IP Library Granted Patent US 9,120,018
Granted Patent B2
US 9,120,018 · App. 12/507,659 · Granted Sep 1, 2015

System and method for self-evident multiuser content

View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 9,120,018
App. No.
12/507,659
Granted
Sep 1, 2015
Kind
B2
Abstract

Systems and methods are provided to implement a technique for generating interactive events in a simulation, such as creating encounters in an online computer game. In one implementation, encounters are created based on the players and the environment and allow for interaction that is different for different players. Players can select encounters for interaction and choose how to handle the encounter. Encounters may have one or more objectives for participating players to resolve. The objectives for the same encounter may be different for different characters depending on the characteristics of the player characters. If multiple player characters interact with the same encounter, they may each be presented with different objectives, some or all of which may be competing. In addition, the objectives for an encounter may change depending on how other objectives are resolved.

Claims (46)

1. A non-transitory computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of providing gameplay opportunities for a player character in a simulation, the simulation including a display of a plurality of player characters and non-player characters on a display screen of a client computing device, the method comprising:

a. calculating a player character density, the player character density proportional to one or more of the following: a number of player characters or a level of player characters;

b. calculating an encounter density, the encounter density proportional to one or more of the following: a number of encounters that have occurred in a predetermined time period prior to the calculating, or a number of encounters currently occurring;

c. selecting an encounter based on the calculated player character density and calculated encounter density; and

d. transmitting a signal to cause a video renderer or sound renderer in a client computing device to render an indication of the encounter on the display screen or by a sound device, respectively, of the client computing device.

2. The medium of claim 1 , wherein the rendering an indication includes rendering an objective icon on the display screen of the client computing device.

3. The medium of claim 1 , wherein the rendering an indication includes rendering an on-screen indicator on the display screen of the client computing device.

4. The medium of claim 1 , wherein the simulation is a multiplayer online game.

5. The medium of claim 4 , wherein the calculating of a player character density includes calculating a player character density relative to a given area.

6. The medium of claim 4 , wherein the rendering an indication includes rendering an objective icon on a display screen of a first player.

7. The medium of claim 6 , wherein the rendering an objective icon on the display screen of a player includes:

a. rendering a first objective icon on the display screen of a first player; and

b. rendering a second objective icon on a display screen of a second player;

c. wherein the first and second objective icons are associated with objectives which may be attempted by first and second player characters associated with the first and second players, respectively.

8. The medium of claim 7 , wherein the selecting further comprises selecting the first and second objectives based on one or more player characteristics of the first and second player characters, respectively.

9. The medium of claim 8 , wherein the first objective is different from the second objective.

10. The medium of claim 8 , further comprising, during a progression of the encounter, sending a signal to the client computing device, the signal causing a rendering of another objective icon on the display screen of the first player or of the second player or both, the another objective icon corresponding to a new objective which may be attempted by the first or second player character.

11. The medium of claim 10 , wherein the new objective is selected based on, at least in part, the first or second objectives.

12. The medium of claim 11 , wherein the new objective is selected based on, at least in part, one or more actions performed by one or more player characters during the progression of the encounter.

13. The medium of claim 12 , wherein the new objective is selected based on, at least in part, one or more actions performed by the first or second player characters during the progression of the encounter.

14. The medium of claim 4 , wherein the calculating of a player character density includes calculating the dwell time of a player character in a zone.

15. The medium of claim 4 , wherein the calculating of an encounter density includes calculating and encounter density relative to a given area.

16. The medium of claim 4 , wherein the calculating of an encounter density includes calculating a number of encounters a player character has taken part in while in the zone.

17. The medium of claim 1 , wherein the selecting includes selecting the encounter based on an occurrence of world or special events in the simulation.

18. The medium of claim 17 , wherein the selecting includes receiving a signal from a scheduler module.

19. The medium of claim 1 , wherein the selecting includes selecting a location for the encounter.

20. The medium of claim 19 , wherein the selecting includes selecting the location away from a location of one or more other encounters.

21. The medium of claim 20 , wherein the selecting is such that a probability for any potential location is directly proportional to one or more of the following game variables: the number of player characters in a zone, the density of player characters in the zone, the level of player characters in the zone, or the occurrence of special events in the simulation in the zone, or inversely proportional to the number of encounters that have occurred in a predetermined time period in the zone prior to the calculating.

22. A non-transitory computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of providing gameplay opportunities for a player character in a simulation, the simulation including a plurality of player characters and non-player characters, the method comprising:

a. calculating a player character population, the player character population proportional to one or more of the following: a number of player characters or a level of player characters;

b. calculating an encounter population, the encounter population proportional to one or more of the following: a number of encounters that have occurred in a predetermined time period prior to the calculating, or a number of encounters currently occurring;

c. selecting an encounter based on the calculated player character population and calculated encounter population; and

d. transmitting a signal to a client computing device, the signal causing a rendering by a video renderer or sound renderer in the client computing device of an indication of the encounter on a display screen or by a sound device, respectively, of the client computing device.

23. The medium of claim 22 , wherein the rendering an indication includes rendering an objective icon on the display screen.

24. The medium of claim 22 , wherein the selecting includes selecting the encounter based on an occurrence of world or special events in the simulation.

25. The medium of claim 24 , wherein the selecting includes receiving a signal from a scheduler module.

26. The medium of claim 25 , wherein the selecting includes selecting a location for the encounter.

27. The medium of claim 26 , wherein the selecting includes selecting the location away from a location of one or more other encounters.

28. The medium of claim 27 , wherein the selecting is such that a probability for any potential location is directly proportional to one or more of the following game variables: the number of player characters in a zone, the density of player characters in the zone, the level of player characters in the zone, or the occurrence of special events in the simulation in the zone, or inversely proportional to the number of encounters that have occurred in a predetermined time period in the zone prior to the calculating.

29. The medium of claim 22 , wherein the rendering an indication includes rendering an objective icon on the display screen of a first player.

30. The medium of claim 29 , wherein the rendering an objective icon on the display screen of a player includes:

a. rendering a first objective icon on the display screen of a first player; and

b. rendering a second objective icon on a display screen of a second player;

c. wherein the first and second objective icons are associated with objectives which may be attempted by first and second player characters associated with the first and second players, respectively.

31. The medium of claim 30 , wherein the selecting further comprises selecting the first and second objectives based on one or more player characteristics of the first and second player characters, respectively.

32. The medium of claim 31 , wherein the first objective is different from the second objective.

Assignments (8)
RELEASE OF SECURITY INTEREST Recorded Jul 27, 2021
From: CIBC BANK USA, AS ADMINISTRATIVE AGENT
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 056982/0415 →
SECURITY INTEREST Recorded Jul 3, 2019
From: DAYBREAK GAME COMPANY LLC
To: CIBC BANK USA, AS ADMINISTRATIVE AGENT
Reel/Frame 049666/0514 →
RELEASE OF SECURITY INTEREST Recorded May 9, 2019
From: HERITAGE BANK OF COMMERCE
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 049133/0907 →
SECURITY INTEREST Recorded Oct 11, 2018
From: DAYBREAK GAME COMPANY LLC
To: HERITAGE BANK OF COMMERCE
Reel/Frame 047865/0657 →
RELEASE OF SECURITY INTEREST Recorded Aug 1, 2018
From: HERITAGE BANK OF COMMERCE
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 046531/0242 →
SECURITY INTEREST Recorded May 12, 2016
From: DAYBREAK GAME COMPANY LLC
To: HERITAGE BANK OF COMMERCE
Reel/Frame 038567/0306 →
CHANGE OF NAME Recorded Mar 24, 2015
From: SONY ONLINE ENTERTAINMENT LLC
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 035276/0671 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 3, 2009
From: LORD, SHAWN; ARSENAULT, ANDRE
To: SONY ONLINE ENTERTAINMENT LLC
Reel/Frame 023598/0750 →