U.S. patent application number 11/550425 was filed with the patent office on 2008-04-24 for system and a method for a reality role playing game genre.
Invention is credited to Ariel COHEN.
Application Number | 20080096665 11/550425 |
Document ID | / |
Family ID | 39318609 |
Filed Date | 2008-04-24 |
United States Patent
Application |
20080096665 |
Kind Code |
A1 |
COHEN; Ariel |
April 24, 2008 |
SYSTEM AND A METHOD FOR A REALITY ROLE PLAYING GAME GENRE
Abstract
A system for a Reality Role Playing Game (RRPG) including at
east one of in-game experiences, out-of-game experiences and real
world content scenarios that are related to at least one of REAL
people and REAL in-life actions, feelings and contacts, wherein the
distinction between in-game and out-of-game experiences are
blurred.
Inventors: |
COHEN; Ariel; (Tel Aviv,
IL) |
Correspondence
Address: |
Naomi Assia;Landon IP, Inc
Suite 450, 1700 Diagonal Road
Alexandria
VA
22314
US
|
Family ID: |
39318609 |
Appl. No.: |
11/550425 |
Filed: |
October 18, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/12 20130101;
A63F 2300/69 20130101; A63F 13/47 20140902; A63F 13/822 20140902;
A63F 13/655 20140902; A63F 2300/5553 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for a Massively Multiplayer Online Reality Role-Playing
Games (MMO)RRPG's comprising at least one of: in-game experiences;
out-of-game experiences; and real world content scenarios that are
related to at least one of: REAL people; REAL in-life actions; REAL
in-life feelings; and REAL in-life contacts, wherein the
distinction between in-game and out-of-game experiences may be
blurred.
2. The system of claim 1, wherein there can be any number of real
world content scenario types, comprising at least one of: support
group content scenarios comprising at least one of: parenting and
child care; pregnancy and child birth; avoiding over-eating and
slimming; giving up smoking; treating alcohol addictions; treating
narcotic addictions; and PTSD support groups; learning content
scenarios; and gaming content scenarios comprising at least one of:
"survival games" in the spirit of various Reality TV programs;
gambling games; "Dungeons and Dragons.TM." scenarios; dating games;
investment games using: real currency; game currency; real
investments; and virtual/game investments; competition games
comprising at least one of: skill-based with real judges;
skill-based with acting judges; knowledge based; and professional
expertise.
3. The system of claim 1, wherein playing in any of the worlds
comprises assignments and quests comprising at least one of:
computer assigned quests comprising at least one of: learning
assignments with qualifying exams; real world physical assignments
where validation credit from real entities is passed using
cryptographically created "assignment keys;" real world physical
assignments where assignment credit from real entities is passed
using cryptographically created "assignment keys;" human
interaction quests that are one of: real; virtual; and mixed real
and virtual; treatment quests that are one of: real; virtual; and
mixed real and virtual; coaching quests that are one of: real;
virtual; and mixed real and virtual; and training quests that are
one of: real; virtual; and mixed real and virtual; group
assignments within the game world; group assignments within the
real world; and group assignments within mixed real and virtual
worlds; a player self-defined assignment comprising at least one
of: pre-defined sub-quest types; and goals and parameters of the
assignment are self defined; Internet assignments comprising at
least one of: establishing and moderating a forum; establishing and
maintaining an community Internet web site; establishing and
maintaining a blog; establishing and maintaining a vlog; and
creating and distributing a podcast; externally defined
assignments; and externally defined assignments imposed by reality
TV programs' producers.
4. The system of claim 1, wherein playing in any of the worlds
comprises an additional classification of quest type based on the
distinction between: real time synchronous quests, occurring within
the game world, such that the real time nature of a quest may be
critical where group interaction is involved; real time synchronous
quests, occurring in real life, such that the real time nature of a
quest may be critical where group interaction is involved; and real
time synchronous quests, occurring within the game world and in
real life, such that the real time nature of a quest may be
critical where group interaction is involved; and offline
asynchronous quests to be performed at a player controlled
pace.
5. The system of claim 1, further comprising (MMO)RRPG's credits
and economy, wherein players may create valuable assets within: the
game world; the real world; and the game world and the real
world.
6. The system of claim 5, wherein assets are at least one
product.
7. The system of claim 5, wherein assets are at least one
service.
8. The system of claim 5, wherein assets are at least one product
and at least one service.
9. The system of claim 5, wherein assets are game-world oriented,
without meaning in the real world.
10. The system of claim 6, wherein assets are game-world oriented,
without meaning in the real world.
11. The system of claim 7, wherein assets are game-world oriented,
without meaning in the real world.
12. The system of claim 8, wherein assets are game-world oriented,
without meaning in the real world.
13. The system of claim 5, wherein assets are physical/tangible
assets and can be sold in at least one of: Internet auction sites;
the game world; the non-game world; real world shops; and Internet
shops.
14. The system of claim 6, wherein assets are physical/tangible
assets and can be sold in at least one of: Internet auction sites;
the game world; the non-game world; real world shops; and Internet
shops.
15. The system of claim 7, wherein assets are physical/tangible
assets and can be sold in at least one of: Internet auction sites;
the game world; the non-game world; real world shops; and Internet
shops.
16. The system of claim 8, wherein assets are physical/tangible
assets and can be sold in at least one of: Internet auction sites;
the game world; the non-game world; real world shops; and Internet
shops.
17. The system of claim 5, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
18. The system of claim 6, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
19. The system of claim 7, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
20. The system of claim 8, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
21. The system of claim 9, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
22. The system of claim 10, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
23. The system of claim 11, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
24. The system of claim 12, wherein players gain credit in ways
comprising at least one of: selling real assets; selling virtual
assets; getting certification; selling knowledge; training in a
gym; visiting a therapist/psychiatrist; raising real funds; raising
virtual funds; donating real funds; donating virtual funds; and
providing tips and reports.
25. The system of claim 17, wherein said tips and reports are
tourist tips of consumer information.
26. The system of claim 5, further comprising game currency.
27. The system of claim 6, further comprising game currency.
28. The system of claim 7, further comprising game currency.
29. The system of claim 8, further comprising game currency.
30. The system of claim 9, further comprising game currency.
31. The system of claim 10, further comprising game currency.
32. The system of claim 11, further comprising game currency.
33. The system of claim 12, further comprising game currency.
34. The system of claim 26, wherein game currency is exchangeable
with real money.
35. The system of claim 27, wherein game currency is exchangeable
with real money.
36. The system of claim 28, wherein game currency is exchangeable
with real money.
37. The system of claim 29, wherein game currency is exchangeable
with real money.
38. The system of claim 30, wherein game currency is exchangeable
with real money.
39. The system of claim 31, wherein game currency is exchangeable
with real money.
40. The system of claim 32, wherein game currency is exchangeable
with real money.
41. The system of claim 33, wherein game currency is exchangeable
with real money.
42. The system of claim 1, wherein marketing content and
advertisement is incorporated in at least one of the following
ways: marketing campaigns immersed in the content scenario of the
game; advertisements displayed in various locations visited by
players within the game; assignments and quests involving real-life
services and products associated with a specific brand; and branded
game scenes in the spirit of branded entertainment TV programs
giving the opportunity for brands to echo their commercial benefits
and the positioning they want to defend.
43. A method for a Massively Multiplayer Online Reality
Role-Playing Game ((MMO)RRPG) comprising: registering by a player
of a personal character in the form of an avatar having attributes,
wherein said avatar represents said player on said player's first
visit to said game; joining a specific world (content scenario) and
initializing said specific world with specific attributes and
goals; and joining more than one world concurrently.
44. The method of claim 43, wherein players interact with at least
one of: reality TV programs; and spectators of reality TV
programs.
45. The method of claim 43, further comprising importing an
avatar.
46. The method of claim 43, further comprising exporting an
avatar.
47. The method of claim 43, wherein said exporting further
comprises at least one of: full export and full avatar attributes;
player attributes export; avatar attributes export from: a single
content scenario; a group of content scenarios; and all content
scenarios; and global computed attributes.
48. The method of claim 43, further comprising nullifying said
global computed attributes while being exported and computing said
global computed attributes dynamically when said exported avatar is
imported in the future.
49. The method of claim 43, wherein said avatar attributes comprise
at least one of: real identity attributes; avatar attributes
representing the real player within the game world; and global
computed attributes, wherein said global computed attributes enable
interaction between said content scenarios and said player's
achievements in each one of said content scenarios in order to
derive global values for said player, and wherein said global
values can apply to any game environment.
50. The method of claim 43, further comprising protecting values of
said attributes in each content scenario and the global computed
attributes through digital signature technology, so that each of
said content scenarios can access and modify its unique
attributes.
51. The method of claim 43, wherein the real player's identity is
confidential.
52. The method of claim 43, wherein the real player's identity is
disclosed.
53. The method of claim 52, wherein the player's avatar is
represented by at least one of: the real player's photo; the real
player's animation; and the real player's voice.
54. The method of claim 43, wherein said avatar is portable to
other game environments and content scenarios.
55. The method of claim 54, wherein said avatar attributes can be
saved to a file structure, wherein said structure is defined by a
Portable Avatar Format (PAF).
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to systems and
methods for role playing games, and more particularly to a system
and method for a reality role playing game genre.
BACKGROUND OF THE INVENTION
[0002] A massively multiplayer online role-playing game (MMORPG) is
an online computer role-playing game (RPG) in which a large number
of players interact with one another in a virtual world, as
described on the Wikipedia Website. As in all RPG's, players assume
the role of a fictional character (traditionally in a fantasy
setting) and take control over most of that character's actions.
MMORPG's are distinguished from single-player or small multi-player
RPG's by the game's persistent world, usually hosted by the game's
publisher, which continues to exist and evolve while the player is
away from the game.
[0003] A virtual world is a computer-simulated environment intended
for its users to inhabit and interact via avatars. This habitation
usually is represented in the form of two or three-dimensional
graphical representations of humanoids or other graphical or
text-based avatars. Some, but not all, virtual worlds allow for
multiple users.
[0004] An alternate reality game (ARG) is a cross-media game that
deliberately blurs the line between in-game experiences and the
real world. While these games may primarily be centered around
online resources, events which happen as part of the game may be
communicated to the players in a number of forms. Often events that
happen inside the game reality will "reach out" into the players
life in order to bring them together. Previous ARG's have included
the following:
[0005] e-mail;
[0006] Websites, both those obviously connected with the game and
unrelated, innocent looking Websites. Both of these Website types
are often where the bulk of the game lies, providing puzzles in
many forms, e.g. cryptography;
[0007] phone calls to a player's home, cell or work phone;
[0008] phone calls from players to a fictional character;
[0009] SMS messages to players' cell phones;
[0010] postal (snail) mail;
[0011] newspaper articles or classifieds;
[0012] chat/Instant messaging, often involving conversation with
actors or bots;
[0013] IRC channels;
[0014] real world artifacts related to the game in play;
[0015] real world events using actors who interact with the players
who attend.
[0016] Most ARG's have a specific goal of not only involving the
player with the story and/or fictional characters, but of
connecting them to each other. Many game puzzles can be solved only
by the collective and collaborative efforts of multiple players,
and strong communities flourish around individual games and the ARG
genre as a whole.
[0017] ARG's are usually earmarked by a large game-reality in the
form of multiple Websites, all of which are presented as being real
(non-fiction). In fact, sometimes it is difficult to tell if a
Website is fictional or not. These Websites form the foundation of
the game's universe, and are usually the primary storytelling
vehicle, although the various media listed above can be used as
well. This creates a situation where the game's alternate reality
and the real world collide--some games have extended into players'
everyday lives by pushing information towards players at certain
times (e.g. SMS messages), whereas others have required players to
initiate all communication.
[0018] The concept of "this is not a game" is central to the ARG
genre. Alternate reality games do not advertise themselves as such,
and never admit to being a game while `live`--when the game is
over, some information about its creation may become public. The
mystery surrounding the game's events and creators is a major
contributor to player immersion and enjoyment, as is the general
thrill of discovering the game's alternate universe and exploring
its boundaries with the real world.
[0019] Several ARG's have been used as marketing tools to promote
certain products, from video games to cars. Although the Web-based
nature of alternate reality games means that financing them is
easier than producing a full-scale video game, a long-running game
has several ongoing expenses, including, but not limited to: Web
hosting and bandwidth; Web and graphic design staff; scriptwriting
staff; actors; puzzle creators; real world artifact creation;
telephone calls; and advertisements in newspapers. Using an ARG as
a marketing campaign allows players to form a deep attachment with
particular products, e.g. being immersed in the universe
surrounding a video game, while providing the resources necessary
to run a full-scale game. Other games have financed themselves, for
example through the sale of real-world artifacts.
SUMMARY OF THE PRESENT INVENTION
[0020] Accordingly, it is a principle object of the present
invention to provide a game genre called Reality Role Playing Game
(RRPG). RRPG's can be played by a single or a limited number of
players using a standalone computer, or by many players interacting
online, in which case they should be called MMORRPG's (Massively
Multiplayer Online Reality Role-Playing Games). In the following
discussion both types are referred to as (MMO)RRPG's.
[0021] (MMO)RRPG's of the present invention simulate real life
situations and experiences in diverse worlds, or content scenarios.
A content scenario is herein defined as a self-contained game world
(real, fictitious or mixed) possibly implemented as a separate
system comprising software, hardware devices, communication
channels, etc.
[0022] (MMO)RRPG games, like ARG's (Alternate Reality Games) blur
the distinction between in-game and out-of-game experiences but,
the real world content scenarios are not fictional in nature (as in
ARG's)--they are related to REAL people and REAL-life actions,
feelings, contacts, etc.
[0023] It is a further principle object of the present invention
that game experiences also involve real life experiences, as
opposed to Alternate Reality, or totally imaginary and fictitious
game worlds.
[0024] It is another principle object of the present invention that
players in the (MMO)RRPG's are represented by artificial characters
or avatars, and the real players' identities are either
confidential or disclosed, at their own discretion.
[0025] It is one other principle object of the present invention
that the artificial character or avatar representing a player is
portable to other game environments and/or content scenarios, and
can co-exist in several parallel game worlds at the same time.
[0026] It is one further principle object of the present invention
that in the case of a disclosed identity, the "avatar" can be
represented by the real image (photo/animation) and/or voice of the
player.
[0027] It is yet another principle object of the present invention
that events that happen inside the game reality may be tied to the
players' real lives.
[0028] It is still another principle object of the present
invention that game credits and ranks may have real-life value,
such as accreditation, recognition and financial values, for
instance, and vice versa.
[0029] Finally, it is yet still another principle object of the
present invention that events that happen inside the game reality
and players participating in the game may interact with real-life
environments and mechanisms, such as reality TV programs. In these
scenarios, TV program spectators can interact with game players
during a TV broadcast or asynchronously (before or following the
broadcast). Such spectators may grade the performance of game
players or even compete with them, or participate in their
experiences by joining the game temporarily (or become regular game
participants). The distinction between game playing and TV
broadcast is thus blurred, since game scenes may be broadcast on TV
and vice versa--TV broadcasts may become a part of the game and can
be relayed synchronously or asynchronously to game players.
[0030] Some of the players in (MMO)RRPGs may be non-human
(computer-generated). These players will typically lack some of the
attributes associated with real players.
[0031] (MMO)RRPGs may incorporate marketing content and
advertisements. The deep involvement of players in their content
scenarios, which is achieved by the real life aspects of (MMO)RRPGs
strengthens players' deep attachment to particular products and
services presented within game worlds.
[0032] A system is disclosed for a Reality Role Playing Game (RRPG)
including at least one of in-game experiences, out-of-game
experiences and real world content scenarios that are related to at
least one of REAL people and REAL in-life actions, feelings and
contacts, wherein the distinction between in-game and out-of-game
experiences are blurred.
[0033] A player can chose to experience one or more worlds (content
scenarios) concurrently. There can be any number of content
scenario types, such as:
[0034] Support Group content scenarios: [0035] Parenting and child
care; [0036] Pregnancy and child birth; [0037] Avoiding over-eating
and slimming; [0038] Giving up smoking; [0039] Treating Alcohol or
Narcotic addictions; and [0040] PTSD support groups
[0041] Learning content scenarios; and
[0042] Gaming content scenarios: [0043] "Survival games" in the
spirit of various Reality TV programs; [0044] Gambling games;
[0045] Dungeons and Dragons scenarios; [0046] Dating games; [0047]
Investment games (using real or game currency, using real or
virtual/game investments); and [0048] Competition games such as:
[0049] Skill based (with or without real judges); [0050] Knowledge
based; and [0051] Professional expertise.
[0052] The content scenarios listed above are indicative of but a
few of the various possible content scenarios in which the
principles of the present invention may be employed. The present
invention is intended to include all such content scenarios and
their equivalents. Playing in any of the worlds comprises
assignments or quests of various types:
[0053] Computer assigned quests: [0054] Learning assignments with
qualifying exams; [0055] Real world physical assignments where
validation or assignment credit from real entities is passed using
cryptographically created "assignment keys;" [0056] Real, virtual,
or mixed human interaction, or treatment, or coaching, or training;
and [0057] Group assignments within the game world and/or in the
real world;
[0058] Player self-defined assignment: [0059] From pre-defined
sub-quest types; and [0060] Where only goals (parameters of the
assignment) are self defined;
[0061] Internet-related assignments such as: [0062] Establishing
and moderating a forum; [0063] Establishing and maintaingn a blog
[0064] Establishing and maintaining a vlog; and [0065] Creating and
distributing a podcast;
[0066] Externally defined assignments, such as those imposed by
reality TV programs' producers.
[0067] It is to be appreciated that the quest types to be
implemented in accordance with an aspect of the present invention
are not limited to the quest examples listed above, as many other
quest types exist.
An additional classification of quest types is based on the
distinction between:
[0068] Real time (synchronous quests). This type of quests can
occur within the game world and/or in real life. The real time
nature of a quest may be critical where group interaction is
involved; and
[0069] Offline (asynchronous quests) to be performed in a player
controlled pace.
(MMO)RRPG's Credits and Economy:
[0070] Players may create valuable assets within the game world, in
the real world or in both. Assets may be either a product or a
service (such as teaching, coaching, consulting, helping, etc.).
Assets may be either game-world oriented (such as assets that have
no meaning in the real world) or physical/tangible assets (such
assets can be sold in internet auction sites, real world shops,
game world mechanisms or internet shops).
Players Gain Credit in Various Ways:
[0071] By selling real assets;
[0072] By selling virtual assets;
[0073] By getting certification;
[0074] By selling knowledge;
[0075] By training in a gym;
[0076] By visiting a therapist;
[0077] By Raising funds, real or virtual;
[0078] By Donating funds, real or virtual;
[0079] By Providing tips and reports, such as tourist tips of
consumer information; and
[0080] By evaluations and/or votes cast by spectators of reality TV
programs, for instance.
[0081] Game currency could be exchangeable with real money using
various mechanisms.
[0082] It is to be appreciated that the possible methods to gain
credit in accordance with an aspect of the present invention are
not limited to those examples listed above, as many other methods
exist.
Advertisements and Marketing Content in (MMO)RRPGs:
[0083] (MMO)RRPGs may incorporate marketing content and
advertisements. The deep involvement of players in their content
scenarios, which is achieved by the real life aspects of
(MMO)RRPGs, strengthens players' attachment with particular
products and services presented within game worlds. These may
assume any of the following forms:
[0084] Marketing campaigns immersed in the content scenario of the
game;
[0085] Advertisements displayed in various locations visited by
players within the game;
[0086] Assignments and quests involving real-life services and
products associated with a specific brand; and
[0087] Branded game worlds or game scenes in the spirit of branded
entertainment TV programs giving the opportunity for brands to echo
their commercial benefits and the positioning they want to
defend.
[0088] There has thus been outlined, rather broadly, the more
important features of the invention in order that the detailed
description thereof that follows hereinafter may be better
understood. Additional details and advantages of the invention will
be set forth in the detailed description, and in part will be
appreciated from the description, or may be learned by practice of
the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0089] In order to understand the invention and to see how it may
be carried out in practice, a preferred embodiment will now be
described, by way of a non-limiting example only, with reference to
the accompanying drawings, in which:
[0090] FIG. 1 is a flow chart illustration of an exemplary scenario
of a player beginning to participate in a Massively Multiplayer
Online Reality Role-Playing Game ((MMO)RRPG), constructed according
to the principles of the present invention;
[0091] FIG. 2 is an exemplary schematic block diagram of an
attribute structure 200 representing a player as an artificial
character or avatar, constructed according to the principles of the
present invention;
[0092] FIG. 3 is an exemplary block diagram of a system that
facilitates portability of the artificial character or avatar
representing a player to other game environments and/or content
scenarios, constructed according to the principles of the present
invention;
[0093] FIG. 4 is an exemplary schematic block diagram of a system
that facilitates coexistence of the artificial character or avatar
representing a player in several parallel game worlds at the same
time, constructed according to the principles of the present
invention; and
[0094] FIG. 5 is an exemplary flow chart illustration of a scenario
of a player continuing to participate in a Massively Multiplayer
Online Reality Role-Playing Game ((MMO)RRPG) once the player does
have a content scenario world, performed according to the
principles of the present invention.
DETAILED DESCRIPTION OF AN EXEMPLARY EMBODIMENT
[0095] The principles and operation of a method and an apparatus
according to the present invention may be better understood with
reference to the drawings and the accompanying description, it
being understood that these drawings are given for illustrative
purposes only and are not meant to be limiting.
[0096] FIG. 1 is a flow chart illustration of an exemplary scenario
of a player beginning to participate in a Massively Multiplayer
Online Reality Role-Playing Game ((MMO)RRPG), constructed according
to the principles of the present invention. On a player's first
visit 110 he typically registers his character in the form of an
avatar 120. He then initializes his real identity attributes and a
minimal set of shared avatar attributes, i.e., those not specific
to any specific world or context scenario 130.
[0097] An introductory tutorial is perused or optionally can be
skipped 140. It is then determined whether the Player has a content
scenario world 150. If not then he wanders and experiences worlds
passively 160 until he joins a specific world 170 and initializes
the world with specific attributes and goals 180. Once the player
has at least one content scenario he can continue to participate in
the game as outlined in FIG. 5.
[0098] FIG. 2 is an exemplary schematic block diagram of an
attribute structure 200 representing a player as an artificial
character or avatar, constructed according to the principles of the
present invention. These attributes can be divided into three
categories: [0099] Real identity attributes 210: Attributes
identifying the real person behind the player. Some of these
attributes are initialized when the person enrolls any of the games
or content scenarios. Other attributes can be added and/or modified
later on. The values of these attributes are initially
confidential--other players cannot see them and they are needed by
the game operator(s) mainly for registration, charging and legal
purposes. As the player joins one or more content scenarios he can
decide to reveal parts of his real identity. This decision is
preferably both attribute-specific and game-world (content
scenario) specific. [0100] Avatar Attributes 220: These
characterize the artificial character representing the real player
within the game world(s). These attributes can be sub-divided into
two groups: [0101] Shared attributes 221: those attributes, which
are persistent and invariable between different game worlds, define
basic characteristics of the avatar. [0102] Private attributes 222:
those attributes that are valid within a specific game world. They
may be overloaded based on the game world context. They may also
override shared attributes within a specific game world context.
They are arranged in a linked list of attributes per content
scenario (see content scenario 1 attributes . . . content scenario
N attributes 222, where N is a natural number). The number of
content scenarios is unlimited, thus the structure should be
implemented based on expandable data structures. Some of these
attributes are static while others are dynamic and change as the
game advances. [0103] Global computed attributes 230: These
attributes are used to hold computed and/or combined values as
derived from the avatar attributes in different contents scenarios.
This makes it possible to enable interaction between content
scenarios and a player's achievements in each one of them in order
to derive global values for that player--values which are not
specific to any certain game environment.
[0104] All types of attributes presented above should be registered
based on a distributed registration method, such as Abstract Syntax
Notation One (ASN.1) based Object identifiers (OID's). ASN.1 is a
formal notation used to define data types and encode data values
and a language that describes the data structures that make up an
abstract syntax.
[0105] In order to protect values of attributes in each content
scenario, and in order to protect the global computed attributes, a
protection through digital signature technology is needed, so that
each content scenario can access and modify only its unique
attributes. The global attributes are modifiable by the game
operator (or by more than one operator, through a predefined
protocol and strong authentication of the operators handling these
attributes).
[0106] FIG. 3 is an exemplary schematic block diagram of a system
that facilitates portability of the artificial character or avatar
representing a player to other game environments and/or content
scenarios, constructed according to the principles of the present
invention.
[0107] Since initially not all game worlds will necessarily adopt
an agreed structure, as presented in FIG. 2 described above, a
manual method of exporting and importing avatar attributes is
needed. Additionally, a game operator may decide to let players
save their avatar attributes in a file structure 300, which can be
kept off-line for a certain period of time and reloaded when the
player wishes to join the game again. The structure of the saved
file is defined by a Portable Avatar Format (PAF) 300, which
constitutes a part of the present invention. When exporting an
avatar, it can be partially or fully exported, at the discretion of
the player according to the constraints imposed by the game(s)
operator(s). One or more of the following export options may be
allowed: [0108] Full export (Player 310 and full avatar attributes
320) [0109] Player attributes 310 export (can be useful for
creation of a new avatar with same real player's attributes) [0110]
Avatar attributes export (from a single content scenario, a group
of content scenarios or all content scenarios 322). [0111] Global
computed attributes (330) may be nullified while exported, since
they will be computed dynamically when the exported avatar is
imported in the future. Importing a saved PAF file is also a
modular process. Any type of PAF file can be imported into an
existing player's structure while ignoring or nullifying certain
attributes based on constraints imposed by the game operator's
import rules for each content scenario. The PAF file also includes
PAF-file attributes (340) which are needed for its management,
identification, storage and protection (by signatures).
[0112] A set of export/import operations can be used in order to
merge attributes from different game environments into a newly
created player/avatar structure to be imported into another game
environment. External tools for manipulation of PAF files may
support these operations.
[0113] It is important to note that attribute values are preferably
protected by digital signatures of the exporting entities. A player
cannot manually change attributes or use a certain content
scenario's avatar attributes in another content scenario, unless
permitted by the policy defined by each content scenario's
operator. The same policies dictate what should be stored in the
global computed attributes.
[0114] FIG. 4 is an exemplary schematic block diagram of a system
that facilitates coexistence of the artificial character or avatar
representing a player in several parallel game worlds at the same
time, constructed according to the principles of the present
invention.
[0115] Players 420 are represented as player 1 to player M, where M
is a natural number. Game worlds (content scenarios) 410 are
represented as Content Scenario 1 to Content Scenario N, where N is
a natural number. A virtual Integration Engine 430 monitors
attributes of players based on policies dictated by each Content
Scenario, and computes global computed attributes as described in
FIG. 2 above. Integration engine 430 is considered virtual since it
may be constructed from an aggregation of computation rules, data
and methods mutually agreed upon by the collection of interacting
game worlds, while the actual engine may be either at a central
location or distributed within the cooperating game worlds.
[0116] In order to protect values of attributes in each content
scenario 410, and in order to protect the global computed
attributes, protection through digital signature technology is
needed, so that each content scenario 410 can access and modify
only its unique attributes. The global attributes are modifiable by
the game operator or, alternatively, by more than one operator,
through a predefined protocol and strong authentication of the
operators handling these attributes.
[0117] FIG. 5 is an exemplary flow chart illustration of a scenario
of a player continuing to participate in a Massively Multiplayer
Online Reality Role-Playing Game ((MMO)RRPG) once the player does
have a content scenario world, performed according to the
principles of the present invention. [0118] The specific game world
selected by the player is initialized 510: The state is derived
from values stored centrally within the game operator's database
and existing avatar attribute values. [0119] The values for the
player's avatar are either loaded from the game operator's database
or from a stored avatar in the exemplary format associated with PAF
attributes 340 or a merging of both sources 520. In order to
prevent fraudulent attribute value initialization, all values are
signed by one or more game operators and verified using digital
signature mechanisms. [0120] Global computed attributes are
calculated and recalculated as a part of the game world
initialization each time a player enters a game world and
recalculated again periodically or when requested by game engine
logic 530. [0121] Once the player starts playing 540, he can engage
in different activities as described above in the summary of the
present invention, including the following activities: [0122]
perform quests 541; [0123] engage in non-quest credit enabling
activities 542; [0124] interact with other players 543; [0125]
handle modifiable avatar attributes and/or save/export his avatar
544; [0126] switch game worlds 545; and [0127] interact with
external spectators, such as reality TV programs spectators
546.
[0128] FIG. 5 depicts a setup where the player can play a single
game world at any instance. This does not mean that concurrent
playing in more than one world is impossible. The present invention
makes it possible to play in several game worlds concurrently based
on game interaction protocols (GIP's) and avatar portability as
described in reference to FIG. 4 above.
[0129] Having described the present invention with regard to
certain specific embodiments thereof, it is to be understood that
the description is not meant as a limitation, since further
modifications will now suggest themselves to those skilled in the
art, and it is intended to cover such modifications as fall within
the scope of the appended claims.
* * * * *