摘要:
Systems and methods are provided for an extensive content build pipeline. The exemplary content build pipeline is based on a code build process using a standard XIF file format containing reference to game content produced using various game content editors and tools. This standardized file format is capable of containing the information required by the content build as metadata, thus enabling a standard content build pipeline. This is opposed to being based on a number of game-specific formats and thus requiring the use of exporters. However, game engine developers can then optimize the XIF files to their particular game engine format.
摘要:
A console-based multi-user authentication process allows multiple users of a game console to be authenticated together in a single request/reply exchange with an authentication entity. The results of which is the possession of a single ticket that can be used to prove authenticity of multiple authentication principals to one or more online services. Also described is a handshake process that can be used to initially establish an authentication account for each game console, in which the account creation server can trust that a genuine game console is making the request.
摘要:
The invention is directed to a system and method for managing data accessible by multimedia consoles that execute a multimedia application. The system includes databases that store data for the multimedia consoles. Each database may have a different permission access associated with it, such that, multimedia titles, users, publishers, team members, and the like, each have an associated database with appropriate access permissions.
摘要:
An architecture is described to manufacture console-based gaming systems in a manner that allows them to be authenticated to a remote entity for online participation. The architecture involves placing pre-established secrets on the game console during console manufacturing that may be subsequently used to guarantee the authenticity of the game console during registration time.
摘要:
The multi-server, location-independent authentication certificate management system overcomes the limitations of the existing systems by automating the authentication certificate request, grant and installation processes. Much of the data used to create the authentication certificate request is readily available information, such as: requestor identification, Internet locus, date, time. The authentication certificate management system populates the certificate request with the available data and then prompts the user to provide the additional data in a simple manner, verifying the form and format of the input data. This automation of the authentication certificate request generation minimizes the number of malformed authentication certificate requests. In addition, the authentication certificate management system is capable of being installed on a shared basis, wherein multiple servers and/or multiple services are provided with the authentication certificate from a centralized source. The authentication certificate management system automatically tracks the expiration date of the authentication certificate and also ensures the secure storage of the RSA encryption cryptographic key pair as well as the authentication certificate itself.
摘要:
Software is licensed for use on a particular computing device, such as a gaming console or a multimedia console. An unlocking code is provided from a distribution service to the computing device (either directly or via a user), which in turn, unlocks the appropriate software or portion of software for use with the associated computing device. The software may reside on a computer-readable medium, such as a CD-ROM or DVD disk, that is being used in conjunction with the computing device. The unlocking code may be provided directly to the user in private (e.g., via email or a mobile phone) or in public (e.g., published on a website). Portions of the software that may be unlocked include a particular level of a game or other features (such as additional characters or weapons), or a working or more advanced version of an application that was otherwise provided as a demo or older version. The unlocking code may be based on a unique identifier of the computing device and an identifier associated with the software seeking to be accessed. Thus, the code may only be used by the computing device having that unique identifier. This prevents unauthorized or unlicensed computing devices from using the software.
摘要:
An architecture is described to manufacture console-based gaming systems in a manner that allows them to be authenticated to a remote entity for online participation. The architecture involves placing pre-established secrets on the game console during console manufacturing that may be subsequently used to guarantee the authenticity of the game console during registration time.
摘要:
A data provider application programming interface (API) is configured for use with a game content editing application. An asset relationship management file, which is generated with the data provider API, includes information such as relationship references and annotations and is updated by the data provider API when a digital asset is edited. The asset relationship management file is then stored in a data store. An asset relationship graph is generated, based on the asset relationship management file in the data store. The asset relationship graph includes asset graph nodes that map dependency relationships between asset files. A graph API is also described. The graph API is configured for accessing the relationship graph through a server process to expose dependency relationships and annotations to a client process, such as an application. Thus, the effect of changes to one asset on other assets can readily be evaluated.
摘要:
Groups are formed, in a computer-based (e.g., on-line) gaming environment, based on social relationships between players. The group is assigned an identity. The identity of the group is maintained within a single game title, across multiple sessions of a game title, and across multiple game titles. The group can interact within the gaming environment much like an individual user can interact. Group interaction provides a mechanism for social and cooperative game play. Groups can play games with other groups. Group members can play games with each other. Group statistics and achievements can be accumulated and aggregated. Group profiles provide information about the group, such as a list of the members of the group. Via group profiles, a member of a group can see information about other members of the group, such as other groups to which they belong. Group members can send and receive intra-group messages.
摘要:
The use of software is licensed on a particular central processing unit (CPU) residing on a computing device. A code is generated at a central service and provided to a third party publisher, such as a third party website, a vending machine, a retailer, or a phone service provider, for example. The third party publisher then provides the code to a user, who provides it to the computing device, which in turn, unlocks the appropriate software (or features of software) residing on, or being used in conjunction with, the computing device. The unlocking code may be provided to a storage device such as a memory unit that is plugged into or otherwise attached to the computing device running the software, or may be provided to the user who enters the code manually. The unlocking code may unlock the entire software application, or just particular features of the software, such as a higher level of a game or a working version of an application that was otherwise provided as a demo version.