US20070191099A1 - Group scheduler for online role-playing games - Google Patents

Group scheduler for online role-playing games Download PDF

Info

Publication number
US20070191099A1
US20070191099A1 US11/307,667 US30766706A US2007191099A1 US 20070191099 A1 US20070191099 A1 US 20070191099A1 US 30766706 A US30766706 A US 30766706A US 2007191099 A1 US2007191099 A1 US 2007191099A1
Authority
US
United States
Prior art keywords
group
character
users
user
mail
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US11/307,667
Inventor
Wade Hought
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US11/307,667 priority Critical patent/US20070191099A1/en
Publication of US20070191099A1 publication Critical patent/US20070191099A1/en
Abandoned legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video

Definitions

  • this invention provides a system that matches user characteristics and group gaming goals with available positions within groups. This allows multiplayer game users to maximize their available gaming time on desired group activities.
  • Users' e-mail address and identity are first verified by a system that interfaces with the multiplayer game user at log-in. Users use the system's Web site to enter relevant characteristics and assets, including character type, server name, guild name, skills summary, gear summary, character attributes, and typical hours during which the user is playing the game. Membership in stated guilds-which attests to the character's skill level-is verified. Users also enter into the system their group inclusion preferences.
  • Any user may initiate a group using the system's Web site. To do this the user defines the type of MMORPG game, name of the server, the desired type and number of characters to comprise the group, the event date and time, and location within the game where the event will take place. A detailed description of the purpose of the group, and the exact meeting location, are added using human-readable text.
  • the system assigns users to the group based on the matching criteria noted above. Users may accept or decline group invitations, and group creators may oversee the addition of users to the group. When all positions in a group have been filled and confirmed, the system sends a notification e-mail or SMS to each participant.
  • Formation of and participation in groups is an important function within online role-playing games. Much desirable game content is unattainable as an individual and can only be achieved within a group. It is often difficult and time consuming, however, for individual players to seek and find other players with similar skill levels, group goals and available playing times. Players often spend a majority of their available game time unsuccessfully looking for a group to join or for players to join the group they have created.

Abstract

This invention allows users in massive multiplayer online role-playing games (MMORPG) to coordinate and participate in groups. Users' character attributes, preferred playing times, and group goals are assessed. Users are then matched with available groups across multiple gaming platforms and notified of their inclusion. Users are notified of impending group events via e-mail, cell phone, and/or in-game instant messaging.

Description

  • In summary, this invention provides a system that matches user characteristics and group gaming goals with available positions within groups. This allows multiplayer game users to maximize their available gaming time on desired group activities.
  • Users' e-mail address and identity are first verified by a system that interfaces with the multiplayer game user at log-in. Users use the system's Web site to enter relevant characteristics and assets, including character type, server name, guild name, skills summary, gear summary, character attributes, and typical hours during which the user is playing the game. Membership in stated guilds-which attests to the character's skill level-is verified. Users also enter into the system their group inclusion preferences.
  • Any user may initiate a group using the system's Web site. To do this the user defines the type of MMORPG game, name of the server, the desired type and number of characters to comprise the group, the event date and time, and location within the game where the event will take place. A detailed description of the purpose of the group, and the exact meeting location, are added using human-readable text.
  • The system then assigns users to the group based on the matching criteria noted above. Users may accept or decline group invitations, and group creators may oversee the addition of users to the group. When all positions in a group have been filled and confirmed, the system sends a notification e-mail or SMS to each participant.
  • The success of each group event, as well as the attendance and performance of an individual within a group, are evaluated by other group members using a positive/negative feedback system. This information then becomes an attribute whereby the system further improves matching capability between users and groups, and also allows users to evaluate other users and groups for themselves. The system gathers user participation data for use in designing further system enhancements.
  • BACKGROUND OF THE INVENTION
  • Formation of and participation in groups is an important function within online role-playing games. Much desirable game content is unattainable as an individual and can only be achieved within a group. It is often difficult and time consuming, however, for individual players to seek and find other players with similar skill levels, group goals and available playing times. Players often spend a majority of their available game time unsuccessfully looking for a group to join or for players to join the group they have created.

Claims (23)

What is claimed is:
1. A system, such as a Web site, which verifies MMORPG user identity and captures user's e-mail address at log-in.
2. The system in claim 1, wherein users can enter and update character characteristics and assets.
3. The system in claim 2 wherein characteristics and assets include
Character type
Server name
Guild name
Skills summary
Gear summary
Character attributes including play style and personality
Typical play times.
4. A method for verifying guild membership.
5. A system, such as a Web site, that allows a user to request the creation of a full or partial group.
6. The system in claim 5 wherein the group is defined by the following
characteristics:
Group creator
MMORPG type
Group purpose
Desired type and number of characters to comprise the group
Event date and time
Server name
Meeting location.
7. The system in claim 5 wherein the group purpose is provided via text entry of a human-readable description.
8. The system in claim 5 wherein the meeting location is provided via text entry of a human-readable description.
9. A method for indicating a user's group inclusion preferences.
10. The method in claim 9 wherein group inclusion preferences are:
Character
Typical play times
Character personality assessment.
11. A method by which group participants may enter a positive or negative feedback value for completed groups and individual users.
12. The method in claim 11 whereby group and user ratings are displayed upon login.
13. A method which protects against fraudulent feedback collected by claim 11, by limiting it to one feedback value per character per IP address per a system-configurable time period.
14. A method that uses a restrictive, best-fit algorithm to match all available characters to all available group positions.
15. The method in claim 14, wherein matching criteria include:
Game
Server identity
Date/time similarity
Character type
Character attributes including play style and personality
Character feedback score
And future criteria.
16. A method for notifying users by e-mail or short-message service (SMS) of their assignment to a group.
17. A method for executing an in-game instant message (“tell”) notifying users of their assignment to a group and its description.
18. A method for reminding the user of an upcoming group activity by e-mail, SMS, or tell.
19. A method whereby users may accept or decline a group invitation.
20. A method whereby the group creator can review and confirm group composition.
21. A method for e-mail, SMS, or tell notification to group creator and participants of group completion status.
22. A method for verifying user participation in a group.
23. A method for storing user participation data for future system use.
US11/307,667 2006-02-16 2006-02-16 Group scheduler for online role-playing games Abandoned US20070191099A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US11/307,667 US20070191099A1 (en) 2006-02-16 2006-02-16 Group scheduler for online role-playing games

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US11/307,667 US20070191099A1 (en) 2006-02-16 2006-02-16 Group scheduler for online role-playing games

Publications (1)

Publication Number Publication Date
US20070191099A1 true US20070191099A1 (en) 2007-08-16

Family

ID=38369331

Family Applications (1)

Application Number Title Priority Date Filing Date
US11/307,667 Abandoned US20070191099A1 (en) 2006-02-16 2006-02-16 Group scheduler for online role-playing games

Country Status (1)

Country Link
US (1) US20070191099A1 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080182660A1 (en) * 2007-01-30 2008-07-31 Microsoft Corporation Decreasing Bad Behavior With Player-Managed Online Gaming
US8651961B2 (en) 2010-12-03 2014-02-18 Solocron Entertainment Llc Collaborative electronic game play employing player classification and aggregation
CN105933352A (en) * 2016-07-05 2016-09-07 广州华多网络科技有限公司 Data synchronization method and system between servers based on client and client

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6023729A (en) * 1997-05-05 2000-02-08 Mpath Interactive, Inc. Method and apparatus for match making
US6480885B1 (en) * 1998-09-15 2002-11-12 Michael Olivier Dynamically matching users for group communications based on a threshold degree of matching of sender and recipient predetermined acceptance criteria
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US20040242294A1 (en) * 2003-03-12 2004-12-02 Namco Ltd. Game performing method, storage medium, game apparatus, data signal and program
US20060195363A1 (en) * 2005-02-25 2006-08-31 Microsoft Corporation Persistent object for online activities

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6023729A (en) * 1997-05-05 2000-02-08 Mpath Interactive, Inc. Method and apparatus for match making
US6480885B1 (en) * 1998-09-15 2002-11-12 Michael Olivier Dynamically matching users for group communications based on a threshold degree of matching of sender and recipient predetermined acceptance criteria
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US20050027382A1 (en) * 2000-07-03 2005-02-03 Yahoo! Inc. Game server for use in connection with a messenger server
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20040242294A1 (en) * 2003-03-12 2004-12-02 Namco Ltd. Game performing method, storage medium, game apparatus, data signal and program
US20060195363A1 (en) * 2005-02-25 2006-08-31 Microsoft Corporation Persistent object for online activities

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080182660A1 (en) * 2007-01-30 2008-07-31 Microsoft Corporation Decreasing Bad Behavior With Player-Managed Online Gaming
US8651961B2 (en) 2010-12-03 2014-02-18 Solocron Entertainment Llc Collaborative electronic game play employing player classification and aggregation
US9227140B2 (en) 2010-12-03 2016-01-05 Solocron Entertainment Llc Collaborative electronic game play employing player classification and aggregation
CN105933352A (en) * 2016-07-05 2016-09-07 广州华多网络科技有限公司 Data synchronization method and system between servers based on client and client

Similar Documents

Publication Publication Date Title
US11865460B2 (en) Systems and methods that enable player matching for multi-player online games
Seay et al. Project Massive: A study of online gaming communities
Chan et al. Massively multiplayer online games
KR101130381B1 (en) Instant messaging embedded games
Tyack et al. The appeal of moba games: What makes people start, stay, and stop
Ducheneaut et al. More than just ‘XP’: learning social skills in massively multiplayer online games
Wohn et al. The" S" in social network games: Initiating, maintaining, and enhancing relationships
Muramatsu et al. Computing, social activity, and entertainment: A field study of a game MUD
McEwan et al. " I'm just here to play games" social dynamics and sociality in an online game site
US20020055386A1 (en) Net game system, processing method for playing net game, and computer-readable storage medium for storing program for playing net game
CN105808781B (en) Location-based on-line video game forum for special area
CN102375927A (en) Network online knowledge and skill competition system and realization method thereof
JP6218139B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, AND PROGRAM
US20150174486A1 (en) Method for an asynchronous multiplayer gameplay
US10272346B2 (en) Bounded competitions in a video game framework
JP6733019B6 (en) Game system, game system execution method, and game system program
Huang et al. Functional or social? Exploring teams in online games
US20070191099A1 (en) Group scheduler for online role-playing games
KR101729186B1 (en) Computer program and server for providing game session
Seay et al. Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games.
CN112717425B (en) Information sending method, information display method, device, equipment and medium
Suggs Jr et al. Esports and Independent Colleges: Ready Player 509 (and Counting). Research Brief.
Whippey Community in World of Warcraft: The fulfilment of social needs
Ictech II Virtual worlds: Social interactions among online gamers through voice chat
Kurniawan Intergenerational learning through World of Warcraft

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION