Linkable and extensible virtual characters
Abstract
A method is provided of virtual gameplay with linked characters in a game environment. In an interactive game environment, a request is received to link a first player character with a second character. If it is determined that the first player character is qualified to be linked with the second character, a link is created between the first player character and the second character. The actions of the linked characters are then monitored in the game environment, and statistics are stored for at least the first player character. At least one statistic of the second character can be automatically increased or decreased as a function of at least one of the stored statistics.
Claims
exact text as granted — not AI-modified1 . A method of providing virtual gameplay with linked characters in a game environment, the game environment being in communication with a storage means, the method comprising the steps of:
providing a game environment accessible by a plurality of players, wherein the players are able to interact with at least one game and each other via characters; receiving a request to link a first player character with a second character; determining if the first player character is qualified to be linked with the second character; creating a link between the first player character and the second character; and for characters so-linked: monitoring the actions of the first player character and the second character in the game environment; storing on the storage means statistics related to at least the first player character, the statistics being one or a combination of: (i) pre-set by the player, (ii) pre-set by the game, and (iii) resulting from the monitored actions of the characters in the game environment; and automatically increasing or decreasing, on the storage means, at least one statistic related to the second character as a function of at least one of the stored statistics of the first player character.
2 . The method of claim 1 , wherein the request to link the first player character with the second character is triggered by a player.
3 . The method of claim 1 , wherein the request to link the first player character with the second character is triggered by an automatically detected event.
4 . The method of claim 1 , further comprising automatically affecting gameplay performance or behavior of the second character based on the increased or decreased at least one statistic.
5 . The method of claim 1 , further comprising enabling, unlocking or triggering a new non-default behavior or action of the second character based on the increased or decreased at least one statistic.
6 . The method of claim 1 , further comprising detectably weakening or strengthening the second character based on the increased or decreased at least one statistic.
7 . The method of claim 1 , further comprising detectably increasing or decreasing a speed of at least an aspect of the second character based on the increased or decreased at least one statistic.
8 . The method of claim 1 , wherein the first player character and the second character comprise avatars of a single player.
9 . The method of claim 1 , wherein the first player character and the second character are characters in separate games in the game environment.
10 . The method of claim 1 , wherein the first player character is an avatar of a first player and the second character is an avatar of a second player.
11 . The method of claim 1 , wherein the increasing or decreasing step comprises combining the at least one statistic of the second character with the at least one statistic of the first player character.
12 . The method of claim 1 , wherein the increasing or decreasing step comprises averaging the at least one statistic of the second character and the at least one statistic of the second character.
13 . The method of claim 11 , wherein the combining includes a weighting factor.
14 . A virtual gameplay system with linked characters in a game environment, comprising:
a game engine programmed for:
providing a game environment accessible by a plurality of players, wherein the players are able to interact with at least one game and each other via characters;
receiving a request to link a first player character with a second character;
determining if the first player character is qualified to be linked with the second character;
creating a link between the first player character and the second character; and
for characters so-linked, monitoring the actions of the first player character and the second character in the game environment;
a storage means in communication with the game engine for:
storing statistics related to at least the first player character, the statistics being one or a combination of: (i) pre-set by the player, (ii) pre-set by the game, and (iii) resulting from the monitored actions of the characters in the game environment; and;
wherein at least one statistic related to the second character is automatically increased or decreased based on at least one of the stored statistics of the first player character.
15 . The system of claim 14 , wherein the game engine is provided by a central game server.
16 . The system of claim 14 , wherein the game engine is a software program stored on or accessible to a game console.
17 . The system of claim 14 , wherein the storage means is provided by one or a combination of: a local fixed memory, a local removable memory, a remote fixed memory, a remote removable memory, and a virtual memory.
18 . The system of claim 15 , wherein the storage means is co-located with the central game server.
19 . The system of claim 14 , wherein the statistics related to the second character are stored together with the statistics related to the first player character on the storage means.
20 . The system of claim 14 , wherein linking comprises combining statistics related to the first player character with statistics related to the second character.Join the waitlist — get patent alerts
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