INTERACTIVE CLOUD-BASED GAMING METHODOLOGY
20230182027 · 2023-06-15
Assignee
Inventors
Cpc classification
A63F13/352
HUMAN NECESSITIES
A63F13/69
HUMAN NECESSITIES
International classification
A63F13/847
HUMAN NECESSITIES
A63F13/352
HUMAN NECESSITIES
Abstract
A gaming methodology with improved player and team interface may feature a cloud-based gaming architecture (410) with either cloud or locally based interactive game files. At least one processor (420) then controls at least one display (430) to provide direction, interaction, and otherwise advance gameplay. Players and teams interact with the game from personal devices (440a-440d), such as smartphones or tablets, to further advance gameplay. The methodology may incorporate actors (450), specialized tokens, or geographically significant tokens (460) to advance the game. The game methodology may also be implemented across a plurality of locations with multiple displays (430) and more particularly allow teams of players to cooperate.
Claims
1. A gaming system comprising: a cloud-based game architecture, further comprising a game clock, game rules, story outline and system files; a plurality of game directing media files; at least one display on which the plurality of media files may be displayed, a plurality of Internet-enabled player input/output devices providing interaction with the gaming system; at least one environmental token external to the game architecture and located in the real world; wherein the game architecture allows for individual players to be assigned to teams and the at least one environmental token is an object which must be found outside of the game.
2. The gaming system of claim 1, the game directing media files being stored at a local location, where a game may be played.
3. The gaming system of claim 1, the game directing media files also being cloud-based.
4. The gaming system of claim 1, the gaming method being executed simultaneously in a plurality of locations.
5. The gaming system of claim 1, the at least one environmental token being specific to a locale in which the gaming method is executed.
6. The gaming system of claim 1, further comprising interaction with the gaming system aside from the input/output devices.
7. The gaming system of claim 1, media files being displayed in a manner to coordinate teamwork.
8. A gaming system comprising: a cloud-based game architecture, further comprising a game clock, game rules, story outline and system files; a plurality of game directing media files; at least one display on which the plurality of media files may be displayed, a plurality of Internet-enabled player input/output devices providing interaction with the gaming system; a sub-system of interaction outside of the player input/output devices; and at least one environmental token external of the game architecture and located in the real world; wherein the game architecture executes the game in a plurality of locations and allows for individual players to be assigned to teams, including coordinating display of media files to facilitate said teems, while utilizing the at least one environmental token located at each of the plurality of locations.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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BEST MODES FOR CARRYING OUT THE INVENTION
[0019] With reference now to the drawings, a preferred embodiment of the game methodology is herein described. It should be noted that the articles “a”, “an”, and “the”, as used in this specification, include plural referents unless the content clearly dictates otherwise.
[0020] With reference to
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[0023] The basic methodology (500) may be seen in
[0024] The game architecture itself is easily incorporated to an escape room or a scavenger hunt styled game. The use of the interactive files allows the architect to fashion a game around any genre or time-period and utilize any form of input desired. The interactive files may include puzzles to solve or direct players to find certain objects, or both and combine the two types of game. Proper synchronization of the game to the players' devices is also a key factor in enhancing realism and the suspension of disbelief. As such, single site of hosting game architecture is vital. The single site serves as a game clock and may then send prompts to both the display processor and the players' devices, even across multiple physical locations. Proper synchronization also allows for the interactive files to include certain elements that “break the fourth wall” and enhance the experience. The use of actors on-site allows for a fuller immersion experience which enhances the community of the players in the shared experience. The game methodology of the present invention is fully flexible and will only become more flexible as technological breakthroughs improve the interaction of people to machines. Utilizing an artificial intelligence in the architecture, or even just a learning algorithm, is also contemplated in this specification. Game architecture is ideally suited to team play and cooperation, thus providing the team-building environment. The flexibility provided by the methodologies outlined herein provide a freer environment to not only provide the team-building experience, but also free the architect's imagination in constructing the games.
[0025] Although the present invention has been described with reference to preferred embodiments, numerous modifications and variations can be made and still the result will come within the scope of the invention. No limitation with respect to the specific embodiments disclosed herein is intended or should be inferred. Among potential variations, games may be stored remotely and accessed as a subscription service.
INDUSTRIAL APPLICABILITY
[0026] The present invention has industrial applicability games may be developed through current programming and entertainment industries.