US2006135263A1PendingUtilityA1

Multiplayer game method and system

Individually held — no corporate assignee on recordPriority: Nov 30, 2004Filed: Nov 28, 2005Published: Jun 22, 2006
Est. expiryNov 30, 2024(expired)· nominal 20-yr term from priority
Inventors:Jon Labrie
G07F 17/32G07F 17/3239G07F 17/3223G07F 17/3276
32
PatentIndex Score
0
Cited by
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References
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Claims

Abstract

A method of implementing a multiplayer game is described which includes the steps of: the playing of a standalone game by two or more users on two or more respective wireless devices; the conclusion of each game producing resources; each device transferring it's respective resources to the server; each user providing directions; each device transferring it's respective directions to the server; the server utilising the directions and the resources of each device when the respective device is not connected to the server to interact with a persistent game world simulated on the server wherein the persistent game world is common to all users; and the server transmitting results of the interaction to at least one of the users. A system and software for implementing the method is also disclosed.

Claims

exact text as granted — not AI-modified
1 . A method of implementing a multiplayer game comprising the steps of: 
 i. the playing of a standalone game by two or more users on two or more respective wireless devices;    ii. the conclusion of each game producing resources;    iii. each device transferring it's respective resources to a server;    iv. each user providing directions;    V. each device transferring it's respective directions to the server;    vi. the server utilizing the directions and the resources of each device when the respective device is not connected to the server to interact with a persistent game world simulated on the server wherein the persistent game world is common to all users; and    vii. the server transmitting results of the interaction to at least one of the users.    
   
   
       2 . A method as claimed in  claim 1 , wherein the standalone game is a single-player game containing elements of skill and chance.  
   
   
       3 . A method as claimed in  claim 1 , wherein the directions provided by the user are instructions on how the resources are to be utilized within the persistent game world.  
   
   
       4 . A method as claimed in  claim 1 , wherein the persistent game world simulates a 3D environment.  
   
   
       5 . A method as claimed in  claim 1 , wherein the server transmits results of the interaction to at least one of the users by use of a Short Message Service protocol.  
   
   
       6 . A method as claimed in  claim 1 , wherein the server transmits results of the interaction to at least one of the users by use of a Multimedia Messaging Service protocol.  
   
   
       7 . A method as claimed in any  claim 1 , wherein the server transmits results of the interaction to at least one of the users by use of a custom protocol.  
   
   
       8 . A method as claimed in  claim 1 , wherein the standalone game utilizes the Mahjong tileset and scoring rules.  
   
   
       9 . A method as claimed in  claim 1 , wherein the wireless devices are mobile devices selected from the set of PDAs and cell-phones.  
   
   
       10 . A method as claimed in  claim 1 , wherein the wireless network is a cellular network.  
   
   
       11 . A method as claimed in  claim 1 , wherein the persistent game world simulates the construction of structures.  
   
   
       12 . A system for implementing a multiplayer game comprising: 
 i. a plurality of wireless devices;    ii. a server;    iii. each device containing a standalone game application responsive to user interaction to obtain resources, a resource allocation application responsive to user interaction to obtain directions, and a client messaging application with the ability to transmit resource and direction data to the server and receive message data from the server;    iv. the server containing a server messaging application with the ability to send data to and receive data from wireless devices, a user event management application responsive to data from the server messaging application including resource and direction data to compile instructions for a persistent game world engine, the persistent game world engine able to execute the instructions when the wireless device to which the instructions correspond is not connected to the server, and a message generation application responsive to instructions from the persistent game world engine to compile message data for transmission to wireless devices.    
   
   
       13 . A computer system for effecting the method of  claim 1 .  
   
   
       14 . A computer system for effecting the method according to  claim 1 .  
   
   
       15 . A computer system for effecting the method according to  claim 12 .  
   
   
       16 . A computer readable memory or data storage means encoded with data representing a computer program for implementing a multiplayer game, the computer readable memory or data storage means comprising: 
 a. playing a standalone game by two or more users on two or more respective wireless devices;    b. the conclusion of each game producing resources;    c. each device transferring it's respective resources to a server;    d. each user providing directions;    e. each device transferring it's respective directions to the server;    f. the server utilizing the directions and the resources of each device when the respective device is not connected to the server to interact with a persistent game world simulated on the server wherein the persistent game world is common to all users; and    g. the server transmitting results of the interaction to at least one of the users.

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