U.S. patent application number 11/676836 was filed with the patent office on 2008-01-03 for methods and system for creating in game objects.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Raymond J. Mueller, Andrew S. Van Luchene.
Application Number | 20080004093 11/676836 |
Document ID | / |
Family ID | 46328535 |
Filed Date | 2008-01-03 |
United States Patent
Application |
20080004093 |
Kind Code |
A1 |
Van Luchene; Andrew S. ; et
al. |
January 3, 2008 |
Methods and System for Creating In Game Objects
Abstract
The present disclosure provides various novel concepts to a
video game environment. The disclosure describes video game
environments that include a method and system for importing,
assembling and creating objects in a virtual environment for use in
the virtual environment based on the ideas of the players.
Inventors: |
Van Luchene; Andrew S.;
(Santa Fe, NM) ; Mueller; Raymond J.; (Palm Beach
Gardens, FL) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
Santa Fe
NM
|
Family ID: |
46328535 |
Appl. No.: |
11/676836 |
Filed: |
February 20, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11428263 |
Jun 30, 2006 |
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11676836 |
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11620563 |
Jan 5, 2007 |
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11428263 |
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Current U.S.
Class: |
463/1 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/1 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: providing a first video game environment;
receiving a digital rendering for a game object from a first player
character interacting in the first game environment; converting the
digital rendering to a blueprint for the object; determining the
materials required to construct the object in the virtual
environment.
2. The method of claim 1 further comprising determining if the
materials used to construct the object are acceptable.
3. The method of claim 2 wherein determining if the materials used
to construct the object are acceptable comprises: determining if
the game environment comprises multiple game phases; determining
which game phase the first player character was interacting in when
the blueprint was constructed; and determining if the materials
needed to construct the object exist in the game phase in which the
first player character was interacting.
4. The method of claim 1 wherein each player character interacting
in the game environment possesses one or more skills, the method
further comprising: determining the skills required to build the
object in the blueprint; determining whether the first player
character possesses the required skills.
5. The method of claim 4 further comprising only authorizing the
player character to build the object if the first player character
possesses the required skills.
6. The method of claim 4 further comprising, if the first player
character does not possess the required skills, identifying to the
first player character one or more other player characters who do
possess the required skills.
7. The method of claim 4, further comprising if the first player
character does not possess the required skills, allowing the first
player character to outsource construction of the object.
8. The method of claim 4, further comprising, if the first player
character does not possess the required skills, a means for
acquiring the necessary skills to assemble the object.
9. The method of claim 1, wherein aspects of the digital rendering
are obtained from a database of digital renderings in the video
game environment.
10. A method comprising: providing a first video game environment;
receiving a digital rendering for a game object from a first player
character interacting in the first game environment; converting the
digital rendering to a blueprint for the object; determining the
skills required to construct the object in the virtual environment;
allowing second player characters with the requisite skills to bid
on construction of the object.
11. The method of claim 10, wherein second player characters with
the requisite skills may exist in the same or different game
environments as the first player character.
12. The method of claim 10, wherein the first player character
selects a bid to construct the object.
13. The method of claim 10, wherein selection of the bid forms a
contract between the first player character and the second player
character.
14. The method of claim 10, wherein the second player character is
an NPC.
15. The method of claim 10, wherein the digital rendering is a
digital photograph.
16. The method of claim 10, wherein the digital rendering is a
digital drawing.
17. A method comprising: providing a video game environment;
providing a virtual exchange configured to allow for the sale and
purchase of game created objects; receiving requests for sales and
purchases of game created objects via the exchange from player
characters interacting with the video game environment; and
altering the player accounts of the player characters according to
the sales and purchases on the exchange.
18. The method of claim 17 further comprising determining a
conversion rate for game created objects offered for sale on the
exchange.
19. The method of claim 17 wherein the exchange is configured to
receive and manage requests for sales and purchases of game created
objects between two or more game environments.
20. The method of claim 17, wherein the two or more game
environments may exist in different games.
Description
PRIORITY CLAIM
[0001] The following application is a continuation-in-part of U.S.
patent application Ser. Nos. 11/428,263, "Video Game Environment"
filed Jun. 30, 2006 and Ser. No. 11/620,563 "Copyright of Digital
Works in a Virtual Environment" filed Jan. 5, 2007, each of which
is hereby incorporated by reference.
BACKGROUND
[0002] Video games which are accessible to multiple players via a
server or peer to peer network are well known. For example,
hundreds of thousands of players access games known as massive
multi-player online games (MMOGs) and massive multi-player online
role playing games (MMORPGs). Players of these games customarily
access a game repeatedly (for durations typically ranging from a
few minutes to several days) over a 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.
[0003] It would be advantageous to provide improved methods and
apparatus for increasing the enjoyment and/or longevity of video
games including, but not necessarily limited to MMOGs and
MMORPGs.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 is a block diagram depicting a network according to
an embodiment of the present disclosure.
[0005] FIG. 2 is a block diagram of system 100 according to an
embodiment of the present disclosure.
[0006] FIG. 3 is a block diagram of a system 200 according to an
embodiment of the invention.
[0007] FIG. 4 is an embodiment of a method of determining the
requirements for assembling an object.
[0008] FIG. 5 is a block diagram of a system 300 according to an
embodiment of the invention.
[0009] FIG. 6 is a block diagram of a system 400 according to an
embodiment of the invention.
[0010] FIG. 7 is an embodiment of a method of hiring an entity to
construct an in game object according to an embodiment of the
invention.
[0011] FIG. 8 is a block diagram of a system 500 according to an
embodiment of the invention.
DETAILED DESCRIPTION
Definitions:
[0012] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall include the following
definitions:
[0013] Credit Card--includes a credit instrument issued by a real
or virtual world institution to a player or player character that
allows the player or player character to make purchases by
providing an account identifier (e.g. a credit card number) rather
than real or virtual cash or other currency. An example is a credit
card like those issued by Visa, MasterCard, or American Express.
For the purposes of the present disclosure, the term "Credit card"
is intended in a very broad sense and is not limited to those
situations in which a player's purchases are made on credit (i.e.
where payments for those purchases is not due until a later time)
but also includes financial instruments such as debit cards, check
cards, lines of credit and the like.
[0014] Virtual credit card--includes a credit card or other
financial instrument issued or used in a virtual environment that
acts in the virtual environment for virtual currency similar to the
way a real world credit card acts in the real world for real
currency. Virtual credit card also includes the use of a real world
credit card for purchases, loans, security, identification,
collateral, currency conversion and any other financial
transactions within the virtual world.
[0015] Real Cash Value includes the value in real dollars one or
more virtual currencies. This value can be determined by any
applicable means, including, for example, multiplying the value of
a virtual currency amount by the current exchange rate to real
dollars. Such conversion may include a tax, tariff or other
conversion fees or penalties.
[0016] Total virtual obligation amount--includes the total amount
of the virtual financial obligation(s) associated with a player or
player character's account. Such amounts may be comprised of
several individual amounts or accounts and may have a real currency
amount equivalent.
[0017] Virtual Contract--includes an agreement, which may be
enforceable, between one or more first player or player characters
and either another one or more players or player characters, and/or
one or more of a game server, a real or virtual financial
institution or business, an NPC, or a third party. Some examples of
virtual contracts are provided in U.S. Provisional Patent
Application Ser. No. 60/652,036, which is hereby incorporated by
reference in its entirety for all purposes.
[0018] Game environment manager: includes any entity that
administers a game environment. The game environment manager may be
a character, player, player character, group of characters, group
of players, one or more NPCs, group of NPCs, committee, company,
religion, government, financial institution, outsourcing services
company, any third party, or any combination thereof.
[0019] Virtual--shall include one or more video game environments,
video game space (in whole or in part), non-physical item, object,
character, or other intangible item or space.
[0020] Virtual World--includes any one or more of any space, visual
representation, world, environment or software, or tracking or game
application created in an online game such as World of Warcraft, or
a virtual community such as Second Life, Eve or There.com. Virtual
World may also include any virtual or intangible area of game play,
such as an island or continent or globe or universe, or one, two,
three or more dimensional area, or any combination or groups or
categories or subcategories of the forgoing. Such areas may be
presented on a screen in one or more dimensions, or as icons,
pictures, maps, images, video, and/or may include black or dark
areas, or areas with color.
[0021] Virtual Creditor--includes any one or more real or virtual
game owner, financial institution, or a first player or player
character or other entity or any person or virtual entity or third
party, who is owed a virtual obligation by a second player or
player character. Virtual Creditor may include a real world
financial institution, for example, Wachovia Visa, that offers real
or virtual credit cards or other financial means in a video game or
Virtual World.
[0022] Virtual Credit Score--includes a score given to a player
and/or player characters in a video game or virtual world or by a
virtual creditor based on one or more of the following criteria
including, but not limited to: part or all of the virtual assets
they possess, the age of the character account, the type of
account, e.g. basic or premium, the available credit line of the
real or virtual credit card associated with the account, the
existing real or virtual financial obligations of the player
character account, the player or player character's payment history
including days to pay, amounts overdue or delinquent, and/or the
player character's real world credit score, and/or the factors used
in the real world to determine a credit score, and/or any other
attribute or financial or other information associated with the
player or player character.
[0023] Virtual Financial Account--includes a virtual account issued
to a player character by a real or virtual bank, real or virtual
creditor, game server, game owner, in game lending institution or
third party where real or virtual cash can be exchanged, bought,
sold, deposited and/or withdrawn.
[0024] Virtual Financial Obligation--includes an agreement made
and/or entered into and/or purchase made by one or more of any real
or virtual: player or player character or entity to pay or
otherwise deliver or provide one or more game attributes or items
to another player or player character, entity, exchange, business
or game server or other third party. This obligation can be a one
time payment, or multiple payments over time. The obligation can
specify that payments are due on virtual or real dates. Such
obligation may also include additional legal terms and conditions,
including, but not limited to: payment terms, due dates, finance
charges, interest payments, late payments or other fees, tariffs
and charges, early payment or other penalties, exchange rate fees
and may require a real or virtual credit card to serve as part or
complete security, e.g., collateral, on such obligation.
[0025] Virtual Financial Intermediary--Financial intermediaries
include, for example, real or virtual: financial institutions
including depository institutions, creditors, contractual savings
institutions, and investment intermediaries which may offer
financial products and services for use within the virtual
environment. The various virtual financial intermediaries available
in the virtual environment may each serve different or overlapping
purposes and provide means for using, saving, borrowing and
transferring currency. In certain cases, real world financial
intermediaries offer such services outside the virtual environment
and may permit real or virtual cash or other items of value to be
transferred or exchanged with or within the virtual
environment.
[0026] Virtual Financial Obligation Value--includes the in game
value of the obligation. For virtual cash the value may be stated
as a virtual and/or real cash amount, which may be in one or more
real or virtual currency types, e.g., US Dollars and Linden
Dollars. For other game attributes, the value can be determined,
for example, by generating a virtual cash market value for the item
based on the current value in an online marketplace or exchange.
The value of the obligation may be fixed or variable and may also
be set as a condition of the player contract and/or by the game
server or other entity. Such obligation may also include additional
legal terms and conditions, including, but not limited to: payment
terms, due dates, finance charges, interest payments, late payments
or other fees, tariffs and charges, early payment or other
penalties, exchange rate fees and may require a real or virtual
credit card to serve as part or complete security, e.g.,
collateral, on such obligation.
[0027] Billing Information--shall include any information
pertaining to billing a player or player character and/or any other
party for playing a game, accessing a game, providing or offering
for sale or purchasing goods or services, or any other reasons.
Billing information may include, but is not limited to, such real
world or virtual information as a home or billing address, social
security number, credit card account number, bank account number,
pay pal account number or other payment facilitator, or the account
number of any other financial entity providing a real world credit
line or any other payment-related information.
[0028] Virtual Blueprints--includes virtual designs or instructions
to enable creation of a design for one or more virtual items that
may include information such as dimensions, materials, skills,
method of construction, legal ownership rights, licenses or
permissions, or required licenses or permits, and/or other virtual
items or attributes that are required to assemble or use a virtual
item specified by the blueprint. Virtual Blueprints may define
virtual objects, and/or business methods, business processes,
software, games, and/or definitions to create any or all of the
foregoing.
[0029] Character or "player character"--includes a persona created
and controlled by a player in a video game. Character or player
character may also include an account associated with a player that
identifies a persona or avatar owned, created or controlled by a
player in a video game or other virtual environment or virtual
world. Such account may include billing information, or other
information about the player or the player character, such as
current status, items owned or controlled, skill levels or other
attributes.
[0030] Avatar--includes the virtual or visual representation of a
player character. An avatar may be an icon, picture, image, token,
video, or other representation of a player character.
[0031] Character Account--includes an account or records that
stores or tracks information regarding player characters,
including, but not limited to any one or more, or any combination
of any real or virtual: character attributes, billing information,
character skills, financial obligations, and/or any other
information associated with the player character or the virtual
environment or virtual world.
[0032] Character Attribute--includes any quality, trait, feature or
characteristic a particular Character can have that is stored in
the corresponding Character Account. Character Attributes may
include, but are not be limited to: [0033] 1. A character score
[0034] 2. A virtual object [0035] 3. The physical appearance of a
character [0036] 4. An emblem or mark [0037] 5. A synthetic or
recorded voice [0038] 6. Virtual currency [0039] 7. Virtual help
points or credits [0040] 8. The ability to join groups of other
players at a later time [0041] 9. A score for subsequent matching
of later game parameters [0042] 10. A relationship with another
character [0043] 11. A genetic profile or makeup [0044] 12. A skill
or skill level [0045] 13. A ranking [0046] 14. A video [0047] 15.
Experience information
[0048] Character Life--includes a fixed or variable, finite or
infinite period of virtual or real world time that a player
character can exist in a game environment or a virtual world or an
era or other period of time.
[0049] Character Skills--includes game attributes inherent in or
otherwise bought, sold, exchanged, used, acquired or developed by a
player or player character before or 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, organize players, create, buy, sell, exchange or
steal attributes or other items, establish or purchase or exchange
businesses, communicate, and/or enchant other player characters
and/or any other information that describes, tracks, controls,
limits, permits, records, or is related to an ability of one or
more players or player characters or NPCs or third parties.
[0050] Computer Generated (CGC) or Non-Player (NPC) Character--any
character that is controlled by the game system and/or a computer
program and/or rules established by the game system or third party,
and/or a player and not by a player on a continuous basis. Such NPC
(or NPCs in the plural) may be controlled partially or fully by a
human or in an automated fashion.
[0051] Game performance parameter--includes any aspect of a Video
Game by which a player character's performance, actions, tendencies
or preferences, can be measured. Game Parameters shall include, but
not be limited to: [0052] 1. Completing or failing to complete all
or part of a mission [0053] 2. Playing or not playing for a certain
period of time [0054] 3. Winning or losing a match against another
player or player character or computer generated character or NPC
[0055] 4. Reaching or failure to reach a certain level or score or
within a certain time [0056] 5. using or obtaining or failure to
use or obtain, or exemplary or improper use of an ability or
technology [0057] 6. kill/death ratios [0058] 7. obtaining,
creating or modifying an object, or failing to do so [0059] 8.
solving or failing to solve a puzzle, or failing to do so within a
proscribed period [0060] 9. accuracy with weapons [0061] 10.
effective or ineffective use of a weapon or the proper weapon
[0062] 11. killing or failure to kill a certain character/creature
[0063] 12. getting through or failing to get through to a certain
geographic area [0064] 13. decreasing or increasing Karma Points
[0065] 14. getting, buying, exchanging or learning a new skill or
player attribute [0066] 15. having or losing a child [0067] 16.
getting or failing to get married [0068] 17. failing to or
obtaining, buying, trading, producing or developing raw materials
[0069] 18. producing or failing to produce goods or services or
within or not within a proscribed period [0070] 19. earning or
failing to earn income or a certain level of income or within a
required time [0071] 20. earning or failing to earn a higher rank
in an army [0072] 21. winning or losing an election among two or
more players or player characters or NPCs or third parties [0073]
22. achieving or failing to achieve deity or other status and/or
within a required time [0074] 23. improving or failing to improve
player character status or caste [0075] 24. assisting or failure to
assist other player characters with any of the above [0076] 25.
speed of accomplishing/failing or changing the rate or trends of
any or all of the above.
[0077] In-game Marketplace--shall include a virtual environment
where Characters can buy, sell, trade, barter, encumber, seek,
offer, or exchange items, attributes, or any other exchangeable
game element.
[0078] Novice Player--shall include a player that is identified as
requiring the help of an expert or other aid or assistance (e.g.,
automated assistance or a tutorial) to complete a Game
Parameter.
[0079] Player--shall include an individual or entity or third party
who can register or create an account with a Video Game Central
Server, or virtual world or virtual environment, or video game, or
within a peer-to-peer or other network and/or create Characters
that can interact with other Characters in a Virtual Environment,
and/or that can authorize an NPC to act on the player's behalf.
[0080] Player Account--shall include an account on the Video Game
Central Server or console, or other server or within a peer-to-peer
or other network that contains a Player profile, which profile may
include personal, billing, and character account and/or attribute
information.
[0081] Player Attribute--includes any attribute or information that
can be applied to or used or accessed by a player account. Player
Attributes shall include, but not be limited to real or virtual:
[0082] 1. Currency. [0083] 2. Discount of monthly fees for playing
game. [0084] 3. Monthly fee for playing a game. [0085] 4. Interest
rates for use of or borrowing real or virtual cash amounts. [0086]
5. Global character attribute settings for all characters created
by player across multiple games. [0087] 6. Rewards for encouraging
another player to signup to play. [0088] 7. Game Performance
Parameters
[0089] Player to Player Contract--includes a real and/or virtual
binding contract between player characters or third parties or NPCs
or other entities that allows the players or other entities to
provide or exchange game attributes or other items of value to one
another. Once a player-to-player contract is established, the game
server or peer-to-peer or other network may automatically
distribute acquired game attributes between the player characters
based on the contract conditions.
[0090] Video Game--includes a game played on a Video Game Consul or
Server or network that may or may not be networked to a Video Game
Central Server or within a peer-to-peer or other network
topology.
[0091] Video Game Consul--includes a device comprising a CPU,
memory and optional permanent storage residing at a player or other
location that can allow for the playing of video games. Examples
include, home PCs, Microsoft Xbox, and Sony Playstation.
[0092] Video Game Central Server--may include 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 or other video games to be played.
[0093] Virus--includes any unwanted, undesirable or harmful
computer program, virus, worm, or Trojan horse or other application
or service that can copy itself, in whole or in part, without
permission or knowledge of one or more affected parties, e.g., an
end user and/or that can spread itself to other computers or
applications or data without needing to be transferred as part of a
host or other server system, or not requested, permitted, designed
or desired by the owner of the affected, i.e., infected, computer,
application, or database and/or that can cause damage to one or
more computers, applications or data.
[0094] "Game Environment"--a particular level or area within a
virtual world. Each game environment may have its own rules,
regulation, currency, government, managers, etc. Game environments
may exist within other game environments.
[0095] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0096] 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.
[0097] The terms "including", "includes", "comprising" and
variations thereof mean "including but not limited to", unless
expressly specified otherwise.
[0098] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0099] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0100] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0101] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0102] 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.
[0103] 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".
[0104] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" does 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".
[0105] 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.
[0106] 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".
[0107] 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. It does
not imply certainty or absolute precision, and does not imply that
mathematical processing, numerical methods or an algorithm process
be used. Therefore "determining" can include estimating,
predicting, guessing and the like.
[0108] 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.
[0109] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof. 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. 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] 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.
[0116] 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,
or 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.
[0117] 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.
Description
[0118] Massive multi player online games (MMOGs) or massive
multi-player role-playing games (MMORPGs) are computer games, which
are capable of supporting hundreds, thousands, or millions of
players simultaneously. Typically, this type of game is played in a
giant persistent world where the game continues playing regardless
of whether or not real players are logged in. Players commonly
access these games through a network such as the Internet, and may
or may not be required to purchase additional software or hardware
in order to play the game. Such networks allow for people all over
the world to participate and interact with each other in a virtual
environment. The present disclosure provides systems and methods
which contribute to the evolution and longevity of such a game.
[0119] The herein described aspects and drawings illustrate
components contained within, or connected with other components
that permit play in the virtual environment. It is to be understood
that such depicted designs are merely exemplary and that many other
designs may be implemented to achieve the same functionality. Any
arrangement of components to achieve the same functionality is
effectively associated such that the desired functionality is
achieved. FIG. 1 provides an exemplary network which may be used to
support a virtual environment.
[0120] Referring to FIG. 1, a network 10 according to one
embodiment includes a central server 20 in communication with a
plurality of video game playing units 18. Those of ordinary skill
in the art will appreciate that any number of video game playing
units may be in communication with the central server. Typically,
the number of video game playing units changes at various times as
players join games and as players stop playing games. Similarly,
more than one server may operate to coordinate the activities of
the video game playing units, as is well known in the art.
[0121] Central server 20 may comprise any computing device (e.g.,
one or more computers) capable of communicating with other
computing devices. The server 20 typically comprises a processor
which is in communication with a storage device, such as an
appropriate combination of RAM, ROM, hard disk, and other well
known storage media. Central server 20 may comprise one or more
personal computers, web servers, dedicated game servers, video game
consoles, any combination of the foregoing, or the like.
[0122] Each video game device 18 may comprise any device capable of
communicating with central server 20, providing video game
information to a player, and transmitting the player's desired
actions to the central server. Each video game device typically
comprises a processor which is in communication with a storage
device, such as an appropriate combination of RAM, ROM, hard disk,
and other well known storage media. Suitable video game devices
include, but are not limited to, personal computers, video game
consoles, mobile phones, and personal data assistants (PDAs).
[0123] Some or all of video game 17 can be stored on central server
20. Alternatively, some or all of video game 17 may be stored on
the individual video game devices 18. Typically, the video game
devices are able to communicate with one another. Such
communication may or may not be facilitated by central server 20.
Accordingly, a player 19a accessing video game 17 via game device
18a may be able to play with a player 19b accessing video game 17
via game device 18b. As shown, it may be possible for multiple
players (e.g. 19c, 19d) to access central server 20 via the same
game device (e.g. 18c).
[0124] Regardless of whether video game 17 is stored on central
server 20 or video game devices 18, server 20 is typically
configured to facilitate play of the game between multiple game
players.
[0125] Those having skill in the art will recognize that there is
little distinction between hardware and software implementations.
The use of hardware or software is generally a choice of
convenience or design based on the relative importance of speed,
accuracy, flexibility and predictability. There are therefore
various vehicles by which processes and/or systems described herein
can be effected (e.g., hardware, software, and/or firmware) and
that the preferred vehicle will vary with the context in which the
technologies are deployed.
[0126] At least a portion of the devices and/or processes described
herein can be integrated into a data processing system with a
reasonable amount of experimentation. Those having skill in the art
will recognize that a typical data processing system generally
includes one or more of a system unit housing, a video display
device, memory, processors, operating systems, drivers, graphical
user interfaces, and application programs, interaction devices such
as a touch pad or screen, and/or control systems including feedback
loops and control motors. A typical data processing system may be
implemented utilizing any suitable commercially available
components to create the gaming environment described herein.
[0127] While virtual environments as previously described allow for
interactions between players and the environment, the amount and
depth of interaction may be limited by the parameters of the game.
For example, players are generally limited to the vision of the
game designer in that the types of objects found in an environment
are predetermined or may only be assembled in predetermined
fashions. There is no room for the imagination or creativity of a
player.
[0128] Various embodiments of the present invention address this
issue by providing means for importing and assembling virtual
objects and/or creating virtual objects within a virtual
environment based on the ideas of the players or third parties.
Furthermore, virtual objects and resources already located within
the virtual environment may be improved upon, altered, or developed
into additional, new or other game attributes depending on aspects
of game play. They may also be traded or exchanged between players,
player characters, NPCs, third parties, game environments and other
games. This expansion of sources for virtual objects and the
manipulation or use of virtual objects within the game environment
expands the development of the game and provides increased
variability and inputs improving the depth and the interactions of
the game. Such creation, development, manipulation or use of new or
transformed virtual objects or attributes may also have a desirable
effect upon the amount and type of real or virtual commerce engaged
in or developed or used by players, player characters, NPCs, game
owners or other parties, and/or may increase or otherwise affect
real or virtual revenues generated by the game and/or commerce or
exchange between players, player characters, NPCs, game owners,
lending or other institutions, games or game environments, and/or
any third parties or any combination of these entities.
[0129] Design concepts for virtual objects to be patented,
copyrighted, bought, sold, traded, exchanged, imported, designed,
developed, created or modified within a virtual environment may be
based, in whole or in part, on real objects or may be imaginary or
may be based, in whole or in part on existing designs, blueprints,
patents and/or copyrights. Representations of such objects to be
imported into a game environment may be rendered digitally or
written as software or parts of software applications and/or
described via one or more equation, formulas or algorithms. In one
embodiment, a design concept may be based in whole or in part on a
digital image. In another embodiment, a design concept may be drawn
or otherwise rendered by a player or character. In a further
embodiment, a design concept may be created in computer readable
code. In yet another embodiment, a design concept may be expressed
in mathematical equations, formulas or algorithms. In some
embodiments, a design concept may be a combination of some or all
of these things.
[0130] Characters and players may come up with sources for a design
or the entire design independently, or may access a database of
digital images which can be searched and/or browsed. In addition,
or in the alternate, players or characters may receive designs, in
whole or in part, for example, from other players, the game itself,
other third parties, or via internal or external exchanges. The
player and/or character may select virtual objects to make or have
made based on objects in the database or supplied by others, may
make or have made modified objects based on objects selected from
the database or as supplied by others, may use the database as a
source of inspiration, may use the database to add design elements
to be incorporated into an object based on the player or
character's specifications, or any combination thereof. In some
embodiments such modifications may be of the appearance or
functional purpose of an object. In other embodiments, such
modifications may effect the construction or durability or other
attribute of an object. For example, players and characters may
modify the object to be made of specific materials, a particular
size, weight, shape, color, dimension, strength, or any other
physical attribute or performance characteristics they may
choose.
[0131] Virtual objects created or otherwise acquired by players or
characters may have properties or attributes beyond the general
function of the virtual object. In one embodiment, the attributes
of the design concept may be set by the player. In another
embodiment, the attributes may be determined based upon the
interaction among two or more component parts or construction
materials. Such interactions may be complementary or contradictory
and/or they may be additive or subtractive in nature or effect. In
another embodiment, the attributes may be determined based on the
type of virtual object. For example, a player may select healing
properties or increased velocity to be part of a virtual object so
that when the virtual object is used these properties may be
accessed by the user. Other virtual objects may always have certain
properties, for example swords made of a particular type of metal
may be able to pierce particular types of armor. Properties or
attributes imbued to virtual objects may include things such as,
but are not limited to, shelf or useful life, strength, hit power
or points, defends against, penetrates armor types, extends life by
x days, weeks, months, years, reduces life by X, appreciation or
depreciation rate, enhance experience accumulation, invisibility,
reload rate, lifespan, dominate class, recovery class, improves
recovery rate, improves armor, protects against specific weapons,
healing or any other type of attribute commonly found in virtual
objects in virtual environments. In other embodiments, virtual
objects may assume or confer attributes on other virtual objects,
for example a special lubricant may make the virtual cars on which
it is applied run more efficiently.
[0132] Design concepts for virtual objects to be created in the
virtual world may be imported by any means applicable. For example,
they may be digital images such as photographs; drawings made using
a computer program including, but not limited to, Adobe.RTM.
Photoshop.RTM., AutoCAD.RTM., 3ds Max.RTM., Maya.RTM., Visio.RTM.,
Corel.RTM. Painter.TM., ArtRage, Microsoft.RTM. Expression.RTM.,
SketchBook.RTM. Pro, Deleter CGillust, Project Dogwaffle, Pixarra
Twisted Brush, GraphicsMagick, Inkscape, Adobe.RTM.
Illustrator.RTM., or any other drawing or rendering program;
scanned in images, including but not limited to 2D and 3D scanning,
such as laser holography; computer readable code; programs;
subroutines; software, mathematical formula or algorithm or any
other format which would allow a computer to display an image.
[0133] Digital images to be converted into virtual objects may be
one or more images of three dimensional objects, or scanned or
otherwise converted two dimensional objects such as pictures, which
pictures may or may not include multiple perspectives or
dimensions, such as 3D holograms. In some embodiments, the images
may be representations of one, two, three or four (or any number)
dimensional objects. In other embodiments, the images themselves
may be one, two, three or four (or more) dimensional. The image
file may be formatted in any known image format including, but not
limited to, RAW, bitmap, Graphic Interchange Format (GIF), Joint
Photographic Experts Group Format (JPEG), Tag Image File Format
(TIFF), or the like. In another embodiment, the object being
designed or created is in the form of a software application or
portion of an application e.g., a subroutine or software object
that performs one or more functions.
[0134] Once the concept is in digital or other computer readable
format, it may be imported into the game environment. In one
embodiment, the imported image or concept may be broken down into
its component parts for construction of the object in the virtual
environment. In another embodiment, the imported image is brought
into the game environment in its entirety. In some embodiments, the
image is converted into a blueprint. In other embodiments, certain
images may have predetermined aspects into which they are broken.
For example, a sword may be broken into the pommel, hilt, guard,
tang, shoulder, and blade even though the tang is generally not
visible in images of swords. In some embodiments, there may be a
database of elements of objects based on the construction of other
items in a game environment or a preformed store of design and
object construction blueprints in the game. Such a database may be
added to by the creation of additional objects or designs in a
virtual environment. In another embodiment, images may be broken
down into simplified versions of the visible aspects of an object,
for example, a sword may be broken down into the pommel, hilt,
guard, and blade, or just the hilt and blade. In a further
embodiment, the server may be able to fill in aspects of a virtual
object that are not visible in an image. For example, an image of a
car may be imported. The image may show the right side of the car.
Based on certain algorithms, and the image of the right side of the
car, the server may fill in the requirements for the left side of
the car or the interior of the car. In other embodiments, the
server may request images of other angles of the car.
[0135] In addition or in the alternate, component parts may include
connection characteristics, which determine which components may
connect with other components and in which order or orientation.
Similar to Lego building blocks manufactured by The LEGO Group or
building long chain amino acids, such connection characteristics
could permit or prevent certain interrelationships. For example, a
tire may be affixed to a wheel, but not to an axel, while a wheel
may be affixed to an axel, but not a door. Certain connection
characteristics may be generally more flexible in the number and
type of connections that are possible, while others may be more
particular or restrictive while yet others may only permit a
specific interconnection or association. Such connection
characteristics may provide visual representations, such as a round
peg fitting into an appropriate diameter round hole, or such
connection characteristics may be represented in whole or in part
using code names or more easily understood descriptions. The
general purpose of such connection characteristics, if used or
present is to permit a player or player character to more easily
understand which components or objects may or may not interoperate
or be joined or combined with other components or objects. In
another embodiment, there may be little or no limitations on how
various components interoperate with each other or only certain
components or objects may have such connection characteristics.
[0136] In some embodiments, a player or player character may be
able to alter or add to the acquired image. For example, the color
of the car, the type of engine, the options on the car, the tires,
the shape, the doors, the roof, the hood, hood ornament, etc. may
be varied from the image acquired. In one embodiment, the right
side and the left side of a virtual object such as a car may
originate in images of different cars, other vehicles or other
objects to produce a hybrid vehicle that is completely imaginary.
For example, a car may be crossed with a motorcycle or a horse. In
a further embodiment, the interior of an object may be at odds with
the exterior of the object, similar to a genie bottle in which the
items in the interior would appear too large to fit into an object
the size or shape of the exterior of the object. In another
embodiment, such alterations may defy known physical laws, such as
modifying part of a car to be visually distorted when viewed from
the side but not from the front or other angle, even when viewed
within the same lighting or environment. In another example, an
object might be fashioned that interacts or performs differently
depending upon how or where it is used or by whom.
[0137] Along with the physical appearance of an object, players and
player characters may alter other physical aspects of the object
such as the material an object is made out of, its weight, and
size. For example, objects can be altered to fit into certain areas
of a virtual environment, or to fit a particular character. In some
embodiments, players and player characters may assign particular
amounts of attributes to the object which would add to the object's
usefulness. For example, a sword may also have the ability to heal
its user or a car may be capable of changing its width or length
upon command or under certain conditions, which may or may not be
desirable given the prevailing circumstances.
[0138] The physical attributes and aspects of an object may affect
its utility and efficiency. For example, according to one
embodiment, the size and weight of an item may affect the cost to
use an item, e.g., if a vehicle is built, the cost to operate
and/or maintain the vehicle may increase with the size and weight
of the vehicle. The amount of energy required to use the item,
e.g., gasoline for a vehicle, may also increase with the size,
weight or shape of the item. Moreover, the ability of an item to
perform certain tasks, e.g. for a vehicle to carry a certain load
such as passengers and/or items, may be restricted based upon the
size and design of the item.
[0139] In another embodiment, a player or player character or the
game itself may change one or more such attributes, which may
require payment of a fee. In yet another embodiment, other players
or player characters may desire to change the usefulness of an
object to deprive its owner of part or all of its usefulness. Such
changes may require the payment of a fee, or the casting of a
spell, or use of some other method that permits such modifications.
In yet another embodiment, the interaction of one object with
another may result in a desired or undesired outcome. For example,
if an owner of a male NPC permits intercourse with another player's
female NPC, a new, baby NPC may be created as a new in game
object.
[0140] According to another embodiment, the virtual size and weight
of an item may affect the effectiveness of the item, e.g., if a
sword weighs 50 pounds it may be more lethal when striking a blow,
but it may fatigue its user faster than a sword that weighs only 10
pounds. Such effects may also be affected by the size and strength
of the bearer of arms. For example, a 50 pound sword in the hands
of a 300 pound virtual character may be both more lethal and less
strenuous than when wielded by a 150 pound player character.
[0141] Furthermore, the relative skill of the virtual character may
also have an affect on the effectiveness of the object. In the
preceding example, if the 150 pound player is a master swordsman,
then wielding the 50 pound sword may not be more strenuous than a
less skilled 300 pound virtual character.
[0142] In some embodiments, the size, shape, and weight of an
object may be adjusted based on the attributes of the requesting
character so that it provides a custom fit. In other embodiments,
the size, shape, and weight of an object may affect the cost to
make or use the object. In another embodiment, all objects may cost
the same to make or use regardless of size, shape, and weight, or
all objects may be adjustable to the character using them, for
example, based upon the character's skill level or account type or
age of the character or account.
[0143] Once a design concept is rendered and its physical
attributes and aspects are determined, a determination of the
resources, skills and attributes necessary to make the object may
be made. In some embodiments, a player or character may supply a
list of all elements, resources and attributes that will be used in
constructing the object. In another embodiment, a player, a
character, the game server or other third party can determine or
dictate the resources that are needed to assemble the object. For
example, there may be experts in the construction of particular
types of objects who review plans for the construction of an object
in their specialty and determine the resources including skills,
natural resources, raw materials, and NPCs needed to construct such
an object. In another embodiment, the connection characteristics
may determine part or all of the construction steps, options and
methods.
[0144] Once the design concept is imported into the game
environment and the specifications are provided or are otherwise
understood, one or more player characters with the necessary skills
may assemble part or all of the virtual object based on the image
and/or request that all or part of the object be created based on
the image. In some embodiments, certain skills and other resources
such as virtual natural resources, virtual raw materials and NPCs
may be required in order to make an object. Players and characters
may use virtual natural resources, virtual raw materials, skills
and NPCs available in a game or acquired from other games to create
or modify virtual objects to be used within a game environment. In
one embodiment, players may purchase tokens in the real world for
redemption in the virtual world for particular resources. In the
case that additional players, characters, and resources are
required, the game server or other third party may be configured to
indicate to the player character which other player characters have
the skills and/or resources required to construct the object. In
another embodiment, there may be a database for locating projects
or characters, players and NPCs with the requisite skills or other
resources necessary for assembling an object.
[0145] In yet another embodiment, for certain or all objects or
objects of a certain type or use or purpose or cost, the player or
player character may only be required to provide one or more or all
of the design, construction materials, skills, funds, permits,
licenses, fees, attributes, connection information, etc., and, upon
collecting the necessary items, the game environment may then
create the object for such player or player character without any
further effort or action by such player or player character, i.e.,
"no assembly required." In such cases, the object may be created
based upon a library of known or similar objects, which may or may
not restrict or otherwise limit the flexibility, use, purpose or
other attributes of the object.
[0146] An exemplary system 100 configured to provide a virtual
environment as described above is shown in FIG. 2. As shown in FIG.
2, system 100 includes a master game server 102 for running the
game and a game environment server 104 for one or more game
environments within the game.
[0147] Master game server 102 may host a program such as game
environment creation and set up program 106. Master game server 102
may further host a plurality of databases including, for example,
game environment database 118 and player database 120. Game
environment server 104 may host a plurality of programs including,
for example, Game Environment Maintenance Program 108, Game
Environment Management Program 110, Game Attribute Valuation
Program 112, Exchange Multiplier Determination Program 114, and
Game Item Assembly Program 116.
[0148] Game environment server 104 may include a plurality of
databases including, for example, current date database 122, raw
material database 124, NPC database 126, skill database 128, era
database 130, exchange multiplier database 132, player database
134, player character database 136, natural resources database
138.
[0149] In one embodiment, game environment creation and set up
program 108 may establish the parameters for the functioning of a
particular environment. Information regarding a particular game
environment or all game environments may be stored, for example in
game environment database 118. Game environment database 118 may
store information regarding the game environment such as the game
environment ID, identification of the owners, percentage ownership,
governance structure, configurations, natural resources, raw
materials, creation date, fee structure, or any other information
relating to the game environment. Information regarding the players
who use game environments or participate in a virtual environment
may be stored, for example, in player database 120. Player database
120 may include information regarding the players in a virtual
environment, their ID(s), the character(s) they control, account
information, billing information and the game environments in which
the players have characters. Once they are established, game
environments may be maintained, for example, using game environment
maintenance program 108. Decisions which affect the running of the
game environment may be implemented using game environment
management program 110.
[0150] Virtual objects for use in a game environment may be
constructed using resources located in one or more game
environments or games. Such resources include, but are not limited
to, virtual natural resources, virtual raw materials, skills,
attributes, finished items that may be used to construct other
items, and NPCs. Each virtual object to be assembled may require
possession of particular skills, levels of skills or materials
before a player or player character will be allowed to assemble the
virtual object. Materials to assemble the virtual object may be
acquired by any means applicable. For example, they may be
purchased from the game server, purchased from an NPC, purchased
from another player character, stolen, gathered from the game
environment or acquired by purchasing, winning, receiving or
otherwise acquiring game tokens in the "real world" and exchanging
the token for materials in the virtual game space. The value of a
game attribute used to make a virtual object or the value of the
virtual attribute itself may be determined by any means applicable.
For example values may be set or variable, or may be set or
variable at different times during the game. In one embodiment,
values may be determined by market forces. In a further embodiment,
values may be determined by game attribute valuation program
112.
[0151] In one embodiment, construction of a virtual object may be
based on a plan. The plan may include the virtual natural resources
needed to make the virtual object as well as particular virtual raw
materials which may be used to construct parts of the virtual
object and the amounts of the virtual natural resources and virtual
raw materials that are required to construct the virtual object.
For example, a natural pigment may be required to produce paint to
change the color of a car. The virtual natural resources and raw
materials requested by the player or character desiring the
creation of a virtual object may or may not be available in a
particular game environment. In one embodiment, the necessary
virtual materials may be imported into the game environment from
other games or game environments or they may be acquired in an
exchange. When a player character submits a request for a virtual
object he has designed to be built, the game server can display a
list of the virtual natural resources, raw materials and quantities
required to assemble the object. In another embodiment, the game
server or other controlling entity may suggest alternate materials
that are available in that game environment. Such a list may
include viable alternatives or substitute materials that may be
used. In some embodiments, available substitutions may have no
beneficial or deleterious effects on the finished product, while in
other cases, substitutions may affect, positively or negatively,
the operating characteristics of an object and/or its cost to
produce or to use, or it may affect one or more of its performance
characteristics, such as its effectiveness or useful life. In a
further embodiment, the types of virtual natural resources and raw
materials that are available or may be imported may be limited
based on the era of the game or game environment and the
technologies available. The player requesting the construction of a
virtual object may have the materials on hand, may purchase the
materials or may outsource the construction of the virtual object
to another character or NPC who has the materials. Based on the
plan and the materials specified, a price may be determined or
negotiated for the materials.
[0152] Natural resources are naturally occurring substances that
are considered valuable in their relatively unmodified (natural)
form. There relative value may be increased through process of
manufacture or modification, such as carving wood. They are
generally classified as renewable or non-renewable, while certain
resources may begin as renewable or non-renewable and then, unlike
the real world, may change their classification, which change may
be controlled by the game itself, or rules established by the game
owner or the game server, and/or may be established or modified by
rules established before or during game play, which may be
established by any one or more of the players, player characters,
game owner, game server or any other authorized third party and/or
via the use of neural networks or genetic algorithms. Changes to
the "renewability" of a given resource, may be based, in whole or
in part, on the effect such availability or classification has or
might have on a given game or the outcome of one or more events
that will or may occur. For example, if game enjoyment or game
revenues may be artificially or unnecessarily retarded by the lack
of virtual oil, the system might create a new reserve of oil so as
to alleviate demand on what would otherwise be considered a
non-renewable resource in the real world. In the real world, the
rate of sustainable use of a renewable resource is determined by
the replacement rate and amount of standing stock of that
particular resource. In the virtual world, the rate of sustainable
use may be determined by the replacement rate and amount of
standing stock or may be determined by other factors. For example,
some virtual resources may be automatically renewable when they
reach a particular depletion level. In another embodiment, virtual
resources that are generally considered nonrenewable may be
renewable in the virtual world. Information regarding virtual
natural resources may be stored, for example, in Natural Resources
Database 138 and may include information such as, but not limited
to: resource ID, resource descriptor, last market value, maximum
allowed, issued to date, remaining to be issued, permit price,
available date range, resource attributes 1-n, renewability,
perishability, decay rate and level in which it exists.
[0153] Raw materials may include crude or processed material that
can be converted by manufacture, processing, or combination into a
new and useful product. In one embodiment, raw materials include
semi-processed materials such as building supplies or food. Raw
material database 124 may include, for example, raw material ID,
raw material type, location, first date available, conditions for
use, conditions for discovery, conditions for availability, max
quantity allowed, quantity issued, quantity remaining, license or
permit fee, resource attributes, renewability, level at which it
exists, expiration date, natural decay rate/perishability factor,
and available times during the game.
[0154] Virtual objects may also be constructed by NPCs. NPCs may be
hired directly or arrangements may be made with the owner or an
NPC. Information regarding NPCs and the skills of particular
resources of NPCs may be stored, for example, in NPC database 126.
NPC database 126 may include information such as, but not limited
to, NPC ID, type, location, conditions for use, skills, license or
permit fee and available eras.
[0155] Along with the list of materials required to assemble a
virtual object, a plan may include the necessary skills to make a
virtual object. In one embodiment, a player or character may
determine the skills required to make a virtual object. In another
embodiment, the game server may supply a list of the skills
required to make a virtual object.
[0156] In one embodiment, system 100 may be configured to determine
the missing skills or other resources necessary to complete
assembly of the item using some or all of the following steps:
[0157] 1. Receive a request to assemble a game attribute. [0158] 2.
Create an item record, including a unique serial number, item
creator, blueprints used, and other asset information. [0159] 3.
Determine raw materials and skills necessary to complete assembly
of item. [0160] 4. Determine existing missing skills and raw
materials in the player character account. [0161] 5. Output
existing missing skills and raw materials to player character.
[0162] In some embodiments, the skills required to make a virtual
object may not be available in a particular era, or may not have
been acquired by anyone in a particular game environment. Such
information may be made available to a character requesting the
construction of a virtual object who may then seek to import the
skill or someone with the skill from another game or game
environment, or may seek to acquire the necessary skill themselves.
Information regarding skills and their availability may be stored
by any means applicable. For example, such information may be
stored in skill database 128. Skill database 128 may include
information such as, but not limited to, skill ID, type, levels,
conditions for use, conditions for availability, maximum quantity
allowed, quantity issued, quantity remaining, prerequisites,
continuing education requirements, license or permit fee, and
available eras. In another embodiment, such limitations based upon
skill or other discriminating criteria may be obviated through the
use of a spell, or through payment of a fee, which might be
considered excessive, or through other means, such as by stealing
the object. Using an object acquired via these extraordinary means,
may or may not generate possible harmful side effects. For example,
if a player character steals the technology to build a hydrogen
bomb, and then attempts to build the object (i.e., the bomb), there
may be an increased probability that such a player or player
character may accidentally detonate such a device, thereby
destroying him or herself and everything within a 100 km
radius.
[0163] Along with the type of skill required, there may be a
particular skill level which may be required or selected. For
example, all blacksmiths may be able to make a knife, but the
quality of the knife and its usefulness may depend on the skill
level of the blacksmith. In another embodiment, only blacksmiths
with a certain skill level can make knives. In a further
embodiment, the resources used to make the object may determine the
skill level required. For example, if the character requesting the
object has or acquires mineral ores that need to be purified and
forged, that may require a different skill or skill level than if
the character has steel.
[0164] According to one embodiment, the game system can determine
the skill level required to assemble an item based on the
complexity of the design and the natural resources and raw
materials required to assemble it. In some embodiments, a player
character or NPC with the appropriate skill set(s) may only reside
in another game environment. In such a case, the player character
may hire the player character or NPC in the other game environment,
may recruit the player character or NPC to move game environments,
or may sell his design to the player character or NPC in exchange
for a finished object.
[0165] In another embodiment, when a plan or design concept is
submitted, a list of NPC and player characters who possess the
skills necessary to build the object or pieces of it may be made
available to the player characters. Such a listing may include the
fee such NPC and/or player characters charge for their construction
or manufacturing services. Information regarding the particular
rights and abilities of players and characters in a particular game
environment may be stored by any means applicable, for example in
player database 134 and character database 136. Such information
may allow the game server or other entity to determine which
characters and players have access to the necessary skills and
other resources required to make a requested object. In some
embodiments, players may be required to pay an additional fee or
have a premium account to permit their characters to use NPCs or
other player characters to build objects and/or to import objects
to assemble in the game or to assemble objects for other player
characters. Player database 134 which may include information such
as, but not limited to, player ID, the character(s) controlled by
the player, GUID, account type, billing information and personal
information. Player character database 136 may include information
such as, but not limited to, character ID, player ID, assets,
skills, skill levels, obligations, resources, designs, blueprints,
physical limitations, connection characteristics, image type/name,
GUID, and game environment access.
[0166] For some objects the skill level may be greater than the
skill that any one or more player character(s) or NPCs in the game
environment has or can have. The game server can list all of the
skills necessary to assemble the item and list other player
characters or NPCs who have the required skill level to assemble
components of the item. The game server may also list any general
contractors (within the current or any other connected game) who
are available and have demonstrated the skills, connections, etc.,
necessary to acquire the necessary resources and labor to build a
virtual object. Such player and/or contractor listings may be
listed alphabetically, or sorted according to any one or more of:
experience, other player ratings or rankings, quality,
quantity/capacity, price for similar or identical items, bid,
barter options, availability, reputation, past legal violations,
e.g., prior patent infringement or lawsuits or claims by other
players, etc. The player character can immediately contact
characters who have the necessary skills and/or other desired
attributes to build the item and request bids to assemble all or
part of the in game object and/or control or manage the process for
the player requesting the item(s). In another embodiment,
characters or owners of NPCs willing to sell their skills may
advertise. In yet another embodiment, characters or players wishing
to have objects assembled may request bids to assemble the
object.
[0167] Some resources may only be available at particular times or
in particular eras. Such information may be calculated and tracked
by any means applicable. In one embodiment, current date DB 122 may
be configured to track the passage of time and the resources
available at the particular point in the game play. Era DB 130 may
include information as ERA ID, date range, and the skills,
resources, attributes, raw materials and NPCs available in each
era.
[0168] In one embodiment, resources to make a virtual object such
as skills, NPCs, natural resources and raw materials may be
purchased from other game environments or other games. Such
purchases may be made by the owner(s) or controlling entities of a
game environment, or by individual characters or groups of
characters. For example, in some embodiments, some or all resources
brought from other game environments must be purchased by a game
environment manager or licensed vendors in a particular game
environment. In another embodiment, any player character can
purchase any item in any game environment. Purchases may be paid
for by any means available. In one embodiment, virtual resources
may be purchased using real or virtual currency, assets, credit,
loans or other financial instruments. Such methods of payment are
further described in detail in U.S. patent application Ser. Nos.
11/620,542 11/559,158, 11/421,025, 11/380,489, 11/096,212,
11/096,265, 11/068,736, 11/069,906, and 11/069,905, each of which
is herein incorporated by reference in its entirety.
[0169] Attributes and resources including created objects, skills,
virtual natural resources, virtual raw materials and NPCs exchanged
between game environments or game servers may be uniform or may be
exchanged using multipliers to recognize differences in supply and
demand between game environments. Conversion rates may be
determined by any means applicable. They may be fixed, on an
automated trading system, or as determined by an exchange on the
open market or any combination thereof. For example, conversion
rates may be based on a comparison of the economies of two game
environments, a comparison of a representative basket of goods, the
number of player characters in each environment, the amount of a
particular virtual asset available in a particular game
environment, the amount of production of a virtual asset in the
game environments or on any other number of market forces or
comparable factors. For example, a gallon of oil may be converted
to two gallons of oil when traded from War Craft to Second Life. In
another embodiment, a barrel of oil may be converted into 1000
thistle seeds within a game environment, and/or a barrel of oil may
be converted to 5000 thistle seeds when exchanged between two
games. 5000 thistle seeds may be worth 3 shares of stock in a
particular game environment. In a further embodiment, a game
attribute coming from a first environment may be converted into a
game attribute in a second environment by multiplying the value of
the game attribute in the first environment by a conversion
multiplier that reflects the difference in the labor (and/or other
factors) required to build the game attribute in the first
environment vs. the second environment. For example, 1000 thistle
seeds in one game environment may be worth 700 thistle seeds in
another game environment. Alternatively or additionally, the
multiplier may take into account any differences in supply,
availability, ease or cost of acquisition, or the like, of the
resources and/or the prevailing exchange rates of real or virtual
currency. Some game environments may be configured to produce items
more optimally. These game environments may receive a premium
valuation in that their labor is more efficient in that game
environment than on other game servers. Alternatively, environments
that produce such items more optimally may be penalized or a tariff
may be imposed to create a more fair exchange between or among such
game environments.
[0170] In one embodiment, some or all of the following steps may be
used to convert assets between game environments. [0171] 1.
Generate a conversion value for two or more game environments based
on activity and conditions in the game environments. [0172] 2.
Create a conversion multiplier based on the relationship of the
values between two or more game environments. [0173] 3. Store
multiplier. Such a multiplier could be calculated using any means
applicable, for example using exchange multiplier determination
program 114. Such information may be stored by any means
applicable. In one embodiment, such information is stored in
exchange multiplier database 132. Exchange multiplier database 132
may track the exchange ID number and the multiplier number for
transactions between exchanges, game environments, game environment
jurisdictions and/or games.
[0174] In another embodiment, system 100 may be configured to
determine the value of an item on an exchange based on a multiplier
by performing the following steps: [0175] 1. Receive a request to
purchase an item from a player character in one game environment.
[0176] 2. Determine available items to fulfill the request that are
owned by player characters in other game environments. [0177] 3.
Retrieve the exchange multiplier between the game environments of
the purchasing player and the selling players. [0178] 4. Multiply
each available item by the appropriate exchange multiplier. [0179]
5. Output available items, with a corresponding price that has been
adjusted based on exchange multipliers. [0180] 6. Receive a request
to fulfill the request to purchase with one of the available items.
[0181] 7. Withdraw virtual funds from the purchasing player
character equal to the purchase price. [0182] 8. Convert the
purchase price using the exchange multiplier into a virtual
currency value. [0183] 9. Deposit virtual currency value into
account of selling virtual player.
[0184] According to one embodiment, the game server can set a
maximum trade amount per time period on currency, resources and
other available items including finished products both in the game
environment and between game environments.
[0185] In another embodiment, import or export taxes may be
imposed. Such taxes may be a percentage of the value of the import
or based on the amount per unit of the import. They may be imposed
by the game server, game owner, server owner, game environment
owner(s), a character or group of characters or any combination
thereof. In some embodiments, there may be agreements between or
among games and/or game environments regarding import and export
taxes. Taxes may be manually or automatically adjusted based on
taxes imposed by other servers and/or game environments or imposed
unilaterally.
[0186] Once the resources including skills and materials to
assemble a virtual object are acquired, the virtual objects may be
assembled by any means applicable. For example, such an assembly
may occur using game item assembly program 116. In one embodiment,
the game server may assemble a virtual object. In another
embodiment, the player or character who imported an image or came
up with a design may assemble a virtual object. In a further
embodiment, assembly may be outsourced to a NPC or other player
character. The determination of the qualifications of any
particular character of player may be made by any means applicable.
In one embodiment, system 100 may be configured to determine if a
character qualifies to assemble an item using some or all of the
following steps: [0187] 1. Receive request to assemble item from a
player character. [0188] 2. Determine if player character qualifies
to assemble item. [0189] 3. If player character qualifies, output
list of required materials. [0190] 4. Receive appropriate
materials. [0191] 5. Assemble item. [0192] 6. Output item to player
character.
[0193] In some embodiments, permits may be required to assemble
objects. Such permits may apply to a particular industry, a
particular type of virtual object, a particular skill, a particular
resource, and/or a particular project or any combination thereof.
In some embodiments, permits may be needed to construct certain
types of virtual objects in particular game environments. In other
embodiments permits may be limited to a particular game environment
or may apply across game environments. The virtual permit may be a
one-time fee and/or may require periodic payments that are fixed or
variable, which may be based upon the total value of a particular
project, the industry in general, the amount of resources that will
be required to build a particular project, the number of characters
or other entities applying for permits, the population density of a
particular game environment, vote by a group of player characters
and/or an entity or player character elected to represent the
player characters, the game manufacturer, by the game, market
prices, or any combination of the foregoing. In some embodiments,
permits may be acquired by purchasing them from other characters.
In other embodiments, permits may be obtained from official sources
through the use of bribery.
[0194] According to one embodiment, game server 102 may be
configured to perform some or all of the following steps to issue a
permit: [0195] 1. Receive a request from a player character, group
of player characters, or one or more third parties to acquire a
permit. [0196] 2. Determine if there is an available permit for the
virtual resource the player characters wish to acquire. [0197] 3.
If there is an available permit determine and output a permit fee.
[0198] 4. Receive an acceptance and payment for the permit fee. In
one embodiment, virtual objects may not be constructed without the
necessary permits. In another embodiment, virtual objects may be
constructed but may not be traded on exchanges if the necessary
permits have not been obtained. In a further embodiment, an item
may not be registered, for example in a new item database, unless
the necessary permits have been obtained. In some embodiments, a
black market may exist for the trade of items that have been
created without a permit.
[0199] In some embodiment, images created or imported into a game
environment by players or characters are converted into blueprints
or mathematical representations, e.g., an algorithm or formula,
from which the virtual object may be constructed. In some
embodiments, the images may be of each aspect of a three
dimensional object, for example the sides, front, back, top and
bottom. In another embodiment, a single image may be submitted and
a program may fill in the other aspects of the image based on
information provided by the player or character or based on similar
virtual objects that have previously been imported. In a further
embodiment, a single image may be taken in such a way as to show
more than one aspect of an object. For example, an image taken at
an angle may reveal the front and the top. Multiple images showing
multiple aspects may be combined to create a truer representation
of the desired object.
[0200] An exemplary system 200 configured to provide a virtual
environment as described above is shown in FIG. 3. As shown in FIG.
3, system 200 includes a master game server 202 for running the
game and a game environment server 204 for one or more game
environments within the game.
[0201] Master game server 202 may host a program such as game
environment creation and set up program 206 and digital file import
program 214. Master game server 202 may further host a plurality of
databases including, for example, game environment database 208,
player database 210 and new item database 212. Game environment
server 204 may host a plurality of programs including, for example,
object creation program 220, game item assembly program 222, game
attribute valuation program 224, exchange multiplier determination
program 236, and blueprint generation program 228.
[0202] Game Environment server 204 may include a plurality of
databases including, for example, new item database 232, raw
material database 230, NPC database 234, skill database 236,
natural resources database 238, design database 240, exchange
multiplier database 242, player database 244 and character database
246.
[0203] The ability to create a virtual object in a virtual
environment may depend in some part on the type of game environment
in which a character resides. Such determinations may be made at
the time the game environment is formed, for example using game
environment creation and setup program 206, or may evolve as the
game progresses. Particular game environments may have limitations
on the types of objects that may be created in that game
environment, there may be limitations based on the era of the game
environment, or the resources in the game environment. For example,
some game environments may not permit the construction of
mechanized objects. Information regarding the game environment may
be stored, for example in game environment database 208. In one
embodiment, game environment database 208 may store information
regarding the game environment such as the game environment ID,
identification of the owners, percentage ownership, governance
structure, restrictions on imports or exports, restrictions on
object creation, configurations, natural resources, raw materials,
creation date, fee structure, or any other information relating to
the game environment.
[0204] Digital renderings of objects to be created in a game
environment may be brought in by any means applicable, for example
using digital import program 214. Once an imported design concept
is determined to be acceptable to a particular game environment,
the digital images and software applications may be converted into
blueprints for creating the requested virtual object using, for
example, blueprint generation program 228. Blueprints may contain
all or some of the design elements of a concept or may contain a
general outline of the object sought to be replicated. In one
embodiment, blueprints may include information regarding the
materials to be used and/or the skills required to assemble an
object. In some embodiments, some or all of a blueprint may be
acquired, for example, from design database 240. Design database
240 may include images of items that may be used as part of virtual
objects, as inspiration for virtual objects, blueprints for objects
created by other players, and decorative elements. Blueprints may
be created, for example, using some or all of the steps in the
method outlined in FIG. 4. In some embodiments, a request may be
made to import a digital image. Some digital images may be more or
less suitable for creating blueprints. In some embodiments,
additional images may be required, in other embodiments, additional
information may be required or both additional images and
additional information may be required. When an image is imported,
a determination is made regarding its sufficiency. If it is
sufficient, a blueprint is generated. The game server or other
controlling entity may automatically assign particular materials to
the construction of a virtual object or may request a list of
materials to be used. In addition to the raw materials and natural
resources to be used in constructing a virtual object, there may be
attributes imbued into the virtual object, for example certain
spells, powers, healing, longevity, invincibility, armor piercing
ability, clean running, accelerating, strength or any other
attribute generally found in virtual objects. The attributes to be
attributed to a virtual object may be requested. Once the
specifications for a virtual object are provided, determinations
may be made regarding the amount of materials and the skills
required to produce an object.
[0205] In another embodiment, the game server or other controlling
entity or a specific application may evaluate any one or more or
all of the blueprints, raw materials, construction method(s),
and/or intended use or inclusion of any application or other
software to determine if such proposed object may be harmful to the
game environment, for example, the system may determine that such
an object might include coding that is, or is similar to, a virus,
worm or other harmful code. In such cases, the game server or other
controlling entity or application may prohibit the import or
creation of such an object and/or may quarantine the object and/or
may provide instructions as to which changes are mandated so as to
modify the object so that it is no longer harmful or otherwise
violates some restriction, building code, or other constraint(s).
For example, the game server might examine the software that
controls an NPC for potentially harmful computer viruses.
Applications that provide such software scanning or review are well
known in the prior art, including software such as Norton Utilities
provided by Symantec.
[0206] Virtual natural resources and raw materials used to make
virtual objects may be purchased, found, harvested, gathered,
mined, husbanded, grown, distilled, raised, leeched, pumped,
drilled, purified, stolen, or otherwise acquired from the game
environment. Information regarding virtual natural resources may be
stored, for example, in natural resources database 238 and may
include information such as, but not limited to: resource ID,
resource descriptor, last market value, maximum allowed, issued to
date, remaining to be issued, permit price, available date range,
resource attributes 1-n, renewability, perishability, decay rate
and level in which it exists. Raw material database 230 may
include, for example, raw material ID, raw material type, location,
first date available, conditions for use, conditions for discovery,
conditions for availability, max quantity allowed, quantity issued,
quantity remaining, license or permit fee, resource attributes,
renewability, level at which it exists, expiration date, natural
decay rate/perishability factor, and available times during the
game.
[0207] The requesting character's assets may be inventoried to
determine if they possess the necessary materials to make the
requested virtual object. Information regarding the character and
the player controlling the character may be stored, for example in
player database 244 and player character database 246,
respectively. Player database 244 may include information such as,
but not limited to, player ID, the character(s) controlled by the
player, blueprints imported, design concepts, objects created,
billing information, account information and personal information.
Player character database 246 may include information such as, but
not limited to, character ID, player ID, assets, skills,
obligations, objects created, objects requested, raw materials,
natural resources, rates for use of skills, and game environment
access.
[0208] If they do not have the necessary materials, the name of a
supplier may be requested. If they do have the necessary materials,
an assessment regarding their skills may be made. If they have the
necessary skills, the requesting character may be permitted to make
the object. If they do not have the necessary skills, the
requesting character may request the game server, an NPC or another
character assemble the object. Information regarding the skills and
NPCs available in a particular environment may be stored for
example, in skill database 236 and NPC database 234 respectively.
Availability of particular skills may be stored, for example, in
skill database 236 which may contain information such as the skill
ID, type, conditions for use, available era(s), characters with
skills, NPCs with skills, skill levels, and use of skills. NPC
database 234 may include information such as NPC ID, type,
location, conditions for use, license or permit fee, available
eras, costs for use, and skills. In some embodiment, the particular
characters or NPCs with the necessary skills may not exist in that
game environment. Information regarding players with characters or
NPCs with the necessary skills in other game environments may be
stored, for example, in Player database 210. Player database 210
may include information regarding the players in a virtual
environment, their ID(s), the character(s) they control, the skills
and assets of the characters, billing information and the game
environments in which the players have characters. The costs for
assembling the virtual object may be determined based on who
assembles the virtual object.
[0209] In one embodiment, a request to create a virtual object
could be processed by system 200 which may be configured to perform
some or all of the following steps: [0210] 1. Receive a request to
assemble a game attribute, including a blueprint. [0211] 2. Create
an item record, including a unique serial number, item creator,
blueprints used, and other asset information. [0212] 3. Determine
raw materials and skills necessary to complete assembly of item
from blueprint. [0213] 4. Determine existing skills and raw
materials in the player character account. [0214] 5. Determine
missing resources required to complete assembly of item [0215] 6.
Output list of missing skills and raw materials to player
character. [0216] 7. Identify suppliers of missing skills and raw
materials. [0217] 8. Output list of suppliers to requesting player
character.
[0218] In one embodiment, a character may only be able to request
the formation virtual objects that they have the ability to
assemble. In another embodiment, a player character may only be
able to request the formation of virtual objects that they can use.
In a further embodiment a player character may request or assemble
any virtual object. Characters may also request that a virtual
object be assembled by a third party such as the game server, an
NPC or other player character for a fee.
[0219] Information regarding all finished objects may be stored,
for example, in new item database 212. New item database 212 may
include information such as new item ID, creator ID, new item
digital images, new item blueprints, new item materials, new item
construction cost, and new item salvage value.
[0220] Within a specific game environment, information regarding
newly created items may be stored, for example in new item database
232. Such newly created items may be linked to the requester and
creator of new items and new item database 232 may include
information such as new item ID, originating character ID, creating
character ID, required skills for replication, new item digital
images, new item algorithms, new item blue prints, new item
materials, new item construction cost and availability.
[0221] In one embodiment, exchanges may be used to acquire the
necessary blueprints and resources for assembling an object. In one
embodiment, a blueprint can be posted on an exchange and player
characters having the appropriate skills can bid to assemble the
item. Such bids may or may not include the raw materials necessary
to build the item. If raw materials are not included, the player
making the request may be expected to supply, purchase or otherwise
acquire (e.g., pillage, plunder, or steal) the raw materials and/or
the component parts. The player character who posted the item can
then accept one of the bids posted on the exchange to assemble the
item. In another embodiment, all resources required for a project
may be purchased on an exchange.
[0222] The value of items on an exchange and the determination of
the value to different games and game environments may be
calculated by any means applicable. In one embodiment, exchange
multiplier database 242 may track the exchange ID number and track
or store the multiplier number calculated by exchange multiplier
determination program 226 for purchases and acquisitions of objects
or resources between exchanges, game environments, game environment
jurisdictions and/or games. In some embodiments, game attribute
valuation program 224 may track and/or calculate the market for
particular game attributes, whether finished objects or parts of
objects.
[0223] Payment terms for items acquired on exchanges or through
other means may be established by the game, players and/or agreed
to between the requesting player and the supplier player or NPC.
Terms may created using any financial arrangement including but not
limited to: cash up front, partial initial payment and lump sum
upon completion, credit card or other financing instrument, series
of equal or unequal payments, total amount upon completion, etc.
Methods to provide for use of credit cards and other financial
instruments in virtual environments are disclosed in U.S. patent
application Ser. Nos. 11/279,991, 11/380,489, and 11/421025, each
of which is hereby incorporated by reference in its entirety for
all purposes.
[0224] Once the blueprints are created and the resources and skills
are acquired or hired, a virtual object may be assembled. Such an
assembly may take place using any means applicable. In one
embodiment, the actions of characters and NPCs may be executed
using game item assembly program 222. In another embodiment, the
game server may assemble the object using object creation program
220. Each item created may be customizable based on the physical
limitations of the requesting character. For example, system 200
may be configured to customize a virtual object based on the
attributes of the requesting character using some or all of the
following steps: [0225] 1. Receive digital image(s) of item from a
player character. [0226] 2. Determine physical limitations of an
item based on player character profile. [0227] 3. Determine
required skills and materials. [0228] 4. Request required skills
and materials. [0229] 5. Assemble item. [0230] 6. Determine if item
contains software or potentially harmful attributes. [0231] 7. If
item is harmful, attempt to modify or cleanse the item [0232] 8. If
approved or item is otherwise not harmful, output item to player
character
[0233] In some embodiments, players or other third parties may
create software applications or portions of an application e.g., a
subroutine or software that performs one or more functions. Such
imported software applications or portions of an application may
then be brought into the game and objects may be formed using the
designs in the imported software application. Imported applications
may be required to conform to existing, published or standard
software application program interfaces or APIs. API's may be
developed by the game owner, the players or other third parties,
such as standards bodies currently existing or organized for such
purposes. API's may permit or prevent certain interactions or
transaction types. In certain embodiments, such imported
applications or portions of applications or other software may
first undergo an evaluation or scanning process to ensure that such
software is devoid of any harmful code, such as a virus or worm, or
other harmful code, such as code to steal player account or billing
information, or code that might destroy part or all of the game
application or adversely affect the game server or any application
loaded on it, such as the operating system. (Ellen, this would be a
good place to reference prior art for virus scanning software)
[0234] An exemplary system 300 configured to provide a virtual
environment as described above is shown in FIG. 5. As shown in FIG.
5, system 300 includes a master game server 302 for running the
game and a game environment server 304 for one or more game
environments within the game.
[0235] Master game server 302 may host a program such as game
environment creation and set up program 306, digital file import
program 314, and subroutine import program 316. Master game server
302 may further host a plurality of databases including, for
example, game environment database 308, player database 310 and new
item database 312. Game environment server 304 may host a plurality
of programs including, for example, object creation program 320,
game item assembly program 322, game attribute valuation program
324, and exchange multiplier determination program 336.
[0236] Game Environment server 304 may include a plurality of
databases including, for example, new item database 332, raw
material database 330, NPC database 334, skill database 336,
natural resources database 338, design database 340, exchange
multiplier database 342, player database 344 and character database
346.
[0237] The ability to create an object in a virtual environment may
depend in some part on the type of game environment and/or the game
in which a character resides. For example, particular game
environments may have limitations on the types of objects that may
be created in that game environment, there may be limitations based
on the era of the game environment, the resources in the game
environment, or the type of programs that may be created and used
in a game environment. For example, the software application may be
a program that creates a virtual car wash that, once added to the
game space, can provide virtual car washes for virtual cars. The
benefits of such software applications can vary widely and owners
or licensors of such applications may charge a fee for use of the
application and/or usage charges based upon in game play. In one
embodiment, the benefit of such an action may be of purely cosmetic
or of entertainment value. In another embodiment, such an action
may have a beneficial effect on the virtual car, e.g., the car is
faster or wears out more slowly. In an environment that does not
allow mechanized cars, such a program would be blocked. Information
regarding the game environment and the types of objects that may be
used in a game environment created, for example, by game
environment creation and setup program 306, may be stored, for
example in game environment database 308. In one embodiment, game
environment database 308 may store information regarding the game
environment such as the game environment ID, identification of the
owners, percentage ownership, governance structure, configurations,
natural resources, raw materials, allowable technologies,
prohibited technologies, creation date, fee structure, or any other
information relating to the game environment.
[0238] In yet another embodiment, the system may track the
trustworthiness of a given player, player character or NPC or other
third party so as to permit the system to determine if such
individual can be trusted to build additional objects. For example,
if a player produces an object that contains a virus, said player's
account may be flagged to indicate that the player may not be
trustworthy. Over time, a player's trustworthiness may be modified
to reflect current construction practices. When importing code from
outside the game environment, such trust may be based, in whole or
in part upon so called trust or verification or authenticity
certificates, such as those used by Microsoft's Vista operating
system.
[0239] In some embodiments, players may create programs or
subroutines to create virtual objects in the game environments.
Such programs and subroutines may be vetted for appropriateness to
the era or game environment, viruses, completeness and
functionality. In some embodiments, such programs and subroutines
may be imported using subroutine import program 316. Such an import
program may include a debugging function to allow correction of the
program if the resulting image of an object does not meet the
appearance desired by the creator. In another embodiment,
subroutine import program 316 may be used to integrate a virtual
object into a game environment. Once an imported design concept is
determined to be acceptable to a particular game environment, the
image created by the software applications may be converted into
blueprints for creating the requested virtual object. Blueprints
may contain all or some of the design elements of a concept or may
contain a general outline of the object sought to be replicated. In
one embodiment, blueprints may include information regarding the
materials to be used and/or the skills required to assemble an
object. In some embodiments, parts of a blueprint generated by the
importation of a subroutine could be supplemented, for example
using information from a design database such as design database
340. Design database 340 may include images of items that may be
used as part of virtual objects, as inspiration for virtual
objects, blueprints for objects created by other players,
subroutines and programs for virtual objects, and decorative
elements. In another embodiment, programs may be supplemented or
complemented by other digital images such as photographs or
sketches. Such digital images may be imported using any means
applicable, such as digital file import program 314. For example, a
program or subroutine could provide an outline of an object, or the
general formation or workings of an object. Decorative details,
information regarding the materials to be used, and attributes
given to the object may be supplied from other sources such as
design database 340 or digital file import program 314. Such a
compilation of a program, design and image may be compiled using,
for example, object creation program 320.
[0240] When a program is imported, a determination is made
regarding its sufficiency, efficacy and safety. If it is
sufficient, effective and safe, a blueprint may be generated. If it
is not sufficient, effective or safe, additional information,
programs or images may be requested. The game server or other
controlling entity may automatically assign particular materials to
the construction of an object or may request a list of materials to
be used or the game server or other controlling entity may display
a list of objects, materials or code that may not be used, and/or
may be used as a viable substitution. In addition to the raw
materials and natural resources and code or software to be used in
constructing and/or using an object, there may be attributes imbued
into the object, for example certain spells, powers, healing,
longevity, invincibility, armor piercing ability, clean running,
accelerating, strength, healing or any other attribute generally
found in virtual objects. Once the specifications for an object are
provided, determinations may be made regarding the amount of
materials and the skills required to produce an object to match the
imported subroutine.
[0241] Virtual natural resources and raw materials used to make
virtual objects may be purchased, found, harvested, gathered,
mined, husbanded, grown, distilled, raised, leeched, pumped,
drilled, purified, stolen or otherwise acquired from the game
environment. Information regarding virtual natural resources may be
stored, for example, in natural resources database 338 and may
include information such as, but not limited to: resource ID,
resource descriptor, last market value, maximum allowed, issued to
date, remaining to be issued, permit price, available date range,
resource attributes 1-n, renewability, perishability, decay rate
and level in which it exists. Raw material database 330 may
include, for example, raw material ID, raw material type, location,
first date available, conditions for use, conditions for discovery,
conditions for availability, max quantity allowed, quantity issued,
quantity remaining, license or permit fee, resource attributes,
renewability, level at which it exists, expiration date, natural
decay rate/perishability factor, and available times during the
game.
[0242] The requesting character's assets may be inventoried to
determine if they possess the necessary materials to make the
requested virtual object. Information regarding the character and
the player controlling the character may be stored, for example in
player database 344 and player character database 346,
respectively. Player database 344 may include information such as,
but not limited to, player ID, the character(s) controlled by the
player, blueprints imported, design concepts, objects created,
subroutines imported, billing information, account information and
personal information. Player character database 346 may include
information such as, but not limited to, character ID, player ID,
assets, skills, obligations, objects created, objects requested,
raw materials, natural resources, rates for use of skills, and game
environment access.
[0243] If they do not have the necessary materials, the name of a
supplier or list of available substitutions may be requested. If
they do have the necessary materials, an assessment regarding their
skills may be made. Such assessments may be made in either order or
any order. For example, in some embodiments it may be determined if
a character has the necessary skills and once that determination is
made, an assessment may be made regarding the materials needed for
constructing the object. If they have the necessary skills, their
trustworthiness may be determined. If they have the necessary
skills and can be trusted, they may be permitted to make the
object. If they do not have the necessary skills or they cannot be
trusted, they may request the game server, an NPC or another
character assemble the object. Information regarding the skills and
NPCs available in a particular environment may be stored for
example, in skill database 336 and NPC database 334 respectively.
Skill database 336 may contain information such as the skill ID,
type, conditions for use, available era(s), characters with skills,
skill levels, and use of skills. NPC database 334 may include
information such as NPC ID, type, location, conditions for use,
license or permit fee, available eras, costs for use, and skills.
In some embodiment, the particular characters or NPCs with the
necessary skills may not exist in that game environment.
Information regarding players with characters or NPCs with the
necessary skills in other game environments may be stored, for
example, in Player database 310. Player database 310 may include
information regarding the players in a virtual environment, their
ID(s), the character(s) they control, the skills and assets of the
characters, billing information and the game environments in which
the players have characters. The costs for assembling the virtual
object may be determined based on who assembles the virtual
object.
[0244] In one embodiment, a character may only be able to request
the formation of objects that they have the ability or are trusted
to assemble. In another embodiment, a player character may only be
able to request the formation of objects that they can use or can
afford to use or are permitted or trusted to use. In a further
embodiment a player character may request or assemble any virtual
object for which they have the necessary skills. In yet another
embodiment, subroutines may not need to be created in a virtual
environment, but may simply appear in the possession of the
designer. Characters may also request that an object be assembled
by a third party such as the game server, an NPC or other player
character.
[0245] Information regarding all finished objects may be stored,
for example, in new item database 312. New item database 312 may
include information such as new item ID, creator ID, new item
digital images, new item blueprints, new item materials, new item
construction cost, and new item salvage value.
[0246] Within a specific game environment, information regarding
newly created items may be stored, for example in new item database
332. Such newly created items may be linked to the requester and
creator of new items and new item database 332 may include
information such as new item ID, originating character ID, creating
character ID, required skills for replication, new item digital
images, new item algorithms, new item blue prints, new item
materials, new item construction cost and availability.
[0247] In one embodiment, exchanges may be used to acquire
particular subroutines and resources for assembling an object. In
one embodiment, a character can acquire all of some of the
resources and skills needed to assemble a virtual object from an
exchange. In another embodiment, a description of a subroutine or
an image of the finished product can be posted on an exchange and
player characters having the appropriate skills can bid to assemble
the item. Such bids may or may not include the raw materials
necessary to build the item. If raw materials are not included, the
player making the request may be expected to supply, purchase or
otherwise acquire (e.g., pillage, plunder, or steal) the raw
materials and/or the component parts. The player character who
posted the item can then accept one of the bids posted on the
exchange to assemble the item.
[0248] The value of items on an exchange and the determination of
the value to different games and game environments may be
calculated by any means applicable. In one embodiment, exchange
multiplier database 342 may track the exchange ID number and track
or store the multiplier number calculated by exchange multiplier
determination program 326 for purchases and acquisitions of objects
or resources between exchanges, game environments, game environment
jurisdictions and/or games. In some embodiments, game attribute
valuation program 324 may track and/or calculate the market for
particular game attributes, whether finished objects or parts of
objects. In yet another embodiment, the value, price, cost to
manufacture or use and/or to import or construct an object may be
based in whole or in part on the trustworthiness of the player or
player character. For example, if a player can generally be
trusted, but on occasion has proven untrustworthy, such player
character may pay more to import or construct a new item or object
as compared with a player or player character that has proven to be
highly trustworthy over a relatively long period of time.
[0249] Once the blueprints are created and the resources and skills
are acquired or hired, and/or the player character has been
authorized to proceed, a virtual object may be assembled. Such an
assembly may take place using any means applicable. In one
embodiment, the actions of characters and NPCs in constructing an
object may be executed using game item assembly program 322.
[0250] Payment terms for items acquired on exchanges or through
other means, and for the use of services or resources may be
established by the game, players and/or agreed to between the
requesting player and the supplier player or NPC. Terms may created
using any financial arrangement including but not limited to: cash
up front, partial initial payment and lump sum upon completion,
credit card or other financing instrument, series of equal or
unequal payments, total amount upon completion, etc. Methods to
provide for use of credit cards and other financial instruments in
virtual environments are disclosed in U.S. patent application Ser.
Nos. 11/279,991, 11/380,489, and 11/421025, each of which is hereby
incorporated by reference in its entirety for all purposes.
[0251] In some embodiments, players or characters or virtual or
other businesses, NPCs or other third parties may hire other
players and characters, virtual or other businesses, or NPCs or
other third parties to create objects for them. Offers to assemble
objects and requests to have objects made can be assembled by any
means desired. In one embodiment, the game serve or other managing
entity may match requests to have objects made with those with
appropriate skills or other credentials, such as trustworthiness.
In another embodiment, there may be a means to post requests to
have objects made or offers to make objects. Such postings may be
made in the marketplace section of the game, for example through a
vendor stall or business; in a trade chat window of the game; in an
email that is sent to qualified non-player characters; in a
database; through a business directory; through solicitations by
businesses through electronic mail, pop up windows, in game alerts,
regular mail, screen or other alerts, instant messaging; through an
exchange; via an auction, or any other means calculated to attract
the notice of potentially interested parties. Arrangements to
create objects for others may be agreed to using a contract, for
example, a player-to-player contract.Player to player contracts are
discussed in further detail in U.S. patent application Ser. Nos.
11/355,232, and 11/624,662, each of which is hereby incorporated by
reference.
[0252] An exemplary system 400 configured to provide a virtual
environment as described above is shown in FIG. 6. As shown in FIG.
6, system 400 includes a master game server 402 for running the
game and a game environment server 404 for one or more game
environments within the game. Master game server 402 may host a
program such as game environment creation and set up program 406,
and digital file import program 414. Master game server 402 may
further host a plurality of databases including, for example, game
environment database 408, player database 410 and new item database
412. Game environment server 404 may host a plurality of programs
including, for example, object creation program 420, game item
assembly program 422, game attribute valuation program 424,
exchange multiplier determination program 426, and contract
generation program 428.
[0253] Game Environment server 404 may include a plurality of
databases including, for example, new item database 432, raw
material database 430, NPC database 434, skill database 436,
natural resources database 438, new item contract database 440,
exchange multiplier database 442, player database 444 and character
database 446.
[0254] The ability to create a virtual object in a virtual
environment may depend in some part on the type and/or state of one
or more game environments and/or the game in which a character
resides or interacts. For example, particular game environments may
have limitations on the types of objects that may be created,
imported, traded, or used in that game environment, there may be
limitations based on the era of the game environment, the resources
in the game environment, or the type of programs that may be
created, imported, traded and used in a game environment. In some
embodiments, the limitation may be on the object in its entirety or
may be on the timing or making the object in that environment. For
example, certain environments may be environmentally conscious and
therefore do not allow smelting to occur in that environment,
however they may allow the importation of finished extracts or the
product of finished extracts to be brought into the environment.
Such regulations may be determined during game environment creation
and setup, or anytime thereafter, using game environment creation
and set up program or may be determined as the game evolves. In one
embodiment, the rules and regulations for a game environment may be
formulated when the game environment is formed, using game
environment creation and setup program 406. In another embodiment,
the rules and regulations for a game environment may evolve as the
game progresses. Such information may be stored in a game
environment database, for example, in game environment database
408. In some embodiments, game environment database 408 may store
information regarding the game environment such as the game
environment ID, identification of the owners, percentage ownership,
governance structure, configurations, natural resources, raw
materials, allowable technologies, prohibited technologies,
allowable objects, prohibited objects, import restrictions, export
restrictions, creation date, fee structure, or any other
information relating to the game environment.
[0255] Design concepts for objects may be acquired by the game
environment by any means applicable. In one embodiment, design
concepts may be imported using digital file import program 414.
Once an imported design concept is determined to be acceptable to a
particular game environment, the image or subroutine may be
converted into blueprints for creating the requested virtual
object. Blueprints may contain all or some of the design elements
of a concept or may contain a general outline of the object sought
to be replicated. In one embodiment, blueprints may include
information regarding the materials to be used and/or the skills
required to assemble an object. In some embodiments, some or all of
a blueprint may be acquired, for example, from a design database. A
design database may include images of items that may be used as
part of virtual objects, as inspiration for virtual objects,
blueprints for objects created by other players, businesses, third
parties, subroutines and programs for a virtual object, and
decorative elements. Combinations of original designs, images and
stored designs, images, blueprints and decorative elements may be
compiled using, for example, object creation program 420.
[0256] When an image is imported, a determination is made regarding
its sufficiency. If it is sufficient, a blueprint or other plan is
generated. The game server or other controlling entity may
automatically assign particular materials to the construction of an
object or may request a list of materials to be used. In addition
to the raw materials and natural resources to be used in
constructing an object, there may be attributes imbued into the
object, for example certain spells, powers, healing, longevity,
invincibility, armor piercing ability, clean running, accelerating,
strength, healing or any other attribute generally found in virtual
objects. Once the specifications for an object are provided,
determinations may be made regarding the amount of materials and
the skills required to produce an object to match the plan or
blueprint.
[0257] Virtual natural resources and raw materials used to make
virtual objects may be purchased, found, harvested, gathered,
mined, husbanded, grown, distilled, raised, leeched, pumped,
drilled, purified or otherwise acquired from the game environment.
Information regarding virtual natural resources may be stored, for
example, in Natural Resources Database 438 and may include
information such as, but not limited to: resource ID, resource
descriptor, last market value, maximum allowed, issued to date,
remaining to be issued, permit price, available date range,
resource attributes 1-n, renewability, perishability, decay rate
and level in which it exists. Raw material database 430 may
include, for example, raw material ID, raw material type, location,
first date available, conditions for use, conditions for discovery,
conditions for availability, max quantity allowed, quantity issued,
quantity remaining, license or permit fee, resource attributes,
renewability, level at which it exists, expiration date, natural
decay rate/perishability factor, and available times during the
game.
[0258] The requesting character's assets may be inventoried to
determine if they possess the necessary materials, skills, permits,
licenses, funds or assets to pay for a requested virtual object.
Information regarding the character and the player controlling the
character may be stored, for example in player database 444 and
player character database 446, respectively. Player database 444
may include information such as, but not limited to, player ID, the
character(s) controlled by the player, blueprints imported, design
concepts, objects created, subroutines imported, billing
information, account information and personal information. Player
character database 446 may include information such as, but not
limited to, character ID, player ID, assets, skills, obligations,
objects created, objects requested, raw materials, natural
resources, rates for use of skills, and game environment
access.
[0259] In one embodiment, a character may only be able to request
the formation objects that they have the ability to assemble. In
another embodiment, a player character may only be able to request
the formation of objects that they can use. In a further embodiment
a player character may request or assemble any virtual object for
which they have the necessary skills. Characters may also request
that an object be assembled by a third party such as the game
server, an NPC or other player character.
[0260] In one embodiment, an object may be created using some or
all of the method steps in FIG. 7. For example, the game server may
receive a request to import an image. If the image is sufficient to
generate a blueprint, a blueprint will be generated. Information
may be requested regarding the materials and attributes to be used
to assemble the object and a list of skills and other resources
required to make the object may be outfitted. In some embodiments,
the contract may include additional terms such as a time limit, a
price, one or more digital photos of an item to assemble, a list of
materials the object needs to be made from, and a list of
additional attributes or specific requirements that the requester
wants included in the object. Such a list may be assembled into a
description upon which other players, characters or NPCs may bid to
do the work. The bids may be submitted to the requesting character
who may or may not accept a bid.
[0261] In one embodiment, a bid may be met by a counteroffer.
System 400 may be configured to negotiate a contract using some or
all of the following steps: [0262] 1. Submit bid on proposed
contract. [0263] 2. Receive a counter offer to a contract offer to
assemble an item from a blueprint, including a counter offer price
and assembly date from a player character [0264] 3. Store and
output offer to the player character who initially created the
contract offer. If a bid or counteroffer is accepted, a contract
may be generated, for example using contract generation program 428
and an accepted contract may be stored in new item contract
database 440. In one embodiment, system 400 may be configured to
accept a contract to build an item by performing steps such as:
[0265] 1. Create a contract to build an item, including the item
record, the date of completion, the necessary skills, the actual
virtual assets need to assemble the item, and a contract price from
a player character. [0266] 2. Store contract offer. [0267] 3.
Withdraw contract offer price, plus applicable fees, from player
character account.
[0268] In some embodiments, no single character or NPC may have all
of the necessary skills or resources to construct an object. It may
therefore be necessary to assemble a group of characters and/or
NPCs and/or make use of the services of a real or virtual business
entity. Bids may therefore be submitted on a part, sub-part or the
entirety of the contract. In one embodiment, a contract may be
entered into with a general contractor who is then responsible for
hiring, finding, organizing, managing, and paying for all necessary
resources and/or players or NPCs to build an item. In another
embodiment, contracts may be between or among multiple parties.
[0269] In one embodiment, system 400 may be configured to generate
a new item contract using some or all of the following steps:
[0270] 1. Generate blue print of item from digital images from a
first player character. [0271] 2. Receive list of materials [0272]
3. Determine material amounts. [0273] 4. Create and save request to
assemble contract. [0274] 5. Receive request to fulfill contract.
[0275] 6. Receive price to fulfill contract. [0276] 7. Output price
to fulfill contract to first player character. [0277] 8. Receive
acceptance price. [0278] 9. Output acceptance of price to second
player character. [0279] 10. Create and store contract.
[0280] An evaluation may be made of the materials and other
resources owned by the contractor, services provider, third party
or requesting character. If they do not have the necessary
materials, the name of a supplier may be requested. If they do have
the necessary materials, an assessment regarding their skills may
be made. Such an assessment may be made in any or either order, or
simultaneously. If they have the necessary skills, or are otherwise
authorized to produce or deliver the requested object, they may be
permitted to make the object. If they do not have the necessary
skills or authorization, they may be required to find a
subcontractor. Information regarding the skills and suppliers, or
NPCs available in a particular environment may be stored for
example, in skill database 436 and NPC database 434 respectively.
Skill database 436 may contain information such as the skill ID,
type, conditions for use, available era(s), characters with skills,
skill levels, and use of skills. NPC database 434 may include
information such as NPC ID, type, location, conditions for use,
license or permit fee, available eras, costs for use, and skills.
In some embodiments, the particular characters or NPCs with the
necessary skills may not exist in that game environment.
Information regarding players with characters or NPCs with the
necessary skills in other game environments may be stored, for
example, in Player database 410. Player database 410 may include
information regarding the players in a virtual environment, their
ID(s), the character(s) they control, the skills and assets of the
characters, billing information and the game environments in which
the players have characters. The costs for assembling the virtual
object may be determined based on who assembles the virtual
object.
[0281] Once the necessary skills, raw materials, natural resources
and NPCs for making an object have been assembled, the contract may
be fulfilled. System 400 may fulfill a new item contract using some
or all of the following steps: [0282] 1. Receive an acceptance of a
contract offer to assemble an item from a blueprint [0283] 2.
Receive an indication that a contract has been completed [0284] 3.
Flag item record as complete [0285] 4. Transmit payment for
fulfilling contract, less applicable fees, to player character
Such routines may be executed, for example, using game item
assembly program 422.
[0286] In another embodiment, an item may be requested by a first
character and then sold to a second character. Such a transaction
may occur using some or all of the following steps: [0287] 1.
Assemble and output item to a first player character. [0288] 2.
Send item complete message to second player character. [0289] 3.
Receive payment amount or barter object from second player
character. [0290] 4. Receive item from first player character.
[0291] 5. Release payment or barter object to first player
character. [0292] 6. Release item to second player character.
The price for constructing a virtual object or for a finished
virtual object may be determined, for example, using game attribute
valuation program 424.
[0293] Information regarding all finished objects may be stored,
for example, in new item database 412. New item database 412 may
include information such as new item ID, creator ID, new item
digital images, new item blueprints, new item materials, new item
construction cost, and new item salvage value.
[0294] Within a specific game environment, information regarding
newly created items may be stored, for example in new item database
432. Such newly created items may be linked to the requester and
creator of new items and new item database 432 may include
information such as new item ID, originating character ID, creating
character ID, required skills for replication, new item digital
images, new item algorithms, new item blue prints, new item
materials, new item construction cost and availability.
[0295] In one embodiment, offers for contracts, contracts and
resources for assembling an item may be bought and sold on an
exchange. In one embodiment, a blueprint can be posted on an
exchange and player characters having the appropriate skills can
bid to assemble the item. Such bids may or may not include the raw
materials or permits necessary to build the item. If raw materials
or permits are not included, the player making the request may be
expected to supply, purchase or otherwise acquire (e.g., pillage,
plunder, or steal) the raw materials and/or the component parts
and/or the permits. The player character who posted the item can
then accept one of the bids posted on the exchange and form a
contract with the winning bidder.
[0296] The value of items on an exchange and the determination of
the value to different games and game environments may be
calculated by any means applicable. In one embodiment, exchange
multiplier database 442 may track the exchange ID number and track
or store the multiplier number calculated by exchange multiplier
determination program 426 for purchases and acquisitions of objects
or resources between exchanges, game environments, game environment
jurisdictions and/or games. In some embodiments, game attribute
valuation program 424 may track and/or calculate the market for
particular game attributes, whether finished objects or parts of
objects.
[0297] Payment terms for items acquired on exchanges or through
other means may be established by the game, players and/or agreed
to between the requesting player and the supplier player or NPC
and/or any other interested or affected parties. Terms may created
using any financial arrangement including but not limited to: cash
up front, partial initial payment and lump sum upon completion,
credit card or other financing instrument, series of equal or
unequal payments, total amount upon completion, etc. Methods to
provide for use of credit cards and other financial instruments in
virtual environments are disclosed in U.S. patent application Ser.
Nos. 11/279,991, 11/380,489, and 11/421,025, each of which is
hereby incorporated by reference in its entirety for all
purposes
[0298] In one embodiment, created virtual objects, designs for
created virtual objects, blueprints for virtual objects, contracts,
virtual natural resources, raw materials, skills, and NPCs, may be
sold or traded on a virtual exchange. Such an exchange is further
described in detail in U.S. patent application Ser. Nos.
11/428,263, filed Jun. 30, 2006, and Ser. No. 11/560,456, filed
Nov. 16, 2006, each of which is herein incorporated by reference in
its entirety. An embodiment of an exchange system is shown in FIG.
8. As shown, system 500 includes a master game server 502 a game
environment server 506 and an exchange server 504.
[0299] Game environment server 506 may include databases such as
player database 514, player character database 516, exchange open
offers database 528, exchange transaction database 520.
[0300] In one embodiment, Player Database 514 may include
information such as, but not limited to player ID, player billing
info, player personal info, player credit info, and player assets.
Player Character Database 516 may include information such as, but
not limited to, character ID, player ID, character assets,
character inventory, character Skills, virtual account numbers,
character permits, NPC employment.
[0301] Exchange Server 504 may include or host various programs,
routines, subroutines and/or databases including, but not limited
to an exchange database 508, an exchange open offers database 510,
and an exchange transaction database 512.
[0302] In one embodiment, Exchange database 508 may include
information such as, but not limited to, exchange ID, exchange
type, allowable assets, and allowed traders. Exchange open offers
database 510 could contain information such as: [0303] 1. Offer ID
[0304] 2. Offer type [0305] 3. Offer posting date [0306] 4. Offer
expiration date [0307] 5. Offer Item [0308] 6. Offer Quantity
[0309] 7. Offer Price.
[0310] Exchange open offers may additionally be associated with the
character or player submitting the offer. Such information could be
stored in Exchange Open Offer Database 528 and include information
such as the character ID, holdings, offer ID, offer type, offer
posting date, offer expiration date, offer item, offer quantity,
and offer price.
[0311] In one embodiment, each transaction could be stored in an
Exchange Transaction Database, for example in Exchange Transaction
Database 512. Such a database could store information such as:
[0312] 1. Order ID [0313] 2. Order Buyer [0314] 3. Order Seller
[0315] 4. Order Date [0316] 5. Order Price [0317] 6. Order Type
[0318] 7. Order terms and conditions In another embodiment, such
transactions could be associated with the character in Exchange
Transaction Database 520. Such a database could include information
such as character ID, character inventory, order ID, order date,
order, price, order type, and/or authentication number.
[0319] According to one embodiment, the game server can set a
minimum and maximum trade amount per time period on currency and
other virtual resources both in the game environment and between or
among multiple game environments. This amount could be based on any
one or more of: the total amount of a virtual resource available in
a game parameter; the amount per player character of a virtual
resource available in a game parameter; the amount of open buy
orders for a virtual resource in a game environment; the amount of
open sell orders for a virtual resource in a game environment; any
other factors and/or rules and regulations as disclosed herein. In
another embodiment, there may be permits required or import and
export taxes and/or currency conversion or other fees imposed on
items exchanged between game environments or between games. Such
calculations may be made, for example, using some or all of the
following steps: [0320] 1. Receive a request to sell a virtual item
on an exchange. [0321] 2. Determine if item is unique. [0322] 3.
Determine if a permit exists to sell the item. [0323] 4. If the
item is unique and a permit exists, post item on exchange. [0324]
5. Receive acceptance of request. [0325] 6. Determine an import tax
amount and an export tax amount. [0326] 7. Apply import tax amount
to purchase price. [0327] 8. Withdraw virtual cash equal to
purchase price plus tax from buyer. [0328] 9. Transmit purchase
price, less applicable export tax fees to seller.
[0329] Items bought and sold on the exchange may generate virtual
currency, and/or real currency and/or may generate an exchange of
assets. The value of a currency or an asset may be based on a
conversion factor as described above or on an exchange rate.
[0330] The exchange rate for one type of virtual currency for
another type of virtual or real currency, virtual currency for real
currency, virtual assets for real assets, real assets for virtual
assets, real assets for virtual currency, virtual assets for real
currency or virtual assets for virtual currency (or any combination
of these) may be fixed in that the rate does not change for the
duration of the game or segment of the game. Alternatively, the
exchange or conversion rate may be variable or market based. Such a
variable rate may be pegged to a floating real world exchange
relationship, for example the U.S. dollar/Japanese yen spot
exchange rate, a percentage thereof, a plus or minus adjustment
thereof, some other economic indicator, or a combination thereof.
The exchange rate may also vary depending on the country of origin
of the player, or may be fixed to a particular real world currency,
i.e., all exchange rates are quoted in dollars. In another
embodiment, the exchange rate may be floating and determined by
market forces such as the relative demand for virtual currency
versus real world currency, or the relative demand of particular
types of virtual currency, or based upon the affect of said rates
on one or more game objectives or goals. Said exchange rates may
further be established or determined by any suitable method
including, but not limited to, by a) the game manufacturer, b) the
owner(s) of the server(s) upon which the game resides, c) one or
more player characters, d) market forces, e) law or regulation of
the game or within the real world, f) negotiation among the
affected parties, g) game objectives, or h) any combination of the
above.
[0331] It will be appreciated that while, for the sake of
discussion, various databases have been described separately, the
data in these and any other suitable databases could be merged into
a single large databases and/or maintained separately in additional
databases, or in other structures besides a database. Moreover, any
such databases could be independent or linked, and the data in
these databases could be stored centrally on a server or separately
on game devices.
[0332] The present disclosure provides numerous systems and methods
related to virtual environments in online computer games. It should
be appreciated that numerous embodiments are described in detail
and that various combinations and subcombinations of these
embodiments are contemplated by the present disclosure.
Conclusion
[0333] Of course it will be appreciated that the systems methods
described herein are provided for the purposes of example only and
that none of the above systems methods should be interpreted as
necessarily requiring any of the disclosed components or steps nor
should they be interpreted as necessarily excluding any additional
components or steps. Furthermore, it will be understood that while
various embodiments are described, such embodiments should not be
interpreted as being exclusive of the inclusion of other
embodiments or parts of other embodiments.
[0334] 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 as are reflected in the range
of real world financial institutions, instruments and activities.
Accordingly, the subject matter of the present disclosure includes
all novel and nonobvious combinations and subcombinations of the
various systems, methods configurations, embodiments, features,
functions, and/or properties disclosed herein.
[0335] 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).
[0336] 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.
[0337] 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.
[0338] 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).
[0339] 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.
[0340] 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.
[0341] 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.
[0342] 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.
[0343] 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).
[0344] 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.
[0345] 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.
[0346] 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.
[0347] 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.
[0348] 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.
[0349] 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.
[0350] 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".
[0351] 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.
[0352] 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.
[0353] 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.
[0354] 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).
[0355] 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.
[0356] 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.
[0357] 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.
[0358] 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.
* * * * *