U.S. patent application number 11/734925 was filed with the patent office on 2008-01-03 for method and system to provide inventory management in a virtual environment.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Raymond J. Mueller, Andrew S. Van Luchene.
Application Number | 20080004094 11/734925 |
Document ID | / |
Family ID | 46328668 |
Filed Date | 2008-01-03 |
United States Patent
Application |
20080004094 |
Kind Code |
A1 |
Mueller; Raymond J. ; et
al. |
January 3, 2008 |
Method and System to Provide Inventory Management in a Virtual
Environment
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 regulating the
amounts of virtual items that may be found or created in a virtual
environment.
Inventors: |
Mueller; Raymond J.; (Palm
Beach Gardens, FL) ; Van Luchene; Andrew S.; (Santa
Fe, NM) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
Santa Fe
NM
|
Family ID: |
46328668 |
Appl. No.: |
11/734925 |
Filed: |
April 13, 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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|
11734925 |
|
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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 in
which there exists certain items; altering the amount of items
available in the first video game environment by importing items
from a second video game environment; wherein the amount of items
altered is based on one or more variables.
2. The method of claim 1, wherein the item is selected from the
group consisting of: a skill, a natural resource, an attribute, a
NPC, a creative work, a created object, and a raw material.
3. The method of claim 1, wherein the variable is selected from the
group consisting of: the length of time the first video game
environment has been in existence, the population of the first
video game environment, a predetermined amount of a particular
resource, the market price of a resource, the wealth of a first
video game environment, the era of a first video game environment,
the completion of a game parameter, and the completion of a game
condition.
4. The method of claim 1, wherein altering the amount of items
available includes decreasing the availability of items.
5. The method of claim 1, wherein the amount of items available in
the second video game environment is also altered.
6. The method of claim 5, wherein the second video game environment
is in a different game.
7. The method of claim 1, wherein the amount of items available in
the first video game environment may be altered by a vote of
resident entities.
8. The method of claim 1, wherein the resident entities are
characters, players, third parties, companies, unions, guilds,
governments or religious groups.
9. The method of claim 1, wherein the amount of items may be
altered between fixed amounts.
10. The method of claim 1, wherein a total amount of items in the
video game environment is variable.
11. A method comprising: providing a first video game environment
in which there exists certain items; removing an amount of a items
from the first video game environment and transferring them to a
second video game environment, based on one or more events.
12. The method of claim 11, wherein the event is the use of the
item to create another item, consumption of the item, expiration of
the item, a change in the era of the first video game environment,
use of the item, burial of the item, burning of the item, breaking
down the item into its constituent components, or recycling of the
item.
13. The method of claim 11, wherein the event is obsolescence of
the item.
14. The method of claim 13, wherein obsolescence is determined by a
change in era of the first video game.
15. The method of claim 13, wherein obsolescence is determined by
the creation of a replacement item.
16. A method comprising: providing first and second video game
environments in which there exist certain items; controlling the
amount of items available in a first and second video game
environments by transferring items from the first environment to
the second environment.
17. The method of claim 16, wherein the control is exercised by a
game environment manager.
18. The method of claim 16, wherein control is exercised by vote of
residents of a first video game environment.
19. The method of claim 16, wherein control in a first video game
environment is exercised by entities in a second video game
environment.
20. The method of claim 16, wherein the amount of control available
is infinite.
Description
PRIORITY CLAIM
[0001] The following application is a continuation-in-part of U.S.
patent application Ser. No. 11/428,263, "Video Game Environment"
filed Jun. 30, 2006, 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 depicting a system 100 according
to an embodiment of the invention.
[0006] FIG. 3 is an embodiment of a method of reallocating
resources in a virtual environment according to an embodiment of
the invention.
[0007] FIG. 4 is an embodiment of a method of importing a virtual
object into a virtual environment according to an embodiment of the
invention.
[0008] FIG. 5 is a block diagram depicting a system 200 according
to an embodiment of the invention.
[0009] FIG. 6 is an embodiment of a method of controlling
production of a virtual object according to an embodiment of the
invention.
[0010] FIG. 7 is a block diagram depicting a system 300 according
to an embodiment of the invention.
[0011] FIG. 8 is a block diagram depicting a system 400 according
to an embodiment of the invention.
DETAILED DESCRIPTION
[0012] Massive multi player online games (MMOGs) or massive
multi-player role-playing games (MMORPGs) are computer game 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.
[0013] 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.
[0014] 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.
[0015] 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.
[0016] 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).
[0017] 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).
[0018] 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.
[0019] 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.
[0020] 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.
[0021] One of the attractions of virtual environments is endless
possibilities and endless resources. However, if everything is
available to everyone or can be created by anyone, things lose
their value and the attraction of a virtual environment becomes
diminished.
[0022] Various embodiments of the present invention address this
issue by providing methods and systems for controlling access to
items in a game and/or game environment, the amounts available, as
well as the amounts of things that can be created in a virtual
environment. Scarcity of items whether on a macro or micro level
increases the sense of accomplishment and purpose in a virtual
environment, increasing the enjoyment and length of time
individuals are willing to invest in a virtual environment.
[0023] According to various embodiments:
[0024] Alert--includes the communication, transfer or storage of
information with, by, between or among any two or more real,
virtual or computer generated entities involved in a virtual
environment. Such a transfer may take place between the virtual and
real world, may be limited to the virtual world, may be limited to
virtual world devices, may be limited to the real world, or may be
limited to real world devices. An alert may be triggered by an
alert event.
[0025] Alert Event--includes any event which triggers a
communication. Such events may be initiations or completions of
missions, transactions, communications; changes in the status of
events in the virtual world, for example, a change in availability,
a change in a trend, a change in price, or the alteration of any
other aspect of a virtual object or entity in a virtual
environment.
[0026] Avatar--includes the virtual representation of a player
character.
[0027] Billing Information--includes any information pertaining to
billing a player for playing a game, accessing a game, purchasing
goods or services, or any other reasons. Billing information may
include such real world information as a billing address, 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] Blueprint component--may include any sub sections of a
virtual blueprint that can be treated as a whole. For instance, the
hilt and blade of a sword blueprint or components. Blueprint
components can be items that are made from their own blueprints.
For example the tire blueprint component for a virtual car can be
assembled from the tire blueprint.
[0029] Character Account--includes an account that tracks character
attributes.
[0030] Character Attribute--includes any quality, trait, feature or
characteristic a particular Character can have that is stored in
the corresponding Character Account or is otherwise generally
associated with a Character or Character Account. Character
Attributes may include, but are not be limited to: [0031] 1. A
character score [0032] 2. A genetic profile or makeup [0033] 3. A
ranking [0034] 4. A relationship with another character [0035] 5. A
score for subsequent matching of later game parameters [0036] 6. A
skill or skill level [0037] 7. A synthetic voice [0038] 8. A
virtual object [0039] 9. The ability to join groups of other
players at a later time [0040] 10. The physical appearance of a
character [0041] 11. An Emblem or Mark [0042] 12. Virtual Currency
[0043] 13. Virtual Help Points or Credits [0044] 14. A character's
avatar [0045] 15. A character's clothing or other personal
effects
[0046] 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.
[0047] Character or "player character"--includes a persona created
and controlled by a player in a video game.
[0048] Character Skills--includes game attributes inherent in or
acquired by a player character during game play such as, but not
limited to: the ability to cast (certain) spells, foretell the
future, read minds, use (certain) weapons, cook, hunt, find herbs,
assemble herbs into potions, mine, assemble objects into other
objects, fly, and/or enchant other player characters.
[0049] Computer Generated (CGC) or Non-Player (NPC)
Character--includes any character that is controlled by the game
system and/or a computer program and/or rules established by the
game system and/or a player and not by a player on a continuous
basis.
[0050] Credit Card--includes a credit instrument issued by a real
or virtual world institution to a player that allows the player to
make purchases by providing an account identifier (e.g. a credit
card number) rather than cash or other currency. An example is a
credit card like those issued by Visa, MasterCard, Discover 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.
[0051] Game Environment--includes 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.
[0052] Game environment manager: entity that administers a game
environment. The game environment manager may be a character,
player, group of characters, group of players, NPC, group of NPCs,
committee, company, religion, government, business entity, third
party, or any combination thereof.
[0053] Game Objective or Game Goal--includes a desired state,
condition, result, action, cessation of action, or a desired
outcome and/or change or a delay in change to any of the
preceding.
[0054] Game performance parameter--includes any aspect of a Video
Game by which a player character's performance can be measured.
Game Parameters shall include, but not be limited to: [0055] 1.
accuracy with weapons [0056] 2. achieving deity or other status
[0057] 3. Completing all or part of a mission [0058] 4. decreasing
or increasing Karma Points [0059] 5. earning a higher rank in an
army [0060] 6. earning income [0061] 7. the proper weapon [0062] 8.
getting married [0063] 9. getting through or to a certain
geographic area [0064] 10. getting, buying, exchanging or learning
a new skill or player attribute [0065] 11. having a child [0066]
12. status or caste [0067] 13. kill/death ratios [0068] 14. killing
a certain character/creature [0069] 15. obtaining, buying, trading,
producing or developing raw materials [0070] 16. obtaining,
creating or modifying an object [0071] 17. producing goods or
services [0072] 18. Reaching a certain level or score [0073] 19.
Playing for a certain period of time [0074] 20. solving a puzzle
[0075] 21. using or obtaining an ability or technology [0076] 22.
completing a game objective [0077] 23. Winning a match against
another player character or computer generated character [0078] 24.
winning an election among two or more player characters [0079] 25.
assisting other player characters with any of the above. [0080] 26.
the speed of accomplishing or changing the rate or trends of any or
all of the above.
[0081] In-game Marketplace--includes a virtual environment where
Characters can exchange items, attributes, or any other
exchangeable game element.
[0082] Item Attributes--includes any attributes of a virtual item
in a game environment. For example, effective use of item attribute
for virtual armor could be "plus 2 strength for improving player
character wearing the armor.
[0083] Novice Player--includes a player that is identified as
requiring the help of an expert to complete a Game Parameter.
[0084] Player--includes an individual who can register an account
with a Video Game Central Server or within a peer-to-peer network
and create Characters that can interact with other Characters in a
Virtual Environment, and/or that can authorize a NPC to act on the
player's behalf.
[0085] Player Account--includes an account on the Video Game
Central Server or within a peer-to-peer network that contains a
Player profile including personal, billing, and character account
information.
[0086] Player Attribute--includes any attribute that can be applied
to a player account. Player Attributes shall include, but not be
limited to: [0087] 1. Discount of monthly fees for playing game.
[0088] 2. Interest rates for use of or borrowing real or virtual
cash amounts. [0089] 3. Monthly fee for playing a game [0090] 4.
Real Currency. [0091] 5. Rewards for encouraging another player to
signup to play. [0092] 6. Global character attribute settings for
all characters created by player across multiple games
[0093] Player to Player Contract--includes a real and/or virtual
but binding contract between player characters that allows the
players to provide or exchange game attributes to one another. Once
a player-to-player contract is established, the game server or
peer-to-peer network automatically distributes acquired game
attributes between the player characters based on the contract
conditions.
[0094] Real Cash Value--includes the value in real dollars of the
virtual currency. This value can be determined by multiplying the
value of a virtual currency amount by the current exchange rate to
real dollars.
[0095] Total virtual obligation amount--may include the total
amount of the virtual financial obligation(s) associated with a
player character's account.
[0096] Video Game--includes a game played on a Video Game Console
that may or may not be networked to a Video Game Central Server or
within a peer-to-peer network.
[0097] 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 to be played.
[0098] Video Game Console--includes any device comprising a CPU,
memory, optional permanent storage and/or other components residing
at a player location that can allow for the interaction with or
playing of video games. Examples include, home PCs, Microsoft Xbox,
and Sony Playstation and/or any devices attached thereto, e.g.,
hand controllers, joysticks, etc.
[0099] Virtual--shall mean in a video game environment or other
intangible space.
[0100] Virtual Blueprints--includes virtual designs for virtual
items that include information such as dimensions, materials,
skills, and other virtual items or attributes that are required to
assemble 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.
[0101] Virtual Blueprint Registration--includes a virtual
registration number assigned to a virtual blueprint.
[0102] In Game Patent Office--includes an entity in a game
environment where blueprints and/or copyrights can be registered to
indicate the inventor of the blueprint or copyright.
[0103] Digital Patent--the registration of a virtual blueprint with
a virtual patent office.
[0104] Virtual Contract--includes an enforceable agreement between
a first player character and either another player character, a
game server, 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.
[0105] Virtual credit card--includes a financial instrument issued
in a virtual environment by a real or virtual world institution or
entity that acts in the virtual environment for virtual currency
the way a real world credit card acts in the real world for real
currency.
[0106] Virtual Credit Score--includes a score given to player
characters in a video game based on one or more of the following
criteria, including, but not limited to: 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 credit card
associated with the account, the existing virtual financial
obligations of the player character account, the 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.
[0107] Virtual Creditor--includes a first player character or other
entity who is owed a virtual obligation by a second player
character.
[0108] Virtual Financial Account--includes a virtual account issued
to a player character by a virtual bank, game server or third party
where virtual cash can be deposited and withdrawn.
[0109] Virtual Financial Intermediary--includes virtual
institutions including depository institutions, contractual savings
institutions, and investment intermediaries which offer financial
products and services for use within the virtual environment. The
various financial intermediaries available in the virtual
environment may each serve different or overlapping purposes and
provide means for using, saving, borrowing and transferring
currency.
[0110] Virtual Financial Obligation--includes an agreement by a
player character or entity to pay one or more game attributes to
another player character, entity or game server. This obligation
can be a one time payment, or multiple payment over time. The
obligation can specify that payments are due on virtual or real
dates.
[0111] 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. For other game attributes,
the value can be determined 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.
[0112] Virtual Resource Assignment--may include the act of
assigning resources to components of a virtual blueprint and/or the
database record created from the act.
[0113] Virtual World--includes a world created in an online game
such as World of Warcraft, or a virtual community such as Second
Life, Eve or There.com.
[0114] Virtual environments may be created with items such as
resources, including but not limited to, natural resources, raw
materials, skills, attributes, and NPCs; objects, whether existing
or created by characters; and creative works including, but not
limited to, poems, plays, and other literary works, movies,
choreographic works, musical compositions, audio recordings,
paintings, drawings, sculptures, photographs, software, radio and
television broadcasts, podcasts, and industrial designs. In some
embodiments, characters may make such items in a virtual
environment, and/or may import such items into a game environment
from other game environments, games, or the real world. Such
virtual items may be improved upon, altered, or developed into
other game attributes depending on aspects of gameplay. For ease of
description, virtual natural resources, raw materials, attributes,
skills, objects, NPCs and creative works may collectively be
referred to as virtual items throughout the application.
[0115] In some embodiments, resource availability and limitations
on creating and/or importing objects, and creative works may be
controlled on a macro level, e.g., by the parameters of the game,
the game server, game owner, game manufacturer, game administrator,
an overseeing game entity, applicable third party, algorithms that
may include randomness, or any combination thereof. For example,
there may be a master server that may control a finite set of
virtual items for all participating sub-servers. In other
embodiments, such availability and limitations may be further
controlled or exclusively controlled at a micro level by the rules
and regulations of a particular game, game environment, the game
environment manager, governing entity, corporation, character,
player, group of characters, group of players, NPC, group of NPCs,
board, committee, guild, union, company, religious group,
government, or any combination thereof.
[0116] Controls at the macro or micro level or both may determine
when and how much of particular virtual resources are available or
may be imported, the types of creative works or the amounts of
creative works that may be created or imported, as well as when,
what type, and how many objects can be created or imported.
Limitations can be placed on specific items as well as groups or
classes of items. In some embodiments, limitations may be imposed
through control of the monetary supply. Control of the money supply
may limit exports and imports, or the cost of exports and imports,
as well as the availability of funds for investment and development
in the virtual world. Such controls may be imposed by a central
banking authority or other central agency as described in U.S.
application Ser. No. 11/535,585, "Financial Institutions and
Instruments in a Virtual Environment" incorporated by reference
herein in its entirety.
[0117] The amount of virtual items available or available for
creation may be fixed or variable, finite or infinite. For example,
in one embodiment, there may be a fixed amount of virtual resources
available for allocation at the time of commencement of the game,
regardless of the growth of the game or the number of game
environments that develop within a game. In another embodiment,
there may be a set amount of virtual resources that are available
for allocation for each game environment that forms. In an
additional embodiment, there may be a set amount of virtual
resources that are available for each type of game environment that
forms. For example, virtual cities may receive a different amount
of virtual resources than countries; virtual islands may receive a
different amount of virtual resources than continents. In a further
embodiment, there may be a set value of virtual resources available
when or at some point after each game environment forms. In still
another embodiment, there may be a set amount or value of virtual
resources available at a particular level, within a particular era,
after a particular length of time, or at any other determined point
within the game. In a further embodiment, there may be additional
virtual resources which are made available when existing virtual
resources are partially or completely depleted. In yet another
embodiment, the amount of virtual resources or the value of the
virtual resources available may depend on market rates; a rate
setting agency; the choices made at the time of formation of other
game environments; choices made by other players; character wealth;
the size or type of game environment; the discretion of the game
manufacturer, game server, genetic algorithm or other managing
entity; open or closed seasons for acquisition; the number of
permits available; an auction; or any combination thereof. In a
further embodiment, the amount of resources in a game may depend on
the population of a particular class or race of creature in that
game environment. For example, the amount of pixie dust available
may depend on the number of pixies who live in that
environment.
[0118] The number of virtual creative works or virtual objects that
may be created or imported into a game environment may depend on
similar factors. For example, some objects may only be made by
characters of a particular type, class, or race. In other
embodiments, the number of virtual creative works or virtual
objects that may be created or imported may depend on the type or
class of object or creative works, the number of creative works or
objects already in existence, the population density of the game,
the population density of characters with particular traits, the
population density of the game environment, the absolute number of
objects or creative works in existence, the particular time period
or era, the length of time a game environment has been in
existence, the age of the character, the age of a game environment,
the amount of wealth in the game environment, the size of a
particular game environment, the achieving of particular game
objectives or goals, obsolescence of other objects, or any
combination thereof.
[0119] In yet another embodiment, the amount of virtual items in a
game environment may be established by market forces. For example,
each resource may be assigned a maximum price at which it may be
sold. When market forces exceed that price, additional amounts of
that resource may be allocated. In another embodiment, each created
object or work may be assigned a maximum price at which it may be
sold. When market forces exceed that price, additional objects or
works may be allowed to be made. In a further embodiment, the
availability and amount of virtual items in a game environment may
be controlled in whole or in part by taxes. For example, if there
is an overabundance of a particular item, taxes may be instituted
to make it either prohibitively expensive. In another embodiment,
subsidies may be used to control the availability or amount of a
particular item. For example, if there is a scarcity of a
particular item, subsidies may be granted to either encourage or
discourage its production. In some embodiments, subsidies may be
imposed to make the item more affordable. In other embodiments,
subsidies may be granted to make an item so inexpensive as to be
unprofitable to make. In some embodiments, combinations of taxes
and subsidies may be imposed to appease different groups. Subsidies
may be given on particular items, particular groups of characters,
particular skills, or any combination thereof.
[0120] In another embodiment, the amount of items available, the
amount to be imported or the amount that may be created, or the
amount which exists may depend in whole or in part on the decisions
of the residents or resident entities of a game environment
including, but not limited to, characters, players, unions, guilds,
third parties, companies, governments, religious groups, or
combinations thereof. For example, such decisions may be put to a
vote. In one embodiment, the voting system is a single vote system,
in which each member may cast one vote. Each resident may be
entitled to an equal number of votes, or the number or value of
votes may be weighted depending on a variety of factors, including
but not limited to, length of time as a resident, skills, position
in the game environment, length of time a character has been in
existence, type of account held by player, wealth, or any other
criteria as determined by the game, or other overseeing authority.
For example, in some embodiments, a proposal to change the number
of items in a game environment or in the game may be submitted or
put on a ballot. In order to alter the number of items or other
resources available or which can be made, the proposal may be
required to obtain a simple majority, the highest score, a
supermajority, consensus, a unanimous decision, or slightly less
than a unanimous decision such as unanimity minus one, unanimity
minus two, etc., or a derivative thereof.
[0121] In further embodiments, the amount of resources or objects
and creative works in a particular embodiment may be constant or
may increase or decrease at a steady or variable rate. In some
embodiments, the amount of items available or which can be created
may be constant, or may increase or decrease at determined points
in the game play. In further embodiments, in order for new
resources, objects or creative works to appear or be allowed to be
created, existing resources, objects or creative works must be
used. In some embodiments, they may be used to create other items,
they may be consumed, they may be broken, they are used in a game
parameter that destroys or alters them, the real or virtual time
limit for their existence expires, the era in which they are
allowed to exist lapses, they are buried, burned, sacrificed or
otherwise destroyed. In other embodiments, the resources are
renewable or recyclable regardless of whether the amounts are
constant or variable.
[0122] The renewability of some of the virtual resources may be
determined by the game environment managing entity, the game
server, game owner, server owner, a character, a player, a group of
characters or group of players, chance, one or more genetic
algorithms, or any combination thereof. For example, certain
virtual resources may be renewable at certain times, such as
agricultural resources which may have growing seasons. In another
embodiment, virtual resources are available until they are depleted
or nearly depleted or at some other pre- or otherwise determined
point during their depletion. Virtual resources may be renewable or
non-renewable according to the renewability or non-renewability of
that virtual resource in the real world, or may be governed by a
different set of physical laws. For example, fish are generally
considered a renewable resource unless an area is over fished. In
the virtual environment, fish may be a renewable resource, or there
may be a set number of virtual fish available, or the number of
fish may depend upon "natural selection" or available food, rates
of reproduction of fish, or environmental conditions. Minerals such
as types of ores are generally considered to be non-renewable in
the real world. In the virtual environment, virtual mineral
deposits may be static, or may replenish themselves once they sink
to or are consumed to a certain level. In another embodiment, they
may be replenished by one or more players or characters, for
example, by paying a fee, achieving a goal, learning or acquiring a
skill, a potion, a spell, or any combination thereof. There may be
additional factors which influence renewability or non-renewability
of a resource including, but not limited to, weather, natural
disasters, demand for the resource, era of the game environment,
growth of the game environment, wealth of the game environment,
population, overuse, underutilization, or any combination
thereof.
[0123] Virtual resources or parts of virtual resources may also be
recycled. For example, if a character dies or stops playing, the
character's various acquisitions including virtual natural
resources, raw materials, assets, NPCs, and skills may be
available, in whole or in part for redistribution within the
parameters of the game or may simply disappear. In another
embodiment, some objects may have a natural rate of decay, for
example food stuffs may have an expiry date. When that expiry date
is reached, the food stuffs may disappear, become available
somewhere else, or become available for redistribution within the
game. Skills may have continuation requirements, or "use it or lose
it" provisions so that if the skill is not used within a certain
amount of time, or additional training is not pursued, a character
may lose all or part of a skill. In one embodiment, such a skill
may then become available elsewhere in the game. Objects may also
be disassembled and their component parts used to build other
objects. In some embodiments, there may be disposal fees for
non-consumed items.
[0124] In yet another embodiment, the game server, game owner, game
environment owner or other governing entity may add virtual
resources and/or objects that were not originally part of the game
environment or remove virtual resources that were originally part
of the game or added thereafter. In some embodiments, such entities
may be petitioned to alter the amounts of allowed virtual items. In
other embodiments, objects and/or resources may become
obsolete.
[0125] In some embodiments, virtual resources and objects may be
tagged with a unique identifier to ensure that they are not being
illegally replicated. In other embodiments, anything made with a
virtual resource may be tagged with a unique identifier that
identifies the source of the virtual resources used to create the
virtual object. When the item decays or becomes obsolete, the
virtual resources or other items may return to their source, may be
reallocated elsewhere in the game or game environment, or may
simply disappear.
[0126] The availability, renewability, importability, abundance and
selection of particular resources, creative works, and created
objects may be fixed or variable or fixed and variable at different
points in the game, altered due to changing parameters in the game,
to advance game play, to address inequities, at random or for any
other reason as determined by the game server, game environment
manager, residents of the game environment, resident entities or
any other controlling entities.
[0127] An exemplary system 100 configured to provide the virtual
environment described above is depicted in FIG. 2.
[0128] 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, item management program 108, game environment
management program 110, game item valuation program 112, exchange
multiplier determination program 114, game item assembly program
116, as well as a variety of databases such as current date
database 122, raw material database 124, NPC database 126, skill
database 128, natural resources database 138, item database 140,
era database 130, exchange multiplier database 132, player database
134, and player character database 136.
[0129] Item management may take place at a macro or micro level. In
some embodiments, items are managed by the game or a master server
for multiple games. In other embodiments, item management may be
controlled in individual game environments, levels of game
environments or areas within game environments. Control may be
exerted over access to or the amount of resources available as well
as the use of such resources to create other objects, the formation
of objects, the use of the virtual objects or the formation and/or
use of creative works. Control may additionally be imposed on the
amount and types of items that may be imported or exported from a
particular game environment or game.
[0130] In some embodiments, the allowed amounts of particular items
may be established during game environment creation and setup
using, for example, game environment creation and setup program
106. In other embodiments, information regarding how items and
resources are to be allocated, or parameters for changing the
allowed amounts or allocations may be determined using game
environment creation and setup program 106. Each game environment
may have the same, similar or different features. Such features may
be designated by the game server, allocated upon creation of the
game environment, or selected by the owner. For example, the owner
or other controlling entity may configure the game environment to
meet certain parameters including, but not limited to, establishing
the initial resources, available skills and maximum levels,
available resources, limits on creation of objects, limits on
creative works, game play types, taxes, permits, government types,
exchange types, types of businesses and the maximum number of each
business type, mission types and quantities along with allowed
rewards, magic spells, licenses, etc. As the game develops,
features may alter or disappear as they are used. In some
embodiments, the features may be constant. In other embodiments,
the total number of features must remain constant, but the types of
features may vary.
[0131] The amounts of items such as virtual resources and other
objects which are available or which may be created may be
predetermined wherein every game environment starts with the same
amount of resources and other objects, or resources and other
objects may be distributed according to any relevant criteria
including, but not limited to, randomly; as determined by the game
sever or other game parameters; as determined by the game owner; as
determined by the game environment owner; according to an
evaluation of the game environment owner character(s) or player(s)
such as, the amount of wealth the player(s) and/or character(s) has
accumulated, the amount of time the character(s) has been in
existence or the player(s) behind the character(s) has played the
game, assessments of the skill level of the character(s), the
completion of particular game parameters, any other criteria
relevant for assigning resources, or a combination of the above.
For example, a game environment owner could receive a certain
allocation of resources or other items to be distributed and/or
created in the game environment for each month the character has
been in existence. In another embodiment, each game environment is
initially worth a total number of points which may be attributable
to items within the game environment. Once a game environment
reaches its point limit, it cannot create or import more objects
and/or resources unless something else is destroyed or otherwise
consumed.
[0132] In another embodiment, the amount of resources, other
objects, and creative works available, the amount to be imported or
the amount that may be created may depend in whole or in part on
the decisions of the residents or resident entities including, but
not limited to, characters, players, third parties, unions, guilds,
companies, governments or religious groups, of a game environment.
Residents may establish an initial allocation, may adapt an
allocation they are given and/or may alter, whether increasing or
decreasing, the allocation at any time point during the game.
Mechanisms for allocations of resources and other virtual items and
changes in resource and other item allocation and amounts may be
managed using game environment management program 110. Allocation
of resources and other virtual items and changes in the allocation
and allowable virtual resources and virtual objects may be
controlled using item management program 108.
[0133] In one embodiment, game environment database 118 may store
information regarding the game environment such as the game
environment ID, identification of the owners, percentage ownership,
configurations, creation date, fee structure, allowed resources,
allowed objects, allowed creative works, amounts of resources,
amounts of objects, amounts of creative works, issued or used
resources, issued or used objects, issued or used creative works,
means for altering allocations, or any other information relating
to the game environment.
[0134] In some embodiments, petitions to alter the amount of items
available or which may be created may be prepared. Such petitions
may be put to a vote, or presented to the game environment owner,
game environment manager, game server, or any other governing
entity. For example, such a petition could be made using some or
all of the steps in FIG. 3. A request could be made to acquire a
resource, create a virtual object, or create a creative work. If
the resource or other item is available, it could be transferred to
the requesting character for the appropriate fee, if any. If the
resource or other item is not available, a request could be made to
determine whether the amount of that item allowed in that game
environment has been exceeded. If the amount has not been exceeded,
the character may seek to import the item using some or all of the
steps in FIG. 4. If the allowed amount has been exceeded, the
character may petition the appropriate entity in that game
environment to alter the allowed amounts of that particular
resource or item. If the petition is granted or approved by a vote,
then the allowed amounts may be altered and more of that resource
or particular item may be permitted.
[0135] In some embodiments, the amount of resources or other items
permitted in a game environment may be determined by market forces.
Each item including virtual resources, virtual creative works and
virtual objects may have a maximum or minimum price at which it may
be sold. Such a price may be determined using, for example, game
item valuation program 112. When market forces exceed that price,
additional amounts of that item may be permitted to be made,
imported or renewed. When market forces are below that price,
additional amounts of that item may be prevented from being made,
imported or renewed. For example, if an item has not reached or
exceeded its price threshold, it may not be permitted to be
constructed using game item assembly program 116. Such
determinations can be made using, for example, some or all of the
following steps: [0136] 1. Retrieve Item ID. [0137] 2. Determine
whether item has exceeded a price threshold. [0138] 3. If item has
exceeded a price threshold, allow new items to be created.
[0139] In some embodiments, the amounts of virtual items allowed in
a particular environment may be determined by the era of date of a
particular game environment. For example, certain resources may
only exist at certain points of game play, or the amount of objects
allowed to be created may increase, for example, after the
industrial age. In other embodiments, it may take a particular
amount of time to create a virtual object. Information regarding
the current date or the era may be stored in current date database
122 and era DB 130 respectively. Current date database 122 may be
configured to track the passage of time and the amount or type of
virtual items available at the particular point in the game play.
Era database 130 may include information as Era ID, date range, and
the skills, resources, virtual objects, creative objects, raw
materials and NPCs available as well as the quantities available in
each era.
[0140] In other embodiments, the amounts of items allowed in a
particular environment may be altered by the completion of a game
parameter. When a game parameter is met or completed some or all of
the following steps may be performed: [0141] 1. Receive indication
that game parameter has been completed. [0142] 2. Determine if game
parameter completion alters the allowable amount of available items
in a game. [0143] 3. If allowable amount of available items is
altered, increase or decrease the allowed amount of items to the
new amount.
[0144] The allocations of a virtual environment may effect the
types of interactions between characters, and the types of items
that can be acquired or built. Information regarding item
availability in a game environment may be stored in a variety of
databases such as raw material database 124, NPC database 126,
skill database 128, natural resources database 138, player database
134 and player character database 136.
[0145] In one embodiment, raw material database 124 may include,
for example, the type of raw material available in a game
environment, the location of the raw material, the first date
available, conditions for use, conditions for discovery, conditions
for availability, maximum quantity allowed, quantity issued,
quantity remaining, license or permit fee, and times when
available. NPC database 126 may include information such as, but
not limited to, NPC ID, type, location, conditions for use, cost,
skills, license or permit fee, number allowed, number allocated,
number remaining, skills allowed, skills allocated, skills
remaining and available eras. Skills database 128 may include
information such as skill ID, types of skills, prerequisites for
skills, amount of skill available, characters with skill, NPCs with
skill, amount of skill issued, skill levels, permits required,
continued training required, available date range, and attributes.
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. Player database 134 may include information such as, but
not limited to, player ID, the character(s) controlled by the
player, billing information and personal information. Player
character database 136 may include information such as, but not
limited to, character ID, player ID, assets, skills, obligations,
and game environment access.
[0146] An overview of what is available, what has been created, and
the components of any creation may be stored, for example in item
database 140. Item database 140 may include information such as
item ID, amount used, amount left, allowed era, time for
construction, decay rate, permits required, available date range,
maximum price, item price, item quantity, maximum quantity, salvage
value by era, variability, item status, perishability,
renewability, and permit requirements.
[0147] In some embodiments, the types of items that can be created
may be controlled by item management program 108. Such a program
may use some or all of the following steps: [0148] 1. Retrieve Item
ID. [0149] 2. Determine maximum number allowed based on conditions.
[0150] 3. Determine if item ID has equal or less than quantity to
maximum allowed. [0151] 4. If item ID has less than maximum
allowed, create new items.
[0152] In other embodiments, items may be permitted to be imported
from other game environments. Such determinations may be made, for
example using some or all of the steps in FIG. 4. Determinations
may be made as to the ability of such an item to exist in a
particular game environment as well as whether the amount of that
item allowed in a particular game environment has been reached. In
the event that the maximum allowed amount of a particular item has
not been exceeded, it may be imported. In some embodiments, the
amount to be imported may depend on the market value of a
particular item. Such a value may be fixed or variable. For
example, items from particular game environments or with a
particular provenance may have a higher value than items from other
game environments or without a particular provenance.
[0153] Conversion rates to determine the value of an item in any
particular game environment 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. In one embodiment, exchange multiplier determination
program 114 may be used to determine the conversion rate between
assets. Exchange multiplier program 114 may use some or all of the
following steps to convert assets between game environments. [0154]
1. Generate a conversion value for two or more game environments
based on activity and conditions in the game environments. [0155]
2. Create a conversion multiplier based on the relationship of the
values between two or more game environments. [0156] 3. Store
multiplier. In some embodiments, the multiplier may be stored in
exchange multiplier database 132. Exchange multiplier database 132
may include information such as multiplier ID, game environment
ID(s), game ID, assets for conversion, date of conversion, and
expiration of multiplier. In some embodiments, a multiplier may be
calculated for each transaction. In other embodiments, a multiplier
may be calculated at specific time points during the game such as
once, periodically, every so many transactions, for example every
100 transactions, or any combination thereof.
[0157] Items bought and sold on an 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.
[0158] The exchange rate for one type of virtual currency for
another type of virtual 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 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. 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. 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, or g) any combination of the above.
[0159] In some embodiments, items may decay, perish, expire or
become obsolete. At such a time, the component parts may be
recycled or reallocated to other aspects of the game environment,
thereby allowing more items to be made and/or keeping the amount of
virtual resources available constant. Such determinations may be
made using, for example, some or all of the following steps: [0160]
1. Receive indication that game has advanced to a new era. [0161]
2. Retrieve IDs of items permitted in that era. [0162] 3. Determine
if item is obsolete based on new era. [0163] 4. Flag item record as
obsolete based on new era conditions.
In other embodiments, items may be renewable.
[0164] Controls may exist on the type and quantity of items that
may exist in a particular environment. The type of objects that may
be created in a virtual environment is additionally impacted by the
virtual resources such as raw materials, natural resources, skills
and NPCs available in a particular game environment. In some
embodiment, images created or imported into a game environment by
players or characters are converted into blueprints from which the
virtual object may be constructed. There may be controls at a micro
or macro level on the types of blueprints that may be imported, the
resources or component parts needed to create items in the
blueprints, the subject of the blueprints, the number of images,
the types of images, the number of blueprints that may be imported
or any combination thereof.
[0165] An exemplary system 200 configured to provide a virtual
environment as described above is shown in FIG. 4. As shown in FIG.
4, 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.
[0166] 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 item database 212. Game environment server
204 may host a plurality of programs including, for example, object
creation program 220, game item valuation program 224, game item
assembly program 222, exchange multiplier determination program
226, and blueprint generation program 228.
[0167] Game Environment server 204 may include a plurality of
databases including, for example, 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.
[0168] The use of resources or component parts to create objects or
creative works may be controlled by access to resources, the types
of objects sought to be created, the types of creative works sought
to be created, the skills required to make such objects and
creative works, the skill required to acquire particular resources,
the number of objects or creative works that already exist in a
particular environment, the types of objects or creative works that
already exist in a given environment, the labor required to create
objects or creative works, the component parts available, the use
of the component parts available, or any combination thereof.
[0169] Determinations regarding access and production amounts 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 and/or the game environment develops.
For example, particular game environments may have limitations on
the number of objects created in that game environment and the
types of objects that may be created in that game environment. Such
limitations may depend on the type of game environment, the era of
the game environment, or the resources available in the game
environment. For example, some game environments may limit the
creation of mechanized objects, or may limit the creation of
mechanized objects that perform certain functions, e.g. cars are
only allowed to be created for emergency use. 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, resources
permitted, amounts of resources permitted, prices of resources
permitted, price floors and ceilings, creation date, fee structure,
or any other information relating to the game environment.
Information about the items specifically created or available in a
game environment may be stored, for example in item database 212.
Item database 212 may include information such as item ID, creator
ID, perishability, renewability, availability, number of
reproductions allowed, construction costs, length of time of
construction, price floors and ceilings, and eras available.
[0170] In some embodiments, limitations may be placed on the number
of items that may be created in a particular game environment. Such
limitations may apply to the entire game, particular game
environments, particular levels of game environments, particular
levels of the game, particular time periods, particular eras,
sections of game environments, sections of the game, or any
combination thereof. In one embodiment, such limitations may be
altered by petition; bribery; trickery; decisions by the game
server, game environment manager, government, religious group,
guild, union; combinations thereof, or other approval. In some
embodiments, such limitations may apply to a particular class of
objects, a specific type of object, or a specific object
itself.
[0171] Limitations on the creation of items in a particular game
environment may apply at different points in development. In some
embodiments, it may not be possible to design particular types of
objects if the virtual object is not permitted or if the resources
required by the virtual object are not available. In other
embodiments, all items may be designed, but the creation of
particular objects or types of objects may be blocked, or the
creation may be blocked at a particular stage of production.
[0172] Virtual objects to be created may be designed using digital
renderings. Digital renderings of objects to be created in a game
environment may be constructed in a virtual environment or brought
in by any means applicable, for example using digital import
program 214. In some embodiments only digital renderings of virtual
objects that may be created in that particular environment at that
particular time may be imported. In other embodiments, all digital
renderings may be imported, but only some digital renderings may be
made into virtual objects.
[0173] In some embodiments, the digital images and software
applications used to make digital renderings may be converted into
blueprints for creating the requested virtual object using, for
example, blueprint generation program 228. In some embodiments,
blueprints that require items that are not available in a
particular environment may be prevented from being formed. In other
embodiments, all blueprints may be created, but virtual objects may
not necessarily be made from blueprints. In further embodiments,
substitutions for available components or other resources may be
supplied so that a virtual object may be formed from a blueprint.
In some embodiments, some or all of a blueprint may be acquired,
for example, from design database 240. Design database 240 may
include substitutions for elements based on virtual resource or
component part availability. For example, if all of the virtual
resources necessary to make an item are not available at a
particular time point in the game play, design database 240 may
supply a list of substitute resources that may be used to make the
virtual object, or virtual objects which can be broken down so that
component pieces can be used to make the requested virtual
object.
[0174] In one embodiment, system 200 may be configured to create
blueprints using some or all of the following steps: [0175] 1.
Receive digital image(s) of item from a player character. [0176] 2.
Receive specifications from player character about item. [0177] 3.
Apply specifications to digital image(s). [0178] 4. Generate a
blueprint draft from specifications and digital images. [0179] 5.
Generate a list of additional specifications required to create a
virtual item from the image and specifications. [0180] 6. Output
list of additional specification requirements. [0181] 7. Receive
additional specification requirements. [0182] 8. Generate virtual
blueprint draft of virtual item based on digital image(s),
specifications, and additional specifications that includes item
design, virtual materials for each portion of the item, etc. [0183]
9. Output blueprint draft and identify missing specifications.
[0184] 10. Receive modifications of blueprint draft. [0185] 11.
Create final blueprint from blueprint draft and modifications.
[0186] In another embodiment, blueprints may be created, for
example, using some or all of the steps in the method outlined in
FIG. 6. 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. Generally when an image is imported, a determination
is made regarding its sufficiency. If it is sufficient, a blueprint
may be generated. The game server or other controlling entity may
automatically assign particular materials to the construction of a
virtual object or may request assignment of the materials to be
used. For example, system 200 may use some or all of the following
steps to determine the particular materials that are required to
construct a virtual object: [0187] 1. Receive a request to assign
resources to components of a virtual blueprint. [0188] 2. Output
blueprint and resource assignment request for each component of
blueprint. [0189] 3. Receive resource assignments for each
component of a blueprint. [0190] 4. Generate resource quantities
necessary to assemble item components based on blueprint
specifications. [0191] 5. Determine availability of resources.
[0192] 6. Store resource quantities and availability with
blueprint.
[0193] 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 a
virtual object. Such a determination may be made, for example,
using some or all of the following steps: [0194] 1. Retrieve a
blueprint that includes resource allocations and attributes. [0195]
2. Generate a list of skills required to assemble the item based on
the blueprint and the resource allocations. [0196] 3. Store skill
requirements with blueprint file.
In other embodiments, the amount of materials and the skills
available may be supplied and the type of objects that can be made
with those materials and skills may be determined.
[0197] As seen in FIG. 6, prior to determining if the requesting
character has the necessary skills, an assessment may be made as to
the permissibility of this type of object. In other embodiments,
such a determination may be made after determining if the
requesting character has the necessary skills. The virtual object
may be prohibited in a particular game environment, or the number
of that particular type of class of object may be exceeded. In
other embodiments, a virtual object may be allowed to be created,
but may be confiscated if it exceeds the number of allowable
objects of that type or class in a particular game environment. In
a further embodiment, warnings may be issued prior to confiscation.
In yet another embodiment, it may be possible to bribe an official
agency in order to permit creation of a virtual object that exceeds
the number of a particular type or class of object. In yet another
embodiment, there may be a wait to create a virtual object. In some
embodiments, it may be possible to move further ahead in a queue to
make a virtual object. In a further embodiment, it may be possible
to create objects that are "off the books" and do not form part of
the official count of objects in that particular environment. In
some embodiments, it may be necessary to recycle or reduce other
objects to component parts before a new object can be made.
[0198] In certain embodiments, all of the necessary materials to
create a virtual object must be assembled prior to initiation of
the assembly project. In the event that the necessary materials
cannot be assembled, construction of the virtual object may be
halted. In other embodiments, such materials may be provided and/or
arrive at other points after project initiation, for example, such
materials may arrive "just in time" so as to minimize the
associated storage costs, if any.
[0199] 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 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, maximum 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.
[0200] The requesting character's assets may be inventoried to
determine if they possess the necessary materials or the rights to
receive the necessary materials when needed, 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.
[0201] If they do not have the necessary materials or reasonable
access to 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
virtual object. If they do not have the necessary skills, the
requesting character may request the game server, an NPC or another
character assemble the virtual object.
[0202] Restrictions may also be placed on the skills available to
create virtual objects. In some embodiments, skills may only be
used a certain number of times, or characters with a particular
skill may only be able to work a certain length of time. In other
embodiments, certain skills may be prohibited.
[0203] 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, amount of skill available to be assigned to
particular characters, amount assigned, skill levels, 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, amount available, amount in
use, license or permit fee, available eras, costs for use, and
skills. In some embodiment, the particular characters or NPCs with
the necessary skill(s) 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.
[0204] 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: [0205] 1. Receive a request to
assemble a game item, including a blueprint. [0206] 2. Verify that
game item is in a class that can be produced in a particular game
environment. [0207] 3. Verify that the number of items of that type
that are allowed in a particular game environment have not been
exceeded. [0208] 4. Create an item record, including a unique
serial number, item creator, blueprints used, and other asset
information. [0209] 5. Determine raw materials and skills necessary
to complete assembly of item from blueprint. [0210] 6. Determine
existing skills and raw materials in the player character account.
[0211] 7. Determine missing resources required to complete assembly
of item. [0212] 8. Determine availability of missing resources in
that game environment. [0213] 9. Output list of missing skills and
raw materials to player character. [0214] 10. Identify suppliers of
missing skills and raw materials in that or other game environment.
[0215] 11. Output list of suppliers to requesting player
character.
[0216] In some embodiments, system 200 could also indicate if the
amount of resources needed to create a virtual object can be
imported or acquired in a particular game environment, or if the
maximum amount of that resource available in a particular game
environment has been exceeded. In other embodiments, system 200
could generate forms for petitions to have resource allocations
altered. Such petitions could be submitted to a vote, submitted to
the game environment manager, game server, game environment owner,
or other governing entity that exerts control over the amount or
allocation of a particular resource or item allocation.
[0217] Information regarding all finished objects may be stored,
for example, in new item database 232. New item database 232 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.
[0218] In one embodiment, exchanges may be used to acquire the
necessary blueprints and resources for assembling a virtual 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. In another embodiment, all resources required for a
project may be purchased on an exchange. In some embodiments, there
may be limitations of the types of items that may be acquired or
purchased on an exchange. For example, some items may not be
allowed to be sold on an exchange. In other embodiments, some items
may not be allowed to be imported or exported.
[0219] The value of projects and 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.
[0220] In some embodiments, the availability of resources may be
controlled in whole or in part by market prices. Each item
including virtual resources, virtual creative works and virtual
objects may have a maximum or minimum price at which it may be
sold. Such a price may be determined using, for example, game item
valuation program 224. When market forces exceed that price,
additional amounts of that item may be permitted to be made,
imported or renewed. When market forces are below that price,
additional amounts of that item may be prevented from being made,
imported or renewed.
[0221] 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 be created using any financial arrangement including, but
not limited to: cash up front, partial initial payment and lump sum
upon completion, barter, trade, virtual loan, 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.
[0222] Once the blueprints are created and the resources and skills
are acquired or hired, or otherwise accounted for or provided, 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 virtual object using object creation program 220.
[0223] In some embodiments, the amount of items available in a
particular environment may be controlled in whole or in part by the
tax structure and subsidies in a game or game environment. Taxes
and subsidies may be used to encourage or discourage the use and or
production of particular items. In some embodiments, taxes may be
used to increase the price of items so that they become
unobtainable. Taxes may be proportional, regressive or progressive.
They may be direct or indirect and may be imposed at any or all
levels of use, consumption or production. Taxes may be capital
gains taxes, excise taxes, corporate taxes, income taxes, labor
taxes, poll taxes, use taxes, property taxes, gift taxes, sales
taxes, tariffs, tolls, transfer taxes, value added taxes, wealth
taxes or any combination thereof.
[0224] In other embodiments, subsidies may be used to increase the
production or use of particular items. Subsidies may include, but
are not limited to grants, tax breaks, or trade barriers. Such
subsidies may be direct, indirect, labor subsidies, tax subsidies,
production subsidies, regulatory advantages, infrastructure
subsidies, trade protection, export subsidies, procurement
subsidies, consumption subsidies, or any combination thereof.
[0225] An exemplary system 300 configured to provide a virtual
environment as described above is shown in FIG. 7. As shown in FIG.
7, 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.
[0226] 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, new
item database 312, and tax database 318.
[0227] Game environment server 304 may host a plurality of programs
including, for example, object creation program 320, game item
assembly program 322, game item valuation program 324, and exchange
multiplier determination program 336.
[0228] 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 character database
346, item database 348, and blueprint database 350.
[0229] The ability to create a virtual object in a virtual
environment may depend in part on the type of game environment, its
game objectives or goals, 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, the number 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. Restrictions on use, or conversely, activities that
are desirous may be controlled in whole or in part through the tax
structure and subsidies of a game and/or game environment.
[0230] For example, a character may want to import a software
application that creates a virtual car wash that, once added to the
game space, can provide virtual car washes for virtual cars. In an
environment that does not encourage the use of a car wash, certain
taxes may be imposed that discourage the use of such a car wash.
Such taxes may be imposed at any point in the transaction. For
example, taxes may be imposed on importing programs from other
environments that perform activities that are prohibited or
discouraged, taxes may be imposed on the users of the car wash, on
virtual property for the construction of a car wash, on the
materials used in building and/or running the car wash, on virtual
employees of the car wash or a combination thereof. In another
embodiment, certain types of car washes may be discouraged, for
example air car washes while other car washes, for example, water
car washes may be discouraged. Air car washes could be subsidized
while water use could be heavily taxed thus encouraging the use and
development of one type of car wash and discourage the use and
development of another.
[0231] Taxes may be raised and lowered as circumstances or game
parameters dictate. For example, there may be an optimum number of
objects of a certain type that are desirous in a particular game
environment. Taxes may be raised and/or lowered or subsidies may be
granted to discourage or encourage the construction of the items
desired. In other embodiments, certain resources may be preserved
or used. Permit fees, and use taxes of such resources may be
increased or decreased to encourage the use or preservation of
those resources. In some embodiments, taxes may be imposed on the
end use of resources, for example, all products made with resources
that are in low supply, i.e. endangered, may be taxed to the point
that no characters can afford to purchase them.
[0232] Information regarding the game environment and the number
and types of objects that may be used in a game environment, the
types of taxes imposed, the minimum and maximum use of resources
may be created, for example, when game environment creation and
setup program 306 is run. Such information 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,
resources, creation of objects, allowable technologies, prohibited
technologies, creation date, fee structure, amounts of objects
allowed, amounts of resources allowed, types of taxes, amounts of
taxes, percentages of taxes, or any other information relating to
the game environment.
[0233] In some embodiments, players may create programs or
subroutines to create and/or assemble 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. Taxes may be imposed or subsidies granted on the importation
of programs and subroutines brought in using subroutine import
program 316.
[0234] 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 virtual object sought to be replicated. In
one embodiment, blueprints may include information regarding
required or prohibited materials, costs, and/or skills required to
assemble a virtual 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 or may include algorithms that can be used to create an
image or representation of items that may be used as part of
virtual objects, as inspiration for virtual objects, as features or
substitutions of virtual objects, as 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 a
virtual object, or the general formation or workings of a virtual
object. Decorative details, information regarding the materials to
be used, and attributes given to the virtual 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.
[0235] When a program is imported, a determination is made
regarding its sufficiency. If it is sufficient, a blueprint may be
generated. If it is not sufficient, additional information,
programs or images may be requested. 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, including required, optional or substitute
resources. 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
or deflecting ability, clean running, accelerating, top speed,
handling, stopping, strength, healing or any other attribute found
in virtual objects. Information regarding the availability of
particular attributes and their effects may be stored, for example
in attribute database 348 which may include such information as
attribute ID, amount, availability, descriptor, last market value,
strength, maximum allowed, remaining amount, available date range,
attributes, restrictions on use and level. Once the specifications
for a virtual object are provided, determinations may be made
regarding the amount of materials and the skills required to
produce a virtual object to generally match or otherwise satisfy
the design requirements of the imported subroutine. The final
blueprints with or without determinations regarding the amount of
materials and the skills required may be stored, for example, in
blueprint database 350.
[0236] Virtual natural resources, attributes, and raw materials
used to make virtual objects may be purchased, found, stolen,
conjured, 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
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, taxes,
tariffs, ecological or environmental restrictions, 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.
[0237] Taxes may be imposed to control the use of such resources.
Such taxes may be progressive, graduated or flat. In some
embodiments, taxes may be due immediately. In other embodiments,
taxes may be due upon sale of the item being taxed. Taxes may
include, but are not limited to, sales tax, labor tax, land tax,
employment tax and capital gains tax. In some embodiments, the type
and/or amount of the tax may vary depending on the item or the
character acquiring or selling the item. Information regarding
taxes to be applied may be stored, for example, in tax database
318. Tax database 318 may include information including, but not
limited to, tax schedules for creating blueprints, creating items,
using resources, obtaining resources, buying and selling items and
blueprints. In some embodiments, taxes may be based on the assets
of the character including but not limited to, net assets, total
assets, some assets, market value of assets, book value of assets,
assets from sales, or any combination thereof. Tax rates may be
fixed or variable, or fixed and variable at different points in the
game.
[0238] 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,
resources, rates for use of skills, and game environment
access.
[0239] In the event that the building of the virtual object is to
be discouraged, taxes may be imposed on the labor for construction,
the use of the materials, assembly of the virtual object, assembly
of the blueprint, the use of skills to make certain types of
objects or any combination thereof. In the event that the building
of the virtual object is to be encouraged, supplies, labor,
import/export fees or any other taxes may be reduced, subsidized or
eliminated.
[0240] 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 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 virtual
object. If they have the necessary skills, they may be permitted to
make the virtual object. If they do not have the necessary skills,
they may request the game server, an NPC or another character to
assemble the virtual 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, fees for use, education requirements, prerequisites,
availability, and use of skills. In the event that a skill is in
high demand and the parameters of the game are such that obtaining
the skill is encouraged, fees may be waived, education requirements
may become easier to meet, license requirements and/or fees may
decrease. In the event that the use of the skill is to be
discouraged, requirements may become more stringent, licensing fees
and use fees may increase, taxes may be imposed on projects, on
contracts using characters with a particular skill, or any
combination thereof.
[0241] 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 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 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 any number of factors including but not limited
to, who assembles the virtual object, the current era, game
objectives or goals, the cost charged to other players or player
characters to assemble similar or the same object, the number of
objects and/or the time used to assemble the virtual object(s), the
age of the player or player character, the relative or actual or
perceived quality of one or more of the components, construction or
other loan interest charges and/or fees, the plant or other
equipment used in manufacture or assembly, union or other dues,
artificial fees to encourage or discourage current or planned
production, protection fees paid to the mafia or other
surreptitious parties, and/or costs to pay for military or other
government protection, and/or any other cost, duty, tariff or fee
that may be applied and/or any combination of the forgoing. In
order to encourage or discourage the construction of objects or the
use of particular resources, taxes may be imposed or subsidies
granted based on some or all of the above factors.
[0242] 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, taxes incurred, and new item salvage value.
[0243] 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, new item availability, and
potential taxes for new item.
[0244] In one embodiment, exchanges may be used to acquire
particular subroutines, resources, and component parts for
assembling a virtual object or creative work. In one embodiment, a
character can acquire all or 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.
Taxes may be used to control the purchase of items on an exchange.
Such taxes may be imposed on the purchase, on the sale, on the
exchange, for the use of the exchange, for the transfer of funds,
or on any combination thereof.
[0245] 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.
[0246] 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 in constructing a
virtual object may be executed using game item assembly program
322. In some embodiments, taxes may be imposed on the assembly of
all or part of the virtual object. Such taxes may include use fees,
labor fees, permits, disposal fees, or any combination thereof.
Such taxes may additionally be one time or recurring costs. For
example, to discourage the use of virtual objects that have already
been created, or the recycling of such objects in order to renew
resources, taxes may be imposed for each use of the virtual object.
In another embodiment, in order to encourage use of a particular
object or resource, payments may be made each time the character
uses the virtual object.
[0247] 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 11/421,025, each of which is
hereby incorporated by reference in its entirety for all
purposes.
[0248] In some embodiments, access to items, or the number of items
available in a game environment may be controlled through an
exchange. Access to the exchange and or the fees or prices on the
exchange may be used to encourage, discourage, or prevent the
importation of particular items or resources. In some embodiments,
when the maximum amount of a particular item is acquired in a game
environment, further purchases of that item may be prevented. In
other embodiments, exchanges may be used to remove items from a
particular game environment so that other items may be
acquired.
[0249] In one embodiment, items are sold using a system such as the
exemplary system 400 shown in FIG. 8. As shown, system 400 includes
a master game server 402 a game environment server 406 and an
exchange server 404.
[0250] Game environment server 406 may include databases such as
player database 414, player character database 416, exchange open
offers database 428, exchange transaction database 420.
[0251] In one embodiment, Player Database 414 may include
information such as, but not limited to Player ID, Player Billing
Info, Player Personal Info, Player Credit Info, Player Exchange
Seat ID, and Player Assets. Player Character Database 416 may
include information such as, but not limited to, Character ID,
Player ID, Character Assets, Character inventory, Character Skills,
Exchange Seat Owner Account Number, Exchange Seat Number, virtual
account numbers.
[0252] Exchange Server 404 may include or host various programs,
routines, subroutines and/or databases including, but not limited
to an exchange database 408, an exchange open offers database 410,
and an exchange transaction database 412.
[0253] In one embodiment, Exchange database 408 may include
information such as, but not limited to, exchange ID, exchange
type, allowable assets, allowable amounts, and allowed traders. In
another embodiment, exchange database 408 may include information
regarding seats on the exchange such as the exchange seat price,
maximum exchange seats allowed, exchange seats issued, and exchange
seat qualifying conditions. Exchange open offers database 410 could
contain information such as, Offer ID, Offer type, Offer posting
date, Offer expiration date, Offer Item, Offer Quantity, and Offer
Price.
[0254] 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 428 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.
[0255] In one embodiment, each transaction could be stored in an
Exchange Transaction Database, for example in Exchange Transaction
Database 412. Such a database could store information such as,
Order ID, Order Buyer, Order Seller, Order Date, Order Price, Order
Type, Order terms and conditions.
[0256] In another embodiment, such transactions could be associated
with the character in Exchange Transaction Database 420. Such a
database could include information such as character ID, character
inventory, order ID, order date, order, price, order type, and/or
authentication number.
[0257] According to one embodiment, the game server or other
controlling entity can set a minimum and maximum trade amount per
time period on items both in the game environment and between game
environments. This amount could be based on any one or more of: the
total amount of an item available in a game parameter; the amount
of open buy orders for an item in a game environment; the amount of
open sell orders for an item in a game environment; any other
factors and/or rules and regulations as disclosed herein above. In
another embodiment, there may be permits required or import and
export taxes 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: [0258] 1. Receive a request to
sell a virtual item on an exchange. [0259] 2. Determine if item is
unique. [0260] 3. Determine if a permit exists to sell the item.
[0261] 4. If the item is unique and a permit exists, post item on
exchange. [0262] 5. Receive acceptance of request. [0263] 6.
Determine an import tax amount and an export tax amount. [0264] 7.
Apply import tax amount to purchase price. [0265] 8. Withdraw
virtual cash equal to purchase price plus tax from buyer. [0266] 9.
Transmit purchase price, less applicable export tax fees to
seller.
[0267] 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.
[0268] The exchange rate for one type of virtual currency for
another type of virtual 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. 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.
[0269] 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.
[0270] 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.
[0271] The term "variation" of an invention includes any embodiment
of the invention, unless expressly specified otherwise.
[0272] A reference to "another embodiment" in describing an
embodiment does not necessarily imply that the referenced
embodiment is mutually exclusive with another embodiment (e.g., an
embodiment described before the referenced embodiment), unless
expressly specified otherwise.
[0273] The terms "include", "includes", "including", "comprising"
and variations thereof mean "including but not limited to", unless
expressly specified otherwise.
[0274] The term "consisting of" and variations thereof includes
"including and limited to", unless expressly specified otherwise.
The terms "a", "an" and "the" mean "one or more", unless expressly
specified otherwise.
[0275] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0276] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0277] 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.
[0278] 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".
[0279] 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".
[0280] 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.
[0281] The terms "such as", "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".
[0282] 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.
[0283] 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.
[0284] A "processor" may include 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.
[0285] The term "computer-readable medium" includes 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.
[0286] 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.
[0287] 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.
[0288] 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.
[0289] 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.
[0290] 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.
[0291] 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.
[0292] 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.
[0293] 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.
[0294] 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.
[0295] 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).
[0296] 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.
[0297] 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.
[0298] 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).
[0299] 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.
[0300] 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.
[0301] 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.
[0302] 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.
[0303] 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).
[0304] 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.
[0305] 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.
[0306] 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.
[0307] 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.
[0308] 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.
[0309] 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.
[0310] 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".
[0311] 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.
[0312] 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.
[0313] 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.
[0314] 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).
[0315] 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.
[0316] 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.
[0317] 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.
[0318] 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.
* * * * *