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Title:
AIRBORNE LIFTING DEVICE WITHIN A VIDEO GAME
Document Type and Number:
WIPO Patent Application WO/2020/115452
Kind Code:
A1
Abstract:
A computer program comprising instructions which, when executed by a computer, cause the computer to execute a video game in which a player character, under the control of a user, is able to cause an airborne lifting device to be attached to an object to be lifted, and thence to lift the object; wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak altitude, are adjustable by the user during the gameplay. A computer-readable medium having such a computer program stored thereon is also provided.

Inventors:
KERRISON RUSSELL (GB)
ANTOLINI FRANCESCO (GB)
Application Number:
PCT/GB2018/053502
Publication Date:
June 11, 2020
Filing Date:
December 03, 2018
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
SQUARE ENIX LTD (GB)
International Classes:
A63F13/803; A63F13/56; A63F13/573
Other References:
ANONYMOUS: "Kerbal Space Program - Wikipedia", 1 December 2018 (2018-12-01), XP055554742, Retrieved from the Internet [retrieved on 20190211]
Attorney, Agent or Firm:
PITCHFORD, James Edward (GB)
Download PDF:
Claims:
CLAIMS

1. A computer program comprising instructions which, when executed by a computer, cause the computer to execute a video game in which a player character, under the control of a user, is able to cause an airborne lifting device to be attached to an object to be lifted, and thence to lift the object;

wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak altitude, are adjustable by the user during the gameplay.

2. The computer program according to claim 1 , wherein the lifting device is an inflatable balloon.

3. The computer program according to claim 1 or claim 2, wherein the user can set the strength of the lifting device / speed of lift to be a selected one of (a) low, (b) medium, and (c) high.

4. The computer program according to any preceding claim, wherein the user can set the timing of the deployment of the lifting device to be a selected one of (a) immediate deployment, and (b) deferred deployment.

5. The computer program according to claim 4 when dependent on claim 2, wherein the user can control the timing of the subsequent deflation of the balloon.

6. The computer program according to any preceding claim, wherein the user can set the gas content of the lifting device to be a selected one of (a) an inert gas, and (b) an explosive gas.

7. The computer program according to any preceding claim, wherein the user can set the endurance of the lifting device to be a selected one of: (a) readily destroyed, (b) invulnerable to damage from the player character, (c) invulnerable to damage from another character, and (d) indestructible.

8. The computer program according to any preceding claim, wherein the user can set the peak altitude to which the lifting device rises to be a selected one of (a) a specified height, and (b) an essentially infinite height.

9. The computer program according to any preceding claim, wherein the user can set the motion of the lifting device when at height to be a selected one of: (a) remaining substantially in one place, (b) moving according to input from the user, and (c) automatically following the player character or another character.

10. The computer program according to any preceding claim, wherein the user can set the behaviour of the lifting device when at peak altitude to be a selected one of: (a) remaining intact, and (b) bursting.

11. The computer program according to any preceding claim, wherein the object carried by the lifting device is dropped to the ground if the lifting device is destroyed.

12. The computer program according to any preceding claim, wherein the player character is able to ride on the object being lifted.

13. A computer-readable medium having stored thereon the computer program of any preceding claim.

Description:
AIRBORNE LIFTING DEVICE WITHIN A VIDEO GAME

Field of the Invention

The present invention relates to video games, and more particularly to an airborne lifting device that may be used within a video game.

Background to the Invention

There is a desire to increase a user’s level of interest when playing video games. In particular, in action-adventure games, there is a desire to provide interactive in game features which contribute to an enjoyable and engaging gameplay experience. As those skilled in the art will appreciate, action-adventure games are games in which a player character controlled by a user undertakes missions that are typically challenging and (in the game world) dangerous, for example of a military nature, in which the player character is under attack from enemy characters as he endeavours to complete the mission.

Summary of the Invention

According to a first aspect of the invention there is provided a computer program comprising instructions which, when executed by a computer, cause the computer to execute a video game in which a player character, under the control of a user, is able to cause an airborne lifting device to be attached to an object to be lifted, and thence to lift the object; wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak altitude, are adjustable by the user during the gameplay.

In the presently-preferred embodiments the lifting device is an inflatable balloon. However, in alternative embodiments it may be a drone, for example.

Preferably the user can set the strength of the lifting device / speed of lift to be a selected one of (a) low, (b) medium, and (c) high. Preferably the user can set the timing of the deployment of the lifting device to be a selected one of (a) immediate deployment, and (b) deferred deployment. The user may also be able to control the timing of the subsequent deflation of the balloon.

Preferably the user can set the gas content of the lifting device to be a selected one of (a) an inert gas, and (b) an explosive gas.

Preferably the user can set the endurance of the lifting device to be a selected one of: (a) readily destroyed, (b) invulnerable to damage from the player character, (c) invulnerable to damage from another character, and (d) indestructible.

Preferably the user can set the peak altitude to which the lifting device rises to be a selected one of (a) a specified height, and (b) an essentially infinite height.

Preferably the user can set the motion of the lifting device when at height to be a selected one of: (a) remaining substantially in one place, (b) moving according to input from the user, and (c) automatically following the player character or another character.

Preferably the user can set the behaviour of the lifting device when at peak height to be a selected one of: (a) remaining intact, and (b) bursting.

Preferably the object carried by the lifting device is dropped to the ground if the lifting device is destroyed.

Preferably, if desired by the user, the player character is able to ride on the object being lifted.

According to a second aspect of the invention there is provided a computer- readable medium having such a computer program stored thereon. Brief Description of the Drawings

Embodiments of the invention will now be described, by way of example only, and with reference to the drawings in which:

Figure 1 schematically illustrates a video game apparatus (for example a personal computer or a video game console) on which a video game which incorporates an embodiment of the present invention may be played;

Figure 2 schematically illustrates a network-based video game system comprising a server and a plurality of client terminals, on which terminals a video game which incorporates an embodiment of the present invention may be played; and

Figure 3 is a schematic screen shot from the gameplay of a video game which incorporates an embodiment of the present invention, showing a player character deploying a line to an object (in this case, an oil drum) to which an airborne lifting device (a balloon) is to be attached;

Figure 4 is another schematic screen shot, following that of Figure 3, showing the balloon attached to the object and starting to inflate;

Figure 5 is a further schematic screen shot, following that of Figure 4, showing the balloon fully inflated;

Figure 6 is a further schematic screen shot, following that of Figure 5, showing the balloon lifting the object into the air;

Figure 7 is a further schematic screen shot, following that of Figure 6, showing the balloon reaching a peak altitude;

Figure 8 is a further schematic screen shot, following that of Figure 7, showing the balloon exploding;

Figure 9 is a further schematic screen shot, following that of Figure 6, depicting the balloon following the player character; and

Figure 10 is another schematic screen shot from the gameplay of the video game of Figures 3 to 9, showing three balloons deployed to lift a larger object (e.g., in this case, a shipping container).

In the figures, like elements are indicated by like reference numerals throughout. Detailed Description of Preferred Embodiments

The present embodiments represent the best ways known to the Applicant of putting the invention into practice. However, they are not the only ways in which this can be achieved.

Overview

Embodiments of the present invention provide airborne lifting devices for use in action-adventure games. More particularly, within the game world, a player character controlled by a user is able to deploy such airborne lifting devices that, under the direction of the user, can be attached to objects, and then used to lift the objects into the air. A range of user-adjustable attributes in respect of the properties and behaviour of the airborne lifting devices are also provided.

In the presently-preferred embodiments the airborne lifting device has the form of a balloon (which may be graphically rendered as being made out of heavy duty “military grade” materials) containing a lighter-than-air gas to give it the capability to lift objects, and the present embodiments will primarily refer to the device as being a balloon. However, in alternative embodiments, other types of airborne lifting devices are possible, such as drones, for instance. In all cases, the airborne lifting devices are unmanned - i.e. are not aeroplanes, helicopters, airships, etc.

The video game is provided as a computer program. The computer program may be supplied on a computer-readable medium (e.g. a non-transitory computer- readable recording medium such as a CD or DVD) having computer-readable instructions thereon. Alternatively the computer program may be provided in a downloadable format, over a network such as the internet.

With reference to Figure 1 , the video game program may be executed on a video game apparatus 10, such as a personal computer or a video game console. The video game apparatus 10 comprises a display screen 12 on which the video game is displayed, and a control unit 14 which typically includes at least a Central Processing Unit (CPU), a Read Only Memory (ROM) and a Random Access Memory (RAM). The control unit 14 may also include a graphics processing unit and a sound processing unit. The display screen 12 and the control unit 14 may be provided in a common housing, or may be separate connected units. The video game apparatus 10 also includes one or more user input devices by which the user can control the movement and actions of a player character in the game. Such a user input device may comprise, for example, a mouse, a keyboard, a hand-held controller, or a touchscreen interface integral with the display screen 12 (e.g. as in the case of a smartphone or a tablet computer). The video game apparatus 10 may be connected to a network such as the internet, or may be stand-alone apparatus that is not connected to a network.

Alternatively, with reference to Figure 2, the video game program may be executed within a network-based video game system 20. The video game system 20 comprises a server device 22, a communication network 24 (e.g. the internet), and a plurality of user terminals 26 operated by respective users. The server device 22 communicates with the user terminals 26 through the communication network 24. Each user terminal 26 may comprise a network-connectable video game apparatus 10 as described above, such as a personal computer or a video game console, or a smartphone, a tablet computer, or some other suitable piece of user equipment. The video game program may be executed on the server 22, which may stream user-specific game content (e.g. video in real time) to each of the plurality of user terminals 26. At each user terminal the respective user can interact with the game and provide input that is transmitted to the server 22, to control the progress of the game for the user. Alternatively, for a given user, the video game program may be executed within the respective user terminal 26, which may interact with the server 24 when necessary.

In either case, the video game progresses in response to user input, with the user input controlling the movement and actions of the player character. The user is also able to provide input to change user-adjustable settings whilst playing the game. In the present embodiments, the game is an action-adventure game in which the player character undertakes missions that are challenging and (in the game world) dangerous, of a military nature, in which the player character is under attack from enemy characters. The user’s display screen may display a three- dimensional view of the game world (including the player character, enemy characters, landscapes and objects, etc.) using animated video rendering.

Airborne lifting device (e.g. balloon) deployment and functionality

In accordance with the present disclosure, to increase the user’s level of interest in the video game, the player character, under the control of the user, is able to deploy airborne lifting devices (balloons as illustrated) that, under the direction of the user, can be attached to objects within the game world and then used to lift the objects into the air.

To explain the core functionality of the lifting device, Figure 3 is a schematic screen shot from the gameplay of the video game, showing a player character 30 deploying a line 33 to an object 32 (in this case, an oil drum) to which an airborne lifting device (a balloon) is to be attached. The line 33 may be deployed in the manner of a grappling hook.

Then, as shown in Figure 4, a balloon 36 is automatically attached to the object 32 by a tether 34 (e.g. a rope or chain) in the place where the line 33 contacted the object 32, and the balloon 36 begins to inflate. Figure 5 shows the balloon 36 fully inflated, and Figure 6 shows the balloon 36 lifting the object 32 into the air.

With reference to Figure 7, the balloon 36 may rise upwards to a peak altitude h, measured relative to the ground level. The peak altitude is a user-adjustable parameter with the game. The peak altitude may be, for example, 5m, 10m or 15m, or an essentially“infinite” altitude (determined in practice by the“sky box” limit of the video game, or when the balloon 36 and the lifted object 32 pass out of view). The ability of the user to set this peak altitude, and other attributes of the balloon, whilst playing the game is described in detail below.

When it reaches the peak altitude, the balloon 36 may either hover intact, or pop, again depending on a user-adjustable setting. The balloon popping causes the lifted object 32 to fall to the ground, and potentially to explode on hitting the ground (e.g. if the lifted object is explosive). The balloon hovering intact causes the lifted object 32 to be held at height (potentially indefinitely, or until the balloon is destroyed and the object 32 falls to the ground).

At peak altitude or at other times, the balloon 36 may explode by being attacked, e.g. by the player character 30 or by an enemy character. The balloon exploding causes the lifted object 32 to fall to the ground, and potentially to explode on hitting the ground (e.g. if the lifted object is explosive). This may be used to advantageous effect by the player character when combating enemy characters, or for other reasons within the mission of the game. Figure 8 illustrates the balloon bursting in an explosion 38.

As discussed below, the endurance of the balloon 36 in respect of withstanding damage (e.g. gun shots or nearby explosions) may also be set by the user whilst playing the game. The gas content of the balloon 36, which gives the balloon the ability to lift an object, may also be set by the user to be either an inert gas (e.g. helium) or an explosive gas (e.g. hydrogen).

The behaviour of the balloon may be set by the user such that, whilst at height and carrying an object 32, the balloon 36 follows the player character (or another character within the game, such as an enemy character). Figure 9 illustrates the balloon 36 moving in direction 41 , following the player character 30 which is moving in direction 40. Thus, the balloon 36 follows the player character 30. Other examples of user-settable attributes in respect of the locomotion of the balloon are described below, including the ability of the user to guide the direction in which the balloon travels when it is carrying an object, or for the balloon to remain in one place once at height.

In the game, any given balloon (or other lifting device) has a lifting strength that determines the weight of an object it can lift, and the speed with which it lifts an object of a given weight. The lifting strength of a balloon is adjustable by the user whilst playing the game. More than one balloon may be required to lift heavy objects. For example, as shown in Figure 10, three balloons 36a, 36b, 36c (having respective tethers 34a, 34b, 34c) may be required to lift a heavy object, such as a shipping container 42 as illustrated. The player character is able to ride on a sufficiently large object as it is lifted, and the user may also control the direction in which the balloon (carrying the object and the player character) travels. User-adjustable attributes of the airborne lifting device (e.g. balloon)

The following Table 1 sets out, according to a presently-preferred embodiment, the attributes of the lifting device (e.g. balloon) that may be adjusted by a user whilst playing the game (before deploying the balloon), and, for each attribute, exemplary settings from which the user may make a choice. In alternative embodiments, only a subset of these attributes, or only a subset of the respective settings, may be provided. In other alternative embodiments, additional attributes or settings may be provided. Once the attributes have been set, they may be applied to all subsequently-deployed balloons until the user makes a change. Each attribute may have a default setting, imposed by the game, unless or until the user makes a change.

Table 1: User-adjustable attributes of the lifting device (e.g. balloon)

The above attributes, and the corresponding settings from which the user may make a choice, will now be explained in greater detail.

Lifting strength

This setting determines the weight of an object 32 the balloon 36 can lift, and the speed with which it lifts an object of a given weight. In the embodiment set out in the above table, the available options are qualitative settings of “high”,“medium” and“low”, although in alternative embodiments quantitative values of upthrust may be provided instead. Accordingly, by adjusting the lifting strength, the user may tailor the balloon to suit a particular object to be lifted, and may influence the speed with which the object is lifted. Multiple balloons (typically balloons having “high” lifting strength) may be required to lift heavy objects, as illustrated in Figure 10.

This setting determines the timing by which the balloon 36 is deployed, after the player has caused the balloon to be attached to the object 32 to be lifted. In the embodiment set out in the above table, the available options are“automatic” and “on command”. The setting“automatic” causes the balloon to inflate immediately upon attachment to the object, following which the balloon will then begin to lift the object into the air (if the balloon has sufficient strength to do so).

The setting“on command” enables the user to initiate the inflation of the balloon as and when required (i.e. to achieve deferred inflation of the balloon), by the user providing further user input (e.g. pressing a dedicated control button). Similarly, the timing of the subsequent deflation of the balloon may be controlled by the user providing further user input. Accordingly, this enables the time when the balloon begins to lift the object, and/or the time the balloon begins to lower the object, to be controlled by the user. A further“on command” deployment option is for the user to cancel the balloon whilst it is carrying the object, causing the balloon to disappear and the carried object to fall.

Gas content

This setting determines the type of gas with which the balloon 36 is filled. In the embodiment set out in the above table, the available options are “inert” and “explosive”. The inert gas may be helium, for example, and may be named as such in the options offered to the user. In such a case, if the balloon 36 is burst (e.g. as a result of a gun shot or a nearby explosion) it will burst without exploding, and will drop the object 32 being carried. As the alternative option, the explosive gas may be hydrogen, for example, and may be named as such in the options offered to the user. In such a case, if the balloon 36 is burst, it will burst by exploding, and will drop the object 32 being carried. Having the balloon burst by exploding may be used to advantageous effect in some situations when combating enemy characters or to make progress in some other way within a mission.

Endurance / armour level

This setting determines the ability of the balloon 36 to withstand damage (e.g. gun shots or nearby explosions). In the embodiment set out in the above table, the available options are “fragile” (i.e. the balloon can be readily destroyed), “invulnerable to player damage” (i.e. the balloon can only be destroyed by other characters, objects or explosions), “invulnerable to enemy damage” (i.e. the balloon can only be destroyed by the player character); or“indestructible” (i.e. the balloon cannot be destroyed).

The option of “invulnerable to enemy damage” may be used if the user needs to manoeuvre the balloon 36 (and the object 32 being carried) into a particular position whilst enemy gunfire is being received. The user can then shoot at the balloon, for instance, to cause it to burst/explode and thereby drop the object 32 at a strategically favourable moment.

The option of “invulnerable to player damage” may be used if the user needs to manoeuvre the balloon 36 (and the object 32 being carried) into a particular position whilst shooting at the enemy, so as not to risk destroying the balloon by his own gunfire in the process. However, the balloon can be destroyed by enemy gunfire, other objects or explosions.

The option of “fragile” may be used if the user is indifferent in respect of the balloon 36 being destroyed by gunfire from the player character or from an enemy character, or by other objects or explosions. The option of “indestructible” may be used if the user needs the balloon 36 to withstand damage from any gunfire, objects, nearby explosions, etc.

Locomotion

This setting determines the way in which the balloon 36 moves when at height, carrying an object 32. In the embodiment set out in the above table, the available options are“float”,“guided” and“follow”.

When set to“float”, the balloon 36 remains substantially in one place once at height (i.e. substantially static), unless or until the balloon is deflated or destroyed.

When set to“guided”, the balloon 36 can be moved according to further input from the user (e.g. the user operating an input device to point in the direction in which he desires the balloon to move). In such a manner, the user can guide (essentially steer) the balloon 36, to move the object 32 being carried to a desired location. The balloon 36 can then be destroyed (e.g. by shooting at it) and the lifted object 32 dropped, e.g. to cause an explosion to occur in a strategically advantageous place, if the object is explosive.

When set to“follow”, the balloon 36 (together with the object 32 being carried) automatically follows the player character 30, as the user moves the player character within the game world. In an alternative setting, the balloon 36 may be set to automatically follow another character (e.g. an enemy character).

Peak altitude

This setting determines the maximum altitude (h in Figure 7) to which the balloon 36 rises when lifting the object 32. In the embodiment set out in the above table, the available options are“5m”,“10m”,“15m” and“infinity”.

The settings 5m, 10m and 15m define the maximum height h in metres (within the game world). At such altitudes, the balloon 36 can be used to hold the object 32 in strategically useful positions, depending on the current circumstances of the gameplay. The setting“infinity” is an essentially infinite altitude, determined in practice by the “sky box” limit of the video game, or when the balloon 36 and the lifted object 32 pass out of view. Thus, setting the peak altitude to infinity may be used to remove an object from the game world.

Effect at peak altitude

This setting determines the behaviour of the balloon 36 when it reaches the peak altitude, carrying an object 32. In the embodiment set out in the above table, the available options are“hover” and“pop”.

The setting“hover” causes the balloon 36 to hover intact at the peak altitude, thereby holding the lifted object 32 at height (potentially indefinitely, or until the balloon is moved, or until the balloon is destroyed and the object 32 falls to the ground).

The setting“pop” causes the balloon 36 to burst when it reaches the peak altitude, causing the lifted object 32 to fall to the ground, and to potentially explode on hitting the ground (e.g. if the lifted object is explosive).

Summary

Thus, from the above, it will be appreciated that the present work provides a video game in which a player character, under the control of the user, is able to cause an airborne lifting device (e.g. a balloon) to be attached to an object to be lifted, and thence to lift the object; wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak height, are adjustable by the user during the gameplay. Possible modifications and alternatives

Detailed embodiments and some possible alternatives have been described above. As those skilled in the art will appreciate, a number of modifications and further alternatives can be made to the above embodiments whilst still benefiting from the inventions embodied therein. It will therefore be understood that the invention is not limited to the described embodiments and encompasses modifications apparent to those skilled in the art lying within the scope of the appended claims.