Collaborative online gaming system and method
First Claim
Patent Images
1. A method for collaborative online gaming, comprising the steps of:
- enabling access to a central repository master browser system that shows games currently running or available to run on one or more computer processors as well as on a plurality of servers communicately coupled to the one or more computer processors over communications links;
processing statistical data representative of experience levels of players of the games and comparing the statistical data for different players;
automatically deploying additional ones of said plurality of servers as said games fill up with players, said deploying being based on one or more of predetermined triggers and pre-emptive algorithms including how many user defined game instances have been launched and what anticipated end user demand will be;
inviting players interested in joining a game into a game lobby where the players can collaborate on the configuration of the game; and
launching the game play from the game lobby at an agreed upon time.
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Abstract
A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.
96 Citations
10 Claims
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1. A method for collaborative online gaming, comprising the steps of:
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enabling access to a central repository master browser system that shows games currently running or available to run on one or more computer processors as well as on a plurality of servers communicately coupled to the one or more computer processors over communications links; processing statistical data representative of experience levels of players of the games and comparing the statistical data for different players; automatically deploying additional ones of said plurality of servers as said games fill up with players, said deploying being based on one or more of predetermined triggers and pre-emptive algorithms including how many user defined game instances have been launched and what anticipated end user demand will be; inviting players interested in joining a game into a game lobby where the players can collaborate on the configuration of the game; and launching the game play from the game lobby at an agreed upon time. - View Dependent Claims (2, 3, 4)
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5. A system of collaborative online gaming, comprising:
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means for enabling access to a central repository master browser system that shows games currently running or available to run on one or more computer processors as well as on a plurality of servers communicately coupled to the one or more computer processors over communications links; means for processing statistical data representative of experience levels of players of the games and comparing the statistical data for different players; means for automatically deploying additional ones of said plurality of servers as said games fill up with players, said deploying being based on one or more of predetermined triggers and pre-emptive algorithms including how many user defined game instances have been launched and what anticipated end user demand will be; means for inviting players interested in joining a game into a game lobby where the players can collaborate on the configuration of the game; means for launching the game play from the game lobby at an agreed upon time; and means for providing a video game screen over-layer technology giving users access to a video game control interface while inside a video game being played. - View Dependent Claims (6, 7, 8)
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9. A computer program product for collaborative online gaming including one or more computer-readable instructions embedded on a non-transitory computer readable medium and configured to cause one or more computer processors to perform the steps of:
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enabling access to a central repository master browser system that shows games currently running or available to run on the one or more computer processors as well as on a plurality of servers communicately coupled to the one or more computer processors over communications links; processing statistical data representative of experience levels of players of the games and comparing the statistical data for different players; automatically deploying additional ones of said plurality of servers as said games fill up with players, said deploying being based on one or more of predetermined triggers and pre-emptive algorithms including how many user defined game instances have been launched and what anticipated end user demand will be; inviting players interested in joining a game into a game lobby where the players can collaborate on the configuration of the game; and launching the game play from the game lobby at an agreed upon time. - View Dependent Claims (10)
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Specification