U.S. patent application number 13/069328 was filed with the patent office on 2012-09-27 for methods and systems for utilizing global positioning information with an online game.
Invention is credited to Brian Kolo, Aaron Winters.
Application Number | 20120244945 13/069328 |
Document ID | / |
Family ID | 46877799 |
Filed Date | 2012-09-27 |
United States Patent
Application |
20120244945 |
Kind Code |
A1 |
Kolo; Brian ; et
al. |
September 27, 2012 |
METHODS AND SYSTEMS FOR UTILIZING GLOBAL POSITIONING INFORMATION
WITH AN ONLINE GAME
Abstract
We present a system and method for incorporating geolocation
information into an online game to enhance the enjoyment of the
online game. The geolocation of a player is communicated to the
online game servers which modify the gaming environment of the
player based on the player's current geolocation. If the player
changes geolocation, the online game may modify the player's gaming
experience as the player's geolocation changes.
Inventors: |
Kolo; Brian; (US) ;
Winters; Aaron; (US) |
Family ID: |
46877799 |
Appl. No.: |
13/069328 |
Filed: |
March 22, 2011 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/5533 20130101;
A63F 13/58 20140902; A63F 13/69 20140902; A63F 13/798 20140902;
A63F 2300/5553 20130101; A63F 2300/205 20130101; A63F 13/355
20140902; A63F 13/48 20140902; A63F 13/79 20140902; A63F 13/216
20140902; A63F 13/61 20140902; A63F 2300/575 20130101; A63F 13/822
20140902; A63F 13/537 20140902; A63F 2300/407 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An Online Game comprising: a. A Central Server capable of
interacting with a plurality of Local Devices wherein the Central
Server utilizes software for the purpose of providing an Online
Game; b. At least one Avatar that is played by a Player using a
Local Device; c. Where the Central Server software administrates
the Online Game and determines the outcome of competitions between
Avatars; d. Where the Central Server software determines that an
Avatar is eligible to receive a Virtual item based in part on the
Avatar successfully completing one or more in-game tasks; e. A
method of determining the Geolocation of at least one of the Local
Devices; f. Wherein the Virtual item eligible to an Avatar is
determined by the Central Server software in part based on the
Geolocation of the Local Device played by the Player associated
with the Avatar; g. Wherein the Virtual item is associated with a
graphical model so that when an Avatar is using the Virtual item
the associated graphical model is presented in visual form to other
Players in Virtual Proximity to the Avatar; h. And where the
graphical model is associated with a Physical corporation in such a
manner as to advertise the corporation.
2. The method of claim 1 wherein the method of determining the
Geolocation is based in part on the IP address of the Local
Device.
3. The method of claim 1 where the method of determining the
Geolocation is based in part on a Geolocation provided by the
Player of the Local Device.
4. The method of claim 1 where the graphical model that advertises
the corporation comprises a registered trademark associated with
the corporation.
5. The method of claim 4 where the association between the
graphical model and the Physical corporation comprises applying a
texture map to the model where the texture map comprises the
registered trademark.
6. An Online Game comprising: a. A Central Server capable of
interacting with a plurality of Local Devices wherein the Central
Server utilizes software for the purpose of providing an Online
Game; b. At least one Avatar that is played by a Player using a
Local Device; c. Where the Central Server software administrates
the Online Game and determines the outcome of competitions between
Avatars; d. A method of determining the Geolocation of at least one
of the Local Devices; e. Where the Central Server utilizes at least
one database wherein the database contains one or more graphical
models that may be presented to Players as part of the in-game
environment for the Online Game; f. Where the Avatar is associated
with one or more graphical models from the database; g. Wherein a
Virtual item is associated with an Avatar; h. Wherein the Virtual
item is associated with at least one graphical model; i. Wherein
the graphical model is selected from the database or modified in
part based on the Geolocation of the Player associated with the
Avatar; j. And wherein the selection or modification of the
graphical model incorporates one or more features for the purpose
of advertising a Physical corporation.
7. The method of claim 6 wherein the method of determining the
Geolocation is based in part on the IP address of the Local
Device.
8. The method of claim 6 where the method of determining the
Geolocation is based in part on a Geolocation provided by the
Player of the Local Device.
9. The method of claim 6 where the graphical model that advertises
the corporation comprises a registered trademark associated with
the corporation.
10. The method of claim 9 where the association between the
graphical model and the Physical corporation comprises applying a
texture map to the model where the texture map comprises the
registered trademark.
11. An Online Game comprising: a. A Central Server capable of
interacting with a plurality of Local Devices wherein the Central
Server utilizes software for the purpose of providing an Online
Game; b. At least one Avatar that is played by a Player using a
Local Device; c. Where the Central Server software administrates
the Online Game and determines the outcome of competitions between
Avatars; d. Where the Central Server software determines that an
Avatar is eligible to receive a Virtual item based in part on the
outcome of a competition between Avatars; e. A method of
determining the Geolocation of at least one of the Local Devices;
f. Where the Central Server provides one or more benefits to at
least one Player or Player controlled Avatar wherein the benefits
are determined in part based on the Player's Geoproximity to a
predetermined Geolocation; g. And where the predetermined
Geolocation is associated with a Physical corporation.
12. The method of claim 11 wherein the method of determining the
Geolocation is based in part on the IP address of the Local
Device.
13. The method of claim 11 where the method of determining the
Geolocation is based in part on a Geolocation provided by the
Player of the Local Device.
14. The method of claim 11 wherein the Online Game comprises a
health associated with at least one Avatar.
15. The method of claim 14 wherein the health associated with the
Avatar increases at a faster rate when the Player is in
Geoproximity to a franchise of the Physical corporation.
16. The method of claim 11 wherein the predetermined Geolocation
comprises a space-time Geolocation comprising a beginning and
ending time interval.
17. The method of claim 16 where the benefits comprises a store
coupon to a store associated with the Physical corporation, and is
provided to the Player when the Player is in Geoproximity to the
predetermined Geolocation and when the Player is located in this
Geoproximity during the time interval.
18. The method of claim 17 where the online game is a massively
multiplayer online role playing game.
Description
BOOKS OF REFERENCE
[0001] The following books are hereby incorporated by reference in
their entirety: [0002] Adventurer's Vault: A 4.sup.th Edition
D&D Supplement, Wizards of the Coast, 4.sup.th Edition [0003]
Adventurer's Vault 2: A 4.sup.th Edition D&D Supplement,
Wizards of the Coast, 4.sup.th Edition [0004] Arcane Power: A
4.sup.th Edition D&D Supplement, Wizards of the Coast, 4.sup.th
Edition [0005] Divine Power: A 4.sup.th Edition D&D Supplement,
Wizards of the Coast, 4.sup.th Edition [0006] Draconomicon:
Metallic Dragons, Wizards of the Coast, 4.sup.th Edition [0007]
Draconomicon: Chromatic Dragons, Wizards of the Coast, 4.sup.th
Edition [0008] Player's Handbook Races: Dragonborn, Wizards of the
Coast, 4.sup.th Edition [0009] Demoniomicon: A 4.sup.th Edition
D&D Supplement, Wizards of the Coast, 4.sup.th Edition [0010]
Dungeon Master's Guide--Deluxe Edition, Wizards of the Coast,
4.sup.th Edition [0011] Dungeon Master's Guide 2: A 4.sup.th
Edition Core Rulebook, Wizards of the Coast, 4.sup.th Edition
[0012] Heroes of the Fallen Lands (4.sup.th Edition D&D),
Wizards of the Coast, 4.sup.th Edition [0013] Heroes of the
Forgotten Kingdoms (4.sup.th Edition D&D), Wizards of the
Coast, 4.sup.th Edition [0014] Manual of the Planes (4.sup.th
Edition D&D), Wizards of the Coast, 4.sup.th Edition [0015]
Martial Power: A 4.sup.th Edition D&D Supplement, Wizards of
the Coast, 4.sup.th Edition [0016] Martial Power 2: A 4.sup.th
Edition D&D Supplement, Wizards of the Coast, 4.sup.th Edition
[0017] Monster Manual--Deluxe Edition, Wizards of the Coast,
4.sup.th Edition [0018] Monster Manual 2: A 4.sup.th Edition Core
Rulebook, Wizards of the Coast, 4.sup.th Edition [0019] Monster
Manual 3: A 4.sup.th Edition Core Rulebook, Wizards of the Coast,
4.sup.th Edition [0020] Monster Vault (4.sup.th Edition D&D),
Wizards of the Coast, 4.sup.th Edition [0021] Open Grave Secrets of
the Undead, Wizards of the Coast, 4.sup.th Edition [0022] Player's
Handbook--Deluxe Edition, Wizards of the Coast, 4.sup.th Edition
[0023] Player's Handbook 2: A 4.sup.th Edition Core Rulebook,
Wizards of the Coast, 4.sup.th Edition [0024] Player's Handbook 3:
A 4.sup.th Edition Core Rulebook, Wizards of the Coast, 4.sup.th
Edition [0025] Player's Handbook Races: Tieflings (4.sup.th Edition
D&D), Wizards of the Coast, 4.sup.th Edition [0026] Primal
Power: A 4.sup.th Edition D&D Supplement, Wizards of the Coast,
4.sup.th Edition [0027] Psionic Power: A 4.sup.th Edition D&D
Supplement, Wizards of the Coast, 4.sup.th Edition [0028] Rules
Compendium (4.sup.th Edition D&D), Wizards of the Coast,
4.sup.th Edition [0029] The Plane Above: Secrets of the Astral Sea,
Wizards of the Coast, 4.sup.th Edition [0030] The Plane Below:
Secrets of the Elemental Chaos, Wizards of the Coast, 4.sup.th
Edition [0031] Underdark: A 4.sup.th Edition Supplement, Wizards of
the Coast, 4.sup.th Edition [0032] Rolemaster Fantasy Role Playing,
Iron Crown Enterprises [0033] Arms Law (Rolemaster Companion), Iron
Crown Enterprises, 2.sup.nd Edition [0034] Character Law
(Rolemaster Companion), Iron Crown Enterprises [0035] Rolemaster
Standard Rules (Rolemaster Companion), Iron Crown Enterprises
[0036] Creatures & Monsters (Rolemaster), Iron Crown
Enterprises, 2.sup.nd Revised Edition [0037] Talent Law (Rolemaster
Companion), Iron Crown Enterprises [0038] Of Mentalism (Rolemaster
COmpanion), Iron Crown Enterprises [0039] Of Channeling (Rolemaster
COmpanion), Iron Crown Enterprises [0040] Of Essence (Rolemaster
COmpanion), Iron Crown Enterprises [0041] Spell Law (Rolemaster
Companion), Iron Crown Enterprises, 3.sup.rd Edition [0042]
Rolemaster Companion, Iron Crown Enterprises [0043] Rolemaster
Companion II, Iron Crown Enterprises [0044] Rolemaster Companion
III, Iron Crown Enterprises [0045] Rolemaster Companion IV, Iron
Crown Enterprises [0046] Rolemaster Companion V, Iron Crown
Enterprises [0047] Rolemaster Companion VI, Iron Crown Enterprises
[0048] Rolemaster Companion VII, Iron Crown Enterprises [0049]
Channeling Companion, Iron Crown Enterprises, 1.sup.st Edition
[0050] Mentalism Companion, Iron Crown Enterprises [0051] Treasure
Companion, Iron Crown Enterprises [0052] Arms Law (Rolemaster
Classic), Iron Crown Enterprises [0053] Arms Law (Rolemaster
Classic), Iron Crown Enterprises [0054] The Armory (Rolemaster),
Iron Crown Enterprises [0055] Oriental Companion Far Eastern
Material for Rolemaster, Iron Crown Enterprises [0056] Rolemaster
Treasure Companion, Iron Crown Enterprises, 2.sup.nd Edition [0057]
Rolemaster Annual 1997 (Rolemaster Standard System), Iron Crown
Enterprises [0058] War Law, Iron Crown Enterprises [0059] Castles
& Ruins (Rolemaster: The Standard System), Iron Crown
Enterprises [0060] Essence Companion (Rolemaster Standard System),
Iron Crown Enterprises [0061] Martial Arts Companion (Rolemaster),
Iron Crown Enterprises [0062] Elemental Companion (Rolemaster),
Iron Crown Enterprises [0063] Races & Cultures: Underground
Races (Rolemaster), Iron Crown Enterprises [0064] Arcane Companion
(Rolemaster), Iron Crown Enterprises [0065] Alchemy Companion
(Rolemaster), Iron Crown Enterprises [0066] Sea Law, Iron Crown
Enterprises [0067] Races & Cultures (Rolemaster), Iron Crown
Enterprises
BACKGROUND
[0068] Computers are rapidly growing in their uses and
complexities. As computers have become increasingly more powerful
in their functionalities and more affordable, they are becoming a
regular commodity for not just productivity in business, but even
most entertainment in households.
[0069] Online games have become a much more popular pastime for
home computing users over the past decade. Online games span from a
basic single user online card game, to massively multiplayer online
games of over a million players. These games allow for both
independent playing for the more solitary player, as well as large
online communities allowing for players to intermingle in the vast
virtual worlds.
[0070] Since the advent of the Global Positioning System (GPS) in
1994, the use of personal devices to determine a person's physical
location on the surface of the earth has increased in popularity.
No longer are maps required when driving to a location, or
directions needed to walk through a city, the GPS navigation allows
a person to know their location with incredible accuracy.
[0071] As personal computers are becoming smaller and more
regularly used by business travelers across multitudes of
locations, the ability to determine the geolocation of a laptop
user through a user's IP address has proven useful in allowing a
person to get directions by determining their current location
without the use of a system such as GPS. An IP address is an
identifier unique to a person when they are connected across a
network of computers and, when the locations of the servers that
issue IP addresses is known, the IP address can be mapped to within
a reasonable range of the physical location of a user.
SUMMARY
[0072] The preset invention combines geolocation of players playing
an online game with the online gaming experience. Geolocation
information for a computer may be obtained using several different
methods such as from GPS devices, IP address, or from user
input.
[0073] Online games may be enhanced by using a player's geolocation
to modify the gaming experience. For example, a player may receive
additional health benefits when the player is geolocated near a
hospital or health food store. Alternatively, a player may receive
a strength bonus when located near a gym.
[0074] Moreover, by modifying the players gaming experience based
on the geolocation of the player, online games may incorporate
advertising means into a game. For example, a player playing a game
from a coffee shop may receive a health benefit or even a coupon to
the coffee shop. By accepting such advertising, an online game may
increase its revenue. In fact, an online game may choose to allow
players to play for free and support itself financially based on
advertising revenue.
[0075] The present invention details several embodiments where
geolocation information for a player is incorporated into a game so
that the players online experience is modified based on the
geolocation of the player. This enhances the experience of the
player, provides advertisers a means to market themselves, and
gives online games an opportunity to both increase the appeal of
their games while increasing their revenue from advertisements.
DEFINITIONS
[0076] The following terms are used frequently throughout the
instant specification and are defined in this section for
convenience.
Avatar--An avatar is often representation of a player used in an
online or local game. A single player may have a plurality of
avatars. Alternatively, an avatar may be any in-game character,
even characters that are played by computers rather than characters
played by physical players. Any in-game character may be considered
an avatar. Central Server--A central server is one or more
computers working together that provide an online game by running
one or more software programs. Gaming Environment--The gaming
environment is any part of the extended set of computing devices
that are playing or supporting an online or local game.
Geolocation--A geolocation is a point or region on or near the
surface of the Earth (within 100 miles of the Earth's surface). A
geolocation may be represented as: a latitude and longitude (for a
point), a set of latitudes and longitudes that define a region, a
set of latitude and longitude that define the boundary of a region,
postal codes, census grid numbers, state, city, country, or any
other geographic reference that may be used to designate a point or
region on or near the surface of the Earth. Geolocations may be
extended to include a height coordinate in addition to a latitude
and longitude. In this situation, there may exist more than one
distinct geolocation with the same latitude and longitude because
the height component has a different value. Geoproximity--Two
geolocations are in geoproximity of each other when the minimum
distance between the geolocations is less than some threshold. The
threshold may be a fixed, predetermined value, or the threshold may
be computed based on the geolocations and the properties of one or
more objects associated with the geolocation. Local Device--A local
device is a device with an embedded computer chip that runs one or
more programs providing a player access to an online or local game.
Local Game--A computer program that utilizes a limited computer
network computer program is capable of allowing one or more
participants to interact with each other and affecting the
experience of other participants. Local games are capable of
hosting up to 128 players. Computer programs that utilize a
computer network with one or more players are classified as either
`online games` or `local games`. Online Entertainment Game--An
online game wherein the players are primarily participating in the
game for entertainment purposes. Online Game--A computer program
that utilizes a computer network wherein the computer program is
capable of allowing a one or more participants to interact with
each other and affecting the experience of other participants.
Online games are capable of hosting in excess of 128 players.
Computer programs that utilize a computer network with one or more
players are classified as either `online games` or `local games`.
Physical--When used as an adjective, the term physical generally
relates to tangible, real-world items. Physical Environment--A
physical environment is the setting within geoproximity of a
player's geolocation. Players--Players are people that play online
or local games. A person may be a player in a game even when the
person is not presently participating in the game. Player's
Geolocation--A player's geolocation is a geolocation associated
with the player. The Player's Geolocation is not necessarily the
physical location of the player. Simultaneously--Simultaneously as
used in this specification is not strictly limited to events that
happen at precisely the same moment in time. Per the theory of
special relativity, simultaneity is subjective to the observer. In
this specification, two events are considered simultaneous when an
observer commoving in the frame of the Earth measures the events to
occur within 1 second of one another. In this sense, events may be
considered simultaneous even though they are separated by a
time-like interval. Virtual--When used as an adjective, the term
virtual generally related to in-game concepts (i.e. a virtual item
is an item in-game, not a real-world item). Virtual Environment--A
virtual environment is the setting used in an online or local game.
A virtual environment may be a computerized version of a physical
environment (real locations on or near the Earth's surface), or a
virtual environment may be a fantastical environment created by
game developers. Virtual Location--A virtual location is the
location of an avatar within a virtual environment. Virtual
Proximity--Two virtual locations are in virtual proximity of each
other when the minimum distance between the virtual locations is
less than some threshold. The threshold may be a fixed,
predetermined value, or the threshold may be computed based on the
virtual locations and the properties of one or more objects
associated with the virtual location.
BRIEF DESCRIPTION OF THE DRAWINGS
[0077] FIG. 1 is an illustration of an online game involving
players using local computing devices that transmit geolocation and
game information to a central server.
[0078] FIG. 2 is an illustration of a local game involving players
using various local computing devices that transmit geolocation and
game information amongst the players without interacting with a
central server.
[0079] FIG. 3 is an illustration of a game involving players using
various local computing devices that transmit geolocation and game
information through a local network connection.
[0080] FIG. 4 is an illustration of players receiving benefits or
detriments when within geoproximity of established
geolocations.
[0081] FIG. 5 is an illustration of player notification of other
players' geolocations when within a sensory range of each other,
showing how these sensory ranges may act differently depending on
player types, special abilities, or based on the players'
geolocations being in geoproximity of another geolocation.
[0082] FIG. 6 is an illustration of how players may be aware of
other players across the virtual environment, perceiving each other
as within close virtual proximity in the virtual environment while
being much further distances from each other in the physical
environment.
[0083] FIG. 7 is an illustration of how Players may be aware of
other players across the virtual environment, perceiving each other
as a proportional distance from one another in the virtual
environment as in the physical environment.
[0084] FIG. 8 is an illustration of how players may receive
benefits or detriments when in geoproximity of another player or
players.
[0085] FIG. 9 is an illustration of how players may receive
benefits or detriments when in geoproximity of items.
[0086] FIG. 10 is an illustration of how geolocations may be used
to establish different game zones, allowing specific behaviors in
each zone.
[0087] FIG. 11 is an illustration of how the central server may
split the game into different zones in order to optimize processing
of game mechanics.
[0088] FIG. 12 is an illustration of how players may track other
players based on geolocation where when a player is tracking
another player, they may have a limited range that they can track
the other player.
[0089] FIG. 13 is an illustration of how players may track other
players based on geolocation where when a player is tracking
another player, they may have an unlimited range that they can
track the other player.
[0090] FIG. 14 is an illustration of how players may track other
players based on geolocation where when a player is tracking
another player, they may have the ability to place a tracking
beacon at a geolocation that will notify the tracking player of the
tracked player's geolocation when the tracked player is within
range of the tracking beacon.
[0091] FIG. 15 is an illustration of how players may track other
players based on geolocation where when a player is tracking
another player, they may be presented with the tracked player's
geolocation, general direction (i.e. N, S, E, W, etc.), or distance
(i.e. near, far, etc.).
[0092] FIG. 16 is an illustration of how two or more players may
work as a team where one team member maintains a geolocation in a
specific geoproximity while another team member performs a specific
task.
[0093] FIG. 17 is an illustration of how two or more players may
participate in a scavenger hunt where clues may be given to
geolocations that the players have to discover and "collect".
[0094] FIG. 18 is an illustration of how a player's in-game
experience may change based on the time in a player's geolocation
as well as any environmental conditions in a player's
geolocation.
[0095] FIG. 19 is an illustration of how a player's in-game
experience may change based on weather conditions in a player's
geolocation.
[0096] FIG. 20 is an illustration of how a player may update their
geolocation manually and/or passively.
[0097] FIG. 21 is an illustration of how when a player's avatar has
a virtual location corresponding to the player's geolocation, the
player may freely move their avatar's virtual location even though
the player's geolocation remains constant.
[0098] FIG. 22 is an illustration of how when a player's avatar has
a virtual location mapped to a geolocation that is
non-representative of the player's physical geolocation, the player
may freely move their avatar's virtual location even though the
player's geolocation remains constant.
[0099] FIG. 23 is an illustration of how when a player's avatar has
a virtual location corresponding to the player's geolocation, the
player may freely move their avatar's virtual location even though
the player's geolocation may move in a different direction.
[0100] FIG. 24 is an illustration of how when a player's avatar has
a virtual location mapped to a geolocation that is
non-representative of the player's physical geolocation, the player
may freely move their avatar's virtual location even though the
player's geolocation may move in a different direction.
[0101] FIG. 25 is an illustration of how when a player's avatar has
a virtual location corresponding to the player's geolocation, the
player may move from their initial geolocation, causing the
avatar's virtual location to change in coordination with the
changes in the player's geolocation.
[0102] FIG. 26 is an illustration of how when a player's avatar has
a virtual location mapped to a geolocation that is
non-representative of the player's physical geolocation, the player
may move from their initial geolocation, causing the avatar's
virtual location to change in coordination with the changes in the
player's geolocation.
[0103] FIG. 27 is an illustration of how items may have different
effects depending on the geolocation of one or more players.
[0104] FIG. 28 is an illustration of how loot tables of non-player
characters may present different items based on one or more
players' geolocations.
[0105] FIG. 29 is an illustration of how collision detection in the
physical environment may cause a player's avatar to not be able to
pass through certain objects and/or areas in the virtual
environment that map to objects and/or areas that are not passable
in the physical environment.
[0106] FIG. 30 is an illustration of how collisions may occur
between a player's physical geolocation and another player's
avatar's virtual location that may be mapped to a geolocation that
its player is not physically located at.
[0107] FIG. 31 is an illustration of how users may share
communication with other players when they are within geoproximity
of each other.
DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0108] In the following detailed description of the illustrative
embodiments, reference is made to the accompanying drawings that
form a part hereof. These embodiments are described in sufficient
detail to enable those skilled in the art to practice the
invention, and it is understood that other embodiments may be
utilized and that logical structural, mechanical, electrical, and
chemical changes may be made without departing from the spirit or
scope of the invention. To avoid detail not necessary to enable
those skilled in the art to practice the embodiments described
herein, the description may omit certain information known to those
skilled in the art. The following detailed description is,
therefore, not to be taken in a limiting sense, and the scope of
the illustrative embodiments are defined only by the appended
claims.
[0109] The invention generally is to methods and systems for using
the Global Positioning System (GPS) in conjunction with online
gaming. Combining GPS information with online gaming creates an
interactive framework that may be used to integrate the virtual
gaming environment with real world entertainment experiences.
[0110] An online game may be played by a single player or by a
plurality of players simultaneously. Online games that allow many
people to simultaneously play in real time are called Massively
Multiplayer Online games or MMOs. The instant invention may be
incorporated with any type of online game from single player turn
based games to MMOs.
[0111] In the preferred embodiment of the invention, players
participating in an online game provide a geolocation to the gaming
environment. The gaming experience is modified in some manner based
on the geolocation of the player.
[0112] The geolocation may be provided as a latitude and longitude
pair that specifies the player's physical location on the surface
of the Earth. Moreover, the geolocation may contain an additional
elevation coordinate. Alternatively, the geolocation may be a city,
state, postal code, census tract, IP address or any other means
that may be used to directly or indirectly specify a physical
location.
[0113] The geolocation may be the physical location of the player,
or may be a location different than the physical location of the
player. For example, a player may be present in Washington D.C.,
but may report a geolocation for Los Angeles, Calif. The gaming
environment may use the physical geolocation (Washington) or the
logical geolocation (Los Angeles) or both in modifying the gaming
experience for the player. In either case, the geolocation is an
actual location, not a virtual location within the game.
[0114] The geolocation may be updated during the player's
interaction with the game. For example, if the player is playing
the game while traveling, the player's geolocation may be updated
as the player's physical location changes.
[0115] There are many methods that may be used to modify the gaming
environment based on a player's geolocation. The following sections
detail some of the methods that may be employed in an online game.
However, it should be appreciated that not every method is required
to practice the invention. Moreover, these methods may be combined
together in a wide variety of ways to create different embodiments
of the invention.
[0116] Global-Local Interactions
[0117] In this embodiment, players participate in an online gaming
experience that is administrated using a central server. Players
use a local computing device to interact with the game and this
local device transmits information on a regular basis to a central
server. This information may be used to update the player's gaming
experience with respect to the central server.
[0118] A second player connects to the central server using a
second local computing device. This device may be a device similar
to the first player's, or may be a different type of computing
device. For instance, one player may be using a mobile phone
device, while the second player may be using a laptop computer.
[0119] If the two players' geolocations converge within a
predefined radius, the central server may notify the players that
they are within a critical distance of each other. The players may
then engage each other in a local version of the game.
[0120] In the local version of the game, the players play the game
using only their local devices and do not need to transmit regular
information to the central server. This relieves the central server
of the burden of relaying data between the two players and reduces
network activity.
[0121] The preferred embodiment of the local version is one where
the players engage in the game using a network connection that
directly connects their local devices. No central server is
required and the players resolve game mechanics using only their
local devices and the direct network connections between the
devices. The direct network connections may include wireless LAN
capabilities, physical cable-connected devices, local switches,
routers, hubs, or any other mechanism that transmits or relays
information between the local devices.
[0122] In another embodiment of the local version, the players are
connected using mobile phone towers or other publically available
network connections. In this embodiment, the players do not have
dedicated network connections that are available only to the
players, rather, the players are using publically available network
connections to connect their local devices.
[0123] In either embodiment of the local version, the central
server may not be required, or the central server may maintain
communication with the players. In a first embodiment, the players
do not communicate with the central server, the game mechanics are
resolved using only the players' local devices, and the central
server is not notified of the resolution of the game mechanics,
even after the players have completed their local game.
[0124] In a second embodiment of the local version, the players'
local devices update the central server with the resolution of the
game mechanics once the local game is complete. In this respect,
the central server is able to store information on the resolution
of the local game and incorporate any modifications that occurred
during the local game and update the game databases
accordingly.
[0125] However, the central server is not used to continually relay
messages between the players. These messages are communicated
directly between the players.
[0126] In a third embodiment of the local version, the players'
local devices regularly communicate with the central server during
the play of the local game. This embodiment is preferred because
the central server is able to determine when one or more players
drop from the game. In some situations, a player may choose to
intentionally disconnect their local device from the network (local
or central) in order to quickly end a game in the hope of
preventing negative in-game consequences (a player is about to lose
a game). If all players are regularly communicating with the
central server, and each player is notifying the central server
about which other players they are currently connected to, if a
player intentionally drops connection the central server will be
able to detect that only one of the players has lost connection.
This is because one player stops communicating with the central
server while the other players continue communication. Furthermore,
the other players may notify the central server that they too have
lost communication with the dropped player. Thus the central server
may determine that the dropped player has intentionally
disconnected from the game and resolve the game mechanics
unfavorably for the dropped player.
[0127] Once the players are finished with the local game, data
relating to the local game may be uploaded to the central server.
The central server may then modify the player's experience based on
the data uploaded.
[0128] In this embodiment, control of the game experience for the
players may be initially governed in part by the central server,
then control transferred to the local computing devices operated by
the players. Control is transferred from the central server to the
local computers based in part on the geolocation of the
players.
[0129] It should be appreciated that this embodiment may involve
more than two players. Any number of players may participate in a
local game due to the geoproximity of each other according to
geolocation.
[0130] In-Game Benefits Based on Geolocation
[0131] In this embodiment, a player may receive in-game benefits
based on the geolocation of the player. For example, a player's
avatar may receive an increase in health when the player's
geolocation is within a predetermined geoproximity of a hospital.
This health increase may also take into account a specific
franchise of a physical corporation to determine certain speeds of
health increase, allowing corporate advertising in the virtual
environment.
[0132] As an example of this game experience, a player may be
traveling and updating their geolocation as they travel. If a
player engages in virtual combat in the game and becomes injured,
the player may choose to move their geolocation to the geoproximity
of a hospital. Once in the geoproximity of a hospital, the player's
health may recover more quickly and/or injuries healed.
[0133] There are many possible variants of in-game benefits based
on geolocation. As another example, specific geolocations may be
programmed to provide in-game benefits to a particular group of
players. For example, several players may form an in-game
association such as a guild. A guild may designate a certain
geolocation as a guild house or guild area. Players within
geoproximity of the guild area for their guild may receive combat
or healing advantages. In this example, not all players benefit
from the geoproximity to the guild area. Only players that are part
of the guild receive the benefit.
[0134] In a similar embodiment, players in geoproximity to a guild
area may receive a detriment if they are not members of the guild.
In this embodiment, players entering combat in the geoproximity of
a guild area may be at a disadvantage if they are not members of
the guild.
[0135] Alternatively, players in geoproximity to a guild area may
receive some benefit, even if they are not members of the guild.
For example, player avatars may receive increased damaged when
playing non-player character monsters while the players are in
geoproximity to a guild area. This encourages players to
participate in playing the game in the geoproximity of the guild,
allowing these players to meet and interact with the guild members,
encouraging them to join the guild.
[0136] Player Awareness of Other Players Using Geolocation
[0137] In this embodiment, a player is notified of the geolocations
of other players. In the preferred embodiment, a player has a
sensory range whereby the player is made aware of other players
within a predetermined geolocation of the player.
[0138] For example, a player may have a special ability to sense
players of a certain type. Each player's geolocation is updated to
a central server. When players of the certain type are within a
predetermined geoproximity of the sensing player, the central
server notifies the sensing player of the geolocation of the
players with the certain type. This may update the player's local
gaming device to show the approximate geolocations of these players
relative to the sensing player.
[0139] Alternatively, players may form groups or teams and play the
game together. In this case, the central server may notify the
members of the team as to the geolocations of the other team
members.
[0140] In another embodiment, a team or group of players may
transfer to a local gaming environment whereby their local
computing devices are networked together. In this embodiment, the
geolocations of the team members may be shared directly using the
local network rather than updating a central server.
[0141] Furthermore, the ability of a player to sense other players
may be increased or decreased due to the geolocation of the sensing
player. Here, a player within geoproximity to a specific
geolocation (a restaurant, guild area, or other geolocation) may
have their sensing skills increased or decreased.
[0142] Alternatively, the ability of a sensing player to locate
another player may be increased or decreased due to the geolocation
of the sensed player. Here, a player may be located in geoproximity
to a geolocation that inhibits sensing. In this case, a sensing
player may not be able to detect the sensed player due to the
geolocation of the sensed player.
[0143] Player Awareness of Other Players Across Virtual
Environment
[0144] In this embodiment, a player is notified of one or more
geolocations from one or more players. In the preferred embodiment,
a player's avatar may see other players' avatars across entire
areas of the virtual environment. Here, the virtual environment is
the logical space for the game as opposed to the physical
environment of the player playing the game.
[0145] For example, a player may play a space game where the
virtual environment is a region of outer space, while the player is
physically located on Earth. This example game desires to have
people from distant regions working together as teams to facilitate
inter-cultural communication between different physical cultures.
Thus, the game may show a player the virtual locations of other
players who are from geolocations that are physically remote from
the player. This will enable the player to choose teammates from
remote geolocations even though the teammate's avatars may be
nearby in the virtual space.
[0146] Player Awareness of Other Players Across Physical
Environment
[0147] In this embodiment, a player is notified of one or more
geolocations from one or more players. In the preferred embodiment,
a player's avatar may become aware of the geolocations of other
players across entire areas of the physical environment. As an
example of the embodiment, a player may want to see the players
that have a special ability or status in the game across a region
such as the entire the United States. Each player's geolocation is
updated to a central server. A player may then see a map of the
United States (physical environment) with all the players of a
certain ability or status showing on the map based on their
geolocation.
[0148] Players Receive Benefits Due to Geoproximity of Other
Players
[0149] In this embodiment, players receive in-game benefits due to
the geoproximity in geolocation to other players. For example, when
a number of players from the same guild are geolocated within
geoproximity of each other, some or all of the players may receive
some in-game benefit.
[0150] Alternatively, players may receive a detriment due to the
geoproximity of other players. Here, a player may receive a
negative benefit because the player is nearby a group of enemy
players.
[0151] Players Receive Benefits Due to Geoproximity of Items
[0152] In this embodiment, players receive a benefit or detriment
due to the geoproximity of a physical or virtual item. A physical
item may be placed in a game using the geolocation of the item.
Alternatively, a virtual item may be entered into the game as
existing at a geolocation even though there is no actual item at
the geolocation.
[0153] In either case, when a player is in geoproximity to the
item, the player may receive a benefit or detriment. For example,
the game may have artifacts that enhance certain players' abilities
in combat. Here, a player's combat attributes may be increased when
the player is in the geoproximity of the item.
[0154] Alternatively, a player may receive a detriment when in the
geoproximity of a cursed item. Here a player's abilities may be
reduced due to the geoproximity of the player to the geolocation of
the cursed item.
[0155] Geolocations as Game Zones
[0156] In this embodiment, regions in geoproximity to a geolocation
may be considered game zones with special characteristics. For
example, certain game zones may allow combat between opposing
players while other game zones may not.
[0157] Alternatively, geolocations may be considered guild areas or
provide special benefits (see In-Game Benefits Based on
Geolocation). However, the gaming software may treat game zones
differently than the simple application of these benefits. For
example, the central server may divide the game world into zones,
and handle the game mechanics of each zone separately. This allows
the game software the ability to compartmentalize the game into
different regions rather than needing to handle the participation
of all players simultaneously.
[0158] When the central server is able to divide the game into
zones based on geolocation, the central server may handle the game
mechanics of each zone separately. This allows the zone to be
sequestered form other zones allowing a server to handle only the
mechanics specific to a single zone. This effectively reduces the
computation required to manage the mechanics of the game.
[0159] Tracking Devices
[0160] In this embodiment, a player may have the ability to plant a
tracking device on another player. A tracker places a virtual
device on a tracked player. The tracker is then able to see the
geolocation of the tracked player as the tracked player moves.
[0161] Here, the tracker receives geolocation information on the
tracked player from the central server or from a local network
connection. The tracked player's geolocation may appear on the
gaming device of the tracker.
[0162] The tracker may have an unlimited range of tracking, or a
limited range. When the range is limited, the tracker may not be
able to obtain the geolocation of the tracked player when the
tracked player is outside the geoproximity of the tracker.
[0163] Alternatively, as opposed to showing the geolocation of the
tracked player to the tracker, the gaming system may show some
indication of the geolocation of the tracked player. For example,
the general direction of the tracked player may be shown (i.e.
North, South, East, West, etc.), or the tracker may receive a
notification that the tracked player is `nearby` without specifying
the geolocation or direction.
[0164] In another embodiment, a player may have the ability to
plant a virtual tracking device in-game on another player's avatar
in-game where the tracker is made aware of the virtual location of
the tracked player whenever the tracked player enters the
geoproximity of a geolocation. For example, if the tracking player
places a virtual tracking device on another player's avatar in-game
and then marks a geolocation as a tracking beacon, whenever the
tracked player's geolocation is in geoproximity of the tracking
beacon, the tracker will be made aware of the tracked player's
avatar's virtual location, allowing the tracker to know the virtual
location of the tracked player's avatar as long as the tracked
player remains in geoproximity to the tracking beacon.
[0165] Alternatively, as opposed to showing the virtual location of
the tracked player's avatar to the tracker, the gaming system may
show some indication of the virtual location of the tracked
player's avatar. For example, the general direction of the tracked
player's avatar may be shown (i.e. North, South, East, West, etc.),
or the tracker may receive a notification that the tracked player's
avatar is `nearby` without specifying the virtual location or
direction.
[0166] Geolocations in Tandem
[0167] In this embodiment, two or more players work together as a
team where one player must maintain geolocation in a specific
geoproximity, while the other team member performs some in-game
task. Here, the task may only be performed by the second player
while the first player maintains geoproximity to a geolocation.
[0168] For example, in a sniper game, one player may act as a
spotter, while the other player acts as a sniper. In this case, the
sniper maintains position at a geolocation while the spotter is
allowed to change geolocation. The spotter's avatar is not able to
attack other player's avatars, but the sniper's avatar can.
However, the sniper's avatar has limited ability to attack without
the spotter's avatar's input. Once the spotter is in geoproximity
of a target, the sniper's avatar is able to attack.
[0169] Alternatively, in a capture-the-flag game, the flag may only
be captured when one player is in the geoproximity of the flag,
while another player is in geoproximity of another geolocation.
Here, the players must work as a team in order to capture the flag
and win the game. In this example, the players must be in
geoproximity of specific geolocations in order for their in-game
avatars to perform the task of capturing the flag.
[0170] Advertising Themes
[0171] Theme based advertising may be incorporated with the online
game in conjunction with GPS. Here, an advertising theme for a
business or movie may create a themed online game that incorporated
GPS information.
[0172] In this embodiment, advertising revenue is collected for the
construction, implementation, maintenance, or administration of an
online game using GPS information. This allows the attraction of a
targeted group of players interested in the advertising theme of
the particular game.
[0173] Advertisers may use the online game to promote the theme to
the players. For example, a movie company may create an online game
that incorporates GPS information based on the theme of a movie.
Promotions may be delivered using a central server to the players
of the game. Here, an upcoming movie may be promoted by delivering
advertising content to game players.
[0174] Graphics Change by Geolocation
[0175] In this embodiment, a player's avatar may have a different
graphical model appearance in the virtual environment based on the
player's geolocation. In many online games, graphical models may be
stored in a database or plurality of databases for selection to
display independently or in combination with other graphical models
in a virtual environment. This graphical model may be seen by other
avatars within virtual proximity to this player's avatar. For
example, a player may walk into a coffee shop and as the player is
geolocated in that coffee shop, the player's avatar may have the
coffee shop's logo on their armor in the virtual environment. This
logo may be applied to the model using a texture map of the
physical corporation's logo and may incorporate a registered
trademark associated with the corporation, in this case a coffee
shop, to be used to advertise for the corporation.
[0176] Similarly, the player's avatar may retain a virtual item
associated with at least one graphical model specific to the
player's geolocation. For example, a player may walk into a coffee
shop and as the player is geolocated in that coffee shop, the
player's avatar may appear to be holding a cup of coffee with the
corporation's logo on it in the virtual environment in such a
manner as to advertise for the corporation. This logo may be
applied to the model using a texture map of the physical
corporation's logo and may incorporate a registered trademark
associated with the corporation, in this case a coffee shop, to be
used to advertise for the corporation.
[0177] Physical Reward for Virtual Performance
[0178] In this embodiment, a player may receive a reward in the
physical environment for some performance by the player's avatar in
the virtual environment when the player is in a specific
geolocation. For example, if the player is geolocated in a coffee
shop and the player's avatar defeats a specific monster, the player
may receive a free coffee from that coffee shop for successfully
defeating the monster in the virtual environment.
[0179] Alternatively, if a player reaches a new high score, they
may be rewarded with a coupon to a store in geoproximity to the
player. This encourages players to play the game nearby
participating stores, increasing the stores' customer base and
revenue, while encouraging players to patronage the store.
[0180] Alternatively, if a player achieves a new level for their
character (many online games have levels associated with each
player and as players gain experience, they achieve new levels),
the player may receive a coupon to a store in geoproximity to the
player. The same advertising rationales as stated above apply to
this embodiment as well.
[0181] Scavenger Hunt
[0182] In this embodiment, players receive a list of clues that
lead them to certain geolocations. When a player enters
geoproximity to a geolocation, the player is marked as collecting
the item or fulfilling the clue. The player or team that collects
the most clues is considered the winner.
[0183] A scavenger hunt game may be conducted using a central
server or using a local network of players. Furthermore, players in
the scavenger hunt game may work together as a team whereby a
player moves to a geolocation, logs into the game, the team is
marked as collecting an item, then logs out, allowing another
player to log in at a different geolocation and allowing the team
to collect another item.
[0184] Alternatively, the scavenger hunt game may be played with a
team whereby a stationary player remains at a geolocation and uses
team members to collect items. Here, a player may resolve clues to
geolocations, then instruct others to move to that geolocation.
Once the other person arrives at the geolocation, the other person
logs into the game causing the player to be marked as collecting
the item. Here, the stationary player may never move from the
geoproximity of a geolocation, but is able to collect the scavenger
hunt items.
[0185] Space-Time Geolocations
[0186] Any embodiment based on geolocations may be extended to
include a temporal component. Here, geoproximity is not merely
geoproximity of a geolocation in space. Geoproximity is determined
using a time component as well.
[0187] This embodiment replaces a geoproximity with space-time
geoproximity. In this case, geoproximity is required during a
specific interval of time.
[0188] For example, in a werewolf game, players may become
werewolves when the player is in geoproximity to a geolocation and
during a full moon. Simply being present at a geolocation is not
sufficient to transform the player into a werewolf. A specific time
interval is also required, namely the time interval when the moon
is full.
[0189] Weather Geoproximity
[0190] Geoproximity may be combined with other attributes to create
other geoproximity types. For example, a player's in game
experience may be altered when the player is in geoproximity of a
specific geolocation, and when the current weather is rainy.
[0191] In this embodiment, the central server receives current
weather information from a weather source. Alternatively, the
weather information may be virtual weather rather than physical
weather. Here, the central server may identify the specific weather
conditions, and when the weather conditions match predetermined
characteristics, and when a player is in geoproximity to a specific
geolocation, the player's in game experience is modified.
[0192] This geoproximity measure may be coupled with attributes
other than weather. Other attributes may include geoproximity to a
solar eclipse, geoproximity to an ocean or lake, geoproximity to an
erupting volcano, or other geo-temporal attribute. Alternatively,
this may be coupled with the space-time geoproximity form the
previous section.
[0193] Updating a Player's Geolocation
[0194] There are several approaches that may be employed to update
a player's geolocation. The player may notify the game of the
change in geolocation, or the game may automatically detect the
change. The player may actively update their geolocation by
instructing the game software to make an update. Alternatively, the
geolocation may be updated passively by the gaming software by
reading the current geolocation and transmitting this information
to a central server.
[0195] A player may notify the game of the change of geolocation by
clicking a button which causes the players current geolocation to
be uploaded to a central server. In this case, the player's local
gaming device may have a GPS module incorporated into the device.
By clicking a button, the local gaming software may identify the
current GPS geolocation from the GPS module, and then transmit this
information to the central server.
[0196] Alternatively, the player may choose a geolocation from a
list and then instruct the gaming software to update their
geolocation. In this embodiment, a predetermined list of
geolocation choices is presented to the player. The player selects
one of these geolocations, then clicks a button instructing their
geolocation to be updated.
[0197] In another embodiment, a player may type in a geolocation
and instruct the central server to make an update. For example, the
player may input a zip code and click a button to update the
central server. Here, there is not a predetermined list of
geolocations. Rather, the player is allowed to input a geolocation
in a free-form manner. Moreover, the player may input information
other than a zip code. For example, a player may input a city name,
state name, country name, street name, intersection of two streets,
or some other information that the central server may use to
determine the geolocation of the player.
[0198] In an alternative embodiment, the gaming software may be
used to regularly update the player's geolocation without the
requirement of active involvement of the player. A GPS module is
located in the local gaming device used by the player. Software may
be run on this local device that regularly queries the GPS module
to determine the current geolocation. The local software may
transmit this information to a central server causing the players
geolocation to be passively updated.
[0199] Player's Virtual Location vs. Physical Geolocation
[0200] In this embodiment a player may freely move their virtual
location while their physical geolocation remains constant.
Although the player may start at a virtual location that
corresponds to the person's initial physical geolocation, the
player may then change their virtual location without changing
their physical geolocation.
[0201] In one embodiment, a player may start at a virtual location
that corresponds to their physical geolocation. The player may then
move from this initial virtual location without physically moving
from the initial physical geolocation. For example, a player may be
physically located in a restaurant but may then choose to walk
their in-game avatar from the restaurant across the street to a
movie theater without physically leaving the restaurant.
[0202] In another embodiment, a player may start at a virtual
location that corresponds to a geolocation that is not
representative of their physical geolocation. The player may then
move from this initial virtual location without physically moving
from their initial physical geolocation. For example, a player may
be physically located in Virginia, while their in-game avatar is
geolocated in France. The player may then choose to drive their
in-game avatar from France to Germany without the player physically
moving from their physical geolocation in Virginia.
[0203] In another embodiment, a player's avatar may start at a
virtual location that corresponds to the player's physical
geolocation. The player may then move from this initial physical
geolocation, and while they do this they can move their avatar's
virtual location in directions different from the player's physical
movements. For example, a player may be physically geolocated in a
restaurant and when the player physically walks across a street
moving east from the restaurant, their avatar may be moving west
from the restaurant.
[0204] In another embodiment, a player's avatar may start at a
virtual location that corresponds to a geolocation that is not
representative of the player's physical geolocation. The player may
then move from this initial physical geolocation, and while they do
this they can move their avatar's virtual location in directions
different from the player's physical movements. For example, a
player may be physically geolocated in Virginia and their avatar's
virtual location is mapped to a geolocation in France. The player
may then choose to walk across a street in Virginia headed east
while their avatar may be moving west in France.
[0205] In another embodiment, a player may start at a virtual
location that corresponds to their physical geolocation. The player
may then move from this initial physical geolocation causing a
change in their virtual location. For example, a player may be
physically located in a restaurant and when the player physically
walks across a street, their in-game avatar also walks across a
street.
[0206] In another embodiment, a player may start at a virtual
location that corresponds to a geolocation that is not
representative of the player's physical geolocation. The player may
then move from this initial physical geolocation, and while they do
this causes a corresponding movement for their in-game avatar. For
example, a player may be physically located in Virginia and their
in-game avatar geolocated in France. The player may then choose to
walk across a street in Virginia which causes their in-game avatar
to walk across a street in France.
[0207] It should be appreciated that in the above embodiments, when
the physical motion of a player causes a movement of the player's
in-game avatar, the in-game movement is not necessarily equivalent
to the physical movement. For example, it may be the case that a
movement of 10 feet at a physical geolocation might correspond to a
movement of a mile in the game environment, or vice-versa.
[0208] Item Customization Based on Geolocation
[0209] In this embodiment, players may create custom in-game items
that are created based on one or more players' geolocation. Here, a
custom item may require one or more players to collect one or more
in-game resources while in one or more geolocations to create an
in-game item that provides one or more special abilities that may
then be used, traded, or sold to other players.
[0210] In one embodiment, custom in-game items may have constraints
on their construction based on a player's geolocation and the
conditions at their geolocation. For example, a potion may have a
higher probability of being successfully constructed if the player
constructing it is doing so while it is snowing at their
geolocation.
[0211] In another embodiment, custom items that are created may
have restrictions as to the manner in which the item operates
in-game based on the operating player's geolocation. For example,
if a player were to make a potion item that would yield high damage
to an opponent, the potion may have a restriction that it yields
high damage only when it is raining at the player's geolocation but
would not yield any damage if it is not raining.
[0212] Alternatively, a player's in-game sword may have the
characteristic that the damage dealt by the sword is based on the
weather at the player's geolocation. In this example, the player's
local device transmits the player's geolocation to the central
server. The central server has access to data sources which specify
the weather at various geolocations around the world. The central
server then uses this data to determine the weather at the player's
present geolocation and modifies the damage dealt by the sword
accordingly.
[0213] In another embodiment, an in-game combat situation may be
influenced by the geolocation of the participants in the combat.
For example, one player may have a sword whose damage is dependent
on the weather at the geolocation of the victim of the sword
blows.
[0214] In another embodiment, an in-game combat situation may be
influenced by the geolocations of the participants in the combat.
For example, one player may have a sword whose damage is dependent
on the weather at the geolocation of the victim of the sword blows
and the weather at the geolocation of sword wielder. For instance,
a sword may cause maximal damage when the sword wielder is at a
geolocation that is sunny, and when the victim of the sword blows
is at a geolocation that is raining.
[0215] It should be appreciated that a geolocation mentioned in
this section is not necessarily the physical geolocation of a
player or the players' local device. The geolocation may be a
geolocation chosen by the player and reported to the server that is
a physical geolocation distinct from the physical geolocation of
the player.
[0216] Loot Tables Based on Geolocation
[0217] In this embodiment, one or more players may collect special
items from in-game characters based on their geolocation.
[0218] In one embodiment, special items may be available to a
player that is in a specific geolocation fighting an in-game
character. For example, if a player's geolocation is in Africa and
they are fighting a dragon, the dragon may yield diamonds as loot
upon it being killed whereas a player whose geolocation is in
California may fight a similar dragon that yields gold as loot upon
it being killed.
[0219] In another embodiment, special items may be available to a
group of players fighting an in-game character based on the
geolocations of the individual players. For example, if one player
fighting a dragon has a geolocation in Africa (diamonds) and
another player fighting the same dragon has a geolocation in Japan
(throwing stars), then the dragon may yield diamond throwing stars
as loot upon it being killed.
[0220] In another embodiment, special items may be sold or traded
by an in-game character vendor to players based on their
geolocations. For example if a player's geolocation is in Mexico,
the vendor may offer Tequila as a healing potion whereas a player
whose geolocation is in Russia, the vendor may offer Vodka as a
healing potion, or in France, Champagne, or in Italy, Wine, or in
Japan, Sake, or in Germany, beer.
[0221] It should be appreciated that a geolocation mentioned in
this section is not necessarily the physical geolocation of a
player or the players' local device. The geolocation may be a
geolocation chosen by the player and reported to the server that is
a physical geolocation distinct from the physical geolocation of
the player.
[0222] Purchasing Items Based on Geolocation
[0223] In this embodiment, players may purchase one or more in-game
items based on their geolocation. Items would be available for
purchase through an in-game store that players could purchase for
use in the game.
[0224] In one embodiment, special items may be available to a
player that is in a specific geolocation. For example, a player may
be able to purchase a magical guitar in-game when the player is in
geoproximity of Tennessee while a player with a geolocation in
California may be able to purchase an in-game mystical movie
camera.
[0225] In another embodiment, special in-game items may be
available to a group of players based on the geolocations of the
individual players. For example, two players may be able to
collectively purchase throwing stars made of diamonds based on one
player's geolocation in Japan (the throwing star component) and the
other player's geolocation in Africa (the diamond component).
[0226] It should be appreciated that a geolocation mentioned in
this section is not necessarily the physical geolocation of a
player or the players' local device. The geolocation may be a
geolocation chosen by the player and reported to the server that is
a physical geolocation distinct from the physical geolocation of
the player.
[0227] Spell/Item Creation
[0228] In a Proximity Multiplayer Online Role Playing Game (PMO or
PMORPG), a player's avatar may be allowed to create new in-game
spells. In this embodiment, the player is presented with options
for the characteristics of a spell to create. For example, in
creating a direct damage spell, the player may have the option of
specifying the amount of damage dealt, the casting time for the
spell, the amount of mana required, and/or the presence of zero or
more special items.
[0229] Based on the characteristics of the spell requested and the
player's attributes (avatar level, attributes, game currency paid,
etc.), the central server or local device computes a time required
and a probability of success. The time may be specified in physical
time or in-game time.
[0230] If the player accepts, the central server records the
requested characteristics and begins the waiting period. The player
may engage in other aspects of the game while waiting for this
process to complete.
[0231] Once the time duration is complete, the central server uses
the associated probability to determine if the process was
successful. The central server uses a random number generator to
compute a number on the range [0, 1) and checks this number against
the success probability. If the random number generated is less
than or equal to the specified probability, the process is
determined to be a success. If the random number is greater than
the specified probability, the process is determined to be a
failure.
[0232] If the process is successful, the player is granted access
to this new spell. The player may use the spell themselves, or may
sell the spell to another player for use. In this respect, the
players actions may become incorporated into the in-game
economy.
[0233] In another embodiment, a similar process may be used to
create magical items. Again, the player specifies a set of
characteristics for the item, and a duration and probability is
computed. If the player accepts, the player waits for the duration
period to expire, then the central server computes whether the
process was successful using a random number generator. If the
process is successful, the player is granted the item.
[0234] The above embodiments may be extended using factors to
influence the duration period or probability of success. For
example, if the player possesses an in-game item(s), the duration
period or probability may be modified. Alternatively, if a player
kills particular monsters in-game, the duration or probability may
be modified. Alternatively, if the player is in geoproximity to a
particular geolocation, this may affect the duration or probability
of success. Moreover, if the player is in a geolocation at a
particular time (solar eclipse, lunar eclipse, full moon, etc.) or
if the geolocation has particular characteristics (sunny, rainy,
cold, wind, dry, hot, wet, etc.), these may also affect the
duration period or probability of success.
[0235] Mapping Virtual Environments to Physical Environments
[0236] In this embodiment, virtual environments may be mapped to
physical environments, allowing virtual locations to correspond
with geolocations. For example, an in-game tequila bar in the
middle of outer space may be mapped to the geolocation of a coffee
shop in the physical environment. As shown in this example in which
a virtual tequila bar is being mapped to a physical coffee shop,
the virtual environment may not necessarily be representative of
the physical environment that it is mapped to.
[0237] It should be appreciated that in mapping a virtual
environment to a physical environment that the virtual dimensions,
structures, or objects of the virtual environment may not be
proportional to the physical dimensions, structures or objects of
the physical environment. For example, an in-game constellation of
stars may be mapped to the physical environment the size of a
restaurant.
[0238] Collision Detection Between a Virtual Location and a
Geolocation
[0239] In this embodiment, a player's geolocation may collide with
a player's avatar's virtual location. This is possible when there
exists a locally continuous map from the physical environment to
the virtual environment or when a virtual environment is mapped to
a physical environment (see Mapping Virtual Environments to
Physical Environments). For example, if a virtual town is mapped to
a physical shopping center and a player's avatar is walking through
the virtual town, the avatar's virtual location may collide with
another player's geolocation if the other player is walking through
the physical shopping center, or visa-versa.
[0240] Collision Detection of Geolocations
[0241] In this embodiment, a player's avatar may be limited to
where it can move based on potential collisions of virtual
locations that are mapped to physical geolocations. This may occur
in the case that a virtual environment is mapped to a physical
environment (see Mapping Virtual Environments to Physical
Environments). For example, a player's avatar may not be able to
walk through a virtual terrain in-game due to the virtual terrain
being mapped to a fenced-off building in the physical
environment.
[0242] Communicating with Players within a Geolocation
[0243] In this embodiment, players within a specified geoproximity
of each other may be able to communicate with each other. For
example, when a player walks into a store to buy a piece of
clothing, the player may communicate using text messaging on their
mobile phone to ask other players that are within geoproximity if
they know of any sale items in the store. Other players within
geoproximity may answer that player's question and/or converse
amongst the other players.
[0244] Alternatively, players whose avatars are within a specified
virtual proximity of each other may be able to communicate with
each other. For example, when a player's avatar is in a virtual
town, the player may chat with other players whose avatars are also
within virtual proximity of the virtual town.
[0245] In another embodiment, when a virtual environment is mapped
to a physical environment (see Mapping Virtual Environments to
Physical Environments) players may be able to communicate with each
other when their avatar's virtual location and/or geolocation are
within virtual proximity and/or geoproximity respectively of other
players' avatar virtual locations and/or geolocations. For example,
if the virtual town is mapped to a physical shopping center, then
any players who are within geoproximity of the shopping center may
be able to communicate with each other as well as any players whose
avatars are within virtual proximity of the virtual town, and
visa-versa.
EXAMPLES OF METHODS
Proximity Multiplayer Online Role Playing Game
[0246] An MMORPG (Massively Multiplayer Online Role Playing Game)
may be enhanced with geolocation information to create a Proximity
Multiplayer Online Role Playing Game (PMORPG). This section
provides an example of one such embodiment. It should be understood
by one skilled in the art that this example is intended as a
demonstration of the incorporation of geolocation into a MMORPG,
and that PMORPGs are not limited exclusively to this example and
may be enhanced using other embodiments of the instant invention
not mentioned in this section, combining embodiments together to
create additional features, or by employing the embodiments
mentioned in this section in other ways to create alternative
gaming experiences.
[0247] In this example, a player participating in a PMORPG creates
an account on a gaming server. Using this account, the player
creates an avatar. In this section, character is used as a
generalization of a group of avatars and does not relates to a
specific avatar used by a player.
[0248] The player's character may be customized in many ways, but
two important customization choices are race and class. Race
relates to the culture that the players' avatar is from in the
game. Class relates to the specific abilities available to the
character.
[0249] Armor
[0250] A player's character may have a verity of armor that may be
worn. Armor pieces often cover the head, chest, back, legs, arms,
hands, and/or feet. Additional pieces may be used as well including
shields, bracers, anklets, rings, and/or bracelets.
[0251] Each armor piece has one or more defense attributes. For
example, an armor piece may have a defense rating in general, or a
particular rating against wooden, metal, bladed, or magical
weapons.
[0252] The various armor pieces are combined together to compute an
overall defense rating for the player. This is often computed by
simply summing the defense ratings of each individual piece, or may
be computed using more complicated formulae.
[0253] Weapons
[0254] A player's character may use one or more weapons. Each
weapon is provided an attack value depending on the nature,
character, and special attributes of the weapon.
[0255] Typical characteristics for weapons are the attack value and
the speed. The attack value may be provided as s number of may be a
damage range. When provided as a damage range, each time the weapon
hits an enemy, the weapon's damage is computed using the range.
This damage may be reduced based on the armor value of the victim.
Alternatively, the damage may be reduced using only the
characteristics of the individual piece of armor struck by the
weapon.
[0256] Weapon speed is how long the player must wait between
attacks with the weapon. This is typically provided in terms of a
duration of time. For example, a dagger may have a short attack
speed such as 0.5 s, while a long sword may have a longer duration
such as 4 s.
[0257] Spells
[0258] Certain classes or races have the ability to cast spells (or
similar effects such as Bard songs). Spells may have a wide-verity
of in-game effects from direct damage to opponent forces through
conjuring an in-game pet.
[0259] One common spell type is a damage spell used to harm
opponents. This type of spell has characteristics such as the
damage done by the spell, the time required to cast the spell, and
the amount mana (magic energy) required.
[0260] Attributes
[0261] Player characters have a plurality of attributes including
Strength, Dexterity, Wisdom, Intelligence, Charisma, Hit Points,
and Mana. Some of these attributes may be computed based on others.
For example, Mana may be computed based on the player character's
Wisdom and/or Intelligence. Hit points may be computed based on
Strength and/or Dexterity.
[0262] Attributed may be altered by magic spells, armor, or
weapons. Certain players may be able to cast spells on friends or
foes causing the attributes of the targeted player to change.
[0263] PMORPG Scenario 1
[0264] One embodiment for a PMORPG is the attributes for a certain
class may increase when several players of the same class are
geolocated in geoproximity to one another. For example, if several
players are playing clerics in a geolocation within a predetermined
geoproximity to each other, the central server may detect this and
increase the ability of these clerics by increasing the amount the
clerics heal. The clerics may not be grouped together in-game, and
may not be located in geoproximity to one another by virtual
location.
[0265] PMORPG Scenario 2
[0266] A player may desire to imbue an in-game item with special
powers. The game may require that the player have a geolocation at
a place on Earth that is experiencing a solar eclipse. The central
server detects the geolocation of the player, and if the player is
in fact in geoproximity to the solar eclipse at the time of the
eclipse, and the player performs specific tasks in-game (go to a
specific virtual location or geolocation, cast a spell, perform a
ritual), then the central server updates the item with the special
powers.
[0267] PMORPG Scenario 3
[0268] A player's character may have a special ability to transform
into a werewolf. However, the central server may check the player
is in a geolocation with visibility of a full moon. This, the
player's in-game character is only allowed to transform into a
werewolf when the player is in a geolocation with a full moon.
[0269] PMORPG Scenario 4
[0270] A monster in the game can only be damaged by a group of
players when at least one player is geolocated in the United
States, and at least one player is in China. Here, the player team
must assure that players are located in specific geolocations in
order to combat this monster.
[0271] Scavenger Hunt
[0272] Another example game is a scavenger hunt. Here, players are
provided a set of clues and may access the game using a local
device connected online. The clues relate to specific geolocations
in the players general area (town or local region).
[0273] The players use to clues to determine the geolocation
related to the clue. The player may then travel to the geolocation.
The player's local device maintains connection to a central server
and updated the central server with the geolocation of the player.
When the central server detects that a player is in geoproximity
related to a clue, the central server notifies the player and
scores the player as satisfying the clue.
[0274] The scavenger hunt continues for a predetermined amount of
time. When the designated time is up, the player or team with the
most points is awarded as the winner(s).
[0275] Zombie Game
[0276] Another example game is a zombie game. Here, players start
as either a zombie or a human and may access the game using a local
device connected online. The virtual location of a player's zombie
or human corresponds to either the player's geolocation or a
geolocation the player chooses to be located.
[0277] When playing a zombie, a player can "infect" other players
when in geoproximity to other players that are playing human
players. Once a zombie avatar infects other human player's avatars,
those avatars become zombies within a predetermined time.
Similarly, when playing a human, a player's human avatar can "cure"
other player's avatars when in geoproximity to the other players
that are playing zombie avatars. Once a human player's avatar cures
a zombie player's avatar, that zombie player's avatar becomes a
human avatar within a predetermined time.
[0278] When an in-game combat situation between a zombie and a
human ensues, players may have special abilities or items that may
help them in the battle to convert the opposing party.
[0279] Items or special abilities to further the cause of a zombie
or human may be purchased or possibly found in predetermined
geolocations or in geolocations where other players have "dropped"
or placed items. Items may be tracking devices to track other
players, medication to cure zombies, guns, chainsaws and other
weapons. Special abilities may increase sensing geoproximity to be
able to sense another player before they can sense your presence,
increased strength, speed, etc. Items may run out and special
abilities may weaken and ultimately end as well.
[0280] This example would be an ongoing game without necessarily
having an ultimate winner or loser. Awards could be collected with
individual player achievements such as the zombie player with the
most infected at one time or in one geolocation, the largest or
smallest group zombie attack, and for the human players,
achievements such as the most zombies cured at one time or in one
geolocation, or the longest time while surviving uninfected.
[0281] Players could see a map of as close as their immediate area
to as far as the entire world to be able to see the number of
zombies and/or humans in any area.
[0282] Variations--Werewolves
[0283] This game could be constructed to include werewolves or even
a separate game of only werewolves. A werewolf game could introduce
the element of player's changing into werewolves only when there is
a full moon in their geolocation.
[0284] Variations--Vampires
[0285] This game could be constructed to include vampires or even a
separate game of only vampires. A vampire game could introduce the
element of players only being able to attack their human opponents
at night. A bat travelling mode may be introduced to allow a
vampire player to "fly" around town with little to no detection. A
vampire game could also have a smaller attacking radius, requiring
vampire players to get much closer to their opponents before they
can "bite" them.
[0286] Variations--Witches
[0287] This game could be constructed to include witches or even a
separate game of only witches. A witch game could introduce the
element of team play with witches in "covens." Witches may be able
to purchase or scavenge for exotic items to create potions and/or
spells that give special benefits or detriments to players. A broom
flying mode may be introduced to allow a witch player to "fly"
around town with little to no detection.
[0288] Assassin Game
[0289] Another example game is an assassin game. Here, players act
as assassins with specific targets and may access the game using a
local device connected online. The virtual location of a player's
assassin corresponds to either the player's geolocation or a
geolocation the player chooses to be located.
[0290] A player may initially start as a junior assassin with
limited weaponry. The player is regularly given "targets" in their
region and must seek out the other players that they must
"assassinate." As the player assassinates other players, there may
be players that are also after this player to assassinate.
[0291] A player assassinates other players by getting within a
certain geoproximity of their target and pressing a button on their
local device to "take the shot." Shots may be successful based on
the type of weaponry, the experience of the player (levels gained
the more a player plays the game), and/or an element of randomness
or "luck."
[0292] Players may work as a team in assassination attempts,
allowing a player to track other players, use a spotter to get a
target in geoproximity to snipe, and/or arrange explosive items to
blow up their target.
[0293] Players may be able to purchase upgraded weaponry or new
weaponry in their efforts to become a more effective assassin. A
player may even be able to collect weapons from their targets as
they assassinate them.
[0294] As a player assassinates their targets, the player may get
the target list of the players they assassinate, making the
ultimate end goal to assassinate the player or players that have
this player's name as their target.
[0295] Angels, Demons, Ghosts Game
[0296] Another example game is a game involving angels, demons,
and/or ghosts. Here, players act as angels, demons, and/or ghosts
with specific goals to "possess" other players or non-player
characters. The virtual location of a player's angel, demon, and/or
ghost corresponds to either the player's geolocation or a
geolocation the player chooses to be located.
[0297] A player may freely move around the world possessing other
players to accomplish goals such as converting to good or
converting to evil. A player may even act as their central
"possessed player" to carry out tasks that are specific to the
player. This possession would happen when the player moves their
angel, demon, and/or ghost to the geolocation that the player
physically resides. When this happens, the player is now the
possessed individual that may allow the player to accomplish
additional goals of peace or havoc.
[0298] This example would be an ongoing game without necessarily
having an ultimate winner or loser. Awards could be collected with
individual player achievements such as the angel, demon, and/or
ghost player with the most possessions at one time or in one
geolocation, the largest or smallest group possession, the most
players converted, etc.
[0299] Players could see a map of as close as their immediate area
to as far as the entire world to be able to see the number of
angels, demons, and/or ghosts in any area.
DETAILED DESCRIPTION OF THE DRAWINGS
[0300] FIG. 1 details an online game involving players using local
computing device that transmit geolocation and game information to
a central server. The central server (101) is the central point for
communication of players. Players using various local computing
devices may transmit their geolocation information as well as game
information to the central server. The central server may transmit
game information to the players' local computing devices as well.
Mobile devices (102) may transmit their geolocation using built-in
geopositioning mechanisms such as GPS units. Desktop computers
(103) may transmit their geolocation using applications such as web
browsers that are geoposition-enabled or even computer hardware
that transmits geopositional information such as a GPS unit. Tablet
devices (104) such as an iPad or tablet PC may have built-in
geopositional mechanisms such as GPS units or may use applications
that are geoposition-enabled to transmit their geolocation. Laptop
computers (105) may transmit their geolocation through applications
such as web browsers that are geoposition-enabled or even computer
hardware that transmits geopositional information such as a GPS
unit.
[0301] FIG. 2 details a local game involving players using various
local computing devices that transmit geolocation and game
information amongst the players without interacting with a central
server. In local game play, players may communicate with other
locally situated players to play a local version of the game
without the requirement of a central server. Players (201, 202,
203, 204, and 205) use their local computing devices to store,
process and communicate gameplay to other players in the local
game. Geolocations may be transmitted in a peer-to-peer connection
amongst the players to determine the geolocations of the players
involved without the need of a central server.
[0302] FIG. 3 details a game involving players using various local
computing devices that transmit geolocation and game information
through a local network connection. In this local game
configuration, players may use various local computing devices
(301, 302, 303, 304, 305, and 307) to communicate and play the game
with other locally connected users through a central network
connection (306). This local network connection may be used for a
local version of gameplay with the central network connection being
a device such as a hub, switch, router, etc. This central network
connection may then be used to not only relay information amongst
the players locally, but to relay the information to a central
server across a wide-area network (see FIG. 1).
[0303] FIG. 4 details players receiving benefits or detriments when
within geoproximity of established geolocations. A player's
geolocation as well as established geolocations may have
predetermined proximities around them (401). When a player's
geoproximity is within another established geolocation's
geoproximity (403), the player may receive a benefit (404).
Alternatively, when a player's geoproximity is within another
established geolocation's geoproximity (408), the player may
receive a detriment (407).
[0304] One or more players may designate geolocations to favor
members of a particular group when in geoproximity of the
designated geolocation (406). Players that are members of the
designated group (402) may receive a benefit when within
geoproximity of the designated geolocation's geoproximity, while
players that are not members of the designated group (405) may
receive a detriment when within geoproximity of the designated
geolocation's geoproximity.
[0305] FIG. 5 details player notification of other players'
geolocations when within a sensory range of each other, showing how
these sensory ranges may act differently depending on player types,
special abilities, or based on the players' geolocations being in
geoproximity of another geolocation. Examples in this diagram
detail a player (502) that may have been made aware of another
player in geoproximity to them (501). A player may have an ability
to sense other players within geoproximity (503) and/or an ability
to be sensed by other players within geoproximity (504). The
ability to sense other players as well as the ability to be sensed
may coincide with the same geoproximity around the player.
Alternatively, these proximities may have different ranges around
the player as shown in the proximities 503 and 504 around player
502. A player may belong to another group of players as signified
in the diagrams with the star symbol 505.
[0306] Players may be notified of their geolocations when within a
sensory range of each other (506). A player may have a special
ability to sense another player of a certain type when in
geoproximity (507), while being unable to sense another player of a
different type (508).
[0307] When players are members of a particular group, players may
be aware of other players within that established group of players
(509).
[0308] The geoproximity of a player's ability to sense other
players may be increased when in geoproximity of another
geolocation (510) as shown with this player being within
geoproximity of their guild area. Here, the player's ability to
sense other players is increased when near the guild area, allowing
the player to sense another player from a greater distance.
[0309] Alternatively, the geoproximity of a player's ability to
sense other players may be decreased when in geoproximity of
another geolocation (511). Here, the player's ability to sense
other players is decreased when near the guild area, reducing the
player's ability to sense another player unless they are
closer.
[0310] The geoproximity of a player's ability to be sensed by other
players may be increased when in geoproximity of another
geolocation (512). Here, the player is able to be sensed from
further away when in geoproximity to the Convenience store. This
may pose a potential threat to the player since they may be able to
be sensed before the player has a chance to sense the incoming
player.
[0311] Alternatively, the geoproximity of a player's ability to be
sensed by other players may be decreased when in geoproximity of
another geolocation (513). Here, the player is only able to be
sensed if another player is very close to the player. This may give
the player an advantage since they may be able to sense an incoming
player before the incoming player senses them.
[0312] FIG. 6 details how players may be aware of other players
across the virtual environment, perceiving each other as within
close virtual proximity in the virtual environment while being much
further distances from each other in the physical environment. The
physical environment (602) is where the actual physical
geolocations of the players are on the Earth. The virtual
environment (601) is where the players are located in the game. In
the physical environment, the players may be physically located at
one distance from each other (604) while in the virtual environment
the players are located at a different distance from each other
(603). In this example, the players are physically located on
opposite sides of the country while in the virtual environment they
are playing in geolocations within a single state.
[0313] FIG. 7 details how Players may be aware of other players
across the virtual environment, perceiving each other as a
proportional distance from one another in the virtual environment
as in the physical environment. The physical environment (702) is
geolocations of the players are on the Earth. The virtual
environment (701) is where the player's avatars are located in the
game. In the physical environment, the players may be physically
located at one distance from each other (704) which is proportional
to the distance from each other in the virtual environment (703).
In this example, the players a physically located on opposite sides
of the country while in the virtual environment they perceived as
the same distance apart in-game as in the physical environment.
[0314] FIG. 8 details how players may receive benefits or
detriments when in geoproximity of another player or players.
Examples in this diagram detail a player (802) that may have
ability to sense and/or be sensed by other players within
geoproximity of this player (803). A player may belong to another
group of players as signified in the diagram with the star symbol
(804).
[0315] A player may receive a benefit as signified in the diagram
with a cross (801). A player may receive a detriment as signified
in the diagram with an `X` (805). A player or players may receive a
detriment when within geoproximity of another player or players
(806). Alternatively, a player or players may receive a benefit
when within geoproximity of another player or players (807). Here,
there is a group of players that receive benefits due to their
geoproximity of each other while an opposing player receives a
detriment from being within geoproximity to one of the group
members.
[0316] FIG. 9 details how players may receive benefits or
detriments when in geoproximity of items. Examples in this diagram
detail a player (902) that may have ability to sense and/or be
sensed by other players within geoproximity of this player (903). A
player may receive a benefit as signified in the diagram with a
cross (901). A player may receive a detriment as signified in the
diagram with an `X` (904).
[0317] An in-game item may be assigned a geolocation. This
geolocation may be used to determine geoproximity of a player to
the in-game item.
[0318] When a player is within geoproximity of an item (906)
geolocation, the player may receive a detriment (905). Here, the
player is within geoproximity of a nuclear item and therefore
receives a detriment for being too close to the nuclear item.
[0319] Alternatively, when a player is within geoproximity of an
item (908) geolocation, the player may receive a benefit (907).
Here the player is within geoproximity of a magical obelisk and
therefore receives a benefit for being within its mighty
presence.
[0320] FIG. 10 details how geolocations may be used to establish
different game zones, allowing specific behaviors in each zone.
Here, the game area is split up into different game zones (1001).
Each of these game zones may have different behaviors.
[0321] For example, the Team 1 Safe Area (1002) may be a zone
established where players on Team 1 are safe from attack from
another team, whereas the Team 2 Safe Area (1006) may be a zone
established where players on Team 2 are safe from attack from
another team. Furthermore, this example shows an Exploration Area
(1003) which may be a zone established for players to explore or
cultivate resources. Finally there is a zone for preparing for a
battle (1004) and a zone for battling (1005). These zones are just
examples and the game zones may serve many different purposes other
than what is described here.
[0322] FIG. 11 details how the central server may split the game
into different zones in order to optimize processing of game
mechanics. The central server (1101) may split the game world into
different zones to allow for optimizing the processing across
single zones as opposed to needing to process across the entire
game world. Here, the central server has split the game world into
4 different zones (1102, 1103, 1104 and 1105). These zones may
split a single large world or may even split based on each zone or
combination of zones into different worlds of the game.
[0323] FIG. 12 details how players may track other players based on
geolocation where when a player is tracking another player, they
may have a limited range that they can track the other player.
Examples in this diagram detail a player (1201) that may have
ability to sense and/or be sensed by other players within
geoproximity of this player (1203). A player that is being tracked
by another player is signified in the diagram with a blinking light
icon (1202). This tracking device that is placed on the tracked
player's avatar may be a virtual device, meaning it may not be a
physical device on the player, but a device planted on the player's
avatar in-game. A player may be a player that is tracking another
player as signified in the diagram with a transmitter icon
(1204).
[0324] Here, the tracking player is given a range in which the
tracking player may be able to know the geolocation of the tracked
player (1205) as long as the tracked player remains in that range
and as long as the tracked player keeps the tracking device on
them. In this example, the tracked player is within range of the
tracking player (1206).
[0325] FIG. 13 details how players may track other players based on
geolocation where when a player is tracking another player, they
may have an unlimited range that they can track the other player.
Examples in this diagram detail a player (1301) that may have
ability to sense and/or be sensed by other players within
geoproximity of this player (1303). A player may be a player that
is being tracked by another player as signified in the diagram with
a blinking light icon (1302). This tracking device that is planted
on the tracked player may be a virtual device, meaning it may not
be a physical device on the player, but a device planted on the
player's avatar in-game. A player may be a player that is tracking
another player as signified in the diagram with a transmitter icon
(1304).
[0326] Here, the tracking player (1305) is given an unlimited range
in which the tracking player may be able to know the geolocation of
the tracked player (1306), therefore, the tracking player may
always know the geolocation of the tracked player regardless of
where the tracked player is located in the game as long as the
tracked player keeps the tracking device on them.
[0327] FIG. 14 details how players may track other players based on
geolocation where when a player is tracking another player, they
may have the ability to place a tracking beacon at a geolocation
that will notify the tracking player of the tracked player's
geolocation when the tracked player is within range of the tracking
beacon. Examples in this diagram detail a player (1401) that may
have ability to sense and/or be sensed by other players within
geoproximity of this player (1403). When a player is being tracked
by another player this may be indicated by a blinking light icon
(1402). This tracking device that is planted on the tracked player
may be a virtual device, meaning it may not be a physical device on
the player, but a device planted on the player's avatar in-game. A
player may be a player that is tracking another player as signified
in the diagram with a transmitter icon (1404).
[0328] Here, there has been a tacking beacon planted in the middle
of the game world (1405). The tracking beacon is assigned a
geolocation and has its own geoproximity in which any tracked
players may be identified when within geoproximity to the beacon
(1406). Since the tracked player is within the geoproximity of the
tracking beacon (1407), the tracking player may know the
geolocation of the tracked player, even though the tracking player
may not be within geoproximity of the tracking beacon (1408).
[0329] FIG. 15 details how players may track other players based on
geolocation where when a player is tracking another player, they
may be presented with the tracked player's geolocation, general
direction (i.e. N, S, E, W, etc.), or distance (i.e. near, far,
etc.). Examples in this diagram detail a player (1501) that may
have ability to sense and/or be sensed by other players within
geoproximity of this player (1503). A player may be a player that
is being tracked by another player as signified in the diagram with
a blinking light icon (1502). This tracking device that is planted
on the tracked player may be a virtual device, meaning it may not
be a physical device on the player, but a device planted on the
player's avatar in-game. A player may be a player that is tracking
another player as signified in the diagram with a transmitter icon
(1504).
[0330] Here, the tracking player (1509) may see the tracked
player's (1508) geolocation in raw geolocation information (1505)
such as latitude, longitude, altitude, address, intersection, etc.
Alternatively, the tracking player may see the tracked player's
geolocation as a general direction information (1506) from the
tracking player such as North, South, East, West, etc.
Alternatively, the tracking player may see the tracked player's
geolocation as distance information (1507) such as Near, Far, a
number of feet away, etc. These different methods of reporting the
geolocation of a tracked player to a tracking player may be
interchangeably used throughout a game.
[0331] FIG. 16 details how two or more players may work as a team
where one team member maintains a geolocation in a specific
geoproximity while another team member performs a specific task.
Examples in this diagram detail a player (1601) that may have
ability to sense and/or be sensed by other players within
geoproximity of this player (1602).
[0332] In this diagram, two players work together (1605), a spotter
(1603) that must keep in geoproximity to a victim player (1604),
and a sniper player (1606) that remains stationary to snipe the
victim. Here, the sniper player may only successfully snipe the
victim player while the spotter player is within geoproximity of
the victim player.
[0333] FIG. 17 details how two or more players may participate in a
scavenger hunt where clues may be given to geolocations that the
players have to discover and "collect". This diagram shows the
player walking through the physical environment to go to
geolocations that answer the clues given to the player in the
virtual environment. The physical environment (1701) is where the
actual physical geolocation of the player is on the Earth whereas
the virtual environment (1704) is where the player is located in
the game. In the physical environment, there are geolocations that
the player (1702) must visit based on clues (1708) given to him in
the scavenger hunt game. The player in this diagram is walking a
path (1703) to geolocations that may correspond to the clues in the
scavenger hunt game. When the player is within the geoproximity of
a geolocation (1707), the player will complete or find an answer
(1706) to the clue that the geolocation responds to. As the player
finds the geolocations that correspond to the clues, the virtual
environment may track which clues have been found along with other
statistical information (1705) such as time to complete each clue,
overall time, etc.
[0334] FIG. 18 details how a player's in-game experience may change
based on the time in a player's geolocation as well as any
environmental conditions in a player's geolocation. This diagram
shows a time lapse scenario (1801) and an environmental lapse
(1802), in this case an eclipse.
[0335] In the time lapse scenario, a player may have one in-game
experience at one point in time at their geolocation (1803), in
this case a normal player state, and a different in-game experience
at another point in time at their geolocation (1805), in this case,
a werewolf player state. Changes to the player's in-game experience
may be gradual across a span of time as well (1804), in this case
the player transitions to a werewolf from 5:00 PM to 12:00 AM in
the player's geolocation.
[0336] In the environmental lapse scenario, a player may have one
in-game experience at one point during the environmental lapse
(1806), and a different in-game experience at another point in the
environmental lapse at their geolocation (1807). In this scenario,
the normal player transitions to a werewolf during an eclipse.
Changes to the player's in-game experience may be gradual across
the span of an environmental event as shown in this diagram where
the player transitions from normal to werewolf and back across the
entire duration of the eclipse.
[0337] A central server may collect environmental conditions such
as an eclipse to determine virtual environment changes to a player
or items based on their geolocation. The central server may collect
this environmental information from various sources such as
websites or online feeds that then may be processed against the
player's geolocation to determine the environmental conditions at
that player's geolocation.
[0338] FIG. 19 details how a player's in-game experience may change
based on weather conditions in a player's geolocation. A central
server may collect environmental conditions such as weather to
determine virtual environment changes to a player or items based on
their geolocation (1902). The central server may collect this
weather information from various weather sources such as websites
or online feeds that then may be processed against the player's
geolocation to determine the weather at that player's
geolocation.
[0339] In this diagram, a player's (1905) sensing geoproximity
(1906), as an example, may change based on the weather conditions.
When the weather is sunny at the player's geolocation, their
sensing geoproximity may increase (1904), whereas when the weather
is rainy at the player's geolocation their sensing geoproximity may
decrease (1901).
[0340] Different changes may take effect on the player's in-game
experience due to the weather conditions as well. For example, a
player may transform into a monster when it is lightning outside
(1903).
[0341] FIG. 20 details how a player may update their geolocation
manually and/or passively. The players' geolocations are signified
with a blinking light icon (2001) with a callout box for each
showing the different methods a player may update their
geolocation.
[0342] The first example shows the player actively selecting to
update their geolocation (2002). In this example, the player clicks
a button to update their geolocation to the server in order for
their current geolocation to be recorded and used for gameplay.
[0343] The second example shows the player's geolocation being
passively updated (2003). In this example, the player's geolocation
is automatically updated to the server in order for their current
geolocation to be recorded and regularly used for gameplay.
[0344] The third example shows the player actively selecting a
geolocation to use from a list of predetermined geolocations
(2004). In this example, the player's geolocation is selected by
the player and updated to the server in order for the selected
geolocation to be recorded and used for gameplay.
[0345] The last example shows the player actively entering in a
geolocation to use by specifying the desired geolocation
information (2005). In this example, the player's geolocation is
specified by the player entering the desired geolocation they would
like their player to be geolocated. This specified geolocation is
updated to the server to be recorded and used for gameplay.
[0346] FIG. 21 details how when a player's avatar has a virtual
location corresponding to the player's geolocation, the player may
freely move their avatar's virtual location even though the
player's geolocation remains constant. The physical environment
(2102) is where the actual physical geolocation of the player is on
the Earth whereas the virtual environment (2101) is where the
player is located in the game. In the physical environment, the
player's geolocation may remain constant (2103). The player's
initial geolocation may map to the player's avatar's initial
virtual location (2105). As the player's geolocation remains
constant, the player may freely move their in-game avatar's virtual
location through some movement control mechanism (2104). In this
example, the player's avatar is able to be moved from the initial
virtual location that corresponds to the player's geolocation to
new virtual locations (2106, 2107) and although the player
maintains a constant geolocation, the player may freely move their
avatar's virtual location in-game (2108).
[0347] FIG. 22 details how when a player's avatar has a virtual
location mapped to a geolocation that is non-representative of the
player's physical geolocation, the player may freely move their
avatar's virtual location even though the player's geolocation
remains constant. The physical environment (2202) is where the
actual physical geolocation of the player is on the Earth whereas
the virtual environment (2201) is where the player is located in
the game. In this diagram, the player's initial geolocation (2203)
and the initial virtual location of the avatar (2205) do not
correspond to the same geolocation. The player may still however
move their in-game avatar's virtual location through some movement
control mechanism (2204) while the player's geolocation remains
constant. As shown, the player's avatar is able to be moved from
the initial virtual location that does not correspond to the
player's initial geolocation, to new virtual locations (2206, 2207)
and although the player maintains a constant geolocation, the
player may freely move their avatar's virtual location in-game
(2208).
[0348] FIG. 23 details how when a player's avatar has a virtual
location corresponding to the player's geolocation, the player may
freely move their avatar's virtual location even though the
player's geolocation may move in a different direction. The
physical environment (2302) is where the actual physical
geolocation of the player is on the Earth whereas the virtual
environment (2301) is where the player is located in the game. The
player's initial geolocation (2303) may correspond to the player's
avatar's initial virtual location (2307). As the player's
geolocation may change (2304, 2305), the player may freely move
their in-game avatar's virtual location through some movement
control mechanism (2306). In this example, the player's avatar is
able to be moved from the initial virtual location that corresponds
to the player's initial geolocation to new virtual locations (2308,
2309) and although the player may change geolocations, the player
may freely move their avatar's virtual location in-game differently
than the player's physical movements (2310).
[0349] FIG. 24 details how when a player's avatar has a virtual
location mapped to a geolocation that is non-representative of the
player's physical geolocation, the player may freely move their
avatar's virtual location even though the player's geolocation may
move in a different direction. The physical environment (2402) is
where the actual physical geolocation of the player is on the Earth
whereas the virtual environment (2401) is where the player is
located in the game. The player's initial geolocation (2403) may
not correspond to the geolocation of the player's avatar's initial
virtual location (4307). As the player's geolocation may change
(2404, 2405), the player may freely move their in-game avatar's
virtual location through some movement control mechanism (2406). In
this example, the player's avatar is able to be moved from the
initial virtual location that corresponds to a geolocation
different than the player's initial geolocation to new virtual
locations (2408, 2409) and although the player may change
geolocations, the player may freely move their avatar's virtual
location in-game differently than the player's physical movements
(2410).
[0350] FIG. 25 details how when a player's avatar has a virtual
location corresponding to the player's geolocation, the player may
move from their initial geolocation, causing the avatar's virtual
location to change in coordination with the changes in the player's
geolocation. The physical environment (2502) is where the actual
physical geolocation of the player is on the Earth whereas the
virtual environment (2501) is where the player is located in the
game. The player's initial geolocation (2503) may correspond to the
player's avatar's initial virtual location (2506). As the player's
geolocation changes (2504, 2505), the player's avatar may change
virtual locations (2507, 2508) in coordination to the player's
geolocation changes. In this example, the player's avatar changes
movement in-game in coordination with the player's updated
geolocations (2509).
[0351] FIG. 26 details how when a player's avatar has a virtual
location mapped to a geolocation that is non-representative of the
player's physical geolocation, the player may move from their
initial geolocation, causing the avatar's virtual location to
change in coordination with the changes in the player's
geolocation. The physical environment (2602) is where the actual
physical geolocation of the player is on the Earth whereas the
virtual environment (2601) is where the player is located in the
game. The player's initial geolocation (2603) may not correspond to
the geolocation of the player's avatar's initial virtual location
(2606). As the player's geolocation changes (2604, 2605), the
player's avatar may change virtual locations (2607, 2608) in
coordination to the player's geolocation changes. In this example,
the player's avatar changes movement in-game in coordination with
the player's updated geolocations (2609). As shown, when the player
physically crosses a street in the physical environment, the avatar
crosses a virtual street in the virtual environment.
[0352] FIG. 27 details how items may have different effects
depending on the geolocation of one or more players. Examples in
this diagram may involve a player wielding an item (2701), a player
who is the victim of the player wielding the item (2702), and item
boxes (2703) explaining the item's effects. An item box may have an
item name (2704), an item graphic (2705), a probability of creating
the item based on the geolocation and/or environmental conditions
of the geolocation where the item is created (2706), an effect of
the item upon meeting certain geolocation and environmental
conditions (2707), a box signifying what conditions are needed for
the item to be created and/or perform its effect (2708).
[0353] The first example uses a rain potion that requires the
player creating the potion to be at a geolocation that is rainy
(2709) in order to have a higher probability of successfully
creating the potion (2712). Next, in order for the wielding player
to use the potion with the maximum effectiveness, the victim player
needs to be in a geolocation that is rainy in order for the rain
potion to yield a high amount of damage (2713). This example shows
the limitations of creating the item based on the geolocation as
well as the limitations of using the item based on a geolocation of
the victim player.
[0354] The second example uses a Sword of the Sun that requires the
wielding player to be at a geolocation that is sunny (2711) in
order for the sword to yield the maximum amount of damage (2714).
This example shows the limitations of using an item based on a
geolocation of the wielding player.
[0355] The last example uses a Rain & Lightning Dagger that
requires the wielding player to be at a geolocation that is
lightning (2710) and the victim player to be at a geolocation that
is raining (2710) in order for the dagger to yield the maximum
amount of damage (2715). This example shows the limitations of
using an item based on a geolocation of the wielding player as well
as the geolocation of the victim player.
[0356] FIG. 28 details how loot tables of non-player characters may
present different items based on one or more players' geolocations.
A non-player character (2802) is an in-game character controlled by
the game and not necessarily controlled by a human. A loot table is
the table of items that a non-player character may give a player or
players upon defeating the non-player character such as a dragon,
or by purchasing from a non-player character such as a vendor. The
items in the loot tables of non-player characters may be based on
the geolocations of the players (2801) interacting with the
non-player characters.
[0357] The first example shows a player geolocated in Egypt (2803)
fighting a non-player character dragon that, upon defeating the
dragon, the player will be given diamonds from the dragon's loot
table (2805). This example shows that the dragon's loot table
yields diamonds for a player geolocated in Africa, specifically in
this case, Egypt.
[0358] Another example shows a player geolocated in California
(2804) fighting a similar non-player character dragon that, upon
defeating the dragon, the player will be given gold from the
dragon's loot table (2806). This example shows that the dragon's
loot table yields gold for a player geolocated in California.
[0359] The last example shows two players, one geolocated in Egypt
(2803) and another player geolocated in California (2804), both
fighting a non-player character dragon that, upon defeating the
dragon, the players will be given a mixture of diamonds and/or gold
from the dragon's loot table (2807). This example shows that the
dragon's loot table yields items based on both players'
geolocations, in this case, Egypt and California.
[0360] These examples would work in a similar case for non-player
characters that are vendors where, as opposed to fighting the
non-player character vendor, the player would be trading or buying
the items that are based on the player's geolocation.
[0361] FIG. 29 details how collision detection in the physical
environment may cause a player's avatar to not be able to pass
through certain objects and/or areas in the virtual environment
that map to objects and/or areas that are not passable in the
physical environment. The physical environment (2902) is where the
actual physical geolocation of the player is on the Earth whereas
the virtual environment (2901) is where the player is located in
the game.
[0362] In the physical environment, physical objects (2903) may
impede the ability to travel on a path through geolocations (2904)
such as a building or a fenced area. The player in this case is
limited or restricted in their ability to move through these
geolocations (2905).
[0363] Thus in the virtual environment, a virtual object (2906) may
be placed in the virtual environment that corresponds to the
blocking objects' geolocations in the physical environment. These
virtual objects would impede the ability for the player's avatar
(2908) to travel on a path through the virtual locations in the
virtual environment (2907) that correspond to the restricted
geolocations in the physical environment.
[0364] This collision detection of objects in the physical
environment may still allow the player to travel around objects
that block their path (2909). Similarly, the player's avatar in the
virtual environment may be able to travel around the objects that
block their path (2910).
[0365] FIG. 30 details how collisions may occur between a player's
physical geolocation and another player's avatar's virtual location
that may be mapped to a geolocation that its player is not
physically located at. The physical environment (3002) is where the
actual physical geolocation of the player is on the Earth whereas
the virtual environment (3001) is where the player is located in
the game.
[0366] In the physical environment, two players that may not have
virtual locations that correspond to their players' geolocations
may have colliding geolocations in which both players are
physically located within collision geoproximity (3003). This is an
example of two players who collide geolocations in the physical
environment but may not necessarily collide their avatars' virtual
locations in the virtual environment.
[0367] Alternatively, in the virtual environment two avatars that
may not have virtual locations that correspond to their players'
geolocations may have colliding virtual locations (3004). This is
an example of two avatars that collide in the virtual environment
but may not have players that collide geolocations in the physical
environment.
[0368] Finally, there may be the case in which one player has a
geolocation in the physical environment that may not correspond
with the player's avatar's virtual location in the virtual
environment (3005), and another player's avatar with a virtual
location mapped to a geolocation in the physical environment that
its player is not physically located (3006). This case may cause no
definitive collision in the physical environment or the virtual
environment, however a collision may exist when mapping the
physical player's geolocation to where the physical player would be
in the virtual environment (3008) and mapping the avatar's virtual
location to the geolocation the avatar would be in the physical
environment (3009). As shown in the diagram, there may exist a
collision between the two players even when there is no explicit
collision in either environment (3007).
[0369] FIG. 31 details how users may share communication with other
players when they are within geoproximity of each other. This
diagram shows examples of the communication in the physical
environment through local devices. The physical environment (3101)
is where the actual physical geolocation of the player is on the
Earth. This diagram shows several users (3102) with proximities
around their geolocations (3103).
[0370] When two or more users are within geoproximity of each
other, all users within the geoproximity may communicate with each
other through their local devices such as a mobile phone (3104).
Similarly, a different group of users are within geoproximity of
each other, they too may communicate with each other through their
local devices (3105).
[0371] The methods of communication amongst the group may be mass
text messaging, a chat-style application, a web page, etc.
[0372] While one group of users (3106) may be able to communicate
amongst the other users within geoproximity, their communication
may be kept separate and exclusive to that group, whereas another
group of users (3107) at a different geolocation may have their own
separate communication amongst the users within their geoproximity
exclusively.
* * * * *