VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANTASY TEAM SETTINGS
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.
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This application is a continuation of U.S. patent application Ser. No. 14/034,530 filed on Sep. 23, 2013. This application is also a continuation of U.S. patent application Ser. No. 10/266,795, filed Oct. 8, 2002 entitled METHOD AND SYSTEM FOR INCREASED REALISM IN VIDEO GAMES, the contents of which 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. Home towns may be shown, with realistic stadiums. Athletes' uniforms represent professional athletes' actual uniforms. Specific athletes are represented. For example, an image of Shaquile O'Neil may be used as one of the players on the Los Angeles Lakers basketball team. Kobe Bryant and all of Shaquile'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 Shaquile may be very good at dunking the basketball, but horrible at shooting freethrows. 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 is 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, 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 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. 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. 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, the CPU displays an error message. If there is a match, 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 server method of updating an American football sports video game played on a plurality of video game machines according to a series of real-life American football regular season games, comprising:
- during the regular season games of the real-life American football league: transmitting an at least weekly series of regular season video game character performance parameter updates corresponding to a regular season game schedule of the American football league, each regular season video game character performance parameter update being based on real-life performances of real-life American football athletes in the most recent real-life regular season games.
2. A server method of updating an American football sports video game played on a plurality of video game machines according to claim 1, wherein the series of updated video game player performance parameters include automatic updates without an update request received by the server from the user of the video game.
3. A server method of updating an American football sports video game played on a plurality of video game machines according to claim 1, wherein at least one of the series of regular season video game character performance parameter updates occurs in a middle of the regular season of the real-life American football league schedule of regular season games.
4. A server method of updating an American football sports video game played on a plurality of video game machines according to a series of real-life American football regular season games and according to a series of real-life American football playoff games, comprising:
- performing the method of claim 1 during the regular season of the real-life American football league;
- during a series of playoff games of the real-life American football league: transmitting a series of updated video game player performance parameters to a plurality of video game machines, each of the series of updated video game player performance parameters transmitted during the series of real-life playoff games being based on the most recent performance of the real-life athletes in the most recent real-life playoff season game; each of the series of updated video game player performance parameters updating the corresponding video game character in the American football sport video game such that the video game character more accurately represents their corresponding real life athlete in the video game during the real-life American football league's real-life playoff season.
5. A server method of updating an American football sports video game played on a plurality of video game machines according to claim 1, wherein the updated video game character performance parameters relate to video game quarterback characters representing real-life American football quarterback athletes and the video game updates include an updated completion rate for the video game quarterback characters corresponding to the real-life American football quarterback athletes' most current real-life completion rate.
6. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine, the sports video game including video game teams of video game characters representing real life teams of real-life athletes in the video game, the video game being updated multiple times during a single real-life sports season, the single real-life sports season including regular season games and playoff games beginning with a first regular season game and ending with a final playoff game, the game medium being configured to cause the video game machine to perform a method comprising:
- the video game machine updating the sports video game with current video game character performance parameters for video game characters over the Internet during the single real-life sports season, including: after a first game of the regular season of the single real-life sport season, the video game machine receiving a first updated video game character performance parameter via a network including the Internet, wherein the first updated video game character performance parameter is based on a first real-life performance attribute of a particular real-life sports athlete in the first game of the regular season of the single real-life sport season; updating the sports video game with the first updated video game character performance parameter, wherein the first updated video game character performance parameter changes a manner in which a particular individual video game character performs in the sports video game such that the particular individual video game character more closely simulates the real-life performance attribute of the particular athlete during the first game of the regular season in the sports video game; after a second game of the regular season of the single real-life sport season, the video game machine receiving a second updated video game character performance parameter via a network including the Internet, wherein the second updated video game character performance parameter is based on a second real-life performance attribute of the particular real-life sports athlete in the second game of the regular season of the single real-life sport season; and updating the sports video game with the second updated video game character performance parameter, wherein the second updated video game character performance parameter changes a manner in which the particular individual video game character performs in the sports video game such that the particular individual video game character more closely simulates the real-life performance attribute of the particular real-life athlete during the second game of the regular season in the sports video game.
7. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 6, wherein the sport is American football and the particular real-life athlete is a particular American football quarterback.
8. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 7, wherein the first updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the first real-life regular season game of the single real-life sport season.
9. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 8, wherein the second updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the second real-life regular season game of the single real-life sport season.
10. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 6, further comprising:
- after a first playoff game of the single real-life sport season, the video game machine receiving a third updated video game character performance parameter via a network including the Internet, wherein the third updated video game character performance parameter is based on a third real-life performance attribute of the particular real-life sports athlete in the first playoff game of the single real-life sport season; and
- updating the sports video game with the third updated video game character performance parameter, wherein the third updated video game character performance parameter changes a manner in which the particular individual video game character performs in the sports video game such that the particular individual video game character more closely simulates the real-life performance attribute of the particular real-life athlete during the first playoff game in the sports video game.
11. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 10, further comprising:
- after a second playoff game of the single real-life sport season, the video game machine receiving a fourth updated video game character performance parameter via a network including the Internet, wherein the fourth updated video game character performance parameter is based on a fourth real-life performance attribute of the particular real-life sports athlete in the second playoff game of the single real-life sport season; and
- updating the sports video game with the fourth updated video game character performance parameter, wherein the fourth updated video game character performance parameter changes a manner in which the particular individual video game character performs in the sports video game such that the particular individual video game character more closely simulates the real-life performance attribute of the particular real-life athlete during the second playoff game in the sports video game, wherein the real-life season begins in September and ends in February.
12. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 11, wherein the sport is American football and the particular real-life athlete is a particular American football quarterback, wherein:
- the first updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the first real-life regular season game of the single real-life American football sport season;
- the second updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the second real-life regular season game of the single real-life sport season;
- the third updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the first playoff game of the single real-life American football sport season; and
- the fourth updated video game character performance parameter represents a completion percentage of the particular American football quarterback in the second playoff game of the single real-life American football sport season.
13. A video game machine including a storage medium configured to provide a sports video game in conjunction with the video game machine according to claim 12, wherein:
- the first updated video game character performance parameter is received by the video game machine after the first regular season game of the single real-life season occurs but before the second regular season game of the single real-life season occurs in real-life;
- the second updated video game character performance parameter is received by the video game machine after the second regular season game of the single real-life season occurs but before the first playoff game of the single real-life season occurs in real-life;
- the third updated video game character performance parameter is received by the video game machine after the first playoff game of the single real-life season occurs but before the second playoff game of the single real-life season occurs in real-life;
- the fourth updated video game character performance parameter is received by the video game machine after the second playoff game of the single real-life season occurs.
14. A method of updating an American football sports video game played on a video game machine according to real-life American football events of a real-life American football sport league, comprising:
- automatically receiving a series of updated video game character performance parameters from a server, the series of updated video game character performance parameters being based on weekly performances of real-life American football athletes during a regular season of a real-life American football season;
- upon receiving each weekly update of video game character performance parameters based on the weekly real-life American football regular season games, automatically updating the player performance parameters of the American football sports video game in between each of the regular season games based on the most recent regular season American football game.
15. A method according to claim 14, wherein the real-life American football season regular season games occur weekly during the regular season and the updates to the sports video game also occur weekly according to the schedule of the real-life American football season.
16. A method according to claim 15, wherein the updates to the American football sports video game more accurately represent the most recent real-life weekly regular season performance of the real-life American football athletes in the video game as the regular season of the American football league progresses.
17. A method according to claim 14, wherein the updates to the American football sports video game include updates to a wide receiver video game character representing a real-life wide receiver in the video game.
18. A method according to claim 14, wherein the updates to the American football sports video game include updates to a running back video game character representing a real-life running back in the video game.
19. A method according to claim 14, wherein the updates to the American football sports video game include updates to a quarterback video game character representing a real-life quarterback in the video game
20. A method according to claim 19, wherein the updates to the quarterback video game character include a passing completion accuracy associated with the real-life quarterback that the video game character represents in the sports video game.
Type: Application
Filed: Jan 9, 2016
Publication Date: May 5, 2016
Applicant: WHITE KNUCKLE GAMING, LLC (Bountifuul, UT)
Inventor: Athanasios Angelopoulos (San Diego, CA)
Application Number: 14/991,913