# US 2014/0194204 A1 · Multiplayer game using multiplayer characters

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- Number: US 2014/0194204 A1
- Document ID: US20140194204A1
- Status: Published application
- Kind: A1
- Application number: 14/194,997
- Filed: 2014-03-03
- Published: 2014-07-10
- Earliest claimed: 2008-07-23
- Inventors: Mark D. Wieczorek
- Web page: https://patentgrep.com/patent/US20140194204A1

## CPC

- A63F 13/12
- A63F 13/30: Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- 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: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

System and methods are provided for implementing game play in a video game. A plurality of characters are provided, and a character may be captured and controlled by user for gameplay such as fighting, crafting, and the like. The capture and control is for a limited time, such as a predetermined time that is generally short compared to the overall game duration. After the predetermined time, the character is released and the user free to grab another character.

## Claims

### Claim 1

A system for implementing a multiplayer game, comprising:
a. a computing system having a capability for executing programming to implement gameplay in a game environment;
b. memory in communication with the computing system, the memory comprising a plurality of profiles associated with characters in the game environment, the profiles including information about the class of the characters;
c. memory in communication with the computing system, the memory comprising information associated with the position of a subject player character in the game environment;
d. memory in communication with the computing system bearing computer readable instructions capable of determining the proximity of a user location point in the game environment to the subject player character; and
e. memory in communication with the computing system bearing computer readable instructions capable of capturing and manipulating the subject player character if the proximity of the subject player character to the user location point is less than a user radius, the manipulating occurring for a predetermined time.

### Claim 2 (depends on 1)

The system of claim 1, further comprising a memory in communication with the computing system bearing computer-readable instructions capable of controlling movement of the user location point upon input of a user.

### Claim 3 (depends on 1)

The system of claim 1, wherein the capture and manipulation memory contains instructions for releasing control of the character after the predetermined time.

### Claim 4 (depends on 1)

The system of claim 1, wherein the capture and manipulation memory contains instructions for controlling the size of the user radius.

### Claim 5 (depends on 4)

The system of claim 4, wherein the capture and manipulation memory contains instructions for reducing or increasing the size of the user radius if the user has a score that exceeds a predetermined threshold.

### Claim 6 (depends on 1)

The system of claim 1, wherein the capture and manipulation memory contains instructions for assessing a cost against a player whenever a character is captured.

### Claim 7 (depends on 6)

The system of claim 6, wherein the cost is determined at least in part by information in the character profile.

### Claim 8

A computer-readable medium containing instructions which, when executed by one or more processors disposed in an electronic device, perform a method for operating a video game including multiple game characters, the method comprising the steps of:
providing a game environment;
providing a facility for the game characters to be captured by users for predetermined times, the game characters being captured when the game characters are less than a predetermined radius from a user location point.

### Claim 9 (depends on 8)

The medium of claim 8, wherein the method further comprises releasing the game character after a predetermined time.

### Claim 10 (depends on 8)

The medium of claim 8, wherein the method further comprises rendering an indication of the captured game character.

### Claim 11

A system for implementing a game, comprising:
a. a profile module for handling a plurality of profiles associated with characters in the game environment, the profiles including information about characters;
b. a position module for handling information associated with the position of a subject player character in the game environment;
c. a proximity module for determining the proximity of a user location point in the game environment to the subject player character;
d. a capture and manipulation module for capturing and manipulating the subject player character if the proximity of the subject player character to the user location point is less than a user radius, the manipulating occurring for a predetermined time.

### Claim 12 (depends on 11)

The system of claim 11, further comprising a movement module for moving the user location point upon input of a user.

### Claim 13 (depends on 11)

The system of claim 11, wherein the capture and manipulation module releases control of the character after the predetermined time.

### Claim 14 (depends on 11)

The system of claim 11 wherein the capture and manipulation module controls the size of the user radius.

### Claim 15 (depends on 14)

The system of claim 14, wherein the capture and manipulation module reduces or increases the size of the user radius if the user has a score that exceeds a predetermined threshold.

### Claim 16 (depends on 11)

The system of claim 11, wherein the capture and manipulation module assesses a cost against a player whenever a character is captured.

### Claim 17 (depends on 16)

The system of claim 16, wherein the cost is determined at least in part by information in the character profile.

### Claim 18 (depends on 11)

The system of claim 11, further comprising a rendering module for rendering an indication of the captured character.

### Claim 19 (depends on 9)

The medium of claim 9, wherein the method further comprises moving the user location point along with the captured character.

### Claim 20 (depends on 3)

The system of claim 3, wherein the method is such that the user location point moves faster than a character moves.

### Claim 21 (depends on 3)

The system of claim 3, wherein the method is such that the user location point moves slower than a character moves.

### Claim 22 (depends on 2)

The system of claim 2, wherein the method further comprises receiving an input from a user to expressly release the captured character during the predetermined time.

### Claim 23 (depends on 2)

The system of claim 2, wherein the method further comprises performing crafting with the captured character during the predetermined time.

### Claim 24 (depends on 2)

The system of claim 2, wherein the method further comprises, once a captured character is released, disposing the character adjacent the user location point or at a location at which the character was captured, or removing the character from the game.

### Claim 25 (depends on 2)

The system of claim 2, wherein users are associated with ratings, and wherein the method further comprises basing a size of the user radius on the user rating.
