PLAYER CONTRIBUTED DYNAMIC NETWORK GAMES
First Claim
1. A method for providing an interactive and player contributed network game having real life emulations where a number of players are being in operable communication with a system network via player terminals, said network system comprising a server that is being in communication with a system administrator, a contributor, a model database and a real time action simulator, wherein said system administrator defining a number of classes, objects, variables and actions to initiate the game, and said simulator creating a periodical, random or event based system action which can be applied to one or more players;
- the method comprising;
(a) providing an object database in communication with said model database and real time simulator, said model database comprising a number of classes, methods and attributes, and said object database comprising a number objects, sub-items and/or classes of objects that may be selected by a player in accordance with his envisaged role in the game,(b) providing a user database for storing the identity and selections of said player, the user database being in interactive communication with said model database and object database,(c) providing a variables database and an action database for storing system variables and actions having defined effects for the game environment respectively, said variable and object databases being in interactive communication with the real time action simulator wherein the player is allowed to produce an action selected from the action database and define the variables associated with said action, whereas other players involved in the game are allowed to produce an effect selected from said action database in response thereto,(d) enabling a player to create and introduce a class, an object, a method, an attribute and/or an action that is different from those previously defined in the databases,(e) assessing and storing said newly introduced class, object, method, attribute and/or action in the relevant databases, and allowing other players to get access into this new input of the player, and(f) adapting the real time action simulator to produce subsequent system actions having effect on other players based on said new input of class, object, method, attribute and/or action made by the player.
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Abstract
A method and system for providing an interactive and player contributed network game having real life emulations where a number of players are in operable communication with a system network via player terminals through internet or mobile phone. The actual players are able to contribute and improve the game by providing databases having a number of classes, objects, methods, attributes and/or actions selectable by a player in accordance with his envisaged role in the game, enabling a player to create and introduce a class, an object, a method and/or an attribute that is different from the initial form of the databases, assessing and storing the newly introduced aspects into the databases, and allowing access for other players into this new input of the player, and adapting the system action simulator to produce subsequent system actions having effect on other players based on the new aspects made by the player.
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Citations
29 Claims
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1. A method for providing an interactive and player contributed network game having real life emulations where a number of players are being in operable communication with a system network via player terminals, said network system comprising a server that is being in communication with a system administrator, a contributor, a model database and a real time action simulator, wherein said system administrator defining a number of classes, objects, variables and actions to initiate the game, and said simulator creating a periodical, random or event based system action which can be applied to one or more players;
- the method comprising;
(a) providing an object database in communication with said model database and real time simulator, said model database comprising a number of classes, methods and attributes, and said object database comprising a number objects, sub-items and/or classes of objects that may be selected by a player in accordance with his envisaged role in the game, (b) providing a user database for storing the identity and selections of said player, the user database being in interactive communication with said model database and object database, (c) providing a variables database and an action database for storing system variables and actions having defined effects for the game environment respectively, said variable and object databases being in interactive communication with the real time action simulator wherein the player is allowed to produce an action selected from the action database and define the variables associated with said action, whereas other players involved in the game are allowed to produce an effect selected from said action database in response thereto, (d) enabling a player to create and introduce a class, an object, a method, an attribute and/or an action that is different from those previously defined in the databases, (e) assessing and storing said newly introduced class, object, method, attribute and/or action in the relevant databases, and allowing other players to get access into this new input of the player, and (f) adapting the real time action simulator to produce subsequent system actions having effect on other players based on said new input of class, object, method, attribute and/or action made by the player. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19)
- the method comprising;
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20. A system for providing an interactive and player contributed network game to a plurality of players operating player terminals acting as clients on a system network, the system comprising:
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(a) a system network comprising a server in operable communication with the terminals of said players, (b) a model database and an object database in communication with each other, said model database being also in communication with said system network, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items or classes of objects that may be selected by the player in accordance with his envisaged role in the game, (c) a user database for storing the identity and selections of said player, said user database being in interactive communication with said model database and object database, (d) a variables database and an action database for storing system variables and actions respectively, said variable and object databases being adapted to enable the player to produce an action selected from the action database and to define the variables associated with said action, and said variables and action databases further being adapted to enable other players involved in the game to produce an effect selected from said action database in response thereto, (e) a system administrator terminal and/or a contributor terminal in operable communication with said system network, where the system administrator and contributor terminals being authorized and configured to define classes, methods, attributes, objects and/or actions, (f) a real time action simulator in interactive communication with the system network and one or more of the databases, said simulator creating a periodical, random or event based system action which can be applied to one or more of the players, wherein said model, object and user databases are configured to be accessible and operable to said players such that the players are allowed to create and introduce a new class, object, method, attribute and/or an action that is different from those previously defined in said databases, said databases further being adapted to store said newly introduced class, object, method, attribute and/or action and to allow other players to have access into this new input of the player; and
said real time action simulator being configured to receive any of the new inputs and to produce subsequent system actions based on said new input of the player. - View Dependent Claims (21, 22, 23, 24, 25, 26, 27, 28, 29)
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Specification