Team-based networked video gaming and automatic event management
First Claim
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1. A method of displaying a scene on a monitor of a first computer, the method comprising:
- receiving a data packet from a second computer according to the scene, the data packet comprising time delay information; and
displaying the scene after a time delay according to the time delay information.
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Abstract
An integrated on-line networked video game system is disclosed. Effects of variable latency are mitigated dynamically to assure that all players see game displays consistent with actual game actions. Games are organized into events that allow dynamic enhancement of character capabilities during play.
123 Citations
31 Claims
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1. A method of displaying a scene on a monitor of a first computer, the method comprising:
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receiving a data packet from a second computer according to the scene, the data packet comprising time delay information; and
displaying the scene after a time delay according to the time delay information. - View Dependent Claims (2, 3, 4)
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5. A method of transmitting a data packet to a plurality of computers representing a plurality of characters in a team-based networked video game, the method comprising:
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receiving a game state;
receiving an action;
receiving a ranking of the characters according to a likelihood of a character having an immediate and consequential effect according to the game state and the action;
selecting the top-ranked character according to the ranking; and
transmitting a data packet to the computer representing the top-ranked character according to the game state and the action before transmitting the data packet to any other of the plurality of computers. - View Dependent Claims (6)
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7. A method performed in a networked video game involving a game object, the method comprising:
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receiving a game state comprising location information for each of a plurality of characters;
receiving information indicative of a motion of the game object;
receiving, for each character, an in-game movement attribute;
receiving, for each character, an indication of the character'"'"'s eligibility to receive the game object according to rules of the networked video game; and
calculating, for each character, a likelihood that the character is able to receive the game object. - View Dependent Claims (8, 9, 10, 11, 12, 13, 14)
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15. A method of hosting a team-based networked video game, the method comprising:
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receiving a roster of characters;
receiving, for each character, a set of in-game attributes;
receiving, for each character, a history of games played;
modifying, for each character, the set of in-game attributes and the history of games played according to an experience of the character in the networked video game. - View Dependent Claims (16, 17, 18, 19)
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20. A method of developing attributes of a character participating in a team-based networked video game, the method comprising:
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maintaining an accumulation of experience points;
maintaining an accumulation of parameter points;
maintaining an accumulation of skill points;
receiving an action according to the game; and
modifying at least one of the accumulation of experience points, the accumulation of parameter points and the accumulation of skill points according to the action. - View Dependent Claims (21)
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22. A method of hosting an event comprising a plurality of team-based networked video games, the method comprising:
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maintaining a registration database comprising;
a list of teams participating in the event; and
for each team, a roster of characters associated with the team;
generating a schedule of games;
creating the games;
maintaining a team performance database comprising a plurality of team records associated with a plurality of teams participating in the event;
maintaining a character performance database comprising a plurality of records associated with characters participating in the event; and
displaying results according to the games. - View Dependent Claims (23, 24, 25, 26, 27, 28, 29)
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30. A system adapted to host an event comprising a plurality of team-based networked video games, the system comprising:
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a server adapted to communicate with a plurality of player computers on a computer network;
a website comprising a software program residing on at least one web computer, the website being adapted to;
cause the at least one web computer to communicate with the server; and
cause the at least one web computer to communicate with the plurality of player computers; and
a game client comprising a software program residing on at least one player computer, the game client being adapted to;
cause the at least one player computer to permit a player to participate in a team-based network video game; and
communicate with the server according to actions occurring in the video game. - View Dependent Claims (31)
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Specification