Nemesis characters, nemesis forts, social vendettas and followers in computer games

US2016279522A1 · US · A1

Patent metadata
FieldValue
Publication numberUS-2016279522-A1
Application numberUS-201615081732-A
CountryUS
Kind codeA1
Filing dateMar 25, 2016
Priority dateMar 26, 2015
Publication dateSep 29, 2016
Grant date

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

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.

First claim

Opening claim text (preview).

1 . A method comprising: controlling, by a processor, game events in a computer-implemented game, the game events involving an avatar that is operated in response to input from a player, and a first non-player character that is controlled in response to a first set of character parameters defined in a computer memory and in response to operation of the avatar; detecting, by the processor, occurrence of a predefined game event involving the non-player character; changing, by the processor, a second set of character parameters defined in a computer memory for control of a second non-player character in the game based on the detecting; and outputting, to an output device, an indication of the second set of character parameters that are changed by the changing. 2 . The method of claim 1 , further comprising triggering initiation of the changing based on a trigger event selected from the group consisting of the avatar death, passage of a specified amount of time during game play, or entry of the avatar into a new zone of play. 3 . The method of claim 1 , wherein changing the second set of character parameters further comprises 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 one of the game events. 4 . The method of claim 3 , wherein the faction is a ranked hierarchy of the non-player characters in which rank is positively correlated with game playing power, and changing the second set of character 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. 5 . The method of claim 3 , further comprising changing a status parameter of a third non-player character in the faction, based on the change of the status of one or both of the first and second non-player character. 6 . The method of claim 4 , 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 a second processor for use in the independently operating game instance operated by another user. 8 . The method of claim 7 , further comprising tracking whether a highest-ranking member of the faction is defeated by the another user in the independently operating game instance. 9 . The method of claim 8 , further comprising sending data providing an in-game benefit to the independently operating game instance, based on the tracking. 10 . The method of claim 8 , further comprising sending notice data to the processor executing the computer-implemented game, indicating that the another user has defeated the highest-ranking member. 11 . The method of claim 1 , wherein changing the second set of character 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 character parameters. 12 . The method of claim 11 , further comprising altering a configuration of a power center associated with the second non-player character, based on the power center attribute. 13 . The method of claim 1 , further comprising selecting dialog for at least one of the first or second non-player character, based on the detecting the occurrence of the predefined game event. 14 . The method of claim 1 , further comprising changing, by the processor, the first set of character parameters based on the detecting; and outputting, to an output device, an indication of the first set of character parameters that are changed by the changing. 15 . The method of claim 14 , wherein changing the first set of character parameters further comprises determining a change of status of the first non-player character in a faction of non-player characters, based at least in part on the one of the game events. 16 . The method of claim 15 , wherein the faction is a ranked hierarchy of the non-player characters in which rank is positively correlated with game playing power, and changing the first set of character parameters comprises at least one of: changing a rank of the first non-player character in the hierarchy, or designating the first non-player character one of a ranked member of the hierarchy, or a non-member of the ranked hierarchy. 17 . The method of claim 14 , wherein changing the first set of character parameters comprises changing a parameter controlling at least one of: a rendered appearance of the first non-player character, a behavioral personality trait of the first non-player character, a game-playing ability of the first non-player character, a player interaction score that increases a probability that the first non-player character will succeed in future interaction with the player's avatar, or a power center attribute associated with the first set of character parameters. 18 . The method of claim 17 , further comprising altering a configuration of a power center associated with the first non-player character, based on the power center attribute. 19 . An apparatus for controlling a video game, comprising: a processor, a memory coupled to the processor, and a display device coupled to the processor, wherein the memory holds instructions that when executed by the processor, cause the apparatus perform: controlling game events in a computer-implemented game, the game events involving an avatar that is operated in response to input from a player, and a first non-player character that is controlled in response to a first set of character parameters defined in a computer memory and in response to operation of the avatar; detecting occurrence of a predefined game event involving the non-player character; changing a second set of character parameters defined in a computer memory for control of a second non-player character in the game based on the detecting; and outputting, to an output device, an indication of the second set of character parameters that are changed by the changing. 20 . The apparatus of claim 19 , wherein the memory holds further instructions for triggering initiation of the changing based on a trigger event selected from the group consisting of the avatar death, passage of a specified amount of time during game play, or entry of the avatar into a new zone of play. 21 . The apparatus of claim 19 , wherein the memory holds further instructions for changing the second set of character 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 one of the game events. 22 . The apparatus of claim 21 , wherein the memory holds further instructions for maintaining the faction as a ranked hierarchy of the non-player characters in which rank is positively correlated with game playing power, and changing the second set of character parameters comprises

Assignees

Inventors

Classifications

  • A63F13/67Primary

    adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title

  • by computing conditions of game characters, e.g. stamina, strength, motivation or energy level · CPC title

  • 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

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What does patent US2016279522A1 cover?
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 playe…
Who is the assignee on this patent?
Warner Bros Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/67. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Thu Sep 29 2016 00:00:00 GMT+0000 (Coordinated Universal Time) (A1). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 1 related publication on this page (citations in our corpus or others sharing the same primary CPC).