Multiplayer game method and system
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-modified1 . 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.Join the waitlist — get patent alerts
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