U.S. patent application number 12/037062 was filed with the patent office on 2009-08-27 for systems and methods for a gaming platform.
This patent application is currently assigned to TC Websites LLC. Invention is credited to Bryan C. Gannon, John T. Milito, Rob Robbers.
Application Number | 20090215512 12/037062 |
Document ID | / |
Family ID | 40998857 |
Filed Date | 2009-08-27 |
United States Patent
Application |
20090215512 |
Kind Code |
A1 |
Gannon; Bryan C. ; et
al. |
August 27, 2009 |
SYSTEMS AND METHODS FOR A GAMING PLATFORM
Abstract
Methods and systems, according to various embodiments, are
provided for a gaming platform that includes one or more various
features including a sector navigator, a noise channel, and/or
pods. The gaming platform can optionally be implemented as an
online game that is accessible through a traditional browser or
other application capable of accessing content on the Internet.
Additionally, methods and systems for smart loading the gaming
sectors and pods are provided such that a user of the game is
subjected to minimal gameplay delays waiting for content to
load.
Inventors: |
Gannon; Bryan C.; (San
Diego, CA) ; Milito; John T.; (Rancho Santa Fe,
CA) ; Robbers; Rob; (Solana Beach, CA) |
Correspondence
Address: |
PAUL, HASTINGS, JANOFSKY & WALKER LLP
875 15th Street, NW
Washington
DC
20005
US
|
Assignee: |
TC Websites LLC
San Diego
CA
|
Family ID: |
40998857 |
Appl. No.: |
12/037062 |
Filed: |
February 25, 2008 |
Current U.S.
Class: |
463/16 ; 273/275;
463/31 |
Current CPC
Class: |
A63F 13/358 20140902;
A63F 2300/5546 20130101; A63F 13/12 20130101; A63F 2300/308
20130101; A63F 13/537 20140902; A63F 2300/534 20130101 |
Class at
Publication: |
463/16 ; 273/275;
463/31 |
International
Class: |
A63F 9/24 20060101
A63F009/24; A63F 3/00 20060101 A63F003/00 |
Claims
1. A gaming platform comprising: a main gaming area; a plurality of
sectors, each of which can be displayed within the main gaming
area; and a sector navigator for moving game play from a first
sector to a second sector.
2. The gaming platform of claim 1 wherein the sector navigator
includes a plurality of links, wherein each link represents a
sector within the game.
3. The gaming platform of claim 2 wherein the sector navigator is a
visual representation of each of the plurality of sectors.
4. The gaming platform of claim 1 wherein the sector navigator
includes a non-enabled link to a sector that is unavailable to a
user.
5. The gaming platform of claim 1 wherein the sector navigator
provides a visual indication of what is taking place within a
sector.
6. A method of providing navigation for a game comprising:
displaying a first sector of the game within a main gaming area;
receiving an input at a sector navigator to move to another sector;
and displaying a second sector of the game within the main gaming
area in response to receiving the input.
7. The method of claim 6 wherein the sector navigator includes a
plurality of links, wherein each link represents a sector within
the game.
8. The method of claim 7 wherein the step of receiving an input
includes selection of one of the plurality of links.
9. The method of claim 7 wherein the sector navigator is a visual
representation of a plurality of sectors of the game.
10. The method of claim 6 further comprising enabling a non-enable
link within the sector navigator to provide access to a sector that
was unavailable to a user.
11. The method of claim 6 providing a visual indication within the
sector navigator corresponding to an event that is taking place
within a sector.
12. A gaining platform comprising: a main gaming area; and a noise
channel displayed within a portion of the main gaming area, the
noise channel providing content to a user that is related to a game
being played within the main gaming area.
13. The gaming platform of claim 12 wherein the noise channel
provides video clips, commercials, advertisements or news from the
game.
14. The gaming platform of claim 12 wherein the noise channel
includes a monitor area for displaying the content.
15. The gaming platform of claim 14 wherein the noise channel
further includes a ticker and an alert window.
16. The gaming platform of claim 12 wherein the noise channel
further includes a menu which allows for selection of content that
has been or can be displayed in the noise channel.
17. The gaming platform of claim 12 wherein the noise channel
cannot be turned off by a user.
18. A method of providing content to a user of a game comprising:
providing gameplay within a main gaming area; providing a noise
channel within a portion of the main gaming area; and providing
content through the noise channel, the content corresponding to the
gameplay within the main gaming area.
19. The gaming platform of claim 18 further comprising providing
video clips, commercials, advertisements or news from the game
through the noise channel.
20. The gaming platform of claim 18 further comprising providing an
alert to a user through an alert window of the noise channel.
21. The gaming platform of claim 18 further comprising: receiving
an input for selecting content from a menu of the noise channel;
and providing the selected content in the noise channel in response
to the received input.
22. The gaming platform of claim 18 wherein the noise channel
cannot be turned off by a user.
23. A method of smart loading an online game comprising: loading a
first sector, wherein gameplay starts in the first sector of the
game; determining a second sector to load based upon a likelihood
that a user will navigating to the second sector instead of a third
sector upon leaving the first sector; and loading the second sector
of the game before loading the third sector of the game.
24. The method of claim 23 wherein the determining step is based
upon the behavior of the user during prior gaming sessions.
25. The method of claim 23 wherein the determining step is based
upon statistical behavior of other users of the online game.
26. The method of claim 23 further comprising loading a plurality
of pods in sequential order based upon a determination of the most
likely pods to be first needed by the user.
27. A gaming platform comprising: a main gaming area; and a first
pod displayed within a portion of the main gaming area, wherein the
pod is a user movable object that appears above the main gaming
area.
28. The gaming platform of claim 27 wherein the first pod is
specific to a certain sector of a game.
29. The gaming platform of claim 27 wherein the first pod is
persistent within at least two sectors within the gaming area.
30. The gaming platform of claim 27 further comprising: a second
pod displayed within a portion of the main gaming area; wherein the
first pod is a parent pod and the second pod is a child pod.
31. The gaming platform of claim 30 wherein an event in the first
pod causes a content update in the second pod.
32. The gaming platform of claim 30 wherein an event in the second
pod causes a content update in the first pod.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] The present invention is related to U.S. patent application
Ser. No. 11/844,884, entitled SYSTEMS AND METHODS FOR
MULTI-PLATFORM TRADING CARD GAME, filed Aug. 24, 2007, which is
incorporated herein by reference in its entirety.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming platform. More
specifically, the present invention relates to unique features
within a gaming platform and/or loading of the gaming platform.
[0004] 2. Discussion of the Related Art
[0005] Games that are played on personal computers (PC), such as
Microsoft Windows based computers, Apple computers, Linux based
computers, mobile devices, and handheld devices, have been popular
for many years. More recently, such games have integrated online
capabilities to facilitate new features, such as user interaction
with other players. With online capabilities, users can play with
or against other players, can chat with other players, and can
download updates to their game. Most games require the installation
of local software to operate. Most if not all of the software files
and executables of the game reside on the user's PC to be executed
when the user desires to play the game. Because of the many
different types of PCs now available to users, developers are
required to create and distribute different software versions of
the same game. For instance, different software is required for a
user who operates a Windows based PC than for the user who operates
a Linux based PC. Due to the costs of creating different software
versions of the same game, developers limit the number of versions
they create, leaving those who use less common PCs without the
ability to purchase and enjoy the game. In addition, games that are
implemented using local software typically save user progress in
one or more files that are stored in the local memory of the user's
PC. As such, any progress a user makes in the game may not be
accessible from a remote PC. That is, a user cannot play the game
from a remote PC and continue where he/she left off when playing
last at their local PC.
[0006] Developers have tried to solve some of the problems
discussed above by implementing web-based games. Web-based games,
unfortunately, can suffer from their own problems. The quality of a
web-based game is highly dependent on a user's bandwidth. Users
with low bandwidth, for instance, speeds slower than 3 Mbit/sec,
can experience choppy gameplay and long load times between portions
of games. Developers try to minimize these problems by producing
less visually pleasant games, games with less complex scenes and/or
scenarios, and games with less interactivity between the
environment and the user. These solutions and implementations
detract from the overall quality of a game and in turn the user's
experience.
[0007] Additionally, developers have also failed to leverage games
with online capabilities into viable marketing tools. Marketing and
advertising is severely limited in current games. In most cases,
marketing is limited to "product placement" within games. That is,
a character in a game might drink a Coca-Cola product. Further,
some web-based games that are played within a web browser feature
advertising banners that appear on a website, but outside of the
gaming window. These banners are not physically contained within
the display area of the gaming environment, are not integrated into
the gameplay, are not dynamic, and are not specifically targeted to
a specific user and their interaction with the game.
SUMMARY
[0008] The present embodiments relate to a gaming platform. The
gaming platform can include one or more various features including
a sector navigator, a noise channel, and/or pods. Additionally, in
some embodiments the gaining platform is a browser based gaming
platform that can be downloaded over the Internet or may be
installed using an installation disk.
[0009] One embodiment can be characterized as a gaming platform
comprising a main gaming area; a plurality of sectors, each of
which can be displayed within the main gaming area; and a sector
navigator for moving game play from a first sector to a second
sector. Optionally, the gaming platform includes a plurality of
links, wherein each link represents a sector within the game; and
wherein the sector navigator is a visual representation of each of
the plurality of sectors.
[0010] Another embodiment can be characterized as a method of
providing navigation for a game comprising displaying a first
sector of the game within a main gaming area; receiving an input at
a sector navigator to move to another sector; and displaying a
second sector of the game within the main gaming area in response
to receiving the input. Optionally, the sector navigator includes a
plurality of links, wherein each link represents a sector within
the game; and wherein the sector navigator is a visual
representation of a plurality of sectors of the online game.
[0011] Yet another embodiment includes a gaming platform comprising
a main gaming area; and a noise channel displayed within a portion
of the main gaming area, the noise channel providing content to a
user that is related to a game being played within the main gaming
area. Optionally, the noise channel provides video clips,
commercials, advertisements or news from the game.
[0012] Still yet another embodiment can be characterized as a
method of providing content to a user of a game comprising
providing gameplay within a main gaming area; providing a noise
channel within a portion of the main gaining area; and providing
content through the noise channel, the content corresponding to the
gameplay within the main gaming area. The method optionally further
comprises providing video clips, commercials, advertisements or
news from the game through the noise channel or providing an alert
to a user through an alert window of the noise channel. As another
option, the method can further include receiving an input for
selecting content from a menu of the noise channel; and providing
the selected content in the noise channel in response to the
received input.
[0013] Another embodiment includes a method of smart loading an
online game comprising loading a first sector, wherein gameplay
starts in the first sectors of the game; determining a second
sector to load based upon a likelihood that a user will navigating
to the second sector instead of a third sector upon leaving the
first sector; and loading the second sector of the game before
loading the third sector of the game. Optionally, the method
further includes loading a plurality of pods in sequential order
based upon a determination of the most likely pods to be first
needed by the user.
[0014] Yet another embodiment can be characterized as a gaming
platform comprising a main gaming area; and a first pod displayed
within a portion of the main gaming area, wherein the pod is a user
movable object that appears above the main gaming area. Optionally,
the gaming platform further comprises a second pod displayed within
a portion of the main gaming area; wherein the first pod is a
parent pod and the second pod is a child pod.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The above and other aspects, features and advantages of the
present invention will be more apparent from the following more
particular description thereof, presented in conjunction with the
following drawings, wherein;
[0016] FIG. 1 is a diagram illustrating a gaming platform,
according to one embodiment, displayed within a browser application
window and including a sector navigator a noise channel, and a
login pod;
[0017] FIG. 2 is a diagram illustrating a gaming platform,
according to an embodiment where, the gaming platform is
implemented in a full screen mode;
[0018] FIG. 3 is a diagram illustrating the layout of the sectors
of a game along with their associated functionality according to
one embodiment;
[0019] FIG. 4 illustrates several different embodiments of a sector
navigator;
[0020] FIG. 5 illustrates a pod according to one embodiment;
[0021] FIG. 6 depicts the interaction between the gaming platform
and a mobile phone according to one embodiment;
[0022] FIG. 7 illustrates parent and child pods and various user
interactions with the pods according to one embodiment;
[0023] FIG. 8 illustrates a noise channel according to an
embodiment;
[0024] FIG. 9 illustrates the noise channel including a welcome pod
according to one embodiment; and
[0025] FIG. 10 depicts a noise channel with an adjacent alert
according to another embodiment.
[0026] Corresponding reference characters indicate corresponding
components throughout the several views of the drawings. Skilled
artisans will appreciate that elements in the figures are
illustrated for simplicity and clarity and have not necessarily
been drawn to scale. For example, the dimensions, sizing, and/or
relative placement of some of the elements in the figures may be
exaggerated relative to other elements to help to improve
understanding of various embodiments of the present invention.
Also, common but well-understood elements that are useful or
necessary in a commercially feasible embodiment are often not
depicted in order to facilitate a less obstructed view of these
various embodiments of the present invention. It will also be
understood that the terms and expressions used herein have the
ordinary meaning as is usually accorded to such terms and
expressions by those skilled in the corresponding respective areas
of inquiry and study except where other specific meanings have
otherwise been set forth herein.
DETAILED DESCRIPTION OF THE DRAWINGS
[0027] The following description is not to be taken in a limiting
sense, but is made merely for the purpose of describing the general
principles of the invention. The scope of the invention should be
determined with reference to the claims. The present embodiments
address the problems described in the background while also
addressing other additional problems as will be seen from the
following detailed description.
[0028] Referring first to FIG. 1, shown is a diagram illustrating a
gaming platform 100 including a sector navigator 102, a pod 104, a
noise channel 106, and a main display area 108. Also shown is a
browser application I 10.
[0029] As shown in the present example, the gaming platform 100
inhabits a defined area within the browser application 110 where a
game is displayed. The gaming platform 100 occupies substantially
all of a viewable area within the browser. However, in various
other embodiments, the gaming platform will occupy less than the
viewable area or more than the viewable area such that scroll bars
are needed to view the entire gaming platform. In one embodiment,
the gaming platform 100 is implemented as an Adobe Flash object.
Where the gaming platform 100 is implemented using Flash, the
gaming platform 100, in one embodiment, is embedded in an HTML page
and executed by a Flash compatible plug-in for the browser
application 110. The Flash object communicates with a remote gaming
server. Gaming content is transmitted from the remote gaming server
to the Flash object, while control instructions, game saves, and
messages are sent from the Flash object to the remote server to
control the progress of the game. Those skilled in the art will
recognize that the gaming platform 100 can be implemented using
technologies other than Flash, such as Scalable Vector Graphics
(SVG), Synchronized Multimedia Integration Language (SMIL), Java,
Asynchronous Javascript and XML (AJAX), and Microsoft Silverlight.
Such technologies also permit the gaming platform 100 to operate in
conjunction with a standard browser application 110. In other
embodiments, the gaming platform 100 is executed by a standalone
player external from the browser application 110 or other
specialized program used to access the web.
[0030] In some embodiments, the gaming platform 100 uses Flash SOL
files to maintain user preferences and current activity data; in
other embodiments, standard cookies or other methods are used.
Using the aforementioned techniques, the gaming platform 100 can be
configured to load portions of the game, such as specific sectors
(discussed in more detail below) before a user is even
authenticated. Alternatively, after a user is authenticated, the
gaming platform 100 can be configured to access and load remote
objects that maintain the user's preferences and current activity
data. Once the remote objects are loaded the user can resume his or
her game from any device with a standard web browser, even if the
user has never used the device before. The access and loading of
remote objects can be implemented using, for example, Windows
Servers running .NET 2.0 with SQL SP2 Databases and an Adobe Flex
front end.
[0031] The gaming platform 100 does not have to be visibly bounded
by the browser application 110. Thus, in one embodiment, as
illustrated in FIG. 2, the gaming platform 100 is used in a "full
screen" mode, where only the gaming platform 100 is visible to a
user on his or her PC screen 202. The gaming platform 100 is
operable in "full screen" mode regardless of whether it is executed
within the browser application 110 or by a standalone player.
[0032] Referring back to FIG. 1, the game implemented by the gaming
platform 100 includes one or more sectors which are generally
displayed in the main display area 108. Generally, a single sector
will be displayed within the main display area 108. Each sector
represents a different virtual location within the universe of the
game. For instance, consider a virtual village that has a town
square, a courthouse, a market, a church, and a bank that are all
connected by a street. Each location, as well as the street, is
represented as a different sector within the game implemented by
the gaming platform 100. Collectively, the sectors make up a
spatial configuration that represents the virtual village. Sectors
allow a user to have direct access to multiple features of the game
at the same time, without being limited to the physical demands of
a monitor. Unlike the virtual village discussed above, sectors need
not be areas typically thought of as logically or physically
contiguous. In one embodiment, for example, the sectors are a
community, a web forum, a gameplay background story area, a
real-time chat area, a welcome screen, a rankings area, a market
area, a card management area, a gameplay tips area, and a battle
area. Each of these sectors provides different functionality for
playing the online game. As different games are developed, these
sectors will change. These sectors will be described below with
reference to FIG. 3.
[0033] In order to facilitate smooth gameplay over the web, in some
embodiments, the gaming platform 100 permits a user to view at
least a portion of a sector within the main display area 108 even
if the sector has not been completely loaded. This is accomplished,
in some embodiments, by building sectors using sub-components. Each
sub-component implements a specific functionality within the game,
such as displaying a user's current score. Once a sub-component is
loaded by the gaming platform 100 its functionality is immediately
available to the user, even if the sector the sub-component is a
part of is not completely loaded. In some embodiments, a single
sub-component can be utilized by more than one sector or to
implement the gaming platform 100 itself. Thus, once a
sub-component is loaded for one sector, it can nearly
instantaneously be used to implement other sectors across the
gaming platform 100 without having to be reloaded.
[0034] In one embodiment, the gaming platform 100 intelligently
loads sectors of the game over the Internet (or other network)
before they are desired to be accessed by the user during gameplay.
Intelligent loading of sectors is accomplished in several different
ways. In some embodiments, where bandwidth and computational
capabilities are permitting, all the sectors of the game are loaded
prior to, or at the start of, game play. In other embodiments, the
sectors of the game are loaded in a default order during startup of
the game such that there is minimal to no delay in the game when a
user moves from one sector to another. Once a user's behavior
within the gameplay is learned, specific sectors are dynamically
loaded using intelligent loading rules based on previous user
behavior and/or by anticipating the user's next course of conduct
based on their current activity. Such dynamic loading makes game
play as smooth and seamless as possible. For instance, if a user
has a history of consistently visiting the User Rankings sector at
least once during a gameplay session, the User Rankings sector will
be loaded during the game's startup so that the User Rankings
sector will be immediately available when desired to be viewed by
the user. In another example, if a user is currently viewing the
User Rankings sector, the system can anticipate that the user will
next view either the ranking of the user with the highest ranking
or the user's own ranking and load such rankings before loading
other user's rankings. Additionally, the next sector a user will
likely visit after viewing the User Ranking sector can be
anticipated and loaded from a server accordingly. Intelligent
loading is not limited to loading only the next sector a user is
likely to visit; sectors can be loaded as many steps ahead of the
user as connection speeds and current transfer requests allow.
[0035] In some embodiments, such intelligent loading rules are
implemented using standard artificial intelligence and/or data
mining techniques, the implementation of which are well known to
those skilled in the art. In other embodiments, the intelligent
loading rules are specified by weights given to each possible
option presented to the user. This can be based upon a specific
user's previous actions and/or the actions of everyone who plays
the game. A weighted calculation can be made that anticipates the
one or more most likely decisions a user will next make. The higher
the weight, the more likely the option and its resulting screen,
pod, or sector will be preloaded. In some embodiments, the
intelligent loading rules are continuously reevaluated to remain
accurate and effective. This preloading helps to provide users with
completely transparent game loading and removes undesirable delays
when playing the game due to certain features not being available
as they have yet to be downloaded. The computations leading to the
intelligent loading rules discussed above are also flexible. In
some embodiments, the computations are carried out locally on the
user's local PC. In other embodiments, the computations are done
remotely at the gaming server and, optionally, the final
intelligent loading rules are transmitted to the local user. As an
alternative, the user's local PC and the remote server can
dynamically allocate the computation of the intelligent loading
rules between the two machines based on signal response time,
computation loads, or other factors. The allocation of computation
of the intelligent loading rules is managed by the gaming platform
100 in conjunction with the gaming server using standard techniques
well known to those skilled in the art.
[0036] Intelligent loading has been discussed above with reference
to sectors, though persons of ordinary skill in- the art will
recognize that the techniques and methods discussed can be used to
load the sub-components of a sector or other components that make
up the gaming platform 100. In addition, while the intelligent
loading procedures have been described above with reference to a
completely downloadable version of the gaming platform, in other
embodiments of the invention, the gaming platform may be loaded
(fully or partially) through the use alternative storage media,
such as a load disk, CD-ROM, CD, DVD, memory stick, or other memory
storage device.
[0037] In some embodiments, the gaming platform 100 may include
sectors or other components that are simply too large to
efficiently download over the Internet during the course of game
play. Examples of such components may include expansive 3D models
of creatures, high resolution movie clips, game sounds, etc. In
these embodiments, alternative storage media can be used to provide
the source and content for the gaming platform 100. Users can
obtain the requisite content through traditional outlets, such a
brick and mortar stores, or through a separate online download.
Alternatively, if such alternative storage media devices are not
properly connected or logically available to the user, substitute
content can be provided by the gaming server or the gaming platform
100 will display a "request to insert media."
[0038] The features of the sector navigator 102 will next be
discussed. The sector navigator 102 is used to move from one sector
of the game to another. In one embodiment, as shown, the sector
navigator 102 includes nine links taking the form of squares. Each
link represents a sector within the game. The sector navigator not
only provides links, but is also a visual representation of the
entire playing area of the game. The embodiment shown includes nine
sectors that are configured to be positioned next to each other
such as illustrated by the sector navigator. When a link in the
sector navigator 102 is clicked, the link's corresponding sector is
navigated to and displayed within the main display area 108 of the
gaming platform 100. Only one sector is typically shown at a time
within the main display area 108. In some embodiments, the
transition from sector to sector is intuitive. For example, if a
user is currently viewing the sector associated with the bottom
right square of sector navigator 102, and the user clicks on the
top left square of sector navigator 102, the sector corresponding
to the top left square will be displayed in the main display area
108. Furthermore, in some embodiments, the transition between the
two sectors is dynamic and the main display area 108 will display
in real time the actual movement from the bottom right portion of
the virtual world to the top left portion of the world, including
movement over the middle sector. In this manner, the user will see
the actual navigation from one sector to another in a dynamic
fashion.
[0039] As described, the sector navigator 102 of the present
embodiment is shown as a one dimensional box that includes nine
links shaped as squares. Generally, the sector navigator 102 will
include a link for each sector contained in the game. Additionally,
the sector navigator provides a visual representation of how the
sectors in the game are located with respect to each other within
the gaming platform 100. In other embodiments, the sector navigator
102 includes more or less links that correspond to more or less
sectors of a game. Optionally, only some links and their
corresponding sectors are accessible to a given user. Thus, for
example, an unregistered game user may only have access to some of
the sectors of the game, in which case only some of the sector
links will function as normal.
[0040] Referring next to FIG. 3, shown is a representation of the
layout of the various sectors of a game. The sectors shown are only
exemplary and will be dependent upon the game that is being played.
Other games will have different sectors, more or less sectors, or,
for example, can have a three-dimensional relationship between the
sectors.
[0041] The nine sectors of the game shown in FIG. 3 correspond to
the sector navigator 102, which, as shown in FIG. 1, also includes
nine links that correspond to the nine sectors. In order to move
from one sector to another in the game, the user clicks on the
corresponding link in the sector navigator 102. Thus, for example,
if a user wanted to travel to the community sector 332, a user
would select the link in the upper left hand corner of the sector
navigator causing the game to navigate to the community sector 332.
In this manner, the sector navigator is a visual representation of
the layout of the various sectors in the game and can be used for
easy navigation within the game.
[0042] The community sector 332 allows a user to open and make
changes to a profile and a buddy list, manage account settings,
manage an avatar, manage various devices (e.g., a cell phone),
manage alerts and notifications, manage assets (e.g., points), use
an instant messenger, or give away game items to a friend.
[0043] The market sector 334 can be used to trade cards, view
available cards, view, search and filter the market area, post
trades, view trade history, accept trades, get trade card value
help, and set notifications.
[0044] The card management sector 336 is used to upload cards,
build and manage decks of cards, align and manage armies, manage
and sort a user's portfolio, and manage assets and draccoins (e.g.,
potions, downloads, skins, ringtones).
[0045] The web forum sector 326 is used as a message board where
users can post messages, give away assets to a friend, and provides
moderator controls for those who have moderator access.
[0046] The welcome sector 328 is used for registration and login,
parent controls, retail products, game information, television show
listings, news, events, newsletter, and legal disclaimers.
[0047] The ranking sector 330 is used for displaying league
standings, challenges, and setting up tournaments.
[0048] The background sector 320 is used to provide a history of
the game including a story about the various creatures and
locations and details on the television show that is related to the
game.
[0049] The gameplay tips sector 322 is used to provide quick start
instructions, rules, tips and tricks, ask questions, provide
answers to FAQ's, information on retail locations and a deck
doctor.
[0050] The battle sector 324 is where the game is actually played
and where battles take place. Here a user will have a system
defined IM presence and will be able to manage play options.
[0051] Referring now to FIG. 4, the sector navigator and its links
can take many forms depending upon the number of sectors
implemented ill a game and the relationship between the sectors. In
some embodiments the sector navigator 302 appears to be three
dimensional, and has links defined around, for example, a pyramid
or a sphere. This will correspond to a game that has sectors
corresponding to a pyramid or sphere, respectively. Still
alternatively, the sector navigator 304 has links defined at
different levels or depths. In this case, the sector navigator 304
corresponds to a multi-dimensional game and thus allows a user to
navigate to sectors at different dimensions, i.e., sectors that are
not in contiguous virtual planes within the game.
[0052] In some embodiments, the sector navigator 306 is also
dynamic. For instance, the sector navigator's 306 layout or links
can change depending on the location of the user within the game,
the action occurring in the game, or based on programming provided
by the user. A new link may appear within the sector navigator 306
when a user discovers a new sector in the game. In cases where
sectors move with relation to each other, the links within the
sector navigator 306 will also move accordingly. In some
embodiments, the links in the sector navigator 308 are also dynamic
and provide a visual indication of what is taking place within the
sector. Thus, the links can change in size or appearance to
correspond to the action or the status of their corresponding
sectors. For example, when a sector is being loaded, its
corresponding link may graphically fade into view. If there is an
explosion in the gameplay of one sector, its corresponding link may
shake or turn red. The links can change form depending on the
preferences of the game developer, the user, or the circumstances
of the game.
[0053] In some embodiments, the sector navigator 310 also includes
a hierarchical menu 312. The menu 312 provides easy access to user
preferences, specific pods and many other features. The menu 312
changes based on the specific sector currently being viewed and
will display sector specific controls for the given sector and/or
its pods. In addition, in some embodiments, the links of the sector
navigator 310 also include roll over menu details 314 that can be
clicked for more information to be displayed as the developer sees
fit.
[0054] Referring now to FIG. 5, illustrated is a pod according to
an embodiment. As shown in FIG. 1, each sector is can include one
or more pods 104. Pods 104 are objects that appear in each sector
in the main display area 108, and provide nearly all the tools and
functions necessary to operate (i.e. play) a game implemented by
the gaming platform 100. In some embodiments, the pods appear
"above" or are "windows" within the gaming area. The tools and
functions of the pods are used to interact with the sectors and
other pods 104 that make up the game. A pod 104 can be sector
specific or persistent. A sector specific pod depends on content
within a given sector, in some cases inherits information from the
sector, and is generally not visible or functional outside of the
given sector. A persistent pod functions within multiple sectors
and is not dependent on a given sector to operate. For instance, a
Battle pod offers the same fighting techniques and instructions to
be implemented within all sectors, and would not significantly
change from sector to sector. A user could initiate the Battle pod
in any sector and it would include the same functionality. The
Battle pod would thus be a sector persistent pod. A User Login pod,
on the other hand, would only appear when a user is logging into
the game and is viewing the welcome sector 328. The User Login pod
would thus be a sector specific pod.
[0055] The pod 402 shown in FIG. 5 includes a title 404, basic
controls 406, an options area 408, content space 410, action
controls 412, and a skin 414 in accordance with one embodiment. The
basic controls 406 allow a user to control the pod 402 and are
generally independent of the specific pod content. The basic
controls 406 include the ability to close the pod 402, enlarge the
pod 402, minimize the pod 402, or get more information about the
pod 402. The options area 408 includes controls that allow a user
to control properties of the pod 402, such as locking or unlocking
the position of the pod 402, and configuring pod settings, such as,
for example, transparency, user mode, the pod skin, permissions and
others. The content space 410 is where the functional content for
the pod 402 is displayed. The content space 410 can display images,
dynamic content, play audio or video, or anything else desired by
the game developers. The action controls 412 provide actions a user
can take in response to content displayed in the content space 410
or the displayed sector. For instance, the user could rewind a
video displayed in the pod 402, or open a new pod in response to a
battle taking place in the displayed sector. All the elements of
the pod 402 are configurable, and can take any shape desired by the
game developers. In some embodiments, the elements can also be
configured by the user. In addition, elements can be added or
subtracted, either by the user or during the course of gameplay.
For instance, if a game developer wants to create a pod for playing
commercials, the pod will not include basic controls or action
controls, thus preventing the user from skipping or closing the
commercials. In another example, if a user is participating in a
battle, then the user may not be permitted to access the options
area 408. Alternatively, a user may desire custom controls for the
Battle pod. The user can create unique controls with specific
custom functions and include those controls in the Battle pod.
[0056] Referring back to FIG. 1, in one embodiment, pods 104 are
made up of one or more SWF files. Pods 104 are hierarchical and
content driven, which permits the efficient use of computation and
bandwidth resources of a user's computer while providing a highly
interactive user experience. For instance, a child pod inherits
tools and functions of its parent, and can be configured to move
and be displayed in conjunction with its parent without any coding.
In some embodiments, changes to the parent pod 104 are inherited by
the child pod, while changes to the child pod would generally not
alter the parent pod 104. The content, size, position, functions,
appearance, state, and hierarchy of each pod 104 are dynamic and
can be created or altered in real-time based on a user's current
progress within the game. For instance, some pods 104 appear
immediately when navigating to and viewing a sector. Other pods 104
appear after completing certain tasks within a sector. Some pods
104 are altered or disappear based on the state of the current
sector. Pods 104 can also be viewed, modified, or destroyed by
other pods 104 within a given sector. TABLE 1 and TABLE 2 depict
typical attributes that pods 104 can have. Each pod only needs to
have one or more of these attributes, however, is not required to
have all of these attributes.
TABLE-US-00001 TABLE 1 Typical Attributes of a Pod Pod Specific
Universal Pod Pod Size Pod Position Functional Pod Content Behavior
Behavior Elements Appearance Static Fixed size Fixed position Full
Visible Dynamic User User movable screen Invisible Interactive
sizable Collision detection Minimize Sector specific Combo Content
Repositioning Close League specific resize (layering and cut-
Seasonal off) Blend in with Sector specific background Persistent
Main function of sector
TABLE-US-00002 TABLE 2 Typical Attributes of a Pod Content Specific
Universal Content Specific Functional Universal Content Elements
Functional Pod State State Pod (reference) Elements (direct)
Recording Recording Hierarchy Additional Scrolling Location Scroll
Sector pod info. Page navigation (X, Y, Z) position Functional
Enlarge Search Open/Closed Page pod Share Confirmation Minimized
position parent Bookmark buttons Size Battle relationship (desktop
Share progress child function) relationship Layering dominance
[0057] As pods 104 are content driven, the underlying code that
drives the intelligence and operation of each pod 104 is also
alterable based on the current state of the sectors and other pods
within the gaming platform 100. In some embodiments, the code is
modified using XML calls. Because the content and state of each pod
104 and sector can be shared across the gaming platform 100, in one
embodiment, each graphic, line of code, piece of text or audio must
only be loaded once, greatly reducing bandwidth requirements.
[0058] In some embodiments, pods 104 are loaded according to the
same intelligent loading techniques discussed above with reference
to sectors. Thus, the gaming platform 100 intelligently loads pods
104 as necessary throughout the game. The pods 104 then appear
nearly instantaneously once they are requested to appear during
gameplay. As described above, in some embodiments, all or a portion
of the gaming platform is loaded using a load disk. Thus, all or
portions of pods 104 can also be loaded by downloading them over
the Internet or from a load disk.
[0059] The design and implementation of pods 104 within the gaming
platform 100 makes for easy extension of games onto devices such as
mobile phones, PDAs, GBAs, and other third party devices. From a
development standpoint, each such device has the same attributes
and is interacted with the same way as a pod 104. Thus, such
devices can be treated as a pod 104 for programming and development
purposes, making the gaming platform 100 extremely flexible. For
instance, referring to FIG. 6, a user may be in a card management
sector 336 manipulating a digital playing card 502 using a pod 504.
When the user drags the pod 504 with the card 502 to a corner of
the main display area 108, a connection request from the user's PC
506 to a mobile phone 508 (or other electronic device) is
transmitted. After communication is established between the user's
PC 506 and the mobile phone 508, the digital card 502 is
transmitted to the mobile phone 508, and is removed from the card
management sector 336. Such operation is an intuitive and
interactive way to move the card 502 from the game defined within
the gaming platform 100 to a third party device such as the mobile
phone 508. The gaming platform 100 thus provides the unique ability
for a user to manage their card portfolio on his or her mobile
device. Because "real world" playing cards can be copied and used
in the "virtual" game implemented using the gaming platform 100, in
some embodiments, the gaming platform 100 only permits one
electronic copy of a unique card to exist at any given time in any
given place within the game. Since it is likely that numerous "real
world" cards will exist at any given time and be owned by different
people, such restriction reduces the practical logistical problems
surrounding potential duplicity of the electronic card.
[0060] In one embodiment, pods 104 have collision detection
technology. Using a pod's 104 internal coordinates in conjunction
with the location of the main display area 108, a pod 104 can
compute when it has been moved to or past the boundary of the main
display area 108. If a pod 104 is moved to such a location, the pod
104 can be configured to invoke predefined rules, such as
connecting to a mobile phone, as discussed above.
[0061] Referring now to FIG. 7, a diagram is shown illustrating
parent and child pods and various user interactions with the pods
according to one embodiment. Shown is the sector navigator 510, a
main gameplay area 512 and a pod display area 513. The pod display
area 513 is used in the present example, to show some of the
various relationships between parent and child pods. It by no way
limits where pods can be displayed within the gameplay area 512.
Pods generally will be able to be displayed anywhere within the
main gameplay area 512. Additionally, the pods can have a
hierarchical relationship and events in one pod can affect the
content of another pod.
[0062] When a user interacts with something in the game (e.g., a
menu of the sector navigator 510) this can cause a pod to appear in
the game. For example, when a user interacts with the menu in the
sector navigator 510, this can cause a parent pod 514 to appear in
the pod display area 513. Next, depending upon an event in the
game, a user interaction or an event in the parent pod 514, the
parent pod 514 causes the first child pod 516 and the second child
pod 518 to open. The child pods can move along with the parent pod
within the main gameplay area 512 or can move independently. For
example, each of the pods acts like a separate "window" within the
main gameplay area 512. When a user drags the parent pod 514 to a
new location, the first child pod 516 may move along with the
parent pod 514 and the second child pod 518 may stay in its present
location. This demonstrates one of the hierarchical relationships
that can exist between a parent and child pod.
[0063] As another example, when a user interacts with the first
child pod 516, this can cause a content update in one or both of
the second child pod 518 and the parent pod 514. Similarly, a user
interaction with the second child pod 518 can, for example, cause a
content update in the first child pod 516. Some pods will only be
shown as long as another pod is also shown. Thus, for example, in
one embodiment, if a user closes the first child pod 516, the
second child pod 518 will also close. Reopening of the first child
pod 516 and the second child pod 518 can then be initiated by the
parent pod 514.
[0064] The above examples demonstrate some of the dependencies
between different pods within the game. As described above, in some
embodiments, these pods area all dynamically created during
gameplay and can be smart loaded such that there is no delay
noticed by the players during gameplay.
[0065] Referring now to FIG. 8, the noise channel 106 is a
persistent pod that provides players with information from a
variety of sources during their gameplay. The noise channel 106 is
similar to television channel, however, in one embodiment, the
noise channel 106 cannot be turned off by the player of the game.
In one embodiment, the user has minimal control over the noise
channel 106, and typically can only change the audio volume level
and the size of the video. The noise channel 106 is used to
broadcast internal banners to direct traffic to register for
upcoming tournaments, push video clips, commercials, and
advertisements, and highlight news from the game. The noise channel
106 can be interrupted by announcements for the user, including,
but not limited to: when a buddy, friend or other opponent comes
online, an acceptance of a card trade, a request for an online
challenge, announcements regarding the start of a TV show, news
alerts, and contests. More specifically, in some embodiments, the
noise channel 106 is customized based on the user's location (IP
address or ZIP code) to check local listings and notify the user of
television shows being broadcast to their current location, or
other activities taking place near the user's current location. As
shown in FIG. 1, the noise channel 106 is located within a defined
area within the main display area 108. In the embodiment shown the
noise channel 106 is in the bottom corner of the main display area
108 so as to be always visible, however, to avoid getting in the
way of the main game play. The noise channel, however, is not
limited to this positioning and can be moved to anywhere within the
main gaming area 104 depending upon the game being implemented.
[0066] The noise channel 106, in one embodiment, includes one or
more of the following features: a monitor area 602, a ticker area
604, a menu 608, a menu button 609, and a welcome button 610. In
other embodiments, the noise channel includes only the monitor area
602 that is used to display content to a user and any of the other
features are optional. The monitor area 602 displays visual content
such as streaming video, Flash movies, videos, images, and
promotions. The visual content optionally includes links to display
an additional pod, navigate to a new sector, or open a new webpage
if clicked. In some embodiments, when a user's mouse is hovering
over the monitor area 602, new content is prevented from appearing.
This allows a user to pause the content if it is of interest to the
user. If a video or movie is playing, the content will continue to
play to the end, and then the video or movie will repeat from the
beginning until the user's mouse is removed from the monitor area
602.
[0067] The ticker area 604 displays game news, ranking information,
and other general news about the game or related information. In
general, text is displayed in a crawling manner from right to left
across the ticker area 604. In some embodiments, the ticket area
604 is controlled by arrows that rewind or advance the ticker at a
faster rate than the standard crawl speed. When a user hovers their
mouse over the ticker, the ticker will optionally stop. In some
embodiments, the textual content is linked to an additional content
such as a pod, a sector, or a webpage. When the textual content is
clicked, the linked content is displayed.
[0068] The menu 608 is displayed by clicking the menu button 609.
The menu 608 is hierarchy of organized content that has been
displayed in the noise channel 106. The menu 608 allows a user to
easily find any content that has been displayed in the noise
channel 106 and replay that content in the noise channel 106. In
some embodiments, additional details about the replayed content is
also displayed for the user either in the noise channel 106 or in a
separate pod (not shown). Clicking the menu button 609 again causes
the menu 608 to disappear.
[0069] Referring now to FIG. 9, the welcome button 610 is used to
activate the display of an additional pod, the welcome pod 702. The
welcome pod 702 comprises different information sections, such as a
news section 704, an alerts section 706, a messages section 708,
and a challenges section 710. Within each section, relevant
information is displayed, such as current news topics, a list of
game alerts, a list of a user's messages, or a list of the user's
challenges. Images and videos can also appear within each section.
The user can click on any piece of information to view more
content, such as a corresponding article, a private message, or a
specific alert. Clicking the welcome button 610 again causes the
welcome pod 702 to disappear.
[0070] Referring now to FIG. 10, in some embodiments, an alert
window 802 appears adjacent to the noise channel 106 when a new
alert is received. As shown in steps I though III, in some
embodiments, the alert window 802 "slides" from behind the noise
channel 106 to be adjacent to the noise channel 106. Referring now
to step III, the alert window 802 includes a title 804, a content
area 806, an alert type area 808, and a minimize button 810. The
content of the alert is displayed within the content area 806, and
can be text, video, images and other information. In some
embodiments, the content can be clicked to cause a new sector, pod,
or window to appear with more information about the alert. The
alert type area 808 displays the type of alert, such as whether the
alert is regarding a challenge, a message, or an accepted trade.
The alert window 802 remains visible for a predetermined period of
time specified by the user or by the alert sender. Alternatively,
the user can click the minimize button 810 to cause the alert
window 802 to slide back behind the noise channel 106. Previously
received alerts can be accessed through the menu 608.
[0071] While the invention herein disclosed has been described by
means of specific embodiments and applications thereof, other
modifications, variations, and arrangements of the present
invention may be made in accordance with the above teachings other
than as specifically described to practice the invention within the
spirit and scope defined by the following claims.
* * * * *