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| United States Patent Application |
20080096665
|
| Kind Code
|
A1
|
|
COHEN; Ariel
|
April 24, 2008
|
SYSTEM AND A METHOD FOR A REALITY ROLE PLAYING GAME GENRE
Abstract
A system for a Reality Role Playing Game (RRPG) including at east one of
in-game experiences, out-of-game experiences and real world content
scenarios that are related to at least one of REAL people and REAL
in-life actions, feelings and contacts, wherein the distinction between
in-game and out-of-game experiences are blurred.
| Inventors: |
COHEN; Ariel; (Tel Aviv, IL)
|
| Correspondence Address:
|
Naomi Assia;Landon IP, Inc
Suite 450, 1700 Diagonal Road
Alexandria
VA
22314
US
|
| Serial No.:
|
550425 |
| Series Code:
|
11
|
| Filed:
|
October 18, 2006 |
| Current U.S. Class: |
463/42 |
| Class at Publication: |
463/42 |
| International Class: |
A63F 9/24 20060101 A63F009/24 |
Claims
1. A system for a Massively Multiplayer Online Reality Role-Playing Games
(MMO)RRPG's comprising at least one of:in-game experiences;out-of-game
experiences; andreal world content scenarios that are related to at least
one of:REAL people;REAL in-life actions;REAL in-life feelings; andREAL
in-life contacts,wherein the distinction between in-game and out-of-game
experiences may be blurred.
2. The system of claim 1, wherein there can be any number of real world
content scenario types, comprising at least one of:support group content
scenarios comprising at least one of:parenting and child care;pregnancy
and child birth;avoiding over-eating and slimming;giving up
smoking;treating alcohol addictions;treating narcotic addictions; andPTSD
support groups;learning content scenarios; andgaming content scenarios
comprising at least one of:"survival games" in the spirit of various
Reality TV programs;gambling games;"Dungeons and Dragons.TM."
scenarios;dating games;investment games using:real currency;game
currency;real investments; andvirtual/game investments;competition games
comprising at least one of:skill-based with real judges;skill-based with
acting judges;knowledge based; andprofessional expertise.
3. The system of claim 1, wherein playing in any of the worlds comprises
assignments and quests comprising at least one of:computer assigned
quests comprising at least one of:learning assignments with qualifying
exams;real world physical assignments where validation credit from real
entities is passed using cryptographically created "assignment keys;"real
world physical assignments where assignment credit from real entities is
passed using cryptographically created "assignment keys;"human
interaction quests that are one of:real;virtual; andmixed real and
virtual;treatment quests that are one of:real;virtual; andmixed real and
virtual;coaching quests that are one of:real;virtual; andmixed real and
virtual; andtraining quests that are one of:real;virtual; andmixed real
and virtual;group assignments within the game world;group assignments
within the real world; andgroup assignments within mixed real and virtual
worlds;a player self-defined assignment comprising at least one
of:pre-defined sub-quest types; andgoals and parameters of the assignment
are self defined;Internet assignments comprising at least one
of:establishing and moderating a forum;establishing and maintaining an
community Internet web site;establishing and maintaining a
blog;establishing and maintaining a vlog; andcreating and distributing a
podcast;externally defined assignments; andexternally defined assignments
imposed by reality TV programs' producers.
4. The system of claim 1, wherein playing in any of the worlds comprisesan
additional classification of quest type based on the distinction
between:real time synchronous quests, occurring within the game
world,such that the real time nature of a quest may be critical where
group interaction is involved;real time synchronous quests, occurring in
real life, such that the real time nature of a quest may be critical
where group interaction is involved; andreal time synchronous quests,
occurring within the game world and in real life, such that the real time
nature of a quest may be critical where group interaction is involved;
andoffline asynchronous quests to be performed at a player controlled
pace.
5. The system of claim 1, further comprising (MMO)RRPG's credits and
economy, wherein players may create valuable assets within:the game
world;the real world; andthe game world and the real world.
6. The system of claim 5, wherein assets are at least one product.
7. The system of claim 5, wherein assets are at least one service.
8. The system of claim 5, wherein assets are at least one product and at
least one service.
9. The system of claim 5, wherein assets are game-world oriented, without
meaning in the real world.
10. The system of claim 6, wherein assets are game-world oriented, without
meaning in the real world.
11. The system of claim 7, wherein assets are game-world oriented, without
meaning in the real world.
12. The system of claim 8, wherein assets are game-world oriented, without
meaning in the real world.
13. The system of claim 5, wherein assets are physical/tangible assets and
can be sold in at least one of:Internet auction sites;the game world;the
non-game world;real world shops; andInternet shops.
14. The system of claim 6, wherein assets are physical/tangible assets and
can be sold in at least one of:Internet auction sites;the game world;the
non-game world;real world shops; andInternet shops.
15. The system of claim 7, wherein assets are physical/tangible assets and
can be sold in at least one of:Internet auction sites;the game world;the
non-game world;real world shops; andInternet shops.
16. The system of claim 8, wherein assets are physical/tangible assets and
can be sold in at least one of:Internet auction sites;the game world;the
non-game world;real world shops; andInternet shops.
17. The system of claim 5, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
18. The system of claim 6, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
19. The system of claim 7, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
20. The system of claim 8, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
21. The system of claim 9, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
22. The system of claim 10, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
23. The system of claim 11, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
24. The system of claim 12, wherein players gain credit in ways comprising
at least one of:selling real assets;selling virtual assets;getting
certification;selling knowledge;training in a gym;visiting a
therapist/psychiatrist;raising real funds;raising virtual funds;donating
real funds;donating virtual funds; andproviding tips and reports.
25. The system of claim 17, wherein said tips and reports are tourist tips
of consumer information.
26. The system of claim 5, further comprising game currency.
27. The system of claim 6, further comprising game currency.
28. The system of claim 7, further comprising game currency.
29. The system of claim 8, further comprising game currency.
30. The system of claim 9, further comprising game currency.
31. The system of claim 10, further comprising game currency.
32. The system of claim 11, further comprising game currency.
33. The system of claim 12, further comprising game currency.
34. The system of claim 26, wherein game currency is exchangeable with
real money.
35. The system of claim 27, wherein game currency is exchangeable with
real money.
36. The system of claim 28, wherein game currency is exchangeable with
real money.
37. The system of claim 29, wherein game currency is exchangeable with
real money.
38. The system of claim 30, wherein game currency is exchangeable with
real money.
39. The system of claim 31, wherein game currency is exchangeable with
real money.
40. The system of claim 32, wherein game currency is exchangeable with
real money.
41. The system of claim 33, wherein game currency is exchangeable with
real money.
42. The system of claim 1, wherein marketing content and advertisement is
incorporated in at least one of the following ways:marketing campaigns
immersed in the content scenario of the game;advertisements displayed in
various locations visited by players within the game;assignments and
quests involving real-life services and products associated with a
specific brand; andbranded game scenes in the spirit of branded
entertainment TV programs giving the opportunity for brands to echo their
commercial benefits and the positioning they want to defend.
43. A method for a Massively Multiplayer Online Reality Role-Playing Game
((MMO)RRPG) comprising:registering by a player of a personal character in
the form of an avatar having attributes, wherein said avatar represents
said player on said player's first visit to said game;joining a specific
world (content scenario) and initializing said specific world with
specific attributes and goals; andjoining more than one world
concurrently.
44. The method of claim 43, wherein players interact with at least one
of:reality TV programs; andspectators of reality TV programs.
45. The method of claim 43, further comprising importing an avatar.
46. The method of claim 43, further comprising exporting an avatar.
47. The method of claim 43, wherein said exporting further comprises at
least one of:full export and full avatar attributes;player attributes
export;avatar attributes export from:a single content scenario;a group of
content scenarios; andall content scenarios; andglobal computed
attributes.
48. The method of claim 43, further comprising nullifying said global
computed attributes while being exported and computing said global
computed attributes dynamically when said exported avatar is imported in
the future.
49. The method of claim 43, wherein said avatar attributes comprise at
least one of:real identity attributes;avatar attributes representing the
real player within the game world; andglobal computed attributes, wherein
said global computed attributes enable interaction between said content
scenarios and said player's achievements in each one of said content
scenarios in order to derive global values for said player, and wherein
said global values can apply to any game environment.
50. The method of claim 43, further comprising protecting values of said
attributes in each content scenario and the global computed attributes
through digital signature technology, so that each of said content
scenarios can access and modify its unique attributes.
51. The method of claim 43, wherein the real player's identity is
confidential.
52. The method of claim 43, wherein the real player's identity is
disclosed.
53. The method of claim 52, wherein the player's avatar is represented by
at least one of:the real player's p
hoto;the real player's animation;
andthe real player's voice.
54. The method of claim 43, wherein said avatar is portable to other game
environments and content scenarios.
55. The method of claim 54, wherein said avatar attributes can be saved to
a file structure, wherein said structure is defined by a Portable Avatar
Format (PAF).
Description
FIELD OF THE INVENTION
[0001]The present invention relates generally to systems and methods for
role playing games, and more particularly to a system and method for a
reality role playing game genre.
BACKGROUND OF THE INVENTION
[0002]A massively multiplayer online role-playing game (MMORPG) is an
online computer role-playing game (RPG) in which a large number of
players interact with one another in a virtual world, as described on the
Wikipedia Website. As in all RPG's, players assume the role of a
fictional character (traditionally in a fantasy setting) and take control
over most of that character's actions. MMORPG's are distinguished from
single-player or small multi-player RPG's by the game's persistent world,
usually hosted by the game's publisher, which continues to exist and
evolve while the player is away from the game.
[0003]A virtual world is a computer-simulated environment intended for its
users to inhabit and interact via avatars. This habitation usually is
represented in the form of two or three-dimensional graphical
representations of humanoids or other graphical or text-based avatars.
Some, but not all, virtual worlds allow for multiple users.
[0004]An alternate reality game (ARG) is a cross-media game that
deliberately blurs the line between in-game experiences and the real
world. While these games may primarily be centered around online
resources, events which happen as part of the game may be communicated to
the players in a number of forms. Often events that happen inside the
game reality will "reach out" into the players life in order to bring
them together. Previous ARG's have included the following:
[0005]e-mail;
[0006]Websites, both those obviously connected with the game and
unrelated, innocent looking Websites. Both of these Website types are
often where the bulk of the game lies, providing puzzles in many forms,
e.g. cryptography;
[0007]phone calls to a player's home, cell or work phone;
[0008]phone calls from players to a fictional character;
[0009]SMS messages to players' cell phones;
[0010]postal (snail) mail;
[0011]newspaper articles or classifieds;
[0012]chat/Instant messaging, often involving conversation with actors or
bots;
[0013]IRC channels;
[0014]real world artifacts related to the game in play;
[0015]real world events using actors who interact with the players who
attend.
[0016]Most ARG's have a specific goal of not only involving the player
with the story and/or fictional characters, but of connecting them to
each other. Many game puzzles can be solved only by the collective and
collaborative efforts of multiple players, and strong communities
flourish around individual games and the ARG genre as a whole.
[0017]ARG's are usually earmarked by a large game-reality in the form of
multiple Websites, all of which are presented as being real
(non-fiction). In fact, sometimes it is difficult to tell if a Website is
fictional or not. These Websites form the foundation of the game's
universe, and are usually the primary storytelling vehicle, although the
various media listed above can be used as well. This creates a situation
where the game's alternate reality and the real world collide--some games
have extended into players' everyday lives by pushing information towards
players at certain times (e.g. SMS messages), whereas others have
required players to initiate all communication.
[0018]The concept of "this is not a game" is central to the ARG genre.
Alternate reality games do not advertise themselves as such, and never
admit to being a game while `live`--when the game is over, some
information about its creation may become public. The mystery surrounding
the game's events and creators is a major contributor to player immersion
and enjoyment, as is the general thrill of discovering the game's
alternate universe and exploring its boundaries with the real world.
[0019]Several ARG's have been used as marketing
tools to promote certain
products, from video games to cars. Although the Web-based nature of
alternate reality games means that financing them is easier than
producing a full-scale video game, a long-running game has several
ongoing expenses, including, but not limited to: Web hosting and
bandwidth; Web and graphic design staff; scriptwriting staff; actors;
puzzle creators; real world artifact creation; telephone calls; and
advertisements in newspapers. Using an ARG as a marketing campaign allows
players to form a deep attachment with particular products, e.g. being
immersed in the universe surrounding a video game, while providing the
resources necessary to run a full-scale game. Other games have financed
themselves, for example through the sale of real-world artifacts.
SUMMARY OF THE PRESENT INVENTION
[0020]Accordingly, it is a principle object of the present invention to
provide a game genre called Reality Role Playing Game (RRPG). RRPG's can
be played by a single or a limited number of players using a standalone
computer, or by many players interacting online, in which case they
should be called MMORRPG's (Massively Multiplayer Online Reality
Role-Playing Games). In the following discussion both types are referred
to as (MMO)RRPG's.
[0021](MMO)RRPG's of the present invention simulate real life situations
and experiences in diverse worlds, or content scenarios. A content
scenario is herein defined as a self-contained game world (real,
fictitious or mixed) possibly implemented as a separate system comprising
software, hardware devices, communication channels, etc.
[0022](MMO)RRPG games, like ARG's (Alternate Reality Games) blur the
distinction between in-game and out-of-game experiences but, the real
world content scenarios are not fictional in nature (as in ARG's)--they
are related to REAL people and REAL-life actions, feelings, contacts,
etc.
[0023]It is a further principle object of the present invention that game
experiences also involve real life experiences, as opposed to Alternate
Reality, or totally imaginary and fictitious game worlds.
[0024]It is another principle object of the present invention that players
in the (MMO)RRPG's are represented by artificial characters or avatars,
and the real players' identities are either confidential or disclosed, at
their own discretion.
[0025]It is one other principle object of the present invention that the
artificial character or avatar representing a player is portable to other
game environments and/or content scenarios, and can co-exist in several
parallel game worlds at the same time.
[0026]It is one further principle object of the present invention that in
the case of a disclosed identity, the "avatar" can be represented by the
real image (p
hoto/animation) and/or voice of the player.
[0027]It is yet another principle object of the present invention that
events that happen inside the game reality may be tied to the players'
real lives.
[0028]It is still another principle object of the present invention that
game credits and ranks may have real-life value, such as accreditation,
recognition and financial values, for instance, and vice versa.
[0029]Finally, it is yet still another principle object of the present
invention that events that happen inside the game reality and players
participating in the game may interact with real-life environments and
mechanisms, such as reality TV programs. In these scenarios, TV program
spectators can interact with game players during a TV broadcast or
asynchronously (before or following the broadcast). Such spectators may
grade the performance of game players or even compete with them, or
participate in their experiences by joining the game temporarily (or
become regular game participants). The distinction between game playing
and TV broadcast is thus blurred, since game scenes may be broadcast on
TV and vice versa--TV broadcasts may become a part of the game and can be
relayed synchronously or asynchronously to game players.
[0030]Some of the players in (MMO)RRPGs may be non-human
(computer-generated). These players will typically lack some of the
attributes associated with real players.
[0031](MMO)RRPGs may incorporate marketing content and advertisements. The
deep involvement of players in their content scenarios, which is achieved
by the real life aspects of (MMO)RRPGs strengthens players' deep
attachment to particular products and services presented within game
worlds.
[0032]A system is disclosed for a Reality Role Playing Game (RRPG)
including at least one of in-game experiences, out-of-game experiences
and real world content scenarios that are related to at least one of REAL
people and REAL in-life actions, feelings and contacts, wherein the
distinction between in-game and out-of-game experiences are blurred.
[0033]A player can chose to experience one or more worlds (content
scenarios) concurrently. There can be any number of content scenario
types, such as:
[0034]Support Group content scenarios: [0035]Parenting and child care;
[0036]Pregnancy and child birth; [0037]Avoiding over-eating and slimming;
[0038]Giving up smoking; [0039]Treating Alcohol or Narcotic addictions;
and [0040]PTSD support groups
[0041]Learning content scenarios; and
[0042]Gaming content scenarios: [0043]"Survival games" in the spirit of
various Reality TV programs; [0044]Gambling games; [0045]Dungeons and
Dragons scenarios; [0046]Dating games; [0047]Investment games (using real
or game currency, using real or virtual/game investments); and
[0048]Competition games such as: [0049]Skill based (with or without real
judges); [0050]Knowledge based; and [0051]Professional expertise.
[0052]The content scenarios listed above are indicative of but a few of
the various possible content scenarios in which the principles of the
present invention may be employed. The present invention is intended to
include all such content scenarios and their equivalents. Playing in any
of the worlds comprises assignments or quests of various types:
[0053]Computer assigned quests: [0054]Learning assignments with
qualifying exams; [0055]Real world physical assignments where validation
or assignment credit from real entities is passed using cryptographically
created "assignment keys;" [0056]Real, virtual, or mixed human
interaction, or treatment, or coaching, or training; and [0057]Group
assignments within the game world and/or in the real world;
[0058]Player self-defined assignment: [0059]From pre-defined sub-quest
types; and [0060]Where only goals (parameters of the assignment) are self
defined;
[0061]Internet-related assignments such as: [0062]Establishing and
moderating a forum; [0063]Establishing and maintaingn a blog
[0064]Establishing and maintaining a vlog; and [0065]Creating and
distributing a podcast;
[0066]Externally defined assignments, such as those imposed by reality TV
programs' producers.
[0067]It is to be appreciated that the quest types to be implemented in
accordance with an aspect of the present invention are not limited to the
quest examples listed above, as many other quest types exist.
An additional classification of quest types is based on the distinction
between:
[0068]Real time (synchronous quests). This type of quests can occur within
the game world and/or in real life. The real time nature of a quest may
be critical where group interaction is involved; and
[0069]Offline (asynchronous quests) to be performed in a player controlled
pace.
(MMO)RRPG's Credits and Economy:
[0070]Players may create valuable assets within the game world, in the
real world or in both. Assets may be either a product or a service (such
as teaching, coaching, consulting, helping, etc.). Assets may be either
game-world oriented (such as assets that have no meaning in the real
world) or physical/tangible assets (such assets can be sold in internet
auction sites, real world shops, game world mechanisms or internet
shops).
Players Gain Credit in Various Ways:
[0071]By selling real assets;
[0072]By selling virtual assets;
[0073]By getting certification;
[0074]By selling knowledge;
[0075]By training in a gym;
[0076]By visiting a therapist;
[0077]By Raising funds, real or virtual;
[0078]By Donating funds, real or virtual;
[0079]By Providing tips and reports, such as tourist tips of consumer
information; and
[0080]By evaluations and/or votes cast by spectators of reality TV
programs, for instance.
[0081]Game currency could be exchangeable with real money using various
mechanisms.
[0082]It is to be appreciated that the possible methods to gain credit in
accordance with an aspect of the present invention are not limited to
those examples listed above, as many other methods exist.
Advertisements and Marketing Content in (MMO)RRPGs:
[0083](MMO)RRPGs may incorporate marketing content and advertisements. The
deep involvement of players in their content scenarios, which is achieved
by the real life aspects of (MMO)RRPGs, strengthens players' attachment
with particular products and services presented within game worlds. These
may assume any of the following forms:
[0084]Marketing campaigns immersed in the content scenario of the game;
[0085]Advertisements displayed in various locations visited by players
within the game;
[0086]Assignments and quests involving real-life services and products
associated with a specific brand; and
[0087]Branded game worlds or game scenes in the spirit of branded
entertainment TV programs giving the opportunity for brands to echo their
commercial benefits and the positioning they want to defend.
[0088]There has thus been outlined, rather broadly, the more important
features of the invention in order that the detailed description thereof
that follows hereinafter may be better understood. Additional details and
advantages of the invention will be set forth in the detailed
description, and in part will be appreciated from the description, or may
be learned by practice of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0089]In order to understand the invention and to see how it may be
carried out in practice, a preferred embodiment will now be described, by
way of a non-limiting example only, with reference to the accompanying
drawings, in which:
[0090]FIG. 1 is a flow chart illustration of an exemplary scenario of a
player beginning to participate in a Massively Multiplayer Online Reality
Role-Playing Game ((MMO)RRPG), constructed according to the principles of
the present invention;
[0091]FIG. 2 is an exemplary schematic block diagram of an attribute
structure 200 representing a player as an artificial character or avatar,
constructed according to the principles of the present invention;
[0092]FIG. 3 is an exemplary block diagram of a system that facilitates
portability of the artificial character or avatar representing a player
to other game environments and/or content scenarios, constructed
according to the principles of the present invention;
[0093]FIG. 4 is an exemplary schematic block diagram of a system that
facilitates coexistence of the artificial character or avatar
representing a player in several parallel game worlds at the same time,
constructed according to the principles of the present invention; and
[0094]FIG. 5 is an exemplary flow chart illustration of a scenario of a
player continuing to participate in a Massively Multiplayer Online
Reality Role-Playing Game ((MMO)RRPG) once the player does have a content
scenario world, performed according to the principles of the present
invention.
DETAILED DESCRIPTION OF AN EXEMPLARY EMBODIMENT
[0095]The principles and operation of a method and an apparatus according
to the present invention may be better understood with reference to the
drawings and the accompanying description, it being understood that these
drawings are given for illustrative purposes only and are not meant to be
limiting.
[0096]FIG. 1 is a flow chart illustration of an exemplary scenario of a
player beginning to participate in a Massively Multiplayer Online Reality
Role-Playing Game ((MMO)RRPG), constructed according to the principles of
the present invention. On a player's first visit 110 he typically
registers his character in the form of an avatar 120. He then initializes
his real identity attributes and a minimal set of shared avatar
attributes, i.e., those not specific to any specific world or context
scenario 130.
[0097]An introductory tutorial is perused or optionally can be skipped
140. It is then determined whether the Player has a content scenario
world 150. If not then he wanders and experiences worlds passively 160
until he joins a specific world 170 and initializes the world with
specific attributes and goals 180. Once the player has at least one
content scenario he can continue to participate in the game as outlined
in FIG. 5.
[0098]FIG. 2 is an exemplary schematic block diagram of an attribute
structure 200 representing a player as an artificial character or avatar,
constructed according to the principles of the present invention. These
attributes can be divided into three categories: [0099]Real identity
attributes 210: Attributes identifying the real person behind the player.
Some of these attributes are initialized when the person enrolls any of
the games or content scenarios. Other attributes can be added and/or
modified later on. The values of these attributes are initially
confidential--other players cannot see them and they are needed by the
game operator(s) mainly for registration, charging and legal purposes. As
the player joins one or more content scenarios he can decide to reveal
parts of his real identity. This decision is preferably both
attribute-specific and game-world (content scenario) specific.
[0100]Avatar Attributes 220: These characterize the artificial character
representing the real player within the game world(s). These attributes
can be sub-divided into two groups: [0101]Shared attributes 221: those
attributes, which are persistent and invariable between different game
worlds, define basic characteristics of the avatar. [0102]Private
attributes 222: those attributes that are valid within a specific game
world. They may be overloaded based on the game world context. They may
also override shared attributes within a specific game world context.
They are arranged in a linked list of attributes per content scenario
(see content scenario 1 attributes . . . content scenario N attributes
222, where N is a natural number). The number of content scenarios is
unlimited, thus the structure should be implemented based on expandable
data structures. Some of these attributes are static while others are
dynamic and change as the game advances. [0103]Global computed
attributes 230: These attributes are used to hold computed and/or
combined values as derived from the avatar attributes in different
contents scenarios. This makes it possible to enable interaction between
content scenarios and a player's achievements in each one of them in
order to derive global values for that player--values which are not
specific to any certain game environment.
[0104]All types of attributes presented above should be registered based
on a distributed registration method, such as Abstract Syntax Notation
One (ASN.1) based Object identifiers (OID's). ASN.1 is a formal notation
used to define data types and encode data values and a language that
describes the data structures that make up an abstract syntax.
[0105]In order to protect values of attributes in each content scenario,
and in order to protect the global computed attributes, a protection
through digital signature technology is needed, so that each content
scenario can access and modify only its unique attributes. The global
attributes are modifiable by the game operator (or by more than one
operator, through a predefined protocol and strong authentication of the
operators handling these attributes).
[0106]FIG. 3 is an exemplary schematic block diagram of a system that
facilitates portability of the artificial character or avatar
representing a player to other game environments and/or content
scenarios, constructed according to the principles of the present
invention.
[0107]Since initially not all game worlds will necessarily adopt an agreed
structure, as presented in FIG. 2 described above, a manual method of
exporting and importing avatar attributes is needed. Additionally, a game
operator may decide to let players save their avatar attributes in a file
structure 300, which can be kept off-line for a certain period of time
and reloaded when the player wishes to join the game again. The structure
of the saved file is defined by a Portable Avatar Format (PAF) 300, which
constitutes a part of the present invention. When exporting an avatar, it
can be partially or fully exported, at the discretion of the player
according to the constraints imposed by the game(s) operator(s). One or
more of the following export options may be allowed: [0108]Full export
(Player 310 and full avatar attributes 320) [0109]Player attributes 310
export (can be useful for creation of a new avatar with same real
player's attributes) [0110]Avatar attributes export (from a single
content scenario, a group of content scenarios or all content scenarios
322). [0111]Global computed attributes (330) may be nullified while
exported, since they will be computed dynamically when the exported
avatar is imported in the future.Importing a saved PAF file is also a
modular process. Any type of PAF file can be imported into an existing
player's structure while ignoring or nullifying certain attributes based
on constraints imposed by the game operator's import rules for each
content scenario. The PAF file also includes PAF-file attributes (340)
which are needed for its management, identification, storage and
protection (by signatures).
[0112]A set of export/import operations can be used in order to merge
attributes from different game environments into a newly created
player/avatar structure to be imported into another game environment.
External
tools for manipulation of PAF files may support these
operations.
[0113]It is important to note that attribute values are preferably
protected by digital signatures of the exporting entities. A player
cannot manually change attributes or use a certain content scenario's
avatar attributes in another content scenario, unless permitted by the
policy defined by each content scenario's operator. The same policies
dictate what should be stored in the global computed attributes.
[0114]FIG. 4 is an exemplary schematic block diagram of a system that
facilitates coexistence of the artificial character or avatar
representing a player in several parallel game worlds at the same time,
constructed according to the principles of the present invention.
[0115]Players 420 are represented as player 1 to player M, where M is a
natural number. Game worlds (content scenarios) 410 are represented as
Content Scenario 1 to Content Scenario N, where N is a natural number. A
virtual Integration Engine 430 monitors attributes of players based on
policies dictated by each Content Scenario, and computes global computed
attributes as described in FIG. 2 above. Integration engine 430 is
considered virtual since it may be constructed from an aggregation of
computation rules, data and methods mutually agreed upon by the
collection of interacting game worlds, while the actual engine may be
either at a central location or distributed within the cooperating game
worlds.
[0116]In order to protect values of attributes in each content scenario
410, and in order to protect the global computed attributes, protection
through digital signature technology is needed, so that each content
scenario 410 can access and modify only its unique attributes. The global
attributes are modifiable by the game operator or, alternatively, by more
than one operator, through a predefined protocol and strong
authentication of the operators handling these attributes.
[0117]FIG. 5 is an exemplary flow chart illustration of a scenario of a
player continuing to participate in a Massively Multiplayer Online
Reality Role-Playing Game ((MMO)RRPG) once the player does have a content
scenario world, performed according to the principles of the present
invention. [0118]The specific game world selected by the player is
initialized 510: The state is derived from values stored centrally within
the game operator's database and existing avatar attribute values.
[0119]The values for the player's avatar are either loaded from the game
operator's database or from a stored avatar in the exemplary format
associated with PAF attributes 340 or a merging of both sources 520. In
order to prevent fraudulent attribute value initialization, all values
are signed by one or more game operators and verified using digital
signature mechanisms. [0120]Global computed attributes are calculated and
recalculated as a part of the game world initialization each time a
player enters a game world and recalculated again periodically or when
requested by game engine logic 530. [0121]Once the player starts playing
540, he can engage in different activities as described above in the
summary of the present invention, including the following activities:
[0122]perform quests 541; [0123]engage in non-quest credit enabling
activities 542; [0124]interact with other players 543; [0125]handle
modifiable avatar attributes and/or save/export his avatar 544;
[0126]switch game worlds 545; and [0127]interact with external
spectators, such as reality TV programs spectators 546.
[0128]FIG. 5 depicts a setup where the player can play a single game world
at any instance. This does not mean that concurrent playing in more than
one world is impossible. The present invention makes it possible to play
in several game worlds concurrently based on game interaction protocols
(GIP's) and avatar portability as described in reference to FIG. 4 above.
[0129]Having described the present invention with regard to certain
specific embodiments thereof, it is to be understood that the description
is not meant as a limitation, since further modifications will now
suggest themselves to those skilled in the art, and it is intended to
cover such modifications as fall within the scope of the appended claims.
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