U.S. patent application number 11/621886 was filed with the patent office on 2007-05-17 for video game with reverse outcome game attributes.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Andrew Stephen Van Luchene.
Application Number | 20070111784 11/621886 |
Document ID | / |
Family ID | 46327029 |
Filed Date | 2007-05-17 |
United States Patent
Application |
20070111784 |
Kind Code |
A1 |
Van Luchene; Andrew
Stephen |
May 17, 2007 |
Video Game with Reverse Outcome Game Attributes
Abstract
The disclosure provides novel video game methods and systems.
The disclosure includes methods and systems that determine if a
player character and/or game parameter is qualified to use a
reverse outcome attribute and, if any qualifications are met,
possibly reverses the outcome of one or more game parameters.
Inventors: |
Van Luchene; Andrew Stephen;
(Santa Fe, NM) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
229B Johnson St.
Santa Fe
NM
87501
|
Family ID: |
46327029 |
Appl. No.: |
11/621886 |
Filed: |
January 10, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11368143 |
Mar 3, 2006 |
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11621886 |
Jan 10, 2007 |
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11355232 |
Feb 14, 2006 |
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11621886 |
Jan 10, 2007 |
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60727121 |
Oct 14, 2005 |
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60727121 |
Oct 14, 2005 |
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Current U.S.
Class: |
463/23 |
Current CPC
Class: |
A63F 13/63 20140902;
A63F 2300/65 20130101; A63F 13/825 20140902; A63F 2300/575
20130101; A63F 2300/8058 20130101; A63F 2300/807 20130101; A63F
13/795 20140902; A63F 2300/407 20130101; A63F 13/822 20140902; A63F
13/58 20140902 |
Class at
Publication: |
463/023 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: providing a game environment in which
player characters interact and complete game parameters; receiving
a request from a player character to reverse an outcome of a game
parameter; determining if the player character is qualified to use
a reverse outcome attribute; and reversing the outcome of the game
parameter if the player character is qualified to use the reverse
outcome attribute.
2. The method of claim 1 wherein determining if the player
character is qualified to use a reverse outcome attribute comprises
determining the race of the player character.
3. The method of claim 1 wherein determining if the player
character is qualified to use a reverse outcome attribute comprises
determining the experience level of the player character.
4. The method of claim 1 wherein determining if the player
character is qualified to use a reverse outcome attribute comprises
determining the amount of time that has passed since the reverse
outcome attribute was last used.
5. The method of claim 1 wherein determining if the player
character is qualified to use a reverse outcome attribute comprises
determining how many times the reverse outcome attribute has been
used in the past.
6. The method of claim 1 wherein determining if the player
character is qualified to use a reverse outcome attribute comprises
determining if a fee has been paid by the player character.
7. The method of claim 1 wherein the game has a plurality of eras
and determining if the player character is qualified to use a
reverse outcome attribute comprises determining in which era the
player character would like to use the reverse outcome
attribute.
8. The method of claim 1 further comprising determining if the game
parameter qualifies for reversal.
9. The method of claim 8 wherein determining if the game parameter
qualifies for reversal comprises determining how much time has
passed since the game parameter was completed.
10. The method of claim 1 wherein the request is received from a
first player character, the game parameter is a duel in which the
first player character was defeated by a second player character,
and reversing the outcome of the game parameter results in the
first player character defeating the second player character in the
duel.
11. The method of claim 1 wherein reversing the outcome of the game
parameter results in a mission that was previously failed by the
player character being flagged as having been completed by the
player character.
12. The method of claim 1 further comprising endowing a player with
a reverse outcome attribute upon completion of a given game
parameter.
13. The method of claim 12 wherein the given game parameter is
reaching a given level in the game.
14. The method of claim 1 further comprising receiving a request
from a second player character use a block reverse outcome
attribute; determining if the second player character is qualified
to use the block reverse outcome attribute; and determining whether
or not to reverse the outcome of the game parameter.
15. The method of claim 14 wherein, if the second player character
is qualified to use the block reverse outcome attribute, the
outcome of the game parameter is always reversed.
16. The method of claim 1 further comprising: determining that a
player character is attempting to complete a game parameter; and
only allowing the player character to complete the game parameter
if a reverse outcome attribute is used successfully.
17. A game comprising: a virtual environment comprising a plurality
of game parameters that can be completed by one or more player
characters interacting with the virtual environment; one or more
reverse outcome attributes configured to be used by a player
character to reverse the outcome of a game parameter; rules for use
of the reverse outcome attribute, wherein the rules specify:
qualifications that must be met by a player character in order to
use the reverse outcome attribute; and qualifications that must be
met by a game parameter in order for the outcome of the game
parameter to be reversed by the reverse outcome attribute.
18. The game of claim 17 further comprising a reverse outcome
module configured to determine if a player character and game
parameter meets the respective qualifications.
19. The game of claim 17 where the reverse outcome attribute is an
object in the game.
20. The game of claim 17 where the reverse outcome attribute is a
spell.
Description
PRIORITY CLAIM
[0001] The following application is a continuation in part to U.S.
patent application Ser. No. 11/368,143, "Video Game Methods and
System" filed Mar. 7, 2006, which claims priority to U.S.
Provisional Application Ser. No. 60/727,121"Methods, Processes and
System to Enhance a Player Experience of a Video Game" filed Oct.
14, 2005. The application is also a continuation-in-part of U.S.
patent application Ser. No. 11/355,232 Filed Feb. 14, 2006, which
claims priority to U.S. Provisional Application Ser. No. 60/727,121
"Methods, Processes, and System to Enhance a Player Experience of a
Video Game," filed Oct. 14, 2005. Each of which is hereby
incorporated by reference in their entirety.
BACKGROUND
[0002] Video games which are accessible to multiple players via a
server are well known. For example, hundreds of thousands of
players access games known as massive multi player online games
(MMOGs). Players of these games customarily access a game
repeatedly (for durations typically ranging from a few minutes to
several days) over given period of time, which may be days, weeks,
months or even years. The games are often constructed such that
players pay a periodic subscription price (e.g., $15 per month)
rather than, or in addition to, paying a one time purchase price
for the game. Often, though not necessarily, these games have no
ultimate "winner" or "winning goal," but instead attempt to create
an enjoyable playing environment and a strong player community. The
games are often designed such that advancement in the game is based
on the benefits received from accumulated game play experience, so
that beginning players have an initial disadvantage compared to
more experienced players.
[0003] It would be advantageous to provide improved methods and
apparatus for increasing the enjoyment and/or longevity of video
games.
DETAILED DESCRIPTION
[0004] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall have the following
definitions:
[0005] The term "product" means any machine, manufacture and/or
composition of matter, unless expressly specified otherwise.
[0006] The term "process" means any process, algorithm, method or
the like, unless expressly specified otherwise.
[0007] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere recitation of the term "process" or a
like term. Accordingly, any reference in a claim to a "step" or
"steps" of a process has sufficient antecedent basis.
[0008] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "certain embodiments", "one embodiment", "another
embodiment" and the like mean "one or more (but not all)
embodiments of the disclosed invention(s)", unless expressly
specified otherwise.
[0009] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0010] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise.
[0011] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0012] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0013] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0014] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0015] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0016] The phrase "at least one of", when such phrase modifies a
plurality of things (such as an enumerated list of things) means
any combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase "at least one of a
widget, a car and a wheel" means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel.
[0017] Numerical terms such as "one", "two", etc. when used as
cardinal numbers to indicate quantity of something (e.g., one
widget, two widgets), mean the quantity indicated by that numerical
term, but do not mean at least the quantity indicated by that
numerical term. For example, the phrase "one widget" does not mean
"at least one widget", and therefore the phrase "one widget" does
not cover, e.g., two widgets.
[0018] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on".
[0019] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" do not mean "represents only", unless expressly
specified otherwise. In other words, the phrase "the data
represents a credit card number" describes both "the data
represents only a credit card number" and "the data represents a
credit card number and the data also represents something
else".
[0020] The term "whereby" is used herein only to precede a clause
or other set of words that express only the intended result,
objective or consequence of something that is previously and
explicitly recited. Thus, when the term "whereby" is used in a
claim, the clause or other words that the term "whereby" modifies
do not establish specific further limitations of the claim or
otherwise restricts the meaning or scope of the claim.
[0021] The term "e.g." and like terms means "for example", and thus
does not limit the term or phrase it explains. For example, in the
sentence "the computer sends data (e.g., instructions, a data
structure) over the Internet", the term "e.g." explains that
"instructions" are an example of "data" that the computer may send
over the Internet, and also explains that "a data structure" is an
example of "data" that the computer may send over the Internet.
However, both "instructions" and "a data structure" are merely
examples of "data", and other things besides "instructions" and "a
data structure" can be "data".
[0022] The term "determining" and grammatical variants thereof
(e.g., to determine a price, determining a value, determine an
object which meets a certain criterion) is used in an extremely
broad sense. The term "determining" encompasses a wide variety of
actions and therefore "determining" can include calculating,
computing, processing, deriving, investigating, looking up (e.g.,
looking up in a table, a database or another data structure),
ascertaining and the like. Also, "determining" can include
receiving (e.g., receiving information), accessing (e.g., accessing
data in a memory) and the like. Also, "determining" can include
resolving, selecting, choosing, establishing, and the like.
[0023] The term "determining" does not imply certainty or absolute
precision, and therefore "determining" can include estimating,
predicting, guessing and the like.
[0024] The term "determining" does not imply that mathematical
processing must be performed, and does not imply that numerical
methods must be used, and does not imply that an algorithm or
process is used.
[0025] The term "determining" does not imply that any particular
device must be used. For example, a computer need not necessarily
perform the determining.
[0026] It will be readily apparent to one of ordinary skill in the
art that the various processes described herein may be implemented
by, e.g., appropriately programmed general purpose computers and
computing devices. Typically a processor (e.g., one or more
microprocessors, one or more microcontrollers, one or more digital
signal processors) will receive instructions (e.g., from a memory
or like device), and execute those instructions, thereby performing
one or more processes defined by those instructions.
[0027] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof.
[0028] Thus a description of a process is likewise a description of
an apparatus for performing the process. The apparatus can include,
e.g., a processor and those input devices and output devices that
are appropriate to perform the method.
[0029] Further, programs that implement such methods (as well as
other types of data) may be stored and transmitted using a variety
of media (e.g., computer readable media) in a number of manners. In
some embodiments, hard-wired circuitry or custom hardware may be
used in place of, or in combination with, some or all of the
software instructions that can implement the processes of various
embodiments. Thus, various combinations of hardware and software
may be used instead of software only.
[0030] The term "computer-readable medium" refers to any medium
that participates in providing data (e.g., instructions, data
structures) which may be read by a computer, a processor or a like
device. Such a medium may take many forms, including but not
limited to, non-volatile media, volatile media, and transmission
media. Non-volatile media include, for example, optical or magnetic
disks and other persistent memory. Volatile media include dynamic
random access memory (DRAM), which typically constitutes the main
memory. Transmission media include coaxial cables, copper wire and
fiber optics, including the wires that comprise a system bus
coupled to the processor. Transmission media may include or convey
acoustic waves, light waves and electromagnetic emissions, such as
those generated during radio frequency (RF) and infrared (IR) data
communications. Common forms of computer-readable media include,
for example, a floppy disk, a flexible disk, hard disk, magnetic
tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with
patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any
other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0031] Various forms of computer readable media may be involved in
carrying data (e.g. sequences of instructions) to a processor. For
example, data may be (i) delivered from RAM to a processor; (ii)
carried over a wireless transmission medium; (iii) formatted and/or
transmitted according to numerous formats, standards or protocols,
such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and
TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy
or prevent fraud in any of a variety of ways well known in the
art.
[0032] Thus a description of a process is likewise a description of
a computer-readable medium storing a program for performing the
process. The computer-readable medium can store (in any appropriate
format) those program elements which are appropriate to perform the
method.
[0033] Just as the description of various steps in a process does
not indicate that all the described steps are required, embodiments
of an apparatus include a computer/computing device operable to
perform some (but not necessarily all) of the described
process.
[0034] Likewise, just as the description of various steps in a
process does not indicate that all the described steps are
required, embodiments of a computer-readable medium storing a
program or data structure include a computer-readable medium
storing a program that, when executed, can cause a processor to
perform some (but not necessarily all) of the described
process.
[0035] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) are well known and could be used to store and manipulate
the data types described herein. Likewise, object methods or
behaviors of a database can be used to implement various processes,
such as the described herein. In addition, the databases may, in a
known manner, be stored locally or remotely from any device(s)
which access data in the database.
[0036] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may communicate with the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0037] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
[0038] Apocalypse-the last era of a game environment
[0039] Army-shall mean a group of player characters who have
established player to player contracts with a general.
[0040] Billing Information-shall mean any information pertaining to
billing a player including a billing address, credit card account,
bank account, pay pal account or other payment information.
[0041] Boss-shall mean a player character that has other player
characters working for him under player to player contracts that
define benefits for both the employee and boss.
[0042] Celebrity Voice-shall mean the voice of a known celebrity in
the real world.
[0043] Character-shall mean a persona created by a player in a
video game.
[0044] Character Account-shall mean an account that tracks
character attributes.
[0045] Character Attribute-shall mean any quality, trait, feature
or characteristic a particular Character can have that is stored in
the corresponding Character Account. Character Attributes shall
include, but not be limited to: [0046] A character score [0047] A
virtual object [0048] The physical appearance of a character [0049]
An emblem or mark [0050] A synthetic voice [0051] Virtual money
[0052] Virtual help points or credits [0053] The ability to join
groups of other players at a later time [0054] A score for
subsequent matching of later game parameters [0055] A relationship
with another character [0056] A genetic profile or makeup
[0057] Character Life-shall mean a fixed period of virtual or real
world time that a player character can exist in a game
environment.
[0058] Character Skills-shall mean game attributes inherent or
acquired by a player character during game play such as, but not
limited to: the ability to cast certain spells, foretell the
future, read minds, use certain weapons, cook, hunt, find herbs,
assemble herbs into potions, mine, assemble objects into other
objects, fly, and/or enchant other player characters.
[0059] Chat Room-shall mean an online forum where Characters can
speak in written or spoken voice format.
[0060] Child-shall mean a first player character that has entered
the game environment because a second and third player characters
have completed a defined list of game parameters that allow the
second and third player characters to be the parents of the first
player character. A parent/child relationship is established via a
player to player contract that defines benefits for both
parties.
[0061] Chromosome-shall mean an attribute, or portion of an
attribute of a player character that can be passed on to a second
player character if the second player character is a child of the
first player character.
[0062] City-a group of one or more buildings that is placed in a
territory
[0063] Class-shall mean a certain type of character status or caste
such as, but not limited to, warriors, paladins, rogues, thieves,
wizards, or healers.
[0064] Coach-is a player character that can assemble a team of
other player characters via a player to player contract.
[0065] Computer Generated Character-shall mean any character that
is generated by the system rather than being another player
character.
[0066] Death-shall mean the end of the character life of a
character.
[0067] Divorce-shall mean the dissolution of a marriage contract
between two player characters. The player-to-player contract that
establishes a marriage can include clauses that define what each
player receives in the event of a divorce.
[0068] Employee-shall mean a player character who has agreed to
work for a second player character under a player to player
contract that defines benefits for the both the employee and
boss.
[0069] Expert Player-shall mean a player that is flagged as an
expert for a given Game Parameter.
[0070] Family Member-shall mean a player character that has a
parent/child relationship with one or more other player characters
in the same family tree.
[0071] Family Tree-shall mean the organization of a group of player
characters each of which has at least one parent/child relationship
with another player character in the family tree.
[0072] Game Era-shall mean a duration of virtual or actual time in
a game environment in which certain game parameters are available
to player characters.
[0073] Game Parameter-shall mean any part of a Video Game by which
characters can be measured. Game Parameters shall include, but not
be limited to: [0074] Completing all or part of a mission [0075]
Playing for a certain period of time [0076] Winning a match against
another player character or computer generated character [0077]
Reaching a certain level or score [0078] using or obtaining an
ability or technology [0079] kill/death ratios [0080] obtaining an
object [0081] solving a puzzle [0082] accuracy with weapons [0083]
effective use of the proper weapon [0084] killing a certain
character/creature [0085] getting through or to a certain
geographic area [0086] decreasing or increasing Karma Points [0087]
getting, buying, exchanging or learning a new skill or player
attribute [0088] having a child [0089] getting married [0090]
obtaining, buying, trading, producing or developing raw materials
[0091] producing goods or services [0092] earning income [0093]
earning a higher rank in an army [0094] winning an election among
two or more player characters [0095] achieving deity status [0096]
improving player character status or caste [0097] assisting other
player characters with any of the above [0098] speed of
accomplishing any of the above
[0099] Gender-shall mean a certain type of character such as, but
not limited to, male or female.
[0100] General-shall mean a first player character who has
established at least one player to player contract with another
player character who is a soldier in the first player character's
army.
[0101] God-Shall mean a player character that has the ability to
establish conditions and game parameters in a game environment.
[0102] Government Official-Shall mean a player character that has
the ability to define game parameters for other player
characters.
[0103] Guild-shall mean a group of player characters who have
elected to work as a team. Teams can include super groups, as those
allowed in City of Heroes, Guilds, as those allowed in World of
Warcraft, or Corporations, as those allowed in Eve Online.
[0104] Help Account-shall mean a sub-account of a Character Account
that tracks Help Points acquired by a Character by assisting other
Characters
[0105] Help Credit-shall mean a credit in a Character Account
acquired by successfully assisting another Character.
[0106] Help Point-shall mean a point acquired by a Character by
assisting other Characters.
[0107] Inheritance-shall mean the character attributes owned by a
particular player character when they die that is passed on to one
or more Inheritors.
[0108] Inheritor-shall mean any player character that has been
linked to a character attribute in a will, or absent a will, to the
children of the dead player character.
[0109] In-game Marketplace-shall mean a virtual environment where
Characters can exchange Attributes.
[0110] In-Game Voice Software-shall mean software that players can
use to speak and listen to other Players whose Characters are
interacting in a Video Game Environment.
[0111] Karma Points-shall mean points attributed to a player
character based on how that player character performs under the
player to player contracts he has established.
[0112] Marriage-shall mean a virtual contract between two players
that allows them to select other player characters entering the
game environment as children. A marriage is established between two
player characters via a player to player contract that defines the
benefits for both parties.
[0113] Massive Multi Player Online Video Game-Shall mean a Video
Game that is played using either a network of a Video Game Central
Server and at least two Video Game Consuls or a peer-to-peer
network of at least two Video Game Consuls. Players create
Characters that may interact with each other in a Video Game
Environment that is stored on the Video Game Central Server and the
Video Game Consuls.
[0114] Mission-a game parameter that a player character can
complete to achieve game attributes
[0115] Natural Resources-raw materials that can be removed from a
territory
[0116] Novice Player-Shall mean a player that is flagged as
requiring the help of an expert to complete a Game Parameter.
[0117] NPC-(non player character) a computer generated character in
the game
[0118] Parent-shall mean a player character that has completed a
defined list of game parameters that allow that player character to
designate another player character as a child. A parent/child
relationship is established via a player to player contract that
defines benefits for both parties.
[0119] Player-shall mean an individual who can register an account
with a Video Game Central Server or within a peer-to-peer network
and create Characters that can interact with other Characters in a
Video Game Environment.
[0120] Player Account-Shall mean an account on the Video Game
Central Server or within a peer-to-peer network that contains a
Player profile including personal, billing, and character account
information.
[0121] Player Attribute-shall mean any attribute that can be
applied to a player account. Player Attributes shall include, but
not be limited to: [0122] Real Money [0123] Discount of monthly
fees for playing game [0124] Monthly fee for playing a game [0125]
Global character attribute settings for all characters created by
player across multiple games.
[0126] Rewards for encouraging another player to signup to play
[0127] Player to Player Contract-shall mean a virtual but binding
contract between player characters that allows the players to
provide or exchange game attributes to one another. Once a
player-to-player contract is established, the game server or
peer-to-peer network automatically distributes acquired game
attributes between the player characters based on the contract
conditions.
[0128] Race-shall mean a certain type of character such as, but not
limited to, humans, elves, dwarves, Halflings, undead, tauren, or
orc.
[0129] Reincarnation-shall mean the ability of a player character
to reinsert himself into his family tree as a child of any player
characters in his family tree that are married.
[0130] Relationship-shall mean a link between two player characters
that includes, but is not limited to: parent/child, marriage,
boss/employee, slave/master, and army general/army soldier.
[0131] Saved Game Result-shall mean the storage of a completed game
parameter in a file.
[0132] Soldier-shall mean a player character who has established a
player to player contract with a general.
[0133] Synthetic Voice-shall mean the voice generated by converting
a text file with a synthetic voice profile into a spoken word or
phrase.
[0134] Team-Shall mean a group of player characters who have
established player to player contracts with a coach.
[0135] Technology-a skill that a player character, family, city, or
race can use to build new game attributes
[0136] Territory-shall mean the virtual two or three dimensional
space that is owned by a race or group of player characters in a
game environment
[0137] Text to Voice Software-shall mean software that can convert
a text file with a synthetic voice profile into a spoken word or
phrase.
[0138] Video Game-shall mean a game played on a Video Game Consul
that may or may not be networked to a Video Game Central Server or
within a peer-to-peer network.
[0139] Video Game Consul-shall mean a device comprising a CPU,
memory and optional permanent storage residing at a player location
that can allow for the playing of video games. Examples include,
home PCs, Microsoft Xbox, and Sony Playstation.
[0140] Video Game Central Server-shall mean a CPU, memory and
permanent or temporary storage that is connected to multiple Video
Game Consuls that allows for Massive Multi Player Online Video
Games to be played.
[0141] Video Game Environment-Shall mean a virtual video game world
that is stored on the combination of the Video Game Central Server
and Video Game Consuls where Characters interact and games are
played.
[0142] Virtual Will-shall mean a virtual document that establishes
which character attributes of a first player character shall be
distributed to specific other player characters in the event of
death of the first player character. Absent a Virtual Will, a
Default Will shall prevail to determine attribute distribution to a
character's heirs.
[0143] Voice Recognition Software-shall mean software that can
convert a spoken voice into text and/or text into a spoken
synthetic voice using a synthetic voice profile.
[0144] Voice to Text Software-shall mean software that can convert
a spoken voice file into a text file.
[0145] According to one embodiment methods and systems are
disclosed that allow player characters in a massive multi player
online video game to create relationships with each other. Examples
of the types of relationships that can be created are: [0146] 1.
Marriage [0147] 2. Parent/Child [0148] 3. Slave/Master [0149] 4.
Affair [0150] 5. Enchanter/Enchanted [0151] 6. Boss/Employee [0152]
7. Gods/Worshipers [0153] 8. Government Officials [0154] 9. Sports
Teams/Coaches [0155] 10. Guilds [0156] 11. General/Army
[0157] According to one embodiment, when a player character reaches
a certain level in a video game, he is allowed the opportunity to
have one or more of the above relationships with another player
character. These relationships can be defined and/or limited by the
player character's race and class in the game. Some of these
relationships can allow the player character to develop additional
relationships with subsequent player characters. These additional
relationships may require the player character to reach another
level in the game. Some levels of the game may be unobtainable by
the player character unless they have developed certain
relationships with other characters. Certain of these relationships
may prevent or preclude certain other relationships with other
player characters.
[0158] Relationships between player characters can provide
additional benefits to one or more of the player characters in the
relationship. Non-limiting examples of these benefits include:
[0159] 1. A player character can receive some or all of the
character attributes generated by another player character if they
have a relationship (master/slave) [0160] 2. Player characters can
have additional relationships with other player characters if they
have a relationship with each other (marriage/children) [0161] 3.
Attributes of a player character can be enhanced, modified, or
transferred if they have a relationship with another character
(children inherit attributes of parents) [0162] 4. The race or
class of the player character can be altered as long as they have a
relationship with another character (undead possess living player
characters) [0163] 5. A player character can shorten, lengthen, or
restart the life of another player character if they have a
relationship (doctor/patient) [0164] 6. A player character cannot
reach subsequent levels of a game or acquire certain character
attributes unless they have one or more relationships with other
characters. (mayor of city must have a wife and child)
[0165] Alternatively or additionally, relationships between
characters can be limited based on character attributes including:
[0166] 1. The race of the character [0167] 2. The class of the
character [0168] 3. The number of player characters playing the
game [0169] 4. The level of a player character [0170] 5. Whether or
not a player character has a certain attribute or collection of
attributes [0171] 6. Whether or not a player character has
successfully completed a game parameter [0172] 7. How many hours
the player plays with the player character in a given time
period
[0173] According to another embodiment, relationships between
characters can be lost according to certain game parameters.
Examples of the types of game parameters according to which a
relationship might be lost include, but are not limited to: [0174]
1. One of the characters in the relationship has the authority to
sever the relationship and does so. [0175] 2. One of the characters
in the relationship cancels his account with the game server [0176]
3. One of the characters in the relationship does not log enough
play time in a given time period [0177] 4. Both of the characters
mutually request and agree to sever the relationship [0178] 5.
Other characters establish a relationship with a character that
severs their relationship with the first character [0179] 6. A
certain time period of real time or game time has lapsed [0180] 7.
One character pays or fails to pay or provide a certain amount or
number of attributes to the other character, then their
relationship may be severed.
[0181] According to one embodiment, relationships may be
established in a variety of ways. Examples of ways in which
relationships between characters can be established include, but
are not limited to: [0182] 1. By an in game negotiated virtual
contract between the two player characters [0183] 2. Randomly or
under proscribed rules controlled by the game server or within a
peer-to-peer network [0184] 3. By a structure of rules defined by
the game players, game server, or within a peer-to-peer network or
a combination of these [0185] 4. When a new player character is
created in the game, relationships are automatically established by
the game server or within a peer-to-peer network between that
character and the existing character's within the game.
[0186] According to one embodiment, each type of relationship may
be defined and/or governed by various rules and/or limitations.
Below are listed examples of relationships and governing rules and
limitations for those relationships. It will be understood,
however, that such relationships and limitations are provided only
as examples of the types of relationships and limitations that
could be used in a game and that none of the examples below should
be construed as requirements for the embodiment. It will be further
understood that rules and limitations may be added or deleted,
individually or in groups, and that such rules and limitations may
be static or fluid.
[0187] Marriage-Two players in a game reach a certain level of the
game and are qualified to be married. The characters log in to a
special screen of the game that displays other characters that are
available to be married. Characters can display conditions for the
marriage i.e. they need a certain dowry, prenuptials or will only
marry a character of a certain class or level, or with sufficient
resources, income or skills to contribute to the marriage. A player
character can accept a marriage proposal or submit a counter offer.
When both players agree to the terms of the marriage, then the
system sets a flag in both of the character accounts indicating
their newly formed relationship.
[0188] Different types of characters could have different marriage
arrangements. For instance Taurens could be married to more than
one other character, while Elves could only be married to one other
character. Humans could get married at level 10 while elves could
be married at level 15. Some races could have multiple marriages
with fixed time limits.
[0189] Parent/Child-Once two players have been married; they can
have children once one or both of them have reached a certain level
of the game. Once one or both characters have reached a proscribed
level of the game, their character accounts are flagged as being
eligible to have children. A new player character formed by a new
player can only come into the game when two other players are
eligible to have a child and agree to have a child. A new player
can specify what gender, race and class he wants his player
character (child) to be. The system can display what gender, races
and classes need or want more children by displaying the family
trees of player characters already in the game that are married and
that desire children. Parents can only have children within a
certain subset of classes. For instance a rogue and a wizard can
only have warriors and paladins as children, etc. Additional
criteria can be set up by the new player or the parents to further
establish the relationship between them. For instance, parents can
set up a contract with the child so that they take a certain
percentage of his experience or game attributes, but agree to leave
all of their wealth to the child in their will when they die. New
characters can set parameters for becoming a child, for instance,
the new player child may agree to give his parent(s) a certain
percentage of his future experience points, in exchange for certain
attributes or other tangible or intangible property when his
parent(s) acquire them. Once the parents and the child have agreed
to a contract, the new player character is born into the game and
is added to the family tree of the parents. The new child may then
begin to play the game and strive to gain wealth and attributes,
etc.
[0190] New player characters can only be added to the game
environment by being offspring of other player characters. New
players can elect to give a greater amount of their experience or
game attributes to parents who are in a good family or who
otherwise have desirable traits, attributes, wealth, etc. According
to this example, so called "bad families" will have a cheaper
"barrier to entry" for new players than "good families." A player
can set up a profile of the type of character they want. When a
married couple in the game is able to have a child, the new player
character requests are analyzed and new children are created
according to new player preferences. A new player can choose to
have his player inserted into different ages based on different
servers.
[0191] Some characters may be able to spawn children without
marriages. For example, some races may not require the union of two
characters in order for a parent to have a child. In these cases,
children entering the game may suffer from deficits in income,
attributes, or other characteristics. These deficits may plague the
player throughout his life or only during childhood. An advantage
of becoming a child out of wedlock is that there is no or little
barrier to entry.
[0192] Slave/Master-A first player character may be captured by a
second player character in the game. The first player character is
made a slave to the second player character and some or all of his
experience and attributes are given to his master until he is
freed. A slave can be freed if a member of his family or the slave
if a ransom is paid. The master can put out a ransom note, or he
can keep it a secret that he has captured the first player
character as a slave. Family members of the slave or the slave
himself can log in to a special screen in the game to view the
conditions of the ransom to free the slave/himself. If the family
members or the slave agree to the conditions of the ransom, they
can free the slave/himself. They can also free the slave by
recapturing him in the game. All the slaves of a given race may be
freed based upon the outcome of a war. If a General and his Army
defeats another General's Army, the victorious General may choose
to free all the slaves of the other race through an "emancipation
proclamation." Slaves freed in this fashion will have all that was
taken from them, plus optional penalties that are established by
the Game Server or within a peer-to-peer network or as otherwise
agreed upon by the players. Alternatively, Generals may agree to
conditions of surrender, which may determine the disposition of any
slaves or other spoils of war. In such case, slaves may be freed
but they may receive only a portion or none of their previously
lost wealth or other attributes.
[0193] Slaves may be subject to various penalties or governed by
additional game rules while they are being held in slavery.
Examples of the types of penalties or additional game rules to
which a slave might be subjected include, but are not limited to:
[0194] 1. Slaves can play in the game in a limited capacity until
they are free. [0195] 2. Slaves can be cut off from communication
with their family. [0196] 3. Slaves can commit suicide to start
over in the game. (This could result in bad karma for the player
character resulting in a low reentry status.) [0197] 4. Slaves can
create their own contracts with other player characters who can
free them from being slaves. [0198] 5. Slaves can bargain with
their masters to free them for a proscribed initial or future,
i.e., to be paid price. [0199] 6. A slave can also be sold by its
master to another master by posting the slave for sale on a special
marketplace.
[0200] Affair-In some instances, a married couple may not be able
to produce offspring that compliment their team fighting abilities.
For instance, a family may need more healers to have a well rounded
fighting force, but none of the parents can have healers as
children based on their classes. In this instance, a player
character, once he reaches a certain level, can have an affair with
a family member of another family so that they can have children of
a specific class that they could not otherwise have. Children
generated in this manner are members of both families. The stronger
family has the right to absorb the bastard player into their family
first. The concubine or weaker player character can negotiate a
contract with the stronger player character in order to provide a
bastard child to his family. In this manner, a family lacking in a
certain class of character can go outside the family to generate
those class types in their family, but must pay for the privilege
by providing game attributes to the non family member who agrees to
have the affair.
[0201] Incest. Absent all other options to bear children, close
family members may have children. In such cases, the offspring
shall be created in a manner similar to all other child bearing
methods, except that, there shall be a greater probability of the
offspring being defective in one or more ways. Such defects might
include an inability to obtain certain attributes or use certain
objects, weapons or tools. Another defect type might be a general
constraint on the speed with which a child achieves various
objectives, levels, karma, or other attributes. The degree to which
these defects manifest themselves in such offspring may be
determined randomly or predetermined by a set of rules enforced by
the server or peer-to-peer network,
[0202] Enchanter/Enchanted-Undead players can build up their
army/family by enchanting other player characters. When an undead
character reaches a certain level, they are eligible to enchant a
"living" player character and cause them to be undead. These newly
undead players than are removed from their current family tree and
added to the undead family tree. To become living again, an undead
player would have to be unenchanted by a device or spell provided
by his family or by paying another Enchanter to provide the spell
for a fee. Alternatively, once a player character has become
undead, their family can only kill them and allow them to be
reentered into their family further down the family tree via
reincarnation.
[0203] If an undead character is killed, then the undead character
that created him can be allowed to make another character undead.
i.e. an undead character who has earned a credit to enchant a
living character can reuse it if that living character that has
become undead is killed.
[0204] Gods/Worshipers-Some characters, i.e. the first characters
that sign on to a server, can be made Gods of their races. These
gods can have some control of rules governing the entire game
environment and can also bless or curse characters. Player
characters can become blessed by offering attributes to the gods.
They can nullify a curse by offering attributes to a god. Gods may
be player characters or, in certain game versions, NPCs.
[0205] The goals of Gods are that their race rules the world. They
can add extra incentives to parent/child contracts so that new
player characters join their race over other alternative races.
[0206] Gods can battle one another and their strength is based on
the strength of the families in their races.
[0207] Only a certain x number of characters can be gods in a given
game environment.
[0208] Boss/Employee-in a mafia type game, new player characters
can be introduced into a game as employees of a boss. Once player
characters reach certain levels or acquire certain attributes in a
game environment, they are eligible to take on new players as
employees. Employees have to give a certain amount of the
experience or game attributes they acquire to their boss in
exchange for the position and/or protection. If either party fails
to fulfill the terms of the contract, the contract can be nullified
and his boss no longer employs the employee. The contract may
include terms that control contract dissolution.
[0209] In a fantasy game such as World of Warcraft, player
characters can be hired as soldiers to other player characters and
fight for their army under an agreed upon contract. Characters log
in to a special screen in the game to view employment contracts of
other player characters.
[0210] Government Officials-Members of families who are strong
qualify to be part of a race's government. Different races have
different government structures. I.e. some governments require that
all members of a race vote for someone to become a government
official while others, the strongest players are automatically
allowed into government positions.
[0211] For example, the human race can have a republic government
with votes for party members. The Tauren race can have a monarchy
and determine government position based on which player is the
strongest.
[0212] Player's characters could also race to achieve certain
levels in the game. The first person to reach a certain level in
the game is allowed to be a government official over other
characters in the game. A government official may be able to take
an experience or attribute tax from other players. Player
characters may challenge current government officials in future
elections, which may occur at prescribed times/dates or when a
majority of players in a given race agree to hold new
elections.
[0213] Divorces-two player characters that are married can go to a
virtual or player character judge who can split up their attributes
if they want a divorce. Alternatively, if the married couple
entered into a prenuptial agreement, that agreement shall govern
the split up of their attributes upon entering into a divorce.
[0214] Sports Teams/Coaches-In a game that has teams or armies, a
coach can recruit new player characters to be on his team based on
how well his team is doing against other teams/armies. A coach can
receive points for winning matches and, when a certain number of
points have been obtained, he is entitled to recruit new player
characters to be on his team/army. In this embodiment, player
characters can be traded from one team to the next.
[0215] Examples of assets or value that might be used to trade
player characters include, but are not limited to: [0216] 1. Other
player characters [0217] 2. Game Points [0218] 3. Game Credits
[0219] 4. Attributes
[0220] According to this embodiment, there may be a virtual bench
from which coaches can recruit if they are having a successful
season. Alternatively, player characters could only be added to a
team if other player characters could no longer play on a team due
to injury or death.
[0221] Alternatively or additionally, as an option to help improve
the overall competitiveness of a given team, the Game Server or
peer-to-peer network may randomly, or based upon preset conditions,
grant a coach the right to obtain one or more additional players
with specific skill sets. As an example, if one team were to become
so strong that they consistently dominate all other teams, the Game
Server or peer-to-peer network may grant one or more of the
underperforming teams the right to add sufficient additional
players with appropriate skills and experience so as to make them
better able to compete against the dominate team.
[0222] Guilds-A player character in charge of a guild cannot add
other player characters unless either he or his guild have obtained
a certain level in the game, completed certain game parameters, or
acquired enough game attributes to qualify to add characters to the
guild. New player characters coming into the guild can do so with a
contract that can be negotiated before they join the game
environment. Players in a guild can renegotiate contracts with
their guild, or can be recruited to other guilds who offer
competitive contracts.
[0223] General/Soldier-A player character who is a general can
recruit new player characters into his army when he successfully
defeats another army in combat. New player characters entering the
game environment can elect to join an army based on available slots
and offers in contracts. A weaker army would have to give more to
new recruits in order to have them join. A contract to join an army
could include: [0224] 1. A rank or position in the army [0225] 2. A
salary [0226] 3. A % of spoils obtained by the army [0227] 4. One
or more attributes (swords, etc)
[0228] Alternatively, or additionally, to help ensure
competitiveness among armies, the Game Server or peer-to-peer
network may randomly or via proscribed rules, grant rights to
underperforming teams to obtain new soldiers for free or for
reduced fees.
[0229] According to yet another embodiment, the game rules may
specify that a player character cannot enter the game environment
unless a relationship is established between one or more player
characters already in the game environment and himself. For
example, the game rules may state that a player character has to
enter the game as a child of two other player characters.
[0230] As a further embodiment, when two player characters are
eligible to have offspring, the system can randomly insert twins a
certain x number of times in the game. A twin may be another player
character or an NPC.
[0231] Accordingly, contracts between player characters may be
formed in a wide variety of ways including, for example and without
limitations, by the game server, within a peer-to-peer network, or
by player characters via a trade or exchange service.
[0232] According to one embodiment, a player character can view his
family tree at any time during game play by logging in to a special
family tree page.
[0233] According to another embodiment, a player character can be a
god in the game and determine rules and settings that other player
characters abide by. Accordingly, certain players, e.g. those with
the oldest game accounts may be able to reach or achieve a god
level that presides over other game players and manages player and
game mechanics such as population growth. Thus, a god level player
may, for example, have choices as to how new offspring are born
into the game.
[0234] According to another embodiment, certain attributes,
classes, and special powers may only be available to player
characters that have certain characteristics or attributes such as,
for example and without limitations, players with a certain number
of ancestors or who have been reincarnated a certain number of
times.
[0235] Sexes and classes can be selected by any desired means,
including, for example, by the character or randomly by the
system.
[0236] According to one embodiment, characters may be generated as
children based on genetically crossbreeding the parents. According
to one method of this embodiment lists of player attributes for
both parents are generated and random or average selections from
both parents are compiled to form the child. Each attribute of the
parent can be specified by the game server as dominant or
recessive. The child created by the union receives one chromosome
from each player character parent. Depending on which attributes
are considered dominant and recessive, when the child is generated
by the chromosomes of his parents, his attributes are determined.
This embodiment also allows for mutations from one generation to
the next. Mutations randomly occur and provide new or enhanced
attributes to the offspring of the children.
[0237] Certain toys or other in game or out of game attributes can
only be available to characters and players in certain family trees
or to those who achieve certain levels, obtain certain attributes,
or acquire required virtual objects, which may be exchanged for
tangible goods and services.
[0238] According to one embodiment, player characters could only be
allowed to be inserted in the game with particular characteristics,
for example, as a particular race of the game.
[0239] Populations may be managed so that no race in a game
environment dominates all other races or grows faster than other
races. With this limitation enabled, even if player characters
reach the required level in the game where they qualify to have a
child, they may not be able to have a child if their race has a
population substantially or unfairly greater than other races in
the game. In this manner, the game server or peer-to-peer network
can manage the number of player characters in each race, and even
in each class of each race. Alternatively, player characters that
are citizens of a particular city in a game may only have children
when both (i) they qualify and (ii) the city is large/healthy
enough to support additional player character populations.
[0240] According to anther embodiment, all, an average, or a
portion of the attributes of parents can be passed on to their
children. For example, a parent with an intelligence level of 12
can pass on 50% of his intelligence level to his child. As player
characters age, attributes such as intelligence increase, so an
older player character can pass on greater attribute levels than a
younger player character.
[0241] According to another embodiment, in some ages and races, a
player character can be too old to establish a relationship with
another player character, even if his level allows it.
[0242] According to another embodiment, under certain game
conditions, different races or classes of characters can have a
child together, the offspring of which forms a new race. I.e. in
the third era of a game, elves and humans can mate to form
Halflings.
[0243] According to yet another embodiment, players could pay an
extra fee for an account that allows their player characters to
have certain relationships with other player characters.
[0244] According to another embodiment, the entire group of
characters that have a relationship (i.e. family or army) may have
to reach certain cumulative experience or game level in order to
add new characters to the group. Alternatively, a certain number of
characters in the group may have to have a certain amount of
experience or have obtained a certain level in the game before
they, or other members of the group can have relationships with new
or existing player characters.
[0245] Accordingly, the present disclosure provides for hardware
and software that can be utilized to create one or more, or a
combination of, any of the above-described embodiments.
Non-limiting examples of software programs that might be used for
the realization of the above embodiments include, but are not
limited to: [0246] Game Environment Program [0247] Billing Program
[0248] Character Relationship Program [0249] Character Profile and
Management Program
[0250] Examples of databases that might be used for the realization
of the above embodiments include, but are not limited to:
[0251] Player Database including, for example: [0252] Player GUID
[0253] Player Billing Info [0254] Player Characters 1-N [0255]
Account Type
[0256] Player Character Database including, for example: [0257]
Player GUID [0258] Character GUID [0259] Character Attributes 1-n
[0260] Character Skills 1-n with Current Level 1-n [0261] Character
Relationship(s) 1-n (tree) [0262] Relationship Type(s) 1-n
[0263] Relationship Type Database including, for example: [0264]
Relationship Type ID [0265] Relationship Type Name [0266]
Relationship Type Conditions/Restrictions 1-n
[0267] Relationship Contract Database including, for example:
[0268] Relationship Contract ID [0269] Relationship Character 1-n
(tree) [0270] Relationship Conditions 1-n
[0271] Player Character Family Tree Database including, for
example: [0272] Player Character ID [0273] Player Character
Relationship 1-n (tree)
[0274] The present disclosure further provides methods by which the
embodiments described above, alone or in combination, may be
realized. Examples of methods that may be employed include, but are
not limited to:
[0275] A method to determine eligibility to form a relationship
comprising: [0276] retrieving Player Character attributes 1-n,
determining if attributes qualify for a relationship, and
[0277] If attributes qualify for a relationship, [0278] flagging
the character account as eligible for a relationship; and [0279]
outputting the relationship availability to the player
character.
[0280] A method to create a contract to establish relationship
comprising:
[0281] retrieving a request to form a relationship contract,
[0282] outputting the relationship contract parameters, [0283]
receiving relationship contract conditions; and creating new
relationship contract record.
[0284] A method to form a relationship comprising:
[0285] retrieving a request to view relationship contracts,
[0286] determining relationship contracts availability based on
player character account and relationship contract conditions,
[0287] outputting available relationship contracts,
[0288] receiving an indication of acceptance of a relationship
contract or a counter offer, creating a relationship based on
agreed upon contract conditions; and
[0289] updating the relationship contract record.
[0290] A method for a character to sever a relationship
comprising:
[0291] receiving a request to sever a relationship contract,
[0292] determine if the request is permitted based upon
relationship contract conditions, and
[0293] if the request is permitted, [0294] severing the
relationship, and
[0295] if the request is not permitted, [0296] outputting
additional conditions that must be met in order for relationship to
be severed; and [0297] updating the relationship contract
record.
[0298] A method for a server to sever a relationship
comprising:
[0299] retrieving a relationship contract,
[0300] determine if the contract is eligible to be severed,
[0301] outputting the offer to sever contract to player characters,
and
[0302] if offer is accepted, [0303] severing the contract and
updating relationship contract record.
[0304] A method for creating a child character based on attributes
of parent characters comprising:
[0305] determining that a child relationship contract is available
for two player characters, receiving an indication that a player
character desires to be a child of two player characters,
[0306] generating a genetic profile of the child player character
based in part on the genetic profile of the parent player
characters, and
[0307] creating a child player character with genetic profile.
[0308] A method to create a new player character related to
existing player characters comprises:
[0309] determining that a child relationship is available for one
or more player characters,
[0310] receiving (or generating) child relationship contract
conditions,
[0311] creating a child relationship contract,
[0312] receiving a new player character request,
[0313] outputting available child relationship contracts,
[0314] receiving an acceptance of the child relationship contract,
and
[0315] creating a new player character that is a child of one or
more existing player characters.
[0316] A method to allow a player character to receive game
attributes for completing a game parameter only if relationship
with other player character exists comprising:
[0317] receiving an indication that a game parameter has been
completed by a player character,
[0318] determining if the player character has a relationship with
another player character, and
[0319] if a relationship exists, releasing available game
attributes for successful completion of game parameter.
[0320] A method to allow player character to attempt to complete a
game parameter only if relationship with other player character
exists comprising:
[0321] receiving a request to attempt to complete a game
parameter,
[0322] determining if the player character has a relationship with
another player character,
[0323] outputting a "game parameter requires relationship message"
if character does not have a relationship with another player
character; and
[0324] initiating game parameter if player character has a
relationship with another player character.
[0325] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0326] According to yet another embodiment, the present disclosure
provides methods and systems to allow for karma points, death and
reincarnation of player characters in a video game, such as, for
example, a massive multiplayer online video game.
[0327] According to one embodiment, a fixed time limit is placed on
the amount of virtual or actual time a player character can exist
in a game environment. During their lifespan, player characters can
acquire "Karma" points based on their activity in the game. A
player's life span can be set to expire within a range of ages that
may be based on factors including, but not limited to, the player
character's race, the character's class, a random number, and/or,
the player's karma points from a previous life.
[0328] According to one embodiment, the player character can extend
or shorten his life by, for example and without limitations,
getting killed a certain x times before they die, getting killed a
certain x times by a certain method before they die, using game
attributes, such as potions and armor (i.e. using the picture of
Dorian Gray), purchasing or stealing life credits from another
player character (i.e. buying medicine from a doctor or drinking
the blood from slaves), earning karma points, and/or completing
game parameters (i.e. finding the fountain of youth).
[0329] According to another embodiment, at the end of his life, a
player character can establish a will that allows other player
characters to receive the game attributes he has acquired over his
lifespan. The will may, but is not necessarily, limited to leaving
game attributes to the player character's relatives. A will can be
created, for example, by the player character, by the heirs of the
player character, by the game server based on rules, or
randomly.
[0330] As yet another alternative or in addition to the previously
described division of assets, the Game Server or Peer-to-peer
network may randomly or predictably decide to distribute a portion
or all of an estate to a player's race, and/or allocate a portion
of the estate to "taxes" in which case the taxed portion of the
estate is forever lost to the deceased's progeny.
[0331] According to another embodiment, over the course of a
lifespan in the game, a player character earns positive or negative
karma points that are used when the player character is reinserted
into the game after his death. Positive Karma points can be earned,
for example and with limitation, by: completing game parameters,
killing other player characters, assisting other player characters
to obtain attributes or complete game parameters, and/or having
relationships with other player characters, including assisting
other characters. Negative Karma points can be gained, for example
and without limiations, by: failing to fulfill contracts, killing
one's own offspring, having a spell cast against the player, being
killed, and/or having affairs or children out of wedlock.
[0332] According to another embodiment, when a player dies, the
character may become a ghost. A ghost may play in the game
environment, but may have limited character attributes and/or
properties. These limited properties might include: [0333] 1. The
ability to chat with other player characters or provide hints
[0334] 2. The ability to curse items, player characters, or places
in the game [0335] 3. The ability to inhibit or otherwise influence
the movement of certain player characters [0336] 4. While a
character is in ghost status, he can earn positive or negative
karma points by helping or hurting other player characters.
[0337] The ability to possess other player characters-in this
embodiment, when a player character becomes a ghost he may be able
to insert his will into the body of another player character. This
may be a way to create undead characters in the game. The ability
to possess people may be limited to player characters of a certain
rank, race, class, or other measurable attribute of the game. For
instance, a player character with a great number of negative Karma
points may be able to indefinitely possess another player
character. Alternatively, a player character that has become a
ghost may only be able to possess another player character if they
have a high number of negative karma points, or some other acquired
attribute of the game, but then only for a limited amount of time
proportionate with the number of negative karma points they have
acquired.
[0338] Alternatively, a player character may only possess another
player character when the first player character has become a ghost
and the second player character has become enchanted by an undead
player in the game.
[0339] According to another embodiment, a player with a ghost
character can develop a new player contract that allows him to be
reinserted in to the game as a child of one or more of the members
of his family. Once two player characters are able to have
children, the player character can be removed from the game as a
ghost and reinserted as a new player character that is the child of
the other two player characters.
[0340] According to another embodiment, when a player character is
reinserted in the game, his Karma points may be used to establish a
variety of factors including, without limitation: [0341] 1. The
character attributes he begins with in the game (e.g. a player
character with good karma could start the game with a really good
weapon). [0342] 2. His new player character lifespan (i.e. a player
character with good karma could be given an extended lifespan).
[0343] 3. What family he is allowed to be inserted in (e.g. a
player with good karma could have the option to be reinserted as a
child in a high ranking family in the game). [0344] 4. What other
player characters are allowed to be his parents. [0345] 5. What
race, class or other character type he is allowed to be in the
game. [0346] 6. Whether or not he is allowed to be reinserted in
the game. [0347] 7. His starting level in the game (i.e. a
character with good Karma can start at level 10). [0348] 8. What
level of karma he begins with (i.e., some portion of karma may be
passed on to the reincarnated player). [0349] 9. How many or how
quickly the player may create new offspring.
[0350] According to yet another embodiment, a player character that
has no Karma that wants to play the game may be subject to certain
restrictions or limitations. For example a player character with no
Karma may be restricted to starting as a certain class of player
character, e.g., a player with no karma needs to start as an Orc or
Tauren and earn karma points by playing with a character that then
dies. The karma points earned by the character could then allow the
player to create a new character that is of a different class than
the first. i.e. once the first character earned sufficient karma
points, the second character developed by the player character
could be in the human race rather than the Tauren race. Bad karma
points could allow the player to insert a new character only in
races that are classified as evil. I.e. a new player character
established by a player whose previous player character had bad
karma could only be in the orc, Tauren, or undead race.
[0351] Alternatively or additionally, only certain classes may be
available to a new player character based on his karma points. For
instance, a new player character with no karma points could only be
inserted into the game as a beggar or slave. Once he has earned
karma points with that player character, and that player character
dies, the new character of the player can have more class choices
available to him. i.e. the new player character could be a warrior,
slave, beggar, or paladin because of the karma points he earned in
a previous life in the game.
[0352] According to one embodiment, players could pay an extra fee
to the server or to other player characters for their characters to
be able to earn karma points in a game.
[0353] According to another embodiment, being reincarnated in a
game allows the player character to enter at a higher level, or as
a different class. I.e., the number of times a player character has
been reincarnated may effect the starting level and/or available
class choices for that character. This may or may not be further
regulated based upon the amount of positive or negative karma
accumulated by the player character in previous lives.
[0354] According to another embodiment, a player character can
assign attributes in his will to other player characters whether or
not they have relationship contracts established.
[0355] According to another embodiment, a player character
receiving a game attribute via an inheritance from another player
character may have to fulfill certain conditions before he can
acquire the attribute. For instance, the player character may have
to reach a certain level, complete a certain game parameter, or
acquire a certain game attribute or object in order for a game
attribute that he has inherited to be released from escrow of the
estate of the deceased player character.
[0356] According to another embodiment, rather than Karma being
measured in points, it can be measured in game attributes or
currency or any combination of these variables.
[0357] Accordingly, the present disclosure provides for hardware
and software that can be utilized to create one or more, or a
combination of, any of the above-described embodiments.
Non-limiting examples of software programs that might be used for
the realization of the above embodiments include, but are not
limited to: [0358] Game Program [0359] Character Insertion Program
[0360] Will Creation, Notification and Enforcement Program [0361]
Character Death Program [0362] Character Reincarnation Program
[0363] Examples of databases that might be used for the realization
of the above embodiments include, but are not limited to:
[0364] Player Database including, for example, player GUID, Player
Billing Info,
[0365] Player Account Type, and/or Character GUID 1-n
[0366] Character Database including, for example, Character GUID,
Character Relationships 1-n (tree), Character birth date, Character
death date, Character will ID, Character Karma Points, and/or
Character Attributes 1-n
[0367] Inheritor Database including, for example, Inheritor GUID,
Relationships 1-n (tree), Will Database, Will GUID, Character GUID,
Attributes 1-n, Attribute Inheritor assignment 1-n, and/or Will
conditions 1-n.
[0368] Attribute Database including, for example, Attribute ID,
and/or Character GUID,
[0369] Karma Database including, for example, Karma Attribute ID,
Karma point requirement 1-n, and/or Character GUID 1-n.
[0370] The present disclosure further provides methods by which the
embodiments described above, alone or in combination, may be
realized. Examples of methods that may be employed include, but are
not limited to:
[0371] A method wherein a character dies comprising:
[0372] Receiving an indication that character has reached lifespan
time limit,
[0373] Outputting indication that character is deceased,
[0374] Updating character database,
[0375] Determining if player character qualifies to be a ghost,
and
[0376] If character qualifies to be a ghost, [0377] flag player
character account as ghost and if player character does not qualify
to be a ghost, [0378] cancel player character account.
[0379] A method where a character is reincarnated based on karma
comprising:
[0380] Receiving an indication that player character is
deceased
[0381] Retrieving player character karma points
[0382] Determining if player character qualifies for reincarnation;
and
[0383] If player character qualifies, [0384] retrieving
reincarnation conditions [0385] Determining if player character or
new relationship contract fulfills conditions [0386] Creating new
player character from deceased player character if conditions are
met. [0387] Determining initial character attributes based on karma
and reincarnation rules [0388] Endowing new player character with
character attributes based on karma [0389] Establishing new player
character starting karma points; and [0390] Updating new player
character database
[0391] A method in which a character becomes ghost and possesses
another character comprising:
[0392] Receiving an indication that character has deceased;
[0393] Determining if player character qualifies to be a ghost;
and
[0394] If player character qualifies to be a ghost, [0395] flag
player character account as ghost [0396] Receive indication that
ghost desires to possess another player character [0397] Determine
if conditions are satisfied to allow ghost to posses other player
character; and [0398] if conditions are met; [0399] Allow ghost to
possess other player character; [0400] Notify possessed player; and
[0401] update possessed player's database as being possessed.
[0402] A method to create a will in a game comprising:
[0403] Receiving a request to create a will;
[0404] Identifying player characters that are established as
inheritors
[0405] Receiving and storing conditions of inheritance for each
qualifying game attribute Linking each qualifying attribute to one
or more inheritors; and
[0406] Updating will database.
[0407] A method to create a default will in a video game
comprising:
[0408] Receiving an indication that character has deceased;
[0409] determine if player character has established a will;
and
[0410] if player character has not established a will: [0411]
creating a default will that equally divides the deceased's estate
among his heirs; or, [0412] dividing the estate based upon a ratio
that favors those heirs that are closest in relation to the
deceased family tree
[0413] optionally taxing the estate; and [0414] Updating Will
Database
[0415] A method to establish a Will comprising:
[0416] Receiving an indication that character has died
[0417] Determining if the character has qualifying game attributes
that are not linked to an inheritor;
[0418] Outputting a list of attributes that are not linked to an
inheritor Receiving an inheritor for each qualifying game
attribute.
[0419] Receiving conditions of inheritance for each qualifying game
attribute; and
[0420] Placing items in escrow
[0421] A method for receiving game attributes from a will
comprising:
[0422] Placing inherited item in escrow
[0423] Outputting notice of game attribute in escrow to each
inheritor including conditions
[0424] Receiving an indication that conditions are complete
[0425] Receive request to remove game attribute from escrow
[0426] Determine if conditions have been fulfilled, and
[0427] Release game attribute to inheritor.
[0428] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0429] According to yet another embodiment, the present disclosure
provides a method and system to allow for inheritance between
player characters in a video game such as a MMPOV.
[0430] According to this embodiment, when a player character dies
(see, e.g. above), he is able to have some or all of the attributes
he acquires in the game be given to other player characters in the
game. Before his death, the player character can establish a will
that specifies which assets/attributes go to which other player
characters.
[0431] At any time during game play, a player can assign his
attributes to other player characters when he dies in the form of a
virtual will. The conditions under which a player can assign
attributes to other player characters may be subject to
limitations. Non-limiting examples of the types of limitations that
may exist include:
[0432] That the other player characters are in the same family as
the player character
[0433] That the other player characters are in the same race as the
player character
[0434] That the other player characters are in the same class as
the player character
[0435] That every member of his family, based on position in the
family tree, gets the same or relative percentage of the attributes
available as other family characters.
[0436] That other player characters have the appropriate karma or
other rating before they receive the attributes assigned to them in
a will.
[0437] That other player characters do not have a lean or debt to a
third player character, who can automatically receive the player
character inheritance to offset the debt owed them. In this
embodiment, the system can automatically use attributes to offset
debts, or a player character can use attributes he has inherited to
offset debts without the system intervention.
[0438] In an alternate embodiment, the system may determine a tax
amount to charge to the player character account before the player
character's attributes are given to his heirs. The system may
determine a virtual equivalent cash value for each attribute that
the player character owns that can also be assigned to another
player character. The attributes may be assigned to player
characters. When the first player character dies, the second player
character may be notified that he is eligible to receive an
attribute from the first player character. If the attribute is
cash, the system may automatically remove the tax fee and
distribute the cash to the player (assuming the inheritor meets all
other inheritance criteria and there are no other offsets, taxes,
or precedent liens or debts). If the attribute is an object, the
system may determine a virtual cash value for the item and notify
the player character who has inherited it that he must pay the tax
portion of the cash value in order to collect and use the item.
After settling all debts, liens or other encumbrances that take
precedence over the player character's right to inherit the assets,
the player character may elect either (i) to pay the tax due on the
item or (ii) sell the item and collect the selling price less the
tax percentage.
[0439] According to one embodiment, taxes can be assigned and
collected by the system, or by a government that is comprised of
and managed by player characters. The virtual money stored by the
government of player characters can be used by them to improve
shared attributes in the game environment or used to finance a
war.
[0440] In another embodiment other player characters can contest a
will and it can be distributed based on a group vote by a group of
family members, a government official, a god, an individual family
member, or other player character or group of player characters in
the game. Such distribution determination may alternatively be
governed by chance outcomes.
[0441] According to another embodiment, players could pay an extra
fee to the server so to help assure that their character can
inherit attributes from their parents.
[0442] According to another embodiment, when a character is
possessed, his game attributes could be distributed to his family
based on his will, held by the game server, remain with the
character or transfer over to his undead family.
[0443] In another embodiment, if no will is established, all
attributes may be auctioned off and the attributes sent to the
government of which the player character was a member.
[0444] In another embodiment, if no will is established, a default
will may be created under which assets are divided among surviving
family members. Assets may be distributed using any desired means.
For example, assets may be divided using a percentage based upon
closeness of the heir to the deceased's family tree. Distribution
under a default will, may or may not adhere to the other
distribution constraints outlined above.
[0445] In another embodiment, if no will is established, the assets
of the deceased may be distributed by chance or lottery. In such
case, any other player, regardless of class, status or other
attributes, may inherit some or all of such assets.
[0446] In another embodiment, a potential heir may encumber their
share of future, not yet distributed, attributes. This may be in
the form of a loan from a third party player.
[0447] In another embodiment, the character may assign certain
attributes to himself once he has re-entered the game as the
reincarnated child of his own offspring.
[0448] According to another embodiment, items that are sold that
are also linked to an inheritor in a will be immediately removed
from the will contract.
[0449] Accordingly, the present disclosure provides for hardware
and software that can be utilized to create one or more, or a
combination of, any of the above-described embodiments.
Non-limiting examples of software programs that might be used for
the realization of the above embodiments include, but are not
limited to: [0450] Game Program [0451] Will Creation, Notification
and Enforcement Program [0452] Attribute Distribution Program
[0453] Tax determination program
[0454] Examples of databases that might be used for the realization
of the above embodiments include, but are not limited to:
[0455] Player Database including, for example, [0456] 1. Player
GUID, [0457] 2. Player Billing Info [0458] 3. Player Account Type
[0459] 4. Player Characters 1-n
[0460] Character Database including, for example, [0461] 1.
Character GUID [0462] 2. Character Attribute IDs [0463] 1Character
Will ID
[0464] Attribute Database including, for example, [0465] 1.
Attribute ID [0466] 2. Attribute Type [0467] 3. Attribute
Descriptor [0468] 4. Attribute Value
[0469] Will Database including, for example, [0470] 1. Inheritor
GUID [0471] 2. Inheritor Attribute 1-n [0472] 3. Attribute
Condition 1-n
[0473] Tax Database including, for example, [0474] 1. Global Tax
Rate [0475] 2. Race Tax Rate [0476] 3. Family Tax Rate [0477] 4.
Class Tax Rate [0478] 5. Attribute Type Tax Rate [0479] 6.
Character Tax Rate [0480] 7. Tax Rate rules 1-n [0481] 8. Tax Rate
Conditions 1-n
[0482] The present disclosure further provides methods by which the
embodiments described above, alone or in combination, may be
realized. Examples of methods that may be employed include, but are
not limited to:
[0483] A method of forming a will comprising:
[0484] Receive request to form a will from a player character
[0485] Retrieve player character attributes
[0486] Receive link of each attribute to one or more inheritors
[0487] Save will
[0488] A method to create a default will comprising:
[0489] Receive indication that character has deceased
[0490] Determine if player character has established a will
[0491] If player character has not established a will:
[0492] create a default will that equally divides the deceased's
estate among his heirs, or, alternatively,
[0493] divide the estate based upon a ratio that favors those heirs
that are closest in relation to the deceased family tree
[0494] Update Will Database
[0495] A method to distribute attributes to heirs comprising:
[0496] Receive indication that a player character has died
[0497] Generate list of inheritors (from a will or default
will)
[0498] Distribute player character attributes to inheritors based
on player character and/or game server rules and conditions
[0499] Update player (i.e., heir) attribute database
[0500] A ethod of taxing will assets before distribution
comprising:
[0501] Receive game attributes flagged for inheritors
[0502] Determine tax rules and conditions
[0503] Determine taxes due based on rules and conditions
[0504] Withhold taxes or place character attributes in escrow with
tax payment conditions
[0505] A method to inform inheritors that tax fee is due
comprising:
[0506] Determine taxes due for a game attribute
[0507] Retrieve inheritor of item
[0508] Notify inheritor of the taxes due
[0509] A method to pay taxes and debts and retrieve item from
escrow comprising:
[0510] Receive request to retrieve game attribute from escrow
[0511] Receive tax payment for game item
[0512] Distribute remaining items to any third party owed by
heir
[0513] Release remaining game attribute(s) to player character
[0514] Update player (i.e., heir) attribute database
[0515] A method to liquidate game assets to pay off/down debts or
other encumbrances comprising:
[0516] Receive indication that player character has died
[0517] Determine debts
[0518] Determine values of game attributes of player character
[0519] Liquidate game attributes up to debt amount
[0520] Pay down/off debts of player character
[0521] Determine if additional game attributes remain
[0522] Distribute remaining attributes to inheritors based on
will.
[0523] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0524] According to another embodiment, the present disclosure
provides a Massive Multi Player Online Video Game that progresses
in eras. According to this embodiment a game environment that
progresses in discrete time frames, i.e., "ages" or "eras" is
provided. At its inception, the game environment may begin with a
certain structure that may include: [0525] 1. a virtual geography
[0526] 2. a virtual map of the geography [0527] 3. a group of game
parameters that can be completed by player characters [0528] 4. a
maximum population of player characters [0529] 5. a list of
available resources or game attributes [0530] 6. a max group of
resources or game attributes [0531] 7. a group of available player
races [0532] 8. a group of available player classes [0533] 9. a
group of available player attributes [0534] 10. a maximum size of a
player character family tree [0535] 11. The types of skills a
player character can acquire and or develop [0536] 12. A group of
available technologies
[0537] According to one embodiment, as the game progresses through
time it may be altered in a number of ways, including without
limitation, in the following ways: [0538] 1. The virtual geography
may become larger or smaller [0539] 2. The map of the virtual
geography may become larger, smaller or more or less defined [0540]
3. The group or number of game parameters may be changed, expanded,
or reduced [0541] 4. The list or number of game resources and or
attributes may be expanded, reduced, or altered [0542] 5. The
maximum group or number of resources or game attributes may be
expanded, reduced or altered [0543] 6. The list of available player
races may be expanded, reduced or altered [0544] 7. a list of
available player classes may be expanded, reduced or altered [0545]
8. a list of available player attributes may be expanded, reduced
or altered [0546] 9. a maximum size of a player character family
tree may be expanded, reduced or altered [0547] 10. The types of
skills a player character can acquire and or develop may be
expanded, reduced or altered
[0548] According to one embodiment, new alterations of the game
environment can occur only when one or more events occur. Examples
of the types of events that might allow alterations of the game
environment to take place include, without limitation: [0549] 1. a
certain amount of virtual or actual time elapses [0550] 2. one or
more player characters complete a game parameter [0551] 3. the game
environment reaches is max population setting [0552] 4. An
available attribute or resource is discovered or depleted [0553] 5.
a certain section of the game geography is discovered, explored, or
developed [0554] 6. a certain number of relationships has been
established or dissolved between player characters [0555] 7. a
certain number of play cycles are completed [0556] 8. a war between
races is won or lost [0557] 9. a certain number of players have
entered or left the game
[0558] According to one embodiment, player characters can build,
find, and use time travel devices that allow them to move from the
present state of the server to the past. Player characters can
observe the past without altering the past. Time travel devices
essentially serve as history books of a game environment.
[0559] Additionally or alternatively, by paying a fee or by
acquiring a skill or through use of an acquired potion, players can
travel back in time to replay a segment of the game to improve the
outcome or to gain additional experience. Such replay episodes are
restricted to solitary game play, such as completing a task,
solving a puzzle, etc., i.e., replays that require multiple players
are precluded. Players may improve their condition in the present
through such time travel episodes.
[0560] According to one embodiment, different servers of the same
game can be set or, optionally reset, to be on different eras of
the game at the same time. A new player can elect to insert his
character into any era of the game at any time.
[0561] According to one embodiment, if a certain attribute is not
acquired by a player or group of players before an era of the game
has elapsed, than that player or group of players can never obtain
that attribute. There may be exceptions to this rule. For example,
such as when a player or group of players travels back in time and
successfully completes the task or acquires the attribute.
[0562] According to one embodiment, certain items and character
mutations may only be available in certain epochs or eras of the
game.
[0563] According to one embodiment, a game that moves in Eras ends
with an apocalypse.
[0564] According to one embodiment, an apocalypse may be triggered
by the occurrence of one or more events. For example, an apocalypse
may be triggered if one or more of the following occurs: [0565] 1.
a certain number of a certain race, class, guild, or family exists
in the game environment [0566] 2. a certain age is reached in the
game environment [0567] 3. one or more player characters acquires a
certain game attribute [0568] 4. The Game Server starts an
apocalypse or within a peer-to-peer network, this may be a random
event or it may be initiated when the system determines that a game
is stagnant or uninteresting.
[0569] According to one embodiment, an apocalypse allows one or
more player characters of a player race, class, guild, or family to
become a savior.
[0570] According to one embodiment, a savior can lead his army,
which consists of other player characters of his race, class,
guild, or family to total victory. Total victory may be defined as
the domination of the game environment. When total victory is
obtained, the game environment may be reset. The saviors may then
become the founding members of the reset or new game
environment.
[0571] According to one embodiment, a player character can become a
savior by: [0572] 1. Acquiring a certain game attribute [0573] 2.
Being reincarnated a certain number of times in the game [0574] 3.
Being a certain x number in his family tree, guild, class, or race
[0575] 4. Being sacrificed by his family, guild, class or race
[0576] A. each family, guild, class or race can sacrifice a player
character so that player character can become eligible to become a
savior [0577] B. a certain class, race, or family member must exist
to perform the sacrifice ritual. [0578] C. the sacrifice ritual can
be: [0579] 1. Casting a spell on a player character [0580] 2.
Killing a player character with a certain weapon [0581] 3. Applying
a character attribute to a player character [0582] 2. Being
randomly created by the server or network [0583] 3. Being endowed
by a God with sufficient attributes or karma
[0584] According to one embodiment, saviors can create special
player characters as family members to wage the war of the
apocalypse
[0585] According to one embodiment, the goal of the apocalypse era
is to kill the savior and army of other race, class, guilds, or
families first.
[0586] According to one embodiment, the last savior standing wins
the game for his class, guild, race, or family.
[0587] According to one embodiment, when the age of the apocalypse
occurs in the game environment, all player characters are
notified.
[0588] According to one embodiment, progress and strengths of
families, classes, races, or guilds; including whether or not that
group of player characters includes a savior, can be displayed to
all player characters in the game.
[0589] According to one embodiment, undead saviors can be treated
as Satan and their minions as demons.
[0590] According to one embodiment, living saviors can be treated
as Christ and their minions are angels.
[0591] According to one embodiment, a player can pay an additional
fee (real or imaginary) for his characters to have the ability to
become saviors.
[0592] According to one embodiment, a player character may take
part in a sacrificial ceremony in order to create a savior.
Examples of sacrificial ceremonies include: [0593] 1. An orc priest
tears the heart of the head of his family out of his chest and
plants it into a clay statue. The statue becomes the savior [0594]
2. an undead wizard casts a spell on the head of his family, who is
devoured by maggots, the maggots grow into flies that recombine
into one or more saviors [0595] 3. A dwarf engineer plants a cyborg
brain into the head of his family. The brain controls the body of
the player character and he becomes the savior [0596] 4. A group of
human druids burn the head of their family at the stake. The ashes
are placed into an urn and the savior rises from the ashes. [0597]
5. The youngest or eldest family member or a virgin female family
member is drawn and quartered on scared grounds and then the body
parts are cooked on a holy alter and subsequently devoured by the
surviving family members.
[0598] According to one embodiment, the children of the human
savior are born with wings and can fly.
[0599] According to one embodiment, certain classes can have a
randomly placed super player characters created during each game
era. Player characters that are super player characters have
special attributes and skills (super scientist, artist, engineer,
warrior, etc) essentially they are mutations that can discover a
new innovation that can be traded with other families, races, or
classes. Families that are more powerful have greater odds of
creating super player characters.
[0600] According to one embodiment, families or guilds can discover
technologies that can be traded with other families and guilds.
Technologies are discovered when certain player characters reach
certain levels of skill or acquire certain game attributes
[0601] Accordingly, the present disclosure provides for hardware
and software that can be utilized to create one or more, or a
combination of, any of the above-described embodiments.
Non-limiting examples of software programs that might be used for
the realization of the above embodiments include, but are not
limited to:
[0602] Game Program
[0603] Era Update Program
[0604] Savior Creation Program
[0605] Apocalypse Program
[0606] Reset Game Program
[0607] Examples of databases that might be used for the realization
of the above embodiments include, but are not limited to:
[0608] Player Database, including, for example, [0609] 1. Player
GUID [0610] 2. Player Billing Info [0611] 3. Player Account
Settings [0612] 4. Character GUIDs 1-n
[0613] Character Database including, for example, [0614] 5.
Character GUID [0615] 6. Savior Qualifications 1-n [0616] 7. Savior
Attributes 1-n
[0617] Era Database including, for example, [0618] 1. Era ID [0619]
2. Era Descriptor [0620] 3. Era Conditions 1-n [0621] 4. Era Time
Start [0622] 5. Era Time End [0623] 6. Era Populations 1-n [0624]
7. Era Classes 1-n [0625] 8. Era Races 1-n [0626] 9. Era
Technologies 1-n [0627] 10. Era Natural Resources 1-n [0628] 11.
Era Skills 1-n [0629] 12. Era Rules 1-n [0630] 13. Era limits 1-n
[0631] 14. Era territories 1-n [0632] 15. Available Game Parameters
1-n [0633] 16. Available Game attributes 1-n [0634] 17. Family
conditions 1-n
[0635] Historical Archive including, for example, [0636] 8. Saved
Game Result ID [0637] 9. Game area [0638] 10. Game time [0639] 11.
Player characters involved [0640] 12. Saved game result file
[0641] Sacrifice Rules Database including, for example, [0642] 13.
Sacrifice Rule ID [0643] 14. Sacrifice Rules 1-n [0644] 15.
Probability of Sacrifice Success
[0645] The present disclosure further provides methods by which the
embodiments described above, alone or in combination, may be
realized. Examples of methods that may be employed include, but are
not limited to:
[0646] A method for creating a new game environment comprising:
[0647] Receive request to create new game environment
[0648] Retrieve new era rules and conditions
[0649] Apply rules and conditions to game environment to create new
game.
[0650] A method to alter a game environment when a new era occurs
comprising:
[0651] Receive indication that era condition or rule has been
fulfilled
[0652] Retrieve new era conditions and rules
[0653] Apply new era conditions to game environment
[0654] Create new era
[0655] A method to facilitate time travel comprising:
[0656] Receive request to conduct time travel from a player
character
[0657] Receive time travel conditions
[0658] Determine if player character qualifies for time travel
[0659] If player character qualifies for time travel, [0660]
retrieve saved game result based on time travel conditions [0661]
Output saved game result to player character
[0662] A method to facilitate time travel game play comprising:
[0663] Complete Time Travel request
[0664] Temporarily reset game space conditions to the time and
place as requested
[0665] Permit player to replay within discreet time and place
conditions
[0666] Receive new outcome
[0667] Update historical records up to and including present
records as if event actually occurred
[0668] Output saved game result to player character
[0669] Update player character attributes
[0670] A method to sacrifice a player character to create a savior
character comprising:
[0671] Receive request to sacrifice player character
[0672] Determine if sacrifice conditions are met
[0673] Determine if player character qualifies to be sacrificed
[0674] Sacrifice player character
[0675] Randomly determine if sacrifice has succeeded
[0676] If sacrifice is successful, create savior from sacrificed
player
[0677] A method to create savior character(s) comprising: [0678]
Receive indication that Era qualifies for savior [0679] Identify
player characters that qualify to be saviors [0680] Determine if
qualifying players have fulfilled savior conditions [0681] Flag
player character accounts as saviors if they have fulfilled savior
conditions
[0682] A method to reset game parameter to first era
comprising:
[0683] Receive indication that apocalypse has occurred
[0684] Reset game parameter to first era
[0685] Populate game environment with player characters based on
apocalypse results and apocalypse rules and conditions
[0686] A method to randomly reset game parameter to first era
comprising:
[0687] Receive random indication that apocalypse has occurred
[0688] Reset game parameter to first era
[0689] Populate game environment with player characters based on
apocalypse results and apocalypse rules and conditions
[0690] A method for creating a system generated apocalypse
comprising:
[0691] Receive indication that apocalypse should be artificially
generated due to stagnant game conditions
[0692] Cause apocalypse
[0693] Reset game parameter to first era
[0694] Populate game environment with player characters based on
apocalypse results and apocalypse rules and conditions
[0695] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0696] According to yet another embodiment, the present disclosure
provides an in-game attribute that allows reverse outcomes of game
parameters in video games such as a Massive Multi Player Online
Video Game.
[0697] According to this embodiment, an attribute in a massive
multi player online video game exists that allows the player
character who controls it to reverse the outcome of a game
parameter. The player character performs a game parameter. Once the
outcome of the game parameter is established, the player character
can use the reverse outcome attribute to reverse the outcome of the
game parameter.
[0698] Examples of attributes that can be used for reverse outcomes
are: [0699] 1. A spell [0700] 2. An object [0701] 3. a player
character [0702] 4. an in game character [0703] 5. a player pet
[0704] According to one embodiment, the "use reverse outcome
attribute" can be limited. For example, the reverse outcome
attribute may be limited to: [0705] 1. A certain race or class of
player characters [0706] 2. A certain experience level of a player
character [0707] 3. A certain time limit between uses [0708] 4. A
maximum number of times the object can be used [0709] 5. A certain
or increasing cost (in real or game currency)
[0710] Examples of game parameters in which the reverse outcome
attribute may be employed include: [0711] 1. Player Character to
Player Character-one player character defeats another player
character in a duel. The defeated character uses the reverse
outcome attribute which allows him to be the winner of the duel
[0712] 2. Missions-a player character fails to complete a
mission-the player character uses the reverse outcome attribute and
the mission is flagged as completed by him. [0713] 3. Two player
characters complete a game parameter together. One player character
is rewarded with a game attribute for completing the mission. The
other player character uses the reverse outcome game parameter to
be rewarded with the game attribute instead of the first player
character.
[0714] According to one embodiment, some game parameters cannot be
successfully completed unless a reverse outcome attribute is
used.
[0715] According to one embodiment, a player character can nullify
the use of a reverse outcome attribute by using another reverse
outcome attribute, or by using a re-reverse outcome attribute.
[0716] According to one embodiment, a player character can be
automatically endowed with a reverse outcome attribute when he
reaches a certain level of the game.
[0717] According to one embodiment, reverse outcomes attributes
could only be available in certain eras of the game
[0718] According to one embodiment, players could pay an extra fee
to the server so that their characters can acquire and use reverse
outcome attributes
[0719] According to one embodiment, players could have a limited in
game or real time to use the device once a game parameter result
has been determined.
[0720] According to one embodiment, players could obtain a "block
game reversal" attribute, which, when used against a game reversal
attribute, may certainly or onlypossibly block the other player's
use of the reverse outcome attribute.
[0721] According to one embodiment, a reverse outcome attribute may
permit time travel. Players could then use the reverse outcome
attribute to attempt to change the outcome of a completed even,
action, etc. For example, if a player character fails to complete a
mission, the player character may use the Time Travel attribute to
attempt to complete the mission again, but now armed with
foreknowledge of the game space and other game interactions,
environmental conditions, etc. In this case, the outcome is not
guaranteed to be reversed, only the possibility of a reversal is
obtained by the player. As another example, where two player
characters have dueled, the defeated character may use the Time
Travel attribute to reset the game just prior to the duel,
whereupon the player may again choose to dual or to make
alternative choices before or during the dual in an effort to
improve upon the outcome. Again, a change in outcome is not
guaranteed under this scenario, only the possibility of a reversal
is granted.
[0722] Accordingly, the present disclosure provides for hardware
and software that can be utilized to create one or more, or a
combination of, any of the above-described embodiments.
Non-limiting examples of software programs that might be used for
the realization of the above embodiments include, but are not
limited to:
[0723] Game Program
[0724] Reverse Outcome Program
[0725] Time Travel Program
[0726] Examples of databases that might be used for the realization
of the above embodiments include, but are not limited to:
[0727] Player Database including, for example, [0728] 1. Player
GUID [0729] 2. Player Billing Information [0730] 3. Account Type
[0731] 4. Characters 1-n
[0732] Character Database including, for example, [0733] 1.
Character GUID [0734] 2. Qualifies for Reverse Outcome Game
Attribute? [0735] 3. Game Attributes 1-n
[0736] Attribute Database including, for example, [0737] 1.
Attribute ID [0738] 2. Attribute Descriptor [0739] 3. Attribute
Powers 1-n [0740] 4. Attribute Reverse Outcome Probability
[0741] Game Parameter Database including, for example, [0742] 1.
Game Parameter ID [0743] 2. Descriptor [0744] 3. Conditions and
Rules [0745] 4. Location
[0746] Attempted Game Parameter Database including, for
example,
[0747] Parameter ID
[0748] Time Start and End
[0749] Parameter Result
[0750] Character IDs 1-n
[0751] Saved Parameter Session
[0752] The present disclosure further provides methods by which the
embodiments described above, alone or in combination, may be
realized. Examples of methods that may be employed include, but are
not limited to:
[0753] A method for allocating a reverse outcome attribute
comprising:
[0754] Receive indication that game parameter is complete
[0755] Determine that successful game parameter completion
qualifies player character for reverse outcome game parameter
[0756] Determine if player character qualifies for reverse outcome
game attribute
[0757] If player character qualifies for reverse outcome game
attribute, provide/distribute attribute to character
[0758] A method to use a reverse outcome attribute comprising:
[0759] Receive game parameter outcome
[0760] Store game parameter
[0761] Receive use of reverse outcome game attribute
[0762] Determine if use of attribute is within time limit
[0763] Apply reverse game parameter outcome if use of attribute is
within time limit.
[0764] A method to acquire a Nullify reverse outcome attribute
comprising:
[0765] Receive indication that game parameter is complete
[0766] Determine that successful game parameter completion
qualifies player character for Nullify reverse outcome game
parameter
[0767] Determine if player character qualifies for reverse outcome
game attribute
[0768] If player character qualifies for reverse outcome game
attribute, provide/distribute attribute to character
[0769] A method to Nullify reverse outcome attribute
comprising:
[0770] Receive and store game parameter outcome
[0771] Receive use of reverse outcome game attribute
[0772] Receive nullification of reverse outcome game attribute
[0773] Do not alter game parameter outcome
[0774] A method to acquire time travel attribute comprising:
[0775] Receive indication that game parameter is complete
[0776] Determine that successful game parameter completion
qualifies player character for time travel game parameter
[0777] Determine if player character qualifies for time travel
outcome game attribute
[0778] If player character qualifies for time travel outcome game
attribute, [0779] provide/distribute attribute to character
[0780] A method to use time travel attribute comprising:
[0781] Receive game parameter outcome
[0782] Store game parameter
[0783] Receive use of time travel outcome game attribute
[0784] Determine if use of attribute is within time limit
[0785] Apply time travel parameter outcome if use of attribute is
within time limit by resetting game space to designated time and
place with one or more characters affected
[0786] Permit player(s) to re-enact designated time and game
event
[0787] Record new outcome in historical and present database as if
it had originally occurred as re-enacted.
[0788] A method to acquire block time travel attribute
comprising:
[0789] Receive indication that game parameter is complete
[0790] Determine that successful game parameter completion
qualifies player character for Block Time Travel game parameter
[0791] Determine if player character qualifies for Block Time
Travel game attribute
[0792] If player character qualifies for reverse outcome game
attribute, provide/distribute attribute to character
[0793] A method to use block time travel attribute comprising:
[0794] Receive and store game parameter outcome
[0795] Receive use of Block Time Travel game attribute
[0796] Determine probability of successful use of Block Time Travel
game attribute
[0797] If successful do not alter game parameter outcome
[0798] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0799] Of course it will be appreciated that such methods are
provided for the purposes of example only and that none of the
above methods should be interpreted as necessarily requiring any of
the included steps nor should they be interpreted as necessarily
excluding any additional steps.
[0800] The invention is described with reference to several
embodiments. However, the invention is not limited to the
embodiments disclosed, and those of ordinary skill in the art will
recognize that the invention is readily applicable to many other
diverse embodiments and applications. Accordingly, the subject
matter of the present disclosure includes all novel and nonobvious
combinations and subcombinations of the various systems, methods
and configurations, and other features, functions, and/or
properties disclosed herein.
[0801] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to the limitation (e.g., "the widget"), this does not imply
that the first claim covers only one of the feature, and this does
not imply that the second claim covers only one of the feature
(e.g., "the widget" can cover both one widget and more than one
widget).
[0802] Each claim in a set of claims has a different scope.
Therefore, for example, where a limitation is explicitly recited in
a dependent claim, but not explicitly recited in any claim from
which the dependent claim depends (directly or indirectly), that
limitation is not to be read into any claim from which the
dependent claim depends.
[0803] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term. For example, a "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" does not indicate any other relationship
between the two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. In addition, the mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0804] When a single device or article is described herein, more
than one device/article (whether or not they cooperate) may
alternatively be used in place of the single device/article that is
described. Accordingly, the functionality that is described as
being possessed by a device may alternatively be possessed by more
than one device/article (whether or not they cooperate).
[0805] Similarly, where more than one device or article is
described herein (whether or not they cooperate), a single
device/article may alternatively be used in place of the more than
one device or article that is described. For example, a plurality
of computer-based devices may be substituted with a single
computer-based device. Accordingly, the various functionality that
is described as being possessed by more than one device or article
may alternatively be possessed by a single device/article.
[0806] The functionality and/or the features of a single device
that is described may be alternatively embodied by one or more
other devices which are described but are not explicitly described
as having such functionality/features. Thus, other embodiments need
not include the described device itself, but rather can include the
one or more other devices which would, in those other embodiments,
have such functionality/features.
[0807] Numerous embodiments are described in this patent
application, and are presented for illustrative purposes only. The
described embodiments are not, and are not intended to be, limiting
in any sense. The presently disclosed invention(s) are widely
applicable to numerous embodiments, as is readily apparent from the
disclosure. One of ordinary skill in the art will recognize that
the disclosed invention(s) may be practiced with various
modifications and alterations, such as structural, logical,
software, and electrical modifications. Although particular
features of the disclosed invention(s) may be described with
reference to one or more particular embodiments and/or drawings, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or drawings with reference
to which they are described, unless expressly specified
otherwise.
[0808] The present disclosure is neither a literal description of
all embodiments of the invention nor a listing of features of the
invention which must be present in all embodiments.
[0809] Neither the Title (set forth at the beginning of the first
page of this patent application) nor the Abstract (set forth at the
end of this patent application) is to be taken as limiting in any
way as the scope of the disclosed invention(s). An Abstract has
been included in this application merely because an Abstract of not
more than 150 words is required under 37 C.F.R. .sctn. 1.72(b).
[0810] The title of this patent application and headings of
sections provided in this patent application are for convenience
only, and are not to be taken as limiting the disclosure in any
way.
[0811] Devices that are described as in communication with each
other need not be in continuous communication with each other,
unless expressly specified otherwise. On the contrary, such devices
need only transmit to each other as necessary or desirable, and may
actually refrain from exchanging data most of the time. For
example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long period
of time (e.g. weeks at a time). In addition, devices that are in
communication with each other may communicate directly or
indirectly through one or more intermediaries.
[0812] A description of an embodiment with several components or
features does not imply that all or even any of such
components/features are required. On the contrary, a variety of
optional components are described to illustrate the wide variety of
possible embodiments of the present invention(s). Unless otherwise
specified explicitly, no component/feature is essential or
required.
[0813] Although process steps, algorithms or the like may be
described in a sequential order, such processes may be configured
to work in different orders. In other words, any sequence or order
of steps that may be explicitly described does not necessarily
indicate a requirement that the steps be performed in that order.
On the contrary, the steps of processes described herein may be
performed in any order practical. Further, some steps may be
performed simultaneously despite being described or implied as
occurring non-simultaneously (e.g., because one step is described
after the other step). Moreover, the illustration of a process by
its depiction in a drawing does not imply that the illustrated
process is exclusive of other variations and modifications thereto,
does not imply that the illustrated process or any of its steps are
necessary to the invention, and does not imply that the illustrated
process is preferred.
[0814] Although a process may be described as including a plurality
of steps, that does not imply that all or any of the steps are
essential or required. Various other embodiments within the scope
of the described invention(s) include other processes that omit
some or all of the described steps. Unless otherwise specified
explicitly, no step is essential or required.
[0815] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that all of the plurality are essential or
required. Various other embodiments within the scope of the
described invention(s) include other products that omit some or all
of the described plurality.
[0816] Unless expressly specified otherwise, an enumerated list of
items (which may or may not be numbered) does not imply that any or
all of the items are mutually exclusive. Therefore it is possible,
but not necessarily true, that something can be considered to be,
or fit the definition of, two or more of the items in an enumerated
list. Also, an item in the enumerated list can be a subset (a
specific type of) of another item in the enumerated list. For
example, the enumerated list "a computer, a laptop, a PDA" does not
imply that any or all of the three items of that list are mutually
exclusive--e.g., an item can be both a laptop and a computer, and a
"laptop" can be a subset of (a specific type of) a "computer".
[0817] Likewise, unless expressly specified otherwise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are collectively exhaustive
or otherwise comprehensive of any category. For example, the
enumerated list "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are comprehensive of any
category.
[0818] Further, an enumerated listing of items does not imply that
the items are ordered in any manner according to the order in which
they are enumerated.
[0819] In a claim, a limitation of the claim which includes the
phrase "means for" or the phrase "step for" means that 35 U.S.C.
.sctn. 112, paragraph 6, applies to that limitation.
[0820] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn. 112, paragraph 6 does not apply to that limitation,
regardless of whether that limitation recites a function without
recitation of structure, material or acts for performing that
function. For example, in a claim, the mere use of the phrase "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C. .sctn.
112, paragraph 6, applies to that step(s).
[0821] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn. 112, paragraph 6, the
corresponding structure, material or acts described in the
specification, and equivalents thereof, may perform additional
functions as well as the specified function.
[0822] Computers, processors, computing devices and like products
are structures that can perform a wide variety of functions. Such
products can be operable to perform a specified function by
executing one or more programs, such as a program stored in a
memory device of that product or in a memory device which that
product accesses. Unless expressly specified otherwise, such a
program need not be based on any particular algorithm, such as any
particular algorithm that might be disclosed in this patent
application. It is well known to one of ordinary skill in the art
that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a
mere design choice for carrying out the specified function.
[0823] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn. 112,
paragraph 6, structure corresponding to a specified function
includes any product programmed to perform the specified function.
Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i)
a disclosed algorithm for performing the function, (ii) an
algorithm that is similar to a disclosed algorithm, or (iii) a
different algorithm for performing the function.
[0824] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in this patent application, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of this patent application. Applicants intend to file
additional applications to pursue patents for subject matter that
has been disclosed and enabled but not claimed in this patent
application.
* * * * *