Network-based game system and method
First Claim
1. A network-based game system comprising:
- a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move;
player devices for controlling virtual game entities; and
connectivity subsystems through each of which multiple players, each using a said playing device, can communicate with the processing subsystem to move associated virtual game entities and view game play in the game environment;
the processing subsystem being operative to associate each connectivity subsystem with a respective particular location in the game environment, such that game entities associated with players communicating with the processing subsystem via the corresponding connectivity subsystem enter the game environment at that particular location and can only be retrieved from the game environment at that particular location; and
the processing subsystem being further configured to implement a transfer-facilitation arrangement, said transfer-facilitation arrangement being operative to allow a said game entity to reside in the game environment whilst the associated player terminates communication with the processing subsystem from a first said connectivity subsystem, moves to a second said connectivity subsystem, and re-establishes communication with the processing subsystem via the second connectivity subsystem to take control again of the game entity.
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Abstract
A network-based game system includes a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move. Players communicate with the game processing subsystem via connectivity subsystems, such as wireless and wired LANs, that each permit access by multiple players. The processing subsystem associates each connectivity subsystem with a respective particular location in the game environment. Each particular location has at least one special game-play significance for a virtual game entity associated with a player communicating with the processing subsystem via the corresponding connectivity subsystem; for example, the game entity can only enter and leave the game at this location.
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Citations
35 Claims
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1. A network-based game system comprising:
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a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move; player devices for controlling virtual game entities; and connectivity subsystems through each of which multiple players, each using a said playing device, can communicate with the processing subsystem to move associated virtual game entities and view game play in the game environment; the processing subsystem being operative to associate each connectivity subsystem with a respective particular location in the game environment, such that game entities associated with players communicating with the processing subsystem via the corresponding connectivity subsystem enter the game environment at that particular location and can only be retrieved from the game environment at that particular location; and the processing subsystem being further configured to implement a transfer-facilitation arrangement, said transfer-facilitation arrangement being operative to allow a said game entity to reside in the game environment whilst the associated player terminates communication with the processing subsystem from a first said connectivity subsystem, moves to a second said connectivity subsystem, and re-establishes communication with the processing subsystem via the second connectivity subsystem to take control again of the game entity. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
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23. A method of implementing a network-based virtual game, comprising:
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associating each of plural connectivity subsystems, each used to connect players to a game processing subsystem, with a respective particular location in a game environment provided by the processing subsystem, and giving each said particular location at least one special game-play significance for a game entity associated with a player; allowing a game entity associated with one of said players to enter the game environment the particular location associated with the connectivity subsystem used by said one of said players; allowing said game entity to be retrieved from the game environment at only the particular location associated with the connectivity subsystem used by said one of said players; and allowing said one of said players to introduce said game entity via a first said particular location in the game environment and remove said game entity from the game environment via a second said particular location by causing said game entity to reside in the game environment whilst the player terminates communication with the processing subsystem from said first said connectivity subsystem, moves to said second said connectivity subsystem, and re-establishes communication with the processing subsystem via the second connectivity subsystem to take control again of the game entity. - View Dependent Claims (24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35)
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Specification