IP Library Granted Patent US 8,727,845
Granted Patent B2
US 8,727,845 · App. 13/466,787 · Granted May 20, 2014

Attribute-driven gameplay

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 8,727,845
App. No.
13/466,787
Granted
May 20, 2014
Kind
B2
Abstract

Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute.

Claims (25)

1. A method for attribute-driven gameplay, comprising:

maintaining in memory a table of quantified attributes for a game character, the quantified attributes including one or more emotional attributes and non-emotional attributes, each attribute associated with a value;

receiving an instruction sent over a communications network from a player associated with the game character, the instruction regarding a gameplay action by the game character;

executing instructions stored in memory, wherein execution of the instructions by a processor:

generates the gameplay action, the gameplay action including an interaction between the game character and a second game character,

adjusts the values of the emotional attributes of the game character and the second game character based on the interaction; and

modifies subsequent behaviors of the game character and the second game character based on the interaction.

2. The method of claim 1 , wherein the non-emotional attributes include static attributes.

3. The method of claim 1 , wherein the non-emotional attributes include dynamic attributes.

4. The method of claim 1 , wherein the non-emotional attributes include meta attributes.

5. The method of claim 1 , wherein the game character is a member of a first team of characters and the second game character is a member of a second team of characters.

6. The method of claim 1 , wherein an averaging procedure is used to adjust the emotional attributes of the game character and the second game character.

7. The method of claim 1 , wherein the values of the emotional attributes are set to a predefined value.

8. The method of claim 1 , wherein the values of the emotional attributes are set to a value associated with a previous gameplay.

9. The method of claim 1 , further comprising updating the table of quantified attributes based on the adjusted values of the emotional attributes.

10. The method of claim 1 , wherein the values associated with the emotional attributes include a character value, individual value, and a species value.

11. The method of claim 1 , wherein the interaction between the game character and the second game character is an information exchange.

12. The method of claim 1 , wherein the interaction between the game character and the second game character includes physical contact.

13. The method of claim 1 , wherein the execution of instructions by the processor further adjusts values of the non-emotional attributes based on the adjustment to the values of the values of the emotional attributes.

14. A non-transitory computer-readable storage medium having embodied thereon a program, the program being executable by a computer to perform method for attribute driven game play, the method comprising:

maintaining a table of quantified attributes for a game character, the quantified attributes including one or more emotional attributes and non-emotional attributes, each attribute associated with a value;

receiving an instruction from a player associated with the game character, the instruction regarding a gameplay action by the game character;

generating the gameplay action, the gameplay action including an interaction between the game character and a second game character;

adjusting the values of the emotional attributes of the game character and the second game character based on the interaction; and

modifying subsequent behaviors of the game character and the second game character based on the interaction.

Assignments (4)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038617/0474 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 4, 2014
From: ANNUNZIATA, ED
To: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Reel/Frame 032605/0070 →
MERGER Recorded Apr 4, 2014
From: SONY COMPUTER ENTERTAINMENT AMERICA INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 032605/0103 →