Attribute-driven gameplay
AssigneeSony Computer Entertainment America LLC
InventorEd Annunziata
Life of this patent
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Abstract
Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute.
Claims20
A method for attribute-driven gameplay, comprising:
- maintaining in memory a table of values representing emotional attributes for each of a plurality of game characters collectively forming a group;
- receiving over a network from a player associated with a first game character in the group an instruction regarding a gameplay action performable by the first game character;
- and
- executing instructions stored in memory, whereby execution of the instructions by a processor:
- generates the gameplay action, the gameplay action including an interaction between the first game character and a second game character not in the group,
- calculates an average value representing an emotional attribute shared by the game characters in the group,
- adjusts the value representing the shared emotional attribute for each of the characters in the group to match the average value, and
- modifies a subsequent behavior of the characters in the group based on the adjusted values.
A system for implementing attribute-driven gameplay, the system comprising:
- a processor;
- a network interface communicatively coupled to a player computing device, wherein the network interface receives an instruction from the player computing device to execute a gameplay action performable by a first game character in a plurality of game characters collectively forming a group;
- and
- memory storing:
- a table of values representing emotional attributes for each of the plurality of game characters collectively forming the group;
- and
- executable instructions, wherein execution of the instructions by the processor:
- generates the gameplay action, the gameplay action including an interaction between the first game character and a second game character not in the group,
- calculates an average value representing an emotional attribute shared by the game characters in the group,
- adjusts the value representing the shared emotional attribute for each of the characters in the group to match the average value, and
- modifies a subsequent behavior of the characters in the group based on the adjusted values.
A non-transitory computer-readable storage medium having embodied thereon a program, the program being executable by a processor to perform a method for attribute-driven gameplay, the method comprising:
- maintaining in memory a table of values representing emotional attributes for each of a plurality of game characters collectively forming a group;
- receiving over a network from a player associated with a first game character in the group an instruction regarding a gameplay action performable by the first game character;
- generating the gameplay action, the gameplay action including an interaction between the first game character and a second game character not in the group;
- calculating an average value representing an emotional attribute shared by the game characters in the group;
- adjusting the value representing the shared emotional attribute for each of the characters in the group to match the average value;
- and
- modifying a subsequent behavior of the characters in the group based on the adjusted values.
Dependencies are inferred from the claim text.