US20110312418A1 - apparatus for facilitating physical simulation and progression of virtual rpg characters, related systems, and related methods - Google Patents

apparatus for facilitating physical simulation and progression of virtual rpg characters, related systems, and related methods Download PDF

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US20110312418A1
US20110312418A1 US12/816,899 US81689910A US2011312418A1 US 20110312418 A1 US20110312418 A1 US 20110312418A1 US 81689910 A US81689910 A US 81689910A US 2011312418 A1 US2011312418 A1 US 2011312418A1
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role
statistics
play
database
core
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Tim Page
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    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • 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
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present application relates generally to systems and methods for role-playing games, and more particularly to a system and method for real-world development and progression of virtual role-play characters and associated statistics.
  • Role-playing video games are a popular way for players to act out various story lines in fantasy environments.
  • some role-players desire to play as their in-game character, or “avatar,” while outside of the video game or virtual environment.
  • the role-player may also desire to maintain the role-play character statistics (e.g., health, power, and experience) of their avatar that are gained while playing outside the constructs of the video game environments.
  • role-play character statistics e.g., health, power, and experience
  • a player or group of players may wish to create an outdoor role-playing experience while acting as their video game based avatars. Accordingly, there is a need for systems wherein role-players may monitor the role-play statistics of the character while simultaneously developing the statistics during real-world activities.
  • U.S. Pat. No. 7,025,675 discloses a method for online continuous role-play statistic evolution for a player's avatar, even while the player is offline.
  • U.S. Pat. App. No. US20070218987 discloses a method for altering online avatar characteristics based an event or action within the virtual environment.
  • U.S. Pat. App. No. US20070173327 discloses a gaming system wherein a player may accumulate game achievements in a tiered leveling structure, while operating in the offline world.
  • the above-disclosed methods focus on integrating offline interactions into an online virtual environment, but are not adequate for providing players the ability to develop the role-play statistics of their video game avatar via real-world activities. Additionally, these methods do not adequately disclose the intricacies of collecting and storing data derived from the real-world actions of a player, which is needed to continually update role-play statistics, until synchronizing with the video game databases. For these reasons, there is still a need for apparatus and related methods for recording the actions of an avatar in the real-world to be applied towards the avatar's character traits and experience in real and virtual worlds.
  • the system may suitably feature: a core unit with hardware that hosts a database and computer hardware that is coupled with the database and which includes program code; at least one input device; at least one output device; and, wherein the core unit is connected to the input and output devices (whether wired or wirelessly).
  • the input device may be assembled to a tool in the shape of weapons, armor, sporting equipment, and the like, for enhanced simulation of the role-play character during real-world activities.
  • Any design methodology may be utilized to implement a design for program code including, but not limited to, object oriented design.
  • Any programming language may be utilized to implement the program code including any high level language, assembly language, or microcode.
  • the program code is preferably configured to (1) populate the database with data communicated to the core from the input device(s), (2) manipulate or convert the data into role-playing statistics or role-playing statistic modifiers and correspondingly populate or update the database with the statistics, (3) display the role-playing statistics on the output device, and (4) sync the role-playing statistics with role-playing statistic databases composing the virtual environments.
  • a user may populate the database with data including role-playing statistics (e.g., experience of a character to be role-played) from databases composing video game or virtual environments.
  • the input device e.g., an accelerometer
  • the program code interprets the data into role-playing statistics or role-play statistic modifiers (e.g., data concerning movement of the user is converted to experience and added to the experience previously provided to the database).
  • the derived role-playing statistics may be displayed on the output device and/or synchronized with the pre-existing databases.
  • the disclosed system preferably creates at least two different competitive role-play gaming experiences: (1) video game based role-play characters may have their role-playing statistics synchronized to the core, altered via data received from the input device(s), and resynchronized to the video game environment; and (2) characters may be role-played wherein data received on the core database from the input device may be used to develop and progress role-playing statistics for incorporation into a character journal.
  • FIG. 1 is a schematic of the preferable system disclosed by this application.
  • FIG. 2 is a general logic flow for programming code that may be incorporated by the disclosed system.
  • FIG. 3 is a schematic of a first preferable application of the system.
  • FIG. 4 is a schematic of a second preferable application of the system.
  • this application discloses a preferable embodiment of a system for facilitating physical simulation, progression, and/or development of a virtual role-play character and its role-play statistics.
  • the preferable system comprises a core unit, at least one input device, and at least one output device.
  • the core unit features a power source, hardware with a database, and hardware that is coupled to the database and which includes programming code for (1) populating, updating, and/or replacing database data with data received from the input device(s), (2) deriving virtual character role-playing statistics, or adjustments thereto, and (3) presenting the role-playing statistics on the output device.
  • the hardware also features programming code for selectively synchronizing the derived/updated role-playing statistics with databases incorporated into video game or virtual environments.
  • the disclosed system preferably features at least two preferable role-play gaming applications: (1) a video game based role-playing character may have its role-playing statistics synchronized to the core, altered via the programming code interpreting data received from the input device(s), and synchronized to the databases composing the video game environment whereby the character's statistics in the video game environment are altered by a role-player's activities outside the videogame environment (see FIG. 3 ); and (2) a character may be role-played wherein data received on the core database from the input device(s) may be used to derive or progress role-playing statistics for synchronization with a database composing a character journal (see FIG. 4 ).
  • the core unit suitably comprises: a power source; hardware with a database; and hardware that is coupled to the database and which includes programming code; and, hardware for coupling the core to other computer means whereby the core database may suitably be synchronized with at least one database composing video game environments or character journals.
  • Suitable power sources will be well known to those of skill in the art after reading this disclosure and may include, but should not be limited to, batteries, including lithium-ion batteries, and solar power.
  • Hardware suitable for featuring a database will too be well known by those in the art after reading this disclosure and may include, but should not be limited to, computer memory (e.g., a microSD memory card or the like).
  • Hardware that is coupled to the database and which includes programming code will further be known to those familiar with computer technologies, and may include, but should not be limited to computer memory coupled to a CPU and/or motherboard.
  • the hardware for coupling the core to other computer means will be readily apparent to one of skill in the art after reading this disclosure and may include, but should not be limited to, a USB interface.
  • the input device(s) are suitably used to obtain and communicate data to the core unit for deriving or modifying role-play character statistics.
  • the input device may be a physical button that communicates to the core unit whether and/or how many times the button has been depressed.
  • the input device may be an infrared receiver that communicates to the core unit, whether and/or how many times the receiver has been exposed to infrared light.
  • the input device may be a voice recorder that transmits voice commands to the core.
  • the input device may be an accelerometer for communicating movements to the core.
  • the input devices may communicate said data to the core via any wired or wireless means known to those of skill in the art, including, but not limited to blue-tooth, Wi-Fi, infrared, or the like.
  • the input device further features a power source.
  • At least one input device is assembled to a tool for role-playing.
  • the form or shape of the tool may be, but should not be limited to: weapons (e.g., a wand, a sword and/or knife, guns, bows and arrows and the like); armor (e.g., a shield and/or body armor); sporting equipment; remote control devices (e.g., cars, planes, helicopters, boats, and etc.).
  • weapons e.g., a wand, a sword and/or knife, guns, bows and arrows and the like
  • armor e.g., a shield and/or body armor
  • sporting equipment e.g., cars, planes, helicopters, boats, and etc.
  • remote control devices e.g., cars, planes, helicopters, boats, and etc.
  • a first tool in the shape of body armor may feature an infrared receiver and a button whereby: (1) another tool in the shape of a gun and featuring an infrared light source may illuminate the receiver of the armor thereby causing the armor to communicate the illuminated status of the receiver to at least the associated core; and (2) yet another tool in the shape of a sword may strike the button thereby causing the armor to communicate a depressed status of the button to at least the associated core.
  • the data communicated to the core may suitably, via the programming code, affect the role-play statistics of the associated role-play character in some way (e.g., loss/gain of health and/or loss/gain of experience).
  • the output device(s) is preferably for presenting the role-play statistics of the role-play character associated with the core.
  • the output device(s) is connected (wired or wirelessly) to the core and, in real time as updated by the programming code on the core, presents at least one role-play statistic.
  • a row of LED lights may, when fully illuminated, indicate that the role-play character has full health.
  • the lights when the lights are only partially illuminated the role-play character has less than full health and when completely not illuminated the role-play character is deceased.
  • Additional output devices suitable for use in the present system may include, but should not be limited to, LED lights, horns, bells, alarms, and the like for communicating information about the associated role-play statistics.
  • the programming code although such may vary depending on the type of data received from the input device, will generally follow the logical flow set forth in FIG. 2 .
  • the data will be received by the core and populated to the core database, the populated data being indexed by source (e.g., input device).
  • the populated data will be converted to an arithmetic modifier of at least one role-play statistic of the associate role-play character.
  • the exact conversion factor will vary depending on the input device and status of the role-play statistics, but will be readily ascertainable to those of skill in the art.
  • a single irradiation of the infrared receiver or a single depression of the button on the body armor may translate to the loss of 1 ⁇ 5 of the associated role-play character's health points.
  • the database of role-play statistics will be updated to reflect the changes derived from the input data.
  • FIG. 3 is a schematic of a first application of the disclosed system.
  • a gamer may begin to develop the statistics of a role-play character in a video game environment.
  • the statistics developed in the video game environment may preferably thereafter be uploaded or otherwise synchronized to a core.
  • the statistics provided to the core may further be developed via physical enactments of the role-play character as reflected in the inputs received from an input device(s) assembled to at least one tool.
  • the further developed role-play statistics may subsequently be synchronized with the video game database whereby the role-play character's statistics may continue to be developed in the video game environment.
  • a World of WarcraftTM gamer may, according to the disclosed method and system, create a role-play character and develop certain role-play statistics in both the real-world and the video game environment of the World of WarcraftTM.
  • a character's statistics may be affected by data provided by the associated gamers' own input devices, or from the input devices of other garners.
  • a group of World of WarcraftTM garners may assemble, after synchronizing their cores with statistics corresponding to their video game based role-play characters, and participate in a role-play battle using tools assembled with input devices to develop and progress character statistics via real-world activities and interactions.
  • the input device(s) of the subject gamer may be used to develop the statistics of the gamer's character (e.g., an accelerometer communicating travel information by the gamer to the core for correspondingly increasing the character's experience statistics).
  • the input device(s) of the subject gamer's opponents may be used to impact the statistics of the gamer's character (e.g., an opponent having a wand shaped tool in the vicinity of the gamer's core may move the wand, press buttons thereon in a series, and/or make verbal commands which may be communicated to the core and affect the gamer's role-play statistics).
  • the input device(s) of the subject gamer's opponents may be used to impact the statistics of the gamer's character (e.g., an opponent having a wand shaped tool in the vicinity of the gamer's core may move the wand, press buttons thereon in a series, and/or make verbal commands which may be communicated to the core and affect the gamer's role-play statistics).
  • FIG. 4 is a schematic of a second application of the disclosed system.
  • a gamer may begin to develop the initial default statistics of a role-play character originating in the core. In the manner disclosed above in connection with the real-world development of character role-play statistics, the gamer may develop his role-play character. Periodically, the gamer may synchronize the role-play statistics from the core database to another database composing a character journal.
  • FIGS. 1 through 4 and the associated description are of illustrative importance only. In other words, the depiction and descriptions of the present invention should not be construed as limiting of the subject matter in this application.
  • the core may be assembled to the tool with the input device(s) or the core may be a stand-alone apparatus. Additional modifications may become apparent to one skilled in the art after reading this disclosure.

Abstract

Disclosed are systems and methods for real-world development of virtual role-play characters.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • N/A
  • STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
  • N/A
  • BACKGROUND OF THE INVENTION
  • 1. Field of Invention
  • The present application relates generally to systems and methods for role-playing games, and more particularly to a system and method for real-world development and progression of virtual role-play characters and associated statistics.
  • 2. Background of the Invention
  • Role-playing video games are a popular way for players to act out various story lines in fantasy environments. However, some role-players desire to play as their in-game character, or “avatar,” while outside of the video game or virtual environment. Additionally, the role-player may also desire to maintain the role-play character statistics (e.g., health, power, and experience) of their avatar that are gained while playing outside the constructs of the video game environments. For example, a player or group of players may wish to create an outdoor role-playing experience while acting as their video game based avatars. Accordingly, there is a need for systems wherein role-players may monitor the role-play statistics of the character while simultaneously developing the statistics during real-world activities.
  • Many role-play avatars use weapons (or other tools) to defeat foes, such as demons or enemies, in order to develop or attain various role-play statistics. Typically, video game role-players have experienced a disconnect while trying to role-play their video game avatar in the real-world because (1) corresponding weapons are not acceptably used or available in the real-world, and (2) there is not a means for acceptably determining whether an enemy was defeated (i.e., death or bodily harm, although acceptable in many video game environments, are not acceptable measurements in the real-world) or how the stats are affected. Accordingly, there is a further need for systems and methods for monitoring and developing the role-play statistics of an avatar while further allowing the role-player to participate in activities that the avatar would typically participate while in the video game environment.
  • Yet still, in terms of the real-world role-playing of video game avatars, competing role-players are known to disagree over the outcome of role-played activities. For example, in the role-play of a battle, two competing role-players may disagree over which one defeated the other and, without an objective measure of the outcome, there is no definitive resolution of the dispute (i.e., players would disagree as to the effects of an action on their respective avatars and they would likely have to suspend the action to determine those effects or stop the role-play entirely). Further, there is no way to referee or constrain the battle as would otherwise be necessary for developing and monitoring role-play statistics. Accordingly, there is a need for systems and methods used by competing role-players to interact with each other in order to objectively simulate and compare/measure the interaction of avatars as well as conform the interactions to a defined set of rules or protocols.
  • Various methods are known that may be used for developing a character, or avatar, in video game or online virtual environments. For example, U.S. Pat. No. 7,025,675 (issued Apr. 11, 2006) discloses a method for online continuous role-play statistic evolution for a player's avatar, even while the player is offline. Also, U.S. Pat. App. No. US20070218987 (published Sep. 27, 2007) discloses a method for altering online avatar characteristics based an event or action within the virtual environment. Finally, U.S. Pat. App. No. US20070173327 (published Jul. 26, 2007) discloses a gaming system wherein a player may accumulate game achievements in a tiered leveling structure, while operating in the offline world. Although these methods may be useful for the development of an avatar in a video game or online virtual world, they do not solve the above-identified needs of role-players who want to use and develop their avatar's characteristics and statistics, in a real-world environment. As a result, there is still a need for apparatus and related methods for facilitating players with a way of role-playing their video game avatar in the real-world.
  • Various methods are further known for using offline developed data to control effects in video game or online virtual environments. For example, U.S. Pat. App. No. US20020068629 (published Jun. 6, 2002) discloses the concept of using a player's offline actions to ultimately reduce the amount of gambling credits that are stored online. Similarly, U.S. Pat. App. No. US20020045154 (published Mar. 18, 2002) discloses a method of collecting offline data about a user and applying the data to an online behavior profile. Finally, U.S. Pat. App. No. US20080096665 (published Mar. 24, 2008) discloses a role-playing game in which non fictional world events and people are an integral part of the virtual world and how it interacts with the players. The above-disclosed methods focus on integrating offline interactions into an online virtual environment, but are not adequate for providing players the ability to develop the role-play statistics of their video game avatar via real-world activities. Additionally, these methods do not adequately disclose the intricacies of collecting and storing data derived from the real-world actions of a player, which is needed to continually update role-play statistics, until synchronizing with the video game databases. For these reasons, there is still a need for apparatus and related methods for recording the actions of an avatar in the real-world to be applied towards the avatar's character traits and experience in real and virtual worlds.
  • Additional apparatus and methods have been disclosed for using a device to interact with a virtual environment. For example, U.S. Pat. App. Nos. US20070099703 (published May 3, 2007) and US20090292640 (published Nov. 26, 2009) disclose methods of using a portable device, such as a cell phone, to interact with the virtual environment by storing and displaying information pertinent to the player or game. Additionally, U.S. Pat. App. No. US20070060409 (published Mar. 15, 2007) discloses a golf game that is played by swinging a device that records data for interpreting and simulating a player's golf swing in the game. These methods and devices, however, are also inadequate. First, merely displaying relevant avatar role-play statistics does not permit the development of the displayed statistics via real-world activities. Second, simulating the flight of a golf-ball by measuring the movement of a controller is different than simulating the attributes of a virtual golfer based on the movement of the controller in the real-world. Therefore, these methods are inadequate solutions to the aforementioned needs.
  • As mentioned above, the previously disclosed methods do not disclose a robust enough system for simulating an entire RPG style game using physical, instead of virtual, interactions with devices and possibly other players in the real-world and in real time. For these reasons, a need still exists for apparatus and related methods for facilitating a player's use of their online avatar in a non virtual simulation of a virtual game.
  • SUMMARY OF THE INVENTION
  • It is an object of the present application to disclose systems and related methods for competitive on and offline role-play gaming, whereby a role-played character and its associated role-play statistics (e.g., such as health, power, and experience) may be developed and progressed in the real-world as well as video game or virtual environments. The system may suitably feature: a core unit with hardware that hosts a database and computer hardware that is coupled with the database and which includes program code; at least one input device; at least one output device; and, wherein the core unit is connected to the input and output devices (whether wired or wirelessly). The input device may be assembled to a tool in the shape of weapons, armor, sporting equipment, and the like, for enhanced simulation of the role-play character during real-world activities. Any design methodology may be utilized to implement a design for program code including, but not limited to, object oriented design. Any programming language may be utilized to implement the program code including any high level language, assembly language, or microcode. The program code is preferably configured to (1) populate the database with data communicated to the core from the input device(s), (2) manipulate or convert the data into role-playing statistics or role-playing statistic modifiers and correspondingly populate or update the database with the statistics, (3) display the role-playing statistics on the output device, and (4) sync the role-playing statistics with role-playing statistic databases composing the virtual environments. Operably, a user may populate the database with data including role-playing statistics (e.g., experience of a character to be role-played) from databases composing video game or virtual environments. After the initial database population, the input device (e.g., an accelerometer) may communicate data (e.g., movement of the user) to the core whereby the database is further populated and wherein the program code interprets the data into role-playing statistics or role-play statistic modifiers (e.g., data concerning movement of the user is converted to experience and added to the experience previously provided to the database). Thereafter, the derived role-playing statistics may be displayed on the output device and/or synchronized with the pre-existing databases. The disclosed system preferably creates at least two different competitive role-play gaming experiences: (1) video game based role-play characters may have their role-playing statistics synchronized to the core, altered via data received from the input device(s), and resynchronized to the video game environment; and (2) characters may be role-played wherein data received on the core database from the input device may be used to develop and progress role-playing statistics for incorporation into a character journal.
  • It is yet another object of the present application to meet the aforementioned needs without any of the drawbacks associated with apparatus heretofore known for the same purpose. It is yet still a further objective to meet these needs in an efficient and inexpensive manner.
  • BRIEF DESCRIPTION OF THE FIGURES
  • The manner in which these objectives and other desirable characteristics can be obtained is better explained in the following description and attached figures in which:
  • FIG. 1 is a schematic of the preferable system disclosed by this application.
  • FIG. 2 is a general logic flow for programming code that may be incorporated by the disclosed system.
  • FIG. 3 is a schematic of a first preferable application of the system.
  • FIG. 4 is a schematic of a second preferable application of the system.
  • It is to be noted, however, that the appended figures illustrate only typical embodiments disclosed in this application, and therefore, are not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments that will be appreciated by those reasonably skilled in the relevant arts. Also, figures are not necessarily made to scale.
  • DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
  • In general, this application discloses a preferable embodiment of a system for facilitating physical simulation, progression, and/or development of a virtual role-play character and its role-play statistics. The preferable system comprises a core unit, at least one input device, and at least one output device. Suitably, the core unit features a power source, hardware with a database, and hardware that is coupled to the database and which includes programming code for (1) populating, updating, and/or replacing database data with data received from the input device(s), (2) deriving virtual character role-playing statistics, or adjustments thereto, and (3) presenting the role-playing statistics on the output device. Preferably, the hardware also features programming code for selectively synchronizing the derived/updated role-playing statistics with databases incorporated into video game or virtual environments. A schematic of the preferable system components can be seen in FIG. 1. The disclosed system preferably features at least two preferable role-play gaming applications: (1) a video game based role-playing character may have its role-playing statistics synchronized to the core, altered via the programming code interpreting data received from the input device(s), and synchronized to the databases composing the video game environment whereby the character's statistics in the video game environment are altered by a role-player's activities outside the videogame environment (see FIG. 3); and (2) a character may be role-played wherein data received on the core database from the input device(s) may be used to derive or progress role-playing statistics for synchronization with a database composing a character journal (see FIG. 4).
  • Referring to FIG. 1, the core unit suitably comprises: a power source; hardware with a database; and hardware that is coupled to the database and which includes programming code; and, hardware for coupling the core to other computer means whereby the core database may suitably be synchronized with at least one database composing video game environments or character journals. Suitable power sources will be well known to those of skill in the art after reading this disclosure and may include, but should not be limited to, batteries, including lithium-ion batteries, and solar power. Hardware suitable for featuring a database will too be well known by those in the art after reading this disclosure and may include, but should not be limited to, computer memory (e.g., a microSD memory card or the like). Hardware that is coupled to the database and which includes programming code will further be known to those familiar with computer technologies, and may include, but should not be limited to computer memory coupled to a CPU and/or motherboard. Finally, the hardware for coupling the core to other computer means will be readily apparent to one of skill in the art after reading this disclosure and may include, but should not be limited to, a USB interface.
  • Still referring to FIG. 1, the input device(s) are suitably used to obtain and communicate data to the core unit for deriving or modifying role-play character statistics. In one non-limiting example, the input device may be a physical button that communicates to the core unit whether and/or how many times the button has been depressed. In another non-limiting example, the input device may be an infrared receiver that communicates to the core unit, whether and/or how many times the receiver has been exposed to infrared light. Yet still, another non-limiting example, the input device may be a voice recorder that transmits voice commands to the core. Yet still, the input device may be an accelerometer for communicating movements to the core. The input devices may communicate said data to the core via any wired or wireless means known to those of skill in the art, including, but not limited to blue-tooth, Wi-Fi, infrared, or the like. Suitably, the input device further features a power source.
  • Yet still referring to FIG. 1, most preferably, at least one input device is assembled to a tool for role-playing. The form or shape of the tool may be, but should not be limited to: weapons (e.g., a wand, a sword and/or knife, guns, bows and arrows and the like); armor (e.g., a shield and/or body armor); sporting equipment; remote control devices (e.g., cars, planes, helicopters, boats, and etc.). Whatever the shape/form, data may preferably be obtained and communicated to the core by the input device assembled to the tool after or while the tool is manipulated in the manner customary for its shape or form. For example, a first tool in the shape of body armor may feature an infrared receiver and a button whereby: (1) another tool in the shape of a gun and featuring an infrared light source may illuminate the receiver of the armor thereby causing the armor to communicate the illuminated status of the receiver to at least the associated core; and (2) yet another tool in the shape of a sword may strike the button thereby causing the armor to communicate a depressed status of the button to at least the associated core. It should be noted that, as discussed in further detail below, in any circumstance the data communicated to the core may suitably, via the programming code, affect the role-play statistics of the associated role-play character in some way (e.g., loss/gain of health and/or loss/gain of experience).
  • The output device(s) is preferably for presenting the role-play statistics of the role-play character associated with the core. As alluded to above, the output device(s) is connected (wired or wirelessly) to the core and, in real time as updated by the programming code on the core, presents at least one role-play statistic. For example, a row of LED lights may, when fully illuminated, indicate that the role-play character has full health. Continuing the example, when the lights are only partially illuminated the role-play character has less than full health and when completely not illuminated the role-play character is deceased. Additional output devices suitable for use in the present system may include, but should not be limited to, LED lights, horns, bells, alarms, and the like for communicating information about the associated role-play statistics.
  • The programming code, although such may vary depending on the type of data received from the input device, will generally follow the logical flow set forth in FIG. 2. First, the data will be received by the core and populated to the core database, the populated data being indexed by source (e.g., input device). Next, the populated data will be converted to an arithmetic modifier of at least one role-play statistic of the associate role-play character. The exact conversion factor will vary depending on the input device and status of the role-play statistics, but will be readily ascertainable to those of skill in the art. Continuing the example from above, a single irradiation of the infrared receiver or a single depression of the button on the body armor may translate to the loss of ⅕ of the associated role-play character's health points. Finally, the database of role-play statistics will be updated to reflect the changes derived from the input data.
  • FIG. 3 is a schematic of a first application of the disclosed system. As depicted in the schematic, a gamer may begin to develop the statistics of a role-play character in a video game environment. The statistics developed in the video game environment may preferably thereafter be uploaded or otherwise synchronized to a core. The statistics provided to the core may further be developed via physical enactments of the role-play character as reflected in the inputs received from an input device(s) assembled to at least one tool. The further developed role-play statistics may subsequently be synchronized with the video game database whereby the role-play character's statistics may continue to be developed in the video game environment. In one non-limiting example, a World of Warcraft™ gamer may, according to the disclosed method and system, create a role-play character and develop certain role-play statistics in both the real-world and the video game environment of the World of Warcraft™.
  • It should be noted that a character's statistics may be affected by data provided by the associated gamers' own input devices, or from the input devices of other garners. Continuing the example, a group of World of Warcraft™ garners may assemble, after synchronizing their cores with statistics corresponding to their video game based role-play characters, and participate in a role-play battle using tools assembled with input devices to develop and progress character statistics via real-world activities and interactions. The input device(s) of the subject gamer may be used to develop the statistics of the gamer's character (e.g., an accelerometer communicating travel information by the gamer to the core for correspondingly increasing the character's experience statistics). Simultaneously, the input device(s) of the subject gamer's opponents may be used to impact the statistics of the gamer's character (e.g., an opponent having a wand shaped tool in the vicinity of the gamer's core may move the wand, press buttons thereon in a series, and/or make verbal commands which may be communicated to the core and affect the gamer's role-play statistics).
  • FIG. 4 is a schematic of a second application of the disclosed system. A gamer may begin to develop the initial default statistics of a role-play character originating in the core. In the manner disclosed above in connection with the real-world development of character role-play statistics, the gamer may develop his role-play character. Periodically, the gamer may synchronize the role-play statistics from the core database to another database composing a character journal.
  • It should be noted that FIGS. 1 through 4 and the associated description are of illustrative importance only. In other words, the depiction and descriptions of the present invention should not be construed as limiting of the subject matter in this application. For example, the core may be assembled to the tool with the input device(s) or the core may be a stand-alone apparatus. Additional modifications may become apparent to one skilled in the art after reading this disclosure.

Claims (20)

1. A system for role-play gaming comprising:
a core unit with hardware that hosts a database and with computer hardware that is coupled with the database and which includes program code;
at least one input device for communicating data to the core;
at least one output device;
wherein the input and output devices are connected to the core; and,
wherein the program code is configured to populate the database with data communicated to the core from the input device, manipulate or convert the data into role-playing statistics or role-playing statistic modifiers and correspondingly populating or updating the database with the statistics, and display the role-playing statistics on the output device
2. The system of claim 1 wherein the input device is assembled to a tool.
3. The system of claim 2 wherein the tool is in the shape of forms selected from the group consisting essentially of weapons, sporting equipment, or armor.
4. The system of claim 3 wherein the input device(s) is selected from the group consisting essentially of accelerometer, infrared receiver, voice recorder, and button.
5. The system of claim 4 wherein the core and the input device(s) are connected wirelessly.
6. The system of claim 5 wherein the core further comprises hardware for coupling to a second database and wherein the program code is configured for synching the core database to the second database.
7. The system of claim 6 wherein the role-play statistics are selected from the group consisting essentially of health, experience, power, magic power, and speed.
8. The system of claim 7 wherein the output device displays the role-play character's health.
9. A method for developing the statistics of a role-play character in the real-world and a video game environment comprising the steps of:
developing role-play statistics of a character in a video game environment;
synchronizing the role-play statistics of the character to a core unit with hardware that hosts a database and with hardware which includes program code;
connecting the core to at least one input device assembled to a tool;
manipulating the tool to generate data;
transmitting the data from the input device(s) to the core unit, the program code configured to populate the database with the transmitted data, convert the data into at least one arithmetic role-play statistic modifier, and modify the statistics with the modifier(s);
updating the statistics in the database with the derived modifiers via the programming code as data is received; and,
synchronizing the updated statistics with the video game environment.
10. The method of claim 9 wherein the tool is in the shape of forms selected from the group consisting essentially of weapons, sporting equipment, or armor.
11. The method of claim 10 wherein the input device(s) is selected from the group consisting essentially of accelerometer, infrared receiver, voice recorder, and button.
12. The method of claim 11 wherein the data is communicated from the input device(s) to the core unit wirelessly.
13. The method of claim 12 wherein the role-play statistics are selected from the group consisting essentially of health, experience, power, magic power, and speed.
14. The method of claim 13 further comprising the step of displaying the statistics on an output device connected to the core.
15. A method for creating a role-play character journal comprising the steps of:
obtaining a core unit with hardware that hosts a database and with hardware which includes program code, the database featuring initial role-play statistics for the role-play character;
connecting the core to at least one input device assembled to a tool;
manipulating the tool to generate data;
transmitting the data from the input device(s) to the core unit, the program code configured to populate the database with the transmitted data, convert the data into at least one arithmetic role-play statistic modifier, and modify the statistics with the modifiers;
updating the statistics in the database with the derived modifier(s) via the programming code as data is received; and,
synchronizing the updated statistics with the character journal.
16. The method of claim 15 wherein the tool is in the shape of forms selected from the group consisting essentially of weapons, sporting equipment, or armor.
17. The method of claim 16 wherein the input device(s) is selected from the group consisting essentially of accelerometer, infrared receiver, voice recorder, and button.
18. The method of claim 17 wherein the data is communicated from the input device(s) to the core unit wirelessly.
19. The method of claim 18 wherein the role-play statistics are selected from the group consisting essentially of health, experience, power, magic power, and speed.
20. The method of claim 19 further comprising the step of displaying the statistics on an output device connected to the core.
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