GB2505877A - Gaming system allowing players to leave messages in a gaming environment - Google Patents

Gaming system allowing players to leave messages in a gaming environment Download PDF

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Publication number
GB2505877A
GB2505877A GB201215932A GB201215932A GB2505877A GB 2505877 A GB2505877 A GB 2505877A GB 201215932 A GB201215932 A GB 201215932A GB 201215932 A GB201215932 A GB 201215932A GB 2505877 A GB2505877 A GB 2505877A
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United Kingdom
Prior art keywords
entertainment device
comment
user
virtual environment
server
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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GB201215932A
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GB201215932D0 (en
Inventor
Mark Denzil Green
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Sony Interactive Entertainment Europe Ltd
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Sony Computer Entertainment Europe Ltd
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Publication date
Application filed by Sony Computer Entertainment Europe Ltd filed Critical Sony Computer Entertainment Europe Ltd
Priority to GB201215932A priority Critical patent/GB2505877A/en
Publication of GB201215932D0 publication Critical patent/GB201215932D0/en
Publication of GB2505877A publication Critical patent/GB2505877A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

In a gaming system, a first player inputs comments using a first gaming device, such as a Sony PlayStation 3 (RTM), and determines a position for the comment within the game environment using a control object such as a reticule or avatar. The comment and position data are uploaded to a gaming server which integrates the comment at the corresponding position within the gaming environment, such that a second player using a second gaming device may access the comment even after the first gaming device has logged off from the server. Preferably each player is able to upload comments using their gaming device. The comments may comprise one or more of text, screenshots, gaming footage and audio messages. The gaming devices may also upload one or more of the player's age, country and preferred language. The uploading player may select how the comment is to be displayed, e.g. choosing font and colour of text, or choosing a design for a graphical object displaying the comment, and may apply criteria relating to which other players or groups of players may access the comment, such as members of a team, types of player character. Comments may be ranked using player votes.

Description

METHOD AND APPARATUS FOR SOCIAL NETWORKING
The present invention relates to a method and apparatus for social networking.
Traditionally, many video games are single-player experiences, where the user is immersed within a solitary instance of a game world. By contrast, however, some games allow multiple players to share the same instance of a game world. In this case, often communication between players is provided to assist them in co-ordinating their play, or simply to taunt opponents. Such communication may be via a textbox, via pre-set messages, recordings or animations, or via a voice-over-IP link.
Anothcr social aspect of gaming is so-called modding, where users am given access to game construction tools in order to build theft own games using the existing engine and assets of the game world. In some cases, this facility is built into the game itself; as in Little Big Planet and ModNation Racers. Users can then play in and rate each other's creations.
However, it will be appreciated that further social aspects of gaming are possible.
The present invention seeks to address or mitigate this need.
Accordingly: -In a first aspect an entertainment device is provided in accordance with claim I. -In another aspect; an entertainment device is provided in accordance with claim 5.
-In another aspect, server is provided in accordance with claim 8.
-In another aspect; a method of social networking for a first entertainment device is provided in accordance with claim 11.
-In another aspect, a method of social networking for a second entertainment device is provided in accordance with claim 12.
-In another aspect, a method of social networking for a server is provided in accordance withclaiml3.
Further respective aspects and features of the invention are defined in the appended claims.
Embodiments of the present invention will now be described by way of example with reference to the accompanying drawings, in which: -Figure 1 is a schematic diagram of an entertainment device in accordance with embodiments of the present invention.
-Figure 2 is a schematic diagram of a social networking system comprising a plurality of client entertainment devices and a server, in accordance with embodiments of the present invention.
-Figure 3 is a schematic diagram of an augmented view of a virtual game environment, in accordance with embodiments of the present invention.
-Figure 4A is a flow diagram of a method of social networking for a first entertainment device in accordance with embodiments of the present invention.
-Figure 43 isa flow diagram of a method of social networking for a second entertainment device in accordance with embodiments of the present invention.
-Figure 4C is a flow diagram of a method of social networking for a server in accordance with embodiments of the present invention.
A method and apparatus for social networking are disclosed. In the following description, a number of specific details are presented in order to provide a thorough understanding of the embodiments of the present invention. It will be apparent, however, to a person skilled in the art that these specific details need not be employed to practice the present invention. Conversely, specific details known to the person skilled in the art are omitted for the purposes of clarity where appropriate.
In an embodiment of the present invention, a first entertainment device runs client software relating to a videogame, and communicates via the internet with a game server that administers the game. This administration role will vary depending on the game, but typically relates to relaying status information between multiple parties that are playing the game -for example to indicate where each player's avatar is located within the game and what they are currently doing.
Depending on the nature of the game, other aspects of the virtual environment of the game may be administered locally by the entertainment device or may be administered by the server. The virtual environment may be rendered by the local entertainment device, or (in a cloud gaming environment) may be rendered on the server side and streamed to the entertainment device.
Figure 1 schematically illustrates the overall system architecture of a suitable entertainment device known as the Sony® Playstation 3® entertainment device or PS3®. The PS3 comprises a system unit 10, to which various peripheral devices are connectable including a video camera, as detailed below.
The system unit 10 comprises: a Cell processor 100; a Rambus® dynamic random access memory (XDRAM) unit 500; a Reality Synthesiser graphics unit 200 with a dedicated video random access memory (VRAM) unit 250; and an I/O bridge 700.
The system unit 10 also comprises a Blu Ray® Disk BD-ROM® optical disk reader 430 for reading from a disk 440 and a removable slot-in hard disk drive (HDD) 400, accessible through the I/O bridge 700. Optionally the system unit also comprises a memory card reader 450 for reading compact flash memory cards, Memory Stick® memory cards and the like, which is similarly accessible through thc I/O bridge 700.
The I/O bridge 700 also connects to four Universal Serial Bus (USB) 2.0 ports 710 a gigabit Ethernet port 720; an IEEE 802.1 lb/g wireless network (Wi-Fi) port 730; and a Bluetooth® wireless link port 740 capable of supporting up to seven Bluetooth connections.
In operation the I/O bridge 700 handlles aH wirdess, USB and Ethernet data, including data from one or more game controllers 751. For example when a user is playing a game, the I/O bridge 700 receives data from the game controller 751 via a Bluetooth link and directs it to the Cell processor 100, which updates the current state of the game accordingly.
Thc wireless, USB and Ethernet ports also providc connectivity for othcr peripheral devices in addition to game controllers 751, such as: a remote control 752; a keyboard 753; a mouse 754; a portable entertainment device 755 such as a Sony Playstation Portable® entertainment device; and a microphone headset 757. Such peripheral devices may therefore in principle be connected to the system unit 10 wirelessly; for example the portable entertainment device 755 may communicate via a Wi-Fi ad-hoc connection, whilst the microphone headset 757 may communicate via a Bluetooth link.
In particular, these connections enable a video camera such as an EyeToy® video camera 756 (or a stereoscopic video camera, not shown) to be coupled to the PS3 in order to capture a video image (or stereoscopic video image pair) of the book.
The provision of these interfaces means that the Playstation 3 device is also potentially compatible with other peripheral devices such as digital video recorders (DVRs), set-top boxes, digital cameras, portable media players, Voice over IP telephones, mobile telephones, printers and scanners.
In addition, a legacy memory card reader 410 may be connected to the system unit via a USB port 710, enabling the reading of memory cards 420 of the kind used by the Playstation® or Playstation 2® devices.
The game controller 751 is operable to communicate wirelessly with the system unit 10 via the Bluetooth link. However, the game controller 751 can instead be connected to a USB port, thereby also providing power by which to charge the battery of the game controller 751. In addition to one or more analog joysticks and conventional control buttons, the game controller is sensitive to motion in 6 degrees of freedom, corresponding to translation and rotation in each axis. Consequently gestures and movements by the user of the game controller may be translated as inputs to a game in addition to or instead of conventional button or joystick commands.
Optionally, other wirelessly enabled peripheral devices such as the portable entertainment device 755 or the Playstation Move (RTM) 758 may be used as a controller. In the ease of the portable entertainment device, additional game or control information (for example, control instructions or number of lives) may be provided on the screen of the device. In the case of the Playstation Move, control information may be provided both by internal motion sensors and by video monitoring of the light on the Playstation Move device. Other alternative or supplementary control devices may also be used, such as a dance mat (not shown), a light gun (not shown), a steering wheel and pedals (not shown) or bespoke controllers, such as a single or several large buttons for a rapid-response quiz game (also not shown).
The remote control 752 is also operable to communicate wirelessly with the system unit 10 via a Bluetooth link. The remote control 752 comprises controls suitable for the operation of the Blu Ray Disk BD-ROM reader 430 and for the navigation of disk content.
The Blu Ray Disk BD-ROM reader 430 is operable to read CD-ROMs compatible with the Playstation and PlayStation 2 devices, in addition to conventional pre-recorded and recordable CDs, and so-called Super Audio CDs. The reader 430 is also operable to read DYD-ROMs compatible with the Playstation 2 and PlayStation 3 devices, in addition to conventional pre-recorded and recordable DYDs. The reader 430 is further operable to read BD-ROMs compatible with the Playstation 3 device, as well as conventional pre-recorded and recordable Blu-Ray Disks.
The system unit 10 is operable to supply audio and video, either generated or decoded by the Playstation 3 device via the Reality Synthesiser graphics unit 200, through audio and video conncctors to a display and sound output dcvicc 300 such as a monitor or tclcvision sct having a display 305 and one or more loudspeakers 310. The audio connectors 210 may include conventional analogue and digital outputs whilst the video connectors 220 may variously include componcnt vidco, S-vidco, compositc vidco and onc or morc High Dcfinition Multimcdia Interface (HDMI) outputs. Consequently, video output may be in formats such as PAL or NTSC, or in flOp, 1080i or 1080p high dcfinition.
Audio processing (generation, decoding and so on) is performed by the Cell processor 100. The Playstation 3 dcvicc's operating system supports Dolby® 5.1 surround sound, Dolby® Theatre Surround (DTS), and the decoding of 7.1 surround sound from Blu-Ray® disks.
The video camera 756 comprises a single charge coupled device (CCD), an LED indicator, and hardware-based real-time data compression and encoding apparatus so that compressed video data may be transmitted in an appropriate format such as an intra-image based MPEG (motion picture expert group) standard for decoding by the system unit 10. The camera LED indicator is arranged to illuminate in response to appropriate control data from the system unit 10, for example to signify adverse lighting conditions. Embodiments of the video camera 756 may variously connect to the system unit 10 via a USB, Bluetooth or Wi-Fi communication port.
Embodiments of the video camera may include one or more associated microphones and also be capable of transmitting audio data. In embodiments of the video camera, the CCD may have a resolution suitable for high-definition video capture. In embodiments of the video camera, it is stereoscopic. In use, images captured by the video camera may for example be incorporated within a game or interpreted as game control inputs.
In general, in order for successful data comnmnieation to occur with a peripheral device such as a video camera or remote control via one of the communication ports of the system unit 10, an appropriate piece of software such as a device driver should be provided. Device driver technology is well-known and will not be described in detail here, except to say that the skilled person will be aware that a device driver or similar software interface may be required in the present embodiment described.
The software supplied at manufacture comprises system firmware and the Playstation 3 device's operating system (OS). In operation, the OS provides a user interface enabling a user to select from a variety of functions, including playing a game, listening to music, viewing photographs, or viewing a video. The interface takes the form of a so-called cross media-bar (XMB), with categories of ftmction arranged horizontally. The user navigates by moving through the function icons (representing the functions) horizontally using the game controller 751, remote control 752 or other suitable control device so as to highlight a desired function icon, at which point options pertaining to that function appear as a vertically scrollable list of option icons centred on that function icon, which may be navigated in analogous fashion. However, if a game, audio or movie disk 440 is inserted into the BD-ROM optical disk reader 430, the Playstation 3 device may select appropriate options automatically (for example, by commencing the game), or may provide relevant options (for example, to select between playing an audio disk or compressing its content to the HDD 400).
In addition, the OS provides an on-line capability, including a web browser, an interface with an on-line store from which additional game content, demonstration games (demos) and other media may be downloaded, and a friends management capability, providing on-line communication with other Playstation 3 device users nominated by the user of the current device; for example, by text, audio or video depending on the peripheral devices available. The on-line capability also provides for on-line communication, content download and content purchase during play of a suitably configured game, and for updating the firmware and OS of the Playstation 3 device itself It will be appreciated that the term "on-line" does not imply the physical presence of wires, as the term can also apply to wireless connections of various types.
Referring now also to Figure 2, in an embodiment of the present invention an entertainment device (bA), comprises a network interface (720, 730) operable to log on to a remote server (20); a graphics processor (200) operable to output a view of a virtual environment administered by the remote server; an input interface (710, 740, 751, 752, 756) operable to receive user inputs; and a processor (100) operable to detect a position of a control object within the virtual environment, responsive to a user's inputs.
The control object may be the user's own avatar, or a reticule, or a deployable avatar (such as a drone or a region of illumination) within the game, and which can be controlled to identify a position within the virtual environment, either by moving to the position or pointing to it (for example in the ease of a reticulc or light source). In these latter eases, the position of the control object is in effect where it points to. The position may be static (e.g. part of the landscape) or dynamic (e.g. on a player or non-player game character, or other moving object).
In at least one mode of the videogame, the control object is used to indicate where a user of the entertainment device would like to position a comment within the virtual environment. As will be explained below, the comment will then become available at a corresponding position in the virtual environment of other players of the game.
The comment may typically take the form of a text entry. However, optionally it may alternatively or in addition take the form of a screenshot of the virtual game environment, or a video capture of the user's activity within the virtual environment, or an audio message.
Subsequently, and as described later herein, a video or audio message may play immediately upon display of the comment, or a descriptive title may be provided by the user in order to provide a text-based comment, and playback begins upon selection of the comment. Optionally comments may contain URLs to web-pages and other online content.
The purpose of the comment may be to celebrate a particular achievement that occurred at that point in the game, or to provide a useful hint or tip to other players, such as pointing out the location of a secret item, or conversely may be used to taunt or tease other players. A scrccnshot may similarly provide useful visual information, for example showing a particular object combination, or may show off a particularly well executed trick, etc. Similarly a video clip may show a user performing a particularly difficult or impressive task. Meanwhile an audio comment may help a subsequent user to perform a task themselves -for example if a user positions an audio comment in the entrance to a doorway, then when a subsequent user enters the same doorway in their respective instance of the game, the triggered audio commentary can walk them through the building in real time.
Upon receipt of a comment inputted to the entertainment device by the user, the entertainment device is then operable to upload the comment and the position of the control object via the network interface to the server, for the purpose of integrating the comment at that position within the virtual environment for access by another user even after the current entertainment device has logged off the remote server.
In various embodiments of the present invention, the position data may take the form of absolute co-ordinates within the virtual environment, or may take the form of relative co-ordinates with respect to a virtual object, which itself has an identifier associated with it. Hence in this latter case the position data would take the form of relative co-ordinates and the virtual object identifier. Alternatively, the position data may take the form of just the virtual object identifier, with the implicit position of the comment thus being adjacent to the identified virtual object.
In addition to the comment and the position data, optionally the entertainment device may be opcrablc to upload somc details of the user making the comment. This may include the user's public username, and alternatively or in addition may include one or more of the user's registered age, the user's registered country, and the user's preferred language.
These additional details can be used to selectively associate the comment with an instance of the videogame that is being hosted in a particular country, or is currently running in the preferred language (or where the game itself is language independent, an instance of the game where the majority of players share that language). The age information may be used to prevent older (e.g. 18+) user's comments from being sent to younger (e.g. sub-16) players.
Further optionally, the entertainment device may be operable to upload data indicating a content presentation method chosen by the user. For example, the user may choose for the comment to only be visible to a subsequent player when they arc within N metres of the comment's position within the virtual environment. The user may also have the option to choose fonts, colours and the like for text, or a design of graphical object used to display the comment (for example a wooden noticeboard, or a floating hologram).
Also optionally, the entertainment device may be operable to upload data indicating presentation criteria for the content. That is to say, the comment may have associated with it one or more requirements of the subsequent user's game state that need to be satisfied in order for the comment to be displayed.
S
Some examples may be automatic; for example in a team game, comments left by a player playing as one particular member of the team may only be made visible to subsequent players playing as that same member of the team. Similarly, in games where a player's character may be associated with certain classes (wizard, warrior or the like), comments may be automatically class specific. Hence data relating to the player's role may be uploaded. Other examples include the player's level, in games with such character progression, so that only players at similar levels see the comment.
Other examples of presentation criteria that may or may not be automatic (for example at the designer's discretion) may relate to the user's currently open quest or quests -in this case the comment is likely to be quest specific and so may only be displayed to other users also currently pursuing the same quest or quest combination.
Other examples of presentation criteria that may be user-selected are where actions require specific objects or the prior completion of specific tasks -in this case, a dialog box may be selected by the user that asks if any object or event is necessary to use the comment, and provides a drop-down box that lists the user's own objects (for example listing equipped objects first, then inventory items alphabetically) and similarly recent events (again for example quest stage completion events relating to currently open quests, then events in reverse chronological order).
In this way, it is possible for comments to be subsequently filtered based upon a combination of some or all of user agc, language, and country. and character, lcvcl, quest, and object suitability, so that the comments visible to a subsequent user appear relevant to their experience of the game.
Other user-selected supplementary data may include an indication the type of comment they have made -for example a hint, celebration, or taunt -which may similarly be used to as filter criterion by subsequent players.
Referring again to Figure 2, the subsequent player also runs the game, via a second entertainment device lOB. This second device may again be a PS3 running the game.
Hence in an embodiment of the present invention the second entertainment device also comprises a network interface operable to log on to a remote server and a graphics processor operable to output a view of a virtual environment administered by the remote server, and a processor.
In this case however, the second entertainment device is operable to receive via the network interface comment and position data previously submitted to the remote server by another user.
Where the virtual environment is substantially rendered by the second entertainment device, then the second entertainment device is operable to integrate the comment within the virtual environment responsive to the position data. Where the position is implicit in its association with a virtual object, the second entertainment device will display the comment according to simple rules such as, for static objects, positioning the comment close to the object and between it and the user's viewpoint, and for dynamic objects, positioning the comment above the object. Other rules will be apparent to the skilled person and can be selected by the designer of a game to be sympathetic to the aesthetic of a particular game.
Notably it is irrelevant whether the origin& upoader of the comment is stiH online when the second entertainment device accesses the comment.
Alternatively where the virtual environment is substantially rendered by the server and streamed to the second entertainment device (i.e. a cloud gaming service), then the server is operable to integrate the comment within the virtual environment responsive to the position data in a similar manner. Again, this can occur inespective of whether the originating uploader of the comment is still online.
As noted previously, optionally some comments may not be displayed to the user of the second entertainment device, according to whether s/he satisfies one or more criteria received by the second entertainment device from the server in association with the comment. This selection may be made locally at the entertainment device, but it is more efficient in terms of bandwidth to perform the filtration at the server and so avoid the need to transmit messages that will not be used. This is of course more important for video and audio messages, and so optionally a server may evaluate whether to stream or download such AV content, whilst simply sending all text comments for a game region to the entertainment device to parse locally.
This latter approach has the advantage that text based comments may be more responsive to changes in player status -for example locally cached new comments can quickly appear in rcsponse to a uscr equipping a particular item, whilst scrvcr-filtercd AV contcnt may be lcss responsive but is likely to engage the user for a greater period of time in any case and hence be less time-critical.
Similarly optionally a comment may displayed in the second users' game according to the originator's presentation preferences as received by the second entertainment device from the server in association with the comment, as described previously. Where a comment originated from a user on the second user's friends list, this can be additionally indicated visually (for example by use of an additional icon or a different colour scheme).
Further optionally the second entertainment device (or the server) may censor swearwords and common alphanumeric approximations of such words. This in turn may optionally be dependent on the registered age of the second user, and/or a preference setting in the game or the system Os.
It will be appreciated that nevertheless not all comments may be useful or entertaining, or may potentially be arranged as part of a so-called griefing' strategy; for example in order to obscure a critical button or block an exit. Hence optionally the comments and any in-game object used to display them (such as a noticeboard as described previously) may be set as no-clip objects (i.e. objects the user can pass through) and may also become partially transparent as the user moves within a threshold distance of the object, enabling them to be read but also seen through.
To limit the proliferation of such unwanted comments, optionally users can up-vote or down-vote (or just down-vote) comments. A comment that reaches a net number of down-votes may then be removed permanently. Similarly, in embodiments of the present invention users may limit comments to those from friends on their friends list, and/or block comments from users on their own blocking list.
Finally, the user may be allowed to toggle between the display and non-display of comments, either through a dedicated button on the controller or an on-screen selection process. In this way the user can treat the comments as a hint system or enhanced content source that is only visible when they want it.
It will also be appreciated that the user of the second entertainment device may also wish to upload comments, and so in an embodiment of the present invention each entertainment device includes the functionality of both the first and second entertainment devices described previously, so that each can upload comments and also receive comments.
Turning now to the server 20, in an embodiment of the present invention the server is a conventional game server of the type used to administer virtual environments. The level of administration can vary, however, depending upon the choice of the designer. In one embodiment, the sole purpose of the server is to act as a repository of comments of the type described previously herein, and is arranged to respond to requests from entertainment devices that are running a game primarily locally for any comments relevant to the current region of virtual space being played in, and optionally subject to any of the other additional constraints described previously. Optionally, the server may administer one or more further aspects of a game, such as patching, trophies, and downloadable content such as clothing or treasure. For multiplayer environments, the server may administer the distribution of player statuses to each connected entertainment device, so that locally each device can graphically represent the different players. Depending on the nature of the game, the server may also act to keep score or otherwise maintain data relevant to a particular playing session.
Hence in summary the server is operable to administer a virtual environment, and comprises a network interface operable to communicate with a plurality of clients, such as a first client entertainment device and a second client entertainment device. The server also comprises at least a first processor, and is operable to receive from the first client entertainment device a comment and positional data indicative of where the comment should be positioned within the virtual environment. The server is then operable to transmit to the second client entertainment device the comment and positional data for the purpose of integrating the comment at a corresponding position within the virtual environment as seen on the second client entertainment device, irrespective of whether the first entertainment device is still in communication with the server.
In this way, the server facilitates the apparent population of the virtual environment with comments from users who have previously explored the virtual environment.
As noted previously, optionally the comments can be filtered to match qualities such as age, language and the like, and optionally some or all of that filtering can be performed by the server.
Consequcntly in an cmbodimcnt of thc present invcntion, the servcr is opcrablc to rcccivc from the first and second client entertainment devices details of their respective users, and is operable to only transmit to the second client entertainment device comment and positional data originating from first client entertainment device if the user details received from the second client entertainment device satis' one or more matching criteria with the user details received from the first client entertainment device.
Similarly in an embodiment of the present invention, the sewer is operable to receive from the first clicnt entcrtainment dcvice data associatcd with a commcnt indicating one or more presentation criteria, and to transmit this data in association with the commeilt to the second client entertainment device. As noted previously, this enables the second client entertainment dcvice to quickly change which commcnts arc displaycd in rcsponsc to changes in local gamc statc. Howcvcr, again as notcd previously, optionally somc or all of thc sclection may bc performed at the server instead; in this case, the second entertainment device may send messages to the scrver notif5ring it of significant changcs to the local gamc statc, such as a changc of character level or the starting of a new quest, so that the server is able to select appropriate comments.
Consequently, referring now to Figure 3, a user of a second entertainment deyice may be presented with a vicw of a virtual environment as shown. In this casc, four comments from previous players arc displayed. One comment idcntifics an important artefact for progressing in the game, another provides a hint on overcoming an enemy encountered at this poitit in the game, and a third draws the player's attention to a secret treasure store. Meanwhile, a fourth commcnt links to a video capture of thc cnsuing fight as conductcd by a previous playcr.
Referring now to Figure 4A, a method for social networking for a first entertainment device compriscs: -in a first step silO, logging the first entertainment device onto a remote server; -in a second step s120, outputting a view of a virtual environment administered by the remote server (including in those cases where the remote server is not responsible for defining the state of the virtual environment, other than the locations of one or more comments).
-in a third step s130, detecting a position of a control object within the virtual environment, responsive to a user's inputs; -in a fourth step s140, receiving a comment from the user; and -in a fifth step sl5O, uploading the comment and the position of the control object to the server, for access by another user for the purpose of integrating the comment at a corresponding position within the virtual environment even after the first entertainment device has been logged off the remote server.
Referring now to Figure 4B, a method for social networking for a second entertainment device comprises: -in a first step s210, logging the second entertainment device onto a remote server; -in a second step s220, outputting a view of a virtual environment administered by the remote server (including in those cases where the remote server is not responsible for defining the state of the virtual environment, other than the locations of one or more comments); -in a third step s230, receiving a comment and position data previously submitted to the remote server by a user of a first entertathment device; and -in a fourth step s240, integrating the comment within the virtu& environment responsive to the position data.
Referring now to Figure 4C, a method of social networking for a server comprise: -in a first step s310, administering a virtual environment; -in a second step s320, receiving from a first client entertainment device a comment and positional data indicative of where the comment should be positioned within the virtual environment; and -in a third step s330, transmitting to the second client entertainment device the comment and positional data for the purpose of integrating the comment at that position within the virtual environment, irrespective of whether the first entertainment device is still in communication with the server.
Optionally, the method may further comprise receiving from each client entertainment device details of its respective user, and the step of transmitting to the second client entertainment device may comprise selectively transmitting to the second client entertainment device comment and positional data originating from the first client entertainment device if the user details received from the second client entertainment device satisfy one or more matching criteria with the user details received from the first client entertainment device.
It will bc appreciated that the methods discloscd herein may bc carricd out on conventional hardware suitably adapted as applicable by software instruction or by the inchision or Thus the required adaptation to existing parts of a conventional equivalent device may be implemented in the form of a non-transitory computer program product or similar object of manufacture comprising processor implementable instructions stored on a data carrier such as a floppy disk, optical disk, hard disk, PROM, RAM, flash memory or any combination of these or other storage mcdia, or realised in hardware as an ASIC (application specific intcgratcd circuit) or an FPGA (field programmable gate array) or other configurable circuit suitable to use ill adapting the conventional equivalent device. Separately, if applicable the computer program may take thc form of a transmission via data signals on a nctwork such as an Ethcrnct, a wirclcss nctwork, the Intcrnct, or any combination of thcsc or othcr networks.

Claims (18)

  1. CLAIMS1. An entertainment device, comprising: a network interface operable to log on to a remote server; a graphics processor operable to output a view of a virtual environment administered by the remote server; an input interface operable to receive user inputs; and a processor operable to detect a position of a control object within the virtual environment, responsive to a user's inputs; and in which upon receipt of a comment inputted to the entertainment device by the user, the entertainment device is operable to upload the comment and the position of the control object via the network interface to the server, for the purpose of integrating the comment at a corresponding position within the virtual environment for access by another user even after the entertainment device has logged off the remote server.
  2. 2. An entertainment device according to claim 1, in which the comment is one or more selected from the list consisting of: a text entry; ii. a screenshot of the virtual environment; iii. a video capture of a user's activity within the virtual environment; and iv. an audio message.
  3. 3. An entertainment device according to claim 1 or claim 2, in which the entertainment device is additionally operable to upload details of the user, including one or more selected from the list consisting of i. the user's registered age; ii. the user's registered country; and iii. the user's preferred language.
  4. 4. An entertainment device according to any one of the preceding daims, in which the entertainment device is additionally operable to upload data indicating one or more selected from the list consisting of i. a content presentation method chosen by the user; and ii. presentation criteria
  5. 5. An entertainment device, comprising: a network interface operable to log on to a remote server; a graphics processor operable to output a view of a virtual environment administered by the remote server; and a processor; and in which the entertainment device is operable to receive via the network interface a comment and position data previously submitted to the remote server by another user, and operable to integrate the comment within the virtual environment responsive to the position data.
  6. 6. An entertainment device according to claim 5, in which the entertainment device is additionally operable to receive data indicating a content presentation method, and to output the comment responsive to the indicated content presentation method.
  7. 7. An entertainment device according to claim 5 or claim 6, in which the entertainment device is additionally operable to receive data indicating one or more presentation criteria, and to only integrate the comment into the virtual environment if the current user's game state satisfies the or each criterion.
  8. 8. A server operable to administer a virtual environment, and comprising a network interface operable to communicate with a first client entertainment device and a second client device; and a processor; and in which the server is operable to receive from the first client entertainment device a comment and positional data indicative of where the comment should be positioned within the virtual environment; and the server is operable to transmit to the second client entertainment device the comment and positional data for the purpose of integrating the comment at that position within the virtual environment, irrespective of whether the first entertainment device is still in communication with the server.
  9. 9. A server according to claim 8, in which the server is operable to receive from the first and second client entertainment devices details of their respective users, and is operable to only transmit to the second client entertainment device comment and positional data originating from first client entertainment device if the user details received from the second client entertainment device satisfy one or more matching criteria with the user details received from the first client entertainment device.
  10. 10. A server according to claim 8 or claim 9, in which the server is operable to receive from the first client entertainment device data associated with a comment indicating one or more presentation criteria, and to transmit this data in association with the comment to the second client cntcrtainmcnt device.
  11. 11. A method of social nctworking for a first cntcrtainmcnt dcvicc, comprising the stcps of: logging the first entertainment device onto a remote server; ouputting a view of a virtual environment administered by the remote server; detecting a position of a control object within the virtual environment, responsive to a user's inputs; receiving a comment from the user; and uploading the comment and the position of the control object to the server, for access by another user for the purpose of integrating the comment at a conesponding position within the virtual environment even after the first entertainment device has been logged off the remote server.
  12. 12. A mcthod of social nctworking for a second cntcrtainmcnt dcvicc, comprising the stcps of: logging the second entertainment device onto a remote server; outputting a view of a virtual environment administered by the remote server; receiving a comment and position data previously submitted to the remote server by a user of a first entertainment device; and integrating the comment within the virtual environment responsive to the position data.
  13. 13. A method of social networking for a server, comprising the steps of: administering a virtual environment; receiving from a first client entertainment device a comment and positional data indicative of where the comment should be positioned within the virtual environment; and transmitting to the second client entertainment device the comment and positional data for the purpose of integrating the comment at a corresponding position within the virtual environment, irespective of whether the first entertainment device is still in communication with the scrvcr.
  14. 14. A method according to claim 13, comprising the step of: receiving from each client entertainment device details of its respective user; and in which the step of transmitting to the second client entertainment device comprises: selectively transmitting to the second client entertainment device comment and positional data originating from the first client entertainment device if the user details received from the second client entertainment device satisfy one or more matching criteria with the user details received from thc first client cntcrtainment device.
  15. 15. A computer program for implementing the steps of any preceding method claim.
  16. 16. An cntcrtainmcnt devicc substantially as dcscribcd hcrcin with rcfercncc to thc accompanying drawings.
  17. 17. A server substantially as described herein with reference to the accompanying drawings.
  18. 18. A method of social networking substantially as described herein with reference to the accompanying drawings.
GB201215932A 2012-09-06 2012-09-06 Gaming system allowing players to leave messages in a gaming environment Withdrawn GB2505877A (en)

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