System and method for controlling access to a massively multiplayer on-line role-playing game
A method for controlling access to a massively multi-player, online role-playing game begins by presenting a web page to a first user. The web page receives a parameter for controlling access of a second user to a massively multi-player, online role-playing game. The received parameter is transmitted to a database server, which stores the received parameter in a database record associated with the second user. A game server receives at connection request from the second user and controls access of the second user to the massively multi-player, online role-playing game using the stored parameter.
This invention relates generally to multiplayer computer games, and in particular, to methods for limiting access to a massively multiplayer on-line role-playing game.
BACKGROUNDA massively multiplayer game (“MMP”) is a computer game played by a large number of users through a communications network, which can be a local area network (e.g., Ethernet), a medium-area network (e.g., an intranet), or a wide-area network (e.g., the Internet). In addition, the communications network can be a wireless network, a cellular network or any other system which facilitates the transmission of data. In MMPs, humans and their avatars within the game (“players”) are free to interact with other players as well as autonomous “non-player characters” which inhabit and are part of the game. Early examples of MMPs include games such as Ultima Online, EverQuest, and CrossGate.
Most MMPs are fantasy role-playing games (“RPGs”) which take place within a mythical or mystical world. Most MMPs appear timeless, in that from the player's perspective they have no beginning and no end. New players can join a game in progress at any time, and do not need to wait for the start of a new game. In addition, many MMPs do not even define an absolute game endpoint, making the end of a game a logical impossibility. Thus, once a game has started, it can continue indefinitely. The players of that MMP are thereby involved in a continuing storyline akin to life within the real world. MMPs allow players to develop their avatars, form personal relationships with other players, and to enjoy social interaction through the reality of the game.
Unfortunately, the ongoing, immersive nature of massively multiplayer online role playing games (MMORPGs) causes many players to spend large amounts of time engaged in active game play. The reasons for this are manifold. Some players may fear missing an important development in the game. Others may play constantly in order to further develop their character and develop their characters more rapidly than other players of the game.
A second problem associated with MMORPGs is that the “world” in which play take place is a virtual one that is not easily monitored by supervising individuals. For example, in the case of minors, a parent or guardian has no way of knowing when or for how long the player has played the game, nor can a parent or guardian ensure that the minor does not engage in objectionable behavior while playing the game.
Accordingly, new methods are needed to control access of players to MMORPGs and to monitor their usage of the game.
SUMMARY OF THE INVENTIONThe present invention provides systems and methods for controlling access to a MMORPG that can be configured to control access at certain times or for certain periods of time. It also provides a convenient way for a supervising user to review the behavior of a player without requiring the supervising user to continually monitor the action of the player. In some embodiments, the systems and methods disclosed may be used by a player of the MMORPG to self-regulate involvement in the game.
In one aspect, the present invention relates to a method for controlling access to a MMORPG. A web page or other suitable interface, such as an in-game or mobile device interface, may be presented to a supervising user. The supervising user provides one or more parameters for controlling the access of a player to the game. The parameters may be transmitted via an intermediary system or server. The received parameter is transmitted to a database where it is stored in a database record associated with the player. When a connection request is received at a game server, the parameters stored in the database control the player's access to the game.
In another aspect, the present invention relates to an article of manufacture embodying computer-readable program means for controlling access to a MMORPG. The computer-readable program means presents a web page or other suitable interface, such as an in-game or mobile device interface, to a supervising user. The computer-readable program means receives one or more parameters for controlling the access of a player to the game and transmits the one or more parameters to a database for storage in a database record associated with the player. The parameters may be transmitted via an intermediary system or server. When a connection request is received at a game server, the computer-readable program means retrieves parameters stored in the database and controls the player's access to the game responsive to the retrieved parameters. The connection requests may be intercepted by an intermediary system or server before they reach the game server.
In still another aspect, the present invention relates to a system for controlling access to a massively multi-player, online role-playing game. The system includes a web server, a database server in communication with the web server, and a game server in communication with both the web server and the database server. In some embodiments other intermediary systems may be provided. The web server presents a user interface to a supervising user and receives from the supervising user a parameter for controlling access to the game of a player. In some embodiments, other suitable interfaces, such as an in-game or mobile device interface, are used to help control access. The database server receives from the web server the parameter for controlling access of the player to the game and stores the parameter in a database record associated with the player. In other embodiments, the web server communicates with the database server through an intermediary server. The game server receives a connection request from the player and prohibits access to the game responsive to data received from the database server.
BRIEF DESCRIPTION OF THE DRAWINGSThese and other aspects of this invention will be readily apparent from the detailed description below and the appended drawings, which are meant to illustrate and not to limit the invention, and in which:
While the content and nature of MMPs is the key to their widespread success, it is important to understand the technological underpinnings of a typical MMP. Although it is possible to host and play a computer game, and even an MMP, on a single computer, it is not preferred for MMPs.
The client systems 112, 114, 116, 118 and servers 104, 106, 108 can connect to the network 110 through a variety of connections including standard telephone lines, LAN or WAN links (e.g., T1, T3, 56 kb, X.25), broadband connections (ISDN, Frame Relay, ATM), and wireless connections. Connections can be established using a variety of communication protocols (e.g., TCP/IP, IPX, SPX, NetBIOS, Ethernet, ARCNET, Fiber Distributed Data Interface (FDDI), RS232, IEEE 802.11, IEEE 802.11a, and direct asynchronous connections). Other client nodes and server nodes (not shown) may also be connected to the network 110. In other embodiments, client systems may connect to servers using separate, distinct networks.
Each client 112, 114, 116, 118 is generally responsible for displaying interacting objects (other players, terrain, non-player characters, etc.), displaying the game's interface, processing a player's inputs, playing music and sounds, and performing other CPU or bandwidth intensive operations. The client nodes 112, 114, 116, 118 can be any device capable of displaying video, audio or tactile game content and receiving user input for game interaction. Client nodes 112, 114, 116, 118 may be personal computers, windows-based terminals, network computers, information appliances, palmtop computers (such as the Series 7 by Psion PLC), X-devices, workstations, mini computers, personal digital assistants (such as the Tungsten C by Palm Inc.), portable digital handheld game systems (such as the Gameboy Advance by Nintendo of America Inc.), game consoles (such as the Play Station 2 by Sony Corporation of America), or cellular telephones (such as the Motorola Inc. A388c).
For embodiments in which the client 112, 114, 116, 118 is a personal computer, the client may be constructed around the Pentium family of processors manufactured by Intel Corp. of Mountain View, Calif., which includes the Pentium, Pentium II XEON, Celeron, and Pentium III microprocessors, the Power PC line of processors manufactured by Motorola Corp. of Schaumburg, Ill., or the Crusoe line of processors manufactured by TransMeta Corp. of Santa Clara, Calif. In these embodiments, the client nodes 112, 114, 116, 118 can operate under the control of a variety of operating systems including, but not limited to, WINDOWS 3.x, WINDOWS 95, WINDOWS 98, WIDOWS 2000, WINDOWS NT 3.51, WINDOWS NT 4.0, WINDOWS CE, and WINDOWS XP, all of which are manufactured by Microsoft Corporation of Redmond, Wash., MacOS, manufactured by Apple Computer of Cupertino, Calif., Java, UNIX, or Linux.
In other embodiments, the client 112, 114, 116, 118 may have different processors, operating systems, and input devices consistent with the device. For example, in one embodiment the client node is a Zire 71 personal digital assistant manufactured by Palm, Inc. of Santa Clara, Calif. In this embodiment, the Zire 71 operates under the control of the PalmOS operating system and includes a stylus input device as well as a five-way navigator device.
Each of the servers 104, 106, 108 generally coordinates communication, database storage, and overall control and administration of the game. The servers 104, 106, 108 generally maintain state information and coordinate client interaction with various objects in a virtual environment, including but not limited to other clients, vehicles, artificial intelligence, terrain, music and sound. Each server 104, 106, 108 provides additional functions, such as security, recording game goals and scoring and tracking each player's advancement towards those goals. The server nodes 104, 106, 108 can be any computing device that stores files representing game elements and capable of receiving and processing game input. The servers 104, 106, 108 can be provided as a group of server systems logically acting as a single server system, referred to herein as a server farm. In one embodiment, the servers 104, 106, 108 are a multi-user server system supporting multiple concurrently active client connections. Servers 104, 106, 108 may be computers based on the Pentium family of processors manufactured by Intel Corp. of Mountain View, Calif., which includes the Pentium, Pentium II XEON, Celeron, and Pentium m microprocessors, the Power PC line of processors manufactured by Motorola Corp. of Schaumburg, Ill., or the Crusoe line of processors manufactured by TransMeta Corp. of Santa Clara, Calif. The servers 104, 106, 108 may operate under the control of a variety of operating systems including, but not limited to, WINDOWS 3.x, WINDOWS 95, WINDOWS 98, WINDOWS 2000, WINDOWS NT 3.51, WINDOWS NT 4.0, WINDOWS CE, and WINDOWS XP, all of which are manufactured by Microsoft Corporation of Redmond, Wash., MacOS, manufactured by Apple Computer of Cupertino, Calif., Java, UNIX, or Linux.
As shown in
Referring now to
The second communications network 110′ may be a different portion of the same public network that the clients 112, 114, 116, 118 use to connect to the server platform 102. In other embodiments, the second communications network 110′ is physically separate from communications network 110. For embodiments in which the administration client 300 is a personal computer, a windows-based terminal, network computer, information appliance, palmtop computer, X-device, workstation, mini computer, personal digital assistant, portable digital handheld game, or game console, the communications network 110′ may be provided as a packet-switched network such as the Internet. In some of these embodiments the administration client 300 may communicate with the server platform 102 the Point-to-Point (PPP) communications protocol or the Serial Line Internet Protocol (SLIP).
For embodiments in which the administration client 300 is a cellular telephone it may communicate with the server platform via the Wireless Access Protocol (WAP) or i-Mode. For embodiments in which the administration client 300 is a telephone, the communication network 100′ may use plain old telephone service (POTS).
The third communications network 110″ may be a different portion of the same public network that the clients 112, 114, 116, 118 use to connect to the server platform 102. In other embodiments, the third communications network 110″ is physically separate from communications network 110. In other embodiments, the third communications network 110″ is part of the second communications network 110′, both of which are separate from communications network 100. In still other embodiments, the third communications network 110″, the second communications network 110′, and the communications network 110 are all part of the same network.
Once the supervising user has authenticated herself, selected the game-playing user for which she wishes to enter account parameters, and the administration server 310 has verified that the supervising user has the right to change the account parameters for that particular game-playing user, the administration server 310 provides a number of dialog boxes for setting parameters associated with the game-playing user's account. In the embodiment shown in
The Game Time-Out dialog 410 allows a user to specify the maximum length of time for a single game session. A user clicks the Time-Out button 412 to specify parameters for this control.
In other embodiments, the page 510 may include a control for immediately logging a game-playing user out of the game. In these embodiments, activation of that control causes a message to be sent to the server platform 102 to terminate the session associated with the identified player. In still other embodiments, the page 510 may include a control for locking the player's account. In these embodiments, a locked account prevents a player from accessing the game until the account is unlocked.
Referring again to
In other embodiments, the Parental Notifications dialog box 420 may include a control allowing the supervising user to request a copy of each parental control notification by email or SMS message as it occurs. In still other embodiments, the Parental Notifications dialog box 420 may include a field for entering a limit on the number of negative parental notifications that may be received. In these embodiments, when the number of negative parental notifications exceeds the entered limit, the player's account is locked. In still others of these embodiments, the supervising user may specify a time period during which, if the number of negative parental controls received exceeds the limit, the player's account is locked.
The Gameplay History dialog box 430 provides information to the supervising user concerning gameplay statistics for the player's account. In the depicted embodiment, the history for a single day is listed in detail box 432. As shown in the depicted embodiment, the detail box includes the date, the total amount of time spent playing the game by the player, and the earliest and latest time during the day that the player was active. The embodiment depicted in
The embodiment of a Gameplay History screen 530 depicted in
A well-known feature of online games is the ability to “chat” with other players of the game. A player types text into a text field that is transmitted to another player. The transmitted text appears on the other player's screen. The Chat Logging dialog 440 enables or disables storage of “chats.” When a supervising user clicks the “On” button 442 in the Chat Logging dialog box 440, that selection is transmitted to the administration server 310, which stores the parameter in a database record corresponding to the game-playing user's account.
The Restrictions dialog 450 allows a supervising user to set parameters controlling specific times and durations for which a player will be allowed to play the game. In the embodiment shown in
The embodiment depicted in
Referring now to
Still referring to
Once the player is properly authenticated, the server platform 102 requests gameplay parameters for the authenticated player from the administration server 310 (step 604). The server platform 102 may issue a Common Gateway Interface (CGI) request using the HyperText Transfer Protocol (HTTP) to the administration server 310. In other embodiments, the server platform 102 transmits an SQL-compliant database query to the administration server 310. In still other embodiments, the server platform 102 may issue an XML-RPC request using the HyperText Transfer Protocol (HTTP) or other suitable interface mechanism to the administration or other intermediary server. Other embodiments may include SOAP, RPC, or DCOM. The administration server 310 retrieves gameplay parameters for the authenticated player and transmits the parameters to the server platform 102.
In the embodiment of steps shown in PIG. 6, the server platform 102 first checks the gameplay calendar to determine if the player is permitted to play during this time period (step 606). In some embodiments, this determination is effected by comparing the current time to a table representing the gameplay calendar. The table includes each time period with a flag indicating whether gameplay is permitted or not during the associated period. If the gameplay calendar indicates that gameplay is prohibited, the player's session is terminated (step 608). In some embodiments, the server platform 102 may terminate a player's session if the player attempts to login to the game with insufficient time to play, e.g., five minutes before a prohibited period of time. Time period information may be stored relative to the game player's local time or relative to a referenced time zone, such as Greenwich Mean Time (GMT).
If the gameplay parameters indicate that play is allowed during the current time period, in the embodiment shown in
If the player is authorized to play during the current time period and has not exceeded her gameplay time limits, the server platform 102 checks the player's gameplay parameters to determine if chat logging should be enabled (step 612). If not, active gameplay starts at once. If, however, chat logging should be enabled, the server platform 102 transmits a message to the player's client instructing it to log all chat activity (step 614). In some embodiments, the client effects chat logging by storing a copy of all outgoing and incoming chat messages in a secure file on the client platform that may only be accessed by the supervising user. In other embodiments, the client platform transmits a copy of all outgoing and incoming chat messages to a separate computer or to the administration client 310 for storing and later review by the supervising user. In still other embodiments, the client may store all chat messages in a file which is emailed to the supervising user. In some of these embodiments, the client may send batches of chat messages without regard to whether the current chat session has ended.
In the embodiment depicted in
The server platform 102 also periodically checks the gameplay calendar to determine if the user is authorized to play during the current time period (step 620). The total is checked at any interval determined to provide sufficient resolution. The may be done by the server platform 102 once an hour. In other embodiments, the administration server may send a message to the server platform 102 at the start of each hour with a list of players prohibited from playing during the next hour. If any of those users are logged in, their game sessions are terminated. In other embodiments, the server platform 102 may send a message to a centralized access system or other intermediary system or server with a request that is checked against a database for access.
Although it has been described with respect to a supervising user and a game player, it is contemplated that certain players may provide parameters for their own account in a form a self-regulation. Players may do this because they recognize that they spend excessive amounts of time playing the game. Alternatively, players may use these parameters to stay within certain financial boundaries. For example, a player that pays a set price for twenty hours of game access with additional fees required for each hour over twenty can instruct the game to prohibit her access to the game in excess of twenty hours.
The present invention can be provided as one or more computer-readable programs embodied on or in one or more articles of manufacture. The article of manufacture can be a floppy disk, a hard disk, a CD ROM, CD-R, CD-RW, DVD, DVD-RAM a flash memory card, a USB storage device, a PROM, a RAM, a ROM, or a magnetic tape. In general, the computer-readable programs can be implemented in any programming language. Some examples of languages that can be used include C, C++, or JAVA. The software programs can be stored on or in one or more articles of manufacture as object code.
Methods and systems to limit player access to a MMP have been described with respect to preferred embodiments; however, the methods and systems of the present invention are not limited to the preferred embodiments. In particular, various arrangements of data to be stored in the database and used to control access are readily apparent to those of ordinary skill in the art. The skilled artisan will readily appreciate that various omissions, additions and modifications can be made to the methods and systems described above without departing from the scope of the invention, and all such modifications and changes are intended to fall within the scope of the invention, as defined by the appended claims.
Claims
1. A method for controlling access to a massively multi-player, online role-playing game, the method comprising the steps of:
- (a) presenting a user interface to a first user;
- (b) receiving, via the user interface, a parameter for controlling access of a second user to a massively multi-player, online role-playing game;
- (c) transmitting to a database server the received parameter;
- (d) storing the received parameter in a database record associated with the second user;
- (e) receiving, at a game server, a connection request from the second user; and
- (f) controlling access of the second user to the massively multi-player, online role playing game using the stored parameter.
2. The method of claim 1 wherein step (a) comprises presenting a web page to a user, the web page displaying to the first user information regarding gameplay behavior of a second user.
3. The method of claim 1 wherein step (a) comprises presenting a web page to a first user, the web page displaying information regarding gameplay statistics for a second user.
4. The method of claim 3 wherein the web page displays information regarding the most recent login time of a second user.
5. The method of claim 3 wherein the web page displays information regarding total playtime of a second user during the most recent game session of the second user.
6. The method of claim 1 wherein step (b) comprises receiving, via the user interface, a parameter for prohibiting access of a second user to the game for a predetermined amount of time.
7. The method of claim 1 wherein step (b) comprises receiving, via the user interface, a parameter for terminating a game session of a second user.
8. The method of claim 1 wherein step (b) comprises receiving, via the user interface, a parameter for prohibiting access of a second user to the game for a predetermined period of time on a predetermined day of the week.
9. The method of claim 1 wherein step (f) comprises:
- (f-1) transmitting, by the game server in response to the connection request, an authentication request to the database server, the transmitted request identifying the second user and the time of the connection request;
- (f-2) comparing, by the database server, the second user and the time of the connection request to the database record associated with the second user;
- (f-3) sending to the game server, by the database server, a authentication denial message; and
- (f-4) refusing, by the game server, access of the second user to the game.
10. The method of claim 1 wherein step (f) comprises:
- (f-1) transmitting, by the game server in response to the connection request, an authentication request to the database server, the transmitted request identifying the second user;
- (f-2) sending, by the database server, the database record associated with the second user;
- (f-3) comparing, by the game server, the second user and the time of the connection request to the transmitted database record; and
- (f-4) refusing, by the game server, access of the second user to the game responsive to the comparison.
11. An article of manufacture embodying computer-readable programs means for controlling access to a massively multi-player, online role-playing game, the article of manufacture comprising:
- (a) computer-readable program means for presenting a user interface to a first user;
- (b) computer-readable program means for receiving, via the user interface, a parameter for controlling access of a second user to a massively multi-player, online role-playing game;
- (c) computer-readable program means for transmitting to a database server the received parameter;
- (d) computer-readable program means for storing the received parameter in a database record associated with the second user;
- (e) computer-readable program means for receiving, at a game server, a connection request from the second user; and
- (f) computer-readable program means for controlling access of the second user to the massively multi-player, online role playing game using the stored parameter.
12. The article of manufacture of claim 11 further comprising computer-readable program means for presenting a web page to a user, the web page displaying to the first user information regarding gameplay behavior of a second user.
13. The article of manufacture of claim 11 further comprising computer-readable program means for presenting a web page to a first user, the web page displaying information regarding gameplay statistics for a second user.
13. The article of manufacture of claim 11 further comprising computer-readable program means for receiving, via the user interface, a parameter for prohibiting access of a second user to the game for a predetermined amount of time.
14. The article of manufacture of claim 11 further comprising computer-readable program means for receiving, via the user interface, a parameter for terminating a game session of a second user.
15. The article of manufacture of claim 11 further comprising computer-readable program means for receiving, via the user interface, a parameter for prohibiting access of a second user to the game for a predetermined period of time on a predetermined day of the week.
16. The article of manufacture of claim 11 further comprising:
- (f-1) computer-readable program means for transmitting, by the game server in response to the connection request, an authentication request to the database server, the transmitted request identifying the second user and the time of the connection request;
- (f-2) computer-readable program means for comparing, by the database server, the second user and the time of the connection request to the database record associated with the second user;
- (f-3) computer-readable program means for sending to the game server, by the database server, a authentication denial message; and
- (f-4) computer-readable program means for refusing, by the game server, access of the second user to the game.
17. The article of manufacture of claim 11 further comprising:
- (f-1) computer-readable program means for transmitting, by the game server in response to the connection request, an authentication request to the database server, the transmitted request identifying the second user;
- (f-2) computer-readable program means for sending, by the database server, the database record associated with the second user;
- (f-3) computer-readable program means for comparing, by the game server, the second user and the time of the connection request to the transmitted database record; and
- (f-4) computer-readable program means for refusing, by the game server, access of the second user to the game responsive to the comparison.
18. A system for controlling access to a massively multi-player, online role-playing game, the system comprising:
- a user interface server presenting a user interface to a first user and receiving from the first user a parameter for controlling access of a second user to the game;
- a database server in communication with the user interface server, the database server receiving from the user interface server the parameter for controlling access of the second user to the game and storing the parameter in a database record associated with the second user, and
- a game server in communication with the database server, the game server receiving a connection request from the second user and prohibiting access to the game responsive to data received from the database server.
19. The system of claim 18 wherein the database server further comprises an Open Database Connectivity-compliant database.
20. The system of claim 18 wherein the user interface server communicates with the database server over a first network and the database server communicates with the game server over a second network.
Type: Application
Filed: Sep 17, 2004
Publication Date: May 17, 2007
Inventors: Mike Hogan (Charlton, MA), Eric Austrew (Brighton, MA), Derek Dupras (Whitinsville, MA), Sean Cunningham (Irvine, CA)
Application Number: 10/572,230
International Classification: A63F 9/24 (20060101);