METHOD AND DEVICE FOR CONTROLLING PLAYER CHARACTER DIALOG IN A VIDEO GAME LOCATED ON A COMPUTER-READABLE STORAGE MEDIUM
First Claim
1. A method for controlling character dialog in a video game displayed in a video game space, the steps of the method comprising:
- a) providing at least two game characters within said video game,b) displaying said at least two game characters in said video game space,c) permitting said at least two game characters in said video game space to interact in at least one dialog encounter,c) permitting a game player of said video game to control attributes of one of said at least two game characters,d) providing a computing input device in communication with said video game space, ande) activating said computing input device by said game player to control an emotional attribute of said one at least two game characters for affecting a sequence of character dialog events that occur between said at least two game characters during said at least one dialog encounter, the step of activating the computing input device by said game player triggering forward momentum of one of a plurality of single pass-through dialog sequences for said at least one dialog encounter, wherein each one of said plurality of single pass-through dialog sequences reaches at least one end point of said at least one dialog encounter by a different pathway.
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Abstract
In a computing machine having a processing unit, memory and a display device for playing a video game, the video game comprising at least one or more game characters, the at least one or more game character being controlled by a special purpose computing input device connected to said computer and operable by a game player, the video game further comprising character dialog between or among the at least one or more game characters, the character dialog comprising vignettes of dialog wherein movement from one vignette to another is determined by the game player introducing emotion into the dialog by means of the special purpose computing input device. The special purpose computing input device introduces emotion into the video game during a character dialog or character encounter along an axis of a joystick or other game controller element.
72 Citations
29 Claims
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1. A method for controlling character dialog in a video game displayed in a video game space, the steps of the method comprising:
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a) providing at least two game characters within said video game, b) displaying said at least two game characters in said video game space, c) permitting said at least two game characters in said video game space to interact in at least one dialog encounter, c) permitting a game player of said video game to control attributes of one of said at least two game characters, d) providing a computing input device in communication with said video game space, and e) activating said computing input device by said game player to control an emotional attribute of said one at least two game characters for affecting a sequence of character dialog events that occur between said at least two game characters during said at least one dialog encounter, the step of activating the computing input device by said game player triggering forward momentum of one of a plurality of single pass-through dialog sequences for said at least one dialog encounter, wherein each one of said plurality of single pass-through dialog sequences reaches at least one end point of said at least one dialog encounter by a different pathway. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A computer-readable storage medium having embodied thereon a video game program, said video game program executable by a computing device for performing steps of a method for controlling character dialog in said video game displayed in a video game space, the steps comprising:
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a) providing at least two game characters within said video game, b) displaying said at least two game characters in said video game space, c) permitting said at least two game characters in said video game space to interact in at least one dialog encounter, c) permitting a game player of said video game to control attributes of one of said at least two game characters, d) providing a computing input device in communication with said video game space, and e) activating said computing input device by said game player to control an emotional attribute of said one at least two game characters for affecting a sequence of character dialog events that occur between said at least two game characters during said at least one dialog encounter, the step of activating the computing input device by said game player triggering forward momentum of one of a plurality of single pass-through dialog sequences for said at least one dialog encounter, wherein each one of said plurality of single pass-through dialog sequences reaches at least one end point of said at least one dialog encounter by a different pathway. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20)
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21. An electronic entertainment system for controlling character dialog between at least two characters in a video game, said electronic entertainment system comprising:
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a) a processor, b) a data storage medium coupled to said processor for storing executable files for said video game including files containing a plurality of game character dialog encounters, each encounter comprising a multiplicity of individual character dialog interactions, each interaction having varying exit emotional multiplier values and exit additive modifier values, which are used to calculate an emotional score value in combination with an emotional attribute value activated by a game player of said video game through the use of a computing input device in communication with said processor, c) said input computing device having a mechanical mechanism for controlling forward momentum of each said plurality of game character dialog encounters such that one of a plurality of single pass-through dialog sequences is affected for each said encounter and whereby movement from one of said multiplicity of individual character dialog interactions to a subsequent one of said multiplicity of individual character dialog interactions for each said encounter is affected based upon said emotional score value until an at least one end point for any particular said encounter is reached, and d) a display means. - View Dependent Claims (22, 23, 24, 25)
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26. A video game machine permitting at least two game characters to appear in a game space of a video game displayed on a display means, the video game machine comprising:
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a) a processor, b) a computer-readable storage medium, c) a computing input device for activating a emotional attribute value for one of the at least two game characters by a game player, d) a plurality of executable files of said video game including files containing a plurality of game character dialog encounters, each encounter comprising a multiplicity of individual character dialog interactions, each interaction having varying exit emotional multiplier values and exit additive modifier values, which are used to calculate an emotional score value in combination with said emotional attribute value activated by said game player of said video game through the use of said computing input device in communication with said processor, and e) said computing input device having a mechanical mechanism for controlling forward momentum of each said plurality of game character dialog encounters such that one of plurality of single pass-through dialog sequences is affected for each said encounter and whereby movement from one of said multiplicity of individual character dialog interactions to a subsequent one of said multiplicity of individual character dialog interactions for each said encounter is affected based upon said emotional score value until an at least one end point for any particular said encounter is reached. - View Dependent Claims (27, 28, 29)
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Specification