitors one or
more predetermined resource parameter associated with the wireless
communication device. Each wireless communication device can be
equipped with a monitoring module to monitor the predetermined
resource parameter associated with the wireless communication
device. However, a service provider can also monitor such
conditions for each wireless communication device associated with
the service provider.
[0033] The interactivity with other wireless communication devices
or the server hosting the game can be changed based on the
predetermined resource parameters. For example, if the RF condition
is worse than a certain threshold or the battery power remaining is
less than a certain threshold, an alternate scenario can be
executed which retains the gaming experience provided to the player
without the player realizing the changes within the game. The
alternate scenario provider 610 may be a database that provides the
alternate scenarios at the predetermined location within the game
based on the predetermined conditions associated with the wireless
communication device. The alternate scenario may comprise a
plurality of scenarios. The alternate scenario may further comprise
altering graphics within the game when there is less battery power
in the wireless device.
[0034] The alternate scenario may comprise routing one or more
player along a scenario wherein the display intensity of the
wireless communication device is reduced when the wireless
communication device has low battery power. For a game involving
fictional characters or super-hero characters, the alternate
scenario may provide the player with an indication of a low energy
of the character within the game. The player can be directed to a
location where the player is able to replenish the low energy, for
example when there is RF congestion within the communication
network. The limited pausing or slowing of the game while the
player is replenishing low energy provides the communication
network room to handle other calls or games. The alternate scenario
may also comprise increasing the intensity of the backlight of the
wireless communication device when normal conditions are restored
such as the player recharging the battery of the wireless
communication device during the game.
[0035] The alternate scenario may further comprise providing an
option to one or more player. The option may permit one player to
pause and continue the game after a predetermined time interval.
The option maybe provided if the wireless communication device for
the player has a poor RF condition. During the paused time, normal
conditions can be restored. A preloaded scenario can be executed
which reduces the interactivity between the player pausing the game
and the plurality of players of the game within the communication
network. The preloaded scenario can end when normal conditions are
restored.
[0036] The execution module 615 executes the alternate scenarios on
the wireless communication device in response to receiving an input
from the alternate scenario provider module 610. In an embodiment
of the invention, a first wireless communication device is adapted
to execute one or more alternate scenario on a second wireless
communication device based on one or more predetermined resource
parameter associated with the first wireless communication device.
The execution module 615 is configured to execute one alternate
scenario after a predefined time interval. The predefined time
interval is a time interval during which the performance of the
game remains unchanged. The alternate scenario is executed on one
or more predetermined location based on one or more predetermined
resource parameter associated with the wireless communication
device in the game.
[0037] FIG. 7 is a flow diagram of a method for managing an
interactivity of a game in at least one wireless communication
device, pursuant to an embodiment of the invention. The wireless
communication device can monitor one or more predetermined resource
parameter associated with the wireless communication device, step
705. An external device such as the server computer can also be
configured to monitor the resource parameters. The wireless
communication device can execute an alternate scenario at a
predetermined location within the game based on the predetermined
resource parameter, step 710. In an embodiment of the invention,
the wireless communication device executes the alternate scenario
only at the next predetermined location even if the predetermined
resource parameter is monitored at any point except the transition
point. For example, the wireless communication device maybe
monitoring the network signal received by the wireless
communication device. When the wireless communication device
experiences a poor network signal, an alternate scenario can be
executed only at the next predetermined location such that the
gaming experience of the player of the game is not affected.
[0038] In another embodiment, if the player has been playing the
game with another player with poor network signal coverage in the
communication network, a scenario that lowers the interaction
between the player with good network signal coverage and poor
network signal coverage can be executed. The alternate scenario can
change the experience of the player by making the player with poor
network signal coverage fight against computer-generated entities
instead of the other player. Hence the experience of both players
can be maintained in relation to their resource parameter and the
drag of a player with poor network signal coverage may not affect
the gaming experience of the other player. Alternatively if the
battery condition is weak, the player may experience an alternate
scenario within the game where the graphics are less intense such
as driving through a dark tunnel in the case of a racing game
thereby utilizing minimal battery condition. In yet another
embodiment, the backlight of the wireless communication device may
also be reduced to make the player experience dim light in the
tunnel. Pursuant to one embodiment, the alternate scenarios are
executed without informing the player and hence the player believes
the scenarios to be a natural part of the game.
[0039] The execution of the alternate scenario at a predetermined
location can dynamically change the interactivity of the wireless
communication device with one of a wireless gaming server and one
or more wireless communication device, step 715. Changing the
scenario of the game can broadly comprise one of increasing or
decreasing the interactivity between the players of the game and
increasing or decreasing the interactivity between a player of the
game and the server providing the game. The scenario of the game is
changed in response to the input received from wireless
communication device of the game based on the one or more
predetermined parameter. One or more of the game feature is
provided to the player of the game based on the one or more
predetermined parameter. The scenario of the game can be changed in
another wireless communication device based on the one or more
predetermined parameter associated with a first wireless
communication device.
[0040] Pursuant to an embodiment of the invention, some of the
alternate scenarios are broadly disclosed below. Those skilled in
the art will realize that some of the examples pertaining to the
embodiments disclosed below have been dealt with above. Some
possible alternate scenarios can include altering a graphics within
the game. In another embodiment of the invention a division between
at least two players can be created within the game by routing the
at least two players along different scenarios or creating a
division between at least two players within the game by routing
the at least two players along at least one scenario where one or
more players interact with computer-generated entities. In yet
another embodiment, an alternate scenario can include routing at
least one player along a scenario where the at least one player is
unable to view a portion of the remaining players or informing at
least one player of a poor connectivity with at least one remaining
player due to a poor communication in the communication network.
Another alternate scenario can include providing an option to at
least one player, the option permitting the at least one player to
pause and continue the game after a predetermined time interval or
routing at least one player along a scenario within the game where
a display intensity of the wireless communication device can be
reduced. At least one player can be provided with an indication of
low power wherein the at least one player is able to replenish the
low power or providing at least one delay in the game. The delay
can include at least one of rain, bad conditions, fog and natural
calamities, using at least one preloaded scenario. In an exemplary
embodiment of the invention, at least two players with
substantially similar radio frequency conditions can be
matched.
[0041] Similarly, when normal conditions are restored, the game can
be restored to the natural game conditions. Restoring conditions
shall include reducing an intensity of the backlight of the at
least one wireless communication device, reducing or increasing an
amount of data exchanged between a plurality of wireless
communication devices, removing the option of the at least one
player, the option permitting the at least one player to continue
the game, removing the at least one delay, discontinuing usage of
the at least one preloaded scenario, removing the division between
at least two players within the game by routing the at least two
players along different scenarios, removing the division between at
least two players had been interacting with computer-generated
entities and allowing the players to play against each other and
informing at least one player of good connectivity with other
gamers. Monitoring the parameters and changing the game scenarios
based on the predetermined resource parameters improves the gaming
experience of the player considerably. Once the predetermined
resource parameter is restored, other alternate scenarios can be
executed to restore the natural gaming experience of the
player.
[0042] The present invention uses smart selection mechanism to
influence the timing of the wireless messaging intensive portions
of the game. As per one embodiment, the players are given a
capability to choose the game phase, which will not load up the
link to the game. An admission control block can also be provided,
to block players at the start of a new scenario if the cause of the
weak link is excessive system load.
[0043] In the foregoing specification, specific embodiments of the
present invention have been described. However, one of ordinary
skill in the art appreciates that various modifications and changes
can be made without departing from the scope of the invention as
set forth in the claims below. Accordingly, the specification and
figures are to be regarded in an illustrative rather than a
restrictive sense, and all such modifications are intended to be
included within the scope of the invention. The benefits,
advantages, solutions to problems, and any element(s) that may
cause any benefit, advantage, or solution to occur or become more
pronounced are not to be construed as a critical, required, or
essential features or elements of any or all the claims. The
invention is defined solely by the appended claims including any
amendments made during the pendency of this application and all
equivalents of those claims as issued.
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