The invention relates generally to video games, and more particularly to a system and method for customizing a replay of one or more game events in a video game.
In most video games, players typically control a character (e.g., an athlete, soldier, “rock-star,” superhero, monster, animal, imaginary creature or beast, etc.) or object (e.g., race car, spaceship, etc.) to perform various game actions in order to accomplish a game event. For example, in a “shooter” game, a player may lead his or her character through a series of actions (e.g., tracking an opponent, positively identifying the opponent, aiming a gun at the opponent, and shooting the opponent) that comprise (or culminate in) a game event (e.g., the killing of the opponent). Depending on the particular video game, one or more game events may be necessary to reach a certain status, level, goal, or other game objective.
In some video games, one or more game events may be replayed for a player (and/or a number of other players) in certain instances. As an example, in “Call of Duty®,” the first-person shooter video game franchise published by Activision Publishing, Inc., a “KillCam” is utilized to show a player his or her death, after-the-fact, from the perspective of the killer. The KillCam is useful for, among other things, identifying how a player was killed, and locating enemy positions.
It may be desirable to “replay” one or more game events for a player and/or a number of other players (e.g., in a multiplayer game) for a variety of reasons. For instance, it may be educational for a player to view one or more past actions or events to understand how or why they were successful in accomplishing a particular game objective, or to likewise appreciate why they may have been unsuccessful in failing to accomplish an objective. Further, in a multiplayer game, it may provide a winning or victorious player with an opportunity to boast or brag to a defeated opponent by making them view and relive their defeat or demise again.
While the replay of game events enables players to view and learn from their actions (and the actions of others) in gameplay sessions in which they are involved, current replay functionality does not appear to allow for player interaction or customization. These and other drawbacks exist.
The invention addressing these and other drawbacks relates to a system and method for customizing a replay of one or more game events in a video game.
As used herein, a “game event” (or event) may comprise an occurrence or incident during gameplay. An event may further include one or more “game actions” (or actions) that comprise the event. As a non-limiting example, in a shooter game, killing an enemy combatant (typically a game opponent or competitor) may comprise a game event. Tracking the enemy combatant, positively identifying the enemy combatant, aiming a gun at the enemy combatant, and pulling the trigger are non-limiting examples of actions that may comprise the game event. In some implementations, depending on the particular video game, one or more game events may be necessary to reach a certain status, level, goal, or other game objective associated with gameplay, or to access or “unlock” certain in-game benefits (extra equipment, special powers, etc.). For instance, continuing with the “shooter” example, a certain number or type of enemy combatants may have to be killed by the player (either alone or in cooperation with other players) in order to reach, access, or experience a different facet of gameplay.
While aspects of the invention may be described herein with reference to various game levels or modes, characters, roles, game items, etc. associated with a “shooter” game, it should be appreciated that any such examples are for illustrative purposes only, and are not intended to be limiting. The system and method described in detail herein may be used in any genre of video game, without limitation. Additionally, while aspects of the invention may be further described with reference to multiplayer video games, it should be recognized that the features and functionality described herein are equally applicable to a single player video game.
According to an aspect of the invention, one or more game events may be defined as trigger events for a particular video game. When a trigger event occurs during gameplay, an in-game replay of one or more actions comprising the trigger event may occur as explained in greater detail below. Trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different video games. As an example, in a shooter game, a trigger event may comprise a kill in a match, or a last kill in any match, among other examples.
Once any trigger events have been defined, and a gameplay session begins, an event log engine may record gameplay state information. The gameplay state information may include user commands (e.g., click, touch, button presses, other inputs, etc.) and associated timing information of the commands for one or more players, audio/video information, positions and attributes of characters and objects, depiction of surrounding game environment and conditions, and any other type of game state information that may be used to recreate the game state for any given time or period of time of a gameplay session. The event log engine may capture gameplay state information continuously, or in predetermined segments, and the captured gameplay state information may be stored in one or more databases.
According to an aspect of the invention, gameplay may be monitored in real-time for the detection of a trigger event (e.g., by the event log engine, or other game logic). When a trigger event is detected, a replay engine may generate a replay of one or more of the game actions comprising the trigger event. As described herein, the “replay” of a trigger event comprises a playback of the actions comprising the trigger event, by the replay engine, based on the gameplay state information retrieved from the event log engine. The retrieved gameplay state information is used to generate (or recreate) the one or more actions and associated game state information for the trigger event.
In one implementation, gameplay state information may be retrieved from the event log engine for a predetermined time period that includes the trigger event, as well as a period of time before and/or after the trigger event. The predetermined time periods may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces. In an alternative implementation, gameplay state information may be retrieved from the event log engine relevant to a predetermined number of game actions that occurred prior to, and are associated with, the trigger event. For example, if a trigger event comprises a final kill in a match, the replay engine may retrieve gameplay state information for a predetermined number of predefined prior game actions including, for instance, identification of the enemy combatant, aiming of the weapon, and pulling of the trigger. Gameplay state information representing the final kill may also be retrieved along with gameplay state information for one or more actions occurring after the trigger event (e.g., the character raising his or her arms in victory, etc.). The predetermined number of associated game actions (for retrieval) occurring before, during, and/or after the trigger event may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces.
According to an aspect of the invention, a trigger event may be replayed for a player that caused the trigger event, for a player affected by the trigger event, and/or a number of other players that may have witnessed or were otherwise associated with the trigger event. A trigger event may also be replayed to depict a number of different player perspectives of the trigger event. The trigger event replay may also be provided to one or more players participating in the gameplay session.
In one implementation, gameplay may be paused while the trigger event is replayed. In an alternative implementation, gameplay may continue while the trigger event is replayed and the one or more players that view the replay may rejoin the game in-progress after the trigger event has been replayed. In some implementations, the trigger event may be replayed in a pop-up window or other on-screen display mechanism so as not to disrupt gameplay. In other implementations, the trigger event may be replayed on the full screen. In other words, a trigger event may be replayed to one or more players, in various screen displays (e.g., full screen, partial screen, in a separate window, etc.), from one or more different perspectives, while gameplay is either paused or allowed to continue. Various configurations may be implemented.
According to an aspect of the invention, replay of a trigger event may be customized in a variety of ways. For example, and as described in greater detail herein, graphical content, message content (e.g., text-based messages), audio content, video content, advertising content, and other types of customization content may be added to a replay of a trigger event to customize the replay.
In one implementation, a customization engine may apply customization content to a playback of a trigger event using system-defined customization templates and/or user-defined customization templates. The customization content available for any given trigger event may depend on a variety of factors including the video game, the type of game event that constitutes the trigger event, the intended audience for the trigger event replay, the perspective(s) from which replay of the trigger event may be viewed, and/or other factors.
According to an aspect of the invention, a player may select a system-defined customization template for one or more trigger events from a user interface prior to commencing gameplay. A player may further generate user-defined customization templates via a customization interface (described in detail below).
If a single customization template is selected or created by the user for a trigger event, or if game logic permits only one customization template to be applied during a trigger event replay (regardless of whether it is a system-selected or user-defined template), the template may be applied automatically and the trigger event replay may occur automatically when the trigger event is detected. If no customization templates are selected or created, a default customization template may be applied when a trigger event is detected, or no customization content may be added to a trigger event replay.
In certain implementations, a player may assign two or more customization templates (e.g., system-selected and/or user-defined templates) as being applicable to a given trigger event. For instance, in a shooter game, a player may create multiple customization templates to be used for a kill trigger event depending on a variety of factors including the identify of an opponent he kills in the game, the weapon that he uses to kill an opponent, the number of other game players that will see the trigger event replay, or other factors. In this implementation, each customization template may be assigned to a particular input used for gameplay (e.g., a controller button, mouse click, certain motion-based input, etc.). Accordingly, when a trigger event occurs, a player may be provided with an opportunity to activate the input corresponding to whatever customization template he or she wishes to apply in that moment based on the gameplay. For example, if PLAYER A kills a known friend that happens to be an opponent in a multiplayer game, he may select the button corresponding to a user-defined customization template that is perhaps more personalized in nature and includes more taunting since he knows his opponent. On the other hand, if PLAYER A kills an opponent that he does not know, he may select the button corresponding to a system-defined customization template that is more generic and not as personal (or harsh).
In those instances where a player may select from among multiple customization templates to apply to a trigger event replay, gameplay may pause for a predetermined time after the trigger event occurs to provide the player with an opportunity to select the input corresponding to the desired customization template. If no customization template is selected during this predetermined time period, a default customization template may be applied, or no customization content may be added to a trigger event replay. In another implementation, gameplay may continue while the customization template is selected by the player, and the trigger event is replayed. The one or more players that view the replay may rejoin the game in-progress after the trigger event has been replayed.
According to an aspect of the invention, a customization interface may be provided to enable a user to customize trigger event replays.
These and other objects, features, and characteristics of the system and/or method disclosed herein, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.
The invention described herein relates to a system and method for customizing a replay of one or more game events in a video game.
Exemplary System Architecture
Computer System 110
Computer system 110 may be configured as a gaming console, a handheld gaming device, a personal computer (e.g., a desktop computer, a laptop computer, etc.), a smartphone, a tablet computing device, and/or other device that can be used to interact with an instance of a video game.
Computer system 110 may include one or more processors 112 (also interchangeably referred to herein as processors 112, processor(s) 112, or processor 112 for convenience), one or more storage devices 114 (which may store a customization application 120), one or more peripherals 140, and/or other components. Processors 112 may be programmed by one or more computer program instructions. For example, processors 112 may be programmed by customization application 120 and/or other instructions (such as gaming instructions used to instantiate the game).
Depending on the system configuration, customization application 120 (or portions thereof) may be part of a game application, which creates a game instance to facilitate gameplay. Alternatively or additionally, customization application 120 may run on a device such as a server 150 to customize a replay of one or more game events in a video game.
Customization application 120 may include instructions that program computer system 110. The instructions may include, without limitation, a matchmaking engine 122, an event log engine 124, a replay engine 126, a customization engine 128, a User Interface (“UP”) engine 130, and/or other instructions 132 that program computer system 110 to perform various operations, each of which are described in greater detail herein. As used herein, for convenience, the various instructions will be described as performing an operation, when, in fact, the various instructions program the processors 112 (and therefore computer system 110) to perform the operation.
Peripherals 140
Peripherals 140 may be used to obtain an input (e.g., direct input, measured input, etc.) from a player. Peripherals 140 may include, without limitation, a game controller, a gamepad, a keyboard, a mouse, an imaging device such as a camera, a motion sensing device, a light sensor, a biometric sensor, and/or other peripheral device that can obtain an input from a player. Peripherals 140 may be coupled to a corresponding computer system 110 via a wired and/or wireless connection.
Server 150
Server 150 may include one or computing devices. Although not illustrated in
Although illustrated in
Furthermore, it should be appreciated that although the various instructions are illustrated in
The description of the functionality provided by the different instructions described herein is for illustrative purposes, and is not intended to be limiting, as any of instructions may provide more or less functionality than is described. For example, one or more of the instructions may be eliminated, and some or all of its functionality may be provided by other ones of the instructions. As another example, processor(s) 112 may be programmed by one or more additional instructions that may perform some or all of the functionality attributed herein to one of the instructions.
The various instructions described herein may be stored in a storage device 114, which may comprise random access memory (RAM), read only memory (ROM), and/or other memory. The storage device may store the computer program instructions (e.g., the aforementioned instructions) to be executed by processor 112 as well as data that may be manipulated by processor 112. The storage device may comprise floppy disks, hard disks, optical disks, tapes, or other storage media for storing computer-executable instructions and/or data.
The various components illustrated in
In
The various databases 160 described herein may be, include, or interface to, for example, an Oracle™ relational database sold commercially by Oracle Corporation. Other databases, such as Informix™, DB2 (Database 2) or other data storage, including file-based, or query formats, platforms, or resources such as OLAP (On Line Analytical Processing), SQL (Structured Query Language), a SAN (storage area network), Microsoft Access™ or others may also be used, incorporated, or accessed. The database may comprise one or more such databases that reside in one or more physical devices and in one or more physical locations. The database may store a plurality of types of data and/or files and associated data or file descriptions, administrative information, or any other data.
The foregoing system architecture is exemplary only and should not be viewed as limiting. Other system configurations may be used as well, as would be appreciated by those having skill in the art.
Exemplary Multiplayer System Configurations
Multiplayer video games have exploded in popularity due, in part, to services such as Microsoft's Xbox LIVE® and Sony's PlayStation Network® which enable gamers all over the world to play with or against one another. Generally, a multiplayer video game is a video game in which two or more players play in a gameplay session in a cooperative or adversarial relationship. Typically, when a player logs in to a game system or platform to play a multiplayer video game, the player may engage in a gameplay session in which he or she is matched with other players to play together (on the same team or as opponents).
In some instances, a given server 150 may be associated with a proprietary gameplay network system, such as, without limitation, Microsoft's Xbox LIVE® and Sony's PlayStation Network®, and/or another type of gameplay network system. In this implementation, a given computer system 110 may be associated with a particular type of gaming console. Other types of computer systems 110 using other types of gameplay networks may be used as well.
Referring to
As previously noted, while aspects of the invention may be described with reference to multiplayer video games, it should be recognized that the features and functionality described herein are equally applicable to a single player video game.
Gameplay Session
In one implementation of the invention, in a multiplayer mode, matchmaking engine 122 may use known or hereafter developed matchmaking techniques to generate a match (e.g., interchangeably referred to herein as engaging in “matchmaking”) between two or more players (e.g., one or more human players and/or one or more non-player characters). The match, if accepted by the matched players, may result in initiation of a gameplay session that includes the matched players.
According to an aspect of the invention, during gameplay, event log engine 124 may record gameplay state information. The gameplay state information may include user commands (e.g., click, touch, button presses, other inputs, etc.) and associated timing information of the commands for one or more players, audio/video information, positions and attributes of characters and objects, depiction of surrounding game environment and conditions, and any other type of game state information that may be used to recreate the game state for any given time or period of time of a gameplay session. Event log engine 124 may capture gameplay state information continuously, or in predetermined time segments. The gameplay state information may be stored in one or more databases, such as database 160.
Trigger Events and Trigger Event Detection
In one implementation of the invention, one or more game events may be defined as trigger events. When a trigger event occurs during gameplay, an in-game replay of one or more actions comprising the trigger event may occur as explained in greater detail below.
According to an aspect of the invention, trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different video games. As an example, in a shooter game, a trigger event may comprise a kill in a match, or a last kill in any match, among other examples. In a game of capture the flag, for instance, a trigger event may include a kill in the match, a flag capture, a flag defend, a final flag capture or kill in a match, or other game event.
According to an aspect of the invention, gameplay may be monitored in real-time for the detection of a trigger event (e.g., by event log engine 124, or other game logic). When a trigger event is detected, a replay of the one or more game actions comprising the trigger event may be generated.
In some instances, two or more trigger events may occur during gameplay (and be detected) at substantially the same time. For example, a final kill in a match may occur at the same time that a flag is captured. In these situations, one or more of the trigger events may be replayed. For example, in one implementation, the most significant trigger event, as defined by game logic or a user, may be replayed. Alternatively, each trigger event may be replayed in an order of significance ascribed to the trigger event by game logic or by a user. As yet another example, each trigger event may be replayed simultaneously, each in its own window generated on the game's user interface (e.g., 2 windows may be generated on the user interface for replaying each of 2 trigger events). Other configurations may be implemented.
Trigger Event Replay
According to an aspect of the invention, when a trigger event is detected, replay engine 126 may generate a replay of one or more of the game actions comprising the trigger event. In particular, replay engine 126 may retrieve gameplay state information associated with the trigger event recorded by event log engine 124.
As described herein, the replay of a trigger event comprises a playback of the actions comprising the trigger event, by replay engine 126, based on the gameplay state information retrieved from event log engine 124. In other words, the retrieved gameplay state information (e.g., user inputs, character movements and actions, positions and attributes of other characters and objects, depiction of surrounding game environment and conditions, and other captured gameplay state information) is used by replay engine 126 to generate (or recreate) the one or more actions and associated game state information for the trigger event.
In one implementation, gameplay state information may be retrieved from event log engine 124 for a predetermined time period that includes the trigger event, as well as a period of time before and/or after the trigger event. For example, if a final kill in a match takes 3 seconds, replay engine may retrieve 20 seconds of gameplay state information prior to the final kill (e.g., to capture actions leading up to the final kill such as a chase, etc.), the 3 seconds associated with the final kill, and an additional 5 seconds after the kill (e.g., to capture the aftermath), for a total of 28 seconds. The predetermined time periods may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces (e.g., generated via UI engine 130).
In an alternative implementation, gameplay state information may be retrieved from event log engine 124 relevant to a predetermined number of game actions that occurred prior to, and are associated with, the trigger event. For example, if a trigger event comprises a final kill in a match, the replay engine may retrieve gameplay state information for a predetermined number of predefined prior game actions including, for instance, identification of the enemy combatant, aiming of the weapon, and pulling of the trigger. Gameplay state information representing the final kill may also be retrieved along with gameplay state information for one or more actions occurring after the trigger event (e.g., the character raising his or her arms in victory, etc.). The predetermined number of associated game actions (for retrieval) occurring before, during, and/or after the trigger event may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces (e.g., generated via UI engine 130).
According to an aspect of the invention, a trigger event may be replayed for a player that caused the trigger event, for a player affected by the trigger event, and/or a number of other players that may have witnessed or were otherwise associated with the trigger event. A trigger event may also be replayed to depict a number of different player perspectives of the trigger event. As a non-limiting example, when a player is killed in a first person shooter multiplayer video game, a trigger event replay may show the player his or her death from the perspective of the killer. The trigger event replay may also be provided to one or more players participating in the gameplay session. For example, if one or more players were killed by a grenade in a first person shooter multiplayer video game, all of the players killed may be shown the trigger event replay from the perspective of the player that threw the grenade.
In one implementation, gameplay may be paused while the trigger event is replayed. In an alternative implementation, gameplay may continue while the trigger event is replayed and the one or more players that view the replay may rejoin the game in-progress after the trigger event has been replayed. In some implementations, the trigger event may be replayed in a pop-up window or other on-screen display mechanism so as not to disrupt gameplay. In other implementations, the trigger event may be replayed on the full screen. In other words, a trigger event may be replayed to one or more players, in various screen displays (e.g., full screen, partial screen, in a separate window, etc.), from one or more different perspectives, while gameplay is either paused or allowed to continue. Various configurations may be implemented.
Replay Customization
According to an aspect of the invention, replay of a trigger event may be customized in a variety of ways via customization engine 128. For example, and as described in greater detail below, graphical content, message content (e.g., text-based messages), audio content, video content, advertising content, and other types of customization content may be added to a replay of a trigger event to customize the replay.
In one implementation, customization engine 128 may apply customization content to a playback (by replay engine 126) of a trigger event using system-defined customization templates and/or user-defined customization templates created using a customization interface (described in detail below). The customization content available for any given trigger event may depend on a variety of factors including the video game, the type of game event that constitutes the trigger event, the intended audience for the trigger event replay, the perspective(s) from which replay of the trigger event may be viewed, and/or other factors.
As an example, in a shooter game where a trigger event comprises the death of a player, the trigger event replay may show a player his or her death from the perspective of the killer. As such, each player may be provided with an option to select one or more system-defined customization templates (including customization content) that will be added to the trigger event replay shown to opponents that he kills during gameplay (that is, when he is the killer). Each player may also be given the option of creating one or more individual (or personalized) customization templates that include customization content that will be added to the trigger event replay shown to opponents that he kills. For example, PLAYER A may be mean-spirited or aggressive, and therefore wish to taunt other game players that he kills when they view the replay of their death at his hands. Accordingly, PLAYER A may create a customization template with customization content including one or more of a message (e.g., “I got you good!”), audio content (e.g., sound of a soldier laughing), video content, graphical content, or other customization content. Further, PLAYER A may create multiple customization templates to be used depending on a variety of factors including the identify of an opponent he kills in the game (e.g., friends versus strangers in a multiplayer game), the weapon that he uses to kill an opponent (e.g., a gun versus a grenade), the number of other game players that will see the trigger event replay (e.g., a more personalized message if he kills one player, or a different, more generic message if he kills multiple players), or other factors.
According to an aspect of the invention, a player may select a system-defined customization template for one or more trigger events from a user interface prior to commencing gameplay. A player may further generate user-defined customization templates via a customization interface described in detail below. If no customization templates are selected or created, a default customization template may be applied when a trigger event is detected, or no customization content may be added to a trigger event replay.
Graphical Content
According to an aspect of the invention, customization engine 128 enables graphical customization content to be added to a trigger event replay. Any type of graphics may be utilized. For example, in one implementation, a user may select graphics from a library of graphics stored in database 160. Users may also import graphics. In one implementation, users may also edit graphics by, for example, adding objects to a graphic, deleting objects in a graphic, changing the color, shade, size, shape and contrast in a graphic, or otherwise changing the appearance of a graphic.
Message Content
According to an aspect of the invention, customization engine 128 enables message customization content (e.g., text-based messages) to be added to a trigger event replay. Users may create customized messages in any color and style with various fonts, font sizes, and colors. Users may also select messages from a library of messages stored in database 160.
Audio Content
According to an aspect of the invention, customization engine 128 enables audio customization content to be added to a trigger event replay. For example, in one implementation, a user may select (e.g., sounds, songs, snippets of songs, etc.) from a library of audio clips stored in database 160. Users may also import audio clips. Further, customization engine 128 may also comprise an audio editor tool that enables editing of audio clips. The audio editor tool may further enable editing of the audio associated with the retrieved gameplay state information associated with the trigger event recorded by event log engine 124.
Video Content
According to an aspect of the invention, customization engine 128 enables video customization content to be added to a trigger event replay. For example, in one implementation, a user may select video clips from a library of video clips stored in database 160. Users may also import video clips. Additionally, customization engine 128 may further comprise a video editor tool that enables editing of video clips.
The video editor tool may further enable editing of the video associated with the retrieved gameplay state information associated with the trigger event recorded by event log engine 124. For example, the video editor tool may enable edits including deleting, adding, inserting, a file insertion, an advertisement insertion, blending, blanking, fading, appearing (opposite of fading), a layover, a contrast, a brightness, a color, an appearance, a shading, a focus, a sharpen, a transform, a graininess, an erase, a cut, cut frames, a paste, pasting frames, painting, patterning, airbrushing, a crop, a copy, adding text, adding audio, a rotate, an annotation, inversion, or the like.
Advertising Content
In some implementations, customization engine 128 may enable advertising content to be added to a trigger event replay. For example, third-party advertisements may be inserted into a trigger event replay as a way to generate additional revenue for the game publisher.
In yet another example, to drive in-game purchases, certain gameplay items may be accentuated in a trigger event replay. As an example, if a player is killed by an opponent that has a superior weapon, the trigger event replay may include additional text or audio highlighting the benefits, strength, advantages, etc. of the weapon as a way to encourage the killed player to make game-related purchases of the weapon possessed by the opponent that killed them.
System-defined customization templates and user-defined customization templates may be stored in database 160 for retrieval and application when a trigger event is detected. If a single customization template is selected or created by the user for a trigger event, or if game logic permits only one customization template to be applied during a trigger event replay (regardless of whether it is a system-selected or user-defined template), the template may be applied automatically and the trigger event replay may occur automatically when the trigger event is detected. As previously noted, if no customization templates are selected or created, a default customization template may be applied when a trigger event is detected, or no customization content may be added to a trigger event replay.
In certain implementations, a player may assign two or more customization templates (e.g., system-selected and/or user-defined templates) as being applicable to a given trigger event. For instance, in the shooter example noted above, a player may create multiple customization templates to be used for a kill trigger event depending on a variety of factors including who he kills in the game, the weapon that he uses to kill another player, the number of other game players that will see the trigger event replay, or other factors. In this implementation, each customization template maybe assigned (by customization engine 128) to a particular input used for gameplay (e.g., a controller button, mouse click, certain motion-based input, etc.). Accordingly, when a trigger event occurs, a player may be provided with an opportunity to activate the input corresponding to whatever customization template he or she wishes to apply in that moment based on the gameplay. For example, if PLAYER A kills a known friend that happens to be an opponent in a multiplayer game, he may select the button corresponding to a user-defined customization template that is perhaps more personalized in nature and includes more taunting since he knows his opponent. On the other hand, if PLAYER A kills an opponent that he does not know, he may select the button corresponding to a system-defined customization template that is more generic and not as personal (or harsh).
In those instances where a player may select from among multiple customization templates to apply to a trigger event replay, gameplay may pause for a predetermined time after the trigger event occurs to provide the player with an opportunity to select the input corresponding to the desired customization template. If no customization template is selected during this predetermined time period, a default customization template may be applied, or no customization content may be added to a trigger event replay. In another implementation, gameplay may continue while the customization template is selected by the player, and the trigger event is replayed. The one or more players that view the replay may rejoin the game in-progress after the trigger event has been replayed.
Continuing with the example in
In yet another example, a trigger event replay may include a display of a timer 314 that counts down to the actual trigger event (in this instance the shooting death of the player). Again, a trigger event replay may include a number of actions comprising the trigger event. A countdown timer (or other indicator) may display the time remaining as the various actions (e.g., identification of the enemy combatant, aiming of the weapon, and pulling of the trigger) are replayed leading up to the until the substantially final action of the trigger event occurs (the bullet hitting and killing the player).
As set forth above, graphical content, message content (e.g., text-based messages), audio content, video content, and advertising content are all non-limiting examples of customization content that may be added to a replay of a trigger event (via system-selected and/or user-defined customization templates) to customize the replay.
Customization Interface
In one implementation, using trigger event interface object 402, a user accessing customization interface 400 may scroll through a list of one or more game events that may be defined as trigger event for the particular game. As previously noted, trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different video games.
When a particular trigger event is selected, such as the “KILL” trigger event in this example, a user may make a number of selections regarding the appearance of a trigger event replay of a kill during gameplay. For example, if the player does not wish to add any customization content to a trigger event replay, he or she may indicate as such (e.g., through selection of interface object 404). In this event, when a trigger event is detected during gameplay, no customization content may be added to a trigger event replay.
A user may view, browse, and select one or more system-defined customization templates via selection of interface object 406. Additionally, or in the alternative, a user may generate one or more user-defined customization templates for a trigger event (e.g., the KILL event), via a suite of tools, shown here in display portion 408. These tools may enable a user to add graphical content, message content (e.g., text-based messages), audio content, video content, and other types of customization content to a replay of a trigger event to customize the replay.
Generation of user-defined customization templates may be implemented using known or hereafter-developed layering techniques (or other customization techniques), as would be appreciated by one having ordinary skill in the art.
Preview pane 410 may display previews of both system-defined and user-generated customization templates. Previews may comprise a static image, series of images, or an animation or video clip.
In one implementation, display portion 412 may list a summary of the various customization templates that have been selected or created for the selected trigger event (e.g., the “KILL” trigger event) along with the (controller) inputs that have been mapped to each for selection during gameplay. Depending on the video game, the nature of the trigger event, or other factors, one or more customization templates may be possible. As shown in the exemplary display portion 412 of
Exemplary Flowchart
In an operation 502, one or more trigger events may be defined. Trigger events may be system-defined (e.g., defined by the game logic) or user-defined (e.g., through one or more user interfaces prior to the commencement of a gameplay session). It should be appreciated that trigger events may be different for different video games.
In an operation 504, a gameplay session may commence.
In an operation 506, gameplay state information may be recorded during gameplay. The gameplay state information may include user commands (e.g., click, touch, button presses, other inputs, etc.) and associated timing information of the commands for one or more players, audio/video information, positions and attributes of characters and objects, depiction of surrounding game environment and conditions, and any other type of game state information that may be used to recreate the game state for any given time or period of time of a gameplay session. The gameplay state information may be captured (e.g., by an event log engine) continuously, or in predetermined time segments. The gameplay state information may be stored in one or more databases.
In an operation 508, gameplay may be monitored to determine whether a trigger event is detected.
Upon detection of a trigger event, in an operation 510, gameplay state information may be retrieved (e.g., from an event log engine) for a predetermined time period that includes the trigger event, as well as a period of time before and/or after the trigger event. The predetermined time periods may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces.
In an alternative implementation, gameplay state information may be retrieved (e.g., from an event log engine) relevant to a predetermined number of game actions that occurred prior to, and are associated with, the trigger event. The predetermined number of associated game actions (for retrieval) occurring before, during, and/or after the trigger event may vary depending on the nature of the trigger event, and may be defined by game logic and/or by users via one or more user interfaces.
In an operation 512, a customization template may be applied. System-defined customization templates and user-defined customization templates may be stored for retrieval and application when a trigger event is detected. If a single customization template is selected or created by the user for a trigger event, or if game logic permits only one customization template to be applied during a trigger event replay (regardless of whether it is a system-selected or user-defined template), the template may be applied automatically and the trigger event replay may occur automatically when the trigger event is detected.
In those instances where a player may select from among multiple customization templates to apply to a trigger event replay, gameplay may pause for a predetermined time after the trigger event occurs to provide the player with an opportunity to select the input corresponding to the desired customization template. If no customization template is selected during this predetermined time period, a default customization template may be applied, or no customization content may be added to a trigger event replay. In another implementation, gameplay may continue while the customization template is selected by the player, and the trigger event is replayed. The one or more players that view the replay may rejoin the game in-progress after the trigger event has been replayed.
As previously noted, if no customization templates are selected or created, a default customization template may be applied when a trigger event is detected, or no customization content may be added to a trigger event replay.
In an operation 514, one or more game actions comprising the trigger event may be replayed with the customization template. In one implementation, a replay engine may generate a replay of one or more of the game actions comprising the trigger event. The replay of a trigger event comprises a playback of the actions comprising the trigger event based on retrieved gameplay state information (e.g., retrieved from an event log engine). The retrieved gameplay state information (e.g., user inputs, character movements and actions, positions and attributes of other characters and objects, depiction of surrounding game environment and conditions, and other captured gameplay state information) is used to generate (or recreate) the one or more actions and associated game state information for the trigger event.
In an operation 516, a determination may be made as to whether the gameplay session should continue. Upon determining that the gameplay session should continue, processing may resume at operation 508. Otherwise processing may end at operation 518.
Other implementations, uses and advantages of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. The specification should be considered exemplary only, and the scope of the invention is accordingly intended to be limited only by the following claims.
The present application is a continuation application of U.S. patent application Ser. No. 14/561,801, entitled “System and Method for Customizing a Replay of One or More Game Events in a Video Game” and filed on Dec. 5, 2014, which is herein incorporated by reference in its entirety.
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Number | Date | Country | |
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20220331703 A1 | Oct 2022 | US |
Number | Date | Country | |
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Parent | 14561801 | Dec 2014 | US |
Child | 17662253 | US |