U.S. patent application number 11/680960 was filed with the patent office on 2008-01-03 for system for the creation and registration of ideas and concepts 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 | 20080004119 11/680960 |
Document ID | / |
Family ID | 46328567 |
Filed Date | 2008-01-03 |
United States Patent
Application |
20080004119 |
Kind Code |
A1 |
Van Luchene; Andrew S. ; et
al. |
January 3, 2008 |
System for the Creation and Registration of Ideas and Concepts 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 protecting
intellectual property designed by players in a virtual environment
for use in the virtual environment.
Inventors: |
Van Luchene; Andrew S.;
(Santa Fe, NM) ; Mueller; Raymond J.; (Palm Beach
Gardens, FL) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
Santa Fe
NM
|
Family ID: |
46328567 |
Appl. No.: |
11/680960 |
Filed: |
March 1, 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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11680960 |
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11620563 |
Jan 5, 2007 |
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11428263 |
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11679669 |
Feb 27, 2007 |
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11620563 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/533 20140902;
A63F 13/63 20140902; A63F 13/75 20140902; A63F 2300/66 20130101;
A63F 13/792 20140902; A63F 13/352 20140902; A63F 2300/575 20130101;
G07F 17/32 20130101; A63F 2300/5513 20130101; A63F 13/822 20140902;
A63F 2300/5586 20130101; A63F 2300/5553 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system comprising: a server configured to provide a virtual
environment wherein users can interact with each other and the
environment through avatars; a blueprint creation module in
electronic communication with the server, the blueprint creation
module being configured to enable a user to create a blueprint of a
virtual object that will reside within the virtual environment; a
blueprint registration module configured to: receive blueprints
created by the blueprint creation module; and maintain a blueprint
database comprising the blueprints received by the blueprint
registration module.
2. The system of claim 1 further comprising a blueprint examination
module configured to: receive blueprints created by the blueprint
creation module; and determine if the blueprint is registrable.
3. The system of claim 3 wherein the blueprint examination module
is further configured to determine the uniqueness of the blueprint
by comparing the blueprint to other blueprints in the database
maintained by the blueprint registration module.
4. The system of claim 1 further comprising a user interface
configured to allow users to view the blueprints maintained in the
blueprint database.
5. The system of claim 4 further comprising a access limitation
mechanism configured to determine which, if any, blueprints in the
blueprint database a given user may access.
6. The system of claim 1 further comprising a fee module.
7. The system of claim 6 wherein the fee module is configured to
collect fees from users in return for access to one or more
blueprints in the blueprint database.
8. The system of claim 7 wherein the fee module is further
configured to determine an owner of a blueprint and provide at
least a portion of the fee to the owner.
9. The system of claim 6 wherein the fee module is further
configured to collect fees from a user in return for the right to
make the virtual object associated with a given blueprint.
10. The system of claim 9 wherein the fee module is further
configured to determine an owner of a blueprint and provide at
least a portion of the fee to the owner.
11. The system of claim 6 wherein the fee module is further
configured to collect fees from a user in return for the right to
use the virtual object associated with a given blueprint.
12. The system of claim 11 wherein the fee module is further
configured to determine an owner of a blueprint and provide at
least a portion of the fee to the owner.
13. A system comprising: a server configured to provide a virtual
environment wherein users can interact with each other and the
environment through avatars; a blueprint registration module in
electronic communication with the server; the blueprint
registration module being configured to: receive a blueprint from a
first user interacting with the virtual environment; and provide
compensation to the first user when a second user uses the
blueprint.
14. The system of claim 13 wherein using the blueprint comprises
accessing the blueprint.
15. The system of claim 14 wherein using the blueprint comprises
creating an object based on a design described by the
blueprint.
16. A system comprising: a server configured to provide a virtual
environment wherein users can interact with each other and the
environment through avatars; a design database containing items
that may be used to aid in the creation of a blueprint; a
user-interface configured to allow a user to view and use items in
the design database to create a blueprint; and a blueprint
registration module configured to determine the uniqueness of an
object designed by the user using the design database.
17. The system of claim 16 wherein the items in the design database
are represented by pictures of items that can be combined or
altered in order to create an object that can reside in the virtual
environment.
18. The system of claim 16 wherein the items in the design database
are programs configured to render an object in the virtual
environment.
19. The system of claim 16 wherein the user-interface is further
configured to receive specifications from the user as to how one or
more items in the design database are to be combined or altered in
order to form a new object.
20. The system of claim 16 wherein the blueprint registration
module is further configured to ensure that the user receives
compensation if a second user wishes to use the object designed by
the user.
Description
PRIORITY CLAIM
[0001] The following application is a continuation-in-part of U.S.
patent application Ser. Nos. 11/428,263, "Video Game Environment"
filed Jun. 30, 2006, Ser. No. 11/620,563 "Copyright of Digital
Works in a Virtual Environment" filed Jan. 5, 2007, and Ser. No.
11/679,669. "Creation and Registration of Ideas and Concepts in a
Virtual Environment," filed Feb. 27, 2007, each of which is hereby
incorporated by reference.
BACKGROUND
[0002] Video games which are accessible to multiple players via a
server or peer to peer network are well known. For example,
hundreds of thousands of players access games known as massive
multi-player online games (MMOGs) and massive multi-player online
role playing games (MMORPGs). Players of these games customarily
access a game repeatedly (for durations typically ranging from a
few minutes to several days) over a given period of time, which may
be days, weeks, months or even years. The games are often
constructed such that players pay a periodic subscription price
(e.g., $15 per month) rather than, or in addition to, paying a one
time purchase price for the game. Often, though not necessarily,
these games have no ultimate "winner" or "winning goal," but
instead attempt to create an enjoyable playing environment and a
strong player community.
[0003] It would be advantageous to provide improved methods and
apparatus for increasing the enjoyment and/or longevity of video
games including, but not necessarily limited to MMOGs and
MMORPGs.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 is a block diagram depicting a network according to
an embodiment of the present disclosure.
[0005] FIG. 2 is a block diagram depicting a system 100 according
to an embodiment of the invention.
[0006] FIG. 3 is an embodiment of a method of creating a
blueprint.
[0007] FIG. 4 is a diagram depicting a system 200 according to an
embodiment of the invention.
[0008] FIG. 5 is an embodiment of a method of registering a
blueprint.
[0009] FIG. 6 is a diagram depicting a system 300 according to an
embodiment of the invention.
[0010] FIG. 7 is an embodiment of a method of contracting
construction of a virtual object.
[0011] FIG. 8 is a diagram depicting a system 400 according to an
embodiment of the invention.
DETAILED DESCRIPTION
Definitions:
[0012] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall include the following
definitions:
[0013] 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.
[0014] 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 an object or entity in a virtual environment.
[0015] Avatar--includes the virtual representation of a player
character.
[0016] 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.
[0017] 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.
[0018] Character Account--includes an account that tracks character
attributes.
[0019] 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: [0020] 1. A
character score [0021] 2. A genetic profile or makeup [0022] 3. A
ranking [0023] 4. A relationship with another character [0024] 5. A
score for subsequent matching of later game parameters [0025] 6. A
skill or skill level [0026] 7. A synthetic voice [0027] 8. A
virtual object [0028] 9. The ability to join groups of other
players at a later time [0029] 10. The physical appearance of a
character [0030] 11. An Emblem or Mark [0031] 12. Virtual Currency
[0032] 13. Virtual Help Points or Credits [0033] 14. A character's
avatar [0034] 15. A character's clothing or other personal
effects
[0035] 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.
[0036] Character or "player character"--includes a persona created
and controlled by a player in a video game.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] Game Environment--a particular level or area within a
virtual world. Each game environment may have its own rules,
regulation, currency, government, managers, etc. Game environments
may exist within other game environments.
[0041] 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.
[0042] 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.
[0043] Game performance parameter--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: [0044] 1. accuracy
with weapons [0045] 2. achieving deity or other status [0046] 3.
Completing all or part of a mission [0047] 4. decreasing or
increasing Karma Points [0048] 5. earning a higher rank in an army
[0049] 6. earning income [0050] 7. the proper weapon [0051] 8.
getting married [0052] 9. getting through or to a certain
geographic area [0053] 10. getting, buying, exchanging or learning
a new skill or player attribute [0054] 11. having a child [0055]
12. status or caste [0056] 13. kill/death ratios [0057] 14. killing
a certain character/creature [0058] 15. obtaining, buying, trading,
producing or developing raw materials [0059] 16. obtaining,
creating or modifying an object [0060] 17. producing goods or
services [0061] 18. Reaching a certain level or score [0062] 19.
Playing for a certain period of time [0063] 20. solving a puzzle
[0064] 21. using or obtaining an ability or technology [0065] 22.
completing a game objective [0066] 23. Winning a match against
another player character or computer generated character [0067] 24.
winning an election among two or more player characters [0068] 25.
assisting other player characters with any of the above. [0069] 26.
the speed of accomplishing or changing the rate or trends of any or
all of the above.
[0070] In-game Marketplace--a virtual environment where Characters
can exchange items, attributes, or any other exchangeable game
element.
[0071] 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."
[0072] Novice Player--includes a player that is identified as
requiring the help of an expert to complete a Game Parameter.
[0073] Player--includes any 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.
[0074] Player Account--includes any 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.
[0075] Player Attribute--includes any attribute that can be applied
to a player account. Player Attributes shall include, but not be
limited to: [0076] 1. Discount of monthly fees for playing game.
[0077] 2. Interest rates for use of or borrowing real or virtual
cash amounts. [0078] 3. Monthly fee for playing a game [0079] 4.
Real Currency. [0080] 5. Rewards for encouraging another player to
signup to play. [0081] 6. Global character attribute settings for
all characters created by player across multiple games
[0082] Player to Player Contract--includes any 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.
[0083] 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.
[0084] Total virtual obligation amount--may include the total
amount of the virtual financial obligation(s) associated with a
player character's account.
[0085] Video Game--includes a game played on a Video Game Consul
that may or may not be networked to a Video Game Central Server or
within a peer-to-peer network.
[0086] 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.
[0087] Video Game Consul--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.
[0088] Virtual--includes a video game environment or other
intangible space.
[0089] 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.
[0090] Virtual Blueprint Registration--includes a virtual
registration number assigned to a virtual blueprint.
[0091] 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.
[0092] Digital Patent--includes the registration of a virtual
blueprint with a virtual patent office.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] Virtual Creditor--includes a first player character or other
entity who is owed a virtual obligation by a second player
character.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] The term "variation" of an invention includes any embodiment
of the invention, unless expressly specified otherwise.
[0104] 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.
[0105] The terms "include", "includes", "including", "comprising"
and variations thereof mean "including but not limited to", unless
expressly specified otherwise.
[0106] 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.
[0107] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0108] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0109] 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.
[0110] 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".
[0111] 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".
[0112] 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.
[0113] 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".
[0114] 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.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
Description
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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).
[0130] 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).
[0131] 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.
[0132] 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.
[0133] 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.
[0134] Individuals involved in playing and participating in virtual
environments spend a great deal of time and energy developing and
executing ideas, concepts, and designs to be used in a virtual
environment. However, most environments do not protect such ideas,
concepts and designs from being copied and used by other players. A
failure to have such a protection system in place may stifle
creativity as well as the investment individuals are willing to
make in an online environment, decreasing both the development and
enjoyment of the game.
[0135] Various embodiments of the present invention address these
issues by providing methods and systems for registering virtual
designs, ideas and concepts and identifying designs and objects
made from the designs, ideas and concepts as real or fraudulent. A
system of protection encourages individuals to develop virtual
environments, increasing the depth of play and interaction
available.
[0136] Virtual environments may be created as an empty space or
with one or more virtual objects which can be used or assembled
into other objects. Virtual objects and resources imported into or
originating within the game environment may be improved upon,
altered, or developed into other game attributes depending on
aspects of game play. In some embodiments, a game environment may
have or may make it possible to acquire an assortment of resources
including skills, virtual natural resources, virtual raw or
partially processed materials, virtual objects, attributes and NPCs
or automated or manual construction programs or methods which can
be used to create, design, construct or modify virtual objects.
Resources for use in constructing virtual objects may be found in a
game environment or may be imported from other game environments
including other games via an exchange. Suitable exchanges are
described, for example in U.S. patent application Ser. Nos.
11/428,263, 11/560,456, 11/620,563, each of which is hereby
incorporated by reference in its entirety.
[0137] Design concepts for virtual objects to be created or
modified within a game environment may be based whole or in part,
on real objects or may be entirely fanciful in their composition,
design, use or function. Representations of such objects to be
imported into a game environment may be rendered digitally, written
as software or parts of software applications, or a combination
thereof. In one embodiment, a design concept may be based in whole
or in part on a digital image. In another embodiment, a design
concept may be drawn or otherwise rendered by a player, character,
or other third party. In a further embodiment, a design concept may
be created in computer readable code. In some embodiments, a design
concept may be a combination of some or all of these things.
[0138] Digital images to be converted into virtual objects may be
one or more images of three dimensional objects, or scanned or
otherwise converted two dimensional objects such as pictures. In
some embodiments, the images may be representations of one, two,
three, four or more dimensional objects. In other embodiments, the
images themselves may be one, two, three, four or more dimensional.
Design concepts for virtual objects to be created in the virtual
world may be imported by any means applicable. For example, they
may be digital images such as photographs; maps; satellite images;
drawings made using a computer program including, but not limited
to, Adobe.RTM. Photoshop.RTM., AutoCAD.RTM., 3ds Max.RTM.,
Maya.RTM., Visio.RTM., Corel.RTM. Painter.TM., ArtRage,
Microsoft.RTM. Expression.RTM., SketchBook.RTM. Pro, Deleter
CGillust, Project Dogwaffle, Pixarra Twisted Brush, GraphicsMagick,
Inkscape, Adobe.RTM. Illustrator.RTM., or any other drawing or
rendering program; scanned images; computer readable code;
programs; subroutines; software or any other format which would
allow a computer to display an image. The image file may be
formatted in any known image format including, but not limited to,
RAW, bitmap, Graphic Interchange Format (GIF), Joint Photographic
Experts Group Format (JPEG), Tag Image File Format (TIFF),
successor formats or the like. In another embodiment, the object
being designed or created is in the form of a software application
or portion of an application e.g., a subroutine or software object
that performs one or more functions. In yet another embodiment, the
object may be represented as a mathematical algorithm or
formula.
[0139] In some embodiments, a player, player character, and/or any
third party, including the game owner, server, applications or
other processes designed to create or modify virtual objects, may
be able to alter or add to the acquired image. For example, in the
image of a car, aspects of the car such as the color, the type of
engine, the options, the tires, the shape, the doors, the roof, the
size, the hood, hood ornament, etc. may be varied from the image
acquired. In one embodiment, the right side and the left side of a
virtual object and/or the top and the bottom of a virtual object
such as a car may originate in images of different cars, other
vehicles or other objects to produce a hybrid vehicle that is
completely imaginary. In some embodiments, inanimate objects may be
combined. In other embodiments, inanimate objects may be combined
with animate objects. For example, a car may be crossed with a
motorcycle or a horse. In another embodiment, a building may be
crossed with a jellyfish. In further embodiments, animate or
inanimate objects may be combined. In another embodiment, certain
restrictions on such combinations may apply. Such restrictions may
be based upon rules established by the game, which rules may or may
not be tied to actual physical laws.
[0140] Virtual objects may be of any size, shape, or substance
desired. In some embodiments, the server may be able to determine
the dimensions of a virtual object to be created based on the
supply of a single dimension. For example, based on the length of
the blade, the hilt of a sword may be a certain size. In other
embodiments, dimensions may be based on a relationship with another
object, for example the car must fit in underground tunnels or a
standard size avatar of a player must be able to operate the
virtual vehicle. In a another embodiment, the designing player or
character may change the relationship of one or more of the
dimensions of a virtual object, making a virtual object thinner,
wider, longer, shorter, fatter, taller or more skewed than it
appears in an image. In a further embodiment, the interior of an
object may be at odds with the exterior of the object, similar to a
genie bottle in which the items in the interior would appear too
large to fit into an object the size or shape of the exterior of
the object. Player characters may have to acquire skills, such as
"shrink" or "grow"; or apply attributes to themselves, for example,
by performing a given act such as imbibing a virtual mushroom, to
allow their avatars to enter a virtual object.
[0141] Each design concept may be converted into a blueprint,
diagram, instructions, computer program, or the like that includes
methods of design and/or construction. The methods of design and/or
construction may be of varying complexity. The design may be that
of an actual or virtual blueprint, i.e., a drawing with written
specifications of manufacture; a computer program or specification
to create a virtual object and its attributes and method(s) of
interaction with and/or insertion to a game, game space, or network
of one or more games; a written disclosure of the invention
including the necessary information to reduce the item to practice,
according to rules established by the players, manufacturers,
virtual patent office or otherwise; an algorithm that may determine
or an external link to a database or design that can provide one or
more of the design elements; or any combination thereof. Some
blueprints may depict an outline or simplified sketch of the
object. For example, satellite images of cities may be converted to
blueprints for virtual city layouts. Other blueprints may be
extremely detailed or technical drawings for constructing a virtual
object, or any variation in between. In other embodiments, certain
images may have predetermined aspects, layers, components or other
parts into which they are broken or subdivided. For example, a
sword may be broken into the pommel, hilt, guard, tang, shoulder,
and blade even though the tang is generally not visible in images
of swords. In another embodiment, images may be broken down into
simplified versions of the visible aspects of an object, for
example, a sword may be broken down into the pommel, hilt, guard,
and blade, or just the hilt and blade. In some embodiments, there
may be a database of elements of objects based on the construction
of other items in a game environment or a preformed store of design
and object construction blueprints in the game. Such a database may
be added to by the creation of additional objects or designs in a
virtual environment.
[0142] A blueprint may be rendered by the game server; presented by
a player, player character, or third party, for example in a
document file; presented as a program; or any combination thereof.
In some embodiments, there may be an in game blueprint or
schematics creator and editor or an in game service provider for
the construction of blueprints, schematics or other drawings or
programmatic representations. In some embodiments, blueprints,
schematics, drawings, or programs (e.g., mathematical algorithms)
may also include the resources and skill levels or other attributes
required to construct a virtual object. In other embodiments,
blueprints, etc., cannot be made if the technology to construct the
object represented by the blueprint does not yet exist in that game
environment or its importation or existence is prohibited within
that game environment.
[0143] Once created, the use of a blueprint to make virtual objects
may be limited to the creating character or player or the inventor,
assignee or owner of such blueprints; may be used by anyone in the
game; may be used by a limited group of people, for example other
guild members, characters in the same city, characters of a
particular rank, characters in possession of a particular
attribute; may be accessible after completion of a mission; may be
purchased; may be exported, may be modified, may be licensed, may
be assigned; or any combination thereof. Any transfer of rights,
such as the right to view, copy, use, alter, etc., may require the
payment of a fee or transfer of similar or dissimilar rights.
[0144] In some embodiments, blueprints may be accessible to a
greater or lesser extent at different points of the game. In a
further embodiment, protection of a blueprint may have an expiry
point. Expiration of protection may be a function of time, a
function of the number of objects created with a blueprint, the
number of objects in a game environment, registration fees paid,
the changing of an era in the game, when a particular resource is
not longer produced or available in a game environment, or based on
any other suitable factor or any combination thereof.
[0145] In some embodiments, blueprints or a selection of blueprints
may be accessible to characters and players, for example in a
database that may be searched or browsed. In certain embodiments,
players or player characters may not be able to search the entire
database, and/or the results from such a search may be limited to
only those blueprints they are permitted to use, buy, and/or build
or otherwise acquire. The player and/or character may select
virtual objects to make or have made based on objects in the
database, may make or have made modified objects based on objects
selected from the database, may use the database as a source of
inspiration, may use the database to add design elements to be
incorporated into an object based on the player or character's
specifications, or any combination thereof. In some embodiments
such modifications may effect the appearance of an object. In other
embodiments, such modifications may effect the construction or
function of an object. For example, players and characters may
modify an object so that it is made of specific materials, a
particular size, weight, shape, color, dimension, strength,
property, or have or be affected by attributes including, but not
limited to, certain spells, powers, healing, longevity,
invincibility, invisibility, armor piercing ability, clean running,
accelerating, or any other physical attribute they may choose. In a
further embodiment, the blueprints and designs in the database may
be added to by other players and characters. In yet another
embodiment, the blueprints and designs in the design database may
form building blocks for items that may be created by player
characters. In a further embodiment, some but not all of the
blueprints in the database may be accessible or useable.
[0146] For example, a player character can use the raw resource of
metal ore, combined with the skills of metal smithing and fire
making, to design and build an axe and a saw. The design for the
axe and saw, along with the resources, other game items, and
attributes required to build them, can be registered with a virtual
patent office and sold to other player characters who need them to
build various items. Particular skill levels may also be required
and included with the blueprint. For example, all blacksmiths may
be able to make the axe or the saw, but the quality of the axe and
saw and its usefulness may depend on the skill level of the
blacksmith. In another embodiment, only blacksmiths with a certain
skill level can make axes and saws. In a further embodiment, the
resources used to make the object may determine the skill level
required. For example, if the character requesting the object has
or acquires mineral ores that need to be purified and forged, that
may require a different skill or skill level than if the character
has steel. Information regarding the skill levels or the degree of
usefulness for an object based on particular skill levels may be
included in the blueprints.
[0147] Use of a blueprint may require the payment of a royalty or
licensing fee or tax to the owner of the blueprint. If a blueprint
is composed of objects that have successive inventorship, royalty
or licensing fees may be owed to more than one inventor. For
example the blueprint is of a swinging door, but in order to build
the door you need the metal hinges. The metal hinges may be
purchased or otherwise acquired, or the blueprint for the metal
hinges may be located and a second royalty paid to the inventor of
the hinges or the blueprint for the hinges may be licensed. The
royalty payments may be a one time or periodic fee. Royalty
payments may be fixed or variable or fixed and variable or fixed
and variable at different points throughout the game. Royalty
payments may be based on market forces, negotiation between the
characters, vote by a group of player characters and/or an entity
or player character elected to represent the player characters, the
game manufacturer, by the game, the life span of the registration,
the total resources needed to create an item from a blueprint, the
number of times a blueprint has been used, the number of items the
individual wants to produce using the blueprint, or any combination
of the foregoing. In another embodiment, the use of the blueprint
may be licensed from the owner. Such a license may be exclusive or
non-exclusive, may run for a specific length of time or the
creation of a particular number of objects, may run until a
specific amount of payments have been received, a particular
milestone has been reached, or any combination thereof. The owner
of the blueprint can specify the royalty fees associated with using
the blueprint to create an object when the blueprints are initially
created. The royalty structure for all blueprints can be posted
along with the blueprint record in the blueprint database.
[0148] In some embodiments, blueprints and/or the objects they
describe may be registered. Such registration may be limited to a
particular game environment or game or may be registered with a
master server which manages registration for a multitude of
sub-servers. In one embodiment, each blueprint is registered. In
another embodiment, blueprints may be examined prior to
registration to determine that they do not copy or otherwise
violate any one else's blueprints or other intellectual property.
Such an examination may include automated or manual review of all
existing issued and pending registrations, patents, trademarks and
copyrights in the real world or may be limited to existing issued
and pending registrations, patents, trademarks and copyrights in
the virtual world. In one embodiment, a blueprint may be reviewed
by a panel who may vote to determine if a blueprint is sufficiently
original. In another embodiment, a creator of a blueprint may be
able to defend the blueprint from other blueprints or existing
designs and prior art. In a further embodiment, there may be a fee
for examination and/or registration. In some embodiments, there may
be fees to maintain registration. Method for examining and
determining of the registrability of intellectual property are
described, for example, in co-pending U.S. patent application Ser.
Nos. 11/462/621, 11/611,024, 11/627,263, 11/668,586, and
11/671,381, each of which is hereby incorporated by reference in
its entirety.
[0149] An AI system can be used to determine if a blueprint being
registered is overly similar to a blueprint already registered.
Overly similar blueprints can be immediately rejected or sent to a
review database to be reviewed by a panel of players. Similarity
may be determined or based upon any one or more of the following,
including, but not limited to: a) the object or device serves the
same or similar purpose, e.g., a can opener, b) it serves such
purpose using similar or the same methods, c) differences between a
device are of cosmetic purpose only, d) the size, weight,
construction materials or any combination of these are the same or
similar, e) narrative descriptions are similar by a certain
percentage or are identical, f) program descriptions or
construction steps include the same or similar or a material number
of similar steps and/or are in the same or similar order, g) any
combination of the forgoing as compared with another blueprint
and/or existing object(s).
[0150] Items made with registered blueprints may be created with an
edition number, global unique identifier (GUID) or other
identifying number, mark or logo. Items not made using registered
blueprints, for example fraudulent or forged designs, may not
include registration. The provenance of an item including the
maker, resources, blueprint registration number, edition number,
owners of the item, duration of ownership, missions or game
parameters completed using the item, digital files of the game
parameters completed using the item, other electronic tagging
conventions or any manufacturing criteria may be stored with a
virtual object and may be accessible to a character. In one
embodiment, items made using stolen blueprints or stolen items may
lose their provenance or not have a provenance at all. In one
embodiment, item creators can decide whether or not they want to
have a provenance for their item. In another embodiment, it may
only be possible to trade registered items on an exchange. In a
further embodiment, there may be a black market or black exchange
or over the counter trade for unregistered items.
[0151] Once the blueprint is created or chosen, a player character
with the necessary skills, or his/her designee, e.g., an NPC or
hired player or player character, may assemble the virtual object
based on the blueprint and/or request that all or part of the
virtual object be created based on the blueprint. In certain
embodiments, construction is not required, instead the object is
automatically created and inserted into the game once all
conditions have been met. In some embodiments, certain skills and
other resources such as virtual natural resources, virtual raw
materials, attributes, and NPCs may be required in order to make or
otherwise acquire a virtual object. Players and characters may use
resources including virtual natural resources, virtual raw
materials, skills, attributes and NPCs available in a game or
acquired from other game environments or games to create or modify
virtual objects to be used within a game environment. In one
embodiment, players may purchase or otherwise acquire tokens in the
real world for redemption in the virtual world for particular
resources. In the case that additional players, characters, and
resources are required, the game server or other third party may be
configured to indicate to the player character which other player
characters have the skills and/or resources required to construct
the object. In another embodiment, there may be a database for
locating projects or characters, players and NPCs with the
requisite skills or other resources necessary for assembling an
object. In some embodiments, the requesting player character may
enter into contracts with other players, player characters, NPCs,
the game server, or other third parties for the formation of a
virtual object.
[0152] FIG. 2 provides an exemplary system 100 that may be used to
provide the embodiment described above. As shown, system 100 may
include Master Game Server 102 and a Game environment server
104.
[0153] Master game server 102 may include a digital file import
program 106, subroutine import program 108, and blueprint
registration program 110. Master game server 102 may further
include a number of databases such as blueprint database 112, game
environment database 114, player database 116, new item database
118, and tax database 119. Game environment server 104 may include
programs such as game item assembly program 120, game attribute
valuation program 122, exchange multiplier determination program
124, and blueprint generation program 126. Game environment server
104 may additionally include databases such as blueprint database
128, raw material database 130, NPC database 132, skill database
134, natural resources database 136, attribute database 137, design
database 138, exchange multiplier database 140, player database
142, player character database 144, and image database 146.
[0154] Blueprints for virtual objects may be constructed according
to any means applicable. In some embodiments blueprints may be made
or registered for virtual objects that may be created in a
particular virtual environment. The ability to create a blueprint
of a virtual object or a virtual object in a virtual environment
may depend in some part on the type of game environment in which a
character resides. In some embodiments, particular game
environments may have limitations on the types of objects that may
be created in that game environment, there may be limitations based
on various criteria such as, but not limited to, the era of the
game environment, the number of items under construction, the game
objectives, the number of blueprints or virtual objects already in
that game environment, the type of blueprints or virtual objects in
that game environment, the resources in the game environment, or
any combination thereof. For example, some game environments may
not permit the construction of mechanized objects. Therefore,
blueprints for virtual objects prohibited in a particular game
environment may be blocked from being created or registered. In a
further embodiment, certain technologies may be required before a
blueprint can be created or deployed. Information regarding the
game environment may be stored, for example in game environment
database 114. In one embodiment, game environment database 114 may
store information regarding the game environment such as the game
environment ID, identification of the owners, percentage ownership,
governance structure, restrictions on imports or exports,
restrictions on object creation, configurations, natural resources,
raw materials, attributes, skills, NPCs, creation date, fee
structure, or any other information relating to the game
environment.
[0155] Once an imported, created, or otherwise acquired design
concept is determined to be acceptable to a particular game
environment, the digital images and software applications may be
converted into blueprints for creating the requested virtual object
using, for example, blueprint generation program 126. Blueprints
may contain all or some of the design elements of a concept or may
contain a general outline of the object sought to be
replicated.
[0156] In one embodiment, blueprints may be based on digital
renderings of objects. Digital renderings of objects to be created
in a game environment may be brought in by any means applicable,
for example using digital file import program 106. Unmodified
imported images may be stored by any means applicable. In one
embodiment, they may be stored, for example, in image database 146
which may include uploaded images along with information such as
creator ID, real world dimensions, virtual world dimensions,
intended virtual raw materials for assembly and acceptable game
environments. In another embodiment, digital renderings may be
based on computer readable code created by a player or character.
Such computer readable code may be brought into a game environment
using subroutine import program 108. In some embodiments, part or
all of a blueprint may be acquired, for example, from design
database 138. Design database 138 may include images of or programs
for items that may be used as part of virtual objects, as
inspiration for virtual objects, blueprints for objects created by
other players, and decorative elements. In other embodiments,
blueprints may be based on a combination of digital images,
information from the design database, other blueprints, and
computer readable code. In one embodiment, system 100 may use some
or all of the following steps in order to generate a blueprint:
[0157] 1. Receive digital image(s) of item from player character.
[0158] 2. Receive specifications from player character. [0159] 3.
Apply specifications to digital image(s). [0160] 4. Generate a
blueprint draft from specifications and digital images. [0161] 5.
Generate a list of additional specifications required to create a
virtual item from the image and specifications. [0162] 6. Output
list of additional specification requirements. [0163] 7. Receive
additional specification requirements. [0164] 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. [0165]
9. Output blueprint draft and identify missing specifications.
[0166] 10. Receive modifications of blueprint draft. [0167] 11.
Create final blueprint from blueprint draft and modifications.
[0168] In another embodiment, blueprints may be created, for
example, using some or all of the steps in the method outlined in
FIG. 3. 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, the image may contain
part or all of the necessary blueprints. In some embodiments,
additional images may be required, in other embodiments, additional
information may be required or both additional images and
additional information may be required. When an image is imported,
a determination is made regarding its sufficiency. If it is
sufficient, a blueprint is generated. The game server or other
controlling entity may automatically assign particular materials to
the construction of a virtual object or may request a list of
materials to be used. In addition to the raw materials and natural
resources to be used in constructing a virtual object, there may be
attributes imbued into the virtual object. The specifics of
particular attributes, for example certain spells, powers, healing,
longevity, invincibility, armor piercing ability, clean running,
accelerating, strength or any other attribute found in virtual
objects, may be requested as part of the formation of the
blueprint. Information regarding attributes may be stored, for
example in attribute database 137. Attribute Database 137 may
include information such as, attribute ID, amount, availability,
descriptor, last market value, strength, maximum allowed, remaining
amount, available date range, restrictions on use and levels.
[0169] Once the specifications for a virtual object are provided,
determinations may be made regarding the amount of materials and
the skills required to produce an object. For example, system 100
may use some or all of the following steps in order to determine
the required amounts of resources: [0170] 1. Receive a request to
assign resources to components a virtual blueprint [0171] 2. Output
blueprint and resource assignment request for each component of
blueprint [0172] 3. Receive resource assignments for each component
of a blueprint [0173] 4. Generate resource quantities necessary to
assemble item components based on blueprint specifications. [0174]
5. Store Resource Quantities with Blueprint [0175] 6. Determine the
attributes of an item based on the blueprint design, the
components, and the resources specified to assemble the components.
[0176] 7. Store blueprint file with resource allocations and
attributes.
[0177] Each blueprint created may be stored, for example in
blueprint database 112 which may include information such as
creator, licensing structure, royalty payments, valuation, game
environments in which it may be used, game environments in which it
has been used, ID, assignee, class, status, content, registration
date, and expiration date. Blueprints which have been used to
create objects in particular game environments or are allowed in
specific game environments may be stored, for example, in blueprint
database 128 which may include information such as creator,
licensing structure, royalty payments, valuation, ID, assignee,
registration date, expiration date, number of times used, import
and export restrictions, permitted game environments, allowable
quantity, skills needed, skill levels, import and export
restrictions, and materials needed.
[0178] Virtual natural resources and raw materials used to make
virtual objects from blueprints may be imported, exchanged,
purchased, borrowed, found, stolen, conjured, invented, programmed,
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 136 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 130 may
include, for example, raw material ID, raw material type, location,
first date available, conditions for use, conditions for discovery,
conditions for availability, max quantity allowed, quantity issued,
quantity remaining, license or permit fee, resource attributes,
renewability, level at which it exists, expiration date, natural
decay rate/perishability factor, and available times during the
game. In certain embodiments, all the necessary materials to create
a virtual object must be assembled prior to initiation of the
assembly project. 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.
[0179] A character may request a virtual item be assembled or
otherwise generated from a blueprint, or may request to assemble,
purchase or otherwise accquire the virtual object. In one
embodiment, the requesting character's assets may be inventoried to
determine if they possess the necessary funds, materials and skills
or the rights to receive the necessary materials when needed to
make, accquire or otherwise receive the requested virtual object.
In some embodiments, players and/or characters may need to have
particular types of accounts in order to assemble blueprints or
make objects from blueprints. Information regarding the character
and the player controlling the character may be stored, for example
in player database 142 and player character database 144,
respectively. Player database 142 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 144 may include information such as, but
not limited to, character ID, player ID, assets, skills, skill
levels, obligations, objects created, objects requested, raw
materials, natural resources, rates for use of skills, and game
environment access.
[0180] If a character(s) does not have the necessary materials or
reasonable access to the necessary materials to make the required
virtual object, the name of a supplier may be requested or
proffered. If they do not have the necessary skills, the requesting
character may request the game server, an NPC or another character
assemble the object. Information regarding the skills and NPCs
available in a particular environment may be stored for example, in
skill database 134 and NPC database 132 respectively. Skill
database 134 may contain information such as the skill ID, type,
conditions for use, available era(s), characters with skills, NPCs
with skills, skill levels, and use of skills. NPC database 132 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 116. Player database 116 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, account information, billing information and the game
environments in which the players have characters.
[0181] In one embodiment, a character may only be able to request
the formation of blueprints for virtual objects that they have the
ability or permission to assemble. In another embodiment, a player
character may only be able to request the formation of blueprints
for virtual objects that they can use or sell. In a further
embodiment a player character may request or provide any
blueprint.
[0182] In one embodiment, exchanges may be used to acquire the
necessary blueprints and resources for assembling a virtual object.
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 140 may track the exchange ID number and track or store
the multiplier number calculated by exchange multiplier
determination program 124 for purchases and acquisitions of
blueprints, objects or resources between exchanges, game
environments, game environment jurisdictions and/or games. In some
embodiments, game attribute valuation program 122 may track and/or
calculate the market for particular game attributes, whether
finished objects or parts of objects.
[0183] 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.
[0184] In some embodiments, there may be taxes due on the acquired
materials. Such taxes may include taxes such as a sales tax, labor
tax, land tax, employment tax, and/or capital gains tax. In some
embodiments, taxes may be incurred when a resource or other objects
is obtained, on a per turn basis, on an escalating or declining
scale over time, as payments over time with interest, when a
character dies or otherwise leaves the game or any combination
thereof.
[0185] Once the blueprints are created and the resources and skills
are acquired or hired, a virtual object may be assembled, or
otherwise acquired, e.g., purchased, exchanged, etc. Such an
assembly or acquisition may take place using any means applicable.
In one embodiment, the actions of characters and NPCs may be
executed using game item assembly program 120. Such a program may
use some or all of the following steps to create an item: [0186] 1.
Receive a request to assemble a virtual item from a blueprint and
resource list. [0187] 2. Generate and output a list of resources
required to assemble the item. [0188] 3. Receive resources required
to assemble the item. [0189] 4. Generate and output a list of
skills needed to assemble the item. [0190] 5. Receive one or more
player character inputs indicating required skills are present.
[0191] 6. Flag item record as "skill applied." [0192] 7. Assemble
item when all necessary skills have been applied. [0193] 8.
Generate and output a virtual fee for assembling the item. [0194]
9. Receive payment of fee. [0195] 10. Output virtual item to player
character(s) who requested assembly of the item. In the event that
the blueprint is owned or licensed by or through a third party, a
licensing fee may be required. In such embodiments, some or all of
the following steps may be used to determine the licensing fee and
transfer payment: [0196] 1. Receive a request to create an item
from a blueprint. [0197] 2. Generate and output a licensing amount
to the player character. [0198] 3. Receive an acceptance of the
licensing amount from the player character. [0199] 4. Generate a
blueprint license number. [0200] 5. Create a new item record
including blueprint license number. [0201] 6. Generate and output a
list of necessary virtual skills, resources, blueprints, and
components necessary to assemble item. [0202] 7. Receive necessary
skills, resources, blueprints and components necessary to assemble
item. [0203] 8. Create item. [0204] 9. Output item to item
requester. [0205] 10. Output licensing payment, less applicable
fees to owner of blueprint(s).
[0206] The creation and assembly of an object (or other creation or
acquisition) may accrue or require the payment of one or more types
of taxes. 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. In certain embodiments,
taxes may be collected in the form of indentured services.
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, and buying and selling items
and blueprints.
[0207] Once assembled, information regarding finished objects may
be stored, for example, in new item database 118. New item database
118 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
blueprints, new item materials, new item construction cost, import
and export restrictions, and availability.
[0208] As well as being used to create virtual objects, blueprints
may also be used to protect the designs of objects, resources,
avatars, items, construction methods, and/or use of any of the
forgoing, and/or any characters and players or player characters.
In some embodiments, once created, each blueprint may need to be
registered. Such registration may take place using any means
applicable, for example, using blueprint registration program 110.
In other embodiments, blueprints may be examined, either partially
or fully using automated or manual methods, in order to ensure that
the designs do not exceed a similarity threshold of designs by
other characters or players. In further embodiments, blueprints may
be reviewed by a panel of experts. In some embodiments, blueprints
may be compared to real world patents, trademarks, registrations
and copyrights. A system for patent office structure and management
has been disclosed by applicants in U.S. Provisional Patent
Application No. 60/727,191, which is incorporated herein by
reference. Such system may by employed or incorporated in the
presently described embodiment. Blueprints may also have fixed,
variable or renewable expiry points after which the objects
depicted within them may be created by anyone.
[0209] FIG. 4 provides an exemplary system 200 that may be used to
provide the embodiment described above. As shown, system 200 may
include a patent office server 202, a game environment server 204,
and an exchange server 206. Patent Office Server 202 may include a
blueprint registration program 208, an examination and registration
program 210, blueprint expiration program 212, and blueprint
licensing configuration 214. Patent Office Server 202 may further
include a plurality of databases such as registered blueprint
database 224 and examiner database 226. Such a system may provide
communications using any applicable means, including, for example,
an alerts system to notify interested parties that a blueprint has
been submitted for registration and/or patent review and/or
issuance. A suitable system for providing alerts to game players is
described, for example, in co-pending U.S. patent application Ser.
No. 11/676,848, which is hereby incorporated by reference.
[0210] Game environment server 204 may include programs such as
item creation and blueprint registration program 216, create item
from blueprint program 218, create contract to create item from
blueprint program 220, accept contract to create item from
blueprint 222 as well as various databases such as player database
228, player character database 230, available skills database 223,
available NPC database 234, and available natural resources
database 236.
[0211] Exchange server 206 may include blueprint marketplace
database 238 and available blueprint database 240.
[0212] Blueprints may be used to design and build any object to be
used in a virtual environment. In some embodiments, the types of
blueprints that may be created and the type of virtual objects that
may be built may depend in part on the virtual environment in which
the character resides. Each design for a virtual object may
generate one or more blueprints for construction. Blueprints may
contain all or some of the design elements of a concept or may
contain a general outline of the object sought to be replicated. In
one embodiment, blueprints may be based on digital renderings of
objects. In another embodiment, blueprints may be based on computer
readable code created by a player or character. In some
embodiments, part or all of a blueprint may be acquired, for
example, from a design database which may include images of or
programs for items that may be used as part of virtual objects, as
inspiration for virtual objects, blueprints for objects created by
other players, and decorative elements. In other embodiments,
blueprints may be based on a combination of digital images,
information from the design database, other blueprints, and/or
computer readable code.
[0213] Each blueprint created may be stored, for example, in
registered blueprint database 224, which may include information
such as creator, licensing structure, royalty payments, valuation,
game environments in which it may be used, game environments in
which it has been used, ID, assignee, class, status, content,
registration date, expiration date, number of times used, allowable
quantity, skills needed, import and export restrictions, and
materials needed. In other embodiments, only registered blueprints
may be stored.
[0214] In some embodiments, once created, each blueprint may need
to be registered. Registration may occur in each game environment;
for the game as a whole; through a central registration authority
that oversees one or more games; or any combination thereof. Such
registration may take place using any means applicable, for
example, using blueprint registration program 208.
[0215] In other embodiments, the registration of a blueprint may
require examination of the blueprint in order to determine that it
does not infringe anyone else's blueprint, and/or to verify that it
does not infringe any virtual or real world patents, registrations,
copyrights or trademarks. Such an examination may occur by any
means applicable, for example through a governing entity or through
a patent office. In one embodiment, a blueprint may be analyzed
using various rules based expert systems or genetic algorithms to
determine the degree of difference between one design and another.
If the degree of difference is not of an adequate percentage, the
blueprint can be rejected by the patent office system of the game
server. Such an analysis may take place, for example, using patent
examination and registration program 210. In certain embodiments,
notice may be given that one or more blueprints are in a queue to
be examined. Such notice may be provided by any applicable means,
for example, via instant message or e-mail. In certain embodiments,
players or player characters may desire the review of their
blueprint(s) to take priority over one or more other players or
player characters. In such instances, players or player characters
may have their review expedited or receive higher priority using
any applicable means. For example, the player or player character
may opt to pay a fee to receive priority status, moving up within a
queue one or more positions. Methods and systems for priority
queuing documents are described, for example, in co-pending U.S.
patent application Ser. Nos. 11/462,621 and 11/611,024, both of
which are hereby incorporated by reference.
[0216] In another embodiment, system 200 may be configured to
determine if a blueprint can be registered by performing steps such
as: [0217] 1. Receive a blueprint filing, including a player
character inventor ID, a virtual entity assignee ID, a blueprint
design, a blueprint class and subclass, required resources and
skills to assemble the blueprint, and required other blueprints to
assemble the blueprint. [0218] 2. Compare filed blueprint to
existing filed blueprints and generate a similarity rating. [0219]
3. If similarity rating is greater than allowable threshold, flag
blueprint as requiring further examination. [0220] 4. If similarity
rating is less than allowable threshold, generate a registration
number. [0221] 5. Assign registration number to blueprint record.
[0222] 6. Notify blueprint owner that blueprint has been
registered. [0223] 7. Post blueprint in patent office.
[0224] If the system is unable to make a determination as to the
originality of a blueprint, a determination may be made by players,
characters, or other third parties. In one embodiment, originality
may be determined by a court of competent jurisdiction (in either
the real or virtual world) which may or may not include a judge,
arbiter, and/or a jury and/or another governing or administrative
body or a group of players or player characters that has been
established for the purpose of such review. In another embodiment,
each creator may defend his blueprint. In yet another embodiment,
blueprints may be reviewed by a panel who may vote on the
originality of a blueprint. For example, there may be a group of
experts in a particular field, or of a particular class of
blueprints, or characters and/or player who are knowledgeable of
design concepts. Such experts may be chosen by the game server,
elected, or volunteer for the position.
[0225] In another embodiment, examination is performed by an
Examiner. In one embodiment, examiners are hired and governed by
laws and rules, such as the laws and rules of the United States of
America, the USPTO, Paris Convention for the Protection of
Industrial Property, European Patent Convention, European Patent
Office, Japan Patent Office, World Intellectual Property
Organization, African Regional Intellectual Property Organization,
Canadian Intellectual Property Office, Eurasian Patent
Organization, European Patent Office, German Patent Office, Indian
Patent Office, IP Australia, Japan Patent Office, Organisation
Africaine de la Propriete Intellectuelle, Irish Patent Office,
State Intellectual Property Office of China, Intellectual Property
Office of Taiwan, Intellectual Property Office of Singapore,
Intellectual Property Office of Philippines, United Kingdom Patent
Office or by laws, rules and regulations established by the game
manufacturer, one or more players in the game designated for such
purpose, any other body elected by the players and/or appointed by
the game manufacturer, and/or any other entity that is duly
authorized to appoint and/or hire examiners. In some embodiments,
Examiners must agree that they cannot create or be involved with
the creation of blueprints in the field of use for blueprints that
they agree to examine.
[0226] In some embodiments, the role of Examiner may be performed
by NPCs. In other embodiments, Examiners may be other characters.
In a further embodiment, Examiners may be players. According to one
embodiment, a virtual or real fee can be charged to a player
character who wants to register a blueprint. Such fees may be fixed
or variable or fixed and variable at different points in the game
and may be determined arbitrarily, based on the resources needed to
make the object in the blueprint, the complexity of the blueprint,
the time or skills or resources required to review the blueprint,
the number or quality of blueprints the character has previously
registered, the availability of Examiners, the backlog for
registration and/or examination, market prices, real world
examination fees, the current, anticipated or requested position
within a queue of blueprints to be examined, or any combination
thereof. In some embodiments, there may be fees paid to accelerate
examination. A portion of this fee can be paid to other player
characters who are willing to examine the filed blueprint that is
pending registration. In another embodiment, Examiners can be
volunteers who may or may not be trained or may or may not be
required to have or obtain certain other qualifications.
Information regarding examiners may be stored, for example in
Examiner database 226. Examiner database 226 may include
information such as, but not limited to, examiner ID, examiner
class, examiner skills, examiner qualifications, examiner subclass,
and examination history. In some embodiments, examination may take
place using a combination of Examiners and automated algorithms.
For example, the server may select the most closely related
blueprints and present them to an Examiner for the final
determination regarding whether or not it can or should be granted
registration. Such a method may use some or all of the following
steps: [0227] 1. Output a blueprint that has a similarity rating
higher than allowable threshold to a player character. [0228] 2.
Receive opinion from player character that blueprint can be
registered. [0229] 3. Generate a registration number. [0230] 4.
Assign registration number to blueprint record. [0231] 5. Notify
blueprint owner that blueprint has been registered. [0232] 6. Post
blueprint in patent office.
[0233] In another embodiment, examination may occur using a method
such as that outlined in FIG. 5 where an initial screening is made
comparing a blueprint to registered blueprints. If the threshold of
similarity is not exceeded, the blueprint is registered. If the
threshold is exceeded, the blueprint to be registered and the
similar blueprint(s) are given to an Examiner to review. If the
Examiner disagrees with the assessment, the Examiner may register
the blueprint. If the Examiner agrees with the assessment that the
blueprints are too closely related, a rejection may be sent to the
creator or other character seeking to register the blueprint. The
creator or other character seeking to register the blueprint may
then present arguments regarding the differences between the
blueprints. If the Examiner is generally convinced, the blueprint
may be registered. If the Examiner is not generally convinced,
registration may be denied. In some embodiments, it may be possible
to bribe the Examiner. However, according to some embodiment, in
order to bribe and examiner, a player made need to have developed
or obtained special skills or points such as the "bribe" skill, or
white collar crime skills or points.
[0234] Registration may serve to protect blueprints. In some
embodiments, once a blueprint is registered or registration is
applied for, unauthorized characters may not create objects using
those blueprints. In other embodiments, virtual objects made from
unlicensed or stolen blueprints may not be traded on the exchange.
In some embodiments, blueprints are not actually fully or partially
visible until the blueprint has been licensed for one time use. In
further embodiments, there may be a black market or over the
counter market for objects made from unlicensed blueprints. In yet
another embodiment, there may be skills that allow the forging of
blueprints or registrations.
[0235] The protection of blueprints may also be subject to certain
limitations. For example, in some embodiments, registered
blueprints may have an expiration date after which anyone can use
them. An expiration date may be based on a particular length of
time since the blueprint was registered, a particular event
occurring, a population density, a mission being completed, the
number of times the blueprint has been used, a licensing stream, a
royalty amount, or any combination thereof. Expiration may be
determined, for example, by using blueprint expiration program 212.
In another embodiment, certain blueprints may qualify for added
protection, for example, the blueprints may be encrypted to prevent
unauthorized access, use or reproduction. In certain cases, if the
blueprint registration has expired, such encryption may be
removed.
[0236] In some embodiments, blueprints may be marked as expired.
System 200 may be configured to expire a registration by performing
steps such as: [0237] 1. Determine that a blueprint has reached its
expiration date. [0238] 2. Mark blueprint as expired.
[0239] Once they are created, blueprints may be sold or licensed.
Such transactions may take place through any means applicable, for
example using an exchange. An embodiment of an exchange is depicted
in FIG. 4 in exchange server 206. Exchange server 206 may include a
blueprint marketplace DB such as blueprint marketplace database 238
which may include, for example, information such as, but not
limited to, game environment ID, transaction fee, monthly fee,
Information on blueprints available for purchase or licensing may
be stored, for example in available blueprints database 240 and may
include information such as, but not limited to, blueprint number,
blueprint price (by usage type), and number of uses remaining,
expiration date, creator, conditions of sale, title, certificate of
authenticity, examiner approval, electronic file wrapper, etc. In
one embodiment, each creator of an item can set a price for his
item or blueprint, in whole or in part. Other player characters can
create competing blueprints for items and the marketplace can allow
the blueprints to be sold competitively.
[0240] System 200 may be configured to post a blueprint on an
exchange in order to transfer an assignee by performing some or all
of the following steps: [0241] 1. Receive an offer to sell a
registered blueprint, including an offer price, a remaining edition
number from a player character who controls a blueprint assignee.
[0242] 2. Store offer and post offer on exchange System 200 may be
configured to allow the purchase of a registered blueprint on an
exchange by performing steps such as: [0243] 1. Receive a request
to purchase a blueprint from a player character. [0244] 2. Receive
a new assignee name. [0245] 3. Withdraw purchase price, including
applicable fees, from new assignee account. [0246] 4. Transfer
blueprint to new assignee. [0247] 5. Transmit purchase price, less
applicable fees, to former assignee of blueprint patent.
[0248] In another embodiment, blueprints may be licensed or
sublicensed. Licenses or sublicenses can be exclusive or
non-exclusive. Fees for licensing or sublicensing a blueprint may
be fixed or variable or fixed or variable at different points of
the game. In one embodiment, the licensing fee may be determined by
any applicable means, including any fee based upon any one or more
of: a reflection of the resources needed to create an item from the
blueprint; the cost to use the item, the expected value or benefit
of owning or using the item, the time remaining in the
registration; the volume or number of items made; revenues for
selling the items; taxes owed, generated or collected relating to
the existence or use of the item, may include milestone payments;
may include guaranteed minimums; upfront fees and a percentage; a
percentage of the total item value on an exchange at the time the
item is created; or any combination thereof. For example, a
blueprint with a higher licensing percent fee may have a shorter
life than a patent with a lower percent licensing fee or vice
versa. For example, a player can receive a 10% license fee for a
blueprint for one year or 10,000 units, or could receive a 5%
license fee for a blueprint for three years or 30,000 units. In
some embodiments, the license may have an effect on the life of the
patent. For example, popular blueprints may have shorter or longer
registration lives. In another example, the blueprint licensing fee
can be reduced over time or when a certain number of units of an
item have been created. For instance, a license to assemble an item
from a blueprint can be $10 for the first year or 10,000 items, and
$5 for the second year or second 20,000 items. In some embodiments,
such fees may be additive in that the amounts paid by successive
licensees may be lower.
[0249] Licensing arrangements may be negotiated directly between
characters or using an arbitrator or exchange service, may be
calculated using market prices, may be uniform, may be determined
using a genetic or other learning algorithm, or using a program
such as blueprint licensing configuration program 214. In one
embodiment, a licensing arrangement may be determined using some or
all of the following steps. [0250] 1. Set Up Blueprint Licensing
Structure. [0251] 2. Receive a request to set up a blueprint
licensing structure. [0252] 3. Output allowable licensing
structure, including per usage fee, usage type, maximum usage
(limited edition number). [0253] 4. Receive a licensing structure
configuration. [0254] 5. Store licensing structure configuration
with blueprint.
[0255] In another embodiment, the use of a blueprint may require
the payment of a royalty fee. Such a royalty fee may be a one time
price, a recurring price, may be fixed or variable, may depend on
the intended use or expected or actual derived benefit of the
object, the complexity of the object, the resources used to make
the object, the number of times the blueprint has been used, the
amount of tax revenues expected, generated or collected, or any
combination thereof. Such royalty fees may not confer ownership or
exclusivity, but may confer the right to use a blueprint or have an
object made from a particular blueprint or to permit others to do
likewise.
[0256] Blueprints may be used to create virtual objects in the
virtual environment. In some embodiments only registered blueprints
may be used. In other embodiments, there may be ways to circumvent
the registration requirement. In some embodiments, only the creator
or licensor of the blueprint or characters designated by the
creator of the blueprint may request objects be made using the
blueprint. These blueprints could be registered with a central
authority but not viewed by anyone other than authorized player
characters or player character groups. When a request is made to
construct or otherwise obtain or use a virtual object, the
requesting character's assets may be inventoried to determine if
they possess the necessary materials and skills to make the
requested virtual object. In some embodiments, players and/or
characters may need to have particular types of accounts in order
to assemble blueprints or make objects from blueprints. Information
regarding the character and the player controlling the character
may be stored, for example in player database 228 and player
character database 230, respectively. Player database 228 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 230 may include
information such as, but not limited to, character ID, player ID,
assets, skills, obligations, objects created, objects requested,
raw materials, natural resources, attributes, rates for use of
skills, blueprints invented, blueprints owned, and game environment
access.
[0257] If they do not have the necessary materials, the name of a
supplier may be requested or proffered In some embodiments, virtual
objects may only be constructed with natural resources and raw
materials that are found in that game environment. In other
embodiments, additional natural resources and raw materials may be
brought in from other game environments via an exchange. In other
embodiments, an item can only be constructed from materials
collected by the creator himself. Information regarding natural
resources and raw materials may be stored, for example in available
natural resources database 236. Available natural resources
database 236 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, renewability, resource attributes 1-n, game
environment where created, player character that created or found
attribute, etc.
[0258] Characters may also be inventoried to determine if they have
the necessary skills to construct a 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 object.
Information regarding the skills and NPCs available in a particular
environment may be stored for example, in skill database 232 and
NPC database 234 respectively. Skill database 232 which may contain
information such as the skill ID, type, conditions for use,
available era(s), characters with skills, NPCs with skills, skill
levels, and use of skills. NPC database 234 may include information
such as NPC ID, type, location, conditions for use, license or
permit fee, available eras, costs for use, and skills. In some
embodiment, the particular characters or NPCs with the necessary
skills may not exist in that game environment.
[0259] In some embodiments, exchanges may be used to acquire the
necessary resources and additional blueprints for assembling or
acquiring an object. In one embodiment, a blueprint can be posted
on an exchange and player characters having the appropriate skills
can bid to assemble or otherwise acquire 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., gather,
conjure, 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 or
acquire the item. In another embodiment, all resources required for
a project may be purchased on an exchange. Such an exchange may be
within a game environment, between game environments and/or between
games.
[0260] Blueprints and resources including created objects, skills,
virtual natural resources, attributes, virtual raw materials and
NPCs exchanged between game environments or game servers may be
uniform or may be exchanged using multipliers to recognize
differences in supply and demand between game environments.
Conversion rates may be determined by any means applicable. They
may be fixed, on an automated trading system, or as determined by
an exchange on the open market or any combination thereof. For
example, conversion rates may be based on a comparison of the
economies of two game environments, a comparison of a
representative basket of goods, the number of player characters in
each environment, the amount of a particular virtual asset
available in a particular game environment, the amount of
production of a virtual asset in the game environments or on any
other number of market forces or comparable factors. For example, a
gallon of oil may be converted to two gallons of oil when traded
from War Craft to Second Life. In another embodiment, a barrel of
oil may be converted into 1000 thistle seeds within a game
environment, and/or a barrel of oil may be converted to 5000
thistle seeds when exchanged between two games. 5000 thistle seeds
may be worth 3 shares of stock in a particular game environment. In
a further embodiment, a game attribute coming from a first
environment may be converted into a game attribute in a second
environment by multiplying the value of the game attribute in the
first environment by a conversion multiplier that reflects the
difference in the labor (and/or other factors) required to build
the game attribute in the first environment vs. the second
environment. For example, 1000 thistle seeds in one game
environment may be worth 700 thistle seeds in another game
environment. Alternatively or additionally, the multiplier may be
determined by any applicable means, for example the multiplier may
take into account any differences in supply, availability, ease or
cost of acquisition, current or expected demand, in game
objectives, goals, cost of use, expected or actual taxes levied,
accrued or collected, manufacture or the like, of the resources
and/or the prevailing exchange rates of real or virtual currency,
or any combination of the forgoing. Some game environments may be
configured to produce items more optimally. These game environments
may receive a premium valuation in that their labor is more or less
efficient in that game environment than on other game servers.
Alternatively, environments that produce such items more optimally
may be penalized or a tariff may be imposed to create a more fair
exchange between or among such game environments.
[0261] In one embodiment, some or all of the following steps may be
used to convert assets between game environments. [0262] 1.
Generate a conversion value for two or more game environments based
on activity and conditions in the game environments. [0263] 2.
Create a conversion multiplier based on the relationship of the
values between two or more game environments. [0264] 3. Store
multiplier.
[0265] According to one embodiment, the game server or game
environment manager can set a maximum trade amount per time period
on blueprints, types or classes of blueprints, currency, resources
and other available items including finished products both in the
game environment and between game environments.
[0266] In another embodiment, import or export taxes may be
imposed. Such taxes may be a percentage of the value of the import
or based on the amount per unit of the import. They may be imposed
by any applicable means, including by the game server, game owner,
server owner, game environment owner(s), a character or group of
characters or any combination thereof. In some embodiments, there
may be agreements between or among games and/or game environments
regarding import and export taxes. Taxes may be manually or
automatically adjusted based on taxes imposed by other servers
and/or game environments or imposed unilaterally.
[0267] In some embodiments, some or all items in a game environment
may have a provenance. In order to be listed on an exchange,
blueprints, natural resources, raw materials, attributes, skills
and NPCs may have identification numbers associated with them.
According to one embodiment, the central system can query the
database of all items in existence to determine if an item exists
that has an identical number to another item. If more than one item
exists with the same number, one or more of them may be identified
as a forgery and the item(s) can be flagged as such and/or
submitted for further review to the appropriate governing body
and/or player characters and/or game servers, etc. Alternatively, a
query can be made against an item to determine if the serial number
matches the provenance on file, if the item does not match its
database entry, it can be flagged as a forgery or marked as an item
that should or may be reviewed. If an item is determined to be or
may be a forgery or is flagged as a forgery or flagged for
additional review, the system may send an alert to any one or more
of: the object's owner, manufacturer, licensor, licensee, exchange
system, video game, virtual environment, financial institution,
provider of services, e.g., an NPC, or any other interested or
affected third party. System 200 may be configured to find
duplicate items or forged items by performing some or all of the
following steps: [0268] 1. Retrieve an ID number for a virtual
asset that is posted on an exchange [0269] 2. Determine if ID
number is a valid number [0270] 3. Determine if ID number is unique
[0271] 4. If appropriate, send alert [0272] 5. Remove or quarantine
item from exchange if ID number in not valid or unique
[0273] Once the necessary blueprints, materials, skills, NPCs
and/or other resources are acquired, an object may need to be
assembled. Assembly may take place using any means applicable, for
example item creation and blueprint registration program 216. In
one embodiment, a character may only be able to request the
formation of virtual objects that they have the ability to
assemble. In another embodiment, a player character may only be
able to request the formation of virtual objects that they can use.
In a further embodiment a player character may request the
formation of any virtual object. Virtual objects may be created by
any means applicable. For example, in one embodiment, virtual
objects may be created using create item from blueprint program
218.
[0274] In another embodiment, system 200 may be configured to
create an item from a blueprint by performing steps such as: [0275]
1. Receive a request to create an item from a blueprint from a
player character. [0276] 2. Generate and Output a licensing amount
to the player character. [0277] 3. Receive an acceptance of the
licensing amount from the player character. [0278] 4. Generate a
blueprint license number. [0279] 5. Create a new item record,
including blueprint license number. [0280] 6. Generate and Output a
list of necessary virtual skills, resources, blueprints, and
components necessary to assemble item. [0281] 7. Receive necessary
skills, resources, blueprints, and components necessary to assemble
item. [0282] 8. Create item. [0283] 9. Output Item to Item Creator
[0284] 10. Output licensing payment, less applicable fees to patent
assignee.
[0285] In some embodiments, characters may hire other characters or
NPCs to create objects for them. Hiring arrangements may be made by
any means applicable, for example using a contract. Contracts may
be created using any means applicable, for example, create contract
to create item from blueprint program 220. System 200 may be
configured to post a contract to build an item from a blueprint by
performing some or all of the following steps: [0286] 1. Create a
contract to build an item, including the item record, the date of
completion, the necessary skills, the actual virtual assets need to
assemble the item, and a contract price from a player character.
[0287] 2. Store contract offer. [0288] 3. Withdraw contract offer
price, plus applicable fees, from player character account.
[0289] In another embodiment, contracts may be negotiated between
characters. After a series of counter offers, the final contract
may be accepted, for example using accept contract to create item
from blueprint program 222.
[0290] For some objects the skill level may be greater than the
skill that any one or more player character(s) or NPCs in the game
environment has or can have. The game server can list all of the
skills necessary to assemble the item and list other player
characters or NPCs who have the required skill level to assemble
components of the item. The game server may also list any general
contractors (within the current or any other connected game) who
are available and have demonstrated the skills, connections, etc.,
necessary to acquire the necessary resources and labor to build a
virtual object. Such player and/or contractor listings may be
listed alphabetically, or sorted according to any one or more of:
experience, other player ratings or rankings, quality,
quantity/capacity, price for similar or identical items, bid,
availability, reputation, past legal violations, e.g., prior patent
infringement or lawsuits or claims by other players, etc. The
player character can immediately contact characters who have the
necessary skills and/or other desired attributes to build the item
and request bids to assemble all or part of the in game object
and/or control or manage the process for the player requesting the
item(s). In another embodiment, characters or owners of NPCs
willing to sell their skills may advertise. In yet another
embodiment, characters or players wishing to have objects assembled
may request bids to assemble the object.
[0291] Contracts to hire other characters or NPCs to make items
from blueprints or to design blueprints for particular concepts may
be assembled by any means applicable. In one embodiment, standard
contracts are generated. In another embodiment they may be
negotiated between characters, such negotiations may be conducted
by using an existing or boilerplate agreement, or they may begin
without any starting template. In yet another embodiment, they may
be negotiated by third parties, for example, between guilds. In yet
another example, contracts may be a combination of the above.
[0292] An exemplary system 300 configured to provide a virtual
environment as described above is shown in FIG. 6. As shown in FIG.
6, 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. Master game server 302 may host a
program such as game environment creation and set up program 306,
digital file import program 314 and subroutine import program 316.
Master game server 302 may further host a plurality of databases
including, for example, game environment database 308, player
database 310 and new item database 312. Game environment server 304
may host a plurality of programs including, for example, object
creation program 320, game item assembly program 322, game
attribute valuation program 324, exchange multiplier determination
program 326, and contract generation program 328.
[0293] 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, new item contract database 340,
exchange multiplier database 342, player database 344, character
database 346, and blueprint database 348.
[0294] The ability to have another character, NPC or the game
server create a blueprint or a virtual object in a virtual
environment may depend in some part on the type of game environment
and/or the game in which a character resides. For example,
particular game environments may have limitations on the types of
objects that may be created in that game environment, there may be
limitations based on the era of the game environment, the resources
in the game environment, the current or expected or desired game
objectives or goals, the current or expected number of existing
objects, the current number of objects already under construction,
the type of current or expected objects, or the type of programs
that may be created and used in a game environment. In some
embodiments, the limitation may be on the object in its entirety,
may be on making or using the object, in whole or in part, in that
environment, or may be on making that object with particular
features or limitations. For example, certain environments may be
environmentally conscious and therefore do not allow smelting to
occur in that environment, however they may allow the importation
of finished extracts or the product of finished extracts to be
brought into the environment. Such regulations may be determined
during game environment creation and setup or may be determined as
the game evolves. In one embodiment, the rules and regulations for
a game environment may be formulated by any applicable means, for
example, when the game environment is formed, using game
environment creation and setup program 306. In another embodiment,
the rules and regulations for a game environment may evolve as the
game progresses. Such information may be stored in a game
environment database, for example, in game environment database
308. In some embodiments, game environment database 308 may store
information regarding the game environment such as the game
environment ID, identification of the owners, percentage ownership,
governance structure, configurations, natural resources, raw
materials, allowable technologies, prohibited technologies,
allowable objects, prohibited objects, import restrictions, export
restrictions, creation date, fee structure, or any other
information relating to the game environment.
[0295] Design concepts for objects may be acquired by the game
environment by any means applicable. In one embodiment, design
concepts may be imported using digital file import program 314. In
another embodiment, design concepts may be imported using
subroutine import program 316. Once an imported design concept is
determined to be acceptable to a particular game environment, the
image or subroutine may be converted into blueprints for creating
the requested virtual object. Blueprints may be stored, for example
in blueprint database 348 which may include information regarding
the blueprint, the creator, registration date, expiration date,
costs, skills required, assets required and permitted game
environments. Blueprints may contain all or some of the design
elements of a concept or may contain a general outline of the
object sought to be replicated. In one embodiment, blueprints may
include information regarding the materials to be used and/or the
skills or skill levels required to assemble an object. In some
embodiments, some or all of a blueprint may be acquired, for
example, from a design database and/or via an exchange or
repository of such blueprints. A design database may include images
of or programs for items that may be used as part of virtual
objects, as inspiration for virtual objects, blueprints for objects
created by other players, subroutines and programs for virtual
object, and decorative elements. Combinations of original designs,
images and stored designs, images, blueprints and decorative
elements may be compiled using, for example, object creation
program 320.
[0296] When an image is imported, a determination is made regarding
its sufficiency. If it is sufficient, a blueprint is generated. The
game server or other controlling entity may automatically assign
particular materials to the construction of an object or may
request a list of materials to be used.
[0297] Virtual natural resources and raw materials used to make
virtual objects may be purchased, borrowed, found, harvested,
gathered, stolen, conjured, invented, mined, programmed, 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, max
quantity allowed, quantity issued, quantity remaining, license or
permit fee, resource attributes, renewability, taxes, tariffs,
ecological or environmental restrictions, level at which it exists,
expiration date, natural decay rate/perishability factor, and
available times during the game.
[0298] In addition to the raw materials and natural resources to be
used in constructing an object, there may be attributes imbued into
the object, for example certain spells, powers, healing, longevity,
invincibility, armor piercing ability, clean running, accelerating,
strength, healing or any other attribute generally found in virtual
objects. In some embodiments, objects with such attributes may
required a payment of an additional tax or fee to include or use
such attributes. Once the specifications for an object are
provided, determinations may be made regarding the amount of
materials and the skills required to produce an object to match the
blueprint.
[0299] Once the blueprints are finalized or as part of the
blueprint design and/or registration process, contracts may be
entered into for the formation or acquisition of the object. In one
embodiment, a player character may only be able to form contracts
for the creation or acquisition of objects that they can use,
license or sell. In a further embodiment a player character may
enter into contracts to construct or acquire any virtual objects
for which they have the necessary skills, licenses, permits or
permission. In some embodiments, players and/or characters may need
to have particular types of accounts in order to assemble
blueprints, make objects for others from blueprints, or enter into
contracts.
[0300] The requesting character's assets may be inventoried to
determine if they possess the necessary assets to pay for a
requested virtual object, and/or the materials that may be used by
the contractor to make the 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, skill levels,
obligations, objects created, objects requested, raw materials,
natural resources, rates for use of skills, and game environment
access.
[0301] In one embodiment, system 300 may be configured to generate
a new item contract using some or all of the following steps:
[0302] 1. Generate blue print of item from digital images from a
first player character. [0303] 2. Receive List of Materials [0304]
3. Determine material amounts. [0305] 4. Create and save request to
assemble contract. [0306] 5. Receive request to fulfill contract.
[0307] 6. Receive price to fulfill contract. [0308] 7. Output price
to fulfill contract to first player character. [0309] 8. Receive
acceptance price. [0310] 9. Output acceptance of price to second
player character. [0311] 10. Create and store contract.
[0312] In one embodiment, contracts to create an object may be
generated using some or all of the method steps in FIG. 7. For
example, the game server may receive a request to import an image.
If the image is sufficient to generate a blueprint, a blueprint may
be generated. Information may be requested regarding the materials
and attributes to be used to assemble the object and a list of
skills and other resources required to make the object. In some
embodiments, the contract may include additional terms such as a
time limit, a price, one or more digital photos of an item to
assemble, a list of materials the object needs to be made from, and
a list of additional attributes or specific requirements that the
requester wants included in the object and/or any required permits,
skills, attributes or other terms and conditions or any combination
of the forgoing. Packages may be put together regarding the
requirements of the requestor in order to solicit bids to do the
work. Bids may be submitted by any player character, NPC or third
party including cost estimates, scheduling, and employees. The bids
may be submitted to the requesting character who may or may not
accept a bid.
[0313] In one embodiment, a bid may be met by a counteroffer.
System 300 may be configured to negotiate a contract using some or
all of the following steps: [0314] 1. Submit bid on proposed
contract. [0315] 2. Receive a counter offer to a contract offer to
assemble an item from a blueprint, including a counter offer price
and assembly date from a player character [0316] 3. Store and
output offer to the player character who initially created the
contract offer. If a bid is accepted, a contract may be generated,
for example using contract generation program 328. An accepted
contract may be stored, for example, in new item contract database
340. In one embodiment, system 300 may be configured to accept a
contract to build an item by performing steps such as: [0317] 1.
Create a contract to build an item, including the item record, the
date of completion, the necessary skills, the actual virtual assets
need to assemble the item, and a contract price from a player
character. [0318] 2. Store contract offer. [0319] 3. Withdraw
contract offer price, plus applicable fees, from player character
account.
[0320] In some embodiments, no single character or NPC may have all
of the necessary skills or resources to construct an object. It may
therefore be necessary to assemble a group of characters and/or
NPCs. Bids may therefore be submitted on a part, sub-part or the
entirety of the contract. In one embodiment, a contract may be
entered into with a general contractor who is then responsible for
hiring, finding, organizing, managing, and paying for all necessary
resources and/or players or NPCs to build an item. For example, to
build a car, a general contractor or virtual auto company, may
create an assembly plant, and receive various component parts,
e.g., frames, body panels, seats, air bags, engines, tires, wheels,
etc., from various sub-manufacturers. The auto company assembles
the car, but many other companies build the various component parts
and many others still, may provide sub-components and or partially
finished materials, and/or raw materials all going toward the
construction of the single object: car.
[0321] An evaluation may be made of the materials and other
resources owned by the contractor or requesting character. If they
do not have the necessary materials, the name of a supplier may be
requested. If they do have the necessary materials, an assessment
regarding their skills may be made. If they have the necessary
skills, they may be permitted to make the object. If they do not
have the necessary skills, they be required to find a sub
contractor. Information regarding the skills and NPCs available in
a particular environment may be stored for example, in skill
database 336 and NPC database 334 respectively. Skill database 336
may contain information such as the skill ID, type, conditions for
use, available era(s), characters with skills, skill levels, and
use of skills. NPC database 334 may include information such as NPC
ID, type, location, conditions for use, license or permit fee,
available eras, costs for use, and skills. In some embodiment, the
particular characters or NPCs with the necessary skills may not
exist in that game environment. Information regarding players with
characters or NPCs with the necessary skills in other game
environments may be stored, for example, in Player database 310.
Player database 310 may include information regarding the players
in a virtual environment, their ID(s), the character(s) they
control, the skills and assets of the characters, billing
information and the game environments in which the players have
characters. The costs for assembling the virtual object may be
determined in whole or in part based on 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 object(s), the age of the player or player character, taxes,
various fees or tariffs, the number and type of tools and/or NPC's
used during assembly, 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, costs to pay
for military or other government protection, or any combination of
the forgoing.
[0322] Once the necessary skills, raw materials, natural resources
and NPCs (and/or sub-components) for making an object have been
assembled, the contract may be fulfilled. System 300 may fulfill a
new item contract using some or all of the following steps: [0323]
1. Receive an acceptance of a contract offer to assemble an item
from a blueprint. [0324] 2. Receive an indication that a contract
has been completed. [0325] 3. Flag item record as complete. [0326]
4. Transmit payment for fulfilling contract, less applicable fees,
to player character.
Such routines may be executed, for example, using game item
assembly program 322.
[0327] Outsourcing construction of an object may result in fees
and/or taxes such as labor or employment taxes. In some
embodiments, tax rates may be variable or fixed, or variable or
fixed at different points in the game. Such taxes may be
progressive, graduated, or flat. They may depend on a variety of
factors including, but not limited to, the total or per turn wealth
of a player character, the race class and skills of a player
character, the age of a player character, the level of a player
character, whether a player character is in possession of certain
game attributes, whether a player character is in possession of a
certain technology or skill, the size of a player character's
family, the citizenship of player characters, the guild of a player
character, the number of NPCs employed by a player character,
and/or the land parcels owned by a player character.
[0328] In some embodiments, permits may be required to gather
resources or to assemble objects. Such permits may apply to a
particular industry, a particular type of virtual object, a
particular skill, a particular resource, and/or a particular
project or any combination thereof. In some embodiments, permits
may be needed to construct or acquire certain types of virtual
resources or objects in particular game environments. In other
embodiments permits may be limited to a particular game environment
or may apply across game environments. The virtual permit may be a
one-time fee and/or may require periodic payments that are fixed or
variable, which may be based upon the total value of a particular
project, the industry in general, the amount of resources that will
be required to build a particular project, the amount of revenue
the expected or actual revenues that the project generates or might
generate, the amount of taxes and/or other fees that the object or
the project generates or might generate, the number of characters
or other entities applying for permits, the population density of a
particular game environment, vote by a group of player characters
and/or an entity or player character elected to represent the
player characters, the game manufacturer, by the game, market
prices, or any combination of the foregoing. In some embodiments,
permits may be acquired by any applicable means, including, for
example, purchasing them from other characters or stealing or
forging them. In other embodiments, permits may be obtained from
official sources through the use of bribery.
[0329] According to one embodiment, game server 300 may be
configured to perform some or all of the following steps to issue a
permit: [0330] 1. Receive a request from a player character, group
of player characters, or one or more third parties to acquire a
permit. [0331] 2. Determine if there is an available permit for the
virtual resource the player characters wish to acquire. [0332] 3.
If there is an available permit determine and output a permit fee.
[0333] 4. Receive an acceptance and payment for the permit fee. In
one embodiment, virtual objects may not be constructed without the
necessary permits and/or without paying a bribe to avoid obtaining
one or more permits. In another embodiment, virtual objects may be
constructed but may not be traded on exchanges if the necessary
permits have not been obtained or the necessary bribes have been
paid or a combination of these steps. In a further embodiment, an
item may not be registered, for example in a new item database,
unless the necessary permits have been obtained. In some
embodiments, a black market may exist for the trade of items that
have been created without a permit.
[0334] Information regarding all finished objects may be stored,
for example, in new item database 312. New item database 312 may
include information such as new item ID, creator ID, new item
digital images, new item blueprints, new item materials, new item
construction cost, and new item salvage value.
[0335] 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, export and import
restrictions, new item digital images, new item algorithms, new
item blue prints, new item materials, new item construction cost
and availability.
[0336] In one embodiment, blueprints, created virtual objects,
designs for created virtual objects, contracts, virtual natural
resources, raw materials, attributes, skills, and NPCs, may be sold
or traded on a virtual exchange. Such an exchange is further
described in detail in U.S. patent application Ser. Nos.
11/428,263, filed Jun. 30, 2006, and Ser. No. 11/560,456, filed
Nov. 16, 2006, each of which is herein incorporated by reference in
its entirety. An embodiment of an exchange system is shown in FIG.
8. As shown, system 400 includes a master game server 402 a game
environment server 406 and an exchange server 404.
[0337] 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.
[0338] 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, 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, virtual account numbers,
character permits, NPC employment.
[0339] 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.
[0340] In one embodiment, Exchange database 408 may include
information such as, but not limited to, exchange ID, exchange
type, allowable assets, and allowed traders. Exchange open offers
database 410 could contain information such as: [0341] 1. Offer ID
[0342] 2. Offer Type [0343] 3. Offer Posting Date [0344] 4. Offer
Expiration Date [0345] 5. Offer Item [0346] 6. Offer Quantity
[0347] 7. Offer Price.
[0348] 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.
[0349] 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:
[0350] 1. Order ID [0351] 2. Order Buyer [0352] 3. Order Seller
[0353] 4. Order Date [0354] 5. Order Price [0355] 6. Order Type
[0356] 7. Order Terms and Conditions 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.
[0357] According to one embodiment, the game server can set a
minimum and maximum trade amount per time period on currency and
other virtual resources both in the game environment and between
game environments. This amount could be determined by any
applicable means, for example, the amount or time could be based on
any one or more of: the total amount of a virtual resource
available in a game parameter; the amount per player character of a
virtual resource available in a game parameter; the amount of open
buy orders for a virtual resource in a game environment; the amount
of open sell orders for a virtual resource in a game environment;
any other factors and/or rules and regulations as disclosed herein
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: [0358] 1.
Receive a request to sell a virtual item on an exchange. [0359] 2.
Determine if item is unique. [0360] 3. Determine if a permit exists
to sell the item. [0361] 4. If the item is unique and a permit
exists, post item on exchange. [0362] 5. Receive acceptance of
request. [0363] 6. Determine an import tax amount and an export tax
amount. [0364] 7. Apply import tax amount to purchase price. [0365]
8. Withdraw virtual cash equal to purchase price plus tax from
buyer. [0366] 9. Transmit purchase price, less applicable export
tax fees to seller.
[0367] Items bought and sold on an exchange may generate virtual
currency, and/or real currency and/or may generate an exchange of
assets or use other financial instruments, e.g. a loan backed by a
real or virtual credit card. The value of a currency or an asset
may be based on a conversion factor as described above or based on
an exchange rate or any combination of these.
[0368] 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.
[0369] 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.
[0370] The present disclosure provides numerous systems and methods
related to virtual environments in online computer games. It should
be appreciated that numerous embodiments are described in detail
and that various combinations and subcombinations of these
embodiments are contemplated by the present disclosure.
CONCLUSION
[0371] 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.
[0372] 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.
[0373] 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).
[0374] 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.
[0375] 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.
[0376] 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).
[0377] 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.
[0378] 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.
[0379] 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.
[0380] 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.
[0381] 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).
[0382] 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.
[0383] 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.
[0384] 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.
[0385] 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.
[0386] 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.
[0387] 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.
[0388] 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".
[0389] 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.
[0390] 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.
[0391] 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.
[0392] 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).
[0393] 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.
[0394] 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.
[0395] 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.
[0396] 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.
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