AU2010292319A1 - Methods, computer program products, and systems for increasing interest in a massively multiplayer online game - Google Patents

Methods, computer program products, and systems for increasing interest in a massively multiplayer online game Download PDF

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AU2010292319A1
AU2010292319A1 AU2010292319A AU2010292319A AU2010292319A1 AU 2010292319 A1 AU2010292319 A1 AU 2010292319A1 AU 2010292319 A AU2010292319 A AU 2010292319A AU 2010292319 A AU2010292319 A AU 2010292319A AU 2010292319 A1 AU2010292319 A1 AU 2010292319A1
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AU2010292319A
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Yao Qi Gou
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EVONY LLC
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

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Abstract

One aspect of the invention provides a method of increasing interest in a massively multiplayer online game. The method includes providing the massively multiplayer online game on each of a plurality of shards and associating a list of accomplishments with each of the plurality of shards. Another aspect of the invention provides a computer program product comprising computer-usable medium having control logic stored therein for causing a computer to implement a method of increasing interest in a massively multiplayer online game. The control logic includes: first computer readable program code for causing the computer to provide the massively multiplayer online game on each of a plurality of shards and second computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards.

Description

WO 2011/031761 PCT/US2010/048131 METHODS, COMPUTER PROGRAM PRODUCTS, AND SYSTEMS FOR INCREASING INTEREST IN A MASSIVELY MULTIPLAYER ONLINE GAME 5 CROSS-REFERENCE TO RELATED APPLICATIONS This application claims priority to U.S. Provisional Patent Application Serial No. 61/240,312, filed September 8, 2009. The entire contents of this application are hereby incorporated by reference herein. BACKGROUND 10 The ubiquity of the Internet and increasing bandwidth and computing power allow for increasingly collaborative online gaming experiences. For example, massively multiplayer online games (MMOGs) allow hundreds or thousands of users to interact in a persistent world. The cost of planning, developing, and publishing video game modules or 15 expansions generally requires between one or two years and costs several hundred thousand dollars. Due to this lengthy and costly process, the video game business model includes an inherent risk of market fluctuations and the loss of customer loyalty between the release of subsequent modules or expansions. Accordingly, there is a need for methods, systems, and computer-readable 20 media for increasing interest in a massively multiplayer online game, both immediately after launch of the game and during the life of the game. SUMMARY OF THE INVENTION One aspect of the invention provides a method of increasing interest in a 25 massively multiplayer online game. The method includes providing the massively multiplayer online game on each of a plurality of shards and associating a list of accomplishments with each of the plurality of shards. This aspect of the invention can have a variety of embodiments. In one embodiment, the method includes publishing the list of accomplishments. The list of 30 accomplishments is published via an XML feed. The method can further include: providing the massively multiplayer online game on a new shard, associating a list of accomplishments with each of the plurality of shards, and announcing the time at which the new shard will be accessible. - 1 - WO 2011/031761 PCT/US2010/048131 The accomplishments can include temporal accomplishments. The temporal accomplishments can include one or more selected from the group consisting of: the first n players to achieve a certain score, the first n players to achieve a population, the first n players to achieve a certain number of cities, and the first n players to achieve a 5 certain title, wherein n is an integer greater than 0. The accomplishments can be individual accomplishments. The accomplishments can be alliance accomplishments. Each shard can be implemented on an individual server. A plurality of shards can be implemented on a single server. 10 The method can be a computer-implemented method. Another aspect of the invention provides a computer program product comprising computer-usable medium having control logic stored therein for causing a computer to implement a method of increasing interest in a massively multiplayer online game. The control logic includes: first computer readable program code for 15 causing the computer to provide the massively multiplayer online game on each of a plurality of shards and second computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards. This aspect of the invention can have a variety of embodiments. The control logic can further include third computer readable program code for causing the 20 computer to publish the list of accomplishments. The control logic can further include: fourth computer readable program code for causing the computer to provide the massively multiplayer online game on a new shard, fifth computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards, and sixth computer readable program code for causing 25 the computer to announce the time at which the new shard will be accessible. The accomplishments can include temporal accomplishments. The accomplishments can be individual accomplishments. The accomplishments can be alliance accomplishments. The computer-readable medium can be non-transitory and tangible. 30 Another aspect of the invention provides a system for increasing interest in a massively multiplayer online game. The system includes a plurality of servers configured to provide the massively multiplayer online game on one or more shards and an accomplishment module associated with one or more of the servers and configured to compile a list of accomplishments with each of the plurality of shards. -2- WO 2011/031761 PCT/US2010/048131 This aspect of the invention can have a variety of embodiments. The accomplishment module can be further configured to publish the list of accomplishments. FIGURES 5 For a fuller understanding of the nature and desired objects of the present invention, reference is made to the following detailed description taken in conjunction with the figures wherein: FIG. 1 depicts an exemplary game architecture suitable for a massively multiplayer online game; 10 FIG. 2 depicts a method of increasing interest in a massively multiplayer online game according to one embodiment of the invention; and FIG. 3 depicts a system of increasing interest in a massively multiplayer online game according to one embodiment of the invention. DEFINITIONS 15 The instant invention is most clearly understood with reference to the following definitions: As used in the specification and claims, the singular form "a," "an," and "the" include plural references unless the context clearly dictates otherwise. The term "interactive environment" refers to any construct in which a plurality 20 of users can interact. Exemplary interactive environments include, but are not limited to, thread-based forums such as message boards, answer-based forums, wikis, web logs (also known as "blogs"), micro-blogs (e.g., TWITTER@, available from Twitter, Inc. of San Francisco, California), social networking sites (e.g., FACEBOOK@, available from Facebook, Inc. of Palo Alto, California, LINKEDIN@, available from 25 Linkedln, Ltd. of Mountain View, California, and the like), and private messages (e.g., electronic mail). DESCRIPTION OF THE INVENTION Game Architecture Aspects of the invention can be applied to a variety of games, particularly 30 online games such as MMOGs. An exemplary game architecture 100 suitable for an MMOG is depicted in FIG. 1. -3- WO 2011/031761 PCT/US2010/048131 At the highest level, architecture 100 includes clients 102 and servers 104 connected via a network 106 such as the Internet. Clients 102 can include laptop computers 102a, desktop computers 102b, handheld devices 102c (e.g., a tablet computer, personal digital assistant, cellular 5 telephone, smart phone), and the like now known and later developed. Clients 102 can include display(s) appreciated by those of ordinary skill in the pertinent art. The displays can include any of a number of devices known to those skilled in the art for displaying images responsive to outputs signals from the clients 102. Such devices include, but are not limited to, cathode ray tubes (CRTs), liquid crystal displays 10 (LCDs), plasma screens and the like. Although a simplified diagram is illustrated in FIG. 1, such illustration shall not be construed as limiting the present invention to the illustrated embodiment. It should be recognized that the signals output from the clients 104 can originate from any of a number of devices including PCI or AGP video boards or cards mounted within the housing of the clients 102 that are operably 15 coupled to the microprocessors and the displays thereof. In some embodiments, clients 102 include one or more video game consoles now known or later developed. Such consoles can include Ethernet port to connect to server 104 via network 106, video output ports for displaying images on a display device such as a television, input devices such as compact disc (CD) or digital video 20 disc (DVD) drives to load games, local memory to save data, and input ports to receive input from controllers or keyboards. Examples of suitable video game consoles include the NINTENDO@ WII@ console available from Nintendo of America Inc. of Redmond, Washington; the SONY@ PLAYSTATION@ console available from Kabushiki Kaisha Sony Corporation of Tokyo, Japan; the 25 MICROSOFT@ XBOX@ console available from Microsoft Corporation of Redmond, Washington; and the like. Clients 102 can access server 104 through proprietary or commercially available software. For example, clients 102 can utilize an Internet browser to access a Hypertext Transfer Protocol (HTTP) interface provided by server 104. Suitable 30 Internet browsers include the INTERNET EXPLORER@ browser available from Microsoft Corporation of Redmond, Washington; the FIREFOX@ browser available from the Mozilla Foundation of Mountain View, California; the OPERA@ browser available from Opera Software AS of Oslo, Norway; or the CHROMETM browser available from Google Inc. of Menlo Park, California. Alternatively, clients 102 can -4- WO 2011/031761 PCT/US2010/048131 interact with system 104 via specially-programmed software such as an application installed on clients 102. In still another embodiment, the client 102 and server 104 can communicate through a multimedia platform such as ADOBE@ FLASH@, available from Adobe Systems Incorporated of San Jose, California. 5 In order to enable scaling and reduce lag, MMOGs often utilize multiple servers 104 as depicted in FIG. 1. Each server 104 can implement one or more instances of the MMOG, which are known as "shards." Thus, a first client 102a and a second client 102b can both play on the same shard implemented on a first server 104a. Clients 102a and 102b can interact with each other, but will have 10 limited, if any, interaction with a third client 102c playing on another shard implemented on the second server 104b. Advantageously, first server 104a does not need to be concerned with the activities of the third client 104b. System 100 can include a load balancer module 108 to route traffic between clients 102 and servers 104. Various schemes can be used as are familiar to those of 15 skill in the art. For example, when new clients 102 access system 100, load balancer 108 can direct client 102 to a newly opened server 104c until the server 104c reaches capacity. At that point, load balancer 108 can direct traffic to yet another server 104. Requests from existing clients 102 can be routed to the server 104 that the client 102 previously accessed. 20 All traffic need not flow through load balancer 108. For example, traffic can flow directly between clients 102 and servers 104 (via network 106) once initial contact is made between clients 102 and servers 104 as mediated by the load balancer 108. Server 104 can communicate with a database 110 through a database 25 management system (DBMS) 112. A DBMS 112 is imposed upon the data in database 110 to form a logical and structured organization of the data. A DBMS 110 lies between the physical storage of data and the users and handles the interaction between the two. Examples of DBMSes include DB2@ and INFORMIX@ DBMSes both available from IBM Corp. of Armonk, New York; MICROSOFT JET@ and 30 MICROSOFT SQL SERVER@ DBMSes both available from the Microsoft Corporation of Redmond, Washington; MYSQL@ DBMS available from the MySQL Ltd. Co. of Stockholm, Sweden; ORACLE@ DBMS available from Oracle Int'l Corp of Redwood City, California; and SYBASE@ DBMS available from Sybase, Inc. of Dublin, California. -5- WO 2011/031761 PCT/US2010/048131 In some games, a plurality of users each control one or more entities, which may vary depending on the genre of the game. For example, in the EVONY@ MMOG, available from Evony, LLC of Wilmington, Delaware, users control cities. Other exemplary entities include nations, tribes, towns, villages, and the like. Users 5 can utilize their entities to produce resources such as currency, wood, metal, food, and the like. Users can also interact with other entities to wage war and peace. For example, entities can marshal armies and obtain weapons that are used in virtual battles. Methods of Increasing User Interest 10 Referring now to FIG. 2, a method 200 of increasing interest in a massively multiplayer online game is provided. In step S202, the massively multiplayer online game is provided on a plurality of shards. Each shard can be implemented on individual server. Alternatively, a plurality of shards can be implemented on a single server. 15 In step S204, a list of accomplishments is associated with each of the plurality of shards. By associating each of list of accomplishments with a single shard, users on each shard are incentivized devote their efforts and resources to accumulating accomplishments within the game. In step S206, the list of accomplishments is published. The list of 20 accomplishments can be published within the game or can be publicly available (e.g., via a website). Users listed on the list of accomplishments can be rewarded with medals or privileges. In step S208, the massively multiplayer online game is provided on a new shard as discussed herein. 25 In step S210, a list of accomplishments is associated with the new shard as discussed herein. In step S212, the time at which the new shard will be accessible is announced. The announcement of new shards generates continued interest in the game as users can take steps to perform in the new shard immediate upon opening. For example, 30 users can form alliances so that the alliance can function from the moment that the new shard becomes available. Likewise, users have an incentive to play the game at a particular time, which can add to the competitive experience. Embodiments of the invention maintain a list of temporal accomplishments, i.e., the first n users to complete a certain accomplishment, wherein n is an integer -6- WO 2011/031761 PCT/US2010/048131 greater than 0. For example, temporal accomplishments can include the first players to achieve a certain score (e.g., a prestige ranking in the EVONY@ system), the first players to achieve a certain population, the first players to achieve a certain number of cities, and the first players to achieve a certain title (e.g., knight, baronet, baron, 5 viscount, earl, marquis, duke, furstin, and prinzessin in the EVONY@ system). The particular accomplishments can vary to reflect the game genre to which the invention is applied. Integer n can be configured by a system administrator to generate maximum interest amongst users. For example, low numbers (e.g., n = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 10) provide exclusivity that increases the desirability of being listed on the list of accomplishments. On the other hand, higher numbers (e.g., n = 20, 30, 40, 50, 60, 70, 80, 90, 100, and the like) allow more users to gain recognition on the list of accomplishments, thereby making this goal more reachable. The accomplishments can be individual accomplishments, i.e., 15 accomplishments by a single user. Alternatively, a plurality of users can form an alliance, whose accomplishments can also be recognized. For example, alliances can be added to the list of accomplishments for exceeding a defined aggregate score. Methods of Generating Lists of Accomplishments Lists of accomplishments can be generated using a variety of techniques. In 20 one embodiment, the MMOG is modified such that when user achieves a defined accomplishment (e.g., having a population of 1,000,000), a message is sent to an accomplishment module for potential inclusion in the list of accomplishments. More preferably, however, the database 110 can be mined periodically with various queries to detect when accomplishments occur. Such accomplishments can be 25 recorded in the database with a date and time stamp so that it is possible to determine which user first achieved an accomplishment that was achieved since the last query. In still another embodiment, the DBMS 112 can be modified to include one or more triggers that detect the achievement of an accomplishment and alert an accomplishment module of the same. Triggers are available in DBMSes 30 implementing the SQL-99 standard and are described in publications such as Ramez Elmsari & Shamkant B. Navanthe, "Fundamentals of Database Systems" 823-35 (5th ed. 2007) and Hector Garcia-Molina, "Database Systems: The Complete Book" § 7.4.3 (2002). -7- WO 2011/031761 PCT/US2010/048131 Formatting of List of Accomplishments The lists of accomplishments provided in a variety of formats. For example, the list of accomplishments can be provided in plain text, HyperText Markup Language (HTML), Extensible Markup Language (XML), and the like. XML may be 5 preferred in some embodiments because it separates visual formatting from the actual data, thereby allowing greater flexibility in displaying the list of accomplishments in multiple locations. Integration with User Profile and Interactive Environments In some embodiments, a user can play a game on multiple shards and achieve 10 accomplishments on each shard. These accomplishments can be associated with the user's profile so that there is a continued incentive to commence new games and gather new accomplishments. In some embodiments, a user's accomplishments (gathered from either the user's profile or one or more lists of accomplishments) can be communicated to an 15 interactive environment such as a message board, a social network site, and the like. For example, a user's accomplishments (which can be represented graphically by medals, trophies, and the like) can be displayed along with other information about a user on a message board of a social network site (e.g., FACEBOOK@, available from Facebook, Inc. of Palo Alto, California, LINKEDIN@, available from Linkedln, 20 Ltd. of Mountain View, California, and the like), and private messages (e.g., electronic mail). The opportunity to include such information, particularly in forums devoted to a particular game lend credibility to the user's postings and therefore provide further incentives for the user to play early and often. 25 Provision of Rewards In some embodiments, rewards are presented to users listed on the list of accomplishments. For example, users can be given points or currency for use in the game. In another example, users can be given various titles, avatars, and the like for use in the game. 30 Systems for Increasing Interest Referring now to FIG. 3, a system 300 for increasing interest in massively multiplayer online game is provided. System 300 is similar to system 100, but includes an accomplishment module 314 in communication with server 304 and/or DBMS 312. Accomplishment module 314 can be a stand-alone module comprising -8- WO 2011/031761 PCT/US2010/048131 hardware and/or software or can be a software process executed on another component (e.g., servers 304 or load balancer 308). The accomplishment module 314 is configured to compile a list of accomplishments for each shard running on servers 304. As discussed herein, the 5 accomplishment module 314 can actively monitor or passively receive information from server 304 and DBMS 312. Accomplishment module 314 can also be configured to publish the list of accomplishments in a variety of formats as discussed herein. Implementation in Hardware and/or Software 10 The systems and methods herein can be implemented on general-purpose or specially-programmed hardware or software. For example, the methods can be implemented by a computer-usable medium. The computer-usable medium can be non-transitory and/or tangible. For example, the computer-usable medium can be volatile memory (e.g., random access memory and the like) or non-volatile memory 15 (e.g., read-only memory, hard disks, floppy discs, magnetic tape, optical discs, paper table, punch cards, and the like). INCORPORATION BY REFERENCE All patents, published patent applications, and other references disclosed herein are hereby expressly incorporated by reference in their entireties by reference. 20 EQUIVALENTS The functions of several elements may, in alternative embodiments, be carried out by fewer elements, or a single element. Similarly, in some embodiments, any functional element may perform fewer, or different, operations than those described with respect to the illustrated embodiment. Also, functional elements (e.g., modules, 25 databases, computers, clients, servers and the like) shown as distinct for purposes of illustration may be incorporated within other functional elements, separated in different hardware or distributed in a particular implementation. While certain embodiments according to the invention have been described, the invention is not limited to just the described embodiments. Various changes 30 and/or modifications can be made to any of the described embodiments without departing from the spirit or scope of the invention. Also, various combinations of elements, -9- WO 2011/031761 PCT/US2010/048131 steps, features, and/or aspects of the described embodiments are possible and contemplated even if such combinations are not expressly identified herein. - 10 -

Claims (20)

1. A method of increasing interest in a massively multiplayer online game, the method comprising: providing the massively multiplayer online game on each of a plurality of shards; and associating a list of accomplishments with each of the plurality of shards.
2. The method of claim 1, further comprising: publishing the list of accomplishments.
3. The method of claim 2, wherein the list of accomplishments is published via an XML feed.
4. The method of claim 1, further comprising: providing the massively multiplayer online game on a new shard; associating a list of accomplishments with each of the plurality of shards; and announcing the time at which the new shard will be accessible.
5. The method of claim 1, wherein the accomplishments include temporal accomplishments.
6. The method of claim 5, wherein the temporal accomplishments include one or more selected from the group consisting of: the first n players to achieve a certain score, the first n players to achieve a population, the first n players to achieve a certain number of cities, and the first n players to achieve a certain title, wherein n is an integer greater than 0.
7. The method of claim 1, wherein the accomplishments are individual accomplishments.
8. The method of claim 1, wherein the accomplishments are alliance accomplishments. - 11 - WO 2011/031761 PCT/US2010/048131
9. The method of claim 1, wherein each shard is implemented on an individual server.
10. The method of claim 1, wherein a plurality of shards are implemented on a single server.
11. The method of claim 1, wherein the method is a computer-implemented method.
12. A computer program product comprising computer-usable medium having control logic stored therein for causing a computer to implement a method of increasing interest in a massively multiplayer online game, the control logic comprising: first computer readable program code for causing the computer to provide the massively multiplayer online game on each of a plurality of shards; and second computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards.
13. The computer program product of claim 12, wherein the control logic further comprises: third computer readable program code for causing the computer to publish the list of accomplishments.
14. The computer program product of claim 12, wherein the control logic further comprises: fourth computer readable program code for causing the computer to provide the massively multiplayer online game on a new shard; fifth computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards; and sixth computer readable program code for causing the computer to announce the time at which the new shard will be accessible.
15. The computer program product of claim 12, wherein the accomplishments include temporal accomplishments. - 12 - WO 2011/031761 PCT/US2010/048131
16. The computer program product of claim 12, wherein the accomplishments are individual accomplishments.
17. The computer program product of claim 12, wherein the accomplishments are alliance accomplishments.
18. The computer program product of claim 12, wherein the computer-readable medium is non-transitory and tangible.
19. A system for increasing interest in a massively multiplayer online game, the system comprising: a plurality of servers configured to provide the massively multiplayer online game on one or more shards; and an accomplishment module associated with one or more of the servers and configured to compile a list of accomplishments with each of the plurality of shards.
20. The system of claim 19, wherein the accomplishment module is further configured to publish the list of accomplishments. - 13 -
AU2010292319A 2009-09-08 2010-09-08 Methods, computer program products, and systems for increasing interest in a massively multiplayer online game Abandoned AU2010292319A1 (en)

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US24031209P 2009-09-08 2009-09-08
US61/240,312 2009-09-08
PCT/US2010/048131 WO2011031761A2 (en) 2009-09-08 2010-09-08 Methods, computer program products, and systems for increasing interest in a massively multiplayer online game

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US20120277002A1 (en) 2012-11-01
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