METHOD AND SYSTEM FOR INCREASED REALISM IN VIDEO GAMES
A system and method for updating parameters of a video game is provided. As events occur in the real world that may influence a game attribute, a parameter is recorded on a server. A video game player may connect to the server and download the parameter. The parameter is stored by the video game and changes an attribute of the video game. Thus, for example, the new performance characteristics of the rising star may be recorded on the server as improved performance parameters. When these parameters are downloaded by the video game player, the video game incorporates the star-like qualities of the rising star.
This application is a division of U.S. patent application Ser. No. 14/034,530 filed on Sep. 23, 2013 entitled METHOD AND SYSTEM FOR INCREASED REALISM IN VIDEO GAMES, which is a continuation of U.S. patent application Ser. No. 10/266,795 filed on Oct. 8, 2002 entitled METHOD AND SYSTEM FOR INCREASED REALISM IN VIDEO GAMES, the contents of both patent applications are hereby incorporated by reference herein.
BACKGROUNDMany video games attempt to recreate realistic situations. For example, video games simulating sports games and matches are popular. They commonly even show actual leagues with correct teams. Hometowns may be shown, with realistic stadiums. Athletes' uniforms represent professional athletes' actual uniforms. Specific athletes are represented. For example, an image of Shaquille O'Neil may be used as one of the players on the Los Angeles Lakers basketball team. Kobe Bryant and all of Shaquille's actual teammates may be on the team with him.
But the realism goes far beyond just images. The video game characters have characteristics approximating their real life counterparts. For example, the video game Shaquille may be very good at dunking the basketball, but horrible at shooting free-throws. Parameters are stored on the video game medium that cause the different characters to replicate their real life counterparts' performance.
Video game producers typically produce professional sports video games once per year. The performance parameters and visual aspects are typically specified based on the most recent year. For example, Barry Bonds of the San Francisco Giants baseball team had a homerun average of (73 home runs)/(476 at bats)=15.3 percent during the 2001 season. This average can be used to set a video game parameter so that the video game character Barry Bonds has a similar tendency to hit homeruns. A problem with this system is that the performance parameters and visual aspects of a video game are fixed at the time the video game is produced.
The players of this type of game continually demand increased realism in such games. For example, more and more parameters are added to distinguish one character from another and to more accurately simulate the performance of real life athletes. Also, the realism of the visual aspects of players, teams and stadiums is continually increased. For example, the ivy on the outfield wall of Wrigley Field in Chicago may be shown in a baseball video game.
The problem remains that visual aspects and performance characteristics of real life sports players, teams and environments change throughout the year.
SUMMARYSports video games attempt to achieve realism. Particularly, sports video games frequently attempt to emulate professional sport details. Actual professional athletes are shown, frequently including such details as jersey numbers, physical stature and even facial features. Performance characteristics are emulated. For example, in a baseball video game, an individual professional athlete's batting average may be used to influence a video game character's batting performance. Frequently, actual professional teams are provided for video game play. For example, in a basketball video game, players can play the Los Angeles Lakers versus the Chicago Bulls, complete with rosters, players and even a stadium. Video game players are demanding more and more realism like this.
A major problem with this system is that professional sports change in many ways. Athletes' performances change over the course of a season, or even a day. Additionally, athletes may be traded from team to team, or become injured. Stadia may change. Sports announcers may change. This leaves a video game behind, in an unrealistic state. For example, if a new star rises on the professional sports scene, during the middle of a season, that new star's incredible performance will not be duplicated by the video game. Video game players are stuck playing the game with the star having his pre-star characteristics. They must wait for the video game producers to produce a new video game incorporating the new star-like performance of the rising star. This is unsatisfying for video game players. They want to play a video game that matches the professional sport performance characteristics, look and feel.
Accordingly, a system and method for updating parameters of a video game is provided. As events occur in the real world that may influence a game attribute, a parameter is recorded on a server. A video game player may connect to the server and download the parameter. The parameter is stored by the video game and changes an attribute of the video game. Thus, for example, the new performance characteristics of the rising star may be recorded on the server as improved performance parameters. When these parameters are downloaded by the video game player, the video game incorporates the star-like qualities of the rising star.
This quantifiably increases realism. Video game players can download up-to-the-minute statistics and visual aspects for incorporation into their video games. Instead of playing with last season's teams, video gamers get a simulation of the fresh new events of the week, day, or hour.
A datum 17 relating to the historical event 11 is recorded on a computer readable medium known as a network server 14. A game machine 20 is coupled to the network server 14. The game machine 20 downloads the datum 17, which may, for example, represent a quarterback's completion percentage, a basketball player's free throw percentage, or any other outcome of a realistic event. The datum 17 is then used to play a video game, which is displayed on a monitor 24. A user 28 plays the video game using controller 30. In this way, the user gets to play a video game the more accurately simulates the real world.
For example, a datum representing a quarterback's new completion percentage is loaded into memory (not shown) in the game machine 20. Then, the user 28 can play an American football video game with current statistics. This makes the video game more enjoyable to the user 28, adding increased realism. As real life professional players' performances change, users can still play with statistically accurate players.
A modem 72 is coupled to the bus control circuit 38. The modem 72 is also preferably coupled to the internet (not shown). As discussed with reference to
Referring now to
Referring again to
The video game machine 90 is coupled to a modem 107 for coupling to the network 85. The parameter is downloaded by the video game machine 90 from the data server 82 by means of the modem 107 and the network 85. As will be understood by those of skill in the art, the modem 107 may be incorporated as part of the video game machine 90, or a separate component.
There are also other parameters stored on the ROM 109. For example, stadium parameters 113 may be stored. For example, the game may display Wrigley Field for play by the Chicago Cubs and Fenway Park for play by the Boston Red Socks. For example, the ivy on the homerun wall of Wrigley Field is green and flourishing during certain parts of the year, such as from May to July. During April, August and September, the ivy is browner. The color of the ivy shown in a baseball video game showing Wrigley Field can change based on the time of the year that the video game is played.
As another example of how realism can be increased, new memorials to great players can be implemented in the video game stadiums. For example, in 2002, Ted Williams' number, “9”, was displayed in the leftfield grass of Fenway Park after the start of the season. Baseball video games were already produced. So the video game fields did not have the number on the field, failing to duplicate real life. Now, the field can be changed to match real life after the game is produced, sold and played in the user's home.
Referring again to
Team statistics and other parameters can also be stored, such as, for example, the city, owners, trainers, coaches, players, etc. For example, Mike Bibby of the Sacramento Kings, during the 2001-2002 regular season averaged 13.7 points and 12.3 shots attempted per game. In the playoffs of the same season, he averaged 20.2 points and 16.1 shot attempted per game. These improved playoff statistics can now be downloaded. A video game player can play a basketball video game with a Mike Bibby character incorporating the better performing real world Mike Bibby.
As another example, the 2000-2001 Chicago Bears' opponents scored an average of 22.2 points per game with an average of 114.2 rushing yards per game. The 2001-2002 Chicago Bears' opponents scored an average of 12.7 points per game with an average of 82.1 rushing yards per game. This change was not reflected in video games played during the 2001-2002 season. At that time, the newest video games reflected the statistics from the 2000-2001 season. Thus, the Chicago Bears on the video games played poorly, whereas the Chicago Bears on the real football field played very well. This dichotomy between video game and real life is frustrating to many video game players.
Referring now to
In step 234, it is determined whether the user requested an update. In step 236, the method continues by going to
Referring now to
Referring again to
In
Alternatively, an AC may be required by the network, as shown at step 348. This allows the network to verify that the user has a proper authentication code. For example, the authentication code may be provided at sign-up (described with respect to
Referring again to
At step 372, the network checks whether the login data and any AC is authenticated. If the login data and any AC are authenticated, at step 376, the server sends a menu of available data to the game machine. Then, at step 384, the CPU displays the menu to the user and continues to
In step 420, the CPU displays the account options to the user. In step 424, the user selects what type of account the user chooses. In step 428, the CPU sends the users choice of account type to the server 408. For example, the user may choose to pay for downloads of new game parameters on a monthly basis. As another example, the user may choose to pay for downloads of new game parameters for an entire sports season. Or, as yet another example, the user may choose to pay for downloads of new game parameters on a pay per use basis. Other business models will be apparent to those of skill in the art.
In step 432, the server verifies the information, creates an account and sends a menu of game data to the game machine. In step 436, the CPU displays the menu to the user. Next, the process continues as shown in
Alternatively, if in step 396, the AC is not auto sent, the user enters an AC, in step 440. In step 444, the CPU compares the user input AC with the game machine authentication code. In step 446, the CPU determines whether the user input AC matches the game machine AC. If not, the process continues at step 448 and the CPU displays an error message to the user. If the user input AC matches the game machine AC, the process continues at step 400.
In step 456, the process depends on whether the game machine requires an authentication code. In step 459, the server sends the requested parameters to the CPU if the game machine does not require and authentication code. In step 462, the CPU stores the new game parameters in local memory 465.
Alternatively, if in step 456, the game machine requires an AC, the process continues to step 468. In step 468, the server attaches account information and the AC to the parameter. In step 471, the server sends the parameter to the CPU. In step 474, the CPU compares the AC with the game machine AC. In step 476, the game machine determines whether the AC sent by the server matches the AC stored on the game machine. If there is no match 476, the CPU displays an error message in step 482. If there is a match 476, the CPU stores the data at step 479 in local memory 465. The data, or new game parameters, can then be used for play in a game with quantifiably increased realism.
Claims
1. A game medium including one or more read only memory (ROM) and/or random access memory (RAM) configured to provide a sport video game in conjunction with a video game machine, the game medium configured to cause the video game machine to perform a method comprising:
- accessing stored video game data, the stored video game data including: sport video game rules; sport video game stadium or field parameters including sport video game stadium or field visual image data visually depicting one or more real-life stadium or field in the sport video game; and sport video game character data including: one or more sport video game character performance parameter of one or more sport video game character, the sport video game character performance parameter of the one or more video game character representing one or more real-life professional sport athlete's real-life performance attribute in the sport video game; and sport video game character visual image data of the one or more sport video game character representing one or more real-life appearance of the one or more real-life professional sport athlete in the sport video game;
- receiving sport video game character control input from the user to control the one or more sport video game character while the sport video game is played by the user;
- receiving updated sport video game character visual image data from a server computer over a network including the Internet, the updated sport video game character's visual image data being associated with one or more real-life change to a real-life visual appearance of the one or more real-life professional sport athlete;
- updating the video game character visual image data of the one or more sport video game character representing the one or more real-life change in visual appearance of the one or more real-life professional sport athlete in the sport video game; and
- enabling the user to play the sport video game incorporating the updated video game character visual image data of the one or more sport video game character using the video game machine such that the real-life change in appearance of the real-life professional sport athlete is represented in the sport video game.
2. The game medium of claim 1, wherein the received and updated video game character visual image data of the one or more sport video game character visually represents a real-life change in physical appearances of the corresponding one or more real-life professional sport athlete in the sport video game.
3. The game medium of claim 2, wherein the received and updated video game character visual image data of the one or more sport video game character visually represents a real-life change in physical stature appearance of the corresponding one or more real-life professional sport athlete in the sport video game.
4. The game medium of claim 1, wherein the received and updated video game character visual image data of the one or more sport video game character visually represents a real-life change in facial feature of the corresponding one or more real-life professional sport athlete in the sport video game.
5. The game medium of claim 1, wherein the received and updated visual image data of the one or more sport video game character represents a real-life change in visual appearance of the one or more real-life professional sport athlete's uniform in the sport video game.
6. The game medium of claim 1, wherein the received and updated visual image data of the one or more sport video game character represents a real-life change in visual appearance of the one or more real-life professional sport athletes' jersey in the sport video game.
7. The game medium of claim 1, wherein the received and updated visual image data of the one or more sport video game character represents a real-life change in the corresponding one or more real-life professional athlete's player number in the sport video game.
8. A video game machine providing the platform for a user to play the sport video game provided by the game medium of claim 1, the video game machine comprising:
- one or more video game machine processor;
- one or more video game machine input including: the one or more video game machine input receiving updates to the sport video game from a server computer; and one or more control input receiving control input from the user controlling one or more sport video game character incorporating the updated video game character visual image data of the one or more sport video game character while playing the sport video game;
- one or more video game machine display output displaying the sport video game in conjunction with a display device while the sport video game is played by the user; and
- the game medium according to claim 1.
9. The video game machine according to claim 8, wherein the one or more video game machine processor includes:
- a central processing unit (CPU) and a coprocessor (CP), the CP including: a signal processing unit (SPU) performing at least polygon coordinate transformation and shading treatment; and a display processing unit (DPU) performing rasterization of polygon data into at least one image to be displayed,
- wherein the CP is connected with an audio signal generating circuit for outputting a sound signal to an audio output device, processed by the CPU, and an image signal generating circuit outputting an image signal to a display.
10. One or more datum storage structure stored on the game medium of claim 1, the datum structures stored on the game medium of claim 1 comprising:
- one or more sport video game rule datum field storing the data representing the sport video game rules;
- one or more sport video game stadium or field datum field storing the data representing the sport video game stadium or field parameters including the sport video game stadium or field visual image data visually depicting one or more real-life stadium or field in the sport video game; and
- one or more sport video game character datum fields storing the one or more sport video game character data, including: the one or more sport video game character performance parameters, the sport video game character performance parameters of one or more video game characters representing the one or more real-life professional sport athlete's performance attributes in the sport video game; the sport video game character visual image data of the one or more sport video game characters representing the real-life appearance of the one or more real-life professional sport athlete in the sport video game; and the updated sport video game character visual image data received from the server computer over the network including the Internet.
11. The one or more datum storage structure of claim 10, the one or more sport video game character datum fields further storing updated sport video game character performance parameters received from the server computer over the network including the Internet, wherein the one or more updated video game character performance parameter is based at least in part on one or more real-life performance statistic of the one or more real-life professional athlete performing in one or more real-life professional sporting event.
12. A server computer for updating the sport video game provided by the game medium of claim 1 in conjunction with the video game machine, the server computer comprising:
- one or more server computer processor;
- one or more server computer input for receiving one or more updated sport video game character data;
- one or more server computer output for transmitting the one or more updated video game character data to the video game machine over a network including the Internet;
- one or more server computer RAM and/or ROM storage medium configured to cause the server computer to perform a method comprising: storing the one or more updated sport video game character data on the one or more server computer storage medium; accessing the one or more updated sport video game character data stored on the one or more server computer storage medium, the one or more updated sport video game character data including: one or more updated sport video game character performance parameter, wherein the one or more updated video game character performance parameter is based at least in part on one or more real-life performance statistic of the one or more real-life professional athlete performing in one or more real-life professional sporting event; and one or more updated sport video game character visual image data, wherein the one or more updated sport video game character visual image data is associated with one or more change in a real-life visual appearance of the one or more real-life professional sport athlete; transmitting to the video game machine the updated sport video game character data to the video game machine over a network including the Internet, including: transmitting to the video game machine the one or more updated sport video game character performance parameter, wherein the one or more updated sport video game character performance parameter changes the manner in which the one or more video game character performs in the sport video game such that the one or more video game character more closely simulates more current real-life performance attribute of the one or more real-life athlete in the sport video game; and transmitting to the video game machine the one or more updated sport video game character visual image data, such that the one or more sport video game character more closely visually resembles a more current appearance of the one or more real-life athlete in the sport video game.
13. A game medium including one or more ROM and/or RAM configured to provide a sport video game in conjunction with a video game machine, the sport video game including one or more sport video game rules, sport video game characters, and sport video game stadiums or fields, the game medium being configured to cause the video game machine to perform a method comprising:
- accessing sport video game data stored by the game medium for playing the sport video game, the sport video game data including: sport video game rules; one or more sport video game character represented by sport video game character data, the one or more sport video game character representing a corresponding one or more real-life professional sport athlete in the sport video game; one or more sport video game stadium or field represented by one or more sport video game stadium or field data, the one or more sport video game stadium or field representing a corresponding real-life sport stadium or field in the sport video game; one or more sport video game team represented by one or more sport video game team data, each sport video game team including a plurality of sport video game characters, the one or more sport video game team representing one or more real-life sport team in the sport video game;
- receiving an updated sport video game team parameter from a data server via the network including the Internet, wherein the updated sport video game team parameter includes data that describes a real-life change of one or more real-life sport team attribute;
- updating the one or more sport video game team data in the sport video game based on the updated sport video game team parameter received, such that the updated sport video game team more closely represents the changed real-life sport team attribute in the sport video game; and
- enabling a user to control one or more video game character of the updated video game team in the sport video game using the video game machine.
14. A game medium according to claim 13, wherein the update to the sport video game team data associated with the changed real-life sport team attribute includes a change in visual appearance of the sport video game team.
15. A game medium according to claim 14, wherein the update to the sport video game team data associated with the changed real-life team attribute includes a change in visual appearance of a uniform or a jersey worn by the real-life sport team.
16. A game medium according to claim 13, wherein the update to the sport video game team data associated with the changed real-life team attribute includes a change one or more real-life sport team competitive sport performance.
17. A game medium according to claim 16, wherein a change in the sport video game team performance parameter of a video game team considers the real-life performance of the real-life sport team represented by the sport video game team in the sport video game.
18. A game medium according to claim 17, wherein the change in the sport video game team performance parameter considers a real-life performance of the real-life sport team against a particular real-life opposing team.
19. A game medium according to claim 13, wherein the update to the sport video game team data includes a change in a sport video game team coach parameter corresponding to a change in a real-life coach attribute of the real-life sport team.
20. A game medium including one or more ROM and/or RAM configured to provide a sport video game in conjunction with a video game machine, the sport video game including one or more sport video game rules associated with real-life sport rules, sport video game characters representing real-life sport athletes, sport video game referee and/or announcer representing real-life referee and/or announcer, and sport video game stadiums or fields representing real-life stadiums or fields, the game medium being configured to cause the video game machine to perform a method comprising:
- accessing sport video game data stored by the game medium for playing the sport video game, the sport video game data including: one or more sport video game character defined by sport video game character data, the one or more sport video game character representing a corresponding one or more real-life professional sport athlete in the sport video game; one or more sport video game stadium or field defined by one or more sport video game stadium or field data, the one or more sport video game stadium or field representing a corresponding real-life sport stadium or field in the sport video game; one or more sport video game referee and/or announcer defined by one or more sport video game referee and/or announcer data, the one or more sport video game referee and/or announcer representing one or more real-life sport referee and/or announcer in the sport video game;
- receiving an updated sport video game referee and/or announcer parameter from a computer server via a network including the Internet, wherein the updated sport video game referee and/or announcer parameter describes a real-life change of one or more real-life sport referee and/or announcer attribute;
- updating the one or more sport video game referee and/or announcer data in the sport video game based on the updated sport video game referee and/or announcer parameter received, such that the updated sport video game referee and/or announcer more closely represents the changed real-life sport referee and/or announcer attribute in the sport video game; and
- enabling a user to control one or more video game character of the updated video game in the sport video game using the video game machine.
Type: Application
Filed: Jul 2, 2015
Publication Date: Oct 29, 2015
Inventor: Athanasios Angelopoulos (San Diego, CA)
Application Number: 14/790,902