Kudos scoring system with self-determined goals

Data processing: generic control systems or specific application – Specific application – apparatus or process – Contest or contestant analysis – management – or monitoring

Reexamination Certificate

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Details

C700S090000, C700S091000, C700S092000, C463S001000, C463S006000, C463S011000, C463S023000, C434S118000

Reexamination Certificate

active

06763273

ABSTRACT:

FIELD OF THE INVENTION
This invention generally relates to point scoring for games, and more particularly, to a point scoring method and system that enables a player to obtain points during a game in relation to a performance goal set by the player, and in relation to the player's style of play as well as the player's skill in accomplishing tasks during play of the game.
BACKGROUND OF THE INVENTION
Many games enable a player to obtain points for successfully completing certain defined tasks of the game. For example, points may be awarded to a player for completing a task in a game in less time than any other player, or in less than a predefined target time. Alternatively, points are often awarded to a player who destroys one or more opponents. Such games reward a player based on the player's objective skill in playing the game, but do not include any provision for awarding points based upon the style applied by the player in completing a task of the game. Completion of objective tasks is the only measure of success in the game.
However, the style or flair with which a player performs a task in a game that only normally rewards successful completion of the task is often what makes a game more interesting for a player and observers. For example, professional athletes are often revered not just for their ability to perform the objective tasks of a game, but also for the finesse with which they perform the tasks. A basketball player is often considered exceptional if the player can remain in the air for a long time before slam dunking the ball through the net. However, basketball does not award any points for the style of play, but only awards the same two points for any baskets that have been successfully made.
An example of an electronic skill-based game is RIDGE RACER® by Namco, Ltd. RIDGE RACER simulates automobile racing and runs on a PLAYSTATION™ game console, produced by Sony Computer Entertainment, Inc. In this game, the player races an automobile on a track against five opponents. At each level of the game, the player must win the race in order to progress to a more difficult level. In addition, at each level of the game, the player must reach each of a number of “split lines” within a predefined time limit. The same limit is set, regardless of the player's skill and finesse. If the player fails to reach the first split line within the predefined time limit, the player must race again at the same level. An unskilled player may have to repeat the same race numerous times before achieving all of the split line times and winning the race to progress to the next level. This type of game can thus be very frustrating to new players. Conversely, a skilled player may win the race easily, performing amazing overtakes of opponent cars, doing awesome power slides, performing cool “two wheel” turns around a sharp bend, and avoiding all collisions. For this skilled player, the lower levels may be boring. Despite the additional skill, the reward is the same; the skilled player simply is allowed to progress to the next level.
Some games attempt to address this problem by enabling a player to choose a setting of novice, intermediate, or expert before beginning play of the game. However, even with these additional refinements, the underlying game remains the same. Specifically, the player must beat the opponents and/or predefined time limits to progress to the next level. There are no additional rewards for a player performing a task better than the skill setting (i.e., novice, intermediate, expert) chosen by the player. There are also no additional rewards for a player performing stylish feats that are not required tasks of the game.
Conversely, in some games the winner is the player who best performs feats of style. Such games generally award a subjective score for graceful performance of tasks that have varying degrees of difficulty. Typically, a subjective score for each task is multiplied by the degree of difficulty of the task. For example, an electronic skateboarding game called TONY HAWK'S PRO SKATER™, by Treyarch, Inc., requires a player to perform skateboarding tricks of varying difficulty to obtain points. When enough points are obtained, the player is rewarded with another skateboard or is advanced to the next level.
Another electronic game, called SSX™, by Electronic Arts, Inc., combines some aspects of style with racing to cross the finish line first. However, in this game, style and racing still remain separate, in terms of advancing within the game. The game is based on the sport of snowboarding, and a player must win at one level to advance to the next level. SSX players compete in two types of events. The first type of event is a race. If a player wins the final round of a race, the player is awarded a medal for the course, and is allowed to proceed to another course. The other type of event is the “showoff round,” where the player is awarded a medal, and allowed to proceed to another course, based on the player's total score after a single run. In the showoff round, points are awarded for snowboard tricks, which include jumps and grabs.
These two events are somewhat similar to those in the OLYMPIC™ snowboarding competition. According to the official Web site of the Salt Lake City 2002 Olympic Winter Games, athletes will compete in a “Giant Slalom” event, and the final competitors will be determined by their qualifying times and by winning in preliminary events. In addition, athletes will compete in a “Halfpipe” event that is based only on subjective judging of style and ability to do tricks.
The OLYMPIC event of Freestyle Mogul Skiing combines aspects of time and form in a split-scoring system. In this sporting event, judges evaluate an athlete's turns and jumps over moguls to award seventy-five percent (75%) of an athlete's points for a run. The speed of the skier through the run determines the remaining twenty-five percent (25%) of the athlete's score. The athlete's run time is compared to a predetermined pace-setter's time to determine the number of points for the athlete's speed. An athlete receives (or loses) a predetermined number of points for each incremental percentage difference from the pace-setter's time to complete the run. In short, the sport is primarily subjective, based on form, but includes a minor component of scoring based on objective time. Currently, there does not appear to be any electronic game that implements the split-scoring method of Olympic Freestyle Mogul Skiing.
The electronic snowboarding game, SSX, discussed above, includes a minor style aspect to the racing events, but a winner is primarily determined based upon objective race event results. Besides the separate “showoff round,” a player can perform optional tricks during a race event, which indirectly enhance the player's speed. Every time a trick is landed successfully, an “adrenaline meter” fills up with “boost.” Boost passively increases the player's base speed, and boost may be expended for a burst of speed. However, the game still requires a player to win the race in order to advance to the next level. A player cannot lose the race, yet still obtain enough trick points to advance to the next level.
Further, even if a player performs better than the player expected of himself or herself, the player will still not advance to the next level without winning the race. The game itself sets the targets and goals for a player. The races and the goals listed are predefined (e.g., compete against the other players and pass the finish line first). Even though SSX includes some aspects of style in racing, the game is fundamentally the same as simple games, such as RIDGE RACER, because a player must win the race to advance to the next level. Again, an unskilled player may be frustrated by having to repeat the same race numerous times before progressing to the next level. Conversely, a skilled player may be bored by having to go through the lower levels without direct reward for great style.
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