Collaborative online gaming system and method
AssigneeElectronic Arts Inc.
InventorJesper Jensen
Life of this patent
Estimating the term…
Abstract
A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.
Claims19
A method for collaborative online gaming, comprising:
- identifying a plurality of game servers, at least some of which are configured to allow connections from devices operated by players and at least some of which are configured to allow a new player to join an ongoing game instance, wherein a game instance is an instantiation of a game program executed by a game server and is an ongoing game instance if at least one player is playing, or initiating play, in that game instance;
- gathering data associated with the plurality of game servers and one or more players;
- storing the gathered data in a database cloud for storing persistent state data for the one or more players and the plurality of game servers;
- identifying one or more prospective new players;
- automatically deploying additional game instances based at least in part on the number of players in existing game instances;
- and
- matching the one or more prospective new players with one or more game instances executed by one or more of the plurality of game servers, wherein matching comprises:
- presenting the prospective new player with a list of game instances, wherein the list includes, for each game instance on the list, a visual indication of a skill level category based on a skill level rating for that game instance, wherein the skill level category assigned to each game instance is determined based on a comparison of a skill level rating of the prospective new player with the skill level rating for that game instance.
A collaborative online gaming system, implemented using at least one game server capable of communicating with a plurality of player devices operated by game players, the system comprising:
- one or more game servers, at least some of which are configured to allow connections from devices operated by players and at least some of which are configured to allow a new player to join an ongoing game instance, wherein a game instance is an instantiation of a game program executed by the game server;
- at least one processor configured with computer-executable instructions that, when executed by the at least one processor, cause the at least one processor to:
- gather data associated with the one or more game servers and one or more game players;
- store the gathered data into a database cloud for storing persistent state data for one or more players and the one or more game servers;
- and
- automatically deploy additional game instances based at least in part on the number of players in existing game instances;
- match a prospective new player with one or more game instances executed by one or more of the plurality of game servers, wherein matching comprises:
- presenting the prospective new player with a list of game instances, wherein the list includes, for each game instance on the list, a visual indication of a skill level category based on a skill level rating for that game instance, wherein the skill level category assigned to each game instance is determined based on a comparison of a skill level rating of the prospective new player with the skill level rating for that game instance.
A non-transitory computer readable medium comprising computer-executable instructions that, when executed by a computing system, cause the computing system to implement a method comprising:
- identifying a plurality of game servers, at least some of which are configured to allow connections from devices operated by players and at least some of which are configured to allow a new player to join an ongoing game instance, wherein a game instance is an instantiation of a game program executed by a game server and is an ongoing game instance if at least one player is playing, or initiating play, in that game instance;
- gathering data associated with the plurality of game servers and one or more players;
- storing the gathered data in a database cloud for storing persistent state data for the one or more players and the plurality of game servers;
- identifying one or more prospective new players;
- and
- automatically deploying additional game instances based at least in part on the number of players in existing game instances;
- matching the one or more prospective new players with one or more game instance executed by one or more of the plurality of game servers, wherein matching comprises:
- presenting the prospective new player with a list of game instances, wherein the list includes, for each game instance on the list, a visual indication of a skill level category based on a skill level rating for that game instance, wherein the skill level category assigned to each game instance is determined based on a comparison of a skill level rating of the prospective new player with the skill level rating for that game instance.
Dependencies are inferred from the claim text.