Learning to play a musical instrument can be an enjoyable and rewarding experience. However, to develop proficiency in playing a musical instrument requires dedication, many hours of practice, and the application of proper playing techniques and methods.
Conventional learning tools and sources of instructional information for learning to play a musical instrument include music teachers, music books, audio tapes or compact disks (CDs), and video tapes. While each of these offers certain advantages, each is also limited in the quality of instruction or the manner in which the information is presented.
For example, a music teacher provides personally-tailored instruction, however the cost of the instruction is relatively expensive and each session is necessarily limited in both time and depth. Additionally, the student may be limited to learning the playing style and habits (both good and bad) of the particular teacher, which may limit the student's creativity and spontaneity. The practice material assigned by the instructor is also static and is therefore unable to accommodate and adjust to the student's individual progress or proficiency.
Music books provide a relatively low-cost alternative or adjunct to a music teacher. However, the material presented by music books is necessarily static and if the student has difficulty reading and interpreting music, particularly the tempo and rhythm, then music books provide a limited instructional capability. Additionally, music books are not interactive and provide no feedback to the student, making it difficult to develop a “feeling” for the music which is necessary to progress beyond purely technical or mechanical playing. Audio tapes or compact discs combine recorded songs and musical passages with instructional commentary and playing tips. But still, they lack visual instruction and feedback, which can make it difficult for the student to develop a feeling for the music.
What is needed is an effective way to provide interactive method and system for learning and practicing a musical instrument, which provides both audio and visual feedback, and an integrated learning approach.
The invention provides for an interactive guitar game designed for learning to play the guitar. Various aspects of the invention described herein may be applied to any of the particular applications set forth below. The invention may be applied as a standalone game engine system or as a component of an integrated software solution. It shall be understood that different aspects of the invention can be appreciated individually, collectively or in combination with each other.
Unless specifically stated otherwise, as apparent from the following discussions, it is appreciated that throughout the specification, discussions utilizing terms such as “processing,” “computing,” “calculating,” “determining,” or the like, may refer in whole or in part to the action and/or processes of a processor, computer or computing system, or similar electronic computing device, that manipulate and/or transform data represented as physical, such as electronic, quantities within the system's registers and/or memories into other data similarly represented as physical quantities within the system's memories, registers or other such information storage, transmission or display devices. It will also be appreciated by persons skilled in the art that the term “players” or “users” referred to herein can be individuals as well as corporations and other legal entities, such as schools or other educational institutions. Furthermore, the processes presented herein are not inherently related to any particular computer, processing device, article or other apparatus. An example of a structure for a variety of these systems will appear from the description below. In addition, embodiments of the present invention are not described with reference to any particular processor, programming language, machine code, etc. It will be appreciated that a variety of programming languages, machine codes, etc. may be used to implement the teachings of the invention as described herein.
Other goals and advantages of the invention will be further appreciated and understood when considered in conjunction with the following description and accompanying drawings. While the following description may contain specific details describing particular embodiments of the invention, this should not be construed as limitations to the scope of the invention but rather as an exemplification of preferable embodiments. For each aspect of the invention, many variations are possible as suggested herein that are known to those of ordinary skill in the art. A variety of changes and modifications can be made within the scope of the invention without departing from the spirit thereof.
All publications and patent applications mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication or patent application was specifically and individually indicated to be incorporated by reference.
Some of the features of the invention are described as set forth in the following figures and description. A better understanding of the features and advantages of the invention will be obtained by reference to the following detailed description that sets forth illustrative embodiments provided in accordance with the invention.
In the following detailed description, numerous specific details are set forth in order to provide a thorough understanding of the invention. However it will be understood by those of ordinary skill in the art that the invention may be practiced without these specific details. In other instances, well-known methods, procedures, components and circuits have not been described in detail so as not to obscure the invention. Various modifications to the described embodiments will be apparent to those with skill in the art, and the general principles defined herein may be applied to other embodiments. The invention is not intended to be limited to the particular embodiments shown and described.
An aspect of the invention provides an interactive game engine for learning to play a guitar. In one embodiment of the invention, any guitar, including a MIDI guitar, an OSC guitar, or a guitar using any other format or protocol, is connected to a computer or other platform. The computer or platform is capable of loading music, such that it can be displayed on a display screen in multiple ways, and allows the user to read the music and play along. The goal of the software or interactive game engine is for players to learn how to play a guitar. It is understood that any references herein to specific file formats do not limit the scope of the invention, but merely provide examples of file formats that may be used in the implementation of particular embodiments of the invention, and various other file formats, protocols, etc. are contemplated herein.
Referring to
The song may be a compressed archive of the following resources: a description XML file giving information about the song's title, author, and the location of the MusicXML file (or file of any other format). The file may be a standard file format used for describing both the tonal representation of the song, as well as formatting information. The file may also provide information about chord names, additional MP3 tracks (or other types of tracks), or the video file to play in the background. When the file is read in, it may be converted into both a graphical representation (for display), as well as a MIDI representation (or representation in any other format). The note manager 209 may display the notes graphically, depending on notations that may be specified in the file. The note manager may display the notes to the graphics display 211 in time with the audio output 204 of the song selected from the song library 201. The notes may be displayed in tablature, a form of musical notation which tells players where to place their fingers on the guitar. The notes may also be displayed in modern notation which uses a five-line staff. It is understood that various types of file formats, including but not limited to the XML or MusicXML file formats, are contemplated.
Referring to
The moving (or scrolling) notation is sometimes referred to as a “note highway” and as the song progresses, symbols which may be colored markers or gems indicate notes that travel across the screen in time with the music. The symbols' colors and positions may match those of the frets on a guitar. Once the symbol reaches a “hit zone,” the player must play the indicated note.
As the user listens to the song and watches the display on a display screen in any version of the views described herein, the user may attempt to play the chords and notes that he or she is prompted to play. Depending on the user's accuracy with regard to which fret and strings are actually played, the velocity with which each note or chord is played, and the timing of the user's play, the game engine may calculate a score or provide the user with other feedback as to his or her accuracy. As shown in
Referring to
As the user listens to the song and watches the display on the display screen, the user may attempt to play the chords and notes that he or she is prompted to play. Depending on the user's accuracy with regard to which fret and strings are actually played, the velocity with which each note or chord is played, the direction of the strokes, and the timing of the user's play, the game engine may calculate a score and score modifiers 507 or provide the user with other feedback 508 as to his or her accuracy and performance, in the form of a success meter, for example. Further, to immerse the user or player in the music, a movie or video 510 may be played in the background.
In
Many different views of the scrolling notation are possible. For example,
If there are no notes on the screen, the interface may display the next offscreen note on the far right of the screen so as to alert the user of an upcoming note. The interface may also display certain metrics regarding the user's performance, including a score and a current note streak 706. Additionally, the interface may display a timeline for a whole song, broken into sections, showing the user where they are and giving a general sense as to how the user did on a particular section of a song. For example, a user's progress may be tracked by a progress bar 708, which indicates how far along the user is in the song, or if the user is currently playing in the introduction, chorus, bridge, a solo breakout, etc. The interface elements may be done as 2D overlays onto a 3D space. The lines representing the guitar may be 3D curves starting at the right side far back 702, expanding and coming nearer as they approach the left side of the screen 701. The inside of the note bubble 703 may contain the number of the fret to be pressed. A bubble containing the note or chord name may also scroll with any note or chord above the strings.
Further, as shown in
It is understood by those of ordinary skill in the art, that many different variations of this display image are contemplated by the invention, and the invention is not limited to the specific details of the examples as shown and described herein.
Thus, the interactive game engine may serve as a tool for guitar players to visually learn how to play the guitar. In
The display of the game engine can be varied in several ways and may include (a) a display where notes scroll across a screen in a tablature notation, as described above, or (b) a display where the actual fingering of the chord is displayed as shown in
The view may also be varied such that the tab may be displayed in a standard way such that the vertical string order is ascending, and also in an inverted tab display such that the vertical string order is reversed with the low string on top and the high string on the bottom. Further, the guitar neck may be displayed for a right-handed player, and may also be flipped on a horizontal axis so as to mirror that of a left-handed perspective. Further, as described, a finger view may also present a real-time three dimensional render or video of the proper finger positions or location for a note or chord.
As described earlier, when the game starts, the user may choose from four different game modes from the game selection screen: Story mode, Jukebox (or Song Play) mode, Arcade (or Diagnostic) mode, and Multiplayer (or Online) mode.
In Jukebox (or Song Play) mode, the game engine may allow a user to target certain weaknesses in technique or with certain songs, and practice and improve upon those particular weaknesses. A user may, in Jukebox (Song Play) mode, play through tracks of a song using tablature or note names. The game engine allows a user to learn and grow by learning core elements of certain songs and the mechanics needed to play them. A beginning user may choose to view the song in a view displaying tablature, and a more advanced user may be able to play through a song just using note names or chord diagrams. Referring to
In Jukebox (Song Play) mode, a user may choose to play a song 1301 from any track in their library 1301. The library may include pre-installed music or music purchased or downloaded from a music store. Users may choose to view tablature or notes in a timeline view.
If a user has trouble with a particular section of a song, the user (or the game engine) may switch to a carousel view and have the user repeat that section until the user improves. Thus, the game engine may assess the user's past performance and provide the user with exercises or games to target the areas that the user needs to work on in step 1303, and the game engine may then appropriately determine or form a selection of mini-games to be played in step 1304. As the user selects the mini-game from the options provided by the game engine to play in step 1305 and plays the game in step 1306, the user is practicing various skills or songs or sections of songs and targeting certain weaknesses in order to improve overall performance. Users may also adjust the speed, complexity and sub-mode (or mini-game) that they play. The results of each game played may be stored in step 1309. After the user plays a mini-game, the user may play another game 1307 or return to the main menu 1308.
In one embodiment, Jukebox (or Song Play) mode may have three different sub-modes (or mini-games): Wait, Challenge, and Stage Ready. In Wait sub-mode, a user may be allowed to play along with a song, and the goal might be to play along without missing a note. The notation may be presented in a right-to-left scrolling manner, and there may be a music video playing in the background. The game may wait until the user has played the necessary notes correctly before progressing. Wait sub-mode may mimic what an individual does when they are trying to figure out a song alone in their room. However, because the real song and video are playing along with the user, Wait sub-mode may create an emotional compulsion to play in time, positively reinforcing when the user is playing correctly in time with the song. In addition to the emotional compulsion, the timing may create a win/loss metric. For example, the user may only have thirty seconds of overtime to play the song, and if the user does not complete the song within this period of time, then the user may be required to repeat the game. A user's score when playing this game may be based on “Time Scoring” as further described below.
In Challenge sub-mode, the user will be faced with the same game as in Wait sub-mode, except the system may not longer wait for the user. Thus, the user is evaluated on accuracy and timing. This information may be tracked and if the user is having trouble on a particular section of a song, or with particular chords or notes, then the user may be directed towards other mini-games or sub-modes which will help the user master that aspect of play. The user may also be given real-time feedback on accuracy, position, playing, correct streaks, and duration. Further, there may be a music video playing in the background. A user's score when playing this game may be based on “Standard Scoring” as further described below.
In Stage-Ready sub-mode, the notation representation may be omitted. The user may be shown only a music video, and whether the user is getting her notes correct or incorrect. The goal of this sub-mode may be to display true mastery of a song. The user may also be given real-time feedback on accuracy, position, playing, correct streaks, and duration. Further, there may be a music video playing in the background. A user's score when playing this game may be based on “Standard Scoring” as further described below.
In Story mode, users may create certain profiles, in which their characters learn certain songs and play certain mini-games. The user may be encouraged then to practice with certain characters, and thus creates profiles in which his accomplishments or game-performance statistics are saved. Story mode may employ a framing narrative that takes a beginning user from never having picked up a guitar before through mastering rhythm guitar and basic music theory. The narrative story may frame a progression of mini-games in which the user is taken through increasingly advanced modes and increasingly difficult songs through many levels of play. Story mode may take advantage of any mini-game (or sub-mode) or view in a structured, leveled environment. The songs in Story mode may alternate between custom content for certain levels and specially tagged songs in a user's pre-loaded library. Thus, as a user moves through a narrative, the user may select and master music that the user cares about. At the end of the leveled system and narrative, the user's skill at rhythm guitar and the user's fundamental understanding of music theory may improve as a byproduct of compelling play, as the user acquires skills as the user plays the game.
In
As an example, a user may, in the first chapter (or Level 1) of the Story, learn core skills of a guitar player. For example, the first thing that a beginning user may do is to make sure they are in tune. A user, in Level 1, may learn how to tune their instrument and how to recognize when the instrument is out of tune. As further described below, an on-screen tuning system may allow the user to play one string at a time until the guitar is in tune. Users may revisit this tuning view later at anytime, and the software may also detect when the guitar is out of tune to ask the user to re-tune the guitar.
The tuning guide may aid the user in tuning their guitar, and may consist of a display of a diagram of each string, highlighting the current string being played. A note name may indicate what tone the system is receiving from the guitar, and a graph may highlight whether that note is flat or sharp from the ideal note. When the string is in tune, the string may be highlighted. Strings that are not currently in tune may be darkened or otherwise displayed to indicate their status. At the end of the process, the user may be asked to strum the guitar to make sure that all of the strings are in tune.
The tuning system may also be displayed as a Quick Tuner appearing in one small corner of the screen (e.g., the bottom right of the screen). After analyzing a note, the Quick Tuner may display to the user what note was played and whether the note was flat or sharp. A colored portion inside of the box may be yellow, for example, and lean flat for flat notes, turn the light below yellow and highlight the word “Flat” within the box. When the note is sharp, the color box may change colors to red, for example, and lean to the right, turn the light right, and highlight “Sharp” within the box. When in tune, the box may disappear and the light may turn to green, for example. The flat and sharp notes may be indicated in any number of ways.
Level 1 of Story mode may also introduce users to the guitar neck fret view. Users may become familiar with relating the fret numbers to different places on the guitar neck. A display may show certain highlighted notes, and then the user may play those highlighted notes at the user's own pace. Other guitar skills may be presented through mini-games or sub-modes, and in different views, where the user can be challenged to improve their ability and beat their friend's and their own, high scores. The Story may be broken up into days or different levels. For example, Story mode may span 90 days, which take the user through many different skills involved in playing a guitar.
An example of content of a Story, such as the frames to transition from one mini-game to another, may be as follows:
[shot: external, guitar shot on street]
[shot: dolly in through door opening (1st person)]
[shot: rocker guy in guitar shop addressing camera]
Hey, welcome to your first day. Here's the deal, we've got to put a bunch of guitars on the floor and we've got to make sure they're in working order.
[shot: rocker guy in guitar shop addressing camera, girl walking around in the background]
Cool. Good Job. Look, you're going to get a lot of newbies in here asking you all sorts of questions, so you better make sure you know your stuff. We're going to get you playing guitar soon, but first thing we gotta do is make sure you're in tune.
[shot: rocker guy in guitar shop addressing camera, girl walking around in background (seen through practice room window)]
OK, so you know your stuff. I'm going to put you in the trial room, just to set the tone in there. All you've got to do is play open strings.
[shot: rocker guy in guitar shop addressing camera, girl walking around in the background (seen through practice room window)]
Cool. Let's check out your skills.
[shot: rocker guy in guitar shop addressing camera, girl walks over behind rocker]
ROCKER: Awesome
GIRL: Gosh that took me forever, you mastered that really quickly. [girl walks away]
Thus, the user may bond with the characters within the Story, as the user spends more time interacting with the system and playing the exercises or mini-games. Each level then, is somewhat like an “Act” in a play or story. For example, the following could be some acts in Story mode:
Act 1
SKILLS: beginning knowledge, basic fret/guitar chords STORY: meet guitar store guy, meet love interest. End of act 1, meet band guy who invites user to come by and play rhythm for his band.
Act 2
SKILLS: more chords, more frets
STORY: band practice space, playing songs, learning chords, timing, listening to other instruments, rock trivia/influences. Show announced.
Act 3
SKILLS: more chords, more frets
STORY: band plays small clubs, playing songs, band dynamics (band reacts poorly if user plays poorly), rock trivia/influences. Big show announced. Play big show. Love interest reacts favorably. Band mate comes backstage and says, “Cheers! We just igot signed! We're going on tour!”
Referring to
The game engine may offer various different levels, each with its own sub-levels and mini-games, which can be selected by the user. It should be noted that the different levels may be incorporated in any of the modes: Jukebox (Song Play) mode, Story mode, Multiplayer (Online) mode, or Arcade (Diagnostic) mode.
Referring to
By choosing the Multiplayer (or Online) mode from the game selection menu, the user may participate in playing the mini-games or other games against other users or players. Thus, guitar playing becomes a social activity. Multi-player modes may enable users to play with their friends at their own speed, thus encouraging users to play together even if they have varied levels of skill. One option is for users to play in a Live Multiplayer sub-mode. For example, as shown in
Another option is for users to play in a Mail Multiplayer sub-mode. In this sub-mode, after an individual user finishes a song play through, the individual user can choose to send a mail challenge to a friend or to another user. The other user will be notified of a pending challenge, and the next time they login will be able to attempt to beat their friend's score. In one embodiment, if the user does not already currently own the song, they may be able to play the song once for free. The user may also be prompted to purchase the song before responding to the challenge, for example, if they have already sampled the song once for free previously. While attempting to beat their friend's score, a progress bar may indicate how well they are doing versus their friend. Users may be able to play as many times as they want to try to beat their friend's score. If they do succeed in achieving a higher score, then the challenge may be returned to the initial user, and the initial user may try to beat the new high score.
In Arcade (or Diagnostic) mode, a user may play whatever songs and exercises there are in the game engine or user's library of music. For example, a user may be able to play all of the songs and exercises packaged with the game, unlockable content, and downloadable content. The user may practice full length songs or partial portions of songs in Arcade (or Diagnostic) mode. Arcade (or Diagnostic) mode is a collection of all of the games that comprise the overall system, and may allow users to play particular games that they like for any reason. This allows the user to focus on experience points, which are assigned based on the time the user spends playing each mode.
Mini Games:
Many different types of “mini-games” may be played using the game engine, some of which have been previously described. As another example, a user may play a mini-game, “Notes in a row,” in which a user tries to play as many scrolling notes as they can until they make a mistake. If a user can play a certain number of “notes in a row” they will pass or win the mini-game. If they do not, then they may have to play again. “Notes in a row” may increase in difficulty in the various levels by increasing the tempo of the scrolling notes, increasing the note complexity, or increasing the number of notes that must be played without making a mistake. “Notes in a row” may decrease in difficulty in the various levels by allowing multiple attempts, allowing users to earn more attempts, decreasing the tempo, or freezing certain notes.
Another mini-game that may be played is “Ear training” in which a user is given a tone audibly, and asked to play the same tone. For example, a user can be given a certain number of tones that they must play correctly in order to pass or win the mini-game. “Ear training” may increase in difficulty in the various levels by increasing the note complexity or increasing the number of tones that must be played correctly in order to pass or win the mini-game. “Ear training” may decrease in difficulty in the various levels by allowing multiple attempts, allowing users to earn more attempts, or providing a range of possible choices. For example, after hearing the tone, the user may be shown that the tone is played on the 3rd string, and somewhere between the 4th and 8th fret.
“Simon Says” is an additional mini-game that may be played, in which a user is briefly shown and played notes, and then is asked to play the same notes. For example, a user may be shown and played a certain number of notes, and then asked to play those same notes back. “Simon Says” may increase in difficulty throughout the levels by increasing the note complexity, increasing the number of notes that must be played back, increasing the speed of the scrolling notes that are shown to the user, or decreasing the time limit during which they must play back the notes. “Simon Says” may decrease in difficulty throughout the levels by allowing multiple attempts, allowing users to earn more attempts, providing the notes' strings but not the frets as the user plays the notes back, or freezing certain notes.
Another mini-game that may be played is the “Looping notes” game in which a scrolling group of notes plays in a loop, and the user must play all of the notes before the time runs out. As the user makes mistakes, more notes may appear. The goal of the game may be to play all of the notes displayed in a certain time frame, for example, 45 seconds. “Looping notes” may increase in difficulty throughout the levels by increasing the note complexity, increasing the number of notes that must be played, increasing the speed at which the notes scroll across the screen, decreasing the time limit in which the notes must be played, or increasing the number of times that the notes must be played. “Looping notes” may decrease in difficulty throughout the levels by allowing multiple attempts, allowing users to earn more attempts, allowing users to earn more time in which to play all of the notes, freezing the notes, or allowing note pops which remove more than one note at a time from the screen.
One more mini-game that may be played is a game where the “Song waits until you play it right”. In this game, the full song may play until the hit line and wait for the user to play the queued note(s) correctly. Once the correct note(s) are played, the song commences again. If played well, the song would not skip a beat, but if not, the song will wait at the hit line, until the user can play the correct note(s). For example, the goal of the game may be to play a 3 minute tune in under 5 minutes and to play a 5 note streak. “Song waits until you play it right” may increase in difficulty by setting a shorter time limit, limiting the number of mistakes allowed, or requiring the user to play a certain number of notes in a row in addition. “Song waits until you play it right” may decrease in difficulty over the levels by allowing users to earn more attempts, allowing users to earn more time, or keep playing the song even if the user messes up. For example, if the user plays the correct notes in time for 10 notes in a row, the mini-game may allow a free mess up without stoppage.
Another mini-game that may be played may be “Rhythm action” in which a user must strum or play certain notes in sync with the rhythm that goes along with the song being played. The goal may be to play in rhythm a certain percentage of the time, e.g., 75%. “Rhythm action” may increase in difficulty by limiting the number of mistakes allowed, increasing the note complexity, or increasing the tempo of the rhythm. “Rhythm action” may decrease in complexity by allowing users to earn more attempts, allowing users to earn more time, or giving users credit or increases in score for playing a certain number of notes in rhythm in a row.
Another mini-game that may be played is “Speed Trials” in which the goal of the user would be to play a shown sequence as fast as possible or in time. This game may help train the user in improving their play of scales, speed exercises, chords or ear training Speed Trials may be played with a guitar neck view in which the notes of the entire sequence would always be showing. The current note could be highlighted in a certain color (e.g., in white) and could enlarge. When the user hits the current note, the next note in the sequence may be highlighted. If the user hits an incorrect note, the note may turn a different color (e.g., red). If the user hits the correct note, the note may turn a certain color (e.g., green). This may continue for a set amount of time (e.g., one or two minutes). Speed Trials may also be played in a timeline view, in which case the current note may be situated on a hit line (or in a hit area), and as soon as the user hits the note, the system may register it as a hit or miss, and animate the note off of the screen. The timeline then may slide the notes so that the next note of the sequence is on the hit line (or within a hit area). Other variations of this mini-game could include having users play the notes on a beat, or having the users play the notes as fast as possible.
Another mini-game that may be played is “Find the Note” in which the goal of the user is to play the correct note name shown. This mini-game may train a user in note recognition and ear training In Find the Note, a note name may be shown with several fret options highlighted, and only one of the options may be correct. If the user hits the wrong note, the display may turn a certain color (e.g., red) and the user's score may be subtracted. If the user hits the correct note, the display may turn a different color (e.g., green) and the user's score may be increased. Difficulty settings of this mini-game may increase or decrease (i.e. get harder or become easier) depending on the amount of false notes showing.
Another mini-game that may be played is “Find All Notes” in which the goal of the user may be to play all of the highlighted notes on all possible frets. In this game, a user may improve their note recognition abilities. The mini-game may also help with ear training. In Find All Notes, a note name may be shown on the display along with a number of possible places to play that note. Each time the user plays the correct note on a fret, the note may be highlighted and the number of possible places may be subtracted by one. Difficulty settings of this mini-game may increase or decrease (i.e. get harder or become easier) depending on the amount of time given to find all of the possible notes.
In addition, because playing the guitar may be exhausting for new players, a range of non-guitar games may help with new players to combat fatigue. The non-guitar games may enable users to continue playing while improving their musical skill and music history. For example, users may play beat matching or note recognition games, or play musical history games involving naming certain tunes, musical trivia or instrument quizzes.
At the completion of each game, the user may be shown their score and other additional information (such as their friend's high scores, links to a store, in-area concert ads, suggested challenges, etc.).
After the user completes all of the mini-games in a sub-level, the user can complete the sub-level mini-boss or sub-level boss games. The boss games may require the user to play an entire song or play an entire song correctly. It should be noted that each mini-game may be presented in a number of view such as the Guitar Neck View, Timeline View, or Carousel View as appropriate.
As the user plays the various games, including the mini-games, mini-boss and boss in the sub-levels, the user's statistics can be stored and displayed. The user may keep track of their scores, their ranking against other users, their improvement, accuracy with regard to particular chords, or even a breakdown of improvement with regard to particular chords. One example of a user's statistics is shown in
Players may be able to earn points depending on their accuracy of play. For example, if there are 1,000 points possible, and a player has 50% accuracy in a playthrough, that user may earn 50 points for that playthrough. Once 1,000 points are earned from a song, then no more points may be earned from that song, perhaps except by mastering it through some other challenge. The system may vary the number of points earned, depending on whether the song is above or below the user's play level as well.
The system may also vary the number of points on a scale. For example, scores over 90% may automatically earn the full points of a song, and an additional bonus point amount. This may allow expert users to move up quickly without having to repeat easy songs indefinitely. Additionally, each song mastered may add a modifier to a user's global point modifier. The amount added may be equal to 0.01*song or skill level, for example. Thus, if a user masters a level 2 song, a user may have 0.02 added to their point modifier. Thus, mastering more songs allows user to move up levels faster.
Players may also earn points through the amount of time that they have spent playing. This may reward users who may not be progressing as quickly, but are still putting in many hours trying to improve. Thus, for each hour that a user plays, a certain number of points may be earned. Also, perhaps for each consecutive day played, a certain number of bonus points (a Time Bonus) could be added, thus encouraging users to play daily. There may be a limit on the number of points that may be earned each day from the amount of time playing. For example, the Points=(Time Playing*100)*(1+Time Bonus*0.25)).
Many games may be scored in different ways. For example, a Standard Scoring mechanic may provide a certain number of points for each successfully hit note or chord (e.g., 75 points for each successfully hit note, and 125 points for each successfully hit chord).
Many variables could be factored into a score equation. For example, one scoring equation could be: Score+=((POINTS*SB)+=(DM*4))*(1+(SM*0.1))*PB.
Duration Modifier (DM): Many notes may have a sustain duration associated with them. Releasing early or late may add to the Duration Modifier (DM). The Duration Modifier may be equal to the number of seconds away from the ideal sustain. This would not apply to notes without sustain.
Sustain Bonus (SB): If the user's sustain was within 0.25 seconds away from the idea (or some other appropriate threshold), then the user may receive a Sustain Bonus that could increment (e.g., double) the amount of points earned. This would not apply to notes without sustain.
Streak Modifier (SM): Additionally, each consecutive successful note may add to the Streak Modifier. This may reward players for constancy and encourage mastery of songs in order to achieve a top score. For example, hitting ten (or some other number) of consecutive notes may increase (e.g., double) the points earned, hitting twenty consecutive notes may triple the points earned, and so on. There may not be a cap for the Streak Modifier.
Pedal Bonus (PB): If the user successfully hits specially marked notes, a Pedal Bonus may be unlocked. When the user next stomps on the A Button of the Foot Pedal, their score may be doubled (or otherwise increased) for a certain duration of time (e.g., the next 15 seconds).
Other games may implement a time scoring calculation. For example, in Jukebox Wait sub-mode, the timeline may stop when the user does not hit the correct note, and may only restart when the user plays the correct note. Thus, a timer may indicate the difference between the ideal time and the player's actual time. For these types of games, a time may be factored into the scoring equation. For example then, a Time Modifier (TM) may be factored into the scoring equation. In one embodiment, for each second away from the ideal time, a point may be added to the Time Modifier. The Score would then be equal to the Standard Scoring Equation*(1−(TM*0.01)), for example.
One skilled in the art can appreciate that various types of statistics, scores and rankings may be stored, tracked and calculated, and are not limited to the particular embodiments described herein.
The system may also incorporate a leveling system which divides groups of users into distinct levels based on their guitar experience and ability. This would allow the system to recommend mini-games and songs to users that will be challenging but not frustrating and allow users to find people of similar ability to challenge and collaborate. The levels may be increased by earning experience points. Each song may be assessed and assigned a difficulty, which would allow the system to suggest appropriate songs to users and encourage exploration of new music with a user's skill level.
A user's statistics may be recorded and stored, allowing the system to identify what a user is struggling with and allowing the system to suggest new music or mini-games that could help the user overcome those struggles. The suggestions could be scaled to the user's proficiency, ensuring compelling gameplay and continued demonstrable incremental improvements. It would also give the user a sense of satisfaction of being able to look over these statistics and see their improvement over time. This may encourage the user to continue playing as well as focus on errors where their statistics show room for improvement. For example, statistics that may be tracked include the user's worse/best note transition, worst/best chord transition, worst/best song segment, time winning/losing, notes hit/missed, songs played/learned/mastered/domination, world/country/regional ranking, songs purchased, highest/lowest score, longest streak, time streaking, etc.
Further, when users complete special tasks, they may be given an achievement as evidence of their accomplishment. Achievements may encourage users to explore new areas of the game as well as perform at the highest level possible. Users may be able to show off these achievements and compare them with their friends. For example, a user may achieve X number of note streaks, X number of songs with a certain hit accuracy, won X number of matches against other users, completed X number of songs by the same artist, completed an artist's album, completed X number of songs, purchased X number of songs, etc. Other achievements may include finishing a song without touching a string, finishing two songs in a row from vastly different genres, beating the same person X number of times in a row, beating X number of songs on a certain subject or from a certain genre (e.g., sex, drugs, broken hearts, love, pre-1950, girl songs, boy songs, pop song, songs from a certain artist, campfire songs, etc.), or playing X number of songs at a certain hour, playing the game at X different locations, etc. One example of a user's statistics is shown in
The software or game engine may also employ an online component. In
Further, as users play through songs, the system may leverage the data available on the Internet to provide value-added information for the users. This may allow users to easily find out more information about the music that they are playing. In addition, statistics tracking, skill progression, daily progress, play histories, and other features may be available online. A user may be able to follow along with their friend's achievements, and challenge and encourage each other. Talented players may amass fans and give others pointers on how to play certain songs. Teachers and parents may follow along with daily progress and receive weekly breakdowns through email, for example. Users may be able to be provided feedback about how they compare to other people in their local communities. For example, when a user starts playing, they may be the “best player within 10 feet” and after playing for a few weeks, they may advance to the “best player within 100 miles.”
It should be understood from the foregoing that, while particular implementations have been illustrated and described, various modifications can be made thereto and are contemplated herein. It is also not intended that the invention be limited by the specific examples provided within the specification. While the invention has been described with reference to the aforementioned specification, the descriptions and illustrations of the preferable embodiments herein are not meant to be construed in a limiting sense. Furthermore, it shall be understood that all aspects of the invention are not limited to the specific depictions, configurations or relative proportions set forth herein which depend upon a variety of conditions and variables. Various modifications in form and detail of the embodiments of the invention will be apparent to a person skilled in the art. It is therefore contemplated that the invention shall also cover any such modifications, variations and equivalents.
This application claims the benefit of U.S. Provisional Application No. 61/117,053 filed Nov. 21, 2008 which application is incorporated herein by reference in its entirety.
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