U.S. patent application number 12/099053 was filed with the patent office on 2009-10-08 for system and method for providing adjustable attenuation of location-based communication in an online game.
This patent application is currently assigned to PALO ALTO RESEARCH CENTER INCORPORATED. Invention is credited to Nicolas B. Ducheneaut, Eric S. Nickell.
Application Number | 20090253512 12/099053 |
Document ID | / |
Family ID | 41133772 |
Filed Date | 2009-10-08 |
United States Patent
Application |
20090253512 |
Kind Code |
A1 |
Nickell; Eric S. ; et
al. |
October 8, 2009 |
System And Method For Providing Adjustable Attenuation Of
Location-Based Communication In An Online Game
Abstract
A system and method for presenting location-based communication
in an online game relative to a player from a communication source
is provided. A communication to a recipient from within a simulated
three-dimensional environment of an online game is accepted. A
source co-located with the recipient of the communication is
determined. An apparent proximity and direction of the source
relative to the recipient is evaluated. A recipient specific
adjustor to the communication is applied. Presentation of the
communication is modified by the apparent proximity and direction
of the source to the recipient in the display based on the adjustor
applied.
Inventors: |
Nickell; Eric S.; (Los
Gatos, CA) ; Ducheneaut; Nicolas B.; (Sunnyvale,
CA) |
Correspondence
Address: |
CASCADIA INTELLECTUAL PROPERTY
500 UNION STREET, SUITE 1005
SEATTLE
WA
98101
US
|
Assignee: |
PALO ALTO RESEARCH CENTER
INCORPORATED
Palo Alto
CA
|
Family ID: |
41133772 |
Appl. No.: |
12/099053 |
Filed: |
April 7, 2008 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/87 20140902;
A63F 13/31 20140902; A63F 13/12 20130101; A63F 13/335 20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for providing attenuation of location-based
communication in an online game, comprising: a user device,
comprising: a communication module configured to accept a
communication to a recipient in a display from within a simulated
environment of an online game; a communication proximity module to
evaluate an apparent proximity and direction of the communication
relative to the recipient; and an adjustor module to apply
recipient specific adjustors to modify presentation of the
communication by the apparent proximity and direction to the
recipient in the display.
2. A system according to claim 1, further comprising: an
attenuation module to set an initial attenuation state for the
communication; and an attenuation display module to modify the
display of the communication based on the initial attenuation
state.
3. A system according to claim 1, further comprising: a source
module to determine a source of the communication; a location
module to determine a location in the simulated environment of the
recipient and the source; a source proximity module to determine an
apparent proximity and direction of the source location to the
recipient location; and a source display module to provide the
communication in the display to denote the apparent proximity and
direction of the source to the recipient.
4. A system according to claim 3, further comprising: an
orientation module to determine an orientation of the recipient;
and an orientation display module to modify display of the
communication based on the orientation of the recipient relative to
the source.
5. A system according to claim 1, wherein the recipient specific
adjustor is selected from the group comprising shared
characteristics, message content, collaborative filtering, receiver
interest, and broad user control.
6. A system according to claim 1, wherein the communication is one
of a text message and a sound.
7. A system according to claim 1, wherein evaluating proximity and
direction of the communication, further comprises determining one
of distance, height, angle, and environment of the communication
relative to the recipient.
8. A system according to claim 1, wherein modifying presentation of
the communication is selected from the group comprising font, font
size, color, location, and brightness to associate a position of
the communication relative to the recipient.
9. A method for providing attenuation of location-based
communication in an online game, comprising: accepting a
communication to a recipient in a display from within a simulated
environment of an online game; evaluating an apparent proximity and
direction of the communication relative to the recipient; and
applying recipient specific adjustors to modify presentation of the
communication by the apparent proximity and direction to the
recipient in the display.
10. A method according to claim 9, further comprising: setting an
initial attenuation state for the communication; and modifying the
display of the communication based on the initial attenuation
state.
11. A method according to claim 9, further comprising: determining
a source of the communication; determining a location in the
simulated environment of the recipient and the source; determining
an apparent proximity and direction of the source location to the
recipient location; and providing the communication in the display
to denote the apparent proximity and direction of the source to the
recipient.
12. A method according to claim 11, further comprising: determining
an orientation of the recipient; and modifying display of the
communication based on the orientation of the recipient relative to
the source.
13. A method according to claim 9, wherein the recipient specific
adjustor is selected from the group comprising shared
characteristics, message content, collaborative filtering, receiver
interest, and broad user control.
14. A method according to claim 9, wherein the communication is one
of a text message and a sound.
15. A method according to claim 9, wherein evaluating proximity and
direction of the communication, further comprises determining one
of distance, height, angle, and environment of the communication
relative to the recipient.
16. A method according to claim 9, wherein modifying presentation
of the communication is selected from the group comprising font,
font size, color, location, and brightness to associate a position
of the communication relative to the recipient.
17. A system for presenting location-based communication in an
online game relative to a player from a communication source,
comprising: a user device, comprising: a communication module
configured to accept a communication to a recipient from within a
simulated three-dimensional environment of an online game; a source
module to determine a source co-located with the recipient of the
communication; a source proximity module to evaluate an apparent
proximity and direction of the source relative to the recipient; an
adjustor module to apply a recipient specific adjustor to the
communication, and a display module to modify presentation of the
communication by the apparent proximity and direction of the source
to the recipient in the display based on the adjustor applied.
18. A system according to claim 17, wherein the recipient specific
adjustor is selected from the group comprising shared
characteristics, message content, collaborative filtering, receiver
interest, and broad user control.
19. A system according to claim 17, wherein modifying presentation
of the communication is selected from the group comprising font,
font size, color, location, and brightness to associate a position
of the communication relative to the recipient.
20. A system according to claim 17, wherein evaluating proximity
and direction of the communication, further comprises determining
one of distance, height, angle, and environment of the
communication relative to the recipient.
21. A method for presenting location-based communication in an
online game relative to a player from a communication source,
comprising: accepting a communication to a recipient from within a
simulated three-dimensional environment of an online game;
determining a source co-located with the recipient of the
communication; evaluating an apparent proximity and direction of
the source relative to the recipient; applying a recipient specific
adjustor to the communication; and modifying presentation of the
communication by the apparent proximity and direction of the source
to the recipient in the display based on the adjustor applied.
22. A method according to claim 21, wherein the recipient specific
adjustor is selected from the group comprising shared
characteristics, message content, collaborative filtering, receiver
interest, and broad user control.
23. A method according to claim 21, wherein modifying presentation
of the communication is selected from the group comprising font,
font size, color, location, and brightness to associate a position
of the communication relative to the recipient.
24. A method according to claim 21, wherein evaluating proximity
and direction of the communication, further comprises determining
one of distance, height, angle, and environment of the
communication relative to the recipient.
Description
FIELD
[0001] This invention relates in general to location-based
communication and, in particular, to a system and method for
providing adjustable attenuation of location-based communication in
an online game.
BACKGROUND
[0002] People have enjoyed playing games for thousands of years.
The Egyptians had board games and the ancient Greeks held the
Olympics. Interpersonal games provide entertainment, relaxation,
and an opportunity for competition. Games also encourage people to
come together and socialize. The advent of the personal computer
and public data networks, such as the Internet, has led to the
development of online games. Players from across the world connect
and play games with, and against, one another. Online games are
played solo, one on one, team versus team, and in many other
scenarios.
[0003] In particular, massive multiplayer online games (MMOGs)
involve hundreds to thousands of people playing simultaneously. The
largest MMOGs have a player base, usually through subscriptions, of
over ten million. MMOGs offer players a persistent gaming
environment. Players create a character that serves as their
in-game persona. Player achievements and character attributes
persist even when a player is offline. The player can return to the
game at any time and continue game play. Online virtual worlds are
similar to MMOGs. Virtual worlds offer users the ability to
interact with one another online via an avatar that they have
created. Through their avatar, users can explore the virtual world
and socialize with other users. Unlike MMOGs, the virtual worlds
are not games, as there are no points, winners, or levels. Hybrid
virtual worlds with attributes of online games are possible.
[0004] Currently, MMOG players, as well as users of virtual worlds,
interact or "chat" primarily through text messages, though audio
and video messaging capabilities are increasingly available.
Messages can be received from many sources. For instance, other
players may send private messages for a specific recipient player.
Group messages are exchanged between members of a particular group.
Clan or guild messages are similarly sent. Further, a game server
may send non-chat messages relating to what is generally happening
in the game or to a player's character, such as when advancing a
level.
[0005] Location-based chat requires a player' character to be
virtually co-located in a specified zone or within a certain
distance of other players' characters. Any character that is within
a limited "spatial" area may receive or "hear" spatial messages
from other players within the "zone" or "distance." A player at a
zone boundary is also able to "hear" players in adjacent zones
irrespective of distance. Other "sounds" within the gaming
environment are also "heard" based on zone or distance.
[0006] Nevertheless, virtual environments lack real world physics.
In the real world a pair of ears allow us to identify the direction
and angle of a sound source. We can determine if the sound is near
or far, left or right, and up or down. In contrast, players in a
virtual environment only have one "ear" in-game in the form of a
chat box. All messages sent within the player's current zone or
hearing "range" are received at the same "volume," which leads to a
false impression as to the distance and direction of the message
source. A message sent from a player whose character is far away is
as "loud" as one sent by a player whose character is nearby.
Players are thus deprived of the ability to sense where a message
source is located and the proximity of the source.
[0007] Therefore, an approach is needed to introduce a surrogate of
real world physics into a virtual environment to simulate sound
source location and proximity. Preferably, such an approach would
further game play, such as by enabling serendipitous
eavesdropping.
SUMMARY
[0008] Players in online games receive a variety of communications.
Location-based communication requires a player to be situated in a
defined area to receive the communication. Although online games
provide a dynamic virtual world, online games lack real world
physics. Players only have one in-game ear in the form of a chat
box, depriving the player of the ability to locate the source of
the communication relative to the player's own position in the
game. The present invention simulates real world hearing by
affecting the probability that a player will notice a
communication. Each communication received by the player is
processed to determine the location, such as proximity and
direction, of the communication relative to the player.
Additionally, adjustors can be applied to modify the attenuation
state of the communication.
[0009] One embodiment provides a system and method for providing
attenuation of location-based communication in an online game. A
communication to a recipient in a display from within a simulated
environment of an online game is accepted. An apparent proximity
and direction of the communication relative to the recipient is
evaluated. Recipient specific adjustors are applied to modify
presentation of the communication by the apparent proximity and
direction to the recipient in the display.
[0010] A further embodiment provides a system and method for
presenting location-based communication in an online game relative
to a player from a communication source. A communication to a
recipient from within a simulated three-dimensional environment of
an online game is accepted. A source co-located with the recipient
of the communication is determined. An apparent proximity and
direction of the source relative to the recipient is evaluated. A
recipient specific adjustor to the communication is applied.
Presentation of the communication is modified by the apparent
proximity and direction of the source to the recipient in the
display based on the adjustor applied.
[0011] Still other embodiments will become readily apparent to
those skilled in the art from the following detailed description,
wherein are described embodiments of the invention by way of
illustrating the best mode contemplated for carrying out the
invention. As will be realized, the invention is capable of other
and different embodiments and its several details are capable of
modifications in various obvious respects, all without departing
from the spirit and the scope of the present invention.
Accordingly, the drawings and detailed description are to be
regarded as illustrative in nature and not as restrictive.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 a functional block diagram showing, by way of
example, an online game environment.
[0013] FIG. 2 is an exemplary screen shot of an online game.
[0014] FIG. 3 is a process flow diagram showing a method for
providing adjustable attenuation of location-based communication in
an online game.
[0015] FIG. 4 is a flow diagram showing the routine for evaluating
proximity and direction in the method of FIG. 3.
[0016] FIG. 5 is a data flow diagram showing, by way of example,
hearing factors for use with the method of FIG. 3.
[0017] FIG. 6 is a data flow diagram showing, by way of example,
adjustor types for use with the method of FIG. 3.
DETAILED DESCRIPTION
Online Game Environment
[0018] Conventional in-person games involve players who are
physically located near one another, while online games involve
players generally in remote locations who "meet" virtually. FIG. 1
is a functional block diagram showing, by way of example, an online
game environment 10. Each player 11a-e uses a computer 12a-b that
is remotely interfaced to a server 13 over a public data
communications network 14, such as the Internet, to participate in
an online game. Additionally, the computers 12a-b can be interfaced
via a telephone landline, wireless network, or cellular network.
Other forms of remote interfacing and network configurations are
possible. Preferably, the computer 12a-b is a general-purpose
computing workstation, such as a personal desktop or notebook
computer, for executing software programs, including Web browsers.
The computer 12a-b includes components conventionally found in
computing devices, such as a central processing unit, memory,
input/output, network interface, storage, and components for
network interconnectivity. Other user devices, systems, and
components are possible, for example, cell phones 15, wireless
devices, Web-enabled television set-top boxes 16, and gaming
consoles 17. Each computer 12a-b is connected to a display having
the capability to present text. Displays having other capabilities,
such as the display of graphics, are more common. Various user
input devices, for example, a keyboard, mouse, microphone or game
controller, are interfaced to the computer 12a-b. Other input
devices, wired and wireless, are possible.
[0019] The computers 12a-b connect to the server 13, which enables
the players 11a-e to participate in the online game. Users connect
to virtual worlds in similar fashion. The server 13 functions as
the hub of game play activity and enables the game environment 10
to continue, from a player's perspective, on an indefinite basis.
Player information persists independently from active participation
to enable players to log in or out of the game at will. Player
profiles 18 are created and maintained by the server 13 in a
database 15. Player profiles could also be stored locally. The
server 13 is generally a server-grade computing platform configured
as a uni-, multi- or distributed processing system, which includes
those components conventionally found in computing devices, as
discussed above.
[0020] One form of online game is a massively multiplayer online
game (MMOG). A MMOG is presented to players as a persistent gaming
environment in which the player's character and corresponding
characteristics are created and stored by a server. A player is a
human who plays the game, while a character is a simulated being
that is created and controlled by the player for use in the game.
Tens of thousands of players can be simultaneously playing the
game. For example, World of Warcraft, developed by Blizzard
Entertainment, Irvine, Calif., is a subscription-based MMOG having
over ten million players. Players initially purchase the game
software and afterwards pay a monthly subscription fee for
continued access to the game. World of Warcraft takes place in a
fantasy world of magic, demons, and warriors. A player uses his
character to explore the virtual landscape of the game, fight
monsters or other characters, undertake quests, and perform other
virtual actions. Rewards in the game include money, items, and
experience, which allow a player to increase the skill and power of
his character or to earn other accolades. A player can have more
than one character.
[0021] During play, a player can receive many text messages. The
messages can be from other players, non-player characters (NPCs),
moderators, or generated automatically. NPCs are
computer-controlled characters that interact with players through
scripted events or artificial intelligence. NPCs can be friendly,
neutral, or hostile to players and, thus, can advise, train, or
attack players. Moderators are humans who enforce the rules of the
game and prevent harassment of players by other players, known as
griefing. Automatic messages are triggered based on in-game actions
or events. General game status or information can also be sent to
the players. Other messages are possible.
[0022] Furthermore, although MMOGs have been discussed above, other
online games and activities follow similar formats. A player uses
software, either purchased or downloaded for free, to enter the
computer generated environment. Once in the environment, the player
may explore and interact with the world and other players.
[0023] One example of such online activity is virtual worlds.
Virtual worlds and other computer-simulated online worlds allow
users to interact over vast physical "terrains" where users can
create any item of virtual property imaginable. "Inhabitants" of
the virtual worlds communicate, play, and even conduct business
using virtual alter egos, or avatars, of themselves. The avatars
can collaborate on an objective, network with one another, or
simply "wave" hello to a stranger. Virtual worlds often employ
text-based chat boxes similar to that as described above for MMOGs.
Accordingly, the discussion herein applies equally to those other
on-line activities.
Online Game User Interface
[0024] Players of online games follow the game's action and receive
information on a screen display, which represents the player's
virtual "eyes" and "ears." FIG. 2 is an exemplary screen shot 20 of
an online game.
[0025] In a graphical user interface, the game environment is
presented through a first person's view or by some other
perspective, such as an overhead map. For interactive online games,
a character's name 21, health 22, and location 23 are often
displayed. Other information could also be provided. An overhead
map view 24 can be provided as a guide to the character's location
within the game environment. Icon buttons display the character's
inventory 25 of items and possible actions 26 that the player can
take. A text chat box 27 contains scroll up 28a and scroll down 28b
buttons allowing the player to scroll though text messages
appearing outside the chat box 27. Text chat button 29a toggles the
ability of the player to text chat "on" or "off." Audio chat button
29b toggles the ability of the player to audio chat on and off.
Although the exemplary screen shot 30 contains graphical elements,
other controls and information displays are possible, for example,
a display that presents only text, only audio, or only text and
audio.
[0026] Additionally, due to the large number of players, all of
whom can interact at any time, a player can quickly become
overloaded with text messages. The size of a text chat box is fixed
and only a limited number of lines of text can be displayed. To see
more messages, a player must scroll up or down in the chat box.
Similarly, a player finds difficulty in following more than one
audio message at a time. Players must either ignore the messages
received, potentially missing useful information, or lose focus on
their main conversation and activity, as further described in
commonly-assigned U.S. patent application, entitled "System And
Method For Managing a Multiplicity Of Simultaneous Text Messages In
An Online Game," Ser. No. ______, pending, the disclosure of which
is incorporated by reference.
Method
[0027] Online games provide a continuous stream of location-based
communication information in the form of text messages to a player,
or sounds that are "heard." FIG. 3 is a process flow diagram
showing a method for providing adjustable attenuation of
location-based communication in an online game, in accordance with
one embodiment. The method is performed as a series of process
steps by the server 13, or any computing device connected to the
network 14 with access to the text messaging stream.
[0028] By way of background, online games offer a rich set of meta,
characteristic, behavioral, communicative, and other information
about each player 11a-e. This player information can be mined (step
31) to identify information of likely interest to the player 11a-e,
which can then be stored by the server 13 (shown in FIG. 1) as a
player profile 18. The player profile 18 can then be used to modify
the messages or sounds received by a player 11a-e, as further
described below with reference to FIG. 6. Other types of player
information are possible.
[0029] Each message or sound is processed during an iteration of a
processing loop (steps 32-39). As a player receives a message (step
33), an initial attenuation state is generated for the message
(step 34). Although text messages are described, other
communication types are possible, such as audio or video.
"Attenuation" includes anything that modifies a message or sound to
affect the likelihood that a player will notice the message. Thus,
attenuation simulates "hearing" a message or sound within a virtual
environment. For instance, attenuation can increase or decrease the
probability that a message or sound will be noticed, including not
presenting, even hiding, the message or sound. The initial
attenuation state generated can include no attenuation state at
all.
[0030] The "location" of the source of the message or sound within
the virtual environment is determined (step 35). The source
includes messages from other players, non-player characters (NPCs),
moderators, or generated automatically. Other sources are possible.
The proximity and direction of the message or sound source relative
to the recipient player is evaluated (step 36), as further
described below with reference to FIG. 4.
[0031] Attenuation is modified by adjustors, which can be set up
and controlled by the player or automated. Adjustors are queried
(step 37). The queried adjustors modify the initial attenuation
state of the message or sound. Adjustors can be as simple or
complex as desired. For example, a simple adjustor can be a Boolean
decision to present or hide the message or sound. More complex
adjustors are possible, as further described below with reference
to FIG. 6. The message or sound is then presented to the player
based on the final modified attenuation state (step 38). The
message or sound can be provided in a manner to identify the
relative position of the source relative to the recipient player.
For example, the message or sound can be placed in the text box in
a position that denotes the direction or proximity of the source.
Additionally, the size or color of the text can be changed based on
the "loudness" of the message or sound. Messages or sounds from
nearer sources will be "louder" than those from sources that are
further away. Furthermore, an identifier of the message or sound
source displayed on a map, such as a dot, can be highlighted by
brightness or blinking. Other ways to present the message or sound
in adjusted attenuated state are possible. Processing continues
with each successive message (step 39).
[0032] As real world physics are non-existent in a virtual
environment, the position of a message or sound source must instead
be simulated. FIG. 4 is a flow diagram showing the routine 40 for
evaluating proximity and direction of the message or sound source
relative to the recipient for use in the method 30 of FIG. 3. Each
message is processed during an iteration of a processing loop
(steps 41-46). The location of the message recipient character is
determined (step 42). Next, the location of the message or sound
source is determined (step 43). The orientation of the recipient
character is also determined (step 44). Orientation includes, for
example, the direction that the character is facing. The virtual
distance between the recipient character and message or sound
source is then determined (step 45). Processing continues with each
successive message (step 46).
[0033] Additionally, other "hearing" factors may be determined,
including the orientation of the message source, relative elevation
of the source and recipient, environmental factors, as further
described below with reference to FIG. 5.
Hearing Factors
[0034] Hearing factors affect the presentation of messages or
sounds "heard" by a player. FIG. 5 is a data flow diagram, showing,
by way or example, types 50 of hearing factors 51. Hearing factors
can include proximity 52, direction 53, elevation 54, and
environment 55. Proximity 52 is how near or far the message or
sound source and recipient are from one another in-game. Likewise,
direction 53 is the direction the source is from the recipient.
Direction may be based on Cartesian coordinates or degrees of
rotation in a unit circle. Other direction determinations are
possible. Elevation 54 is the relative height of the source and
recipient, which are determined in similar fashion to direction.
Environmental factors 55 can include the geography of the area
where the message or sound source and recipient are located and
virtual weather factors. For example, a message or sound from a
source located in a cave will "sound" different than a source
located on a plain. Likewise, messages or sounds sent or received
while rain is falling may be more difficult to understand than when
the sun is shining. Other 56 types of hearing factors are
possible.
Adjustor Types
[0035] Adjustors modify the attenuation state of messages or sounds
received by a player. FIG. 6 is a data flow diagram showing, by way
of example, types 60 of adjustors 61 for use with the method of
FIG. 3. Adjustors 61 can include shared characteristics 62, message
content 63, collaborative filtering 64, receiver interest 65, and
broad user control 66. Other 67 types of adjustors 61 are
possible.
[0036] Shared characteristics 62 attenuate messages or sounds based
on similar characteristics between the sender and receiver. The
characteristics 62 can be intrinsic or extrinsic to the game or
player. For example, the level of the player's character in the
game, time of play, and character inventory are intrinsic
characteristics. Age and location of the player, as well as any
hobbies that a player has, are examples of extrinsic
characteristics. The characteristics 62 may be player-identified or
automatically determined. Other types of shared characteristics 62
are possible. For example, a group of characters may be interested
in forming a clan. The group would like to have a character of a
certain class, such as Paladin, and level, such as Level 50, join
their clan. As a Paladin character of Level 52 is wandering through
a village quest, he passes by a group discussing the addition of a
Paladin. The messages between the group is adjusted to increase the
likelihood that the player will notice the messages based on his
Paladin character fitting the class and level sought by the
group.
[0037] Message content 63 attenuates messages based on content or
meaning. For example, the message can be parsed for keyword, such
as described in commonly-assigned U.S. patent application, entitled
"System And Method For Managing a Multiplicity Of Simultaneous Text
Messages In An Online Game," Ser. No. ______, pending, the
disclosure of which is incorporated by reference. A player may have
undertaken a quest to find the "Sword of Forever" and failed.
Later, as the player is doing other activities, two other nearby
players are discussing how to get the Sword of Forever. The other
players' discussions are attenuated upwards due to the player's
previous attempt to find the sword matching the content of the two
other player's conversation, thereby creating serendipitous
eavesdropping. The meaning of a term or keyword can affect
similarly whether a message is displayed. For example, a message
including the word "duck" could mean a warning to lower a player's
character to evade some danger or a type of waterfowl. Depending
upon the circumstances, one meaning will have more importance to a
player than the other.
[0038] Collaborative filtering 64 automatically attenuates messages
or sounds from a particular sender based on other players, who are
similar to the receiving player. For example, if a number of
players are actively ignoring the messages of a particular player,
then messages from the ignored sender will be automatically blocked
from reaching a player who has this adjustor activated.
[0039] Receiver interest 65 modulates, in a general manner, the
number of messages or sounds that a player receives. For example,
the radius of listening of audio messages, if available, could be
narrowed to reduce the audio noise in favor of greater
comprehensibility. Other players can increase the number of
messages received. The adjustor can be player-defined or automatic.
A player may want to block messages or sounds sent from other
players or sources who are more than ten feet from the player. This
adjustor 65 can decrease the total number of messages or sounds
received by a player, allowing a player to more fully read and
comprehend the messages or sounds actually received.
[0040] Broad user control 66 fine-tunes the attenuation state. For
example, a player can spike the attenuation with small amounts of
noise. This adjustor 61 allows a player to mostly screen messages,
but still allow some utterances to leak through. For instance, a
healthy and vibrant trade of inventory items often takes place in
online games, which has led to a large number of "spam" or junk
messages offering to sell items to be sent to players. A player may
want to block most of these messages, but to still receive a
certain number or percentage of the messages to allow for
serendipitous discovery of items for sale. Other types of adjustors
61 are possible.
[0041] While the invention has been particularly shown and
described as referenced to the embodiments thereof, those skilled
in the art will understand that the foregoing and other changes in
form and detail may be made therein without departing from the
spirit and scope of the invention.
* * * * *