Patent Publication Number: US-2009227368-A1

Title: Display of notational object in an interactive online environment

Description:
FIELD OF THE DISCLOSURE 
     The present disclosure relates to interactive online environments, and more particularly to online multiplayer games. 
     BACKGROUND 
     Interactive online environments, such as multiplayer online games, have become increasingly popular in recent years. In such environments, an avatar, such as a game character, typically represents a participant in the online environment. The participant interacts with the online environment by manipulating the avatar. For example, by moving the avatar through the online environment, the participant can explore the environment. In addition, the participant can interact with other participants of the online environment. Typically, this is done by interaction of the participants avatars via a set of predetermined message options. However, this interaction can be difficult, as the participant must find the avatar of the desired participant, and the limited set of message options limit the subjects of interaction between the avatars. Accordingly, an improved method of communication in an online environment would be useful. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The present disclosure may be better understood, and its numerous features and advantages made apparent to those skilled in the art by referencing the accompanying drawings. 
         FIG. 1  illustrates a block diagram of a communication system  100  in accordance with one embodiment of the present disclosure. 
         FIG. 2  illustrates a diagram of a graphical user interface in accordance with an embodiment of the present disclosure. 
         FIG. 3  is a flow diagram of a method of displaying a note object in accordance with one embodiment of the present disclosure. 
         FIG. 4  is a flow diagram of a method of creating a note object in accordance with one embodiment of the present disclosure. 
         FIG. 5  is a block diagram of an embodiment of a computer device in accordance with one embodiment of the present disclosure. 
     
    
    
     The use of the same reference symbols in different drawings indicates similar or identical items. 
     DETAILED DESCRIPTION 
     A method of displaying notes in an interactive game environment includes receiving information indicative of the note content, and displaying the note as a three-dimensional object in the game environment. The displayed note can be configured so that it is only visible in designated contexts, or to designated players or designated groups. 
       FIG. 1  illustrates a block diagram of a communication system  100  in accordance with one embodiment of the present disclosure. The communication system  100  includes a wide area network  150  connected to a game server  102  and client devices  104  and  106 . The wide area network  150  can be a packet switched network that provides a physical communication layer to route packets between the game server  102  and the client device  104  and  106 . In an embodiment, the wide area network  150  is the Internet. 
     The game server  102  is a computer device, such as a computer configured as a server device, which executes a game program  125 . The game program  125  interacts with a game program  120  and a game program  122  at the client devices  104  and  106 , respectively, to create an online gaming environment. To illustrate, the game program  125  includes a number of game objects, including game objects  110  and  112 . The game objects  110  and  112  represent any object in the online game, including game avatars, non-player characters, environmental objects, and the like. 
     The game program  125  is configured to instantiate or terminate game objects based on communications received via the wide-area network  150 . Such communications indicate game activity from participants in the game. Thus, as new participants are added to a game session, the game program  125  instantiates new objects representing avatars for the new participants. As participants leave the game, the game program  125  can eliminate game objects representing avatars for the leaving participants. In addition, the game program  125  can change attributes of the game objects based on participants&#39; interactions with objects in the game. For example, the game program  125  can change positional attributes of game objects based on a participant manipulating the objects with his avatar, or based on the position of the objects changing relative to the avatar. 
     To illustrate, in a particular embodiment the game object  110  is a sword. The game program  125  can receive communications indicating a participant&#39;s avatar has picked up the sword. In response, the game program  125  changes attributes of the game object  110  to indicate the sword is usable by the participant&#39;s avatar. As the sword is used by the avatar, the game program  125  can change the attributes of the game object  110  to represent aging of the sword or damage to the sword. These attribute changes can change the way the game object  110  interacts with other game objects. For example, as the sword ages, it may cause less damage to a non-player character in combat. 
     Based on the game objects, the game program  125  is configured to communicate data about the gaming environment via the wide area network  150  to the client devices  104  and  106 . This allows participants at the client devices  104  and  106  to participate in a common game environment, so that one participant&#39;s interactions with the environment can affect the gaming experience of the other participant. 
     The game programs  120  and  122  are configured to provide a display of the gaming environment and an interface for a participant to interact with the environment. For ease of discussion, the configuration of the game program  120  will be described, but it will be appreciated that the game program  122  can be configured similarly. 
     The game program  120  sends communications via the wide area network  150  to the game server  102  indicating the position of an avatar associated with a participant of the game. To illustrate, the game program  120  provides an interface for a participant to enter (i.e. login to) the game. The participant enters authentication information, such as a password, and selects a particular avatar to represent the participant in the game environment. The game program  120  determines the position of the avatar in the game environment. When the participant first logs in, this position can be a predetermined initial position, a previously saved position, and the like. The game program  120  communicates the determined position to the game program  125  at the game server  102 . 
     In response to receiving the positional data, the game program  125  determines which game objects are viewable or otherwise available for interaction by the participant&#39;s avatar. These game objects can include the avatars of the other participants. The game program  125  provides attribute information about the game objects to the game program  120  via the wide area network  150 . The game program  125  can provide additional information, such as information about the participant&#39;s avatar (e.g. inventory information, health information, class information, and the like). Based on the received object information, the game program  120  provides a visual display representative of the game environment. In an embodiment, the game environment is displayed in a three-dimensional representation. As used herein, a three-dimensional representation refers to a representation that can be displayed on a two-dimensional display, but appears to be a three-dimensional object or environment. The game program  120  ensures that as an avatar moves through the game environment, the display of the environment is updated such that the environment appears three-dimensional. Accordingly, the game program  120  displays each game object so that the object appears three-dimensional in the game environment. 
     The game server  102  can also store a note object  115 , which represents a note created by a participant in the game environment. To illustrate, a participant can create a note via the game program  120 . As used herein, a note refers to information created by a game participant targeted for communication to one or more other participants, and can provide help, context, directions, humor, or comments to the other participants. The note can include text, graphical image information, animated image information, audio content, and the like. The game program  120  communicates the note content to the game program  125  via the wide area network  150 . Based on the received note content, the game program  125  creates the note object  115 . In an embodiment, the note object  115  is a special type of game object, and has modifiable attributes to indicate the objects position in the game environment as well as other characteristics. 
     Based on the note object  115 , the game program  125  provides data to the game programs  120  and  122  to display the object. In an embodiment, the note object is displayed via the game programs  120  and  122  as a three-dimensional object in the game environment. Thus, participants in the game can enter notes, and have those notes displayed within the game environment. This provides for a more immersive experience for the game participants. For example, if the game environment is set in a fantasy milieu, the note objects can be displayed as three dimensional scrolls or signposts. If the game environment is a science fiction milieu, the note objects can be displayed via in-game computer screens or three-dimensional holograms. 
     The display of the note object  115  can be configured via the game program  120 . For example, the participant entering the note can select a particular three-dimensional object that will display the note information. To illustrate, in a fantasy game environment, the participant can select whether the note is displayed via a scroll, a signpost, a special effect (e.g. three-dimensional text that appears to be on fire or frozen), and the like. Further, the game program  120  can allow the participant to determine a particular position for the note object  115 . For example, the game program  120  can provide a drag-and-drop interface to allow the participant to determine the location for display of the note object  115 . As the avatars of other game participants move in proximity to the object location, the game program  102  provides information about the object to the game programs associated with those avatars for display. 
     Further, the game program  120  can provide configuration options that determine to whom the note object  115  will be displayed. For example, the game program  120  can be configured the note object  115  so that it is only displayed to a subset of participants in the game environment. The subset can be based upon particular participant identification information (e.g. user IDs), participant groups (e.g. clans), character classes, and the like. In addition, the time that the note object  115  is displayed can be configurable. For example, the object can be configured so that it is changed or deleted based on the length of time it has been displayed, the number of times an avatar has interacted with the object, and the like. 
     Because the note object  115  can be a game object, it can be manipulated by avatars of game participants. The game program  120  can configure the note object  115  to set how it can be manipulated. For example, the note object  115  can be configured so that other participants can move the object, so that avatars can place the note object  115 , or a copy thereof, in an inventory associated with the avatar, and the like. 
     The game program  120  provides options via a graphical user interface to the game participant to configure note objects as described. This can be better understood with reference to  FIG. 2 .  FIG. 2  illustrates a block diagram of a particular embodiment of a graphical user interface  200 , which can be displayed based on information provided by the game program  120 . The graphical user interface  200  includes a game window  230 , an options window  235 , and a text window  238 . 
     The game window  230  displays the game environment based on information provided by the game program  125  at the game server  102 . Thus the game window  230  displays game objects such as game object  210  and game object  212 , representing objects, characters, and other aspects of the game environment. Each of these objects is displayed as three-dimensional objects, so that the game environment appears as a three-dimensional environment. Further, the game window  230  can display note objects such as note object  214 . The note objects are displayed as three-dimensional objects within the game environment, just as other game objects. 
     The option window  235  provides a number of option buttons or menus, such as option button  240  and option button  241 . The option buttons  240  and  241  can be selected by a game participant via a computer mouse or keyboard in order to access game options. In particular, selection of the option button  240  can cause creation of a note object, such as the note object  214 , in the game window  230 . In an embodiment, the contents of the game note can be based on text entered by the participant in the text window  238 . In another embodiment, selection of the option button  240  can provide access to a menu including a number of predetermined message content items, such as pre-determined text strings or icons. 
     Selection of the option button  241  can provide access to options for a particular note. For example, a game participant can select a note object in the game window  230  and select the option button  241  to configure options for the selected note object. Alternatively, the option button  241  can be selected to configure options for a note to be subsequently placed in the game environment. 
     In response to selection of the option button  241 , the graphical user interface  200  can provide a menu or other interface to provide for configuration of a note object. This can allow a participant to restrict to whom the note object is viewable, when and how often the note is viewable, note object fonts, colors, special effects, and the like. Further, the note object can be configured to display dynamic game information, such as whether the participant that created the note is currently participating in the game, a number of kills associated with the participant&#39;s avatar, health status of the avatar, location of the avatar in the game environment, and the like. Moreover, the note object can be configured to determine how the object can be manipulated by other participant&#39;s avatars. This degree of configuration allows note objects to be useful communication devices between game participants while maintaining the immersiveness of the game environment. 
     Referring to  FIG. 3 , a flow diagram of a method of displaying a three-dimensional note object in a game environment is illustrated. At block  302 , information indicative of a note created by a network game participant is received. In an embodiment, the information is received at a client device executing a game program that communicates with a game server. The note can be created by a participant at a disparate client device executing its own version of the game program. Thus, notes can be created by one participant and displayed to other participants via the game environment. 
     At block  304 , the game program at the client device determines whether the note indicated by the received information is viewable. This determination can be based on one or more of a variety of criteria, including the relative position of the note object in the game environment and the position of an avatar associated with the game program. Other criterion can include user identification information associated with an avatar of a game participant, group identification information associated with the avatar, character class information associated with the avatar, and the like. 
     If at block  304 , it is determined that the note object is not viewable, at block  306  the game program displays the game environment without displaying the note object. Thus, if a game participant is not authorized to view the note object (e.g. because the participant&#39;s avatar is not part of a selected group), the participant will not be able to view the note, but can still interact in the game environment. 
     If, at block  304 , it is determined that the note object is viewable, at block  308  the note object is displayed as a three-dimensional object in the game environment. Thus, the note can be displayed integrated with other game objects to preserve the character of the game experience. 
     Referring to  FIG. 4 , a flow diagram of a particular embodiment of a method of creating a note object is illustrated. At block  402 , note information is received at a game server from a first game program associated with a first participant in a networked game. The note information can be created at the first game program by the first participant, and will typically include text information entered by the participant. At block  404 , a game program at the server creates a note object based on the received note information. The note object is created with attributes indicating the position of the object in the game environment, the type of object (e.g. the type of object that the note object will be displayed as in the game environment), text attributes such as font and size, and the like. 
     At block  406 , the game program at the server determines whether the note object is visible to a participant in the network game, based on the position of the note object and on the position of an avatar associated with the participant. If the note object is not visible, at block  408  the game program at the server provides information to the game program associated with the participant so that the note object is not displayed. If the note object is visible, at block  410  the game server provides information indicative of the note object to the game program associated with the participant. The note object will be displayed as a three-dimensional object in the game environment. The information provided by the game server can be based on the object attribute information so that the note object is displayed as the proper object type, in the appropriate font, and the like. 
     At block  412 , the game program at the game server receives information indicating a change to the note object attributes. This information can indicate a change in position of the note, a change in the object type to be displayed, a change in the text to be displayed with the note object, and the like. The change can be received from the game program associated with the original creator of the note object, or from a game program associated with a different participant. At block  414  the game program at the server changes the attribute information associated with the game object based on the received changes. The method flow returns to block  406  to update the object display for the game participants. 
       FIG. 5  shows a block diagram of a particular embodiment of a computer device  500 . The computer device  500  can correspond to a client device or game server of  FIG. 1 , or both. The computer device  500  includes a processor  502  and a memory  504 . The computer device  500  can include additional hardware, such as a network interface (not shown) to interface with the wide area network  150 , a display device (not shown) to display the GUI  200   FIG. 2 , and the like. 
     The memory  504  is a computer readable medium, and can be volatile memory, such as random access memory (RAM), or non-volatile memory, such as flash memory or a hard disk. The memory  504  stores a program  506  that includes instructions to manipulate the processor  502  in order to implement one or more of the methods described herein. 
     Other embodiments, uses, and advantages of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. The specification and drawings should be considered exemplary only, and the scope of the disclosure is accordingly intended to be limited only by the following claims and equivalents thereof.