U.S. patent application number 11/838660 was filed with the patent office on 2008-11-06 for character development and exchange.
This patent application is currently assigned to S.H. GANZ HOLDINGS INC. AND 816877 ONTARIO LIMITED. Invention is credited to Karl Joseph Borst, Howard Ganz.
Application Number | 20080274806 11/838660 |
Document ID | / |
Family ID | 39939905 |
Filed Date | 2008-11-06 |
United States Patent
Application |
20080274806 |
Kind Code |
A1 |
Ganz; Howard ; et
al. |
November 6, 2008 |
CHARACTER DEVELOPMENT AND EXCHANGE
Abstract
There is provided a character development and exchange system
for a virtual environment and related method. A character, such as
an animal, human or human-like figure, doll, or other animated or
cartoon-like object can be purchased by a user and then registered
on a communication network via a unique code. Once registered, a
set of attributes can be assigned to the character based on the
type and class of the character. Attribute values can be assigned
to the attributes by default or by user preferences. The characters
can be manipulated within the virtual environment. In particular,
the characters can be trained in order to improve their skills and
to increase their overall value and worth in the virtual
environment. As desired, the characters can be securely traded
among users, whereby a traded character is given a new code to
transfer all control of the character to the new owner.
Inventors: |
Ganz; Howard; (North York,
CA) ; Borst; Karl Joseph; (Toronto, CA) |
Correspondence
Address: |
Pearne & Gordon LLP
1801 East 9th Street, Suite 1200
Cleveland
OH
44114-3108
US
|
Assignee: |
S.H. GANZ HOLDINGS INC. AND 816877
ONTARIO LIMITED
Woodbridge
CA
|
Family ID: |
39939905 |
Appl. No.: |
11/838660 |
Filed: |
August 14, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60915499 |
May 2, 2007 |
|
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|
Current U.S.
Class: |
463/31 ; 463/25;
463/42 |
Current CPC
Class: |
A63F 2300/532 20130101;
A63F 13/85 20140902; A63F 13/792 20140902; A63F 2300/575 20130101;
G06Q 30/0643 20130101; G06Q 30/0623 20130101; A63F 13/71 20140902;
A63F 2300/807 20130101; A63F 13/12 20130101; G06Q 20/3821 20130101;
A63F 13/335 20140902; A63F 2300/65 20130101; G06N 3/006 20130101;
G06Q 30/0641 20130101 |
Class at
Publication: |
463/31 ; 463/42;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A character development and exchange method comprising:
registering a character for a first user with a communication
network by receiving information associated with the character via
the communication network; following registration of the character,
assigning a set of attributes to the character based on at least
one of a type and a class of the character; displaying the
character on a screen in a virtual environment in a manner based at
least in part upon the set of attributes, the class, and the type
of the character; training the character in response to activity by
the first user in order to increase a value of at least one of the
attributes; when the character is listed as available for transfer
to another user, blocking access to the character at least
temporarily during a listing period in order to prevent
modification of the character during the listing period; and
transferring the character to the another user by unblocking access
to the character for the another user, and preventing the first
user from controlling the character.
2. The method of claim 1, wherein the registering uses a code and
the transferring assigns a new code, where the codes are unique for
each character.
3. The method of claim 1, wherein the registering the character by
receiving the information unlocks content associated with the class
of the character and makes it available and viewable to the first
user.
4. The method of claim 1 further comprises giving the first user
control of the character within the virtual environment.
5. The method of claim 1, wherein the virtual environment comprises
at least one of a game and a virtual reality environment.
6. The method of claim 1 further comprising allocating an attribute
value to each attribute of the set of attributes.
7. The method of claim 1 further comprising: providing a total
attribute value for the set of attributes; and distributing at
least a portion of the total attribute value across the set of
attributes based upon user preferences.
8. The method of claim 1, wherein the set of attributes comprise
core attributes of the character.
9. The method of claim 1 further comprising determining an overall
value of the character according to at least two of the following:
one or more of the character's attributes, type, class, and
experiences; popularity of the character; and demand for the
character and/or for similar characters in the virtual
environment.
10. The method of claim 9, wherein the determining of the overall
value of the character occurs when preparing to make the character
available for transfer to the another user.
11. The method of claim 1 further comprising storing a plurality of
attributes available for the character according to the at least
one of the type and the class of the character.
12. The method of claim 1 further comprising selecting at least one
additional attribute for the training, wherein the at least one
additional attribute is suitable for the character according to at
the least one of the type and the class of the character and is
different from attributes already possessed by and/or trained upon
the character.
13. The method of claim 1 further comprising allocating an
attribute value for each attribute newly associated with the
character.
14. The method of claim 13, wherein the attribute value is
allocated according to the first user's historical character
data.
15. The method of claim 13, wherein the attribute value is
predetermined based upon at least one of the following: the type of
the character, the class of the character, and at least one other
attribute previously associated with the character.
16. The method of claim 13, wherein the attribute value is selected
from a range of values based upon at least one of the type and the
class of the character.
17. The method of claim 13 further comprising employing a component
to automatically determine an optimum attribute value for each
attribute newly associated with the character by learning user
preferences and making inferences based on at least one of the
following: the first user's other characters and their attributes
and/or previous attribute value distributions made by the first
user.
18. The method of claim 13 further comprising allocating a variable
amount of attribute value points for distribution across one or
more of the attributes newly associated with the character.
19. The method of claim 1, wherein the training of the character is
initiated upon payment and/or redemption of at least one of the
following: points, virtual currency, and real currency.
20. The method of claim 19 further comprising earning the at least
one of the points, the virtual currency, and the real currency by
at least one of the following: playing in the virtual environment
with the character, winning, accumulating points that satisfy a
threshold, and participating in at least one of games,
competitions, and events in the virtual environment.
21. The method of claim 1, wherein the character deemed to be
relatively higher-skilled is trained with greater ease and
efficiency than a character deemed to be relatively
less-skilled.
22. The method of claim 1, wherein the character undergoes the
training in a manner that is independent of personal skills of the
user who owns and controls the character.
23. The method of claim 1, wherein the character undergoes the
training in a manner consistent with the at least one of the class
and the type of the character.
24. The method of claim 1, wherein the training of the character on
the at least one additional attribute occurs over a period of time,
wherein the training comprises one or more tasks and/or exercises
to complete.
25. The method of claim 1, wherein the training of the character
comprises immediately applying the at least one additional
attribute to the character.
26. The method of claim 1, wherein the at least one additional
attribute and the set of attributes comprise at least one of a
skill, a talent, a power, a body feature, and a facial feature.
27. The method of claim 1 further comprising: collecting at least
one of statistical data, family heritage data, and trading data;
generating and displaying a portfolio of one or more characters
owned and/or trained for the first user; and storing the portfolio
on the communication network.
28. A character development and exchange method comprising:
registering a character with a communication network via receiving
a code that is unique to the character in order to provide access
to interact with and control of the character in a virtual
environment; upon registration of the character, assigning at least
one attribute to the character based on at least one of a type and
class of the character; allocating an attribute value to the at
least one attribute at least in part by inferring an optimum
attribute value based on the user's historical character data;
training the character on at least one additional attribute,
wherein the at least one additional attribute is suitable for the
character according to at the least one of the type and the class
of the character; storing the character, the at least one
attribute, the at least one additional attribute, and corresponding
attribute values on the communication network; displaying the
character in the virtual environment on a display screen;
determining an overall value of the character after the training;
and transferring the control of the character to another user.
29. The method of claim 28, wherein training the character on the
at least one additional attribute comprises selecting at least one
additional attribute for the character from an attribute
database.
30. The method of claim 28 further comprising upon registration of
the character, providing access to one or more areas of the virtual
environment based on at least one of the type and the class of the
character.
31. The method of claim 28, wherein the at least one additional
attribute is different from the attributes previously associated
with the character.
32. The method of claim 28, wherein the training of the character
with the at least one additional attribute is permitted after
redeeming a predetermined amount of at least one of the following:
points, virtual currency, and real currency.
33. The method of claim 28, wherein the transferring control of the
character to the another user comprises disabling the code
previously associated with the character and generating a new code
for the character.
34. The method of claim 28 further comprises mating at least two
characters and passing at least a portion of their combined
attributes to any offspring.
35. The method of claim 28 further comprises creating a portfolio
for the character to record and view at least one of the following:
statistics, tournaments, competitions, games participated in,
family heritage, and at least one of previous or current owners of
the character.
36. A character development and exchange method comprising:
registering a character for a user with a communication network by
receiving a code associated with the character via the
communication network, wherein the code yields control of the
character in a virtual environment; following registration of the
character, assigning a set of attributes to the character based on
at least one of a type and a class of the character; displaying the
character on a screen in the virtual environment in a manner based
at least in part upon the set of attributes, the class, and the
type of the character; determining an overall value of the
character according to the set of attributes; and transferring the
control of the character in the virtual environment to another
user.
37. The method of claim 36, wherein the code is unique for each
character.
38. The method of claim 36, wherein the transferring of the control
of the character to the another user comprises assigning a new code
to the character and disassociating the code previously associated
with the character.
39. A character development and exchange system comprising: a
character registration component that registers a character with a
communication network by validating a code associated with the
character; an attribute allocation component that assigns a set of
attributes to the character based on at least one of a type and a
class of the character upon registration of the character; an
interactive manipulation component that manipulates the character
within a virtual environment; a display component that displays the
character in the virtual environment on a screen in a manner based
at least in part on the set of attributes, the class, and the type
of the character; and a trading component that blocks access to the
character at least temporarily during a listing period when the
character is made available for a transfer of ownership to another
user in order to prevent further modification of the character
during the listing period.
40. The system of claim 39 further comprising: a character analysis
component that analyzes the character's set of attributes to
determine which level of interaction it can participate in within
the virtual environment and to determine what kind of training is
available to it; and a training component that trains the character
with at least one additional attribute in order to increase a value
of the character in the virtual environment.
41. The system of claim 39, wherein the trading component
comprises: a code verification component that verifies current
ownership of the code before blocking access to it during the
listing period; a valuation component that determines a value for
the character using at least one of the following: character data,
previous completed transfers of similar characters, current and
projected popularity of and demand for the character in
consideration of its class, type, and/or attributes; and when the
transfer of ownership is confirmed, a transfer component that
disassociates the code associated with the character and to each
auxiliary item associated with the character and that assigns a new
code to the character and to each auxiliary item associated with
the character to the another user.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application Ser. No. 60/915,499, entitled CHARACTER DEVELOPMENT AND
EXCHANGE and filed on May 2, 2007, the entirety of which is
incorporated herein by reference.
FIELD OF THE INVENTION
[0002] This application relates generally to computer-based
character development. More specifically, this application relates
to a character development and exchange system that facilitates the
improvement of character traits and skills and increasing their
value as a result of such improvements within a virtual
environment.
BACKGROUND OF THE INVENTION
[0003] The Internet has become a common resource for entertainment
seekers. Through various entertainment websites, virtual
communities have been established that allow users to create a
virtual or online reality for themselves. Computer games have also
crossed over into the online world, allowing users to play against
or along with each other from the comfort of their own personal
Internet connections located across town or across the country.
When it comes to most online entertainment activities including
gaming and virtual communities, a disconnection unfortunately
exists between objects in the real world and objects in the online
world.
[0004] More recently, however, entertainment websites have been
developed in which the website content is directly tied to a
product that is purchased by a user. For example, as disclosed in
United States Patent Application Publication No. 2005/0192864 to
Ganz, incorporated herein by reference, a user purchases a toy that
includes a secret code provided in the toy packaging. Access to a
certain interactive content on the website provided by the
manufacturer of the toy is restricted to users who purchase a toy.
When the user carries out a registration process on the
manufacturer's website, which involves entering the secret code, a
virtual world is presented to the user. The virtual world includes
a virtual toy corresponding to the toy purchased by the user. The
user can participate in various interactive activities involving
the virtual toy. The user may then purchase additional toys and
enter the secret codes provided with those toys to add additional
virtual toys to the virtual world. These virtual toys can interact
with each other, thereby enhancing the user's entertainment
experiences. Despite the popularity of such websites, consumers
continue to demand more interactive capabilities and more
flexibility with respect to their online or virtual reality
products.
SUMMARY OF THE INVENTION
[0005] The subject application relates to a system(s) and/or
methodology that facilitate character development and exchange. In
particular, there is provided a character development and exchange
method comprising registering a character for a user with a
communication network by receiving a code associated with the
character via the communication network; following registration of
the character, assigning a set of attributes to the character based
on at least one of a type and a class of the character; displaying
the character on a screen in a virtual environment in a manner
based at least in part upon the set of attributes, the class, and
the type of the character; training the character in response to
activity by the user in order to increase a value of the character
in the virtual environment; when the character is listed as
available for transfer to another user, blocking access to the
character at least temporarily during a listing period in order to
prevent modification of the character during the listing period;
and when the character is transferred to the another user,
associating a new code to the character, unblocking access to the
character for the another user, and disassociating the code from
the character to prevent a previous user from controlling the
character.
[0006] According to another aspect, there is provided a character
development and exchange method comprising registering a character
with a communication network via receiving a code that is unique to
the character in order to provide access to interact with and
control of the character in a virtual environment; upon
registration of the character, assigning at least one attribute to
the character based on at least one of a type and class of the
character; allocating an attribute value to the at least one
attribute at least in part by inferring an optimum attribute value
based on the user's historical character data; training the
character on at least one additional attribute, wherein the at
least one additional attribute is suitable for the character
according to at the least one of the type and the class of the
character; storing the character, the at least one attribute, the
at least one additional attribute, and corresponding attribute
values on the communication network; displaying the character in
the virtual environment on a display screen; determining an overall
value of the character after the training; and transferring the
control of the character to another user.
[0007] Also provided is a character development and exchange method
that includes registering a character for a user with a
communication network by receiving a code associated with the
character via the communication network, wherein the code yields
control of the character in a virtual environment; following
registration of the character, assigning a set of attributes to the
character based on at least one of a type and a class of the
character; displaying the character on a screen in the virtual
environment in a manner based at least in part upon the set of
attributes, the class, and the type of the character; determining
an overall value of the character according to the set of
attributes; and transferring the control of the character in the
virtual environment to another user.
[0008] Further provided is a character development and exchange
system that includes a character registration component that
registers a character with a communication network by validating a
code associated with the character; an attribute allocation
component that assigns a set of attributes to the character based
on at least one of a type and a class of the character upon
registration of the character; an interactive manipulation
component that manipulates the character within a virtual
environment; a display component that displays the character in the
virtual environment on a screen in a manner based at least in part
on the set of attributes, the class, and the type of the character;
and a trading component that blocks access to the character at
least temporarily during a listing period when the character is
made available for a transfer of ownership to another user in order
to prevent further modification of the character during the listing
period.
[0009] The above summary presents a simplified summary in order to
provide a basic understanding of some aspects of the systems and/or
methods discussed herein. This summary is not an extensive overview
of the systems and/or methods discussed herein. It is not intended
to identify key/critical elements or to delineate the scope of such
systems and/or methods. Its sole purpose is to present some
concepts in a simplified form as a prelude to the more detailed
description that is presented later.
[0010] To the accomplishment of the foregoing and related ends,
certain illustrative aspects of the invention are described herein
in connection with the following description and the annexed
drawings. These aspects are indicative, however, of but a few of
the various ways in which the principles of the invention may be
employed and the subject invention is intended to include all such
aspects and their equivalents. Other advantages and novel features
of the invention may become apparent from the following detailed
description of the invention when considered in conjunction with
the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a block diagram of a character development system
that facilitates allocating attributes to a character and
developing those attributes and/or new attributes to enhance
interactive play of the character in a game environment.
[0012] FIG. 2 is a block diagram of a character development and
exchange system that facilitates allocating attributes to a
character as well as training the character with new attributes in
order to increase the value of the character for selling and/or
trading purposes.
[0013] FIG. 3 is a block diagram of an attribute allocation aspect
of the character development system of FIG. 1 that allows for
automatic or user-designated allocation based on a type or class of
character.
[0014] FIG. 4 is a block diagram of an attribute training aspect of
the character development system of FIG. 1 that allows for training
the character with additional attributes based on existing
attributes of the character.
[0015] FIG. 5 is a block diagram of a trading aspect of the
character development and exchange system of FIG. 2 that
facilitates selling and/or trading the character to another
user.
DETAILED DESCRIPTION OF THE INVENTION
[0016] The subject application as described in further detail below
relates to a character development and/or exchange system in which
a user can, through codes attached to or otherwise associated with
a physical product and/or computer-based image of the product (as
represented on a computer display), obtain virtual characters or
images of characters within a virtual world. The characters can be
comprised of various features such as core attributes, potential
skills, optional and/or inherent powers, and specific
classifications. It is intended herein that the term `attributes`
includes skills, traits, and characteristics of the character. In
an embodiment, characters are initially purchased (from a vendor or
retailer) in a similar initial state having a core set of
characteristics or attributes for all users. Each character has the
potential to improve and/or mature beyond their initial state. This
can be accomplished in part by playing with the character within
the virtual world (e.g., games, adventures, and/or challenges),
winning events, dedicated training of the character, and obtaining
additional feature codes attached to auxiliary products for the
character, all of which can earn points for the character. The
accumulated points can then be used to train and/or develop the
character with additional attributes.
[0017] Characters are available in different types and classes.
Examples of different types of characters include but are not
limited to sports players, soldiers/fighters, firemen, students,
animals, etc. Sports players and animals can be further divided
into different types of animals and different types of sports
players. Characters of a similar type can be divided into different
classes. Examples of different classes of animals include but are
not limited to mutts (or mixed-breed), pure-bred, award-winner, and
the like. Ownership of a character in any one class unlocks content
that is available only to that class. As additional characters are
obtained from different types and classes, additional content is
opened up and made available and viewable to the user. Thus,
additional areas of the virtual environment become accessible by
the user as the user collects more characters of different types
and in different classes.
[0018] In a similar manner, character training can also be limited
by or based upon the type or class of the character. For example, a
baseball playing character cannot be trained with a football
playing skill or a fighting skill. Similarly, a ninja-assassin
class of character cannot be trained with a skill from a different
ninja class, such as a ninja-jumper class. However, some classes of
characters can be promoted to an upper sub-class based on the
accumulated attributes. For example, a rookie (sub-class) sports
player character can be promoted to a professional (sub-class)
sports player once a particular attribute or skills level is
reached. By training and developing the character to have more or
better skills, talents, and/or powers, the overall value of the
character increases. The trained character may be traded to other
users. Hence, this training imparts a value to the character that
can be monetized by a user through the training process.
[0019] The combination of the character's total calculated value
and its perceived value (including the value of the auxiliary
items) assigned or associated with the character creates this
real-world monetary value of the character. As an example, a first
user develops a highly skilled pitcher. The first user can make the
pitcher available for exchange to someone else. A second user who
is building up a baseball team of characters may want to acquire a
trained pitcher. Through the direct mechanism for buying, selling,
trading, auctioning, or otherwise exchanging characters and their
associated items between users as provided herein, the second user
can buy the pitcher from the first user.
[0020] An embodiment performs the transaction in a secure manner
using the character's code. The embodiment uses characters as well
as their items which are linked to unique codes. When a character,
for example, is made available for sale, auction, or trade, the
item is in effect "escrowed," tolling the ability to interact with
and manipulate the character. This is done to prevent further
development or changes to the character during the "on-sale"
period. Therefore, the owner of the character is restricted from
modifying the character. The owner may still withdraw the character
from sale, auction, or trade. When the transfer is confirmed, the
current code is disabled or deleted. A new code is generated and/or
assigned to the character and given to the new owner/user of such
character. The new owner can then add the character to his/her
account and interact with it as desired. Thus, the previous
owner/user transfers ownership and control of the character to the
new owner, and the new owner assumes exclusive control of the
character and its items. Since the new code is not given to the
previous owner/user, the previous owner has no way of retaining or
regaining control over the character.
[0021] The subject application will now be described in further
detail with reference to FIGS. 1-5.
[0022] FIG. 1 shows a general block diagram of a character
development system 100. The system 100 includes a character
registration component 110 that registers the character with a
communication network via a code. The code can be unique to the
particular character and can provide various features associated
with the character to the user. For example, the user may purchase
the character and/or another product that includes the character
(e.g., game). Upon such purchase, the code is provided to the user
(e.g., associated with product packaging). The character
registration component 110 receives and processes the code in order
to give the user control of the character within the virtual
environment (e.g., game or virtual reality environment).
[0023] Following registration, an attribute allocation component
120 can allocate a set of attributes to the character. This set of
attributes is based on the type and/or class of the character. For
example, if the character is a baseball player, then the attributes
may include pitching, running, hitting, catching, and fielding
skills. Initially, the character may be granted a basic or core set
of attributes and attribute values (e.g., pitching=2, running=2,
hitting=2, catching=2, and fielding=2). In many cases, the value of
each attribute may be relatively low, leaving potential for the
character to improve through training. For instance, the attribute
value can be based on a 10-point scale, where 0 indicates no skill
and 10 indicates the highest attainable skill. Initially, for
example, the attributes can be allocated in a preset or standard
manner so that each attribute is given a value of 2 as shown above.
This standard value can differ according to the type of character
as well as its class. That is, the attribute values may be based on
a different value scale depending on the type of character and
class of character.
[0024] Alternatively, the character acquired can be more
specialized, such as a pitcher baseball player character. In this
case, the initial set of attribute values may be initially
distributed across the basic set of attributes as follows:
pitching=4, running=2, hitting=2, catching=2, and fielding=2.
Higher attribute value may represent an untrained skill level for
certain characters. Again, it should be appreciated that this
allocation of attribute values is merely exemplary and many other
allocations are possible.
[0025] The system 100 also includes a character analysis component
130 that analyzes the character's attributes to determine which
level of play it can participate in and to determine what kind of
training is available to it. Thereafter, the character can be
manipulated by an interactive manipulation component 140, which
earns points for the character, or can be trained by a training
component 150. It should be appreciated that when the character is
undergoing training, it is not subjected to the interactive
manipulation component 140.
[0026] Training a character involves using or trading in points for
specific improvements to the character. Points can be earned or
purchased using real or virtual currency. Improvements can vary in
cost depending on the importance to the character, to the game or
environment associated with the character, and the level of
improvement achieved.
[0027] An alternative training procedure can involve performing
certain exercises or tasks with the character in order to add the
particular skill or attribute to the character's list of
attributes. For example, practicing pitching may increase the
pitching attribute. Alternatively, specific powers can be
immediately applied to the character upon redemption of a required
amount of points or when a certain overall attribute level is
reached. For example, when the character has reached the highest
attainable skill level for its type and class of character, a
specific power can be assigned to it (e.g., baseball playing
character: a power to always hit a home run when at bat; or fairy
character: a magical power to turn spiders into flowers).
[0028] In FIG. 2, there is a block diagram of a character
development and exchange system 200 that facilitates allocating
attributes to a character as well as training the character with
additional attributes in order to increase the value of the
character for selling and/or trading purposes. The system 200 is
similar to the character development system 100 discussed in FIG. 1
but includes a character trading component 210. The character
trading component 210 locks the unique code associated with the
character and its auxiliary items (e.g., equipment, clothing,
furnishings, land, territory, property, weapons, etc.) so that the
current owner of the character can no longer change or otherwise
alter the status of the character and its items during the "offer"
time period. To complete a transfer transaction and to transfer the
character to a new owner, the character trading component 210 also
generates and/or assigns new unique codes for the character and its
items. As a result, the previous owner no longer has control of the
character and is prevented from hijacking and re-claiming control
of the character after it has been purchased by another user.
[0029] FIG. 3 shows a block diagram of an attribute allocation
aspect of the character development system 100 of FIG. 1 that
allows for automatic or user-designated allocation based on a type
or class of character. When a new character is acquired by a user,
an attribute selection component 310 can select one or more
attributes from an attribute database 320. The particular attribute
database and/or selection therefrom can be based on the type or
class of character acquired. For instance, a football player
character has a set of available attributes that are substantially
different from a warrior-fighter character's set of available
attributes. Attributes can also have sub-attributes. Take for
example a baseball player's running attribute. There can also be a
running-slide sub-attribute as well as a running-stealing
sub-attribute.
[0030] As previously mentioned, the attributes selected can differ
based on the type or class of character. For example, a
ninja-assassin character can have attributes which are different
from those available to a ninja-warrior character--in order to
maintain some distinction between different classes of ninjas. For
example, a ninja assassin character may have the following core
attributes: skill=3; speed=1; hide in shadow; and back stab. The
ninja-warrior character may have core attributes such as one-on-one
combat=3; camouflage=2; acrobatic combat=3. The ninja assassin can
also be limited to the following maximum attribute values for
strength (8) and energy (8); whereas a ninja-warrior can have a
strength limit and an energy limit set at 10 along with different
skill and speed attribute values. As an alternative to hard limits
on attribute values, it may become more difficult to train above
those attribute values. For example, it may become 100.times. more
difficult to train the ninja assassin to strength values above
8.
[0031] The allocation of attribute values can be performed in a
standard manner by an attribute value allocation component 330 and
be based in part upon user input and/or in part according to the
user's other characters. When allocated in a standard manner, the
attribute values are assigned in the same distribution for each
user for that particular character. That is, all baseball player
characters, for example, are automatically assigned pitching=3,
catching=3, running=4, hitting=5, and fielding=3.
[0032] Alternatively, the user can be given a set number (e.g., 20)
of attribute value points to distribute across the initial set of
attributes for the character based on user preferences.
Additionally, one or more particular attributes can be set by the
attribute value allocation component 330 and the user can assign
the remaining value points to the other attributes. For instance,
the hitting attribute can be set to 5, leaving 15 value points to
be distributed by the user among the remaining four attributes.
[0033] The attribute value allocation component 330 can also
allocate the attribute values based on an analysis by an AI
(artificial intelligence) component 340. The AI component 340 can
learn from the characters currently and/or previously owned by the
user (via a character database 350) and determine an optimum
distribution of the available attribute value points. In
particular, the AI component 340 can learn from the user's
character history and previous attribute value distributions made
by the user. By doing so, the allocation of value points is
automatic yet based on the user's current characters and
preferences as indicated by previous attribute value distributions
and/or other relevant historical data.
[0034] FIG. 4 illustrates a block diagram of an attribute training
aspect of the character development system 100 of FIG. 1 that
allows for training the character with additional attributes based
on existing attributes of the character. Before actual training is
performed, a character analysis component 410 can evaluate the
current status of the character to determine a current list of its
attributes, which may include any or all of skills, talents,
powers, and characteristics, as well as the character's class
and/or type. Based on the foregoing, an attribute selection
component 420 can select one or more attributes from an attribute
database 430, and can also total a cost, if any, for those skills.
However, the attribute selection component 420 can be programmed so
that it is not permitted to select attributes that exceed the
currency or point balance of the user.
[0035] Points can be earned by involving the character in games,
adventures, challenges and the like in the virtual environment
associated with the character. Points can also be earned by winning
or performing certain tasks or can be purchased using virtual or
real currency. Training of character-specific attributes can also
be earned as a reward for winning designated challenges or
competitions or by completing certain adventures.
[0036] The training of characters is performed by a training
component 440 according to a fluctuating or graduated basis. In
particular, higher level or more advanced characters are easier to
train than lower level or less advanced characters. Training a
character can be time-consuming and difficult and may not always
end in success for the character. However, training is not
completely user-dependent but rather is at least partially
character-dependent. That is, the actual character contributes to
or plays a part in the training so that the overall skill level
achieved by a character is not solely dependent on the personal
skills of the respective user who controls the character. Users are
not required to possess exceptional skills in order to excel in
creating a valuable or well-trained character. For example, for
characters initially having higher core attribute values, the
training exercises or tasks that must be performed by the user may
be made easier so that less manual dexterity and timing is required
to successfully complete the exercise or task or so that each
training item product effect on the attribute value. By contrast,
for characters initially having lower core attribute values, the
exercises or tasks can be made more difficult, meaning that more
time is needed for each training exercise or that each exercise has
less increase on the numerical score or value. Furthermore, limits
can be placed on specific attribute values of certain characters,
so that these characters will never be able to reach attribute
values as high as other characters. This arrangement provides the
appearance that particular characters have more natural or inherent
talent than others.
[0037] Training of a character is also restricted to the type or
profession related to the character. For example, a horse character
cannot be trained with baseball playing attributes. Rather, the
horse character can only be trained with horse-related attributes
to improve its involvement in horse games, adventures, and
competitions. Similarly, a baseball playing character can only be
trained with baseball related attributes. If the class of baseball
player is indicated such as a pitcher, its pitching-related
attributes can have a higher maximum value than the other baseball
playing attributes (e.g., running, hitting, fielding, etc.).
[0038] Characters can also be injured or can become ill as a result
of their participation in a game or adventure. When either occurs,
training may not be allowed until the character heals or becomes
well as indicated by a health indicator. Characters can heal or
recover by waiting a pre-determined time period or by visiting a
virtual health clinic. Healing or recovery can also be paid for by
using points or currency (e.g., real or virtual money). In some
cases, forcing the character to train when either injured or ill
can reduce one or more attribute values as well as the overall
value of the character. In addition or in the alternative, the
character's injury or illness can worsen as a result of the forced
training.
[0039] Through a feedback component (not shown), the characters can
provide solicited or unsolicited feedback to their respective users
with respect to their training or status. More specifically, each
character can communicate using audible speech, text, facial
expression or some other type of image-based expression. The
feedback can inform the user about how the character is feeling at
any given time and the character's opinion on the training that has
occurred or that is scheduled to occur. In the latter case, imagine
that the user has just completed a process of selecting one or more
attributes on which the character is to be trained. Before the user
redeems points or currency for such attributes, the character can
give their opinion of the selections to mitigate wasting points or
wasting training opportunities. In addition, the character can
provide feedback during as well as after the training. The feedback
can include emotional thoughts or responses to the recent training.
For example, the character can inform the user that the training is
going well or is too difficult or that it needs training in another
skill before it can complete the current training. Feedback
received from the character can be stored and used later when
determining which attributes to select for the same character or
for other characters owned by the same user. Therefore, subsequent
attributes can be selected either independently of or dependent
upon previously selected attributes.
[0040] The characters also maintain a history or background and as
a result of training and participating in their individual games,
adventures, competitions, or challenges in the virtual environment,
the characters individually develop and mature based on such
experiences. The maturity of a character can be visualized through
physical changes in their appearance. For example, a young horse,
as evidenced by size, age, and attributes when initially acquired
by a user, can gradually grow to physically appear bigger and even
stronger based on its experiences in the virtual environment and
based on its training thus far. Its coat may look shinier and its
mane longer and sleek compared to when it was initially acquired by
the user. It should be appreciated that each character can undergo
physical maturation that is appropriate for the type of character.
The maturation process can include a maximum growth limit and can
depend on at least one of experiences, training, or a combination
of both. The outward appearance of a character can readily indicate
skill level of the character, which may make assessing the value of
the character more efficient.
[0041] FIG. 5 shows a block diagram of a trading aspect of the
character development and exchange system of FIG. 2 that
facilitates selling and/or trading the character as well as control
of the character to another user. As shown in the figure, a
character can be made available for sale, auction, trade, or
exchange. The value of the character can depend on its list of
attributes, its type and/or class, as well as its experiences. For
instance, a certain class of character can be rated at a higher
value based on current demand for the character or based on
popularity of the character or of the virtual environment that is
associated with the character. If the class is retired or in
limited edition where only a fixed number of characters are made
available in the class, each character in that class may have an
increased value aside from their specific attributes and
experiences.
[0042] A trading component 500 effectively blocks access to the
character by the user (or locks the character) to prevent the
current owner-user from modifying the character while it is
available for sale or exchange. If the exchange is made, for
example, the trading component can disable or delete the code and
generate and/or assign a new code to the character. The new owner
receives the new code and registers the character via the new code
in order to access and exclusively control it in the virtual
environment. If the exchange is not made and the user decides to
retain ownership of the character, the trading component 500 can
unblock the access to the character.
[0043] More specifically, the trading component 500 includes a code
verification component 510 that verifies current ownership of the
code and locks the character associated with it. If the character
is transferred to another user, a transfer component 520 disables
or deletes the locked code and generates and/or assigns a new code
for the character. The same is done for coded-items (e.g.,
auxiliary products) associated with the character such as the
character's weapons, clothing, accessories, furnishings, equipment,
etc.
[0044] The trading component 500 also comprises a character
analysis component 530 that can examine character data for the
particular character including the list of attributes associated
with the character, its class, current status, and its experiences.
Experiences can include wins, losses, competition participation,
and/or game or other manipulation participation. After this data
has been collected and evaluated, a valuation component 540 can
determine a value for the character using the character data as
well as previous completed transfers of similar characters, current
and projected popularity of and demand for the character in
consideration of its class, type, and/or attribute list. If the
current status of the character indicates that the character is
injured or ill or has not completely healed or recovered, then the
overall value can decrease by a variable amount depending on the
extent of the injury or illness.
[0045] A processing fee can be charged to the user for each
character posted via the trading component (e.g., a fixed fee per
transaction or percentage of final sale price).
[0046] Alternatively or in addition, the valuation component 520
can analyze the market value of a character without requiring the
character to be posted for sale, auction, or trade. A separate fee
can be charged for this service. Users can also employ a fee-based
advertising component 550 in order to create more interest for
their characters and/or for the users who are developing such
characters. As a result, other users may target certain users who
consistently offer good characters for sale, auction, or trade.
[0047] In some cases, a user may wish to sell its account including
all characters and their related items. For these instances, the
entire account can be evaluated based on the valuation of each
character if sold individually or in groups of at least two. This
is because some characters may have a higher value when paired with
a complimentary counterpart than when considered alone. If desired,
the user can indicate how characters are to be grouped when offered
for sale or how they must be sold.
[0048] The character and development system as discussed throughout
FIGS. 1-5 can also catalog a user's collection of characters in
order to maintain a history of characters and related items that
have been acquired, trained, and/or sold by the user over time. For
each character, statistics (e.g., ERA and RBI for baseball playing
characters), attributes, experiences, and training can be stored
and subsequently retrieved and viewed. If the character is a member
of a team, team statistics can also be stored and viewed. As a
result, each user can build a portfolio that can be securely viewed
and shared with others.
[0049] The portfolio can also include any pertinent family history
for each character. Characters can be mated or bred to have
offspring. As a result, at least a portion of the parent
character's attributes can be inherited by the offspring. The
inheritance of attributes can be randomly or equally distributed
among the offspring. In addition, the number of times or frequency
with which characters can mate or breed can be limited in order to
prevent diminishing the value of similar characters or of other
characters in a similar class. When a character is sold to another
user, their family history can be passed along with them so each
subsequent owner can track the character's heritage as well.
[0050] What has been described above includes examples of the
subject system and/or method. It is, of course, not possible to
describe every conceivable combination of components or
methodologies for purposes of describing the subject system and/or
method, but one of ordinary skill in the art may recognize that
many further combinations and permutations of the subject system
and/or method are possible. Accordingly, the subject system and/or
method are intended to embrace all such alterations, modifications,
and variations that fall within the spirit and scope of the
appended claims. Furthermore, to the extent that the term
"includes" is used in either the detailed description or the
claims, such term is intended to be inclusive in a manner similar
to the term "comprising" as "comprising" is interpreted when
employed as a transitional word in a claim.
[0051] As used herein, the terms "component" and "system" are
intended to refer to a computer-related entity, either hardware, a
combination of hardware and software, software, or software in
execution. For example, a component may be, but is not limited to
being, a process running on a processor, a processor, an object, an
executable, a thread of execution, a program, and a computer. By
way of illustration, both an application running on a server and
the server can be a component. One or more components may reside
within a process and/or thread of execution and a component may be
localized on one computer and/or distributed between two or more
computers.
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