ATTRIBUTE BUILDING FOR CHARACTERS IN A VIRTUAL ENVIRONMENT
First Claim
1. An attribute building system for characters in a virtual environment comprising:
- a real-time monitoring component that receives a training request for a training session associated with at least one attribute and that determines whether a minimum real-time threshold value has elapsed since a previous training session in order to permit further processing of the training request, wherein the training request is submitted on behalf of a character;
a health analysis component that evaluates a health status of a character to determine whether the character is able to participate in training;
a training selection component that determines a level of training for the character based at least in part on a training history of the character, selects the training session from among multiple different possible training sessions, based at least in part on the character'"'"'s training history, and wherein said training selection component presents the training session on-screen; and
a performance indicator display that presents at least one of a grade, score and final result indication of the training session on-screen, wherein successful completion of the training session facilitates advancement to more difficult levels of training sessions for the at least one attribute and wherein the at least one attribute increases social status and value of the character in the virtual environment.
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Accused Products
Abstract
Systems and method provided herein involve a mechanism that allows users to have more input and influence in customizing their virtual characters'"'"' profile by developing their attributes. By developing and improving attributes of their characters, the social value of their characters can be increased within the virtual environment. Additional attributes that can be developed include, but are not limited to, strength, speed, agility, intelligence, creativity, style, streets-smart, safety-awareness, grooming, cooking, and manners. Jobs, tasks, classes, sessions, and the like, as well as competitions can be created that emphasize one or more attributes to facilitate encouraging users to have their characters learn, master, and test such new skills.
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Citations
20 Claims
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1. An attribute building system for characters in a virtual environment comprising:
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a real-time monitoring component that receives a training request for a training session associated with at least one attribute and that determines whether a minimum real-time threshold value has elapsed since a previous training session in order to permit further processing of the training request, wherein the training request is submitted on behalf of a character; a health analysis component that evaluates a health status of a character to determine whether the character is able to participate in training; a training selection component that determines a level of training for the character based at least in part on a training history of the character, selects the training session from among multiple different possible training sessions, based at least in part on the character'"'"'s training history, and wherein said training selection component presents the training session on-screen; and a performance indicator display that presents at least one of a grade, score and final result indication of the training session on-screen, wherein successful completion of the training session facilitates advancement to more difficult levels of training sessions for the at least one attribute and wherein the at least one attribute increases social status and value of the character in the virtual environment. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17)
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18. An attribute building method for characters in a virtual environment comprising:
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receiving a training request for a training session associated with at least one attribute, wherein the training request is submitted on behalf of a character, and determining whether a minimum real-time threshold value has been satisfied relative to previous training requests, in order to permit further processing of the training request, where said training request is not permitted to be further processed if said threshold value has a first relationship with said previous training requests, and said training request is permitted to be further processed if said threshold value does not have said first relationship with previous training requests; evaluating a health status of a character to determine whether a minimum health threshold value is satisfied in order to permit further processing of the training request; when at least one of the minimum real-time threshold value and the health threshold value is satisfied, determining a level of training for the character based at least in part on the character'"'"'s training history, selecting the training session based at least in part on the character'"'"'s training history, and presenting the training session on-screen; and when the training session has ended, presenting at least one of a grade, score and final result of the training session on-screen, wherein successful completion of the training session facilitates advancement to more difficult levels of training sessions for the at least one attribute and wherein acquiring and improving the at least one attribute increases social status and value of the character in the virtual environment. - View Dependent Claims (19, 20)
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Specification