Method and system for increased realism in video games
Abstract
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.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A non-transitory tangible game medium configured to provide a sports video game in conjunction with a video game machine, the game medium being configured to cause the video game machine to perform a method comprising:
during a single sports season, receiving a series of updated video game character performance parameters from a data server via a network including the Internet, wherein each of the updated video game character performance parameters in the series is based at least in part on one or more different real-life performances of a particular real-life sports athlete in one or more sporting events performed during the single sports season; and updating the sports video game with each of the updated video game character performance parameters received, wherein each update changes the 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 real-life performance attributes of the particular real-life athlete in the sports video game.
2 . A game medium as in claim 1 , wherein receipt of the updated video game performance parameters in the series occurs at least weekly during at least a portion of the single sports season, such that the particular video game character simulates current real-life performance attributes of the particular real-life athlete on an at least weekly basis.
3 . A game medium as in claim 1 , wherein receipt of the updated video game performance parameters in the series occurs at least daily during at least a portion of the single sports season, such that the particular video game character simulates current real-life performance attributes of the particular real-life athlete on an at least daily basis.
4 . A game medium according to claim 1 , the game medium being further configured to cause the video game machine to update visual aspects of the video game during a single sports season, wherein the updated visual aspects are based on a change in a real-life visual aspect of a real-life athlete, stadium, or field during a single sports season.
5 . A game medium according to claim 1 , the game medium being further configured to cause the video game machine to perform the method further comprising:
receiving an input from the user using the video game controller, the input directing the video game machine to connect to the data server via the internet to receive the new video game character performance parameter.
6 . A game medium according to claim 1 , wherein the video game enables a user to choose, or to not choose, a video game update that includes an updated video game character performance parameter.
7 . A game medium according to claim 1 , the game medium being further configured to cause the video game machine to perform the method periodically and automatically in response to an input received from the user using the video game controller.
8 . A game medium according to claim 1 , the game medium being further configured to cause the video game machine to perform the method further comprising:
receiving a change in a video game team parameter from a data server via the network, wherein the video game team parameter corresponds to a real-life trade of a real-life athlete between two real-life teams during a single sports season; and changing a video game team in the video game based on the video game team parameter received to reflect the trade of the real-life athlete in the sports video game.
9 . A game medium according to claim 1 , the game medium being further configured to cause the video game machine to perform the method further comprising:
receiving an updated video game stadium parameter from a data server via the network including the Internet, wherein the video game stadium parameter corresponds to an attribute of a real-life stadium; and changing a stadium parameter in the video game based on the updated video game stadium parameter received.
10 . A game medium according to claim 9 , wherein the updated video game stadium parameter is associated with an appearance of the stadium that has changed at least once during a single sports season.
11 . A game medium according to claim 1 , wherein the updated video game character performance parameters are each associated with a real-life performance tendency of the particular real-life athlete in the real-life performances during the single sports season.
12 . A game medium according to claim 1 , wherein at least one of the updated video game character performance parameters is associated with a performance of a real-life opponent of the real-life athlete in a real-life sports event during the single sports season.
13 . A method comprising:
during a single sports season, receiving a series of updated video game character performance parameters from a data server via a network including the Internet, wherein each of the updated video game character performance parameters in the series is based at least in part on one or more different real-life performances of a particular real-life sports athlete in one or more sporting events performed during the single sports season; and updating the sports video game with each of the updated video game character performance parameters received, wherein each update changes the 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 real-life performance attributes of the particular real-life athlete in the sports video game.
14 . A method as in claim 13 , wherein:
at least a portion of the transmissions are carried out at least weekly during at least a portion of the single sports season; and the at least weekly transmissions include video game character performance parameters based at least in part on real-life performances of the particular real-life athlete that occurred at least within the prior week.
15 . A method as in claim 13 , wherein:
at least a portion of the updated transmissions are carried out at least daily during at least a portion of the single sports season; and the at least weekly transmissions include video game character performance parameters based at least in part on real-life performances of the particular real-life athlete that occurred at least within the prior day.
16 . A method as in claim 13 , wherein a server is further configured to receive a request for an updated video game character performance parameter originating at the video game machine and:
verify that a payment has been made for the requested updated video game character performance parameter; or receive authorization to execute a payment for the transfer of the updated video game character performance parameter.
17 . A method as in claim 13 , wherein each of the updated video game performance parameters is associated with a different real-life performance of the particular real-life athlete during a single real-life game of the single sports season.
18 . A method as in claim 13 , wherein the updated video game performance parameters are each associated with the performance of:
a particular real-life basketball player; a particular real-life football player; or a particular real-life soccer player.
19 . A method according to claim 13 , wherein at least one of the plurality of updated video game character performance parameters is based on:
a current points scored average by the particular real-life athlete in a particular real-life sports event during the single sports season; a field goal percentage of a real-life performance of the particular real-life athlete in a particular real-life sports event during the single sports season; a rush yards of a real-life performance of the particular real-life athlete in a particular real-life sports event during a single sports season; a free-throw completion percentage of the particular real-life athlete in a particular real-life sports event during the single sports season; a shots average of the particular real-life athlete in a particular real-life sports event during the single sports season; or a completion percentage of the particular real-life athlete in a particular real-life sports event during the single sports season.
20 . A method according to claim 13 , further comprising receiving an updated video game stadium or field parameter.Join the waitlist — get patent alerts
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