CUSTOMIZABLE, ADAPTABLE, MULTIUSER COMPUTER-BASED ROLE-PLAYING METHOD AND APPARATUS THEREFOR
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Abstract
Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
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Citations
38 Claims
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1-20. -20. (canceled)
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21. An online game apparatus, comprising:
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a game client including a plurality of motifs and a plurality of scenes-a-faire; a game server coupled to the game client; and a Web application server coupled to the game server, and having a database with data representative of a virtual world, wherein the game server manipulates at least one of the plurality of motifs or the plurality of scenes-a-faire on the game client, in response to data representative of the virtual world. - View Dependent Claims (22, 23, 24, 25, 26, 27, 28, 29, 30, 31)
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32. A method of operating an online game, comprising:
providing a game client and a game server; in the game client; selecting a game to be played; selecting a character for the game; selecting a virtual era for the game; selecting a virtual environment for the game; selecting virtual scenes-a-faire for the era; in the game server; selecting at least one motif for the character; selecting at least one motif for the virtual environment; selecting at least one motif for the virtual scenes-a-faire; initializing an instantiation of the game in the game server in communication with the game client, the character and the corresponding at least one motif thereof, the virtual era, the virtual environment and the corresponding at least one motif thereof, and the scenes-a-faire and the corresponding at least one motif thereof; and playing the selected game thereof in the game client, wherein the selected game interacts with a database to create persistence of the virtual environment and a game server to manage communication from the database, and wherein the selected game is a massively multiplayer role-playing online game. - View Dependent Claims (33, 34, 35, 36, 37)
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38. An massively multiplayer online role playing game system, comprising:
- a computer system configured to give a player access to data pertaining to a virtual world through a publicly accessible network and to execute software embodied on a non-transitory computer readable medium linked to the data pertaining to a virtual world;
a motif manager module embodied on the non-transitory computer readable medium and running on a system that interacts with a player; identifies a character to be controlled by the player; receives commands pertaining to a motif of the character or of a virtual world environment; manipulates the motif in accordance with commands from the player; and
communicates with the player interactively in a selected language chosen by the player; andat least one of a game client or a game server cooperatively executing using one of a multi-core processor or a multi-processor module as a cRPG processor.
- a computer system configured to give a player access to data pertaining to a virtual world through a publicly accessible network and to execute software embodied on a non-transitory computer readable medium linked to the data pertaining to a virtual world;
Specification