US2007191095A1PendingUtilityA1

Game development

Assignee: ITI SCOTLAND LTDPriority: Feb 13, 2006Filed: Feb 13, 2007Published: Aug 16, 2007
Est. expiryFeb 13, 2026(expired)· nominal 20-yr term from priority
A63F 13/00G06F 8/10A63F 13/424A63F 2300/6018A63F 2300/8076
48
PatentIndex Score
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Cited by
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Claims

Abstract

This application describes tools and methods for the analysis, interpretation and modification of games and for the development, design and construction of new games. A method of designing a unit of gameplay comprises making a choice about the properties of a number of structural elements of said unit of gameplay to be designed to give a plurality of candidate structural element properties; and generating a schematic representation of the unit of gameplay comprising a representation of each of the candidate structural element properties. The structural elements include a topology of selected points of interest to be included in the unit of gameplay; a rhythm of the unit of gameplay; a number of actions that will be available to a participant of the unit of gameplay; and a probability that an objective result will be achieved by the participant.

Claims

exact text as granted — not AI-modified
1 . A method of generating a schematic representation of a unit of gameplay wherein said method comprises generating a representation of each of a plurality of structural element properties of said unit of gameplay, and wherein representing said structural elements includes: 
 representing a topology of selected points of interest comprised in said unit of gameplay;    representing a rhythm of said unit of gameplay;    representing a number of actions available to a participant of said unit of gameplay; and    representing a probability that an objective result will be achieved by said participant.    
   
   
       2 . A method as claimed in  claim 1  further comprising the step of: 
 modifying the representation of one or more of the structural element properties comprised in the schematic representation.    
   
   
       3 . A method as claimed in  claim 1  or  2 , further comprising the step of making a unit of gameplay according to the generated schematic representation.  
   
   
       4 . A method of designing a unit of gameplay comprising: 
 i) making a choice about the properties of a number of structural elements of said unit of gameplay to be designed to give a plurality of candidate structural element properties; and    ii) generating a schematic representation the unit of gameplay comprising a representation of each of the candidate structural element properties chosen in step i), wherein representing said structural elements includes:    representing a topology of selected points of interest to be comprised in said unit of gameplay;    representing a rhythm of said unit of gameplay;    representing a number of actions that will be available to a participant of said unit of gameplay; and    representing a probability that an objective result will be achieved by said participant.    
   
   
       5 . A method as claimed in  claim 4 , further comprising the step of modifying the representation of one or more of the candidate structural element properties comprised in the schematic representation obtained in the step of generating the schematic representation.  
   
   
       6 . A method as claimed in  claim 4  or  5 , further comprising the step of making a unit of gameplay according to the schematic representation.  
   
   
       7 . A method of visualising the properties of a number of structural elements of a unit of gameplay, wherein said method comprises generating a representation of each of a plurality of structural element properties of said unit of gameplay, and wherein representing said structural elements includes: 
 generating a topology of selected points of interest comprised in said unit of gameplay;    generating a rhythm of said unit of gameplay;    generating a number of actions available to a participant of said unit of gameplay; and    generating a probability that an objective result will be achieved by said participant.    
   
   
       8 . A method as claimed in  claim 7 , wherein the generation of said topology of said unit of gameplay comprises: 
 selecting said points of interest of said unit of gameplay and generating a plurality of nodes, each node representing at least one point of interest; and    generating one or more path symbols, each path symbol representing the connectivity between at least two of said points of interest.    
   
   
       9 . A method as claimed in  claim 8 , wherein each of said nodes comprise one of a necessary node and an optional node.  
   
   
       10 . A method as claimed in  claim 8  or  9 , wherein a path symbol represents the ability of said participant to travel in at least one direction between at least two of said points of interest.  
   
   
       11 . A method as claimed in  claim 8  or  9  wherein a path symbol represents a line of sight or a line of fire between at least two of said points of interest.  
   
   
       12 . A method as claimed in  claim 7 , wherein said points of interest comprise one or more of: an event in said unit of gameplay, a point of significance, a place of interest, and a player/participant/character/object of the unit of gameplay.  
   
   
       13 . A method of analysing a unit of gameplay, comprising: 
 i) receiving gameplay information about:    a plurality of points of interest comprised in said unit of gameplay and the connectivity between said points of interest;    a style and speed of gameplay;    actions available to a participant of the unit of gameplay;    a probability that a particular result will be obtained by a participant when taking part in said unit of gameplay; and    ii) using said gameplay information to generate a schematic representation of the structure of said unit of gameplay.    
   
   
       14 . A method of analysing a unit of gameplay as claimed in  claim 13 , wherein the step of using said gameplay information to generate a schematic representation of the structure of said unit of gameplay comprises: 
 generating a topological representation of selected points of interest comprised in said unit of gameplay.    
   
   
       15 . A method of analysing a unit of gameplay as claimed in  claim 13 , wherein the step of using said gameplay information to generate a schematic representation of the structure of said unit of gameplay comprises: 
 generating a notational representation of the rhythm of said unit of gameplay.    
   
   
       16 . A method of analysing a unit of gameplay as claimed in  claim 13 , wherein the step of using said gameplay information to generate a schematic representation of the structure of said unit of gameplay comprises: 
 generating a notational representation of the number of actions available to a participant of said unit of gameplay.    
   
   
       17 . A method of analysing a unit of gameplay as claimed in  claim 13 , wherein the step of using said gameplay information to generate a schematic representation of the structure of said unit of gameplay comprises: 
 generating a notational representation of the probability that an objective result will be achieved by a participant of said unit of gameplay.    
   
   
       18 . A method as claimed in  claim 13 , further comprising the step of determining a difficulty metric for said unit of gameplay, said difficulty metric comprising a measure of the difficulty that a participant of said unit of gameplay will achieve said objective result.  
   
   
       19 . A method as claimed in  claim 18 , wherein said step of determining said difficulty metric comprises receiving information about one or more gameplay conditions and using said information to derive said difficulty metric based on: i) said topology of the selected points of interest and ii) said notational representation of the probability that an objective result may be achieved by said participant within said unit of gameplay.  
   
   
       20 . A method as claimed in  claim 13 , further comprising the step of displaying said schematic representation on an electronic display device.  
   
   
       21 . A method as claimed in  claim 13 , further comprising the step of generating a hard copy of said schematic representation.  
   
   
       22 . A method as claimed in  claim 13 , further comprising the step of embedding information about said schematic representation in an electrical signal.  
   
   
       23 . A method as claimed in  claim 13 , further comprising the step of storing said schematic representation on an electronic storage medium.  
   
   
       24 . An apparatus for generating a schematic representation of a number of structural elements of a unit of gameplay, said apparatus comprising: 
 i) a topology generation means for generating a topological representation of points of interest in said unit of gameplay;    ii) means for generating a notational representation of the rhythm of said unit of gameplay;    iii) means for generating a notational representation of the number of actions available to a participant of said unit of gameplay; and    iv) means for generating a notational representation of the probability that an objective result will be achieved by said participant.    
   
   
       25 . An apparatus for analysing the structural properties of a unit of gameplay, comprising: 
 i) a data receiving portion for receiving gameplay information about:    a plurality of points of interest comprised in said unit of gameplay and the connectivity between said points of interest;    the style and speed of gameplay;    the actions available to a participant of the unit of gameplay; and    the probability that a particular result will be obtained by a participant when taking part in said unit of gameplay; and    ii) a data processing portion operable to use said information input to said data receiving portion and to generate a schematic representation of the structure of said unit of gameplay.    
   
   
       26 . An apparatus as claimed in  claim 25 , wherein said data processing portion comprises: 
 topology generation means for generating a topological representation of points of interest in said unit of gameplay.    
   
   
       27 . An apparatus as claimed in  claim 25 , wherein said data processing portion comprises: 
 means for generating a notational representation of the rhythm of said unit of gameplay.    
   
   
       28 . An apparatus as claimed in  claim 25  wherein said data processing portion comprises: 
 means for generating a notational representation of the actions available to a participant when taking part in said unit of gameplay;    
   
   
       29 . An apparatus as claimed in  claim 25 , wherein said data processing portion comprises: 
 means for generating a notational representation of the probability that an objective result may be achieved by said participant within said unit of gameplay.    
   
   
       30 . An apparatus for designing a unit of gameplay comprising: 
 i) selection means for allowing a user to select the properties of a number of structural elements of said unit of gameplay to be designed to give a plurality of candidate structural element properties; and    ii) means for generating a schematic representation of the unit of gameplay to be designed comprising a representation of each of the candidate structural element properties chosen in step i), wherein said means for generating said schematic representation comprises:    a topology generation means for generating a topological representation of points of interest in said unit of gameplay;    means for generating a notational representation of the rhythm of said unit of gameplay;    means for generating a notational representation of the number of actions that will be available to a participant of said unit of gameplay; and    means for generating a notational representation of the probability that an objective result will be achieved by said participant.    
   
   
       31 . An apparatus as claimed in claims  24 ,  25  or  30 , further comprising a difficultly determination portion operable to receive information about one or more gameplay conditions and to derive a measure of the difficulty of a participant of said unit of gameplay achieving said objective result based on: i) the topology generated by said means for generating a topology of said unit of gameplay; and ii) said notational representation of the probability that an objective result may be achieved by said participant within said unit of gameplay.  
   
   
       32 . An apparatus as claimed in claims  24 ,  25  or  30 , further comprising a modification means operable to allow the schematic representation of the structure of said unit of gameplay to be modified.  
   
   
       33 . An apparatus as claimed in claims  24 ,  25 , or  30 , further comprising means operable to construct a unit of gameplay according to said schematic representation.  
   
   
       34 . A schematic representation of a unit of gameplay comprising 
 a topological representation of points of interest in said unit of gameplay;    a notational representation of the rhythm of said unit of gameplay;    a notational representation of the number of actions available to a participant of said unit of gameplay; and    a notational representation of the probability that an objective result will be achieved by said participant.    
   
   
       35 . A schematic representation of a unit of gameplay, comprising: 
 a plurality of node symbols, each representing a point of interest in said unit of gameplay;    at least one path symbol, the or each path symbol representing the connectivity of at least one point of interest;    a notational representation of the rhythm of said unit of gameplay;    a notational representation of the number of (different types of) actions available to a participant of said unit of gameplay; and    a notational representation of the probability that an objective within said unit of gameplay may be achieved by said participant.    
   
   
       36 . A schematic representation of a unit of gameplay as claimed in  claim 34  or  35 , wherein said schematic representation comprises a tool for the analysis of said unit of gameplay.  
   
   
       37 . A computer readable storage medium having stored thereon a schematic representation as claimed in  claim 34  or  35  operable on a computer to control or direct development or design of a unit of gameplay.  
   
   
       38 . An apparatus comprising: 
 one or more processors; and    a memory coupled to the processors comprising instructions executable by the processors, the processors operable when executing the instructions to:    identify elements of a unit of gameplay, the elements including at least selected points of interest included in the unit of gameplay, a rhythm of the unit of gameplay, a number of actions available to a participant of the unit of gameplay, and the probability that an objective result will be achieved by the participant during the unit of gameplay; and    output a visual representation of the unit of gameplay to be displayed, the visual representation characterizing the unit of gameplay using the identified elements.    
   
   
       39 . The apparatus of  claim 38  wherein the visual representation includes a topology of nodes to represent the selected points of interest and interconnections between the nodes to represent how the selected points of interest relate to each other during the unit of gameplay.  
   
   
       40 . The apparatus of  claim 38  wherein the rhythm of the unit of gameplay identifies whether or not the unit of gameplay is turn based.  
   
   
       41 . The apparatus of  claim 38  wherein the actions available to a participant of the unit of game play include shooting and walking or running.  
   
   
       42 . The apparatus of  claim 38  further comprising an input for receiving one or more inputted communications that are used to identify the elements of the unit of gameplay.

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