Electronic game system
First Claim
1. A method of playing a game on a server by a user on multiple client devices, the game containing a persistent game world, comprising:
- establishing a game state on a game engine running on the server, wherein the game engine includes a protocol handler that supports multiple content protocols simultaneously and facilitates communication between the multiple client devices and the game engine;
disconnecting from the game on the server at a time when the user is at a particular state of the game, wherein the disconnection ends a first session, wherein the first session is played on a first client device having a first device type, and wherein the first client device and the game engine communicate using a first protocol;
reconnecting to the game at a later time;
transmitting identifying information to the server; and
playing the game in a second session, wherein the state of the game at the beginning of the second session is based on the state of the game at the end of the first session, wherein the second session is played on a second client device having a second device type, and wherein the second client device and the server communicate using a second protocol that is distinct from the first.
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Accused Products
Abstract
A computer-based electronic gaming system is provided that maintains a persistent game world for one or more users or game players. The game system may provide a game world for a plurality of simultaneous users. Each user may be on a client device, and the gaming system may support a wide variety of simultaneous users and client devices. In one embodiment, the gaming system maintains a persistent game world for at least one user, wherein the game state for a user reconnecting with the gaming system is based on the game state for the user when they disconnected from the gaming system. In another embodiment, the user may reconnect with the gaming system with the exact same game state as when they disconnected previously.
296 Citations
19 Claims
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1. A method of playing a game on a server by a user on multiple client devices, the game containing a persistent game world, comprising:
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establishing a game state on a game engine running on the server, wherein the game engine includes a protocol handler that supports multiple content protocols simultaneously and facilitates communication between the multiple client devices and the game engine;
disconnecting from the game on the server at a time when the user is at a particular state of the game, wherein the disconnection ends a first session, wherein the first session is played on a first client device having a first device type, and wherein the first client device and the game engine communicate using a first protocol;
reconnecting to the game at a later time;
transmitting identifying information to the server; and
playing the game in a second session, wherein the state of the game at the beginning of the second session is based on the state of the game at the end of the first session, wherein the second session is played on a second client device having a second device type, and wherein the second client device and the server communicate using a second protocol that is distinct from the first. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A method for providing a gaming environment for one or more users on client devices comprising:
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establishing a protocol handler at a server;
for each client device, maintaining a game state on a server, wherein the server supports multiple content protocols simultaneously via the protocol handler;
when a client device reconnects to the server, transmitting to the reconnecting client device a game state based on the game state maintained on the server. - View Dependent Claims (8, 9, 10)
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11. A computer-readable medium whose contents cause a client device to assist a user in playing a game on a server, the game containing a persistent game world, comprising:
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establishing a game state for the game via a player component associated with the user;
disconnecting from the game on the server, wherein the user is at a particular state of the game, wherein the disconnection ends an early session, and wherein the early session is played on a first client device having a first device type;
reconnecting to the game at a later time;
transmitting identifying information to the server, wherein the identifying information is used by a protocol handler at the server, and wherein the protocol handler facilitates communication with multiple client devices each having a distinct device type; and
playing the game in a later session, wherein the state of the game at the beginning of the later session is based on the state of the game at the end of the early session, and wherein the later session is played on a second client device having a second device type. - View Dependent Claims (12, 13)
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14. An electronic gaming system for providing a gaming environment to one or more users on client devices, comprising:
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a connection component for disconnecting from or connecting to the game on the server;
a transmission component for transmitting identifying information to the server, wherein the identifying information is used by a protocol handler at the server, and wherein the protocol handler facilitates communication with multiple client devices each having a distinct platform; and
a game playing component, the game playing component starting a second session at a game state based on a game state achieved during a previous gaming session, wherein the previous session was played on a first client device having a first platform, and wherein the second session is configured for playing on the first client device, on a second client device having the first platform, or on a third client device having a second platform distinct from the first platform. - View Dependent Claims (15, 16)
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17. A electronic gaming system for providing a gaming environment for one or more players on client devices comprising:
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a maintenance component for maintaining a game state on a server for any player, wherein each player can be associated with one or more client devices having distinct platforms;
a protocol handler component for reconnecting to the server, wherein the protocol handler component facilitates communication with multiple client devices, and wherein at least some of the multiple client devices communicate using distinct protocols; and
a reception component for receiving a game state at a client device, wherein the game state is based on the maintained game state. - View Dependent Claims (18, 19)
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Specification