U.S. patent application number 14/636681 was filed with the patent office on 2015-06-25 for updating virtual trading card characteristics.
The applicant listed for this patent is Zynga Inc.. Invention is credited to Andrew Thomas Busey, Walter Franklin Coppersmith, III, Jeffrey Michael Petry.
Application Number | 20150174491 14/636681 |
Document ID | / |
Family ID | 52001604 |
Filed Date | 2015-06-25 |
United States Patent
Application |
20150174491 |
Kind Code |
A1 |
Coppersmith, III; Walter Franklin ;
et al. |
June 25, 2015 |
UPDATING VIRTUAL TRADING CARD CHARACTERISTICS
Abstract
Systems and methods to update virtual trading card
characteristics are described. In some embodiments, a method
initiates a game played with multiple virtual trading cards, each
of which represents a real-world character. Initial characteristics
of each virtual trading card are determined based on historical
performance data associated with the real-world character. Current
performance data is accessed for each real-world character. The
characteristics of each virtual trading card are updated based on
the current performance data for the represented real-world
character. The game is played based on the updated characteristics
for the multiple virtual trading cards.
Inventors: |
Coppersmith, III; Walter
Franklin; (Round Rock, TX) ; Busey; Andrew
Thomas; (Austin, TX) ; Petry; Jeffrey Michael;
(San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Zynga Inc. |
San Francisco |
CA |
US |
|
|
Family ID: |
52001604 |
Appl. No.: |
14/636681 |
Filed: |
March 3, 2015 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13408859 |
Feb 29, 2012 |
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14636681 |
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12831105 |
Jul 6, 2010 |
8905849 |
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13408859 |
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61223254 |
Jul 6, 2009 |
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Current U.S.
Class: |
463/11 |
Current CPC
Class: |
A63F 13/30 20140902;
A63F 13/58 20140902; A63F 13/828 20140902; A63F 13/65 20140902;
A63F 13/80 20140902 |
International
Class: |
A63F 13/58 20060101
A63F013/58 |
Claims
1. (canceled)
2. A computer-implemented method comprising: hosting a game
marketplace on a processing system, the game marketplace providing
a plurality of virtual trading cards for purchase by players of a
computer-implemented game, the plurality of virtual trading cards
being usable to play the computer-implemented game, each virtual
trading card representing a real-world character; accessing
performance data associated with each of the real-world characters
from a database; in an automated operation using one or more
computer processors configured to perform the automated operation,
establishing performance characteristics for each virtual trading
card of the plurality of virtual trading cards, the performance
characteristics based on the performance data associated with the
real-world character; and assigning a value to each virtual trading
card of the plurality of trading cards based on the corresponding
performance characteristics of the virtual trading card.
3. The method of claim 2, further comprising: updating one or more
characteristics of each trading card based on subsequent
performance data associated with the real-world character; and
assigning an updated value to each virtual trading card based on
the updated characteristics.
4. The computer-implemented method of claim 3, wherein accessing
subsequent performance data for each of the real-world characters
is performed at predetermined time intervals.
5. The computer-implemented method of claim 3, wherein updating the
one or more characteristics of each virtual trading card changes a
corresponding player's performance in the game.
6. The method of claim 2, further comprising: updating one or more
characteristics of each trading card based on virtual game play
data, the virtual game play data including information about
outcomes of previous games played with the each virtual trading
card; and assigning an updated value to each virtual trading card
based on the updated characteristics.
7. The computer-implemented method of claim 6, wherein the updating
of the one or more performance characteristics of each virtual
trading card based on the game play data for each of the virtual
trading cards causes the performance characteristics of at least a
portion of the plurality of virtual trading cards to be
diminished.
8. The computer-implemented method of claim 6, wherein the updating
the characteristics of each virtual trading card based on virtual
game play data occurs at the conclusion of each game.
9. The computer-implemented method of claim 2, wherein each virtual
trading card represents a virtual character in the game that is
controlled by a user.
10. The method of claim 2, wherein the performance data is official
sports competition data.
11. The method of claim 2, wherein the value assigned to each card
corresponds to a monetary value related to the purchase of the card
from the game marketplace.
12. A system comprising: a memory to store data associated with a
plurality of virtual trading cards; and one or more processors
coupled to the memory, the one or more processors configured to:
host a game marketplace on a processing system, the game
marketplace providing a plurality of virtual trading cards for
purchase by players of a computer-implemented game, the plurality
of virtual trading cards being usable to play the
computer-implemented game, each virtual trading card representing a
real-world character; access performance data associated with each
of the real-world characters from a database; establish performance
characteristics for each virtual trading card of the plurality of
virtual trading cards, the performance characteristics based on the
performance data associated with the real-world character; and
assign a value to each virtual trading card of the plurality of
trading cards based on the corresponding performance
characteristics of the virtual trading card.
13. The system of claim 12, wherein the system includes a computer
system configured to support access by a plurality of user computer
systems through a network.
14. The system of claim 12, wherein the processor is further
configured to: update one or more performance characteristics of
each trading card based on subsequent performance data associated
with the real-world character; and assign an updated value to each
virtual trading card based on the updated characteristics.
15. The system of claim 14, wherein updating the one or more
performance characteristics is performed simultaneous with
publishing of corresponding official performance data
16. The system of claim 12, wherein the processor is further
configured to: update one or more characteristics of each trading
card based on virtual game play data, the virtual game play data
including information about outcomes of previous games played with
the each virtual trading card; and assign an updated value to each
virtual trading card based on the updated characteristics.
17. The system of claim 12, wherein the processor is further
configured to update the one or more performance characteristics at
predetermined time intervals.
18. The system of claim 12, wherein the value assigned to each card
corresponds to a monetary value related to the purchase of the card
from the game marketplace.
19. A non-transitory machine-readable storage medium comprising
instructions that, when executed by one or more processors of a
machine, cause the machine to perform operations comprising:
hosting a game marketplace on a processing system, the game
marketplace providing a plurality of virtual trading cards for
purchase by players of a computer-implemented game, the plurality
of virtual trading cards being usable to play the
computer-implemented game, each virtual trading card representing a
real-world character; establishing performance characteristics for
each virtual trading card of the plurality of virtual trading
cards, the performance characteristics based on performance data
associated with the real-world character; and assigning a value to
each virtual trading card of the plurality of trading cards based
on the corresponding performance characteristics of the virtual
trading card.
20. The non-transitory machine-readable storage medium of claim 19,
updating the performance characteristics of each virtual trading
card; and assigning an updated value to each virtual trading card
based on the updated characteristics.
21. The non-transitory machine-readable storage medium of claim 20,
wherein the updating of the performance characteristics is based on
a combination of data from real-world and virtual game outcomes.
Description
CLAIM OF PRIORITY
[0001] This application is a continuation of U.S. patent
application Ser. No. 13/408,859, filed on Feb. 29, 2012, which is a
continuation of U.S. patent application Ser. No. 12/831,105, filed
on Jul. 6, 2010, which claims the benefit of priority under 35
U.S.C. .sctn.119(e) to U.S. Provisional Patent Application Ser. No.
61/223,254, filed on Jul. 6, 2009, the benefit of priority of each
of which is claimed hereby, and each of which are incorporated by
reference herein in its entirety.
TECHNICAL FIELD
[0002] This disclosure relates generally to video games, and, in
particular, to such games and other virtual environments simulating
real word activities, events, and persons.
BACKGROUND
[0003] Online video games generally maintain a record of variable
characteristics of characters within the game, e.g., power, health,
or points. In particular, some sports video games employ virtual
"trading cards" to represent historic performance characteristics
of the various virtual athletes as well as an image, team
affiliation, name, and other statistics and/or biographical
information. As with physical trading cards, virtual trading cards
generally are relatively static after their initial creation,
except for possible changes as a result of success or defeat within
the virtual environment. In some cases, collectible trading cards
are associated with fictional characters like virtual heroes or
monsters, with no connection, historical or otherwise to real-world
events.
[0004] Video games are becoming increasingly popular with the
proliferation of gaming consoles and personal computers, and games
developers are targeting an increasingly wider range of player ages
and interests. Accordingly, improvements are sought in gaming
interaction and realism.
SUMMARY
[0005] The details of one or more embodiments of the present
disclosure are set forth in the accompanying drawings and the
description below. Other embodiments, features, aspects, objects,
and advantages will be apparent from the description and drawings,
and from the claims.
[0006] Particular embodiments feature "live trading cards"
including virtual statistics, attributes, or "characteristics" of a
virtual, game-based representation of a real-world sports player,
competitor, entity, or other character, which characteristics are
updated periodically to reflect or account for a player's
real-world performance. By adjusting the virtual characteristics
using real-world performance, the characteristics of the sports
player's virtual trading card changes in a virtual environment as
does a corresponding player's video game performance.
[0007] According to particular embodiments, a method of updating
virtual performance characteristics includes providing a virtual
character representative of a real-world character and establishing
performance characteristics for the virtual character based, at
least in part, on historic performance of the real-world character.
The method further includes measuring subsequent performance of the
real-world character; and updating the performance characteristics
of the virtual character based, at least in part, on the measured
subsequent performance.
[0008] In some embodiments, the historic performance is defined by
recorded sports competition performance data. In some embodiments,
the subsequent performance is official sports competition data. In
some embodiments, at least one of the recorded sports competition
performance data and the official sports competition data is
provided by a professional sports league organization.
[0009] In some embodiments, the official sports competition data
comprises data recorded for one of a baseball player, football
player, soccer player, hockey player, rugby player, golfer, arena
football player, jockey, bowler, tennis player, volley ball player,
and Olympian. In some embodiments, the method further includes
repeatedly altering the performance characteristics of the virtual
character based on sequential subsequent performances. In some
embodiments, altering the performance characteristic is performed
substantially simultaneously with publishing of corresponding
official performance data. In some embodiments, altering the
performance characteristic is performed at predetermined time
intervals.
[0010] In some embodiments, the method further includes updating
characteristics of multiple virtual characters as team mates or
opponents of the virtual character based on corresponding
real-world players and carrying out game play based on the updated
characteristics of each of the virtual characters.
[0011] In some embodiments, the official performance data includes
at least one of a batting average, walks, wins, losses, earned
runs, outs, games played, hits, home runs, strikeouts, bases
stolen, runs batted in, bunts, singles, strikeouts, triples,
assists, passes, earned run average, on-base percentage, and
slugging percentage.
[0012] In some embodiments, the virtual characteristics can include
a combination of data from real-world and virtual game
outcomes.
[0013] According to particular embodiments, a method of updating
predictive performance characteristics in a virtual environment
includes establishing virtual performance characteristics based on
historical real-world performance data, measuring real-world
performance to obtain updated real-world performance data, and
inputting updated real-world performance data. The method further
includes translating the updated real-world performance data into
updated virtual performance data, and carrying out virtual game
play in a virtual environment base on the updated virtual
performance characteristics.
[0014] In some embodiments, the virtual environment is a gaming
environment. In some embodiments, the gaming environment is a
sports game. In some embodiments, the sports game is a fantasy
sports game coinciding with a real-world sports
tournament/competition. For example, a fantasy baseball team can be
composed of virtual players representative of both contemporary
real-world athletes and historic athletes. In some embodiments, the
virtual environment is a racing simulation environment.
[0015] In some embodiments, the method includes altering a heads up
display to reflect the updated performance characteristics.
[0016] In some embodiments, the virtual characters are
automatically assigned positions as a function of historic or
real-world events.
[0017] In some embodiments, the method further includes varying a
virtual or real value of the electronic trading card with the
altered performance characteristics.
[0018] In some embodiments, the method further includes updating
the characteristics in real-time while a real-world tournament is
in progress.
[0019] In some embodiments, the subsequent performance is official
sports competition data. In some embodiments, at least one of the
recorded sports competition performance data and the official
sports competition data is provided by a professional sports league
organization.
[0020] In some embodiments, the characteristics are updated in
real-time while a real-world tournament is in progress.
[0021] In some embodiments, historical performance is translated
into statistical performance characteristics used to model virtual
sports performance and results in the video game. In particular
virtual baseball embodiments, a baseball player "character" has
certain performance statistics or attributes that affect how that
player/card performs in virtual games, e.g., how often the player
strikes out or hits a home run when matched up against other
virtual players. These statistics or attributes are updated or
adjusted based on the outcome of real-world player performance. For
example, if a real-world player hits more home runs than he had in
previous seasons, the statistics or attributes on the player's
virtual card are updated or adjusted accordingly and the virtual
card and corresponding virtual player would perform in virtual
games more like the real player in real games.
[0022] In some embodiments, the virtual environment is a
player-versus-player game. In some embodiments, the virtual
environment is a fantasy sports game in which updated real-world
inputs determine game play outcomes.
[0023] In some embodiments, the virtual or real value of the
electronic trading card varies with the altered performance
characteristics. In some embodiments, the trading cards are
collectible and can be exchanged within a player-to-player card
exchange or within a game marketplace.
[0024] In some embodiments, a heads up display is also altered to
reflect the alteration of the performance characteristics and/or
trading card. For example, the heads up display can show
information including current health, injuries, end of real-world
game changes to characteristics, and the like.
[0025] In some embodiments, general performance characteristics of
the different characters can include, for example, power, speed,
defensive move success rates, and offensive move success rates.
These virtual characteristics cars be inferred or extrapolated from
historical data, or the real-world performance can be measured and
subsequently updated to reflect subsequent real-world performance
statistics. In some embodiments, the characteristics define
specific actions, for example, catches, runs, throws, assists,
jumps, blocks, fouls, or any number of other actions from other
sports or events. In other embodiments, characteristics include
status changes such as trades and draft picks.
[0026] Any combination of historic real-world data or current
real-world data can be used to create representative
characteristics that are directly correlated with, combined with,
or inferred from the real-world data. In some embodiments, an
increase in a single type of real-world statistic can be used to
alter a single corresponding virtual characteristic, or to alter a
number of related virtual characteristics. For example, a batting
average can be updated per real-world game play and can be a factor
in or affect other player characteristics such as overall offensive
efficacy or power. Similarly, an announced real-world salary
increase, injury, or suspension for a particular player can be
considered as a factor in altering trading card characteristics
status or values.
[0027] In some embodiments, a trading card is the primary data
record tor storing the virtual characteristics. In some
embodiments, the virtual characteristics are established and
altered without a virtual "card" representation of the
characteristics. In some embodiments, the characteristics are
presented in a heads up display. In some embodiments, the
alteration in the performance of the virtual player is the only
indication of the altering of the virtual characteristics.
[0028] In some embodiments, trading cards are selected from a card
catalog. In some embodiments, the selected cards are used to form a
team roster. In some embodiments, the teams compete in a fantasy
sports league or tournament.
[0029] In some embodiments, the characteristics of the individual
team members are altered.
[0030] In some embodiments, performance characteristics of a team
as a whole are altered based on alteration of the characteristics
for individual team members.
[0031] In some embodiments, the real-world players and
representative virtual characters are athletes, competitive
players, or other sports figures. In other embodiments, a character
is a reality TV character, celebrity, or current events figure. In
some embodiments, the character is art animal, e.g., race horse, or
is a vehicle, e.g., a race car, boat, or plane.
[0032] In some embodiments, the virtual environment is a
person-to-person game, a simulation, or an action adventure game.
In some embodiments, the virtual environment is a role-playing game
or a simulation. The virtual characters may be non-player
characters (NPCs) controlled by game logic or by inputs of a
player.
[0033] In particular simulation game embodiments, simulated
activities based on the real-world ears include flying, sports
games, life games, and the like. In some virtual sports game
embodiments, individual users control the character(s) of the
sport, with the outcome of the game dependant on both user
decisions or controls and the altered virtual characteristics. In
other embodiments, the users select the character(s) and the game
plays out automatically as a function of the altered
characteristics of the virtual character and/or the team as a
whole.
[0034] In some embodiments, a team is selected from a prearranged
deck of virtual character trading cards. A user can form multiple
teams or squads using multiple decks.
[0035] According to particular embodiments, a method of game play
includes providing a selection of virtual trading cards, each card
defining a set of characteristics of the respective virtual
character. The user forms a team of characters from the selection
of virtual character trading cards. The user selects an opposing
team for game play. Player-to-player simultaneous or asynchronous
game play sequences are displayed to the users of each team. In
some embodiments, the game play is performed without further user
interaction, according to rules defining the interaction of
cooperating and opposing characters as a function of
characteristics assigned to each character trading card. The
performance of the characters and teams in the virtual game,
together with any real-world performance updates, are used to alter
the virtual trading card characteristics for subsequent game
play.
[0036] In some embodiments, carrying out game play is asynchronous
such that first and second users associated with the opposing teams
can observe the game play at different times. In some embodiments,
the game play is simultaneous and can include any number of users
playing concurrently.
[0037] In some embodiments, the cards have predetermined
characteristics such that the user need only select the virtual
trading cards tor a particular game play session and the game play
is carried out without further player intervention. In some
embodiments, sequential game play between different opposing teams
is conducted in a tournament format with the characteristics of the
respective virtual trading cards being updated after each round of
the tournament.
[0038] In some embodiments, selection of one team member, e.g., a
leader of a team, alters the characteristics of other team
characters or the effect of the characteristics of other team
characters during game play.
[0039] In some embodiments, a team is composed of at least some
representative current sports players, with virtual characteristics
updated periodically, e.g., at the end of each real game. In some
embodiments, the team includes some historic players for which the
virtual characteristics are more static. In some embodiments, an
opposing team includes at least one current sports player for which
the virtual characteristics are updated based on real-world
performance.
[0040] In some embodiments, the opposing team is composed of
historic sports players and the characteristics of the virtual
trading cards are based on historic data. In some embodiments, the
opposing team is composed of historic sports players according to
historic team rosters for a season, game, inning, or any other
suitable length of time.
[0041] In some embodiments, the outcome of a given game play
sequence or competition is determined by statistical probabilities
as a function of the historic data and the updated
characteristics.
[0042] In some embodiments, a characteristic associated with a
virtual trading card is diminished by the frequency of play of the
virtual trading card or the duration of play of the virtual trading
card.
[0043] In some embodiments, the virtual trading cards of each team
are randomly ordered to determine pairing of opposing characters in
a game play segment. In other embodiments, the virtual trading
cards of each team are preordered by the respective user such that
opposing characters are paired according to user selected ordering
in a game play segment. In some embodiments, characters are
assigned positions on a team by the user. In some embodiments, the
characters are automatically assigned positions as a function of
historic or real-world events.
[0044] In some embodiments, the user can preload actions,
abilities, and equipment for individual characters. In other
embodiments, the user can preselect teams of characters with
preloaded relative abilities. In some embodiments, the players'
relative abilities are variable depending on the team makeup. For
example, a team of characters can have different characteristics,
e.g., abilities, actions, defenses, probabilities of success, or
equipment, with different leaders.
[0045] According to particular embodiments, a computer readable
medium contains program instructions for carrying out a method of
updating virtual performance characteristics. The method includes
providing a virtual character representative of a real-world
character and establishing performance characteristics for the
virtual character based, at least in part, on historic performance
of the real-world character. The method further includes measuring
subsequent performance of the real-world character, and updating
the performance characteristics of the virtual character based, at
least in part, on the measured subsequent performance.
[0046] In some embodiments, the method includes providing a
selection of virtual character trading cards, each card defining a
set of characteristics of each respective virtual character, and
allowing a user to form a team of characters from the selection of
virtual character trading cards. In some embodiments, the method
includes allowing a user to select an opposing learn for game play,
and displaying to the user and a second user of the opposing team,
without further user interaction, game play sequences between the
two opposing teams according to rules defining the interaction of
cooperating and opposing characters as a function of the
characteristics assigned to each virtual character trading card. In
some embodiments, the game play can be displayed asynchronously to
the users.
[0047] According to particular embodiments, a computer readable
medium contains program instructions for carrying out a method of
updating predictive performance characteristics in a virtual
environment. The method includes establishing virtual performance
characteristics based on historical real-world performance data,
measuring real-world performance to obtain updated real-world
performance data, inputting updated real-world performance data,
translating the updated real-world performance data into updated
virtual performance data, and carrying out virtual game play in a
virtual environment based on the updated virtual performance
characteristics. In some embodiments, the method further includes
providing, for selection by a user, multiple character actions each
defining at least one action to be performed by the character,
providing a sequence assignment feature for assigning a sequential
order to multiple selected actions, and displaying game play
according the user's selected actions and sequence assignments,
without further user interaction. In some embodiments, the play can
be displayed asynchronously to the users.
DESCRIPTION OF DRAWINGS
[0048] FIG. 1 is a screenshot showing an embodiment of a collection
of baseball player characters and corresponding virtual trading
cards available for assembly into a team.
[0049] FIG. 2 is a screenshot showing an embodiment of a virtual
player trading card with virtual performance characteristics.
[0050] FIG. 3 is a screenshot showing an embodiment of various
offensive and defensive types of virtual performance
characteristics.
[0051] FIG. 4 is a screenshot showing an embodiment of a team
management screen including trading cards for players available for
assembly into a team and a team roster.
[0052] FIG. 5 is a screenshot showing an embodiment of a league
competition feature pane.
[0053] FIG. 6 shows an embodiment of a computer network for use in
updating virtual characteristics.
[0054] FIG. 7 shows a flowchart of an embodiment of a method for
updating virtual performance characteristics. Like reference
symbols in the various drawings indicate like elements.
DETAILED DESCRIPTION
[0055] Particular embodiments of the present disclosure are
described herein in the example context of sports simulation games.
Particular embodiments may be implemented in any number of computer
games, gaming environments, or other virtual environments,
including action games, sports games, fantasy sports games, role
playing games, player versus player strategic games, first person
shooter games, episodic games, multiplayer games, real-time
strategy games, and the like.
[0056] Particular embodiments feature a virtual trading card
representing a real-world sports player and statistics or other
performance attributes or "characteristics" on the card. Real-world
performance information is obtained from any number of sports
statistics publishers or data services and is inputted/translated
into virtual performance characteristics affecting game play in a
game-based model or gaming environment.
[0057] Updated real-world performance information is obtained from
a statistics publisher, or other suitable source, and the virtual
trading card and/or virtual performance characteristics are altered
to reflect the updated real-world statistics.
[0058] In a particular example, a baseball player is represented on
a virtual trading card with historical performance statistics. In
the real world, that player continues to perform at certain levels.
On a periodic basis, the statistics on the virtual trading cards
are updated based on this real-world performance. The game play is
conducted according to the performance characteristics listed on
the trading card.
[0059] In particular embodiments, updating of the virtual trading
cards is performed automatically as new real-world statistics are
published. For example, statistics are published regularly by a
variety of electronic channels, including the internet, text
messages, pager messages, RSS feeds, Twitter, television news
banners, in addition to printed or broadcasted news media. Any of
these data streams or publications can be used to obtain relevant
real-world performance information. The relevant information is
then input into the virtual environment, via an automated software
routine or via manual data entry. The real-world data is translated
into corresponding virtual performance characteristics in a
game-based model via a software routine or manually. Any number of
known database updating techniques can be used to automate any
portion of the process. Accordingly, the steps of obtaining
real-world data, converting it into game-usable data, and putting
it on a virtual trading card for use in game play can be fully
automated, partially automated, or performed manually.
[0060] Thus, according to particular embodiments, the performance
characteristics, e.g., power, value, and performance criteria, on a
virtual trading card are not fixed, but rather dynamic based on
real-world events.
[0061] With reference to FIG. 1, one embodiment of a virtual sports
game combines features of fantasy baseball and virtual baseball
card collecting. Users can assemble a team from a collection or
catalog of available virtual trading cards 10. Virtual baseball
trading cards can be purchased or exchanged with other users, or
can be received as a prize for winning a game.
[0062] Each trading card includes a representation of a real-world
player or sports figure and historic performance data, salary,
position played, or other performance "characteristics." For
example, a Bobby Adams card shows characteristics 12 including
salary and third base position (3B) on a card front view.
[0063] A first card view or "front of the card" displays a picture,
name, team affiliation, and position of the player. A second card
view or "back of the card" lists a number of player performance
characteristics 12. In a particular example, the card lists power,
patience, speed, contact, and defense attributes. Higher power
produces extra base hits. Patience measures the ability to draw
walks. Broader characteristics can affect other characteristics,
for example higher contact rating produces more ball hits in
batting. Speed determines the number of bases run or stolen. Higher
defense ratings allow a player to steal more hits from an opposing
team. A split rating can determine performance against left and
right handed pitchers.
[0064] Individual cards can include position-specific attributes.
For example, a pitcher card can include pitching characteristics
such as: miss, stuff, endurance, control, sink, and split. Miss
rating determines the pitcher's strike-out ability. Stuff rating
determines the reduction of efficacy of an opponent's hits.
Endurance rating determines how far a pitcher can pitch into the
game. Control rating determines the number of free passes granted
to the opposing team. Sink rating determines the number of fly
balls and ground ball outs. Split rating determines the pitchers
effectiveness against left and right-handed players.
[0065] With reference to FIGS. 2-3, characteristics 12 can include
any relevant historic statistical data. Some example
characteristics 12 in a baseball virtual environment include:
walks, wins, losses, earned runs, outs, games played, hits, home
runs, strikeouts, bases stolen, runs batted in, bunts, singles,
strikeouts, triples, assists, passes, batting average, earned run
average, on-base percentage, slugging percentage, and the like.
[0066] Additionally, characteristics 12 can include more general,
blended, or composite characteristics, such as, for example, power,
speed, defensive ability, patience, and the like as previously
described. Characteristics can include any number of ratios,
averages, percentages, or other statistically derived values.
Broader composite characteristics can include any number of
factors, data, weights, scales, or other variables, and can be
used, for example, to provide comparisons of overall ability,
talent, power, production, or fielding across leagues and teams
from different eras. For example, blending an on-base statistic
with a slugging statistic produces a composite characteristic more
indicative of actual production. Characteristics can be adjusted by
any number of relevant factors or multipliers. For example, a
blended on-base and slugging statistic can be divided by a league
average and multiplied by a factor to define a relative offensive
value. Such weighting, factoring, or smoothing can be used to
adjust characteristics between historic and more current characters
as a function of relative ability at the time, or simply based on
absolute ability. Such characteristics can be used to assign a
value to a trading card, both monetary and in-game play.
[0067] Accordingly, each virtual character has a number of
attributes or characteristics 12 that define the character's
skills, performance, abilities, talents, or "Stats." Such
characteristics 12 can also include strength, speed, intelligence,
ability, performance, equipment, perception, judgment, stamina,
resistance, health, power, skill, and the like, and are not
confined to the traditionally published sports statistics.
[0068] During virtual game play, a user's characters or teams may
acquire or improve actions, abilities, or equipment by victory or
conquest. Additionally, characteristics 12 are updated, enhanced,
improved, diminished, gained, lost, or otherwise altered to
correspond more closely with real-world performance of a
corresponding real-world person, entity or character, e.g., sports
figures, horse or car race competitor, or an entire team.
[0069] For example, if a player hits more home runs than he had in
previous seasons, the characteristics 12 on the player's virtual
card would be updated or adjusted accordingly and the corresponding
virtual player would perform in virtual games more like the real
player in real games.
[0070] Virtual characteristic updates can be provided automatically
to a database and associated virtual environment through an
electronic data feed of officially published sports statistics,
such as those provided by Capability Pty. Ltd. of Victoria
Australia, Infostrada Sports, or other service providers that
provide a feed of structured data (e.g., XML, formatted data).
Alternatively, characteristics 12 can be updated manually by a game
administrator. Additionally, users may be allowed to directly
update individual characteristics 12.
[0071] Particular embodiments include the ability to update a
pre-existing virtual characteristic to reflect real-world events in
the interim. Stated otherwise, particular embodiments feature a
method of updating virtual performance characteristics. The method
includes providing a virtual character representative of a
real-world character and establishing performance characteristics
12 for the virtual character based, at least in part, on historic
or otherwise approximated performance of the real-world
character.
[0072] Subsequent performance of the real-world character is then
measured, recorded, and communicated to a database associated with
the virtual environment of the virtual character to update or alter
the performance characteristics 12 of the virtual character. With
reference to FIG. 4, characters can be arranged into teams for
group competitions. For example, leaders, players, offensive
characters, defensive characters, and supporting characters can be
arranged into a team to challenge other teams in a sports game.
Teams can compete based on the relative characteristics, actions,
equipment, defenses, and the like, of the opposing characters and
teams in a given game play session.
[0073] According to the illustrated embodiment, team owners control
the team roster through a team management page or dashboard 14.
Team owners can view other teams to select an opponent. Owners can
manage their card collection, including buying, selling, and
trading cards. A team owner assembles a team by moving cards 10
from a card collection to a team roster 16. The team owner can set
the lineups and rotation of team members. Owners can acquire
additional cards to supplement a team or to create additional
teams. For example, an owner can create a small payroll team, an
all old-timers team, or an all Hall of Famers team.
[0074] Roster 16 can include multiple pitchers to adjust for
degradation of pitcher trading cards as the pitchers experience
fatigue within a challenge series. Thus, virtual game play can
diminish trading card characteristics, such as card value or power.
A starter pack of trading cards can be provided upon registration
of a team owner. The owner can formulate a team from the starter
pack alone, or can add to the team by collecting other cards. Cards
can be acquired using currency accumulated through continued game
play and as prizes for winning league competitions and the
like.
[0075] Team makeup can be limited by player salaries and a team
owner's currency. Player salaries can be adjusted based on
performance. Different classes of cards can be used to establish
different salaries and degradation rates for individual players.
Salaries can be adjusted over time or at the end of a season based
on how real life players perform, or in accordance with real life
salaries.
[0076] Animations and/or narratives can be provided for interaction
between individual opponents as well as between entire teams. For
example, in a sports context individual plays as well as entire
innings or games can be viewed as an animation with or without a
narrative. The narrative can be written or audible and may include
tactile feedback if desired.
[0077] In a particular example, upon registration in a virtual
gaming environment, a user can designate his or her favorite major
league team. The user can receive a starter pack of assorted
virtual player trading cards 10, each defining virtual
characteristics 12 of the respective virtual players. The majority
of the pack cards are selected from a chosen team's selected year
roster. Players from other eras can be mixed in with current team
rosters 16. Users can acquire additional cards 10 or card packs to
augment their teams. Cards can be acquired from other players as
with traditional card collecting. For example, a particularly
desirable card with a higher assigned point value can be traded for
multiple trading cards with lower point values through a
player-to-player marketplace. Trading cards can be purchased with
game currency or by trading with other card collectors. For
example, users can buy packs of five cards using accumulated points
or game currency. Game currency can be earned through successful
game play, scrimmages, milestone participation, or by purchase.
Collecting of the virtual trading cards can be diversified with
different series, brands, card layouts, and the like. Different
card series can be provided with different player characteristics,
such as the rate of card degradation (i.e., mint, near mint,
excellent, down to poor). Degradation of the card can result in
decreased player performance and card condition can be restored
using game currency.
[0078] A virtual trading card auction house can allow players to
put cards up for auction and to bid on cards that others have
listed. The team owner can use collected cards to put together the
team(s). The team owner can assign multiple players per position
and select a full pitching staff. Once the team is assembled, the
owner can challenge other owners, as well as computer-managed
historical teams, e.g., teams from 1907, 1957, and 2007. Game play
limits can be used to establish a maximum number of times two teams
can play per day or per series. The game is simulated to the team
owners based on the relative characteristics of each player and
team and the winner receives points, tickets, or other game
currency based on the game outcome. Game currency is used to
collect additional player trading cards. Cards can be purchased as
packs, boxes or cases, or as individual cards at an auction or
trading page.
[0079] The value of the virtual cards can rise or fall based on
real-world events. For example, if a rookie has a breakout year and
outperforms expectations, the rookie's characteristics would
improve, increasing the rookie's virtual trading card value.
Similarly, trading card values can decline as well. This
fluctuation in virtual trading card values can make the market for
sports games more dynamic, realistic, and interesting.
[0080] With reference to FIG. 5, game play can include a user
controlled team, a computer controlled team, two or more user
controlled teams, and can be expanded to multi-team league, and
division play. Competition leagues can be established by different
team owners with owner established rules, such as the makeup of
teams. Competition can be between teams from different historic
leagues, tiers, divisions, or eras. Similarly, users can assemble
players into teams from different leagues, divisions, tiers, and
eras. Alternatively, a particular tournament may be set up to only
allow players from a given league, division, or era.
[0081] Leagues can be public and open to any other team owner.
Alternatively, leagues can be private with participation only by
invited teams. Owners can create multiple teams to enroll to a
league, and tournament organizers can create any number of
tournament brackets. Tournament rules and properties can be
selected by the tournament organizer according to any number of
historic, current, or fantasy league sports roles, e.g., single
elimination and tie settlement. Joining a league can be free or can
require an entrance fee to create a prize pool for the winning
teams. Prizes can include game currency or additional cards. A team
can be formed for play in a single league with the winning team
owners receiving the trading cards for the players assembled in the
winning team.
[0082] Similarly, leagues can be designated as "private" to requite
an invitation from the league creator or commissioner to join. This
allows friends to create a limited pool for playing as a group.
Leagues can be set to last a limited number of days.
[0083] In some embodiments, league and tournament play is connected
to real-world games. For example, virtual teams can be assigned to
the "SEC" or "ACC" and be affected based on how such teams do in a
real-world competition, e.g., "March Madness" and tournament
brackets.
[0084] Additional contests can be provided by the game
administrator or arranged between groups of team owners. For
example, team owners can create prizes based on prediction of real
word MLB game outcomes. For example, a user can guess how many
total runs will be scored in a real game to receive a prize pack of
trading cards.
[0085] While particular embodiments have been described in the
example context of baseball, these embodiments may be readily
applied in any number of other virtual environments, for example,
football game or soccer game, wrestling match, or dance
competition. Different player performance characteristics may be
selected or asserted for different innings, games, or seasons on a
player or team basis. For example, a virtual player can have one
set of characteristics for offensive positions and another for
defensive positions. The respective characteristics are updated to
reflect real-world performance.
[0086] Particular embodiments can be applied to updating
characteristics including equipment or other inanimate objects. For
example, the outcome of in-game matches can have an effect on
equipment, e.g., bats, engines, armor, and weapons. For example, if
a player performs well, then that player's equipment, weapons, or
armor may "improve" as compared to other similar items.
[0087] Users can select competition with other users' teams or with
computer controlled teams. Team roster data can be displayed,
including: Team Name, Salary, Batting Record, Pitching Record,
Defense Record, and team Formation Date. Game play can be in the
context of a single competition, a league competition, or a
scrimmage.
[0088] Scrimmaging provides a way to test a team's capabilities
against another team. Team owners can scrimmage an opposing team
without the opposing team owner accepting a challenge invitation.
Scrimmages may not be counted against a win-loss record. Points may
still be awarded to the winner of a scrimmage.
[0089] With reference to FIG. 6, a computer network 60 is shown
including a user computer(s) 62 connected to a data server 64.
According to particular embodiments, a user computer 62 may allow a
user to view and/or participate in a video game or simulation. In
particular embodiments, the user computer 62 comprises a processor,
a cache memory, and one or more software applications and drivers
directed to the functions described herein.
[0090] Additionally, the user computer 62 includes a high
performance input/output (I/O) bus and a standard I/O bus. A host
bridge couples the processor to the high performance I/O bus,
whereas an I/O bus bridge couples the two buses to each other. A
system memory and network/communication interface modules are
coupled to the high performance I/O bus. The user computer 62 may
further include video memory and a display device coupled to the
video memory. A mass storage and an I/O port(s) are coupled to the
standard I/O bus. The user computer 62 may optionally include a
keyboard and pointing device, and a display device coupled to the
standard I/O bus. Collectively, these elements are intended to
represent a broad category of computer hardware systems, including
but not limited to general purpose computer systems based on the
Pentium.RTM. processor manufactured by Intel Corporation of Santa
Clara, Calif., as well as any other suitable processor.
[0091] The elements of the user computer 62 are described in
greater detail below. In particular, the network interface modules
provide communication between the user computer 62 and any of a
wide range of networks, such as an Ethernet (e.g., IEEE 802.3)
network, etc. The mass storage provides permanent storage for the
data and programming instructions to perform the above described
functions, whereas the system memory (e.g., DRAM) provides
temporary storage for the data and programming instructions when
executed by the processor. The I/O ports are one or more serial
and/or parallel communication ports that provide communication
between additional peripheral devices, which may be coupled to the
user computer 62.
[0092] The user computer 62 may include a variety of system
architectures; and various components of the user computer 62 may
be rearranged. For example, a cache may be on-chip with the
processor. Alternatively, the cache and the processor may be packed
together as a "processor module," with the processor being referred
to as the "processor core." Furthermore, certain embodiments may
not require nor include, all of the above components. For example,
the peripheral devices described as coupled to the standard I/O bus
may couple to the high performance I/O bus. In addition, in some
embodiments only a single bus may exist with the components of the
user computer 62 being coupled to the single bus. Furthermore, the
user computer 62 may include additional components, such as
additional processors, storage devices, or memories. As discussed
above, in particular embodiments, the operations of the present
disclosure described herein are implemented as a series of software
routines run by the user computer 62. These software routines
comprise a plurality or series of instructions to be executed by a
processor in a hardware system, such as the processor. Initially,
the series of instructions are stored on a storage device, such as
the mass storage. However, the series of instructions can be stored
on any suitable storage medium, such as a diskette, CD-ROM, ROM,
EEPROM, etc. Furthermore, the series of instructions need not be
stored locally, and could be received from a remote storage device,
such as a server on a network, via the network/communication
interface modules. The instructions are copied from the storage
device, such as the mass storage, into the memory and then accessed
and executed by the processor.
[0093] An operating system manages and controls the operation of
the user computer 62, including the input and output of data to and
from software applications. The operating system provides an
interface between the software applications being executed on the
system and the hardware components of the system. According to one
embodiment of the present invention, the operating system is the
Windows.RTM. 95/98/NT/XP operating system, available from Microsoft
Corporation of Redmond, Wash. However, the present invention may be
used with other suitable operating systems, such as the Apple
Macintosh Operating System, available from Apple Computer Inc. of
Cupertino, Calif., UNIX operating systems, LINUX operating systems,
and the like.
[0094] The user computer 62 includes any suitable personal
computer, gaming console, mobile device, including cellular phones,
or processing device. For example, the user computer 62 may include
a gaming console, such as a Sony PlayStation.RTM., Microsoft
Xbox.RTM., Nintendo Wii.RTM., or any other suitable gaming console,
including portable gaming consoles such as the Sony PlayStation
Portable.RTM.. As such, the user computer 62 may further include
one or more I/O devices, such as a controller, game mat, or
pointing device, that may allow a user to control the character(s)
of the game with the outcome of the game dependant on both user
decisions or controls and the altered virtual characteristics. In
such an example, a user may control one or more characters
throughout a portion of the game or the entire game (e.g., causing
the character(s) to throw a pitch, swing at a pitch, move to a
particular area, and perform any other suitable action), while the
user computer 62 controls one or more of the remaining characters
as NPCs. In some embodiments, the user computer 62 may control any
of the characters on the user's team that are currently not being
controlled by either the user or any other user (e.g., during
cooperative play). Additionally, the user computer 62 may also
control all of the characters on the opposing team, or all of the
characters on the opposing team that are not currently being
controlled by another user (e.g., during player versus player game
play). As another example, the I/O devices of the user computer 62
may allow a user to select the character(s) and/or other features
of the game (e.g., location of the game, starting possession of the
ball, particular rules to enforce/eliminate, and the like), and
then the game plays out automatically (or with minor input, such as
selecting one or more plays of a game) as a function of the altered
characteristics of the virtual character and/or the team as a
whole.
[0095] Data server 64 includes a database of real-world historical
data related to performance of real-world individuals,
organizations, systems or events, and virtual performance data
related to the real-world historical data. The real-world
historical data and/or virtual performance data can be transmitted
from data server 64 to user computer 62 over network 60 for use in
modeling virtual performance and virtual performance
characteristics in a virtual environment.
[0096] The virtual environment can be hosted on the user computer
62, the data server 64, and/or on another computer accessible over
network 60. User computer 62 can be preloaded with historical data
or other virtual performance characteristic data, e.g., through
installation of a game or other simulation. Alternatively, user
computer 62 can download or access the game or simulation and
corresponding performance data from data server 64 or other
computer over network 60. In particular embodiments, the entire
game or simulation (or substantially the entire game or simulation)
may be hosted on the user computer 62. As such, the user computer
62 may access the data server 64 in order to receive updates for
the virtual performance characteristic data and updates for the
game and simulation. In particular embodiments, the entire game or
simulation (or substantially the entire game or simulation) may be
hosted on the data server 64 or on another computer accessible over
network 60. As such, a user may access the game or simulation
through a browser running on the user computer 62, e.g., such as a
browser using a flash plug-in. In such an example, the data server
64 or the other computer accessible over network 60 may perform any
of the tasks discussed above with regard to the user computer 62
(e.g., controlling one or more characters of the game).
[0097] Data server 64 is updated with current real-world
performance data via a statistics publisher service or via other
known data entry methods, including manual entry by a database
administrator. For example, current data can be obtained from
various websites following each game within each of the relevant,
leagues, sports, or other competitions or statistically measured
events. It may be advantageous for this data gathering to be
automated so as to closely follow the measured events, at frequent
intervals, or as determined by a system administrator or user
preference. The corresponding virtual performance characteristic
data is then updated and made available to user computers 62 for
use in a virtual gaming environment. For example, the user computer
62, such as a personal computer, gaming console, mobile device, or
processing device, may connect to the data server 64 through the
network in order to receive or download the updated virtual
performance characteristic data, or any other suitable updated
data.
[0098] In particular embodiments, the user computer 62 may connect
to the data server 64 in order to access the updated virtual
performance characteristic data at any suitable interval. For
example, the user computer 62 may connect to the data server 64 in
order to access the updated virtual performance characteristic data
as a real-world sports season progresses (e.g., such a baseball
season or a football season). In such an example, the user computer
62 may automatically (or based on prompting by a user) connect to
the data server 64 after any suitable length of time since the
previous updated virtual performance characteristic data was
received, such as after one day, one week, one month, a length of a
season, one year, or any other suitable period of time. By
connecting to the data server 64 as the real-world sports season
progresses, the user computer 62 update the performance
characteristics of the virtual characters as the real-world sports
season progresses. For example, if one or more statistics of a
particular real-world sports figure change during a game or a
season (e.g., increase/decrease of their current batting average,
increase/decrease their current RBI numbers, or the sports figure
is injured), the user computer 62 may access the updated virtual
performance character data reflecting these changed statistics the
next time the user computer 62 connects to the data server 64. Once
the updated performance characteristic data is accessed, the
processor of the user computer 62 may update the performance
characteristics of the virtual characters using this updated
performance characteristic data. In particular embodiments, such
updating may result in one or more of the performance
characteristics of the virtual characters increasing or decreasing
as the real-world sport figure's real-world statistics increase and
decrease throughout a real-world season (or from season to
season).
[0099] With reference to FIG. 7, in particular embodiments of
updating virtual performance characteristic 70, a first set of
virtual performance characteristics are established or provided in
a database for use within a virtual environment (72). The virtual
performance characteristics are representative of measured
real-world performance of real-world sports figures, athlete,
competitor, organization, event, or the like. The virtual
performance characteristics can be stored at any number of
locations or in any number of ways known in the art for use in the
virtual environment.
[0100] Subsequent to providing the virtual performance
characteristics (72), real-world performance of the corresponding
real-world person, entity, or character is measured (74) or
accessed from a data stream to obtain updated real-world
performance data. This updated real-world performance data is
communicated or input into the database (76). The updated
real-world performance data is translated into updated virtual
performance characteristics (78). The updated virtual performance
characteristics are applied within a virtual environment to
determine the performance of one or more corresponding virtual
characters (80).
[0101] In some embodiments, real-world performance can be measured
as cross-team or cross-category metrics. For example, players can
be designated as either RED or BLUE teams within a tournament, with
the winner of the tournament (e.g., everyone in either the RED or
BLUE faction) receiving a bonus characteristics enhancement.
Alternatively, more abstract performance-connections can be
established. For example, if the Ravens win the Super Bowl,
baseball teams or selected players of teams with bird-themed logos
can receive a bonus characteristic enhancement.
[0102] In some embodiments, the real-world and/or virtual
performance characteristics are displayed to users in a trading
card format. In some embodiments, both real-world and corresponding
virtual characteristics-are presented. In some embodiments, the
characteristics are displayed in a heads up display with a gaming
environment. In some embodiments, the characteristics determine the
performance of the corresponding virtual character without the need
to display a performance characteristic to the user. Thus,
particular performance characteristics need not be presented as a
trading card or otherwise. It is sufficient that a database of
performance characteristics is regularly updated based on
real-world performance for use in determining the outcome of game
play within a video games environment.
[0103] In some embodiments, the updated virtual performance
characteristics are presented in a virtual trading card-style
display. Updates can include position changes, e.g., third base to
short stop, salary, rankings, injuries, suspensions, popularity,
and any other sports figure information of interest. For example, a
game could use an updated salary of real-world players to "salary
cap" virtual teams. Popularity of a player can determine a response
of a virtual crowd to a character's performance. Ranking can affect
an overall performance enhancement factor. Additional biographic
information and images can also be updated.
[0104] Historic and updated real-world information can be collected
by any number of means, including automated means, public polls,
player polls, official publications, blogs, web services, and the
like. The virtual characteristics can include a combination of
real-world and virtual game outcomes. For example, both real-world
and virtual game wins can improve the virtual characteristics of
individual team members and the team as a whole. Various
embodiments are advantageous in any number of different games or
other virtual environments. Racing games can include human
characters, e.g., Tour de France or NASCAR, animal characters,
e.g., dog races, horse rider pairs, machine and driver pairs, e.g.,
cars and planes, and other types of competitive characters.
[0105] In a particular sporting example, updated characteristics
and trading cards are provided during the World Series to provide a
predictive model to permit the simulation of remaining games or
even a game in progress.
[0106] The value of the "live trading cards" fluctuates with the
virtual performance characteristics. This can make in-game card
trading and auction activities more interesting to game players or
other card collectors. The value of the "live trading cards" can be
driven by real life events, in-game events, or both.
[0107] While embodiments of the "live trading cards," virtual
performance characteristics, and real-world performance
characteristics have been described in the context of baseball
cards, baseball games, baseball players, and real-world baseball
games, real-world and virtual performance characteristics can be
measured, updated, and applied within any number of virtual
environments.
[0108] Any number of methods can be used for translating real-world
information into usable game data. Updates can be performed at arty
desired frequency, or upon occurrence of any number of events. The
information can be selected or omitted as desired for a given
application. For example, in some case, only certain "featured"
cards or players are updated at certain times. In some embodiments,
a user must earn or pay for updated performance characteristics,
e.g., either in real money or cost in game terms. For example, one
option is to have users pick a card that he or she wants to update,
giving the video game user the choice of collecting or using the
card based on its historical performance or current
performance.
[0109] In some embodiments, game competition or practice can affect
the virtual performance characteristics. In particular challenge
embodiments, two different types of challenges allow users to elect
competitive game play or practice game play for strategy
evaluation. "Skirmishes" or scrimmages may not count towards player
records but provide opportunities for training, learning, and point
accumulation without jeopardizing player records or characteristic
levels. A challenge can be extended to an opponent and, if
accepted, leads to a competition that shows up on both contestants'
public records, impacts rankings, and virtual performance
characteristics. A skirmish is a practice challenge, typically
lasting fewer rounds and using streamlined options. Skirmishes may
be selected to not affect the official record of either team.
[0110] In competition, victorious characters or teams may receive
equipment, points, or game currency from the defeated character or
team. Such rewards can be converted into game currency, trading,
cards, better equipment, more inventory space, special abilities,
and the like. Game currency can be bought to use in the game
environment using real money, for example via PayPal.
[0111] In particular embodiments, a user may choose to view a game
play as an animation or as a narration of turns, game play
segments, and outcomes. The animation plays out as a function of
preprogrammed criteria, including virtual performance
characteristics. In the context of competition with historic sports
figures, historic data can be used to determine the outcome of each
successive play to determine the outcome of a game. The narration
can show a step by step or blow by blow progression of the
competition through to completion. The champion character is
awarded various tokens, other game currency, or additional game
advancement opportunities.
[0112] Accordingly, game play may be asynchronous with opposing
users initiating, responding to, completing, viewing, and
evaluating their respective game play stages and outcomes at
entirely different times. Users can elect to view the outcome of a
complete challenge or game, view the outcome of different innings,
or watch the game play out step by step. In other embodiments,
multiple competing users may concurrently interact with the gaming
system.
[0113] Game play can include fantasy sports simulation and does not
require real-world sports game outcomes. Each of the virtual
characters has a predetermined set of characteristics such as
abilities, powers, defenses, or performance levels. These
characteristics can be implemented in a preselected order or
according to a statistical probability, for example, based on
historic data. Game play is conducted between virtual characters
without the need for further user interaction
[0114] A number of embodiments of the invention have been
described. Nevertheless, it will be understood that various
modifications may be made without departing from the spirit and
scope of the invention. For example, predictive modeling in both
competitive and noncompetitive virtual environments can benefit
from updated virtual performance characteristics tied to recorded
real-world performance characteristics. The virtual environments
can be accessed or played on any personal computer, gaming console,
mobile device, including cellular phones, or processing, device.
Accordingly, other embodiments are within the scope of the
following claims.
* * * * *