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PLAYER CONTRIBUTED DYNAMIC NETWORK GAMES

  • US 20110256931A1
  • Filed: 04/14/2010
  • Published: 10/20/2011
  • Est. Priority Date: 04/14/2010
  • Status: Abandoned Application
First Claim
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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.

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