Game for Mobile Telephones and Personal Digital Assistants
FIELD OF THE INVENTION
The present invention relates to a game to be played on a mobile telephone.
BACKGROUND OF THE INVENTION
Many mobile telephones, PDAs or other hand held mobile communication devices currently available offer the owners thereof the opportunity to play a game. Such games are often simple games that rely principally on manual speed and dexterity. Available games are confined to the instrument on which they are played and the scope of such games is necessarily restricted by the memory and available processing power of the device.
Using current technology, typically, a game is downloaded in complete form from a remote server. The game may allow the user to set a number of pre-determined parameters before commencing the game. For example, in a role-playing game the user may be able to select their character and its characteristics from a pre- determined data content set. The selected characteristics may then determine how the character behaves in some situations or the environment in which the character exists. The selection of the character and its characteristics may therefore determine the progress of the game and the outcomes available. However, there are restrictions on the amount of data that it is practical to download at any one time and which any mobile communication device is able to handle efficiently. Accordingly, the interaction of the game player is able to modify the game only to a limited extent.
Mobile telephone and PDA technology has changed markedly in the last few years and significant advances have been made in the ability of a mobile telephone to transmit data and images. Australia's first third generation (3G) service was launched in Australia in early 2003. The 3G network offers a high capacity wireless digital network delivering data, voice and real time video. The use of broadband technology in 3G communication devices has created the possibility of interactive games and more specifically of data interchange between a device and a remote server or host.
The present invention is directed to an interactive game to be played on a mobile telephone or a PDA and one in which the content set available to the game player is varies during the course of the game.
SUMMARY OF THE INVENTION
Therefore according to a first aspect of the present invention there is provided A game adapted to be played on a client device in the form of a mobile telephone, PDA or other mobile communication device, said game characterized in that it includes:
- a server having thereon server software including a remote server engine and a plurality of server held content sets; - client software held on said a mobile telephone, PDA or other mobile communication device, said client software including a client engine and client user data; - said client software serving inter alia to communicate said user data to said server whereby said server determines a content set to be supplied to said client in response to attributes of said user data.
Preferably, said client software on said client device is supplied with an initial content set downloaded to the device.
Preferably, the client software is typically downloaded from a web site or through a dedicated call number.
Preferably, the user data is selected by the client and is adapted to be modified during the playing of a game based on the initial content set.
Preferably, selection of a further content set to be supplied to the client device is based on user data communicated by the client to the server.
According to a further aspect of the present invention there is provided a method of playing a game on a client device in the form of a mobile telephone, PDA or other mobile communication device, said method including the steps of:
- a server having thereon server software including a server engine and a plurality of server held content sets, said server supplying client software and an initial content set to a client device said client software including a client engine and client user data; - said user data being modified by said client during a game and - wherein said server determines a further content set to be supplied to said client in response to the identity of a completed content set and the attributes of said user data.
The game of the invention may utilise any mobile communication network currently available. However, it is advantageous if use is made of the larger bandwidth available from the 3G networks.
Preferably, the game is commenced the client engine determines the specific types of ~ user data that are accumulated during the game.
Preferably, a user data set is formed of a combination of a number of predetermined attributes, wherein each attribute has a respective value that is modified as a result of the actions during the course of a game.
Preferably, actions or decisions of the player during the progress of the game are reflected in a progressively amended and updated user data set of attributes.
Preferably, attributes are each either binary, Boolean, integer or string in character, wherein Boolean values are determined on a simple yes or no basis, integer values may be any integer within a predetermined range and string values are represented by a recognized character string.
Preferably, each attribute is considered for a player and compared against a predetermined comparison type to create an outcome that is communicated to the server engine and that is used as the basis for the selection of an updated content set to return.
Preferably, each outcome has a content set associated therewith.
Preferably one content set may be associated with multiple outcomes or with a single outcome.
DESCRIPTION OF DRAWINGS
The above and other objects, features, and advantages of the present invention will be apparent from the following detailed description of a preferred embodiment in conjunction with the accompanying drawings. In the drawings: Figure 1 illustrates the methodology of interaction between a client and a server in a game in accordance with the invention; Figure 2 illustrates in schematic form a hierarchy of content change in a game in accordance with a first embodiment of the invention; Figure 3 illustrates in schematic form a hierarchy of content change in a game in accordance with a second embodiment of the invention; and Figure 4 illustrates in schematic form a hierarchy of content change in a game in accordance with a third embodiment of the invention;
DESCRIPTION OF THE PREFERRED EMBODIMENT
The following detailed description of the invention refers to the accompanying drawings. Although the invention is described with reference to specific embodiments it is to be realised that many alternative embodiment of the invention are possible. In particular, the invention concerns a game involving many of the separate integers involved in the game may be realised in any of an infinite number of representations and many of the attributes selected and the values used are entirely arbitrary. It is thus possible for the game of the invention to be realised in an infinite number of forms. However, in each case the game will involve the use of variable user data that is communicated to a server and used to determine a sequence of content sets supplied to the user.
Figure 1 illustrates in schematic form the arrangement of the invention and, in general outline only, the relevant interactions between the items involved.
Shown in the drawing are the two main physical elements likely to be involved in the playing of a game in accordance with the invention. Accordingly, the box 10 on the left hand side of the drawings indicates a mobile telephone; PDA or other mobile communication device, known as the client device, and the box on the right hand side indicates a remote server or host 12. The mobile telephone, PDA or other mobile communication device is one that will be adept at communication using broadband
technology, that is, capable of a data /receipt transfer at a rate of 128 Kbps or greater. The client device 10 incorporates the client software.
The client device 10 is capable of receiving and storing game playing software associated with the invention, called client soft ware. The client software is typically downloaded from a web site or through a dedicated call number. As is indicated in the drawing the client software has 3 main components, namely the client engine 14, the content set16 and the user data 18.
The client engine 14 is the basic software that is used to play the game and is supplied with an initial download. During the playing of the game the client engine 14 will require a content set with which to play the game and a user data set that determines certain parameters that affect how the game progresses. When the client first down loads the client engine a content set 16, "Content Set 0" is supplied. The server engine 12 additionally holds a number of content sets, in the form of
Content Set 1- 20 Content Set 2- 22 Content Set 3- 24 Content Set 4- 26 Content Set 5- 28
The number of content sets available from the server engine 14 is infinitely variable and the selection 5 used in the example is arbitrary. In alternative embodiments more than 5 content sets will be available.
As the game is commenced the user data is accumulated 18. The client engine 14 determines the specific types of user data 18 that are accumulated in any specific game. There is no restriction on the types of user information that might be accumulated. For example, the client engine may specify that the user data 18 to be accumulated include the number of points awarded to the player, a log of events that the player has experienced during the playing of the game or a list of features/attributes that the player possesses. The actions or decisions of the player during the progress of the game can be reflected in a progressively amended and updated user data set18.
Similarly, the content set 16 may supply data and information to the user data 18. The user data 18 is thus a set of attributes or characteristics of the player that are determined by either or both of the user, the content set 16 that the user is playing, and that are accumulated as a result of the way in which the game is played. It will be 5 readily appreciated that there is, as a result of the combination and interaction of these elements, a large degree of possible variations in the nature of the user data 18 and thus a heightened degree of interest for the client.
The user data 18 is significant in the manner in which the game is played, as will be 10 seen, it has the ability to influence the content set 16 that is provided at any point in the game for the client.
When the player gets to the end of game based on the initial content set "Content set 0" the client engine 14 is prompted to initiate communication with the server engine 15 12. The client engine 14 supplies the server engine 12 with two separate data sets; the content set 16 that the player has just completed and the user data 18. As noted above the user data has been modified during the course of playing the game.
An example of the form in which the user data 18 is supplied to the server engine 12 0 is illustrated in figure 2. Figure 2 in particular is of assistance in understanding how the interaction between the user data 18 as supplied to the server engine 12 is used to determine a subsequent content set 16 to be supplied to the client device 10
In the game illustrated in the figures, the user data 18 is classified into 3 sets of 5 attributes. Again it is to be emphasized that any number of attributes may be used in specific games and that the number used here is only for illustrative purposes. The attributes are shown at the left hand column of the table in figure two. These are 'Alignment' 30, 'Player race' 32, and 'Healed road side man' 34. The attributes are also shown for two different players in the table below.0 Player 1 Attribute set Attribute Name Attribute type Comparison type Value Alignment Integer Less than 0 -7 = True Player Race String Elf Human= False Healed Roadside Man Boolean True/False False
Player 2 Attribute set
Attribute Name Attribute type Comparison type Value Alignment Integer Less than 0 5= False Player Race String Elf Elf= True Healed Roadside Man Boolean True/False True
The content set selected to be returned is shown in the range along the bottom line of the schematic in figure 2. Thus set number="0" returns content set 4 set number="1" returns content set 3 set number="2" returns content set 4 set number="3" returns content set 5 set number="4" returns content set 2 set number="5" returns content set 1 set number="6" returns content set 2 and set number="7" returns content set 1
It can be seen that, for example, there are two routes that may result in content set 4 being returned to the client engine, whereas there is only one set of values that will result in content set 3 being returned. The decision tree shown in figure 2 provides a graphical understanding of how the stored by the server engine 12 determines the next content set to be supplied to the client engine. The decision tree is stored based on, and is recalled by, the player identifying the name of the content set just completed. Thus, it is possible for each content set to have its own unique set of attributes that are used to determine the next content set to be played.
There are three types of attributes shown in the embodiment under consideration. These attributes are each either Boolean, integer or string in character. Boolean values are determined on a simple yes or no basis, integer values may be any integer within a predetermined range and string values are represented by a recognized character string.
Thus the user data 18 has a first attribute that relates to Alignment 30. Alignment, in this context may mean, for example, how 'good' or how 'bad' the character is rated on a scale having integer values. In the example under consideration, player 1 has an Alignment value of -7, whereas player 2 has an alignment value of 5. The alignment value may typically have an initial value that is predetermined by the content set, or
alternatively selected by the user at the beginning of the game. However, this value may change as the game progresses for example, as a result of decisions or actions taken by the player. The comparison type set for this attribute is less than zero. As player 1 meets this definition the value is thus true, whereas Player 2 with an Alignment attribute value of 5 fails to meet the comparison type and thus the value is false.
A second attribute relates to "player race". The player race value is expressed as a string of characters. In this game two examples of player race have been given, player 1 has a player race value of human, whereas the player 2 has a player race value of elf.
A third attribute relates to the response of the player to an event that occurred during the playing of the game with the content set 0. The value is thus "healed roadside " " man". The value of this attribute is a Boolean value and thus has the values of either true or false. This attribute is created during the playing of the game and communicated by the client engine 14 to the server engine 12 at the completion of the content set.
The manner in which these attributes and their respective values are used to determine the next content set to be provided to the player can be seen by considering the listing of attributes and the related decision tree in figure 2. Each of the three attributes is considered for a player and compared against a predetermined comparison type. Where the attribute meets the comparison value the answer is true and where the attribute fails to meet the predetermined comparison value the answer is false. There are three attributes that affect the outcome, meaning the tree has 8 possible outcomes (23), which are identified as outcomes 0-7. Each of these outcomes must have a content set associated with it and one content set may be associated with multiple outcomes (as is also illustrated).
As can bee seen from listing 1 the attribute of alignment value is compared for a value of less than value =0. For player 1 with an alignment value of -7, the attribute of alignment is less than 0 is true. Whereas For player 2 with an alignment value of 5, the attribute of alignment is less than 0 is false.
A similar consideration is undertaken in relation to the player race. The attribute listing determines a comparison value for the attribute player race as elf. Thus, for
player 1 , the decision tree follows the false pathway and for the player 2 the true pathway. A similar process in undertaken for the attribute of healed roadside man.
By assessing the field contents of the attributes for each user set and comparing the values against the comparison values the server is thus able to determine which content set is to be supplied next to the players. Player 1 is allocated content set 2 and the player 2 is allocated content set 5.
The selected next content set is supplied to the player and the game can be continued. At the end of this content set the process is repeated. It is to be understood that the attributes whose values are used in any decision-making process vary for each content set.
The combination of the changeability of the user data 18 and way in which the user " " " data 18 is used by the server engine 12 to determine which content set 16 is provided to the client engine 14 thereby builds a high degree of variability and interest into the game without requiring the client to store a large amount of data.
A second embodiment of the invention is illustrated in figure 3 in the form of a racing game. The player is supplied with an initial content set and as the player participates in races their progress is tracked by the client engine. At the point where the player has achieved a placing of second or higher in all the races they have access to the client device sends the accumulated user data to the server engine.
The server engine returns a content set determined the player attributes in line with the hierarchical structure outlined in figure 3. In this case there are 4 distinct content sets having the following characteristics:
Content set 1 - Standard tracks, standard car selection Content set 2 - Standard tracks, enhanced car selection Content set 3 - Enhanced tracks, standard car selection Content set 4 - Enhanced tracks, enhanced car selection
By way of still further example, a second embodiment of the invention is illustrated in figure 4. In this form the invention is embodied in a side scrolling adventure game. As the player plays the game information about their progress and the areas they have accessed is kept. In this case, there are two ways to exit the active content set,
so this data is also sent to the server engine, which will result in different level sets being returned. If the payer is able to kill 30 or more enemies, they will be rewarded with a bonus content set, and if they find a secret area the content set they will receive will have more pick ups in them. In this case, the user data listings will result in one of content sets 1-8 being returned to the player.
Further advantages and improvements may very well be made to the present invention without deviating from its scope. Although the invention has been shown and described in what is conceived to be the most practical and preferred embodiment, it is recognized that departures may be made therefrom within the scope and spirit of the invention, which is not to be limited to the details disclosed herein but is to be accorded the full scope of the claims so as to embrace any and all equivalent devices and apparatus.
In any claims that follow and in the summary of the invention, except where the context requires otherwise due to express language or necessary implication, the word "comprising" is used in the sense of "including", i.e. the features specified may be associated with further features in various embodiments of the invention.