# US 10,500,500 B2 · Massively single-playing online game

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- Number: US 10,500,500 B2
- Document ID: US10500500B2
- Status: Granted
- Kind: B2
- Application number: 15/412,149
- Filed: 2017-01-23
- Published: 2017-05-11
- Granted: 2019-12-10
- Earliest claimed: 2010-02-02
- Assignees: Nintendo Co., Ltd.
- Applicants: Nintendo Co., Ltd.
- Inventors: Yoonjoon Lee
- Web page: https://patentgrep.com/patent/US10500500B2

## CPC

- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- H04L 67/131: Protocols for games, networked simulations or virtual reality
- A63F 9/24: Games using electronic circuits not otherwise provided for
- A63F 13/31: Communication aspects specific to video games, e.g. between several handheld game devices at close range
- A63F 13/335: using Internet
- A63F 13/35: Details of game servers
- A63F 13/49: Saving the game status; Pausing or ending the game
- A63F 2300/407: Data transfer via internet
- A63F 2300/5533: using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
- A63F 2300/5553: user representation in the game field, e.g. avatar
- A63F 2300/5566: by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
- A63F 2300/572: Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)

## Abstract

A method and apparatus that allows a player to play a massively single-player online game without directly interacting with other players, while affecting and being affected by other players playing the online game.

## Claims

### Claim 1

A game server system for providing a virtual game environment for a video game, the game server comprising:
a network interface configured to establish connections between remote player devices and the game server;
a storage device configured to store game data for the video game, the stored game data usable by respective single-player game sessions of the video game that are performed with each of the remote player devices; and
at least one hardware processor that is configured to:
provide, to a first remote player device, a first single-player game session for the video game that is presented to a first user, wherein the presented video game is configured to accept input from the first user to interact with the virtual game environment, the interaction including at least addition of a first virtual object to the virtual game environment,
based on addition of the first virtual object within the virtual game environment during the first single-player game session, update the stored game data for the video game to reflect the addition of the first virtual object within the virtual game environment,
provide, as part of a second single-player game session and based on the stored game data, data for the virtual game environment to a second remote player device that is used by a second user, wherein presentation of the virtual game environment within the video game running on the second remote player device is based on interactions of the first user with the virtual game environment, including addition of the first virtual object to the to the virtual game environment, and
based on second user interactions, which are provided during the second single-player game session, that affect the first virtual object within the virtual game environment, update the stored game data for the video game to reflect how the first virtual object has been affected by the second user interactions, wherein at least one subsequent single-player game session is provided based on the how the first virtual object has been affected by the second user interactions,
wherein first and second users are not allowed to directly interact through the virtual game environment of the video game.

### Claim 2 (depends on 1)

The game server system of claim 1, wherein
the first single-player game session and the second single-player game session occur at the same time.

### Claim 3 (depends on 1)

The game server system of claim 1, wherein
the first single-player game session and the second single-player game session occur at different times from each other.

### Claim 4 (depends on 1)

The game server system of claim 1, wherein the at least one hardware processor is further configured to:
update game conditions of the virtual game environment based on first user interactions performed during the first single-player game session or second user interactions performed during the second single-player game session.

### Claim 5 (depends on 1)

A networked multiplayer game playing system comprising:
the game server system of claim 1;
the first remote player device; and
the second remote player device,
wherein each of the first remote player device and second remote player device includes hardware processing resources configured to execute the video game, communicate with the game server system, and receive input from respective first and second users.

### Claim 6 (depends on 1)

The game server system of claim 1, wherein
first user interactions and second user interactions with the virtual game environment including controlling at least one virtual game character that is within the virtual game environment.

### Claim 7

A method for playing a networked multiplayer video game, comprising:
providing a virtual game environment using at least one server;
establishing connections between remote player devices and the server;
at a storage device, saving game data for the video game, the stored game data usable by respective game sessions of the video game that are performed with each of the remote player devices; and
at a processor of at least one of the servers:
providing, to a first remote player device, a first game session for the video game that is presented to a first user, wherein the presented video game is configured to accept input from the first user to interact with the virtual game environment, the interaction including at least addition of a first virtual object to the virtual game environment,
based on addition of the first virtual object within the virtual game environment during the first game session, updating the stored game data for the video game to reflect the addition of the first virtual object within the virtual game environment,
providing, as part of a second game session and based on the stored game data, data for the virtual game environment to a second remote player device that is used by a second user, wherein presentation of the virtual game environment within the video game running on the second remote player device is based on interactions of the first user with the virtual game environment, including addition of the first virtual object to the to the virtual game environment, and
based on second user interactions, which are provided during the second game session, that affect the first virtual object within the virtual game environment, updating the stored game data for the video game to reflect how the first virtual object has been affected by the second user interactions, wherein at least one subsequent game session is provided based on the how the first virtual object has been affected by the second user interactions,
wherein first and second users are not allowed to directly interact through the virtual game environment of the video game.

### Claim 8

A non-transitory computer readable storage medium storing instructions for use with a video game server that includes at least one hardware processor, the stored instructions comprising instructions that cause the at least one hardware processor to:
maintain a virtual game environment of a video game;
establish connections between remote player devices and the video game server;
store, to a storage device coupled to the video game server, game data for the video game, the stored game data usable by respective game sessions of the video game that are performed with each of the remote player devices;
provide, to a first remote player device, a first game session for the video game that is presented to a first user, wherein the presented video game is configured to accept input from the first user to interact with the virtual game environment, the interaction including at least addition of a first virtual object to the virtual game environment;
based on addition of the first virtual object within the virtual game environment during the first game session, update the stored game data for the video game to reflect the addition of the first virtual object within the virtual game environment;
provide, as part of a second game session and based on the stored game data, data for the virtual game environment to a second remote player device that is used by a second user, wherein presentation of the virtual game environment within the video game running on the second remote player device is based on interactions of the first user with the virtual game environment, including addition of the first virtual object to the to the virtual game environment; and
based on second user interactions, which are provided during the second game session, that affect the first virtual object within the virtual game environment, update the stored game data for the video game to reflect how the first virtual object has been affected by the second user interactions, wherein at least one subsequent game session is provided based on the how the first virtual object has been affected by the second user interactions,
wherein first and second users are not allowed to directly interact through the virtual game environment of the video game.

### Claim 9 (depends on 7)

The method of claim 7, wherein the first game session and the second game session occur at the same time.

### Claim 10 (depends on 7)

The method of claim 7, wherein the first game session and the second game session occur at different times from each other.

### Claim 11 (depends on 7)

The method of claim 7, further comprising:
updating game conditions of the virtual game environment based on first user interactions performed during the first game session or second user interactions performed during the second game session.

### Claim 12 (depends on 7)

The method of claim 7, wherein first user interactions and second user interactions with the virtual game environment including controlling at least one virtual game character that is within the virtual game environment.

### Claim 13

The non-transitory computer readable storage medium 8, wherein the first game session and the second game session occur at the same time.

### Claim 14

The non-transitory computer readable storage medium 8, wherein the first game session and the second game session occur at different times from each other.

### Claim 15

The non-transitory computer readable storage medium 8, wherein the stored instructions comprise further instructions configured to update game conditions of the virtual game environment based on first user interactions performed during the first game session or second user interactions performed during the second game session.

### Claim 16

The non-transitory computer readable storage medium 8, wherein first user interactions and second user interactions with the virtual game environment including controlling at least one virtual game character that is within the virtual game environment.
