Systems and methods for associating players of electronic games
US-2015038233-A1 · Feb 5, 2015 · US
US10086293B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10086293-B2 |
| Application number | US-201715601457-A |
| Country | US |
| Kind code | B2 |
| Filing date | May 22, 2017 |
| Priority date | Aug 22, 2013 |
| Publication date | Oct 2, 2018 |
| Grant date | Oct 2, 2018 |
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The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable customizable teams for online active games. In an embodiment, the system includes an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of real-time interactive games sessions, wherein each game session includes at least one team and wherein the at least one team may be established in accordance with a preferred composition defined by a user.
Opening claim text (preview).
What is claimed is: 1. A massively multiplayer online multiuser game system, comprising: an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of interactive game sessions, wherein each game session includes at least one team; an online team building server operatively coupled to the online game session server system that enables a first user to define a preferred team composition of users for a first team; a user profile database stored on a non-transitory computer-readable medium and coupled to the online game session server system and the team building server including an electronic profile associated with each of the plurality of users; and instructions stored in non-transitory memory that, when executed by a processor, cause the processor to: calculate a queue time for a second user based on any applicable penalties, a game type option, and an avatar composition as selected by the second user, wherein the avatar composition includes an avatar, a role for the avatar, and at least one attribute associated with the role; and transmit, via the network, the queue time to a user device of the second user for display via a user interface of the user interface device, wherein penalties are calculated based on information in the second user's profile; wherein the online team building server, during operation, adds the second user to the first team if: a game type option for the game session matches the game type option selected by the second user; the second user's avatar composition complies with requirements of the preferred team composition for the first team as defined by the first user; and the online team building server receives a selected acceptance indication from the second user. 2. The system of claim 1 , wherein penalties are further calculated based on at least one of: the user leaving a predetermined number of teams and leaving at least one team within a predetermined amount of time. 3. The system of claim 1 , wherein the preferred team composition can be defined, at least in part, by the minimum, maximum, or both the minimum and maximum number of users on the team. 4. The system of claim 1 , wherein a user's profile includes behavioral data associated with the user, and wherein penalties are defined, at least in part, by said behavioral data and their effect on queue times can be subject to decay functions. 5. The system of claim 1 , wherein a user's profile includes historical data associated with the user, and wherein the preferred team composition can be defined, at least in part, by said historical data. 6. The system of claim 5 , wherein said historical data includes data related to the first user's historical interactions with the second user. 7. The system of claim 1 , wherein the preferred team composition can be defined, at least in part, by one or more specific user identifications. 8. The system of claim 1 , wherein the first user may decline or accept the second user for addition to the first team created by the team building server. 9. The system of claim 1 , wherein the team building server is further configured to send a request to one or more additional users to join the first team in accordance with the preferred team composition, and wherein the additional requested users may decline or accept said request. 10. The system of claim 9 , wherein the team building server is further configured to send one or more requests to one or more alternative users in response to the second user declining the first team or the first user declining the second user. 11. A massively multiplayer online server system having one or more processors communicatively coupled to a network and configured to provide access to a plurality of users to establish a plurality of interactive game sessions, wherein each game session includes at least one team of users, said system comprising: a user profile database stored on a non-transitory computer-readable medium including an electronic profile for each of the plurality of users; and a non-transitory computer-readable medium with a sequence of instructions which, when executed by the one or more processors, causes said one or more processors to execute an electronic process that: enables a first user to selectively define a preferred team composition of users for a first team using a first user device; enables a second user to select a game type option and selectively define an avatar composition including an avatar, a role for the avatar, and at least one attribute associated with the role using a second user device; calculates a queue time for the second user based on any applicable penalties, the selected game type option, and the avatar composition selected by the second user, wherein penalties are calculated based on information in the second user's profile; transmits the queue time to the second user device for display; determines whether the second user's avatar composition is in compliance with the preferred team composition; and adds the second user to the first team if a type option for the game session matches the game type option selected by the second user, the second user's avatar is in compliance with the preferred team composition, and the second user accepts the first team. 12. The system of claim 11 , wherein penalties are calculated based on at least one of: the user leaving a predetermined number of teams and leaving at least one team within a predetermined amount of time. 13. The system of claim 11 , wherein the preferred team composition can be defined, at least in part, by the minimum, maximum, or both the minimum and maximum number of users on the team. 14. The system of claim 11 , wherein a user's profile includes behavioral data associated with the user, and wherein penalties are defined, at least in part, by said behavioral data and their effect on queue times can be subject to decay functions. 15. The system of claim 11 , wherein a user's profile includes historical data associated with the user, and wherein the preferred team composition can be defined, at least in part, by said historical data. 16. The system of claim 15 , wherein said historical data includes data related to a first user's historical interactions with the second user. 17. The system of claim 11 , wherein the preferred team composition can be defined, at least in part, by one or more specific user identifications.
for finding other players; for building a team; for providing a buddy list · CPC title
Communicating with other players during game play, e.g. by e-mail or chat · CPC title
involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world · CPC title
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title
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