U.S. patent application number 13/267126 was filed with the patent office on 2012-04-12 for linkable and extensible virtual characters.
This patent application is currently assigned to XMG Studio Inc.. Invention is credited to Jeffrey Brunet, Yousuf Chowdhary, Ravinder (Ray) Sharma, Oliver Watkins, JR..
Application Number | 20120088586 13/267126 |
Document ID | / |
Family ID | 45925556 |
Filed Date | 2012-04-12 |
United States Patent
Application |
20120088586 |
Kind Code |
A1 |
Watkins, JR.; Oliver ; et
al. |
April 12, 2012 |
LINKABLE AND EXTENSIBLE VIRTUAL CHARACTERS
Abstract
A method is provided of virtual gameplay with linked characters
in a game environment. In an interactive game environment, a
request is received to link a first player character with a second
character. If it is determined that the first player character is
qualified to be linked with the second character, a link is created
between the first player character and the second character. The
actions of the linked characters are then monitored in the game
environment, and statistics are stored for at least the first
player character. At least one statistic of the second character
can be automatically increased or decreased as a function of at
least one of the stored statistics.
Inventors: |
Watkins, JR.; Oliver;
(Toronto, CA) ; Chowdhary; Yousuf; (Maple, CA)
; Brunet; Jeffrey; (Richmond Hill, CA) ; Sharma;
Ravinder (Ray); (Richmond Hill, CA) |
Assignee: |
XMG Studio Inc.
Toronto
CA
|
Family ID: |
45925556 |
Appl. No.: |
13/267126 |
Filed: |
October 6, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61404566 |
Oct 6, 2010 |
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/5533 20130101;
A63F 13/35 20140902; A63F 2300/5553 20130101; A63F 13/69
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing virtual gameplay with linked characters in
a game environment, the game environment being in communication
with a storage means, the method comprising the steps of: providing
a game environment accessible by a plurality of players, wherein
the players are able to interact with at least one game and each
other via characters; receiving a request to link a first player
character with a second character; determining if the first player
character is qualified to be linked with the second character;
creating a link between the first player character and the second
character; and for characters so-linked: monitoring the actions of
the first player character and the second character in the game
environment; storing on the storage means statistics related to at
least the first player character, the statistics being one or a
combination of: (i) pre-set by the player, (ii) pre-set by the
game, and (iii) resulting from the monitored actions of the
characters in the game environment; and automatically increasing or
decreasing, on the storage means, at least one statistic related to
the second character as a function of at least one of the stored
statistics of the first player character.
2. The method of claim 1, wherein the request to link the first
player character with the second character is triggered by a
player.
3. The method of claim 1, wherein the request to link the first
player character with the second character is triggered by an
automatically detected event.
4. The method of claim 1, further comprising automatically
affecting gameplay performance or behavior of the second character
based on the increased or decreased at least one statistic.
5. The method of claim 1, further comprising enabling, unlocking or
triggering a new non-default behavior or action of the second
character based on the increased or decreased at least one
statistic.
6. The method of claim 1, further comprising detectably weakening
or strengthening the second character based on the increased or
decreased at least one statistic.
7. The method of claim 1, further comprising detectably increasing
or decreasing a speed of at least an aspect of the second character
based on the increased or decreased at least one statistic.
8. The method of claim 1, wherein the first player character and
the second character comprise avatars of a single player.
9. The method of claim 1, wherein the first player character and
the second character are characters in separate games in the game
environment.
10. The method of claim 1, wherein the first player character is an
avatar of a first player and the second character is an avatar of a
second player.
11. The method of claim 1, wherein the increasing or decreasing
step comprises combining the at least one statistic of the second
character with the at least one statistic of the first player
character.
12. The method of claim 1, wherein the increasing or decreasing
step comprises averaging the at least one statistic of the second
character and the at least one statistic of the second
character.
13. The method of claim 11, wherein the combining includes a
weighting factor.
14. A virtual gameplay system with linked characters in a game
environment, comprising: a game engine programmed for: providing a
game environment accessible by a plurality of players, wherein the
players are able to interact with at least one game and each other
via characters; receiving a request to link a first player
character with a second character; determining if the first player
character is qualified to be linked with the second character;
creating a link between the first player character and the second
character; and for characters so-linked, monitoring the actions of
the first player character and the second character in the game
environment; a storage means in communication with the game engine
for: storing statistics related to at least the first player
character, the statistics being one or a combination of: (i)
pre-set by the player, (ii) pre-set by the game, and (iii)
resulting from the monitored actions of the characters in the game
environment; and; wherein at least one statistic related to the
second character is automatically increased or decreased based on
at least one of the stored statistics of the first player
character.
15. The system of claim 14, wherein the game engine is provided by
a central game server.
16. The system of claim 14, wherein the game engine is a software
program stored on or accessible to a game console.
17. The system of claim 14, wherein the storage means is provided
by one or a combination of: a local fixed memory, a local removable
memory, a remote fixed memory, a remote removable memory, and a
virtual memory.
18. The system of claim 15, wherein the storage means is co-located
with the central game server.
19. The system of claim 14, wherein the statistics related to the
second character are stored together with the statistics related to
the first player character on the storage means.
20. The system of claim 14, wherein linking comprises combining
statistics related to the first player character with statistics
related to the second character.
Description
RELATED APPLICATION
[0001] This application claims priority to U.S. Patent Application
No. 61/404,566, filed Oct. 6, 2010, entitled "Linkable and
extensible virtual characters", which is incorporated by reference
in its entirety herein.
FIELD OF THE INVENTION
[0002] The present invention is related to video game applications
in general and linkable and extensible virtual characters for video
game applications in particular.
BACKGROUND OF THE INVENTION
[0003] A virtual world is a computer simulated environment. A
virtual world may resemble the real world, with real world rules
such as physical rules of gravity, geography, topography, and
locomotion. A virtual world may also incorporate rules for social
and economic interactions between characters. Users may be
represented as avatars, two or three-dimensional graphical
representations. Virtual worlds may be used for massively multiple
online role-playing games, for social or business networking, or
for participation in imaginary social universes.
[0004] A limitation of certain existing virtual worlds is that they
are isolated and cannot interact with other virtual worlds. This is
true for games (virtual worlds) played on consoles like the Sony
Playstation 3, Microsoft X-Box 360, Nintendo Wii or engaged on
mobile devices like iPhone or iPad, or the ones that exist on
online servers. Thus prior art virtual characters belonging to the
aforementioned virtual worlds are isolated and confined to their
respective virtual worlds (games). It would provide a richer game
experience if the virtual characters of one virtual world could
affect the virtual characters of another virtual world.
SUMMARY OF THE INVENTION
[0005] Prior art virtual characters are non-extensible and confined
(isolated) to their respective virtual worlds (games). The present
disclosure describes methods and systems for extensible and
linkable virtual characters that provide a richer gaming experience
for the players. Thus using the methods and systems disclosed in
this application a first virtual character from a first virtual
world (game) can be linked to a second virtual character of a
second virtual world. Since the virtual world characters are
extensible, by linking them, statistics from the first virtual
character of the first virtual world can be used to extend the
second virtual character of the second virtual world and vice
versa. Thus playing a first virtual character of a first virtual
world has an effect on a second virtual character of a second
virtual world and vice versa when the said virtual characters are
linked.
[0006] According to a first aspect of the invention, a method is
provided for providing virtual gameplay with linked characters in a
game environment. The game environment is in communication with a
storage means. A game environment is provided which is accessible
by a plurality of players, and the players are able to interact
with at least one game and each other via characters. A request is
received to link a first player character with a second character.
It is determined whether the first player character is qualified to
be linked with the second character. If so, a link is created
between the first player character and the second character. The
actions of the virtual characters so-linked are then monitored in
the game environment. On the storage means, statistics are stored
related to at least the first player character (one or a
combination of statistics: (i) pre-set by the player, (ii) pre-set
by the game, and (iii) resulting from the monitored actions of the
characters in the game environment). At least one statistic related
to the second character is automatically increased or decreased on
the storage means as a function of at least one of the stored
statistics of the first player character.
[0007] The request to link the first player character with the
second character may be triggered by a player (e.g. the player
wishes to define/select/download a new character, the player starts
a new game in which a new character must be defined or selected, or
the player opts to purchase (or retrieve/redeem through credits) a
character or a linking option by accessing a specific service); or
by an automatically detected event (e.g. the new character may be
unlocked or reached at a certain point in gameplay (by gaining
sufficient experience, passing certain tests or difficulty levels,
or scoring sufficient points), or another character may enter the
game which is suitable to be linked with the first character). The
user may also be able to select in what respect(s) or to what
extent the characters are linked. For example, a character may
possess one or more traits, abilities, or skills which are not
appropriate for the current game setting, or the game setting lacks
support for a character's signature traits, abilities, or skills
and disables them by default. In this way, a player may elect to
retain their character's signature jump attack, even though the
current game does not include a jump attack and it is unnecessary
to use when defeating enemies.
[0008] The determining step may simply determine that two valid
characters are available and meet basic eligibility for linking
(e.g. characters not dead/inactive/withdrawn, not previously
linked, not flagged as un-linkable) before creating the link. Or,
more detailed business rules may be used to evaluate the
compatibility of the characters. For example, the system may refuse
to link characters with no statistics in common, or characters
having insufficient common statistics (e.g. male character and
female character, puzzle-doing character with a race-car-driving
character). The determining step may also prompt a further input
from the player (e.g. "This linkage will cause your character to
start with lower-than-default strength. Are you sure (Y/N)?")
[0009] As a result of the linking, gameplay performance or
behaviour of the second character may be automatically affected
based on the increased or decreased at least one statistic. As one
example of the effect of the linkage, a new non-default behaviour
or action of the second character may be enabled, unlocked or
triggered based on the increased or decreased at least one
statistic. The second character may be detectably weakened or
strengthed, for example, based on the increased or decreased at
least one statistic. To take another example, some aspect of the
second character may have detectably increased or decreased speed
based on the increased or decreased at least one statistic.
[0010] Many player/character configurations are possible. For
example, the first player character and the second character may
comprise avatars of a single player (in one game/virtual world or
separate games). The first player character and the second
character may also be characters in separate games/virtual worlds
in the game environment. The first player character may be an
avatar of a first player and the second character may be an avatar
of a second player.
[0011] The calculation for the increasing or decreasing step may
take many forms, some of which are described and illustrated
elsewhere in this disclosure. In one embodiment, the at least one
statistic of the second character is combined with the at least one
statistic of the first player character. One method of combining is
averaging the at least one statistic of the second character and
the at least one statistic of the first character. This may or may
not include a weighting factor (e.g. to offset or acknowledge
differences in the difficulty of different games, or to provide a
"handicap" for characters of different skill or experience levels.)
Another method of combining is choosing the highest value between
that of the second character and the first character for a given
statistic. Likewise, the lowest value of a given statistic may be
chosen from the first two characters. Other methods of combining
also exist, such as collecting all statistics from multiple sources
when few statistics overlap, or applying any combination of the
above.
[0012] It should be noted that "combined" statistics do not
necessarily lose or replace their original (pre-combined) values.
Further, resulting or combined statistics may or may not be stored
in the form of values as such (e.g. they may be represented
algorithmically), although combined statistics which are stored in
the form of values as such and presented to the player may be
considered derived statistics, even when they are derived from a
single base statistic.
[0013] According to a second aspect of the invention, a virtual
gameplay system is provided with linked characters in a game
environment. The system comprises a game engine and a storage means
(in communication with the game engine). The game engine is
programmed for: [0014] providing a game environment accessible by a
plurality of players, wherein the players are able to interact with
at least one game and each other via characters; [0015] receiving a
request to link a first player character with a second character;
[0016] determining if the first player character is qualified to be
linked with the second character; [0017] creating a link between
the first player character and the second character; and [0018] for
characters so-linked, monitoring the actions of the first player
character and the second character in the game environment. The
storage means stores statistics related to at least the first
player character (one or a combination of: (i) pre-set by the
player, (ii) pre-set by the game, and (iii) resulting from the
monitored actions of the characters in the game environment).
[0019] The system allows at least one statistic related to the
second character to be automatically increased or decreased based
on at least one of the stored statistics of the first player
character. Numerous configurations of the system are possible. The
game engine may be provided by a central game server. The game
engine may be a software program (or suite or series of programs)
stored (in whole or in part) on or accessible to a game console.
The game console may be standalone or may also be in communication
with a central game server.
[0020] The storage means likewise can take many forms. Some
specific examples are discussed elsewhere in the present
disclosure. For example, the storage may be provided by one or a
combination of: a local fixed memory, a local removable memory, a
remote fixed memory, a remote removable memory, and a virtual
memory. In one embodiment, the storage means is co-located with the
central game server.
[0021] Preferably, the statistics related to the second character
are stored together with the statistics related to the first player
character on the storage means. Preferably, linking comprises
combining statistics related to the first player character with
statistics related to the second character.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] The invention is illustrated in the figures of the
accompanying drawings which are meant to be exemplary and not
limiting:
[0023] FIG. 1 is a flow chart representing a first general concept
of the invention.
[0024] FIG. 2 is a flow chart representing the steps of gameplay
using a first linkable and extensible virtual character.
[0025] FIG. 3 is a flow chart representing the steps of gameplay
using a second linkable and extensible virtual character.
[0026] FIGS. 4-7 are illustrative notional data structures showing
statistics of a virtual character and possible combinations of
statistics of multiple virtual characters.
DETAILED DESCRIPTION OF THE INVENTION
[0027] Methods and arrangements for linkable and extensible virtual
characters of gaming and virtual worlds are disclosed in this
application. Thus using the methods and systems disclosed in this
application a virtual character from one virtual world (game) can
be linked to a virtual character of a second virtual world. Since
the virtual world characters are extensible, by linking them usage
statistics from the first game can be used to extend the virtual
characters. Thus usage in the first game has an effect on the
second game and vice versa.
[0028] By linking the virtual characters of different virtual
worlds certain statistics and or gameplay statistics can be shared
between the virtual characters of diverse first and second virtual
worlds. Thus the statistics of one virtual character in the first
virtual world can have a positive and/or negative effect on a
linked virtual character of a second virtual world. Statistics and
gameplay statistics of linkable and extensible virtual characters
of two different virtual worlds can be combined to provide a more
complex and richer gaming experience.
[0029] For example a first virtual character (a soccer player) from
a first virtual world (soccer game) can be linked to second virtual
character (a sniper) of a second virtual world (a sharp shooter
game). Thus when these virtual characters are linked, they have an
effect on each other. For example if a player engaged in too much
gameplay of the soccer game using the first virtual character of
soccer game, when the user plays the linked virtual character in a
sharp shooter the fatigue from the earlier soccer game may affect
the aim of the sniper.
[0030] Before embodiments of the invention are explained in detail,
it is to be understood that the invention is not limited in its
application to the details of the examples set forth in the
following descriptions or illustrated drawings. The invention is
capable of other embodiments and of being practiced or carried out
for a variety of applications and in various ways. Also, it is to
be understood that the phraseology and terminology used herein is
for the purpose of description and should not be regarded as
limiting.
[0031] Before embodiments of the software modules or flow charts
are described in details, it should be noted that the invention is
not limited to any particular software language described or
implied in the figures and that a variety of alternative software
languages may be used for implementation of the invention.
[0032] It should also be understood that many components and items
are illustrated and described as if they were hardware elements, as
is common practice within the art. However, one of ordinary skill
in the art, and based on a reading of this detailed description,
would understand that, in at least one embodiment, the components
comprised in the method and tool are actually implemented in
software.
[0033] As will be appreciated by one skilled in the art, the
present invention may be embodied as a system, method or computer
program product. Accordingly, the present invention may take the
form of an entirely hardware embodiment, an entirely software
embodiment (including firmware, resident software, micro-code,
etc.) or an embodiment combining software and hardware aspects that
may all generally be referred to herein as a "circuit," "module" or
"system." Furthermore, the present invention may take the form of a
computer program product embodied in any tangible medium of
expression having computer usable program code embodied in the
medium.
[0034] Computer program code for carrying out operations of the
present invention may be written in any combination of one or more
programming languages, including an object oriented programming
language such as Java, Smalltalk, C++ or the like and conventional
procedural programming languages, such as the "C" programming
language or similar programming languages. The program code may
execute entirely on the user's computer, partly on the user's
computer, as a stand-alone software package, partly on the user's
computer and partly on a remote computer or entirely on the remote
computer or server. In the latter scenario, the remote computer may
be connected to the user's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider).
[0035] A "virtual world" as used herein need not be a "game" in the
traditional sense of a competition in which a winner and/or loser
is determined, but rather that the term "game" incorporates the
idea of a virtual world. Moreover, a person or entity who enters
the virtual world in order to conduct business, tour the virtual
world, or simply interact with others or the virtual environment,
with or without competing against another entity is still
considered to be "playing a game."
[0036] Virtual worlds can exist on game consoles for example
Microsoft Xbox, and Sony Playstation, Nintendo Wii, etc. or on
online servers, or on mobile devices (e.g. an iPhone or an iPad) or
on a PC (personal computer) running MS Windows, or MacOS, Linux or
another operating system. A personal computer, or a game console
that enables a user to engage with a virtual world, including a
memory for storing a control program and data, and a processor
(CPU) for executing the control program and for managing the data,
which includes user data resident in the memory including a set of
gameplay statistics. The computer, or a game console, may be
coupled to a video display such as a television, monitor, or other
type of visual display while other devices may have it incorporated
in them (iPad). A game or other simulations may be stored on a
storage media such as a DVD, a CD, flash memory, USB memory or
other type of memory media. The storage media can be inserted to
the console where it is read. The console/PC/mobile device can then
read program instructions stored on the storage media and present a
game interface to the user.
[0037] Typically, a user or a player manipulates a game controller
to generate commands to control and interact with the virtual
world. The game controller may include conventional controls, for
example, control input devices such as joysticks, buttons, touch
screens, keyboard or mouse and the like. Using the controller a
user can interact with the game, such as by using buttons,
joysticks, and movements of the controller and the like. This
interaction or command may be detected and captured in the game
console. The user's inputs can be saved, along with the game data
to record the game play. In one embodiment, the gameplay data can
include usage statistics captured to record the user's experience
as they progress from one level of the game to the next.
[0038] The term "player" is intended to describe any entity that
accesses the virtual world, regardless of whether or not the player
intends to or is capable of competing against other players.
Typically, a player will register an account with the game console
within a peer-to-peer game and create or select virtual characters
that can interact with other virtual characters of the virtual
world.
[0039] A "virtual character" may include a persona created by a
player or chosen from a list in the virtual world. Typically
virtual characters are modeled after the humans whether living or
fantasy (e.g. characters from mythology). However, virtual
characters can also be non-human entities (e.g. an animal, a tree,
a house or building (like a haunted house), a weapon (such as a
magic sword)) that are controlled in some respect by a player. Even
a collective thing can be a "virtual character" (e.g. an army, a
fleet, or an entire sports team), provided that the entity is
controlled in some respect by a player.
[0040] A virtual character is represented by one or more gameplay
statistics, which encapsulate some meaning to connect the virtual
(and digital) reality of the game to the real world. Many of these
statistics are not apparent to the user as such, but are instead
encoded within the framework of the game or composed together to
form a script. In role-playing games (RPGs) and similar games,
these statistics may be explicitly exposed to the user through a
special interface, often with added meaning which provides context
for the user's actions.
[0041] "Primary statistics" represent assigned, abstract qualities
of a virtual character, such as Strength, Intelligence, and so on.
Partially defined by convention and partially defined by context,
the value of a primary statistic corresponds to a few direct
in-game advantages or disadvantages, although a higher statistic is
usually better. In this sense, primary statistics can only really
be used for direct comparison or when determining indirect
advantages and disadvantages.
[0042] "Derived statistics" represent measured, concrete qualities
of a virtual character, such as maximum carry weight,
perceptiveness, or skill with a weapon. Such a stat is derived from
some function of one or more of a character's primary stats,
usually addition or multiplication. These stats then serve an
important function in turn, providing a fair means by which to
arbitrate conflicts between virtual characters and the virtual
environment. For example, when two virtual characters are in
violent conflict, Strength, a primary statistic, might be used to
calculate damage, a derived statistic, with the loser being the
character that has taken the most damage.
[0043] Other factors may affect derived statistics, such as other
derived or primary statistics, or even environmental factors, such
as weather conditions. In these cases, the environment can be
modeled as a virtual character with its own primary statistics or
it may be given a special role in conflict resolution.
Whatever-the-case, the role of primary statistics should remain
clear because this is the primary interface by which players
understand their interactions within the virtual world.
[0044] Some statistics deserve special mention. "Health (or Hit
Points) vs. Damage," describes a gameplay mechanic that has fixated
the current generation of games. Damage refers to a primary or
(usually) derived statistic that represents a character's ability
to destroy or cause harm to the environment or virtual characters.
Likewise, Health (or Hit Points) refers to a primary or (usually)
derived statistic that represents a character's ability to
withstand damage and continue to function normally. Each time a
character suffers damage, that amount of damage is subtracted from
their remaining health or hit point total, and if this total is now
zero or less, the character is eliminated or the player loses.
[0045] A "statistic" (stat) in role-playing games (RPG) is a datum
which represents a particular aspect of a virtual character. Most
virtual worlds separate statistics into several categories. The set
of categories actually used in a game system, as well as the
precise statistics within each category may vary greatly from one
virtual world to another. Many virtual worlds also use derived
statistics whose values depend on other statistics, which are known
as primary or basic statistics. Derived statistics often represent
a single capability of the character such as the weight a character
can lift, or the speed at which they can move. Derived statistics
are often used during combat, can be unitless numbers, or may use
real-world units of measurement such as kilograms or meters per
second.
[0046] A virtual character may have any combination of statistics.
A virtual character's statistics affects how it behaves in a
virtual world. For example, a well-built muscular virtual character
may be more powerful and be able to throw certain virtual objects
farther, but at the same time may lack dexterity when maneuvering
intricate virtual objects. The most often used types of statistic
include but are not limited to the following: attributes;
abilities; traits; skills; and advantages/disadvantages.
[0047] An "attribute" describes to what extent a virtual character
possesses a natural, in-born characteristic common to all virtual
characters in the game. Many games use attributes to describe a
virtual characters' physical and mental characteristics, for
example their strength or wisdom. Many games also include social
characteristics as well, for example a character's natural charisma
or physical appearance which often influence the chance to succeed
in a particular challenge. Some games work with only a few broad
attributes, while others may have several more specific ones.
Important to the definition of an attribute is that it represents
an abstract, otherwise immeasurable quantity that may be compared,
contrasted, or combined with other attributes to determine certain
qualities of a virtual character. These may also be called Ability
Scores, Special Stats, Primary Stats, etc. in the prior art.
[0048] "Traits" may be stable personal characteristics (i.e.,
temperament or physical endowment) that are additional qualities
that help define a virtual character. Traits can be positive or
negative. Traits also affect the ability to build particular
skills. For instance, an active virtual character will find it
easier to develop a more muscular body than an inactive one.
Generally a trait represents a broad area of expertise of a
character. Some traits are numeric and associated with attributes,
while others are more qualitative and not associated with
attributes. These may also be called properties, features,
descriptors, etc. in the prior art.
[0049] A "skill" represents the learned knowledge of a virtual
character Skills provide further benefits over abilities and
traits. During the creation of a virtual character, skills are
generally chosen from a list. A virtual character may have a fixed
number of starting skills, a player can acquire them by spending
game points, or skills can be attributed to players throughout
gameplay. Each skill has an associated attribute and can be
improved upon by practicing. For example if a virtual character has
the ability to wield a sword and has the trait of being physically
strong then the skill of being a swordsman can be accomplished by
practicing wielding the sword. As opposed to abilities few games
set a player's skills at the start of the game, instead allowing
players to increase them by playing the game and spending game
points or during moving from a low level to a higher level in the
game. Some skills are likely to be more useful than others
therefore different skills often have different costs in terms of
game points. In some games, skills serve primarily to increase the
efficiency, decrease the risk or restrictions, or provide
advantageous side effects to the use of certain traits or
abilities. Skills may also be called Talents, Training, etc. in the
prior art.
[0050] An "advantage" is a physical, social, intellectual, or other
enhancement to a virtual character, while a "disadvantage" is an
adverse effect. Advantages are also known as virtues, merits or
edges and disadvantages as flaws or hindrances. Many games
encourage or even force players to take disadvantages for their
characters in order to balance their advantages or other positive
statistics. Sometimes advantages are contrasted with other traits,
skills, or abilities by being described as very situational.
Whereas traits, skills, and abilities apply their benefits whenever
used, advantages and disadvantages depend on circumstances more
than the characters themselves, per se. For example, a Rogue might
have a trait, Backstab, that allows them to deal more damage to an
unaware opponent from behind. The state of catching an opponent
unaware and being able to strike from behind might be termed
"Stealth Advantage," and would only be available in those specific
circumstances whether or not a virtual character possessed the
Backstab trait.
[0051] "Abilities/Powers" represent unique or special qualities of
a virtual character and often grant the virtual character the
potential to gain or develop certain advantages or to learn and use
certain skills. These abilities defines a quality in a virtual
character to perform certain actions, for example wield a sword or
to run. A character without an ability is disabled, whereas one
with an ability is enabled in some way. The term Power is sometimes
used to describe abilities which are beyond the norm, such as
extraordinary abilities, supernatural abilities, or spell-like
abilities, among others.
[0052] The term "avatar" is used herein to describe at least the
physical embodiment of a virtual character in the virtual world.
For example, a virtual character may have an avatar that has a
certain appearance and graphical representation in the virtual
world. This also applies to the audio representation of a
character, or any other sense used to describe virtual characters
in a virtual world.
[0053] For the purpose of this application the term "gameplay
statistics" refers to any one or any combination of gameplay
frequency, gameplay time, number of times game played, percent game
complete etc. as result of engaging in gameplay.
[0054] The term "engage in gameplay" generally implies to playing a
game whether it is for the purpose of competing, beating, engaging
with other players. It also means to enter a virtual world in order
to conduct business, tour a virtual world, or simply interact with
others or a virtual environment, with or without competing against
another entity.
[0055] Most devices where virtual worlds exist provide a mechanism
to save the state of the game, so that the game can be played from
the same point where it was left off. Methods for saving the state
of the game include but are not limited to the examples cited here,
for example a gaming console may provide internal memory chips, or
a port where a user can connect user supplied memory; while games
played over the Internet may provide online memory. The
aforementioned memory space can also be used for saving the
statistics/gameplay statistics of linked linkable and extensible
virtual characteristics of more than one virtual world. Thus the
statistics/gameplay statistics of one virtual world are stored as
XML code and when another virtual world is evoked the XML code from
the first virtual world can be incorporated into the game play and
have an effect on the gameplay. XML is but one possible data
structure for this kind of record-keeping. As described in further
detail below, the data structure may be a file e.g. an XML file, or
a table, or a database, or a string.
[0056] FIG. 1 shows a first conceptual flow 100 of the invention. A
linkable and extensible first virtual character is provided in a
first virtual world 101. A linkable and extensible second virtual
character is provided in a second virtual world 102. For the
purpose of this application, a linkable and extensible virtual
character is a virtual character that can be linked to another
virtual character of another virtual world. The linkable and
extensible first virtual character of the first virtual world can
then be linked to a linkable and extensible second virtual
character of a second virtual world 103.
[0057] There may be several methods to link the linkable and
extensible virtual characters. Without limiting the scope of this
application, some exemplary methods are described. A player may use
a menu in a first virtual world to make the link.
[0058] A player may use a match making service in order to find
another suitable virtual character to link to it. Such a match
making feature or service may be available for either the internal
virtual characters e.g. those played on a mobile device or a gaming
console or external virtual characters e.g. linking virtual
characters from a gaming console to virtual characters of an online
virtual world. A user may opt to link the virtual character to
either similar kind of virtual characters e.g. link villain to
villain and hero to hero, or dissimilar virtual characters e.g. a
hero to a rogue.
[0059] In one embodiment the player chooses the virtual characters
to link. In another embodiment of the invention the system may
automatically link the virtual characters based on compatibility or
other user defined criteria.
[0060] FIG. 2 provides a flow diagram representing steps of
gameplay 200 using a first linkable and extensible virtual
character.
[0061] The player engages in gameplay of the first virtual world
utilizing the linked linkable and extensible first virtual
character 201. Player uses conventional methods like picking a
character from a list etc. Gameplay proceeds with the first virtual
character selected or defined by the player.
[0062] After a gameplay session or in the course of the gameplay,
statistics (such as gameplay or usage statistics) related to the
first virtual character of the first virtual world are saved in a
memory location that is accessible to other virtual worlds 202.
Certain statistics may also be default values or values pre-set by
the game or the player. The memory location may be the local data
storage (internal memory) of a game console including one for the
linked linkable and extensible virtual character. The local data
storage can be local inbuilt memory (for example on board memory)
or user provided (for example a USB device, a Flash Memory SD card
etc.) such that the memory is accessible to other virtual worlds.
The removable memory card or cartridge may be transferred from one
console system to another. In another embodiment the memory
location may be an online server.
[0063] One embodiment of the invention, provides a method to record
and maintain statistics and usage statistics of one or more virtual
characters associated with the virtual worlds ever engaged by a
specific player on that particular device, (e.g. a mobile device
like an iPhone, or a gaming console like XBox 360) including
details related to virtual worlds engaged with, including for
example, number of times game played, number of points gained,
number of lives lost, number of puzzles solved and the time it took
to solve these puzzles. The occurrence and outcome of special bonus
features, the amounts wagered on any bets, the outcomes for any
intermediate game stages, the results of any player decisions made
during the game, bonus plays and their outcomes, the final game
outcomes etc.
[0064] FIG. 3 provides a flow diagram representing steps of
gameplay 300 using a second linkable and extensible virtual
character.
[0065] The player engages in gameplay within the second virtual
world utilizing the linked linkable and extensible second virtual
character 301. Player uses conventional methods like picking a
character from a list etc. Gameplay proceeds using the second
virtual character selected or defined by the player.
[0066] The statistics of the first virtual character of the first
virtual world are retrieved from the accessible memory location and
incorporated with the statistics of the linked linkable and
extensible second virtual character of the second virtual world
302.
[0067] In the course of gameplay, the behavior of the linked
linkable and extensible second virtual character of the second
virtual world will be affected by incorporation of the statistics
and/or usage statistics of the corresponding linked linkable and
extensible first virtual character of the first virtual world
303.
[0068] In order to implement the effect of linkage of linkable and
extensible virtual characters from different virtual worlds, there
may be more than one method, some exemplary ones are described
here. In particular, it will be appreciated that while situations
of two players playing separate virtual characters in separate
virtual worlds are illustrated and described here, the method and
system further applies with appropriate modifications to situations
where a single human player plays linked virtual characters in a
single virtual world, or in separate virtual worlds.
[0069] A script defines the default behavior of a virtual
character. If there is no external stimulus (for example no linkage
between virtual characters), a virtual character acts as per the
default script. When a first virtual character of the first virtual
world is linked to a second virtual character of a second virtual
world, this linkage may alter the existing default scripts of one
or both of the virtual characters, to reflect the effect of the
linkage.
[0070] Just as with statistics, different scripts can refer to
different behaviors. Even with a default script of a single virtual
character, many behaviors are possible. In fact, the manner by
which derived statistics are calculated can itself be defined by a
particular script, rather than a simple function. For this reason,
it is sometimes difficult to determine whether a derived statistic
refers more to a particular measurable quality or the behavior that
defines that quality. For example, a skill may be represented by a
statistic where a higher value corresponds to a higher degree of
skill in some particular endeavor. However, a trait may refer to
the behavior that defines that trait, rather than simply a
statistic. In this way, it is important to distinguish when skills,
traits, abilities, and other game components are represented by
statistics or behaviors.
[0071] In one embodiment of the invention the linking of two or
more virtual character from two or more virtual worlds may invoke
additional scripts. These additional scripts, which may be distinct
from the default scripts, may affect the behavior of the linked
virtual characters and can take many different forms. Without
limiting the application, some examples of how these additional
scripts can change the linked virtual characters are given below:
[0072] make a virtual character express a given emotion, or change
an emotion [0073] make a virtual character perform an action, alter
the intensity of an action, [0074] alter the character dialogue,
alter speech patterns, or alter speech e.g. speak incomprehensibly
or speak faster than normal, [0075] alter action rate or timeframe
e.g. move slower or faster after the linkage, [0076] alter the
avatar e.g. render an avatar younger or older as a result of a
linkage, render them stronger or weaker, tired or more alert.
[0077] In one embodiment the additional scripts that can affect the
behaviour of a first virtual character once it is linked to a
second virtual character of a second virtual world are already
embedded in a first virtual world (game) but are dormant and are
invoked once a link is made between the first virtual character and
the second virtual character of a first and second virtual worlds
respectively.
[0078] In another embodiment the additional scripts can be
imported/exported between two virtual worlds (game) when their
virtual characters are linked. In yet another embodiment the
additional scripts can be downloaded from a central server that
acts as a repository for additional scripts for compatible virtual
worlds.
[0079] In another embodiment the user may have to pay when
downloading these additional scripts from the remote server.
[0080] In yet another embodiment a default script may be altered or
an alternate script may now be associated with the linked linkable
and extensible virtual character. There may be other methods
obvious to persons skilled in the art.
[0081] In one embodiment of the invention, the gameplay statistics
of a first virtual character of a first virtual world may be
incorporated with the gameplay statistics of the second virtual
character of a second virtual world to affect the default scripts
of said virtual characters when they are linked. This can be
exemplified by taking the earlier example of the linked virtual
characters of a soccer player and the sniper from two different
virtual worlds. When the gameplay statistics (for example how long
the game is played) of the soccer game are incorporated into the
sharp shooter game, this may invoke an existing script in the sharp
shooter game that reflects poorer aim thus simulating the effect of
the fatigue derived from the soccer game.
[0082] In another embodiment of the invention, the statistics of a
first virtual character of a first virtual world may be
incorporated with the statistics of the second virtual character of
a second virtual world to affect the default scripts of said
virtual characters when they are linked.
[0083] The statistics or gameplay statistics are shared/exchanged
between virtual worlds, for example they may be saved to a memory
location that is accessible to the said virtual worlds, from where
these virtual worlds can access and share these statistics. One
such example of accessible memory location is the internal memory
of a gaming device, another example is user provided memory
detachably attached to a gaming device (USB key or an Flash memory
card), and yet another example is an online server accessible to
the device where the game is being played, such as over a LAN
(local area network) or the Internet.
[0084] In one embodiment of the invention, a method of linking the
virtual characters of the first virtual world with the virtual
characters of a second virtual world, may use a certain data
structure to define the statistics of the virtual characters in
each of the virtual worlds. One such method to save the statistics
is to use an XML structure that is accessible by multiple virtual
world (games).
[0085] In one embodiment of the invention, the presence or absence
of a Skill, Ability, Trait, Advantage, Disadvantage or Power is
represented by a "1" or a "0" respectively. One exemplary data
structure that may be used to define a virtual character's
statistics is shown in FIG. 4.
[0086] The data fields may be arranged in a given order, so that
the statistics from one virtual character from one virtual world
correspond to the same statistics of another virtual character of
another virtual world. In another embodiment there may be a mapping
mechanism that may translate the statistics of one virtual
character to that of another.
[0087] The data structure may be a file e.g. an XML file, or a
table, or a database, or a string.
[0088] The data structure fields may be ordered to allow virtual
characters to correspond uniformly to one another. For example,
"Strength" may be the first field in this ordering, and "Wisdom"
the second field and so on. Therefore when two virtual characters
are linked, statistics for the relevant data fields are composed by
some function, in this case Strength is added to Strength, and
Wisdom is added to Wisdom etc.
[0089] In another embodiment of the invention, there is mapping
that allows the data structure fields to be mapped indirectly from
one to the other so that the relevant data fields correspond with
each other. This is especially relevant for derived statistics. For
example, if the "Dodge Skill" in one virtual world is composed of
the "Dexterity" primary statistic and a "Dodge Training" secondary
statistic, and the "Reflex Save" derived statistic in another
virtual world is composed of "Dexterity" and "Perception" primary
statistics, then the "Dodge Skill" and "Reflex Save" can be
composed when virtual characters possessing these statistics are
linked by composing the two functions--in which case the new
derived statistic will depend on "Dexterity" and may depend on
"Dodge Training" and/or "Perception," depending on which statistics
are supported in a given virtual world.
[0090] In another embodiment, where there is a non-uniform number
of data fields (say one set of statistics has 5 data fields and the
other set of statistics has 8 data fields) the mapping allows for
the relevant data fields to correspond. This applies much like set
intersection, where all shared fields are retained and non-shared
fields are retained depending on the level of support for these
fields or statistics in a given virtual world.
[0091] For each of the statistics that are present in a virtual
character there may be a corresponding value that defines the
extent of that particular statistic. For some statistics the
possible range of values may include positive numbers, zero and
negative numbers. Thus when the value is a positive number there
may be a beneficial effect (positive effect), while a zero implies
no effect and a negative number implies a negative effect. One such
exemplary data structure showing the statistics of a first virtual
character of a first virtual world is shown in FIG. 5. Top row
shows the presence or absence of a particular statistic while the
second row shows a value that defines the quality of that
particular statistic if it is present.
[0092] Another exemplary data structure showing the statistics of a
second virtual character of a second virtual world is shown in FIG.
6. Top row shows the presence or absence of a particular statistic
while the second row shows a value that defines the quality of that
particular statistic if it is present.
[0093] In one embodiment when a first virtual character of a first
virtual world is linked to second virtual character of a second
virtual world, the resultant statistics may be an addition
(super-set) of the two previous individual statistics of the first
and second virtual characters when these virtual characters were
not linked. FIG. 7 show the resultant statistics when statistics of
a first virtual character of a first virtual world (FIG. 5) is
linked to a second virtual character of a second virtual world
(FIG. 6). Thus in FIG. 7, the top row statistics are a super-set of
the individual statistics of the FIG. 5 and FIG. 6.
[0094] Similarly the values of the individual statistics that were
present in both virtual characters may get added (as in this
example). Thus values of certain statistics would get reinforced
(if both individual values of a certain statistic were either
positive or negative) while values of certain other statistics may
get negatively impacted (if one value was positive and the other
value was negative) due to the linking of the virtual
characters.
[0095] There may be more methods of combining the statistics for
example in one embodiment while some statistics are added, others
are deleted or subtracted as a result of linking the two virtual
characters.
[0096] In another embodiment the combined statistics are derived by
taking an average of the individual statistics of the linked
virtual characters.
[0097] In another embodiment the combined statistics are derived by
taking a weighted average of the individual statistics of the
linked virtual characters, with preference (weight) given to any
one of the virtual characters where the preference can be either
user defined or system driven.
[0098] In one embodiment of the invention the statistics and/or
gameplay statistics can be sent from one virtual world (game) to
another say over a network (e.g. LAN or Internet) so that they can
be stored locally.
[0099] One embodiment of the invention may preferably also provide
a framework or an API (Application Programming Interface) that
allows a game developer to create linkable and extensible virtual
characters. Using such a framework or API allows for a more uniform
virtual character generation, and eventually allows for more
complex and extensive ability to link a given virtual character to
a larger set of virtual characters.
[0100] The examples noted here are for illustrative purposes only
and may be extended to other implementation embodiments with a
different set conventions and techniques. While several embodiments
are described, there is no intent to limit the disclosure to the
embodiment(s) disclosed herein. On the contrary, the intent is to
cover all alternatives, modifications, and equivalents obvious to
those familiar with the art.
[0101] It should be understood that although examples related to
gaming consoles, personal computers, mobile devices and the like
are described here; the intent of this application is to cover all
devices and methods where such games can be engaged in by
users.
[0102] It should be understood that although the term game has been
used as an example in this application but in essence the term may
also imply any other piece of software code where the embodiments
of the invention are incorporated. The software application can be
implemented in a standalone configuration or in combination with
other software programs and is not limited to any particular
operating system or programming paradigm described here. For the
sake of simplicity, we singled out game applications for our
examples. Similarly we described users of these applications as
players. There is no intent to limit the disclosure to game
applications or player applications. The terms players and users
are considered synonymous and imply the same meaning. Likewise,
games and applications imply the same meaning. Thus, this
application intends to cover all applications and user interactions
described above.
* * * * *