摘要:
A game hosting service manages game sessions and groups of players. The service creates, starts, and ends a game session. The service also manages the joining and deleting of players and groups of players both prior to and during game play. The service collects, stores, and optionally arbitrates statistics for each player such a game score and relative ranking with other players. The service assigns a group ID to a group of players to allow the group to migrate across game sessions. The game hosting service utilizes session management APIs to nest multiple sessions, thus enabling groups of players to remain intact across multiple sessions.
摘要:
Information is shared among users in a system by the use of a service. The service receives information from at least two different game applications that each have a configuration file (defined with a common schema) that defines information from the game application to share with a service. An intermediary program executing on a computer that is also executing one of said game applications receives information from the application as defined by said configuration files and stores at least a portion of the information received from the application. At least a portion of the information is sent to the service when the intermediary is in communication with the service over a network wherein the service provides information about a user of said at least two game applications based on information received by said service.
摘要:
A computer-based, multi-player, on-line, game session is capable of being joined while the session is in progress without requiring an invitation from the host of the game session. A player can join the game session via a set of User Interfaces (UIs) provided by the gaming system. The player is not required to contact the host prior to joining the game session. A game session is joinable if slots are available for additional players, the host has not declared the game session private, the player requesting to join the game session is not currently in the game session, and parental controls have not be set preventing the player from joining the game session.
摘要:
A service that receives feedback from players in a game playing service. The service provides an aggregation of the feedback so that a reputation score can be determined by various players in the system. The service takes into account direct feedback from other players about positive and negative experiences with a particular player and expectations about appropriate conduct and type of game being played before a player joins the game session.
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:
Systems and methods for providing a digital identity or profile in a gaming console that communicates to a remote service. A “Gamer Profile” is created that serves as a building block for services and applications that aim to create a social community of gamers and grow relationships among players. In accordance with the present invention, the Gamer Profile is the entirety of information (e.g., metadata) related to a specific user. The Gamer Profile is developed from a set of services that collect and expose this information in a meaningful way to the community. Feedback information may be included that is provided by other users to further enhance the profile. The Gamer Profile also provides for personalization such that users can customize their gaming experience.
摘要:
Groups are formed, in a computer-based (e.g., on-line) gaming environment, based on social relationships between players. Teams are formed from members of the group. Team formation is based on a game related interest. Each team is assigned an identity that is maintained within a single game and across multiple sessions of a game. The team can interact within the gaming environment much like an individual user can interact. Teams can play games with other in-group and out-of-group teams. Team members can play games with each other. Team statistics and achievements can be accumulated and aggregated. Team profiles provide information about the team, such as a list of the members of the team. Via team profiles, a member of a team can see information about other members of the team, such as other teams to which they belong. Team members can send and receive intra-team messages.
摘要:
A service that provides for setting up game sessions for a plurality of game players. A number of game players that each have a computing device capable of playing a computer game are linked together by the service. The service allows a player to set up a common game session so that a subset of the players can simultaneously start playing the game at the same level. Additionally, the service allows game competitions to be structured and played among a subset of the game players.
摘要:
A matchmaking service that selects matches based on personal/social characteristics as well as skill and experience. The service takes into account direct feedback from other players about positive and negative experiences with a particular player and expectations about appropriate conduct and type of game being played before a player joins the game session.
摘要:
A multilevel online tournament is provided. The first tournament round has a single bracket and each subsequent tournament round has a winners bracket and a losers bracket corresponding to a bracket in the previous tournament round. The tournament format allows players to match-up against any other player located within the same bracket. The online tournament format also allows participants to start playing match in a round of the tournament prior to the official start of that round. Thus, players are able to more quickly advance through the tournament and spend less time waiting for a suitable opponent. The tournament format also allows for players to request available tournament byes and to automatically progress when they are unable to connect with other players due to quality of service issues.