Nemesis characters, nemesis forts, social vendettas and followers in computer games
US-11660540-B2 · May 30, 2023 · US
US12201908B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12201908-B2 |
| Application number | US-202318144798-A |
| Country | US |
| Kind code | B2 |
| Filing date | May 8, 2023 |
| Priority date | Mar 26, 2015 |
| Publication date | Jan 21, 2025 |
| Grant date | Jan 21, 2025 |
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Methods for managing non-player characters and power centers in a computer game are based on character hierarchies and individualized correspondences between each character's traits or rank and events that involve other non-player characters or objects. Players may share power centers, character hierarchies, non-player characters, and related quests involving the shared objects with other players playing separate and unrelated game instances over a computer network, with the outcome of the quests reflected in different the games. Various configurations of game machines are used to implement the methods.
Opening claim text (preview).
The invention claimed is: 1. A method comprising: determining, by at least one processor executing a computer game, an outcome of an interaction between an avatar operated in response to input from a player and at least one non-player character member of a faction of non-player characters, wherein the faction comprises a hierarchy of non-player characters and the at least one non-player character is controlled by the at least one processor to respond to and automatically interact with the avatar based at least in part on status of the at least one non-player character in the hierarchy of the faction; changing, by the at least one processor, the status of the at least one non-player character in the faction based on the outcome, wherein changing the status affects control parameters for at least one second non-player character in the faction; and controlling the second non-player character based on the control parameters after the changing. 2. The method of claim 1 , further comprising triggering initiation of the changing based on the outcome selected from the group consisting of the avatar death or entry of the avatar into a new zone of play. 3. The method of claim 1 , wherein the changing the status further comprises determining a change of status of the second non-player character in the faction of non-player characters, based at least in part on the outcome. 4. The method of claim 1 , wherein the status comprises one or more ranks in the hierarchy of the faction correlated with game playing power, and changing the control parameters comprises at least one of: changing a rank of the second nonplayer character in the hierarchy or designating the second non-player character one of a ranked member of the hierarchy or a non-member of the ranked hierarchy. 5. The method of claim 1 , further comprising changing a status of a third non-player character in the faction, based on the change of the status of the at least one non-player character. 6. The method of claim 1 , further comprising determining, based on at least one of a game event or a user selection, to provide data characterizing the faction configured for use in an independently operating game instance to a remote server. 7. The method of claim 6 , further comprising providing the data characterizing the faction to at least one second processor for use in the independently operating game instance operated by another user. 8. The method of claim 6 , further comprising tracking whether a highest-ranking member of the faction is defeated by an avatar operated in response to input from the another user in the independently operating game instance. 9. The method of claim 8 , further comprising sending data providing an in-game benefit for the computer game by at least one second processor executing the independently operating game instance, based on the tracking. 10. The method of claim 8 , further comprising sending notice data to the at least one processor executing the computer-implemented game, indicating that the another user has defeated the highest-ranking member. 11. The method of claim 1 , wherein the changing the control parameters comprises at least one of: changing a parameter controlling a rendered appearance of the second non-player character, changing a parameter controlling a behavioral personality trait of the second non-player character, changing a parameter controlling a game-playing ability of the second non-player character, changing a player interaction score that increases a probability that the second non-player character will succeed in future interaction with the player's avatar, or changing a power center attribute associated with the second character parameters. 12. The method of claim 1 , further comprising selecting dialog for any non-player character in the faction, based on the outcome. 13. An apparatus for controlling a video game, comprising: at least one processor, a memory and a display device coupled to the at least one processor, wherein the memory holds instructions that when executed by the processor, cause the apparatus to perform: determining for the video game an outcome of an interaction between an avatar operated in response to input from a player and at least one non-player character member of a faction of non-player characters, wherein the faction comprises a hierarchy of non-player characters and the at least one non-player character is controlled by the at least one processor to respond to and automatically interact with the avatar based at least in part on status of the at least one non-player character in the hierarchy of the faction; changing the status of the at least one non-player character in the faction based on the outcome, wherein changing the status affects control parameters for at least one second non-player character in the faction; and controlling the second non-player character based on the control parameters after the changing. 14. The apparatus of claim 13 , wherein the memory holds further instructions for triggering initiation of the changing based on the outcome selected from the group consisting of the avatar death or entry of the avatar into a new zone of play. 15. The apparatus of claim 13 , wherein the memory holds further instructions for the changing the control parameters at least in part by determining a change of status of the second non-player character in a faction of non-player characters, based at least in part on the outcome. 16. The apparatus of claim 13 , wherein the memory holds further instructions for maintaining the status comprising one or more ranks in the hierarchy of the faction correlated with game playing power, and changing the control parameters comprises at least one of: changing a rank of the second non-player character in the hierarchy or designating the second non-player character one of a ranked member of the hierarchy or a non-member of the ranked hierarchy. 17. The apparatus of claim 13 , wherein the memory holds further instructions for determining, based on at least one of a game event or a user selection, to provide data characterizing the faction configured for use in an independently operating game instance to a remote server. 18. The apparatus of claim 13 , wherein the memory holds further instructions for the changing the control parameters at least in part by one or more of: changing a parameter controlling a rendered appearance of the second non-player character, changing a parameter controlling a behavioral personality trait of the second non-player character, changing a parameter controlling a game-playing ability of the second non-player character, changing a player interaction score that increases a probability that the second non-player character will succeed in future interaction with the player's avatar, or changing a power center attribute associated with the second character parameters. 19. The apparatus of claim 13 , wherein the memory holds further instructions for selecting dialog for any non-player character in the faction, based on the outcome. 20. A non-transitory computer readable medium holding program instructions that when executed by at least one processor cause an apparatus to perform: determining for a video game an outcome of an interaction between an avatar operated in response to input from a player and at least one non-player character member of a faction of non-player characters, wherein the faction comprises a hierarchy of non-player characters and the at least one non-player character is controlled by the at least one processor to respon
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title
by computing conditions of game characters, e.g. stamina, strength, motivation or energy level · CPC title
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
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