CN1786972A - 游戏成绩系统 - Google Patents
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
- G06F17/40—Data acquisition and logging
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/556—Player lists, e.g. online players, buddy list, black list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
Abstract
提供游戏成绩系统的系统和方法,其中玩家基于控制某些他们玩的游戏的游戏内方面被奖励游戏成绩。每个游戏成绩可被在档案内作为徽章或奖品、称号、描述、日期等传送。玩家也可累积基于游戏成绩的分数。显示界面可访问以使玩家可看见他和其他玩家的成绩和总分数。
Description
版权声明/许可
该专利文献的一部分公开内容包含受版权保护的材料。版权所有人不反对任何人对该专利文档或专利公开内容进行复制,用为它出现在专利和商标事务所的文档或记录中,但版权所有人保留其它所有的权利。以下声明应用于以下描述以及在于此的附图中的软件和数据:版权2004,微软公司,保留所有权利。
技术领域
本发明一般涉及游戏和多媒体设备领域。尤其,本发明涉及定义和创建可用于传送玩家技巧的游戏成绩的系统和方法。
背景技术
传统的游戏系统包括唯一身份的概念,用以提高玩家的满意度和产生团体的感觉。然而,尽管传统的唯一身份的确最小化在线游戏的所需的努力,唯一身份不能实现这些目标。对于这个问题的一个原因是因为对于多个玩家没有简单的方法在共享的游戏设备上识别他们自己,多个玩家经常共享一个身份。这产生了这样的混淆,一同为在一个在线游戏会话期间使用一特定身份的玩家可能不是在下一会话中或从前一会话中的同一玩家。
此外,传统身份不能提供一种传送不是游戏成绩的受限制组的玩家的信息以及传送有关离线成绩的信息的方法。如此,通过传统的唯一身份获知更多有关玩家的信息是困难的。因此,需要一种丰富并且包括来自离线和在线环境的游戏成绩以传送玩家技术的唯一身份。此外,成绩应该是可加权的,以使在越难的游戏中获胜可导致越高的成绩水平。本发明提供了这样的解决方案。
发明内容
本发明涉及一种用于提供游戏成绩系统的系统和方法。根据本发明,玩家可基于控制某些他们玩的游戏的游戏内的方面被奖励。每个游戏成绩可被在一档案中传达为徽章或战利品、名称号、描述、日期等。玩家也可基于游戏成绩积累分数。显示界面可被提供以使玩家看见他的成绩和总得分以及其它人的成绩和总分。
根据本发明的一方面,提供了一种在在线游戏环境中提供游戏成绩系统的方法。该方法包括定义系统成绩;接收预定的游戏内成绩定义;跟踪玩家活动以捕获系统成绩的发生以及预定的游戏内成绩;和在游戏进入与一用户关联的档案期间,总计系统成绩以及预定的游戏内成绩的发生。
根据本发明的特性,该方法可包括分配分数的预定数给每个系统成绩,把系统成绩分数的预定数总计至档案内,以及保持用于档案的分数的总计数。并且,该方法包括,分配分数的预定数给每个游戏内成绩,以及把游戏内成绩分数的预定数总计至档案内。
根据本发明,分数的预定数可基于可用分数的总数加权定值。此外,分配给游戏内成绩的用于指定的游戏的分数的总数根据指定的游戏的难度来确定。然而,对于所有游戏希望固定分配给系统成绩的分数的总数。
显示屏用户界面可在档案被发布处提供用以查看该档案。显示求器可显示在一档案内分数的总计数。
根据本发明的另一方面,提供了一种在在线游戏环境中提供游戏成绩的系统。该系统包括在玩家没有连接到在线游戏环境进行通信期间跟踪离线玩家活动的离线玩家成绩跟踪机制,在与在线游戏环境的在线会话期间跟踪在线玩家活动的在线玩家成绩跟踪机制,和接收有关离线玩家活动和在线玩家活动的数据以及总计离线玩家活动和在线玩家活动至玩家档案的总计机制。
本发明的其它特征和优势将在以下参考附图的示例性实施例的详细描述中明白地阐述。
附图简述
当结合附图阅读时,以上所述和以下较佳实施例的详细描述能更好的理解。为了说明本发明,在附图中显示了本发明的示例的结构;然而,本发明不被在此所示的特定的方法和工具所限定。在图中:
图1是一方框图,示出了一多媒体游戏控制台,在其中可实现本发明的各方面;
图2示出了示例的架构,在其中可实现本发明;
图3示出了提供输入给玩家档案的输入的信息源;
图4示出了一示例的游戏成绩显示用户界面配置;
图5示出了游戏成绩的总计;以及
图6示出了用以指定游戏内成绩的开发者用户界面。
具体实现方式
图1示出了多媒体游戏控制台100的功能组件,在该多媒体控制台中可实现本发明的某些方面。多媒体控制台100有一拥有1级高速缓冲存储器102、2级高速缓冲存储器104、和快速ROM(只读存储器)106的中央处理单元(CPU)101。1级高速缓冲存储器102和2级高速缓冲存储器104暂时存储数据并从而减少存储器存取周期数,以此提高处理速度和吞吐量。CPU101可被提供具有一个以上的核心,因此有另外的1级和2级高速缓冲存储器102和104。快速ROM106可存储在当多媒体控制台100加电为“开”时,启动过程的初始阶段中被装载的可执行代码。
图形处理单元(GPU)108和视频编码器/视频解码器(编码器/解码器)114组成用于高速和高分辨率图形处理的视频处理管线。数据通过总线从图形处理单元108传送给视频编码器/视频解码器114。视频处理管线输出数据给A/V(音频/视频)端口140以发送给电视机或其它显示器。存储控制器110连接到GPU108以便于处理器访问各种类型的存储器112,诸如,但不局限于,RAM(随机存储器)。
多媒体控制台100包括I/O控制器120、系统管线控制器122、音频处理单元123、网络接口控制器124、第一USB主控制器126、第二USB控制器128、和合适在模块118上被实现的前面板I/O配件130。USB控制器126和128对于外围控制器142(1)-142(2)、无线适配器148、和外部存储设备146(举例来说,快速存储器、外部CD/DVD ROM驱动、可移动介质等)而言作为主机。网络接口124和/或无线适配器148提供对于网络(举例来说,因特网、家庭网络等等)的访问,并可以是包括以太网卡、调制解调器、蓝牙模块、电缆调制解调器等的广泛的各种有线或无线适配器组件中的任一种。
系统存储器143被提供以存储在启动过程中装载的应用数据。介质驱动器144被提供并可包括DVD/CD驱动器、硬盘驱动器、或其它可移动介质驱动器等等。介质驱动器144对于多媒体控制台100可以是内部的或外部的。应用数据可通过介质驱动器144访问并由多媒体控制台100执行、播放等等。介质驱动器144通过诸如串行ATA总线或其它高速连接(举例来说,IEEE 1394)的总线连接到I/O控制器120。
系统管理控制器122提供与确保多媒体控制台100的可用性有关的各种服务功能。音频处理单元123和音频编码/解码器132组成相应的具有高保真度和立体声处理的音频处理管线。音频数据通过通信链路在音频处理单元123和音频编码/解码器132之间传送。音频处理管线输出数据给A/V端口140用以通过外部音频播放器或具有音频能力的设备的复制。
前面板I/O配件130支持电源按钮150和弹出按钮152的功能,也支持任何LED(发光二极管)或其它暴露在多媒体控制器100的外部表面的指示器的功能。一系统电源供电模块136提供电源给多媒体控制台100的各组件。电扇138冷却在多媒体控制台100内的电路。
CPU101、GPU108、存储控制器110、和各种其它在多媒体控制台100内的组件通过一条或多条总线相互连接总线包括串行或并行总线、存储器总线、外围总线、和使用任何一种总线体系结构的处理器或本地总线。举例来说,这样的体系结构可包括外设部件互连(PCI)总线、PCI-快速总线等。
当多媒体控制台100加电为″开″时,应用程序数据可从系统存储器143装载到存储器112和/或高速缓冲存储器102、104并在CPU101上执行。应用程序可呈现一当导航至各种在多媒体控制台100上可用的介质类型时,提供一致的用户体验的图形用户界面。操作中,应用程序和/或其它包含在介质驱动器144内的介质可从介质驱动器144装入并运行或播放以提供给多媒体控制台100额外的功能。
通过简单地把系统连接到电视或其它显示器,多媒体控制台100可作为一独立系统被操作。在该独立方式中,多媒体控制台100允许一个或多个用户与系统互动、观看电影、或听音乐。然而,随着通过网络接口124或无线适配器148使宽带连接性可用的整合,多媒体控制台110可进一步作为在大的网络环境中的参与者而被操作。
当多媒体控制台100的加电为“开”时,一组硬件资源通过多媒体控制台操作系统被保留为系统使用。这些资源可包括存储器的保留(举例来说,16MB)、CPU和GPU周期(举例来说,5%),网络带宽(举例来说,8kbs),等等。由于这些资源在系统启动时被保留,保留的资源从应用程序的视角来看不存在。
特别地,存储器存保留最好为足够大以包括安装内核程序、并行系统应用程序、和驱动器。CPU保留最好维持在稳定的水平,使得如果保留的CPU使用不被系统应用程序使用,空的线程将使用任何无用的循环。
关于GPU保留,由系统应用程序产生的少量的信息(举例来说,弹出窗口)通过使用GPU中断以调度编码以把表现弹出到覆盖图来显示。对于覆盖图所需的存储量取决于覆盖图区域而覆盖图最好按分辨率的大小。在整个用户界面被并行系统应用程序所使用时,最好使用独立于应用分辨率的分辨率。可使用定标器以设定该分辨率,以消除更改频率和导致TV再同步的需要。
在多媒体控制台100启动和系统资源被保留后,执行并行系统应用程序以提供系统功能。系统功能被封装在一组在以上所描述的保留的系统资源执行的系统应用程序中。操作系统内核程序标识相对于游戏应用线程为系统应用线程的线程。系统应用被较佳地调度在预定的时间和间隔内运行在CPU101上,以提供给应用一致的系统资源视图。该调度为了最小化用于运行在控制台上的游戏应用程序的高速缓冲存储器破坏。
当并行系统应用程序需要音频时,由于时间敏感性,音频处理被异步调度给游戏应用程序。当系统应用程序是活动时,多媒体控制台应用程序管理者(以下所描述)控制游戏应用程序音频电平(举例来说,消音、减弱声音)。
输入设备(举例来说,控制器142(1)和142(2))被游戏应用程序和系统应用程序共享。输入设备不被用来保留资源,当被用来在系统应用程序和游戏应用程序之间切换以使每个应用程序都有设备的重点。应用程序管理者较佳地控制输入流的切换而不知道游戏应用程序的知识,而驱动器保持关于重点切换的状态信息。
本发明涉及“玩家档案”,作为用于旨在创建玩家社团和增长玩家之间联系的服务和应用程序的构件块。根据本发明,玩家档案是与特定用户有关(也就是说,玩家的数字身份)的信息整体(举例来说,元数据)。玩家档案从一组通过有益的方式收集和公开该信息给社团的服务中发展。玩家档案也提供个人化以使用户可定制和增强他们的游戏经验。如以下将详细讨论的,游戏档案由各种部件组成,那些部件包括,但不局限于,游戏卡、游戏成绩、和玩家偏好。
参考图2,示出了可被用于实现玩家档案的示例的体系结构的概况。控制台100与远程服务158交互,该远程服务提供诸如语音/聊天、朋友列表、媒介、内容下载、漫游、回馈、比赛、语音信息和对游戏的更新的服务160。服务158也维持在由服务160和游戏154使用的档案数据库162和配置数据164中的玩家档案。服务158收集玩家档案、总计、处理由其它服务160提供的信息,以及实现实时客户对于检索玩家档案相关的服务的请求。在数据库162中的玩家档案也由游戏154使用以除在其它事物之外能够个人化和定制等等。
使用控制台100,用户可与向导156交互。向导156提供用户可导航至,和进入的界面,各种在线区域和由服务158提供的选项。由服务158存储的配置数据164可被用以确定由向导158提供的特性和选项。当游戏154在运行时,一组定义的API被用以调用并服务160与其交互。当通过API请求玩家档案时,游戏154可传送用户的唯一身份。服务158可返回游戏卡(以下讨论)、游戏状态、游戏成绩、附属关系、游戏设置等等。该示例性体系结构的各种方面的其它详细内容在以下提供。
控制台100包括离线跟踪机制157,该机制当玩家没有连接到服务158通信期间,跟踪离线玩家活动。跟踪器/总计器157在离线会话期间跟踪玩家活动并且总计具有在线玩家活动的数据至玩家档案166中。
参考图3,当一用户创建档案(从向导156中选择)以及在账户建立阶段选择他的/她的唯一玩家标识(用户的唯一名称)、贴图(与用户相关联的图片和体现)其它选择时,创建玩家档案166。从那里,创建一基础玩家档案166。然后玩家档案166可从多个源处提供。例如,玩家档案166可包括来自玩家档案拥有者的自我描述数据168。其它玩家170可提供有关玩家档案拥有者的反馈。服务158可跟踪玩家的在线和离线活动。此外,玩家154可报告玩家的统计数字以及游戏成绩。
玩家档案的拥有者可直接编辑他的/她的玩家档案166并且控制谁能查看玩家档案的各个部分。玩家档案166可由通用区域(举例来说,贴图、国家、语言、性别、问候语言等等)和/或系统设置(举例来说,语音输出、控制器振动、特征名称、游戏格式、游戏模式等等)编辑。私密/选择输出设置可对于玩家档案调整为,举例来说,限制表现信息仅仅可对朋友、允许游戏成绩可对所有人查看等等。
玩家档案166可包括由其他玩家170提供的反馈。反馈帮助其他玩家了解具体的玩家。例如,如果玩家在游戏会话中使用粗俗的语言或好斗的进行游戏,其他玩家可提交反馈给服务158。反馈机制通过构件信誉提高用户经验。因此,玩家可匿名,但是由于累积的反馈,不是不可知的。
如以上所提到的玩家档案166可被使用以在总体层面上,也可在每个游戏层面上定制和偏好设置。玩家偏好帮助游戏154选择用于诸如游戏档案名称、控制器反转以及控制器振动的通用设置的默认设置。例如,如果玩家喜欢使用反转的控制器,该偏好可用于如被玩的新的游戏所使用。游戏154通过数据库162和服务160访问玩家档案。此外,可挖掘游戏使用数据以把游戏154调整适应用户的具体偏好并且在初始游戏安装后,更新游戏特性。
如以上所提到的,玩家档案166除其他事情外传送游戏成绩。玩家将基于控制某个他们玩的游戏内游戏的方面为游戏成绩得到奖励。每个游戏成绩可在玩家档案166内被传送,如,举例来说,如图4中所示的徽章或奖品、称号、描述、日期等。游戏可在用户赢取给定的成绩的那个时候提供屏幕快照或某些其他捕获的丰富媒体。这也可作为玩家档案166的一部分被显示。玩家基于游戏成绩累积玩家信用值(基于分数的奖励系统)。如图4中所示,玩家有290的玩家信用值。图4的显示界面可在控制台100内或通过,例如,网络浏览器等得到。
参考图5,示出了根据本发明的游戏成绩和玩家信用值的整体关系。玩家的总玩家信用值是通过玩一个或多个游戏(举例来说,名称A和名称B)奖励的玩家信用值的总计。每个游戏可奖励给某个量的游戏信用值(举例来说,200),该游戏信用值被分解为游戏确定的成绩和标准系统成绩。
例如,参考图6的用户界面,名称A是一相对容易控制的游戏并且可奖励总共100的游戏确定的玩家信用值分数。在名称A内,可有多个成绩(举例来说,战役在最难处结束、多玩家级别10等)。每个成绩的相对权重基于总权重设置(举例来说,战役在最难处结束为10/36或27.8%)。如果玩家完成这个成绩,那么玩家可被奖励100总的玩家信用值分数的27.8%,或28,即舍入到最接近的整数值。玩家用成绩只被较佳地计算一次信用。
在示例的实施例中标准系统成绩构成余下的100分。标准系统成绩可被应用于所有游戏。他们可包括诸如第一次注册到游戏、完成第一个与游戏的会话、完成游戏的第一个小时、完成与游戏的100个会话、完成游戏的10个小时、完成与游戏等的成绩。其他系统成绩可按需被定义。系统成绩可被加权以使第一次注册被奖励相对较低的分数,而完成100个会话被奖励相对较高的分数。
开发者可使用工具以描述他们的游戏,所述工具包括图6的用户界面。当游戏被加载时,工具可创建在控制台100上的系统应用程序读出的配置文件、一游戏编码可对照编译的C++头文件、以及一被用于配置、表的创建、创建存储的过程、以及领导者部门的创建的XML文件。
虽然名称A和名称B可奖励200玩家信用值分数,更难的游戏可奖励500或1000(或某些其他数值)玩家信用值分数。对每个游戏的总的被奖励的量较佳地由在线服务158设置并且不由开发者编辑。这将维持公正性并且避免由于游戏X通过制定可得到的玩家信用值分数的总量为比其他游戏高出许多的数值来增加销量的情况。
因此,本发明通过衡量成绩和游戏的难度以提供平衡的游戏成绩系统。此外,由于游戏信用值的总计是从游戏处提取至控制台100,黑客或开发者能过高估计成绩以使玩家的玩家信用值膨胀的可能性减少。
尽管本发明已经结合各种图的较佳的实施例被描述,可以理解的是其他类似的实施例可被使用,或为了执行本发明相同的功能对描述的实施例可做出修改和添加而不背离本发明。
Claims (22)
1.一种在游戏环境内提供游戏成绩系统的方法,包括:
定义系统成绩;
接收预定的游戏内成绩定义;
跟踪玩家活动以捕获所述系统成绩和所述预定游戏内成绩的发生;以及
将在游戏游玩的期间所述系统成绩和所述预定游戏内成绩的发生总计至与用户相关的档案。
2.如权利要求1所述的方法,其特征在于,进一步包括:
分配预定的分数值给每个系统成绩;
总计所述系统成绩分数的预定值至所述档案;以及
对所述档案维持一总计分数值。
3.如权利要求2所述的方法,其特征在于,进一步包括:
分配一预定的分数值给每个游戏内成绩;以及
总计游戏内成绩分数的所述预定值至所述档案。
4.如权利要求3所述的方法,其特征在于,分数的所述预定值是基于可用分数的总值被加权的赋值。
5.如权利要求4所述的方法,其特征在于,分配给用于指定游戏的游戏内成绩的所述分数总值根据所述指定游戏的难度确定。
6.如权利要求4所述的方法,其特征在于,分配给所述系统成绩的所述分数总值对于所有游戏固定。
7.如权利要求3所述的方法,其特征在于,进一步包括提供显示用户界面,其中所述档案被发布以查看。
8.如权利要求7所述的方法,其特征在于,进一步包括在所述显示用户界面内显示分数的所述总计值。
9.如权利要求7所述的方法,其特征在于,所述显示用户界面包括当玩家赢取所述游戏内成绩时,奖品、称号、描述、日期、屏幕快照和捕获的媒体中的至少一个。
10.一种计算机可读介质,所述介质有存储其内的用于在游戏环境中提供游戏成绩系统的计算机可执行指令,所述指令包括下列步骤:
定义系统成绩;
接收预定的游戏内成绩定义;
跟踪玩家活动以捕获所述系统成绩和所述预定游戏内成绩的发生;以及
将在游戏游玩的期间所述系统成绩和所述预定游戏内成绩的发生总计至与用户相关的档案。
11.如权利要求10所述的计算机可读介质,其特征在于,进一步包括指令用以:
分配预定的分数值给每个系统成绩;
总计系统成绩分数的所述预定值至所述档案;以及
对所述档案维持一总计分数值。
12.如权利要求11所述的计算机可读介质,其特征在于,进一步包括指令用以:
分配一预定的分数值给每个游戏内成绩;以及
总计游戏内成绩分数的所述预定值至所述档案。
13.如权利要求12所述的计算机可读介质,其特征在于,分数的所述预定值基于可得到分数的总值被加权的赋值。
14.如权利要求13所述的计算机可读介质,其特征在于,分配给用于指定游戏的游戏内成绩的所述分数总值根据所述指定游戏的难度确定。
15.如权利要求13所述的计算机可读介质,其特征在于,分配给所述系统成绩的所述分数总值对于所有游戏固定。
16.如权利要求12所述的计算机可读介质,其特征在于,进一步包括提供显示用户界面的指令,在该界面中发布所述档案以查看。
17.如权利要求16所述的计算机可读介质,其特征在于,进一步包括在所述显示用户界面内显示分数的所述总计值的指令。
18.如权利要求16所述的计算机可读介质,其特征在于,所述显示用户界面包括当玩家赢取所述游戏内成绩时,奖品、称号、描述、日期、屏幕快照和捕获的媒体中的至少一个。
19.一种用于在游戏环境内提供游戏成绩的系统,包括:
在玩家没有通信连接到在线游戏环境期间,跟踪离线玩家活动的离线玩家成绩跟踪机制;
在与所述在线游戏环境的在线会话期间,跟踪在线玩家活动的在线玩家成绩跟踪机制;以及
接收有关离线玩家活动和所述在线玩家活动的数据以及将所述离线玩家活动和所述在线玩家活动总计至玩家档案的总计机制。
20.如权利要求19所述的系统,其特征在于,所述总计机制使所述档案可由注册到所述在线游戏环境的玩家查看。
21.如权利要求19所述的系统,其特征在于,所述系统分配分数值给所述离线玩家活动和所述在线玩家活动。
22.如权利要求21所述的系统,其特征在于,所述总计机制合计所述分数值并且将分数总值保存在所述档案中。
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2004
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2005
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Cited By (2)
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CN102222173A (zh) * | 2010-06-22 | 2011-10-19 | 微软公司 | 基于用户活动来跟踪经历进展 |
CN108992852A (zh) * | 2018-07-18 | 2018-12-14 | 广州市三甲医疗信息产业有限公司 | 基于虚拟现实康复训练的智能评估方法与系统 |
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US20130244793A1 (en) | 2013-09-19 |
US20110250959A1 (en) | 2011-10-13 |
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US20060122716A1 (en) | 2006-06-08 |
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US20110136575A1 (en) | 2011-06-09 |
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JP2006158955A (ja) | 2006-06-22 |
JP5342732B2 (ja) | 2013-11-13 |
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US20110118035A1 (en) | 2011-05-19 |
US8323112B2 (en) | 2012-12-04 |
US9367543B2 (en) | 2016-06-14 |
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