Activation patent for multiplayer game mode that will never expire.

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Highlights of the story

  • Activision has published a new patent, suggesting a new game mode that seemingly never ends. An unlimited gameplay session can allow users to continue playing until the count drops to 0 or the minimum limit. Users can join, leave and rejoin at any time to play together and the lobby will remain.
  • UGS is unlike MMOGs because it can end without players. It also differs from traditional game modes, where matches end when time runs out.
  • The mode comes with its own set of rules and objectives that give players a purpose to play, as it tries to provide a fair scoring system.
  • New players and old players will be able to play together without bias or unfair scoring. The performance of the players will be checked regularly to maintain balance.

Online shooter games from prominent game studios like Activision and Electronic Arts have dominated the gaming industry for decades. These FPS experiences consist of different game modes that feature enjoyable gameplay, but these modes are often repeated in the majority of popular FPS games released in recent years.

Regardless, there is recent activation. Published a new patent For a modern game mod looking to provide a much-needed boost to their FPS titles, such as the Call of Duty IP and possibly other entries.

We stumbled upon a patent called “A system and method for providing continuous gameplay in a multiplayer video game through an unlimited gameplay session,which attempts to develop a brand new never-ending game mode that seemingly plays itself out without a conclusion.

The patent talks about traditional multiplayer methods and the pitfalls that come with them, noting how “cTraditional gameplay sessions for multiplayer video games are typically bounded gameplay sessions that begin and end within a set time period.

The figure shows an exemplary system to demonstrate the operation of the UGS.

These modes come with their own limitations. For example, a lack of players in the lobby keeps other players waiting for long periods of time. The solution to this problem leads to a flawed matchmaking system where novices play with pros.

Quitting mid-game due to bad internet and angry quitting is also highly frowned upon in the gaming industry, causing frustration in the community. Additionally, achievements and streaks also expire when each match is timed out, which may be off-putting to some players due to breaking momentum.

Thus, the patent proposes a new “unlimited” game mode that won’t end after 10-20 minutes as its free for all, capture the flag and many other game modes; This will continue as long as there is one user left on the server. Note: UGS stands for “Unlimited Gameplay Sessions” In the patent

The patent specifies “pLayers can join, exit, and rejoin later in any given unlimited gameplay session. A given unlimited gameplay session can therefore continue indefinitely as long as at least one player wishes to continue gameplay.

The figure shows an example flow diagram of a UGS and illustrates its operation.

Activision also compares the unlimited game mode to traditional modes, noting how it “Bound gameplay session” The primary difference is the predetermined time duration, which ends a match when it passes into bounded gameplay sessions. In contrast, an unlimited gameplay session does not roll back in time.

Furthermore, the unlimited gameplay session is different from your traditional MMOG and virtual world. The patent states that unlimited gameplay sessions are not permanent and will stop when the required limit of players is not met. In MMOGs, servers are usually still online even though there are few or no players.

It also highlights other important differences. “Player matchmaking results in UGS sessions (for example, players waiting in a game lobby to be matched), a UGS is scored based on a rate, the environment does not persist beyond the UGS. is, the environment does not change in a material way UGS,“And so on.

Unlimited gameplay sessions are not pointless and will have their own goals and rules, according to the patent. Goals and rules are defined to ensure that players have a goal and enjoy the game, making gameplay fair to users who are still in session. have joined

The following flowchart diagram shows an example of the performance difference using the leveling feature.

Description of the activity, “To facilitate an unlimited gameplay session, the system may score players based on time or using other parameters that are appropriate for players who have longer gameplay sessions than other players. i am playing

An unlimited game mode cannot rely on the “highest score” method used in traditional game modes because a round may not end for weeks or years. Therefore, Activision suggests various parameters that can be used to fine-tune the game mode in question for its games.

A time-based parameter can affect a player’s score in an unlimited gameplay session. The patent states, “For example, a rate (e.g., performance per unit of time), an interval (e.g., performance within a specified period of time), or other time-based parameter is included.

It illustrates a fair scoring system for the new proposed game mode, noting, “In a first-person shooter game, a player’s score may be based (in whole or in part) on the rate of the number of “kills” per minute (eg, an average of five minutes in a given time window). of the game), multiple kills during a given interval (eg, in the last five minutes), or using some other time-based parameter.

The patent delves even further into providing examples that discuss how a fair scoring/goal system can be used under an unrestricted game mode. For example, in-game items, such as weapons, armor, and the like, can also play a role in completing goals to earn a score.

The following figure shows the different scoring mechanisms based on time-based parameters.

The patent also discusses the system’s ability to detect performance disparities between players. Performance can be gauged by checking the kills of both teams. If the system determines a gap, the patent suggests giving advantages to the weaker team, for example, switching players to balance the team.

The unlimited game mode comes with heaps of benefits, some of which are noted in depth in the patent. For example, “This system enables better matchmaking for gameplay sessions by allowing adjustments to matches between players even after a given gameplay session has begun.

Players can join or leave sessions whenever they want in Activision’s newly introduced game mode. Quitting users will no longer affect the game as it does in traditional modes. A team that loses a player may receive an additional player from another team, as described above.

It’s worth noting that the patent clearly states that “shooter” games are only used as an example, and can be applied to other genres of games as well. All in all, we can see Activision Blizzard realizing the potential described in an actual game mode for its games like Call of Duty and its other IPs.

Activision has published a variety of notable patents, ranging from creating unique in-game music for each player using AI to automating in-game challenges based on real-life events.

What are your thoughts on Activision Entries publishing a new patent regarding a new innovative game mode? Do you think titles like Call of Duty can realize patents and create a new trope for multiplayer games in the future? Let us know what you think in the comments below.

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