US20130296058A1 - Server based interactive video game with toys - Google Patents
Server based interactive video game with toys Download PDFInfo
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- US20130296058A1 US20130296058A1 US13/461,508 US201213461508A US2013296058A1 US 20130296058 A1 US20130296058 A1 US 20130296058A1 US 201213461508 A US201213461508 A US 201213461508A US 2013296058 A1 US2013296058 A1 US 2013296058A1
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Definitions
- the present invention relates generally to video games and, more particularly, to a video game and a toy used in connection with the video game.
- Video games provide fun and enjoyment for many. Video games allow game players to participate in a variety of simulated activities. Video games allow game players to perform roles and experience activities that the game players may not be able or desire to experience directly, whether due to cost, danger, or equipment concerns, or simply due to a role or activity being a fantasy.
- Video games being generally provided by way of an electronic device and associated display, often lack a physical component by which a player may touch and hold a representative object associated with video game play or otherwise have a physical object representative of video game play.
- the game play experience remains two dimensional. Merely interacting with a displayed simulated environment may not allow game players to fully relate to game play, with a sharply distinct separation between a game play world and the world physically inhabited by the game players.
- One aspect of the invention provides a video game system comprising a console (such as a game console, computer, mobile device or web site), a peripheral for a gaming platform, a toy.
- the gaming platform is capable of identifying the toy and a character corresponding to the toy is depicted in a video game.
- the gaming platform may be capable of identifying the toy via direct communication with the toy or via a peripheral for a gaming platform, and information regarding the character may be available to the gaming platform from a server in communication with the gaming platform.
- the video game character corresponding to the toy has certain characteristics and/or attributes, such as health, strength, power, speed, wealth, shield, weapons, or achievement level, for example.
- the data for these characteristics and attributes is stored on a server accessible to the gaming platform.
- the updated attributes are stored by the game system to the server in communication with the game system. Updated character data is thereafter available to the user for game play via any gaming platform in communication with the server.
- FIG. 1 is a block diagram illustrating an example of a system in accordance with aspects of the present invention
- FIG. 2 illustrates an example of a video game system in accordance with aspects of the invention
- FIG. 3 is a block diagram illustrating an example of a gaming platform in accordance with aspects of the present invention.
- FIG. 4 is a block diagram of a video game peripheral in accordance with aspects of e invention.
- FIG. 5 is a flowchart of a process for identification of a toy and retrieval of data associated with toy in accordance with aspects of the invention
- FIG. 6 is a diagram of data structure in accordance with aspects of the invention.
- FIG. 7 is a diagram of an embodiment of data flow between various gaming platforms utilizing aspects of the invention disclosed herein.
- FIG. 1 is a block diagram illustrating an example of a video game system in accordance with aspects of the present invention.
- an embodiment of a system in accordance with aspects of the present invention includes gaming platforms 120 , 122 , 124 with a processor for executing program instructions providing for game play and associated circuitry, I/O devices 150 , 152 , 154 (such as a video game controller, keyboard, mouse, joystick, touch-screen display, voice input or other known devices), a display devices 140 , 142 , 144 , a toy 110 and a server 130 (or plurality of servers).
- I/O devices 150 , 152 , 154 such as a video game controller, keyboard, mouse, joystick, touch-screen display, voice input or other known devices
- display devices 140 , 142 , 144 such as a video game controller, keyboard, mouse, joystick, touch-screen display, voice input or other known devices
- server 130 or plurality of servers
- the gaming platforms 120 , 122 , 124 may be, in various embodiments, one, some, or any of a variety of processing devices capable of executing a video game program and communicating with a remote server, such as a traditional video game console (e.g. PlayStation, Xbox, Wii, WiiU), portable game console (e.g. Nintendo NDS, PlayStation Portable), a personal computer, a laptop, a mobile computing device (e.g. iPad or other tablet), or other mobile device (e.g. cell phone, iPhone, Blackberry, Droid operated phone, MP3 player).
- the platforms provide video images to display 140 , 142 , 144 coupled respectively thereto.
- the platform may also provide audio outputs either to display 140 , 142 , 144 , or to a separate audio device not depicted in FIG. 1 .
- the display device is generally coupled to the gaming platform by a cable, although in some embodiments a wireless connection may be used.
- the display device is a liquid crystal display.
- the display device is a television.
- a display screen 131 of the display device displays video images of game play, generally as commanded by the processor or other associated circuitry of the gaming platform.
- the user may control the gaming platforms 120 , 122 , 124 and game play on the gaming platforms 120 , 122 , 124 via I/O device 150 , 152 , 154 coupled respectively thereto.
- Gaming platform 120 communicates with server 130 via known client/server models and networking techniques, including known internet and cellular communication protocols.
- the gaming platforms 120 , 122 , 124 are each able to uniquely identify toy 110 .
- the identification of toy 110 may be performed either through a direct coupling between toy 110 and the gaming platforms 120 , 122 , 124 , either through a wired connection (e.g. USB), through a wireless coupling (e.g. Bluetooth or WiFi) or other known object recognition methods, such as recognizing the toy 110 by capturing a visual image of the toy and determining identity, or by scanning a bar code or other code printed on the toy 110 .
- the gaming platforms 120 , 122 , 124 are able to identify toy 110 via a peripheral coupled to platforms 120 , 122 , 124 .
- the peripheral device 210 in some embodiments and as shown in FIG. 2 , has a substantially flat upper surface 225 for placement of toys thereon.
- the game player generally places game toys.
- toy 110 in the form and representative of a dragon as shown in FIG. 2 , on the flat surface 225 of the peripheral device 210 during game play.
- the toy 110 is generally in the form of and representative of a game item such as a game character or other game item. In most embodiments, the toy is associated with a game character during game play.
- Each toy may include machine-readable information, for example, memory, a radio frequency identification (RFID) tag or a barcode.
- the machine-readable information may be sensed, read, and/or in some embodiments written, by the peripheral device, in some embodiments indirectly by way of sending data and commands to the toy to write the data to memory of the toy.
- the machine-readable information may include a numeric identifier.
- the machine-readable information allows the peripheral device, or the processor of the gaming platform, to distinguish one toy from other toys, and the machine-readable information may therefore be considered to include a toy identifier, and in some embodiments, each particular toy has its own distinct identifier.
- the machine readable information includes additional information about a corresponding game character, including in some embodiments, status of the game character in a game.
- the toy 110 may include readable/writeable memory such as RAM for storing information related to the toy or the game character corresponding to the toy.
- the peripheral device 210 When a toy 110 is read by the peripheral device 210 , the peripheral device 210 provides the gaming platform 120 an indication of the identifier and status information of the toy, and generally the processor of the gaming platform commands display of a corresponding game character or otherwise makes the corresponding game character available in game play.
- the processor may make a corresponding article appear in the game and the article may affect changes or the ability to make changes in the game. For example, when a hat toy and a character toy are concurrently on the peripheral device, the corresponding character in the game may possess the corresponding hat.
- video game play may be affected by use of real world objects, objects which may also be utilized for play and/or observation separate from video game play.
- a virtual representation of the toy 110 is presented in a game operating on gaming platform 120 , 122 or 124 and displayed on respective displays 140 , 142 , or 144 .
- the user may control the virtual representation of the toy 110 within the game via the respective I/O device 150 , 152 or 154 .
- the virtual representation of the toy 110 may have one or more characteristics and/or attributes associated with it, such as health, strength, power, speed, wealth, shield, weapons, or achievement level, for example.
- a toy 110 that has never been used within the gaming environment may have initial attributes and/or characteristics that are preprogrammed in the gaming software, gaming platform or server.
- the one or more characteristics and/or attributes associated with toy 110 may be altered.
- the user may discover and collect various virtual items usable by the virtual representation of toy 110 that alter the characteristics and/or attributes of the virtual representation of the toy 110 .
- the user may obtain, via his virtual representation of toy 110 , a new sword that may alter the weapons associated with the virtual representation of toy 110 , or virtual gold that may alter the wealth associated with the virtual representation of toy 110 .
- the user may obtain, via his virtual representation of toy 110 , a virtual potion to increase the strength the virtual representation of toy 110 .
- the reward for completing certain challenges within the game may be to increase the health, wealth, strength, speed, agility or other characteristics or attributes of the virtual representation of the toy 110 , and the penalty for failing to complete those tasks may be a decrease in one or more of those characteristics or attributes.
- These one or more characteristics or attributes may be altered in innumerable ways via game play, and these examples are only illustrative.
- the changes in attributes to the virtual representation of toy 110 are stored by gaming platform 120 , 122 or 124 to server 130 .
- This attribute and/or characteristic data is stored on said server 130 , for example via a relational database, and is associated with the particular toy 110 for subsequent access by the user utilizing toy 110 in subsequent gaming sessions either on the same or different gaming platforms.
- the updated data pertaining to the one or more characteristics and/or attributes associated with the virtual representation of toy 110 may persist across platforms.
- These attributes may also be stored elsewhere, such as a memory associated with platform 120 , 122 or 124 or a memory associated with toy 110 .
- the particular gaming platform is able to access the updated data pertaining to the one or more characteristics and/or attributes for use in the subsequent gaming session.
- the server is able to utilize the identification of toy 110 , described above, and retrieve the up to date data associated with the virtual representation of that toy 110 when prompted by a gaming platform 120 , 122 or 124 in response to an identification of toy 110 .
- the server 130 may then transmit that data to gaming platform 120 , 122 , or 124 for use in that game session.
- the transmission of data pertaining to toy 110 from server 130 may happen at a number of stages in various embodiments.
- the data transmission may begin immediately upon identification of toy 110 prior to the beginning of game play.
- game play may be allowed to commence prior to complete or partial retrieval of data pertaining to toy 110 so as to allow game access more quickly.
- the data may only be retrieved in response to a user request.
- the gaming console 120 , 122 , 124 may continue to communicate with server 130 or may, in alternative embodiments, store the data in a local memory associated with the platform or toy 110 .
- the data may be updated to server 130 periodically, at the end of a gaming session, in response to a user request, or at any other interval or game play event.
- the user may establish an account where the account information is also stored on server 130 and/or on gaming platforms 120 , 122 , 124 .
- the user may access the account by entry of a username and password, for example.
- the server 130 may subsequently create a linkage or association between the account and toy 110 reflecting that toy 110 has been used in connection with that account.
- the user account may have multiple toys or objects associated and/or linked to it. Such a system may be advantageous for various reasons.
- a user may log into the user's account on a gaming platform 120 , 122 , 124 .
- Data for the various toys and objects associated and/or linked to that user account may be retrieved from server 130 in response to the user logging into the account or in response to the user having a first toy 110 identified by a gaming platform 120 , 122 , 124 , which may reduce possible delay resulting from data being retrieved from the server when a new toy is desired for game play.
- a single toy 110 may have various virtual characteristics stored on server 130 for different user accounts.
- toy 110 may be associated with the accounts of User A and User B.
- User A may have played in the various gaming environments using toy 110 more than User B.
- the data associated with the characteristics of the representation of toy 110 resulting from User A's progression in the various gaming environments using toy 110 will be reflected, for example.
- User B may the also use toy 110 in connection with his or her account, but have data specific to User B's account with respect to toy 110 reflecting the characteristics of the representation of toy 110 resulting from User B's progression in the various gaming environments using toy 110 or other objects associated with User B's account.
- a user may have a toy 110 such as a dragon depicted in FIG. 2 .
- a user may place the toy 110 on a peripheral connected to the user's gaming console 120 .
- the game console identifies the toy 110 as a particular toy 110 dragon or as a dragon that has been linked to a user account.
- the user plays the game using, in part, a virtual representation of the toy 110 dragon.
- the user accomplishes various tasks earning virtual toy 110 dragon increases in strength and speed. Data reflecting those increases are transmitted to and stored in a memory associated with server 130 .
- the user places the toy 110 dragon on the peripheral associated with that gaming device 120 .
- the gaming device is able to identify the toy 110 dragon and retrieve the up to date data regarding the increases in strength and speed accomplished in the prior gaming session for use in the subsequent gaming session.
- the user accomplishes various tasks earning virtual toy 110 dragon still further increases in other attributes, for example, defense and agility. Data reflecting those increases are transmitted to and stored in a memory associated with server 130 so that a complete set of up to date data reflecting the virtual toy 110 is stored.
- the mobile device recognizes and identifies the toy 110 dragon and connects to server 130 to retrieve the up to date data reflecting the strength, speed, defense and agility associated with toy 100 dragon for use in that game session.
- the same sequence can be performed in various gaming sessions across any compatible gaming device, thereby preserving the user's progress associated with toy 110 across each session regardless of the gaming platform.
- the toy 110 may have an identification code associated with it. User may access for game play the data reflecting the one or more characteristics and/or attributes stored on server 130 associated with toy 110 by entering the identification code, rather than utilizing the toy 110 itself.
- the user may be able to link toy 110 to a user account, such that the user may access the data for game play the data reflecting the one or more characteristics and/or attributes stored on server 130 associated with toy 110 by entering the user's account credentials.
- the peripheral device 210 may also provide the capability to read and write information to a toy figure 110 in alternative embodiments.
- the processor in gaming console 120 responsive to inputs from the user input devices and the peripheral device, generally commands display on the display device 140 of game characters in and interacting with a virtual world of game play and possibly each other.
- the processor responsive to inputs from the peripheral device 210 , may be used to add characters and objects to the virtual world, with the characters able to manipulate the added objects and move about the virtual world.
- the processor may include characters in game play based on inputs from the peripheral device 210 , and the processor may control actions and activities of game characters based on inputs from the user input devices.
- the instructions providing for game play are generally stored on removable media.
- the game console may include an optical drive, for example, a DVD-ROM drive, for reading the instructions for game play.
- the game console may be a personal computer, including similar internal circuitry as herein described, as well as, for example, a built-in display and built-in user input devices, such as a keyboard and a touch pad.
- the instructions providing for game play may be stored in a remote server that are accessed by a computer or mobile device.
- the instructions providing for game play may be stored locally on the gaming device memory.
- the display screen 140 shows a screen shot of video game play. As illustrated, the screen shot shows a display of a character, generally controlled by and animated in accordance with user inputs, approaching an inanimate item in the form of what may be considered a castle.
- FIG. 3 is an example of a block diagram of a processor and associated circuitry, for example, for a game console, useful in accordance with aspects of the invention.
- a processor 311 is connected to other components via a bus.
- the other components include a main memory 313 and a removable memory interface 315 generally coupled to a removable memory device, for example, a DVD-ROM drive.
- the processor may execute instructions retrieved from the removable memory device to control game play and store game state information in the main memory.
- the instructions may be for determining possible movements, positions, and locations of a game character.
- the processor is coupled to an audio driver 321 and a video driver 323 .
- the audio driver produces sound signals and the video driver produces image signals.
- the sound signals and image signals are transmitted from the game console via a display I/O device 325 .
- the display I/O device generally supplies the sound and image signals to a display device external to the game console. Sound signals may also be supplied to a peripheral device such as a toy reader.
- the processor may also be coupled to a user I/O device 317 , a wireless transceiver 319 , an Internet I/O device 327 , and other circuitry 329 .
- the user I/O device may receive signals from a peripheral device and/or signals from a keyboard, a mouse, and/or a game controller, with generally the keyboard, mouse, and/or controller being used by a user and providing user inputs, for example, during game play.
- the game console may receive user inputs via the wireless transceiver.
- the Internet I/O device provides a communication channel that may be used, for example, for multiple player games.
- FIG. 4 is a block diagram of a video game peripheral in accordance with aspects of the invention.
- the peripheral may be used in some embodiments as the peripheral device 210 of FIG. 2 .
- the peripheral may be used to provide information from the toy to a gaming platform and, in some embodiments, from the gaming platform to the toy.
- the peripheral includes a universal serial bus (USB) interface 411 to communicate with the gaming platform.
- USB universal serial bus
- the peripheral may use a different interface, for example, a wireless interface for communication with the gaming platform.
- the information communicated between the peripheral and the gaming platform may be encrypted, and the information read from or written to the toy by the peripheral may also be encrypted.
- the peripheral also includes a radio-frequency interface 421 to communicate with toys.
- the radio-frequency interface is an RFID interface.
- the peripheral may include a different interface for communicating with toys, such as an optical interface or a wired interface.
- the peripheral device (as depicted in FIG. 4 ) may be removed.
- the functionality of the peripheral device may already be included, in whole, or part, within the gaming platform, such as for example, NFC or RFID equipped mobile device.
- the toy includes a light source, for example an LED, to provide information of the machine readable information and a photodiode to receive information of commands, with circuitry operable within the toy to provide for associated operation of the LED and photodiode in performing communication functions.
- Power may be provided to the toy by way of a battery, by way of RFID operations, or by other sources.
- the peripheral device similarly includes a photodiode and LED for communication with the toy.
- the peripheral device includes an imaging device, for example a CCD and associated circuitry.
- the imaging device may generate an image, for analysis by the peripheral device or in most embodiments by the gaming platform, with the image providing information related to the toy.
- identity of the toy may be determined by shape or other features, such as color or reflectivity, of the toy or portions of the toy.
- identity and other information of the toy may be provided by image information placed on the toy, including, for example, information of stickers placed on the bottom of the toy, placed either prior to receipt of the toy by a user or by the user, in which case the information may be changed by the user in accordance with game play results.
- the toy may instead, or in addition may include bar code or bar code like information, with the peripheral device including bar code scanning components.
- the toy may include a wired connection to the peripheral device, or in some embodiments, a wired connection to the gaming platform, possibly dispensing with the peripheral device.
- the toy may include wireless communication capabilities of the type commonly used with computers, for example Bluetooth, NFC or Wi-Fi capabilities.
- the peripheral may include a controller 401 that is coupled to the USB interface and the radio-frequency interface.
- the controller adapts the signals between protocols used by the two interfaces.
- the controller communicates with the radio-frequency interface based on commands received over the USB interface. For example, the controller may receive commands to determine what toys are present on the peripheral or to read from or write to a particular toy.
- the controller may independently communicate with the radio-frequency interface and supply resulting information to a gaming platform over the USB interface.
- the controller may, via the radio-frequency interface, regularly detect what toys are newly present on the peripheral and report the detected toys to the gaming platform via the USB interface.
- the controller generally includes a programmable device such as a microprocessor performing program instructions.
- the program instructions may be stored in the peripheral as firmware or downloaded from the gaming platform.
- the peripheral also includes, in some embodiments, a loudspeaker 431 .
- the loudspeaker provides audio signaling to game players and the signaling may relate to a particular toy present on the peripheral.
- the peripheral includes visual indicators such as light-emitting diodes 441 a - c .
- the diodes may, for example, be illuminated with intensities or colors that signal performance in the video game of characters associated with toys on the peripheral.
- Both the loudspeaker and visual indicators are coupled to the controller. The controller signals the loudspeaker and visual indicators to operate according to commands received via the USB interface.
- FIG. 5 is a flowchart of a process for identification of a toy 110 and retrieval of data associated with toy 110 in accordance with aspects of the invention.
- the process may be implemented by a video game peripheral, a video gaming platform, or a combination of devices. Additionally, the process may be implemented using a processor configured by program instructions.
- the process may be performed utilizing a standardized protocol, for example, the ISO/IEC 14443 standard for Identification Cards. Accordingly, the process may communicate with toys via radio-frequency communication.
- the process identifies toys in a defined region. For example, the process may determine what toy 110 is on the surface of a video game peripheral as shown in FIG. 2 .
- the toy 110 may be identified by RFID, barcodes, or optical recognition.
- identification of toys includes a video game peripheral reading identifiers of the toys and supplying the identifiers to a video gaming platform.
- block 520 the process determines if any additional toys must be identified. If so, further identification is conducted in accordance with block 510 . If no further toys require identification, the process proceeds to block 530 .
- data corresponding to the identified toy is retrieved, for example, via a connection to a remote server, as depicted in FIG. 1 .
- data may be retrieved from memory on the gaming device, peripheral or the toy itself.
- the retrieved data for the one or more identified toys is used, at least in part, in conducting the game play on the gaming device.
- FIG. 6 is a diagram of data structure in accordance with aspects of the invention.
- the structure may be used to store data in a server or in alternative embodiments in a memory on the gaming device, in a memory on a peripheral to the gaming device or in a memory of a toy, or any combination thereof.
- Information about the toy such as its characteristics and its status, are stored at various locations in the data structure.
- various fields of the data structure are shown in particular locations in FIG. 6 , the data structure may use a different arrangement of the fields.
- the data structure includes an area of fixed information 605 .
- the fixed information includes information that identifies a type of toy and a particular instance of the toy, for example, the fixed information may include a 32-bit serial number.
- the fixed information may also include an identification of objects related to the toy, such as an identification of a trading card.
- the fixed information generally includes a field for data verification, for example, a cyclic-redundancy check value or checksum. The fixed information is generally written when the toy is created and not thereafter changed.
- the data structure also includes a first data area 610 and a second data area 620 .
- Each of the data areas contains corresponding fields for certain values representing status information about a game play character associated with the toy.
- the first data area and the second data area contain values that reflect the toy's status at different times.
- the first data area may contain current values and second data area may contain previous values. How which of the data areas is current may be determined and controlled is described further below.
- the first data area 610 includes a first header 611 .
- the first header includes information about the toy that may change frequently during game play, such as fields that store score values, experience levels, or money values.
- the first header may also include a field indicating how much cumulative time the toy has been used for game play.
- the first header also contains a sequence field that may be used to determine whether the first data area contains current data.
- the first data area 610 includes a first initial information area 612 .
- the first initial information area includes information about the toy for use in adding the character associated with the toy to game play.
- the first initial information area may include a field that stores a name for the toy.
- the first initial information area may include additional fields that store information useful for displaying a representation of the character associated with the toy in the game. For example, there may be information indicating upgrades that have been acquired for the character associated with toy or objects the character may be wearing, such as hats.
- the fixed information may contain sufficient information for adding the character associated with to the toy to game play, with the fixed information used instead of the initial information.
- the first data area 610 includes a first further information area 613 .
- the first further information area includes fields that indicate additional information about the character's status beyond the information contained in the first header and the first initial information area.
- the fields in the first further information area may include, for example, a value indicating when the character associated with the toy most recently joined the game, a value indicating when the toy was first used in the game, an indication of a player to which the toy belongs, and an indication of what challenges or skill tests the character associated with the toy has completed in the game.
- the first data area generally includes one or more fields for data verification, for example, checksums.
- the first header includes three checksums: a checksum for the entire first data area, a checksum for the initial information area and a checksum for the header itself. The inclusion of three checksums may allow the corresponding areas to be verified or updated without reading or writing other areas.
- the second data area 620 includes a second header 621 , a second initial information area 622 , and a second further information area 623 .
- Each of the areas in the second data area corresponds to a like named area in the first data area.
- Two data areas may be advantageous to provide cycling areas on consecutive saves and also may add redundancy for the case of partial updates and write failures.
- the data structure includes additional data areas, for example, a third data area and a fourth data area.
- FIG. 7 is a diagram of an embodiment of data flow between various gaming platforms utilizing aspects of the invention disclosed herein.
- toy 710 includes an RFID tag to provide unique identification of the toy 710 as described elsewhere in the specification. It is understood that in various embodiments other identification techniques may also be used consistent with the descriptions herein.
- Gaming platforms 720 e.g. Wii, Xbox, Playstation, PC, mobile device
- information related to the toy 710 referred to in
- FIG. 7 as “Toy character data”) is updated.
- the updated toy character data is sent to and stored on a server database 730 .
- the up to date toy character data can be transmitted from server database 730 to any gaming console 720 in communication with server database 730 for use in gaming sessions.
- the toy character data may comprise one or more of the following: experience, nickname, money, challenge levels, last seen time, hat, cumulative time, birth time and platform use, art, animations, sounds, game parameters, scripts and AI algorithms.
- a web-based game 740 may also be provided for use in connection with toy 710 .
- the web-based game 740 may receive toy character data directly from a console 720 , or may also receive toy character data from the server database 730 .
- the toy character data may be transmitted between these various systems via known networks, such as internet networks, cellular data networks or LANs.
- some or all of the character data may also be stored on toy 710 or on a memory associated with console 720 . This may be advantageous so that users may have access to certain character data in the absence of a server connection.
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Abstract
Description
- The present invention relates generally to video games and, more particularly, to a video game and a toy used in connection with the video game.
- Video games provide fun and enjoyment for many. Video games allow game players to participate in a variety of simulated activities. Video games allow game players to perform roles and experience activities that the game players may not be able or desire to experience directly, whether due to cost, danger, or equipment concerns, or simply due to a role or activity being a fantasy.
- Video games, being generally provided by way of an electronic device and associated display, often lack a physical component by which a player may touch and hold a representative object associated with video game play or otherwise have a physical object representative of video game play. Despite the sometimes intense graphics action of various video games, the game play experience remains two dimensional. Merely interacting with a displayed simulated environment may not allow game players to fully relate to game play, with a sharply distinct separation between a game play world and the world physically inhabited by the game players.
- One aspect of the invention provides a video game system comprising a console (such as a game console, computer, mobile device or web site), a peripheral for a gaming platform, a toy. The gaming platform is capable of identifying the toy and a character corresponding to the toy is depicted in a video game. The gaming platform may be capable of identifying the toy via direct communication with the toy or via a peripheral for a gaming platform, and information regarding the character may be available to the gaming platform from a server in communication with the gaming platform. The video game character corresponding to the toy has certain characteristics and/or attributes, such as health, strength, power, speed, wealth, shield, weapons, or achievement level, for example. The data for these characteristics and attributes is stored on a server accessible to the gaming platform. As the user uses the character to play the video game, thereby altering the character's characteristics and attributes in the process, the updated attributes are stored by the game system to the server in communication with the game system. Updated character data is thereafter available to the user for game play via any gaming platform in communication with the server. These and other aspects of the invention are more fully comprehended upon review of this disclosure.
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FIG. 1 is a block diagram illustrating an example of a system in accordance with aspects of the present invention; -
FIG. 2 illustrates an example of a video game system in accordance with aspects of the invention; -
FIG. 3 is a block diagram illustrating an example of a gaming platform in accordance with aspects of the present invention; -
FIG. 4 is a block diagram of a video game peripheral in accordance with aspects of e invention; -
FIG. 5 is a flowchart of a process for identification of a toy and retrieval of data associated with toy in accordance with aspects of the invention; -
FIG. 6 is a diagram of data structure in accordance with aspects of the invention; and -
FIG. 7 is a diagram of an embodiment of data flow between various gaming platforms utilizing aspects of the invention disclosed herein. -
FIG. 1 is a block diagram illustrating an example of a video game system in accordance with aspects of the present invention. Referring toFIG. 1 , an embodiment of a system in accordance with aspects of the present invention includesgaming platforms O devices display devices toy 110 and a server 130 (or plurality of servers). Thegaming platforms FIG. 1 . The display device is generally coupled to the gaming platform by a cable, although in some embodiments a wireless connection may be used. In many embodiments, the display device is a liquid crystal display. In some embodiments, the display device is a television. A display screen 131 of the display device displays video images of game play, generally as commanded by the processor or other associated circuitry of the gaming platform. - The user may control the
gaming platforms gaming platforms O device Gaming platform 120 communicates withserver 130 via known client/server models and networking techniques, including known internet and cellular communication protocols. - In some embodiments, the
gaming platforms toy 110. The identification oftoy 110 may be performed either through a direct coupling betweentoy 110 and thegaming platforms toy 110 by capturing a visual image of the toy and determining identity, or by scanning a bar code or other code printed on thetoy 110. In other embodiments, thegaming platforms toy 110 via a peripheral coupled toplatforms - The
peripheral device 210, in some embodiments and as shown inFIG. 2 , has a substantially flatupper surface 225 for placement of toys thereon. The game player generally places game toys. for example,toy 110 in the form and representative of a dragon as shown inFIG. 2 , on theflat surface 225 of theperipheral device 210 during game play. Thetoy 110 is generally in the form of and representative of a game item such as a game character or other game item. In most embodiments, the toy is associated with a game character during game play. - Each toy may include machine-readable information, for example, memory, a radio frequency identification (RFID) tag or a barcode. The machine-readable information may be sensed, read, and/or in some embodiments written, by the peripheral device, in some embodiments indirectly by way of sending data and commands to the toy to write the data to memory of the toy. The machine-readable information may include a numeric identifier. The machine-readable information allows the peripheral device, or the processor of the gaming platform, to distinguish one toy from other toys, and the machine-readable information may therefore be considered to include a toy identifier, and in some embodiments, each particular toy has its own distinct identifier. In addition, in many embodiments the machine readable information includes additional information about a corresponding game character, including in some embodiments, status of the game character in a game. In still other embodiments, the
toy 110 may include readable/writeable memory such as RAM for storing information related to the toy or the game character corresponding to the toy. - When a
toy 110 is read by theperipheral device 210, theperipheral device 210 provides thegaming platform 120 an indication of the identifier and status information of the toy, and generally the processor of the gaming platform commands display of a corresponding game character or otherwise makes the corresponding game character available in game play. Likewise, when a toy in the form of an article such as a hat or weapon is placed on the peripheral device, the processor may make a corresponding article appear in the game and the article may affect changes or the ability to make changes in the game. For example, when a hat toy and a character toy are concurrently on the peripheral device, the corresponding character in the game may possess the corresponding hat. Thus, video game play may be affected by use of real world objects, objects which may also be utilized for play and/or observation separate from video game play. - Once a
gaming platform toy 110, a virtual representation of thetoy 110 is presented in a game operating ongaming platform respective displays toy 110 within the game via the respective I/O device toy 110 may have one or more characteristics and/or attributes associated with it, such as health, strength, power, speed, wealth, shield, weapons, or achievement level, for example. Atoy 110 that has never been used within the gaming environment may have initial attributes and/or characteristics that are preprogrammed in the gaming software, gaming platform or server. As the user plays the game utilizing, at least in part, the virtual representation of thetoy 110, the one or more characteristics and/or attributes associated withtoy 110 may be altered. - For example, as a user progresses through different challenges within the game using the virtual representation of
toy 110, the user may discover and collect various virtual items usable by the virtual representation oftoy 110 that alter the characteristics and/or attributes of the virtual representation of thetoy 110. For example, the user may obtain, via his virtual representation oftoy 110, a new sword that may alter the weapons associated with the virtual representation oftoy 110, or virtual gold that may alter the wealth associated with the virtual representation oftoy 110. As another example, the user may obtain, via his virtual representation oftoy 110, a virtual potion to increase the strength the virtual representation oftoy 110. As another example, the reward for completing certain challenges within the game may be to increase the health, wealth, strength, speed, agility or other characteristics or attributes of the virtual representation of thetoy 110, and the penalty for failing to complete those tasks may be a decrease in one or more of those characteristics or attributes. These one or more characteristics or attributes may be altered in innumerable ways via game play, and these examples are only illustrative. - At the completion of a particular gaming session, or periodically throughout a gaming session, the changes in attributes to the virtual representation of
toy 110 are stored bygaming platform server 130. This attribute and/or characteristic data is stored on saidserver 130, for example via a relational database, and is associated with theparticular toy 110 for subsequent access by theuser utilizing toy 110 in subsequent gaming sessions either on the same or different gaming platforms. Accordingly, the updated data pertaining to the one or more characteristics and/or attributes associated with the virtual representation oftoy 110 may persist across platforms. These attributes may also be stored elsewhere, such as a memory associated withplatform toy 110. - In a subsequent gaming session on either the same gaming platform or a different gaming platform, the particular gaming platform is able to access the updated data pertaining to the one or more characteristics and/or attributes for use in the subsequent gaming session. The server is able to utilize the identification of
toy 110, described above, and retrieve the up to date data associated with the virtual representation of thattoy 110 when prompted by agaming platform toy 110. Theserver 130 may then transmit that data togaming platform - The transmission of data pertaining to
toy 110 fromserver 130 may happen at a number of stages in various embodiments. For example, the data transmission may begin immediately upon identification oftoy 110 prior to the beginning of game play. In another embodiment, game play may be allowed to commence prior to complete or partial retrieval of data pertaining totoy 110 so as to allow game access more quickly. In still other embodiments, the data may only be retrieved in response to a user request. - Once retrieved from
server 130, thegaming console server 130 or may, in alternative embodiments, store the data in a local memory associated with the platform ortoy 110. In such embodiments, the data may be updated toserver 130 periodically, at the end of a gaming session, in response to a user request, or at any other interval or game play event. - In certain embodiments, the user may establish an account where the account information is also stored on
server 130 and/or ongaming platforms server 130 may subsequently create a linkage or association between the account andtoy 110 reflecting thattoy 110 has been used in connection with that account. The user account may have multiple toys or objects associated and/or linked to it. Such a system may be advantageous for various reasons. In one embodiment, a user may log into the user's account on agaming platform server 130 in response to the user logging into the account or in response to the user having afirst toy 110 identified by agaming platform - In still other embodiments, a
single toy 110 may have various virtual characteristics stored onserver 130 for different user accounts. Forexample toy 110 may be associated with the accounts of User A and User B. User A may have played in the various gamingenvironments using toy 110 more than User B. When User A logs into his or her account and usestoy 110 in connection with agaming platform toy 110 resulting from User A's progression in the various gamingenvironments using toy 110 will be reflected, for example. User B may the also usetoy 110 in connection with his or her account, but have data specific to User B's account with respect totoy 110 reflecting the characteristics of the representation oftoy 110 resulting from User B's progression in the various gamingenvironments using toy 110 or other objects associated with User B's account. - For example, a user may have a
toy 110 such as a dragon depicted inFIG. 2 . In a first gaming session, a user may place thetoy 110 on a peripheral connected to the user'sgaming console 120. The game console identifies thetoy 110 as aparticular toy 110 dragon or as a dragon that has been linked to a user account. The user plays the game using, in part, a virtual representation of thetoy 110 dragon. In the course of that game play, the user accomplishes various tasks earningvirtual toy 110 dragon increases in strength and speed. Data reflecting those increases are transmitted to and stored in a memory associated withserver 130. In a subsequent gaming session, for example on the user's same console, the user places thetoy 110 dragon on the peripheral associated with thatgaming device 120. The gaming device is able to identify thetoy 110 dragon and retrieve the up to date data regarding the increases in strength and speed accomplished in the prior gaming session for use in the subsequent gaming session. During the course of the second gaming session, the user accomplishes various tasks earningvirtual toy 110 dragon still further increases in other attributes, for example, defense and agility. Data reflecting those increases are transmitted to and stored in a memory associated withserver 130 so that a complete set of up to date data reflecting thevirtual toy 110 is stored. In still another subsequent gaming session, for example, on the user's mobile device, the mobile device recognizes and identifies thetoy 110 dragon and connects toserver 130 to retrieve the up to date data reflecting the strength, speed, defense and agility associated with toy 100 dragon for use in that game session. The same sequence can be performed in various gaming sessions across any compatible gaming device, thereby preserving the user's progress associated withtoy 110 across each session regardless of the gaming platform. - In alternative embodiments, the
toy 110 may have an identification code associated with it. User may access for game play the data reflecting the one or more characteristics and/or attributes stored onserver 130 associated withtoy 110 by entering the identification code, rather than utilizing thetoy 110 itself. In further alternative embodiments, the user may be able to linktoy 110 to a user account, such that the user may access the data for game play the data reflecting the one or more characteristics and/or attributes stored onserver 130 associated withtoy 110 by entering the user's account credentials. - Referring to
FIG. 2 , theperipheral device 210 may also provide the capability to read and write information to a toyfigure 110 in alternative embodiments. The processor ingaming console 120, responsive to inputs from the user input devices and the peripheral device, generally commands display on thedisplay device 140 of game characters in and interacting with a virtual world of game play and possibly each other. In addition, the processor, responsive to inputs from theperipheral device 210, may be used to add characters and objects to the virtual world, with the characters able to manipulate the added objects and move about the virtual world. For example, the processor may include characters in game play based on inputs from theperipheral device 210, and the processor may control actions and activities of game characters based on inputs from the user input devices. - The instructions providing for game play are generally stored on removable media. for example, an optical disk. Accordingly, the game console may include an optical drive, for example, a DVD-ROM drive, for reading the instructions for game play. In some embodiments, the game console may be a personal computer, including similar internal circuitry as herein described, as well as, for example, a built-in display and built-in user input devices, such as a keyboard and a touch pad. In other embodiments, the instructions providing for game play may be stored in a remote server that are accessed by a computer or mobile device. In yet other embodiments, the instructions providing for game play may be stored locally on the gaming device memory.
- In the embodiment of
FIG. 2 , thedisplay screen 140 shows a screen shot of video game play. As illustrated, the screen shot shows a display of a character, generally controlled by and animated in accordance with user inputs, approaching an inanimate item in the form of what may be considered a castle. -
FIG. 3 is an example of a block diagram of a processor and associated circuitry, for example, for a game console, useful in accordance with aspects of the invention. As shown inFIG. 3 aprocessor 311 is connected to other components via a bus. The other components include amain memory 313 and aremovable memory interface 315 generally coupled to a removable memory device, for example, a DVD-ROM drive. The processor may execute instructions retrieved from the removable memory device to control game play and store game state information in the main memory. For example, the instructions may be for determining possible movements, positions, and locations of a game character. - The processor is coupled to an
audio driver 321 and avideo driver 323. The audio driver produces sound signals and the video driver produces image signals. The sound signals and image signals are transmitted from the game console via a display I/O device 325. The display I/O device generally supplies the sound and image signals to a display device external to the game console. Sound signals may also be supplied to a peripheral device such as a toy reader. - The processor may also be coupled to a user I/
O device 317, awireless transceiver 319, an Internet I/O device 327, andother circuitry 329. The user I/O device may receive signals from a peripheral device and/or signals from a keyboard, a mouse, and/or a game controller, with generally the keyboard, mouse, and/or controller being used by a user and providing user inputs, for example, during game play. Alternatively or additionally, the game console may receive user inputs via the wireless transceiver. The Internet I/O device provides a communication channel that may be used, for example, for multiple player games. -
FIG. 4 is a block diagram of a video game peripheral in accordance with aspects of the invention. The peripheral may be used in some embodiments as theperipheral device 210 ofFIG. 2 . The peripheral may be used to provide information from the toy to a gaming platform and, in some embodiments, from the gaming platform to the toy. Accordingly, the peripheral includes a universal serial bus (USB)interface 411 to communicate with the gaming platform. In some embodiments, the peripheral may use a different interface, for example, a wireless interface for communication with the gaming platform. The information communicated between the peripheral and the gaming platform may be encrypted, and the information read from or written to the toy by the peripheral may also be encrypted. - The peripheral also includes a radio-
frequency interface 421 to communicate with toys. In many embodiments, the radio-frequency interface is an RFID interface. In other embodiments, the peripheral may include a different interface for communicating with toys, such as an optical interface or a wired interface. It is further understood that in some embodiments, the peripheral device (as depicted inFIG. 4 ) may be removed. For example, in certain embodiments of the present invention, the functionality of the peripheral device may already be included, in whole, or part, within the gaming platform, such as for example, NFC or RFID equipped mobile device. - In one embodiment of an optical interface the toy includes a light source, for example an LED, to provide information of the machine readable information and a photodiode to receive information of commands, with circuitry operable within the toy to provide for associated operation of the LED and photodiode in performing communication functions. Power may be provided to the toy by way of a battery, by way of RFID operations, or by other sources. In such an embodiment the peripheral device similarly includes a photodiode and LED for communication with the toy.
- In another embodiment the peripheral device includes an imaging device, for example a CCD and associated circuitry. In such embodiments the imaging device may generate an image, for analysis by the peripheral device or in most embodiments by the gaming platform, with the image providing information related to the toy. In some embodiments identity of the toy may be determined by shape or other features, such as color or reflectivity, of the toy or portions of the toy. Similarly, identity and other information of the toy may be provided by image information placed on the toy, including, for example, information of stickers placed on the bottom of the toy, placed either prior to receipt of the toy by a user or by the user, in which case the information may be changed by the user in accordance with game play results. The toy may instead, or in addition may include bar code or bar code like information, with the peripheral device including bar code scanning components.
- Further in some embodiments the toy may include a wired connection to the peripheral device, or in some embodiments, a wired connection to the gaming platform, possibly dispensing with the peripheral device. Similarly, in some embodiments the toy may include wireless communication capabilities of the type commonly used with computers, for example Bluetooth, NFC or Wi-Fi capabilities.
- The peripheral may include a
controller 401 that is coupled to the USB interface and the radio-frequency interface. The controller adapts the signals between protocols used by the two interfaces. In some embodiments, the controller communicates with the radio-frequency interface based on commands received over the USB interface. For example, the controller may receive commands to determine what toys are present on the peripheral or to read from or write to a particular toy. In other embodiments, the controller may independently communicate with the radio-frequency interface and supply resulting information to a gaming platform over the USB interface. For example, the controller may, via the radio-frequency interface, regularly detect what toys are newly present on the peripheral and report the detected toys to the gaming platform via the USB interface. The controller generally includes a programmable device such as a microprocessor performing program instructions. The program instructions may be stored in the peripheral as firmware or downloaded from the gaming platform. - The peripheral also includes, in some embodiments, a
loudspeaker 431. The loudspeaker provides audio signaling to game players and the signaling may relate to a particular toy present on the peripheral. In some embodiments, the peripheral includes visual indicators such as light-emitting diodes 441 a-c. The diodes may, for example, be illuminated with intensities or colors that signal performance in the video game of characters associated with toys on the peripheral. Both the loudspeaker and visual indicators are coupled to the controller. The controller signals the loudspeaker and visual indicators to operate according to commands received via the USB interface. -
FIG. 5 is a flowchart of a process for identification of atoy 110 and retrieval of data associated withtoy 110 in accordance with aspects of the invention. The process may be implemented by a video game peripheral, a video gaming platform, or a combination of devices. Additionally, the process may be implemented using a processor configured by program instructions. The process may be performed utilizing a standardized protocol, for example, the ISO/IEC 14443 standard for Identification Cards. Accordingly, the process may communicate with toys via radio-frequency communication. - In
block 510, the process identifies toys in a defined region. For example, the process may determine whattoy 110 is on the surface of a video game peripheral as shown inFIG. 2 . In various embodiments, thetoy 110 may be identified by RFID, barcodes, or optical recognition. In one embodiment, identification of toys includes a video game peripheral reading identifiers of the toys and supplying the identifiers to a video gaming platform. - In
block 520, the process determines if any additional toys must be identified. If so, further identification is conducted in accordance withblock 510. If no further toys require identification, the process proceeds to block 530. - In
block 530, data corresponding to the identified toy is retrieved, for example, via a connection to a remote server, as depicted inFIG. 1 . In alternative embodiments, data may be retrieved from memory on the gaming device, peripheral or the toy itself. Inblock 540, the retrieved data for the one or more identified toys is used, at least in part, in conducting the game play on the gaming device. -
FIG. 6 is a diagram of data structure in accordance with aspects of the invention. The structure may be used to store data in a server or in alternative embodiments in a memory on the gaming device, in a memory on a peripheral to the gaming device or in a memory of a toy, or any combination thereof. Information about the toy, such as its characteristics and its status, are stored at various locations in the data structure. Although various fields of the data structure are shown in particular locations inFIG. 6 , the data structure may use a different arrangement of the fields. - The data structure includes an area of
fixed information 605. The fixed information includes information that identifies a type of toy and a particular instance of the toy, for example, the fixed information may include a 32-bit serial number. The fixed information may also include an identification of objects related to the toy, such as an identification of a trading card. The fixed information generally includes a field for data verification, for example, a cyclic-redundancy check value or checksum. The fixed information is generally written when the toy is created and not thereafter changed. - The data structure also includes a
first data area 610 and asecond data area 620. Each of the data areas contains corresponding fields for certain values representing status information about a game play character associated with the toy. However, the first data area and the second data area contain values that reflect the toy's status at different times. For example, the first data area may contain current values and second data area may contain previous values. How which of the data areas is current may be determined and controlled is described further below. - The
first data area 610 includes afirst header 611. The first header includes information about the toy that may change frequently during game play, such as fields that store score values, experience levels, or money values. The first header may also include a field indicating how much cumulative time the toy has been used for game play. The first header also contains a sequence field that may be used to determine whether the first data area contains current data. - The
first data area 610 includes a firstinitial information area 612. The first initial information area includes information about the toy for use in adding the character associated with the toy to game play. For example, the first initial information area may include a field that stores a name for the toy. The first initial information area may include additional fields that store information useful for displaying a representation of the character associated with the toy in the game. For example, there may be information indicating upgrades that have been acquired for the character associated with toy or objects the character may be wearing, such as hats. In some embodiments, however, the fixed information may contain sufficient information for adding the character associated with to the toy to game play, with the fixed information used instead of the initial information. - The
first data area 610 includes a firstfurther information area 613. The first further information area includes fields that indicate additional information about the character's status beyond the information contained in the first header and the first initial information area. The fields in the first further information area may include, for example, a value indicating when the character associated with the toy most recently joined the game, a value indicating when the toy was first used in the game, an indication of a player to which the toy belongs, and an indication of what challenges or skill tests the character associated with the toy has completed in the game. - The first data area generally includes one or more fields for data verification, for example, checksums. In one embodiment, the first header includes three checksums: a checksum for the entire first data area, a checksum for the initial information area and a checksum for the header itself. The inclusion of three checksums may allow the corresponding areas to be verified or updated without reading or writing other areas.
- The
second data area 620 includes asecond header 621, a secondinitial information area 622, and a second further information area 623. Each of the areas in the second data area corresponds to a like named area in the first data area. Two data areas may be advantageous to provide cycling areas on consecutive saves and also may add redundancy for the case of partial updates and write failures. In some embodiments, the data structure includes additional data areas, for example, a third data area and a fourth data area. -
FIG. 7 is a diagram of an embodiment of data flow between various gaming platforms utilizing aspects of the invention disclosed herein. In the embodiment illustrated inFIG. 7 ,toy 710 includes an RFID tag to provide unique identification of thetoy 710 as described elsewhere in the specification. It is understood that in various embodiments other identification techniques may also be used consistent with the descriptions herein. Gaming platforms 720 (e.g. Wii, Xbox, Playstation, PC, mobile device) can receive the RFID tag, or other identification information, for example via a peripheral as described above or through other techniques described herein. During game play ongaming platforms 720, information related to the toy 710 (referred to in -
FIG. 7 as “Toy character data”) is updated. The updated toy character data is sent to and stored on aserver database 730. In subsequent gaming sessions, the up to date toy character data can be transmitted fromserver database 730 to anygaming console 720 in communication withserver database 730 for use in gaming sessions. The toy character data may comprise one or more of the following: experience, nickname, money, challenge levels, last seen time, hat, cumulative time, birth time and platform use, art, animations, sounds, game parameters, scripts and AI algorithms. - In some embodiments, a web-based
game 740 may also be provided for use in connection withtoy 710. The web-basedgame 740 may receive toy character data directly from aconsole 720, or may also receive toy character data from theserver database 730. The toy character data may be transmitted between these various systems via known networks, such as internet networks, cellular data networks or LANs. - In still other embodiments, not depicted in
FIG. 7 , some or all of the character data may also be stored ontoy 710 or on a memory associated withconsole 720. This may be advantageous so that users may have access to certain character data in the absence of a server connection. - Although the invention has been discussed with respect to various embodiments, it should be recognized that the invention comprises the novel and non-obvious claims supported by this disclosure.
Claims (9)
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