System and method for progressing character abilities in a simulation
View Patent ↗Systems and methods are provided to alter one or more characteristics of a digital object or profile, such as developing a character in an online computer game. Using the systems and methods, a user of a computer system, e.g., a player of a computer game, can control how digital objects develop over time both through the direct use of that object by the user as well as by the passage of units of time.
1. A massively multiplayer online (MMO) game server system configured to simultaneously support thousands of players in a game environment, the MMO game server system comprising:
a processor; and
a non-transitory computer-readable medium, comprising instructions for causing the processor to perform a method of progressing player characters in a simulation, the simulation including a plurality of player characters and non-player characters, the method comprising:
maintaining a database of player character data for all players in the game environment, the player character data comprising data associated with player character attributes, statistics, characteristics, and abilities;
simultaneously communicating with a plurality of remote client computing devices by way of a network, to carry out game processes at the MMO game server system for the plurality of remote client computing devices, and to associate player character data with progression variables and advancement points for each of the plurality of player characters;
continuously updating the database to increase or decrease progression variables and advancement points for all players in response to simultaneous game playing involving communication with the plurality of remote client computing devices, and in response to passage of real time;
associating with a player character a number of active advancement points and a number of inactive advancement points, the active advancement points increasing in response to in-game activities of the player character;
receiving a selected attribute, from a plurality of attributes of the player character, for use as a progression variable, the selected attribute chosen by a user;
after a passage of a unit of real time, increasing the number of inactive advancement points, wherein accumulation of the inactive advancement points is based only on elapsing of real time;
expending at least a portion of the number of inactive advancement points and at least a portion of the number of active advancement points to increase a value of the progression variable; and
transmitting a signal to a client computing device, corresponding to the increased progression variable, the signal for causing a rendering of an indication of the increased progression variable on a video or an audio device, respectively, or both.
2. The MMO game server system of claim 1 , wherein a signal associated with the signal for causing a rendering is transmitted to a video renderer including a graphics processing unit or a video card.
3. The MMO game server system of claim 1 , wherein the passage of a unit of real time includes passage of a unit of real time in which a player corresponding to the player character is logged into the simulation.
4. The MMO game server system of claim 1 , wherein the passage of a unit of real time includes passage of a unit of real time in which a player corresponding to the player character is offline.
5. The MMO game server system of claim 1 , wherein the passage of a unit of real time includes passage of a unit of real time in which a player corresponding to the player character is logged into the simulation and passage of a unit of real time in which a player corresponding to the player character is offline.
6. The MMO game server system of claim 1 , wherein the expending at least a portion of the number of inactive advancement points and at least a portion of the number of active advancement points to increase a value of the progression variable includes receiving a signal from a client computing device indicating the progression variable.
7. The MMO game server system of claim 6 , wherein the receiving a signal from a client computing device includes receiving a signal transmitted from a device selected from the group consisting of: a game controller, a keyboard, a touch screen, a mouse, and a haptic controller.
8. The MMO game server system of claim 1 , wherein the expending at least a portion of the number of inactive advancement points and at least a portion of the number of active advancement points to increase a value of the progression variable includes automatically expending the number of inactive advancement points once the number reaches a threshold number.
9. The MMO game server system of claim 1 , wherein the expending at least a portion of the number of inactive advancement points and at least a portion of the number of active advancement points to increase a value of the progression variable includes receiving a signal indicating that a player has enabled the progression variable.
10. The MMO game server system of claim 9 , wherein the indicating that a player has enabled the progression variable includes indicating that a player has paid an in-game fee for such enablement or has accessed a virtual object selected from the group consisting of: a mentor, an expert, a training facility, or a training item.
11. The MMO game server system of claim 1 , wherein increasing the value of the progression variable occurs substantially continuously as units of real time pass.
12. The MMO game server system of claim 1 , wherein the increasing a value of a progression variable further comprises receiving a signal from a client computing device indicating that one or more accumulated inactive advancement points are to be expended to increase the value of the progression variable.
13. The MMO game server system of claim 1 , further comprising, after the increasing the value of the progression variable, rendering a dialogue box on a user interface, the dialogue box enquiring whether a player wishes to continue increasing the value of the same or a different progression variable.
14. A massively multiplayer online (MMO) game server system configured to simultaneously support thousands of players in a game environment, the MMO game server system comprising:
a processor; and
a non-transitory computer-readable medium, comprising instructions for causing the processor to perform a method of progressing player characters in a simulation, the simulation including a plurality of player characters and non-player characters, the method comprising:
maintaining a database of player character data for all players in the game environment, the player character data comprising data associated with player character attributes, statistics, characteristics, and abilities;
simultaneously communicating with a plurality of remote client computing devices by way of a network, to carry out game processes at the MMO game server system for the plurality of remote client computing devices, and to associate player character data with progression variables and advancement points for each of the plurality of player characters;
continuously updating the database to increase or decrease progression variables and advancement points for all players in response to simultaneous game playing involving communication with the plurality of remote client computing devices, and in response to passage of real time;
associating with a player character at least two potential progression variables, the player character having a plurality of attributes, each of said at least two potential progression variables being monotonically increasing or decreasing, where at least two of the attributes are selected by a user or are selected for the user for use as the at least two potential progression variables;
after a passage of a unit of real time, adding one or more inactive advancement points to a stored number of inactive advancement points, wherein accumulation of the inactive advancement points is based on elapsing of real time;
transmitting a signal to a client computing device, the signal corresponding to the increased number of inactive advancement points associated with the at least two potential progression variables, the signal causing a video renderer or a sound renderer to render an indication of the increased number on a video or an audio device, respectively, or both; and
receiving a signal from the client computing device, the signal indicating which of the two potential progression variables are to have one or more of the inactive advancement points applied.