Gaming interface and systems and methods for providing same
US-2024424413-A1 · Dec 26, 2024 · US
US9931574B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9931574-B2 |
| Application number | US-201514657493-A |
| Country | US |
| Kind code | B2 |
| Filing date | Mar 13, 2015 |
| Priority date | Mar 13, 2014 |
| Publication date | Apr 3, 2018 |
| Grant date | Apr 3, 2018 |
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The present disclosure describes novel systems and methods for teaching and exercising leadership skills and strategies including the use of a narrative-driven role playing game.
Opening claim text (preview).
We claim: 1. A computer-implemented method for a narrative-driven role playing game, the method comprising the steps of: (a) providing, by a game engine, a plurality of zones wherein a first one of the plural zones includes a first non-player character (“NPC”) for interacting with a player character (“Character”) controlled by a player, and wherein the first zone includes one or more first quests at least one of which is locked and not initially selectable by the player, and wherein the completion of a predetermined one or ones of the one or more first quests allows for the Character to proceed to a second one of the plurality of zones; (b) providing, via the game engine, an entry of the Character into the first zone; (c) selecting, by the player via the game engine, a first one of the one or more non-locked first quests; (d) placing the Character, via the game engine, in the selected first quest; (e) interacting, by the player via the game engine, in the selected first quest with the first NPC in a first set of narrative-driven dialogs each having a branching dialog tree, wherein a first dialog of the first set of dialogs includes a predetermined initial input by the first NPC and a first plurality of predetermined response options presented to the player, wherein the player selects one of the first predetermined response options, and wherein a second dialog of the first set of dialogs includes a second input by the first NPC based on the first predetermined response option selected by the player in the first dialog of the first set of dialogs; (f) attaining one of a predetermined number of first outcomes based on one or more responses selected by the player in the first set of narrative-driven dialogs; (g) determining, via the game engine, a first quest score for the selected first quest wherein the first quest score is based on the first outcome attained; (h) placing the Character, via the game engine, into the first zone; (i) displaying to the player, via the game engine, an effect to the first zone based on the attained first outcome wherein the effect includes unlocking a locked first quest; (j) selecting, by the player via the game engine, a second one of the one or more non-locked first quests; (k) placing the Character, via the game engine, into a second one of the plural zones upon the player's completion of the predetermined one or ones of the one or more first quests; (l) determining, via the game engine, an aggregate score for the player based on completed selected first quests; and (m) displaying, to the player, an indication of the aggregate score; and (n) providing, via the game engine, coaching feedback to guide the player on decision making, based on performance by the player in the narrative-driven role playing game. 2. The method of claim 1 wherein at least one of the first set of narrative-driven dialogs comprises a scenario for providing leadership training to the player, and the coaching feedback relates to leadership decision making. 3. The method of claim 2 wherein the first plurality of predetermined response options equals three. 4. The method of claim 3 wherein the first plurality of predetermined response options are selected from the group consisting of: praise, coach, and scold. 5. The method of claim 1 wherein the predetermined number of first outcomes equals three. 6. The method of claim 5 wherein the first quest score is a first predetermined score in response to the player attaining a first one of the first outcomes, a second predetermined score in response to the player attaining a second one of the first outcomes, or a third predetermined score in response to the player attaining a third one of the first outcomes, wherein the first, second, and third predetermined scores are different. 7. The method of claim 6 wherein at least one of the first, second, and third predetermined scores is independent of a path through the branching dialog tree of the first set of narrative-driven dialogs. 8. The method of claim 6 wherein the aggregate score is determined based on a ratio of a total score received by the player for completed selected quests to a total possible score for the completed selected quests. 9. The method of claim 1 further comprising the step of: (o) unlocking, via the game engine, a game feature if the aggregate score is greater than a predetermined threshold. 10. The method of claim 9 wherein the game feature provides the player, via the game engine, one of a plurality of buffs for use in a player-selected quest. 11. The method of claim 10 wherein the plurality of buffs are selected from the group consisting of: removing one of the plurality of predetermined response options for one of the dialogs in the first set of dialogs, automatically selecting one of the plurality of predetermined response options for one of the dialogs in the first set of dialogs; and placing the Character, via the game engine, into the first zone. 12. The method of claim 1 wherein the plurality of zones equals five. 13. The method of claim 1 wherein one of the one or more first quests is a non-scoring quest. 14. The method of claim 1 wherein one of the branching dialog trees in the first set of narrative-driven dialogs includes a first path having a first number of NPC interactions for attaining a first of the predetermined number of outcomes and a second path having a second number of NPC interactions for attaining the first of the predetermined number of outcomes. 15. The method of claim 1 wherein the second one of the plural zones includes a second NPC for interacting with the Character controlled by the player, and wherein the second zone includes one or more second quests at least one of which is locked and not initially selectable by the player, and wherein the completion of a predetermined one or ones of the one or more second quests allows for the Character to proceed to a third one of the plurality of zones. 16. The method of claim 15 further comprising the steps of: (o) selecting, by the player via the game engine, a first one of the one or more non-locked second quests; (p) placing the Character, via the game engine, in the selected second quest; (q) interacting, by the player via the game engine, in the selected second quest with the second NPC in a second set of narrative-driven dialogs each having a branching dialog tree, wherein a first dialog of the second set of dialogs includes a predetermined initial input by the second NPC and a second plurality of predetermined response options presented to the player, wherein the player selects one of the second predetermined response options, and wherein a second dialog of the second set of dialogs includes a second input by the second NPC based on the second predetermined response option selected by the player in the first dialog of the second set of dialogs; (r) attaining one of a predetermined number of second outcomes based on one or more responses selected by the player in the second set of narrative-driven dialogs; (s) determining, via the game engine, a score for the selected second quest wherein the score is based on the second outcome attained; (t) placing the Character, via the game engine, into the second zone; (u) displaying to the player, via the game engine, an effect to the second zone based on the attained second outcome wherein the effect includes unlocking a locked second quest; (v) selecting, by the player via the game engine, a second one of the one or more non-locked second quests; (w) placing the Character, via the game engine, into a third one of the plural zones up
involving branching, e.g. choosing one of several possible scenarios at a given point in time · CPC title
Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title
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