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Looking for Help to Develop A Novel FPS (simple zombie/vampire mod) Game Based on Patent

by Ranger McCoy · in Torque Game Engine · 06/03/2009 (8:04 am) · 90 replies

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Would love to build a game like that described in this patent!

What would be the easiest vampire/zombie games/FPS's to mod? All we would have to do is add voices and some simple AI to the vampires/zombies/NPCs.

System and method for creating exalted video games and virtual realities wherein ideas have consequences:
http://www.google.com/patents?id=aAuzAAAAEBAJ (Patent application)
http://www.google.com/patents?id=aAuzAAAAEBAJ&pg=PA2&source=gbs_selected_pages&cad=1_1 (figures)

"A video game method and system for creating games where ideas have consequences, incorporating branching paths that correspond to a player’s choices, wherein paths correspond to decisions founded upon ideals, resulting in exalted games with deeper soul and story, enhanced characters and meanings, and exalted gameplay. The classical hero’s journey may be rendered, as the journey hinges on choices pivoting on classical ideals. Ideas that are rendered in word and deed will have consequences in the gameworld. Historical events such as The American Revolution may be brought to life, as players listen to famous speeches and choose sides. As great works of literature and dramatic art center around characters rendering ideals real, both internally and externally, in word and deed, in love and war, the present invention will afford video games that exalt the classical soul, as well as the great books, classics, and epic films—past, present, and future."

The patent is getting some buzz:

http://wordsonplay.wordpress.com/2009/05/28/system-and-method-for-creating-exalted-video-games-and-virtual-realities-wherein-ideas-have-consequences/

http://www.eegra.com/pages/show/title/31_05_2009_Sunday_Sundries___quot_NPC1_becomes_vampire_communist_quot_/

http://forums.somethingawful.com/showthread.php?threadid=3146757

http://progsoc.org/~curious/?p=732

Has anyone done anything like this?

What would be the easiest vampire/zombie game or FPS to mod?

All we would have to do is add voices to the characters and some simple AI.

1. A method for creating video games and virtual realities wherein ideas have consequences.

2. The method in claim 1 where said ideas are rooted in classical, epic precepts such as those found in the Great Books and Classics, and exalted at the pinnacles of Western culture and history.

3. The method in claim 1 where said ideas are manifested in the words the player or non-player characters, write, speak, read, disseminate, congregate about, fight for, and/or associate with.

4. The method in claim 1 where said ideas are manifested in the actions the player, non-player characters, and/or monsters act out.

5. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters.

6. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters, and where said vampires, zombies, and monsters may be saved or converted back to normal by coming in contact with ideas that oppose the ideas that made them vampires, zombies, and other forms of monsters.

7. The method in claim 1 where said ideas must be fought for via words and dialogue, before they have exalted consequences.

8. The method in claim 1 where said ideas must be fought for via deeds and actions, before they have exalted consequences.

http://libertariangames.com
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Thread is locked
#1
06/03/2009 (8:56 am)
Wow, this patent is like every RPG ever made. Whoever awarded this patent should be fired.
#2
06/03/2009 (9:45 am)
What other RPG allows one to battle for classical ideals and witness the exaltation or demolition of the teh world based on those ideals?

What other games have Vampires or Zombies who are cuased by the transmission of ideas?

1. A method for creating video games and virtual realities wherein ideas have consequences.

2. The method in claim 1 where said ideas are rooted in classical, epic precepts such as those found in the Great Books and Classics, and exalted at the pinnacles of Western culture and history.

3. The method in claim 1 where said ideas are manifested in the words the player or non-player characters, write, speak, read, disseminate, congregate about, fight for, and/or associate with.

4. The method in claim 1 where said ideas are manifested in the actions the player, non-player characters, and/or monsters act out.

5. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters.

6. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters, and where said vampires, zombies, and monsters may be saved or converted back to normal by coming in contact with ideas that oppose the ideas that made them vampires, zombies, and other forms of monsters.

7. The method in claim 1 where said ideas must be fought for via words and dialogue, before they have exalted consequences.

8. The method in claim 1 where said ideas must be fought for via deeds and actions, before they have exalted consequences.


#3
06/13/2009 (3:34 pm)
Let us consider the top ten zombie games of all time:

www.destructoid.com/the-top-ten-zombie-games-of-all-time-110512.phtml

The "Gold 45 Revolver" mod of Left for Dead would be described at Amazon.com with:
Set in a modern day survival-horror universe, the co-operative gameplay of Left 4 Dead (L4D) casts four "Survivors" in an epic struggle against hordes of swarming zombies/communists and terrifying "Boss/Marx Infected" mutants. A new and highly virulent strain of the rabies/Marxist virus emerges and spreads through the human population with frightening speed via words, both spoken and written. The pandemic's victims become grotesquely disfigured widely violent psychopaths, attacking the uninfected on sight by handing them pamphlets and espousing Marxist philosophies. As one of the "lucky" few apparently immune to the sickness, as you have been reading F.A. Hayek, Ludwig Von Mises, and Thomas Jefferson, you, unfortunately, are also trapped in a city crawling with thousands of the bloodthirsty Infected. Alone, you're dead. But together with a handful of fellow survivors, who you can identify and recruit via dialogue trees wherein you quote Hayek/Jefferson/the Constitution and assess the responses, you might just form a fellowship and fight your way to safety. Players can play as a Survivor or as one of four types of Boss/Marxist Infected, each of whom possess a unique mutant ability, such as a 50-foot tongue lasso or a giant belly full of explosive methane gas. The gameplay of L4D is set across four massive campaigns. The zombie population of each mission is choreographed by an AI Director that monitors the human players' actions and creates a unique and dramatic experience for them on the fly. Zombies may be transformed back into humans by quoting Hayek/Jefferson/et al. to them; but the further they have devolved, the harder it is to save them. Early on in the game, some Zombies may appear to be normal humans, and the only way to find out would be to speak Hayek to them and see if they respond with Lenin. Some of them can be reformed via dialogue, but for others, they can only be reformed by death. And in the end--only those players who have done their best to reform the zombies in word and deed--only those who have acted morally throughout the game, can truly wield the Gold 45 Revolver and realize its true power as it shoots Zeus's Lightning and levels the Zombie masters and their hordes.

--http://www.amazon.com/Left-4-Dead-Pc/dp/B000PS4X7S/ref=sr_1_1?ie=UTF8&s=videogames&qid=1244931333&sr=8-1

Now wouldn't you want to play that? Just once?

Such simple methods/innovations could be applied to any Zombie/Vampire games, with far-ranging consequences both deepening and exalting gameplay.

http://www.cracked.com/forums/index.php?topic=48073.new#new
http://forums.somethingawful.com/showthread.php?threadid=3143589&pagenumber=6
#4
06/14/2009 (5:55 am)
What is this thread about? You seem to be looking for help to make a game, but if you were a bit clearer as to what exactly we can help you with, you'd get a bigger and more helpful response.
#5
06/28/2009 (10:15 am)
http://www.neogaf.com/forum/showthread.php?t=366448

forum.teamxbox.com/showthread.php?t=623861
"Video Game Idea of the Century!" --Garp
"This would be the most abstract game ever. I'd play it." --Dutch
"That game would be so different that it would have to be good. I'd definitely play it!" --Z A C K
"I'd play it." --Bleeding Black

http://www.neogaf.com/forum/showthread.php?t=366448
"This is the greatest videogame patent I've ever read." --EmCeeGramr
"I think this guy has golden humour." --Foxspirit
"Do a Google search on Dr. Elliot McGucken, the dude who filed for the patent. It will blow your mind." --Zealous D.
"That's awesome." --Tentacle
"Is this a patent or the insane ratings of mad man?" --speculawyer

"McGucken’s philosophical core seems to support a mix of (sometimes contradicting) ethical and metaphysical systems, favoring our Founding Fathers, Abraham Lincoln, Jesus Christ, Ron Paul, Ayn Rand, Homer, Socrates, and anyone who can take a magic golden .45 to the head of a Marxist Undead and pull the trigger. What’s scary, for me, is that this might be exactly what gamers want." http://www.onelastcontinue.com/9136...kers-patent-it/

"From Patent # US 2009/0017886 A1: “If the player heeds the higher ideals and seeks the higher path they will be rewarded not with money and jacked cars, but with their soul.” What? More after the jump. If you’ve read my editorials, you know that I’ve been pushing games towards a more serious path. An intense potential for creating and cultivating emotions and ideas in the players exists in games that is unique among artistic mediums and valuable for it. Dr. Elliot McGucken, a man dedicated to bringing sight to the blind and honoring Joseph Campbell, believes so to. And the way he’s realized this belief is through this patent [via EmCeeGramr on NeoGaf] that makes my stomach churn." --Austin Walker, One Last Continue

My name is Dr. Elliot McGucken, and it would rock to discuss a relatively simple patent with profound consequences, which could lead to a brand new era of exalted gaming and video games: SYSTEM AND METHOD FOR CREATING EXALTED VIDEO GAMES AND VIRTUAL REALITIES WHEREIN IDEAS HAVE CONSEQUENCES:

"For an idea that does not at first seem insane, there is no hope." - Albert Einstein

Imagine a video game engine which could bring 1984, Animal Farm, A Brave New World, Atlas Shrugged, Dante's Inferno, and the American Founding to life!

Without any funding, the patent and "Gold 45 Revolver" are already generating buzz:

http://www.eegra.com/pages/show/tit...ommunist_quot_/
http://forums.somethingawful.com/sh...40&pagenumber=1
http://wordsonplay.wordpress.com/20...e-consequences/

http://artsentrepreneurship.com
http://elliotmcgucken.com
http://herosjourneyentrepreneurship.org

Abstract:

A video game method and system for creating games where ideas have consequences, incorporating branching paths that correspond to a player's choices, wherein paths correspond to decisions founded upon ideals, resulting in exalted games with deeper soul and story, enhanced characters and meanings, and exalted gameplay. The classical hero's journey may be rendered, as the journey hinges on choices pivoting on classical ideals. Ideas that are rendered in word and deed will have consequences in the gameworld. Historical events such as The American Revolution may be brought to life, as players listen to famous speeches and choose sides. As great works of literature and dramatic art center around characters rendering ideals real, both internally and externally, in word and deed, in love and war, the present invention will afford video games that exalt the classical soul, as well as the great books, classics, and epic films--past, present, and future.

http://www.faqs.org/patents/app/20090017886


from http://www.gamasutra.com/view/feature/4061/dramatic_play.php#comments :

"This here thread pertains to Dramatic Play, Classical, Epic Story, and "[In a wide-ranging article, former Company of Heroes: Opposing Fronts narrative designer Stephen Dinehart looks at the future of game story by examining narrative theory through the ages.]"

That is exactly the subject and theme of the "System and method for creating exalted video games and virtual realities wherein ideas have consequences" patent:
#6
06/29/2009 (8:48 am)
This patent should be knocked down... The whole "ideas have consequences" things is what AI and gameplay mechanics are all about.
#7
06/29/2009 (9:30 am)
Quote:
Dramatic Play, Classical, Epic Story, and narrative theory through the ages.
That's a great concept, but nothing new in the game world. Designers have attempted to add story elements to games since before Space Invaders.

Consequence used to be simple, it raised the score. Over time it evolved, is constantly evolving, and will continue to evolve. Branching paths, parallel choices -- again nothing new.

And here I always thought that patents were for new ideas, concepts, and creations -- even the system described is nothing that hasn't been attempted before. I'm all for protecting IP but that seems like someone hedging their bets so that if their creation sells (or not) they can then harass the poor developer who dares to use elements of gameplay mechanics that have been around throughout the history of gaming.

Quote:
Wow, this patent is like every RPG ever made. Whoever awarded this patent should be fired.
Quote:
This patent should be knocked down... The whole "ideas have consequences" things is what AI and gameplay mechanics are all about.
I agree on both counts.
#8
06/30/2009 (7:28 am)
How much would it be worth to Bethesda/EA/38 Studios/Visceral/Bioware/Ubisoft?
Re: How much would it be worth to Bethesda/EA/38 Studios/Visceral/Bioware/Ubisoft?

--http://libertariangames.blogspot.com/

How much would it be worth to put the following on a game box? "It is the dawn of the American Revolution, and it is up to you to build the fellowship that will lead freedom's battle. From tavern to tavern you must walk the streets of Boston, listening in on conversations and recruiting those speaking of liberty's epic ideals. Redcoats and King George's spies abound, and when you hear the words of Washington, Jefferson, Paine, Madison, Jay, and Hamilton, you must engage them by speaking of liberty's ideals yourself; or lose tehir trust. Throughout you must select the best words to rally and inspire the troops through the fierce war for freedom. Ideas have consequences and word must be matched with deed, as freedom's fate falls upon your shoulders. "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants. --Thomas Jefferson""

I argue that such a novel approach to gaming--not only incorporating the words of the actual Founding Fathers--but rendering their consequences (or the dire consequences of their absence)--would be worth hundreds of millions, if not billions.

And wouldn't that be an awesome game??? Imagine meeting Jefferson and Hamilton, finally defined by their greater aspects--their souls, characters, and words--and actualy recruiting Washington to command the forces, based upon his words!

"A slender acquaintance with the world must convince every man that actions, not words, are the true criterion of the attachment of friends." --George Washington
"Arbitrary power is most easily established on the ruins of liberty abused to licentiousness." --George Washington
"Associate with men of good quality if you esteem your own reputation; for it is better to be alone than in bad company." --George Washington

Yes--of course we could give all the revolutionary soldiers BFGs and Lancer Chainsaws to satiate the fanboys; but the big draw of the game would be its depth and profundity! And imagine that in one of the Taverns is a hooker with a heart of gold. Hire her and kill her, as is exalted in GTA, and the world is lost. Talk to her, and "lady liberty" will tell you where you can find Thomas Paine.

Video games are a crowded art, and many argue there has been little innovation in the past several years (or decades), especially when it comes to depth, meaningful drama, and storytelling. Of course all the PR departments stamp "depth, character, meaningful drama, and epic storytelling!" on the boxes, just as they stamp "Dante's Inferno" on the game which places Beatrice in the diametric opposite locale that Dante did, and nothing really ever changes as the fiatocracy declines.

A small innovation in a field of "crowded art" can go a long, long ways. For instance, applying the patent's same technology to the traditional Vampire/Zombie game would result in the following enhanced gaming experience:

The "Gold 45 Revolver" mod of Left for Dead would be described with (seriously--the buzz alone on this would be worth millions to EA/Bethesda/Bioware/Visceral/Ubisoft/38studios):

Set in a modern day survival-horror universe, the co-operative gameplay of Left 4 Dead (L4D) casts four "Survivors/freedom fighters" in an epic struggle against hordes of swarming zombies/communists and terrifying "Marx Infected" mutants. A new and highly virulent strain of the Marxist virus emerges and spreads through the human population with frightening speed via words, both spoken and written. --http://libertariangames.blogspot.com/
#9
06/30/2009 (8:18 am)
Quote:I argue that such a novel approach to gaming--not only incorporating the words of the actual Founding Fathers--but rendering their consequences (or the dire consequences of their absence)--would be worth hundreds of millions, if not billions.

I should be a billionaire then, because I've been refining this kind of system for years- wait, I wouldn't be a billionaire, actually, because the first system that really attempted to make an RPG where choices created consequences was made around 1978... MUD was its name (I'm leaving room to be wrong here if another game was out earlier, but that's my earliest frame of reference on games that design for consequence).

Out of curiosity, since you seem to be selling this very non-unique idea very hard: Is this patent yours?
#10
06/30/2009 (8:31 am)
Nevermind the previous question, I have found this person here...

You know what? I was mad for a while when reading this because the person who patented this is basically trying to patent any videogame made via a flowchart, which is just about any RPG or any game using dialog or decision trees that's come out in the last 20 years. Having skimmed the patent, I have concluded that it has standing only until he tries to launch this at someone who makes a game, at which point it will be struck down by reams of prior art.

@Ranger: This patent is not able to stand up to scrutiny. The guy seems to be chasing money, and only succeeded in getting a patent because the people in the patent office are ignorant of game design practice. And besides, it's not even ground-breaking... In any way...
#11
06/30/2009 (5:05 pm)
I of course welcome all criticism! If you have specific issues with the text, or the foundational ideas underlying the patent, I would gladly address them! Please do share! Civil discussion would be of use to all. But mere namecalling doesn't really get us anywhere, nor do anyone any good.

I know I am an outsider in the corporatized, conservative field of game design; but the industry needs new ideas! I would love to discuss them in a civil manner. :)

Thanks! Many in the rising generation are hoping to soon be able to play more exalted games with depth, exalted drama, deep character, and a more realsitic sense of love and honor than is found in GTA/Bioshock/Mass Effect--many are longing for novel games wherein ideas have consequences, such as those outlined in the patent. By negelecting such technologies, EA et al. are leaving literally billions on the table.

http://www.neogaf.com/forum/showthread.php?s=eb8fb3d7615427b68060b8e162ffcf9e&t=366448
http://forums.somethingawful.com/showthread.php?threadid=3143589&userid=0&perpage=40&pagenumber=1

I just got this email: "yeah wish I could post it at neogaf! That forum is notoriously elite when it comes to letting people register to write anything (and this is coming from a #*$(X@ developer!) So I will post it in 5 yrs when they approve me, basically...

Agreed, videogames are still very much in their infancy as a medium of expression, yet helped by the fact they are such big business (and have been growing for a couple of decades) they certainly are culturally quite relevant (of course, so is porn..) Overall it's still altogether quite shallow "which games can bear the closest resemblance to reality, and most accurately let you act out simulated murder fantasies?" - of course there's a still a fair market in the different types of more experimental games, and they'll always be there, but they won't mature for awhile yet - in lieu of the ones that wil just make money.

Like film, and even photography before that - it will come! It just needs to be more subversive.."

forum.teamxbox.com/showthread.php?t=623861
"Video Game Idea of the Century!" --Garp
"This would be the most abstract game ever. I'd play it." --Dutch
"That game would be so different that it would have to be good. I'd definitely play it!" --Z A C K
"I'd play it." --Bleeding Black

www.neogaf.com/forum/showthread.php?t=366448
"This is the greatest videogame patent I've ever read." --EmCeeGramr
"I think this guy has golden humour." --Foxspirit
"Do a Google search on Dr. Elliot McGucken, the dude who filed for the patent. It will blow your mind." --Zealous D.
"That's awesome." --Tentacle
"Is this a patent or the insane ratings of mad man?" --speculawyer

"McGucken’s philosophical core seems to support a mix of (sometimes contradicting) ethical and metaphysical systems, favoring our Founding Fathers, Abraham Lincoln, Jesus Christ, Ron Paul, Ayn Rand, Homer, Socrates, and anyone who can take a magic golden .45 to the head of a Marxist Undead and pull the trigger. What’s scary, for me, is that this might be exactly what gamers want." www.onelastcontinue.com/9136/vampire-zombie-communist-hookers-patent-it/

"From Patent # US 2009/0017886 A1: “If the player heeds the higher ideals and seeks the higher path they will be rewarded not with money and jacked cars, but with their soul.” What? More after the jump. If you’ve read my editorials, you know that I’ve been pushing games towards a more serious path. An intense potential for creating and cultivating emotions and ideas in the players exists in games that is unique among artistic mediums and valuable for it. Dr. Elliot McGucken, a man dedicated to bringing sight to the blind and honoring Joseph Campbell, believes so to. And the way he’s realized this belief is through this patent [via EmCeeGramr on NeoGaf] that makes my stomach churn." --Austin Walker, One Last Continue

I hope we can establish a dialogue on all this!

Best,

Ranger McCoy :)
#12
06/30/2009 (5:07 pm)
The overall intent really is a new breed of gaming that I think there is a huge market for. :) Would love to see some of your work as it seems to be calling the gaming community to a similar adventure.

To keep things briefer here, I am setting up a new blog: http://libertariangames.blogspot.com . I also registered libertariangames.com yesterday--I was surprised it was still available! It seems there would be a huge market for creating video games in which one could fight for liberty, freedom, and the Constitution! After awhile there are only so many cars one can jack--only so many Locusts one can chainsaw--bzzzzzzztz! bzzzzzzt!--before the soul longs for a bit of Cicero and Homer--for Moses and Mises.

I am glad the patent inspired laughter--by making it entertaining I hoped that it might reach a greater audience, than, say, Nintendo's insanity patent.

I never sought to patent any of my artificial retina technology; as it was to help the blind. And more than reaping any monetary gain from the "Gold 45 Revolver" video game patent, I would simply love to walk into Best Buy and buy a game wherein the monsters and hookers weren't defined by their appearance alone, but by their souls; for in reality, what did the monsters look like in WWII? It was their ideas which made them monsters; and imagine if GTA introduced a couple hookers (Beatrices/Penelopes) with hearts of gold, who held the true key to the world's exaltation. Imagine if the Locust Horde in Gears of War was not only defined by its ghoulish appearance, but by their ideas! That means that now and then you would be able to talk to a Locust, find out he also had a secret appreciation for Thomas Jefferson/Ron Paul, and bring him over to your side! You wouldn't just have to shoot them all the time; but, in fact, the only way to win the game would be to find enough Locusts to join your side--to recurit them by inspiring them, just as Linconln's words inspired the abolitionist Johnny Ranger McCoy in The Legend of McCoy Mountain!

The gaming industry has an issue with its depiction of women, and I am shocked and saddened that EA is condemming Beatrice to hell. I would consider giving them my domain dantesinfernogame.com for free if they liberated Beatrice from hell and returned her to Paradisio. The whole, entire crux of Dante's Inferno is that Beatrice is an incorruptible, exalted angel; and that she saves Dante via inspiration. The Inferno was the first epic work of literature that exalted women to the pinnacles of pristine idealism, and it is sad that EA chose not to leverage this classic, epic, original feature. I hope that there might be time for them to return Beatrice to Paradisio before the release of the game, as the ideal of the incorruptible woman is a beautiful, most inspirational thing! Indeed, it is worth walking through hell for! But, if they begin with Beatrice in hell, perhaps they could call the game EA's Inferno, and trademark that with their corporate war chest, as it certainly isn't Dante's anymore. Alas, money never has, and never will, by true art of the heart, nor epic poetry; which is left to the Melvilles, Van Goghs, and Homers. Dante--the lone poet and *scholar* (not the buff warrior)--penned the Inferno in exile, and to this day, Florence wants his bones back.

If EA reached out to those seeking not just fanboy entertainment, but depth, profundity, exaltation, and enlightenment; they would massively exalt their own bottom line; while also accomplishing far greater things.

That's just one, small example, but vast, exalted opportunies exist to take gaming to the next level; to exalt the Unreal Engine with classical ideals and idealism--with epic story.
#13
06/30/2009 (5:10 pm)
Imagine walking around a town in Colonial America, listening to various speeches in the taverns. It was your job to form a fellowhsip to ride forth with Paul Revere. And it was up to you to choose the best men, judging by their ideas. In the taverns you could come across the words of Paine, Franklin, Washington, Jefferson, and Adams! Then, of course, you could also have the war; but imagine how much more fun it would be fighting with your felllowship for freedom! And only if you chose the right men--based on their ideas and character--would you prevail!

Filing patents is a way to record and establish one's ideas; as I have noticed that a funny thing happens to ideas out in Hollywood. :) I have always been driven more by the thrill of innovation, invention, and creation; in the spirit of service, than by making huge sums of money, though that is cool too! Odysseus reminds us that we all have these bellies we must fill. As can be seen from the various forum discussions/buzz, there are definitely novel aspects of the game types I am proposing, and someone went ahead and built one!
http://www.neogaf.com/forum/showthread.php?t=366448&page=2
Though I would suggest a better soundtrack: http://www.youtube.com/watch?v=5SH2DNAB0Qo

You mention Wagner in your article--why not set Dante's nine levels to Beethoven's nine symphonies? Imagine encountering the three-headed Satan as Beethoven's ninth thundered!

Here is another patent (2005-2006) of mine which is not quite as entertaining, but which suggests this:
http://www.freepatentsonline.com/y2007/0087798.html

"Soundtrack: As Beethoven wrote nine symphonies and the Inferno has nine levels, Beethoven's symphonies will accompany Dante during his descent through Hell. Imagine battling Satan to Beethoven's ninth. ADDITIONAL PREFERRED EMBODIMENT: GREAT BOOKS GAMES. The present invention can bring the Great Books and literature, such as the Bible, to life via the Moral Level Meter™ and the Beatrice Game Engine™ disclosed in the present invention. All the stories in the Great Books and classics are founded upon a moral premise and exalted morality. Thus the present invention, with its methods for introducing morality into the realm video games, is necessary to bring the soul and spirit of such classics to life as video games. Vast educational and commercial opportunities abound in the embodiment of present invention in the context of the Great Books."

What EA is doing to Dante's Inferno reminds me of what Hollywood did to The Iliad in Troy--they robbed it of its soul and turned it into a costume party; which is why Troy fell far short of 300 and Braveheart. Here is John Milius's take on what Hollywood did to Troy: (John Milius) subsided for a moment and then resumed, somewhat mysteriously at first. "Homer," he pronounced. "Homer. Can you believe what those assholes did to him with that film Troy? Completely embarrassing. Me and my kid, we wanted to take a DVD of the thing, tie it by a cable to our car's bumper, and drag it up and down Hollywood boulevard." He fell silent for a moment. "Hollywood . . . The only thing I can think of remotely as horrible as war; there are stories, things I have seen in that town that, believe me, I would never tell anyone."--Valkyries Over Iraq, The Trouble with War Movies, by Lawrnece Weshler, interviewing John Milius in November 2005 Harpers Magazine, academy-award nominated writer of Apocalypse Now, Clint Eastwood's Dirty Harry, Magnum Force, and Electronic Arts' video game Medal of Honor."

Well, I have probably gone on too long once more--so much to say!
http://libertariangames.blogspot.com
#14
06/30/2009 (9:58 pm)
But all you're describing in these examples are RPGs. Setting doesn't matter, and the mechanics are all done, or easily doable. This isn't a new system at all, which is probably why you're talking about how the larger companies are ignoring you.

Quote:1. A method for creating video games and virtual realities wherein ideas have consequences.

Prior art going back to the days of MUD, where role-playing games endeavored to give the player the ability to make choices that had consequences. Also applies to prior art from just about every game in existence where a character represents an ideal (Double Dragon- the characters stood for justice and fought for it, and at the end had the choice of being good guys or joining the bad guys, which influenced the ending).

Quote:2. The method in claim 1 where said ideas are rooted in classical, epic precepts such as those found in the Great Books and Classics, and exalted at the pinnacles of Western culture and history.

God of War deals with consequences, and classical Greek mythology, and predates your patent.

Quote:3. The method in claim 1 where said ideas are manifested in the words the player or non-player characters, write, speak, read, disseminate, congregate about, fight for, and/or associate with.

Nothing special here, just saying that the PC or NPC has to "verb" something.

Quote:4. The method in claim 1 where said ideas are manifested in the actions the player, non-player characters, and/or monsters act out.

Same as above, as dialog and writing are verbs as much as fighting and other physical acts, and all of these have well established prior art from almost all existing games.

Quote:5. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters.

WoW demonstrated such a great use of a blood plague that the CDC did a formal study on the transmission from one player to the next. Also, other games have created similar systems for zombification (Warcraft III had a mission with undead, and Starcraft had the Defilers who turned Space Marines into walking bioweapons).

Quote:6. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters, and where said vampires,
zombies, and monsters may be saved or converted back to normal by coming in contact with ideas that oppose the ideas that made them vampires, zombies, and other forms of monsters.

WoW's blood plague had a cure, I believe, and other effects that become "contagious" exist. Agent USA for the PCjr comes to mind (man, I loved that game!)

Quote:7. The method in claim 1 where said ideas must be fought for via words and dialogue, before they have exalted consequences.

I can take this on myself. In a blog here, dated in 2004, I talk about role-playing AI. And in this blog, dated 2005 talks about dynamic missions to support said AI. In this one, dated Jan/2008 talks about Interrogative, my dialog system which opens the door for talking to NPCs with an eye to influence them- which isn't new, really. And more info here, dated Jan/2008 as well. It's a system I've been working on for years.

Quote:8. The method in claim 1 where said ideas must be fought for via deeds and actions, before they have exalted consequences.

Call of Duty (fighting for freedom).
#15
06/30/2009 (9:59 pm)
Quote:9. The method in claim 1 where the player can fight for said ideas in word and deed, and witness the exalted consequences of those ideals, including liberty, freedom, and justice, when they succeed, and the dire consequences of tyranny, domination, and intimidation, when they fail to render exalted ideas, as ideas have consequences.

There was a game about the Cold War written way back when, where you had to influence governments using diplomacy and other means. Outcomes depended on how well you did.

Quote:10. The method in claim 1 where the character can fight for said ideas such as marriage, the Constitution, the Declaration of Independence, and right to life in word and deed, and witness the exalted consequences of those ideals, including a stable and enduring society should they succeed, and a declining, bankrupt civilization, should they fail.

Now this one is unique as far as I know- but there are some Christian games out there which may actually cover these tenets, at least in part.

Quote:11. The method in claim 1 where the character can battle for said ideas that are based upon classical moral and economic principles of famous philosophers, prophets, poets, statesmen, and economists including Plato, Moses, Jesus, Gandhi Sun Tzu, Buda, Jefferson, Aristotle, F. A. Hayek, Martin Luther King Jr., Homer, Ludwig Von Mises, Adam Smith, and others, and witness the consequences of both their success and failure of their battle, as the consequences are rendered in the game's physical world.

Another new one, but only for the names of the characters, not for the game mechanics. Are you trying to patent games based on Martin Luther King Jr and the rest listed?

Quote:12. The method in claim 1 where the character can battle for said ideas via both word

and deed, using a combination of words and action, witnessing the consequences of their balance between word and deed, between reasoning and partaking in violence, thusly bringing to life epic classical works of film and literature wherein the hero must balance word and deed.

So, if someone used Mass Effect's dialog system with a Roman setting...?

Quote:13. The method in claim 1 where fighting for said ideas in word and/or deed will have consequences regarding the operation of a weapon, which will operate at its full potential for the players and characters who are the most successful in serving ideals and ideas, and rendering them in word and deed.

Like The Force Unleashed, where the dark Jedi unlocks powers and increases them the more evil he gets?

Quote:14. The method in claim 1 wherein said ideas may be based upon Constitutional ideals and ideas underlying the American Founding, including the right to life, liberty, and the pursuit of happiness, sound currency, the right to bear arms, the freedom of speech, the right of the artist, author, and inventor to own their creations and inventions; and wherein the player could fight for sound money in word and deed and witness the consequences of their successes and failures, including liberty, wealth creation, capitalism, freedom, private property, peace, and prosperity or rapid inflation, deflation, theft via the inflation tax, massive debt, empire, long lines, wealth transfer to the rich, depressions, corruption, and war.

You totally have me with this one. Some games cover parts of this, but I doubt any single one comes close to a majority of it.

Quote:15. The method in claim 1 where the said ideas will be supported or opposed by in-game characters, and the player will have to choose how to interact with the said in-game characters, based on their ideas, including but not limited to whether or not to befriend them, agree with them, disagree with them, ignore them, recruit them, shoot them, save them, judge them, or forgive them.

Old hat, this feature.

Quote:16. The method in claim 1 where the said ideas are based upon the pivotal plot points of the great books and classics.

I admit I'm probably not as well versed as you in the classics, but would this be covered by Jason and the Argonauts?
#16
06/30/2009 (10:03 pm)
Quote:17. The method in claim 1 where said ideas spread like viruses, by being spoken, written, or disseminated in some other manner, transforming characters who come in contact with said ideas into vampires, zombies, or other forms of monsters; and when bad ideas have infected too many in-game characters, the consequences are dire, including the loss of life, liberty, happiness, freedom, and security.

I have to fall back on the mechanics in Warcraft III with the undead scourge.

Quote:18. The method in claim 1 wherein said ideas may be related to economics and monetary policy, and wherein the player could fight for sound money in words echoing the classical economists and deed and witness the consequences of their successes and failures, including liberty, freedom, peace and prosperity or rapid inflation, deflation, theft via the inflation tax, massive debt, empire, long lines, depressions, corruption, and war.

As a mechanic, it's been done in most games. As a setting or cause, it's mostly unique (economic consequences of actions being inflation and deflation is a big deal in MMOs, to the point where EVE Online has a fulltime economist).

Quote:19. The method in claim 1 wherein moral ideas have moral consequences in the evolution of the gameworld.

Fable? Fable II?

Quote:20. The method in claim 1 where said ideas in the video game world are founded upon the natural ideas and ideals occurring at the plot points in great works of literature and film where a character must choose whether to serve an ideal or not serve an ideal, thusly rendering or not rendering ideals real by their actions, and influencing the greater outcome and state of the game world, as ideas have consequences.

I'm tempted to bring up the Matrix games here, but I'm sure you can find several book or film-based games that turn a plot on player choice. And the definition of "great works of literature and film" gets decided by who?

Quote:21. The method in claim 1 where said ideas in the video game world are used to exalt the classic hero's journey, and where a player's success and progress at every stage or step or plot point of said hero's journey is defined by said player's service or disservice to said ideas and ideals, and where by said player's serving said ideas and classical ideals, said hero's journey advances towards ultimate victory and triumph, while by said character's failing to serve said ideas and classical ideals, progress in said hero's journey is retarded or reversed.

Splinter Cell: Double Agent, where Sam Fisher has to walk a fine line between "any means necessary" and "softer" actions that can build or destroy trust with the NSA (and another agency, I think, but my XBox is off to get it's flashing red lights fixed, so I can't check).


So those are my problems in a nutshell. It's not that I don't like that you filed a patent- it's just that a game idea should not be patentable in the first place, and the fact that it was approved reveals flaws in the law. After all, none of the game mechanics presented are very unique, as everyone who works with RPGs or even action games are very keen to get to the point of "exalted" gameplay (not exactly sure what that means, but by the quantity of its use, I have an idea of its gist). So what I see here is- and correct me if I'm wrong- someone calling dibs on making games of a certain political/cultural persuasion.

I've looked at the diagrams, and have found that it looks like a typical decision tree, set in a unique setting. But settings can't be patented, as far as I know.

Of course, if you're patenting the exact game "45 Revolver" as a whole, then I can probably take all this back- but then again, you're talking about creating new game types, which this patent actually does not do.

The game idea itself? Could be good. It sounds like a complex RPG with lots of choices offered to the player, and I say go for it. But personally, it chaps my cranberry to see it hiding behind a patent with you posting quotes of people to prove your point. It's not a new game type. Just a new game plot.
#17
07/01/2009 (12:03 pm)
Hello Ted!

Thanks so much for your words/insights!

Due to space limitations, I have responded here:

http://libertariangames.blogspot.com/2009/07/thanks-for-words-ted-below-please-find.html

Feel free to respond here or in the comments over there!

Dr. E :)

Here is a response to Ted's cool feedback at Garage Games: https://www.garagegames.com/community/forums/viewthread/93643

http://libertariangames.blogspot.com/2009/07/thanks-for-words-ted-below-please-find.html

Thanks for the words Ted! Below, please find some of my responses! At the end, I include some excerpts from my book THE GOLD 45 REVOLVER: THE HERO’S JOURNEY IN ARTS ENTREPRENERUSHIP & TECHNOLOGY. Sign up on the mailing list to be notified about it at Arts Entrepreneurship or Hero's Journey Renaissance!

(Ted's words in light red):

But all you're describing in these examples are RPGs. Setting doesn't matter, and the mechanics are all done, or easily doable. This isn't a new system at all, which is probably why you're talking about how the larger companies are ignoring you.

The larger companies are not ignoring me--they are ignoring the timeless, epic principles/secrets of Homer and Shakespeare--of Plato, Aristotle, and Jefferson--of Mises, Moses, and Dante. And they are thus leaving billions on the table!

In all their prior art, there exists no Vampire/Zombie/Communist game wherein the Vampires/Communists/Zombies can be rescued/reformed via speaking classical ideals, nor is there any game wherein the Vampires/Communists/Zombies are caused by NPCs/players coming into contact with words, both/either spoken and written. Nor does there exist any game wherein one is consciously fighting for classical, constitutional ideals laid out in word at the beginning of the game--words which may be used throughout the game, instead of bullets, to win the war and also save the lives and souls of the enemies. These are simple, vast, primal concepts: and when implemented, they will result in a paradigm shift in games--billions in revenue for companies, and exalted art for gamers.

Imagine you are standing in Best Buy. There are two versions of Gears of War. In one, the Locust Horde can be reformed and brought over to your side by quoting excerpts from the US Constitution--by engaging in dialogue--and where, in order to win, you are going to need to win their minds/hearts and souls. In the other version, you can only shoot them in campaign after campaign. Which would you buy? Imagine you walk into EB Games, and you have to decide between two versions of GTA. In one, you can only hire and shoot hookers--there is no chance of reforming them nor talking them out of it. In the "Gold 45 Revolver" version of GTA, you can engage in dialogue with the Hooker and hand her copies of the Constitution and Bible, as well as Hayek's The Road to Serfdom, and thus enlist her in your struggle against the fiatocracy, the decline of freedom, and the growth of the corporate-state. She in turn would hand those works to her Pimp who would join you. Which version of GTA would you buy? Obviously the one wired with the novel technology found in "System and method for creating exalted video games and virtual realities wherein ideas have consequences." --http://www.faqs.org/patents/app/20090017886

Art has ever been the realm where the noble soul could place their ideals which the world had no use for; and the novel game engine described by this new technology; opposed vehemently by the dominant fanboy/feminist fiatocracy—would foster a new realm of exalted gaming for true artsists—both those who created new games and played them.

The major videogames companies are leaving billions on the table!
[0388]This present invention pertains to introducing morality and epic
storytelling into the realm of video games, resulting in video games with
superior, deeper game play, expanded markets, and longer-lasting brands. The
ability to render deeper emotion, story, and exalted dramatic arts within the
realm of video games has been a long sought-after "holy grail" throughout the
video game industry. The prior art demonstrates how others have failed and are
failing to deliver more meaningful and engaging games endowed with epic
storytelling. This present invention provides the missing key to realizing epic
storytelling, deeper emotional involvement, and higher art in video games.

http://libertariangames.blogspot.com/2009/07/thanks-for-words-ted-below-please-find.html


#18
07/01/2009 (12:38 pm)
the main point is that this is nothing new..it has been done before..and patenin things that are on a very grey line that basically has been drawn all over isnt really original
#19
07/01/2009 (1:22 pm)
Wow, I had this whole thing written up, and accidentally clicked a shortcut button that erased it. And now I'm lazy because this conversation is going in circles.

So, I'll just finish up by saying that the game mechanics are not at all original, and what you've just succeeded in doing is just patenting the plotline to a story. If you ever try to enforce this in a court of law, unless the person you sue takes so directly from your plot that you can prove it, you'll probably lose and have the patent tossed as a result.

You don't have to agree with what I wrote, and you're free to make your game, but I would also suggest softening the rhetoric about how well you think your game will do...

See, a lot of people come through here talking about dethroning WoW, and creating games that have as much, if not more, freedom of action than what you propose. They've pretty much all failed. And people on this site are generally notoriously level-headed (even me...sometimes). So maybe lose the claims that your game will make billions, because nothing says that it won't sell like saying it will make billions.

Good luck with your project, and hopefully, for your wallet's (and patent's) sake, you never try to use that patent against anyone...
#20
07/01/2009 (2:16 pm)
Thanks Ted!

I'm not in it for the money, so much as creating something of use that can exalt the culture with a renaissance in gaming.

I will share all the profits with the coders most generously!

I gave *all* of my artificial retina technology away for free. I hope it might be of service to others.

http://elliotmcgucken.com/dissertation.html

I write about a lot of this in my upcoming book: THE GOLD 45 REVOLVER. How the greatest payment is not in money/hype, but in service.

I quote myself: "I am glad the patent inspired laughter--by making it entertaining I hoped that it might reach a greater audience, than, say, Nintendo's insanity patent.

I never sought to patent any of my artificial retina technology; as it was to help the blind. And more than reaping any monetary gain from the "Gold 45 Revolver" video game patent, I would simply love to walk into Best Buy and buy a game wherein the monsters and hookers weren't defined by their appearance alone, but by their souls; for in reality, what did the monsters look like in WWII? It was their ideas which made them monsters; and imagine if GTA introduced a couple hookers (Beatrices/Penelopes) with hearts of gold, who held the true key to the world's exaltation. Imagine if the Locust Horde in Gears of War was not only defined by its ghoulish appearance, but by their ideas! That means that now and then you would be able to talk to a Locust, find out he also had a secret appreciation for Thomas Jefferson/Ron Paul, and bring him over to your side! You wouldn't just have to shoot them all the time; but, in fact, the only way to win the game would be to find enough Locusts to join your side--to recurit them by inspiring them, just as Linconln's words inspired the abolitionist Johnny Ranger McCoy in The Legend of McCoy Mountain!

The gaming industry has an issue with its depiction of women, and I am shocked and saddened that EA is condemming Beatrice to hell. I would consider giving them my domain dantesinfernogame.com for free if they liberated Beatrice from hell and returned her to Paradisio. The whole, entire crux of Dante's Inferno is that Beatrice is an incorruptible, exalted angel; and that she saves Dante via inspiration. The Inferno was the first epic work of literature that exalted women to the pinnacles of pristine idealism, and it is sad that EA chose not to leverage this classic, epic, original feature. I hope that there might be time for them to return Beatrice to Paradisio before the release of the game, as the ideal of the incorruptible woman is a beautiful, most inspirational thing! Indeed, it is worth walking through hell for! But, if they begin with Beatrice in hell, perhaps they could call the game EA's Inferno, and trademark that with their corporate war chest, as it certainly isn't Dante's anymore. Alas, money never has, and never will, by true art of the heart, nor epic poetry; which is left to the Melvilles, Van Goghs, and Homers. Dante--the lone poet and *scholar* (not the buff warrior)--penned the Inferno in exile, and to this day, Florence wants his bones back.

If EA reached out to those seeking not just fanboy entertainment, but depth, profundity, exaltation, and enlightenment; they would massively exalt their own bottom line; while also accomplishing far greater things.

That's just one, small example, but vast, exalted opportunies exist to take gaming to the next level; to exalt the Unreal Engine with classical ideals and idealism--with epic story. "

http://libertariangames.blogspot.com
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