METHOD AND SYSTEM FOR INCREASING USER TRAFFIC AT A WEB SITE
BACKGROUND OF THE INVENTION
1. Field of the Invention:
The present invention relates generally to a method and system for increasing traffic at a web site. Specifically, the invention is a computer-implemented method and system for increasing the number of user visits to a web site as a result of the web site's participation in an electronic network Web-based game.
2. Description of Related Art:
With the rise of electronic commerce ("eCommerce), Internet Web site operators have attempted various methods to earn a profit from their sites. Nccording to prior art Internet revenue models, many Web sites currently earn much, if not all, of their revenue from advertising. Nccording to the current Web site revenue models, to generate income from a Web site, it is typically necessary to be the operator of the site, to be an advertiser on the site, or to be linked to the site.
As the number of user visits, known as "hits", increases for a particular site, the advertising rates that can be commanded by that site correspondingly increase. Therefore, increasing the number of visits to a site can significantly increase the advertising revenue generated by that site.
In addition, each visitor to an eCommerce Web site is a potential purchaser of the goods and services sold at that site. Typically, a user who wishes to make an on-line purchase is either already aware of an eCommerce site that sells the particular item, or must perform a content-based search for such a site. For example, a person wanting to buy a toaster could perform an Internet search for the keywords "toaster" or "electronics". Thus, many of the visitors to an eCommerce Web site have specifically searched for such site. By contrast, traditional "brick-and-mortar" stores typically
generate a portion of their revenues from browsers, window shoppers, and impulse buyers who do not have a pre-existing intent to purchase specific goods.
It would be an advantage to provide a method and system for increasing the number of visits to a Web site. It would be a further advantage if such method and system encouraged visits by users who did not have a pre-existing intent to visit such site to purchase specific goods or services. It would be yet another advantage if the method and system permitted a party that is not affiliated with a particular Web site to profit from user visits to that site.
SUMMARY AND OBJECTS OF THE INVENTION
The present invention is a computer-implemented method and system for increasing traffic at a particular Web site. In the invention, players compete in a Web- based game in which the players visit participating Web sites. This Web-based game encourages players to visit different Web sites as a direct result of the sites' participation in the Web-based game. Thus, a user is exposed to different Web sites that he or she might not have otherwise accessed. The method and system therefore use the Web-based game to effectively advertise participating sites to a segment of the public that might not have been reached by other conventional advertising methods. Additionally, the invention permits a game originator to profit from any Web site through sales of the right to participate, for example by charging a registration fee to participating Web sites. In this embodiment, it is not necessary that the originator have any affiliation whatsoever with a participating site or that the originator generate any revenue associated with eCommerce or advertising on a participating Web site. The Web-based game offers the advantage of bringing a different type of user to a
Web site. The Web-based game visitor has not found the site as a result of a content- based search. As a result, the participating Web site not only attracts the users who access the site as a result of a content-based search, it also attracts users who might never
have searched for and accessed the site. These users might decide to purchase an item from the participating Web site. In addition, the existence of the participating Web site has been advertised to the Web-based game player during this visit. When the user desires to purchase an item at a later time, the user is more likely to remember the site visited during the Web-based game Web-based game and to make the purchase through that Web site.
In the preferred embodiment of the present invention, one or more people can use computers to play the game by competing with each other across an electronic network. Each player attempts to wrest control of registered Web pages from other players, while at the same time defending the pages the player already has under control.
Each registered Web site is assigned an in-game value. The winner of a game according to the present invention can be determined according the total value controlled by a player. To increase such value, players must control more Web sites, as well and more highly- valued Web sites. In the preferred embodiment, a player gains control of a Web site by claiming an unoccupied or abandoned site, or through combat.
Web sites can be attacked and defended, for example, using droids. Value can be assigned to such droids, as an example, according to their type and numbers. By searching for unoccupied Web sites to claim and by participating in combat, a game player is encouraged to visit participating Web sites. As a result, the traffic at those sites is increased.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is a block diagram of a computer network system for increasing traffic at a Web site according to one embodiment of the present invention. Figure 2 is a chart illustrating defense and attack values in a combat.
Figure 3 is a flow chart of the Web-based game according to one embodiment of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
The invention is a computer-implemented method and system for generating revenue from a Web site by increasing user visits to the site. The invention uses a Web- based computer-implemented game that encourages players to visit different Web sites not based on the Web sites' content, but rather as a direct result of the sites' participation in the Web-based game. Thus, a user is exposed to different Web sites that he or she might not have otherwise accessed. The method and system according to the present invention therefore effectively advertises participating sites to a segment of the public that might not have been reached by other conventional advertising methods such as television or radio commercials, or printed advertisements. For purposes of description, the term " originator" will be used to refer to a party that initiates the playing of a Web-based game according to the present invention. It is not required that the initiator be a developer of the game. Rather, the originator can be any party that organizes or that solicits participation in such game. The use of the term originator is therefore for descriptive purposes only and is not intended in any way to limit the scope of the invention as claimed herein.
The invention provides a method and system for generating revenue from other parties' Web sites. Thus, the invention permits the originator of a Web-based game such as described herein to profit from any Web site, regardless of ownership, advertising
connection, or linkage. The originator of the Web-based game can charge a fee to all participating sites. Thus, the originator can earn profits through sales of the right to participate in the Web-based game. It is not necessary that the originator have any affiliation whatsoever with a participating site or that the originator generate any revenue associated with eCommerce or advertising on a particular Web site.
In a preferred embodiment of the invention, the originator's income stream is independent of those of the participating (registered) Web site(s). This embodiment is advantageous to both originator and Web site operator because the originator can negotiate a fixed fee from each participant, and therefore earn a profit regardless of whether the participating Web sites earn a profit as a result of the Web-based game. In addition, a Web site whose advertising and sales revenues increase greatly as a result of the Web-based game would not have to turn those profits over to the originator. Rather, in this embodiment, the only sum paid to the originator is the fixed participation fee. In another embodiment, a Web administrator can add a Web site to the roster of sites participating in a game for a reduced cost, or for no cost, by placing an banner advertisement, for example for the particular game, on their Web site. Banner ads can also be used to enhance sites that are already registered. The funds received by the originator of the game can be used for any purpose, including but not limited to operating the game, providing prize money to players, or donated to charity. ' For purposes of description, a Web site that participates in the Web-based game is referred to herein as a "registered Web site." A participant in the Web-based game will be referred to as a "player." The term "droid" as used herein, refers to a computer- implemented representation that can be used in the game for purposes including but not limited to attacking or defending a participating game site. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide an understanding of the invention. It will be evident, however, to those of ordinary skill in the art that the present invention can be practiced without the specific details. In other instances, well-known structures and
devices are shown in block diagram form to facilitate explanation. The description of preferred embodiments is not intended to limit the scope of the claims appended hereto.
Any or all of the hardware configurations of the present invention can be implemented by one skilled in the art using well known hardware components. In the presently preferred embodiment, the invention is implemented using at least one computer. Such computer can include but is not limited to a personal computer, network computer, network server computer, dumb terminal, personal digital assistant, work station, minicomputer, a mobile Internet device such as a cell phone, and a mainframe computer, as well as one or more computers that are linked together in a network such as a local area network, or wide area network. The Web-based game according to the present invention can be implemented with such computer by using at least one or more software applications, software modules, firmware such as a programmable ROM or EEPROM, hardware such as an application-specific integrated circuit ("ASIC"), or any combination of the above. Figure 1 is a block diagram of a computer network system 100 for increasing user traffic at a Web site according to one embodiment of the present invention. In computer network system 100, a network server computer 104 is connected to a network client computer 102 through a network 110. The network interface between server computer 104 and client computer 102 can also include one or more routers, such as routers 106 and 108. The routers serve to buffer and route the data transmitted between the server and client computers. Network 110 may be the Internet, a Wide Area Network (WAN), a Local Area Network (LAN), or any combination thereof. In one embodiment of the present invention, the server computer 104 is a World-Wide Web (WWW) server that stores data in the form of 'web pages' and transmits these pages as Hypertext Markup Language (HTML) files over the Internet network 110 to client computer 102. It should be noted that, although only one server and client computer each are illustrated in network system 100, a network that implements embodiments of the present invention may include a large number of interconnected client and server computers.
The network client can use a browser software application 112 to display such Web pages. In addition, the network client can also access client software applications and components 114, for example to enable an operator of the network client to participate in a Web-based game according to the present invention. Such software applications and components can be stored on any well-known medium accessible to the network client, including but not limited to a hard disk drive, CDROM, and DVD.
Similarly, the network server can access at least one server software application or component 116 that is operable to permit the implementation of a Web-based game according to the present invention. For example, such server software application can be used to upload the client software applications to prospective players, to accept and manage player registrations, to permit Web sites to become registered with the game, to store game statistics and rules, to manage combat, and to determine the winner of a game.
The client and server software applications can be implemented using well-known programming techniques and languages. In addition, the client and server software applications can be standalone applications, or modules that are accessible to other software applications. For example, the client software application can be implemented as a Web browser plug-in module.
In the preferred embodiment, the Web-based game is played by a user on a networked client device, such as a personal computer or personal digital assistant. The electronic network is preferably the Internet, and more specifically, the World Wide
Web. However, one skilled in the art would readily recognize that the Web-based game can also be implemented on any other type of electronic network, including but not limited to an intranet system with a central server(s). In the preferred embodiment, the Web-based game is played using Web browser applications such as Netscape Communicator and Microsoft Internet Explorer.
According to the invention, one or more people can use computers to play the game by competing with each other across the electronic network. The concept of the game is for each player to attempt to wrest control of Web pages from other players,
while at the same time defending the pages the player already has under control. In the preferred embodiment, there is no limit to the number of players that can participate in the game. The playing field of the game comprises pages of registered Web sites on the net. Only those sites that have registered (or are registered by the originator) are eligible targets for the players.
A registered Web site can be assigned an in-game value. Registered sites can be assigned different in-game values. The value of a Web site can be represented in various ways. In the preferred embodiment, the value of a Web site is represented by the speed at which the Web site produces "power", referred to herein as "P" (described below in further detail). In one embodiment, owners of Web sites can register by paying a fee to the game originator. The amount of this fee can be used to determine how valuable the site is for players to control, i.e. a site for which a fee of $100 is paid can be assigned a greater value than a site for which a fee of $10 is paid. In this embodiment, it is anticipated that game players will fight more frequently over the higher-priced sites, thus visiting these Web sites more frequently. In alternative embodiments, sites can be permitted to register for free, and the value of certain sites, for example those belonging to game sponsors, can be assigned a greater value. In another embodiment, Web sites can be assigned other values besides power output, including but not limited to different inherent defense values, and the capacity to hold more weapons, such as mines. The winner of a game according to the present invention can be determined according the total value controlled by a player. To increase such value, players must control more Web sites, as well and more highly-valued Web sites. Web sites can be attacked and defended, for example, using droids. Value can be assigned to such droids, as an example, according to their type and numbers. The process of accumulating Web sites by searching for unoccupied or abandoned Web pages to claim, by scouting for potential Web pages to attack, by participating in combat over Web sites, and by accumulating droids and "weapons" to attack or defend Web sites encourages players to visit participating sites. As a result, the traffic at those sites is increased.
An example of a computer-implemented game that can be used in the method and system for increasing traffic at a web site according to the preferred embodiment of the present invention is provided in Example 1.
Example 1
In this embodiment, to play the web-based game and thereby to increase web traffic to the participating Web sites, players sign up to participate in the game. While the players preferably sign up to participate using electronic communication, for example by indicating participation on a Web page for the game or by sending an email message to a designated address for game participation, in alternative embodiments, signing up can be accomplished by any well-known method, including but not limited to telephone, mail, or fax.
In the preferred embodiment, a player provides a user name, password and an active email account. Alternatively, the user name and password can be assigned by the player, for example, by the originator. In this embodiment, game accounts are limited to one per email address; however, the number of permitted game accounts can readily be modified by the game originator.
Once the sign-up has been completed, a player can then obtain the game client software application and install the game client on the player's computer. In the preferred embodiment, the game client is downloaded from the game Web site. However, the game client can also be provided by other well-known methods, for example on a portable storage medium such as a floppy disk, CDROM, or DVD. In the preferred embodiment, the game client software application is based on Oz.com's iPulse™ client (described below in further detail) but is accessed through a frame in a Web browser application running on the player's computer.
N player who has signed up for a game receives one power mine (described in detail, below). Mine slots are provided on pages of participating Web sites. The player can place this mine in any free mine slot on any participating Web page. Any player who has one or more mines on a site is considered to have a presence on the site. N player's initial mine cannot be attacked until the player builds a second mine. N player who loses all mines will be issued another mine and can start participation in the game anew.
The base units in the game are the Power units (P). In this embodiment, maintaining a presence on a site generally has no intrinsic in-game value. Rather, the real power of a player is determined by the amount of P units the player possesses (described below). Each registered Web site in the game produces a fixed number of P per hour, for example from 1-20. This is referred to herein as the Web site's Power Output (PO). A player can tap into a site's PO by placing a mine on the site. While game rules can vary, in the preferred embodiment, the maximum number of mines that a Web site can carry is 10. In this embodiment, there are no restrictions to the distribution of ownership of mines on a single Web site. For example, the same player can own all mines on a site (up to the maximum, e.g. 10), ten players can each own a mine on the same site, or any other ownership combination. The P a mine produces is based only on the PO of the site and is not related to the number of mines on the site. For example, for a site that has a PO of 5, a maximum number of 10 mines, and no preexisting mines:
If Player N places 2 mines on the site, the site produces 1 OP per hour for
Player A. If Player B then places mines in all 8 remaining slots on the site, the site continues to produce 10P for player A but produces 40P per hour for player B. No additional mines can be placed on the site until some of either Player's A or B mines are destroyed (as will be described in further detail, below).
All P that are mined by a player are added to the player's Power Pool (PP). Players can use P from their PP to build mines and droids. Other uses of P are described below. P cannot be stolen from other players, and it can not be transferred between players. In the preferred embodiment, P can be transferred only through Guild tithes (described below). In one embodiment, a player is provided the option of spending a certain number of P to designate a Web site in which the player has a presence (i.e. on which the player has placed a mine) as the player's headquarters ("HQ"). N player can be permitted to build advancements on the player's HQ Web site(s). Such advancements can include advanced droids and special equipment/installations (described in detail, below). The advancements do not count towards the maximum number of mines permitted to be placed on the site. However, if the player loses his presence in the site (loses all mines placed in slots on the Web site), the player's HQ is considered destroyed and all advancements. In this circumstance, all advancements that the player has built are lost and the HQ is reassigned to another site. At any time, a player can relocate the player's HQ to any site on which the player maintains a presence. However, upon such relocation, any advancements that have been built on the HQ at the time of relocation will be lost.
Players use droids to defend their mines and to seize mine slots from other players. While, in alternative embodiments, any type of droids can be permitted, in the preferred embodiment there are two basic types of droids available, attack droids and defense droids. A player can use defense droids to defend Web sites in which the player has a presence (at least one mine). Attack droids can only be used to assault defense droids controlled by another player, with the goal of wresting control of the Web page from the player under attack. Droids can be organized into "units". Defense droids cannot be used offensively unless they are first attacked. Therefore, more than one player can maintain defense droids on the same Web site because the respective parties' defense droids do not interfere with one another.
In one embodiment, droids are assigned two parameters that are used when the droids are fighting. One parameter determines the droids' offensive capabilities and the other determine the droids' defensive capabilities. In the preferred embodiment, these parameters can range from 0 to 80. Defense droids are always assigned to specific sites at which they are used to automatically protect the possessions of the site owner. Attack droids are only assigned to sites that they are to attack. As soon as the combat is completed, the attack droids "leave" the site. Idle attack droids are not physically represented on any site. These idle attack droids are represented only on the possessing player's control panel. Information as to a player's offensive capabilities (i.e. the player's number of attack droids) can be made available to all players. In one embodiment of the invention, players can accumulate special droids and/or cloaking advancements that are operable to hide the player's offensive capabilities.
Droids are "built" by the player's spending P. In the presently preferred embodiment, the amount of P required to build a particular type of droid can depend on the droid type. For example, in the preferred embodiment, defense droids can be built for a lesser amount of P than attack droids.
N predetermined period of time is required to build droids. After an order to build droids is given, this time period must elapse before the droids become available for use to the building party. In an alternative embodiment, a player can opt to build droids on an expedited basis. However, this option requires the expenditure of additional P. Similarly, for a reduction of P cost, a player can build droids more slowly than in the predetermined time period.
In one embodiment, a player is permitted to optionally convert defense droids on the player's sites to garrison status. In this embodiment, the player can convert one defense unit to garrison status for each specified period of time during which the player maintains control of a Web site (for example, for each 24 hour period). To convert droids to garrison status, a player must spend power. Garrison droids that are removed by the
player from the Web site they are garrisoning can be automatically converted back to defense droids.
In the preferred embodiment, a player who has designated an HQ Web site has the option to build advanced droids, equipment, and installations. Such advanced features can be of any type determined by the originator, including but not limited to:
1. Elite units having improved combat statistics.
2. Multifunctional units that can function as both attack and defense droids.
3. Spying units capable of obtaining confidential information regarding other players' capabilities.
4. Guerilla Units that can attack a party without revealing the attacking party's identity.
5. Mercenary droids that can be loaned to other players or guild members.
6. Mobile Units that can be set to defend many sites. 7. Cloaking devices that can be used to hide statistics on a site including but not limited to defense strength, production, and existence of an HQ. 8. Command stations that can be placed on sites which a player has a presence to define the behavior of defending units, such as the time of retreat, and the availability of reserves 9. Barracks that can be placed on sites on which a player has a presence to reduce the time period required to create a garrison or to increase defense statistics.
In one embodiment, more complex control options can be made available to players of the game. For example, the player who owns most mines on a Web site can be considered to control that site. Nil other players with mines on the site still have presence on the site but are not considered to be in control. If all players have the same number of
mines on a site or if two or more players have an equal majority of mines, no player is considered to be in control of the site.
In this embodiment, control of sites can be used as a factor in determining the eventual winner of the game. In addition, control of a site can be made a prerequisite for designating a HQ, and it can affect a player's advancement options on the particular site. A player can assign attack droids to assault a participating Web site. If more than one player has a presence on that Web site, the attacking player must choose which player to attack. The attack droids assigned to the combat are then pitted against the defense droids of the player under attack. In the preferred embodiment, after combat has been initiated, a predetermined time period elapses before the combat actually begins. This delay, for example two to three minutes, permits an on-line the defending player to respond to the attack. In such combat, defense droids under attack can fight back, for example by "killing" enemy droids. If all attacking droids are killed, the attack fails. If all defense droids are killed, then all mines controlled by the defending player on the site are destroyed. The attacking player can immediately start building mines on the site. Combat is divided into rounds. At the beginning of combat, the attacker determines the number of droids attacking the defending player. The attacker can fight as many rounds of combat as desired with the attacking party's initial force. However, the attacking party can only add to the initial force by initiating a new combat. In the presently preferred embodiment, the same player may only initiate one combat against each player per site every 24 hours.
In each combat round, all droids have a respective percentage chance of destroying an enemy droid. This percentage chance is determined according to the offensive capabilities of the attacking droids and the defensive capabilities of the defending droids. To resolve a combat, for each participating unit of droids a comparison is made between this percentage and the unit's offensive and/or defensive value. For example, in one embodiment, if the check result is equal to or lower than the offensive value of the droids in question, one hit is scored. If the check value is less than half the
offensive value of the droids in question, two hits are scored. For each hit scored against an enemy, one enemy droid is randomly selected and a percentage comparison is made against its defensive value to see if it survives. If the percentage is higher than the defensive value, then the droid is eliminated. The exact result of each comparison is never revealed to the players; only the outcome is revealed.
A player can actively defend the player's sites by visiting them while logged into the game. A visited site is classified as being actively defended for a specified time period after each visit, for example, for 24 hours. While a site is actively defended, all defense units receive a bonus if attacked. These bonuses can be linked to the amount of time that has elapsed since the player's last visit to the site in question. In this manner, Guild members can defend each other's Web sites.
For example, in a sample combat according to this embodiment of the present invention:
Two units attack 3 units. The attack droids have an offensive value of 40 and a defensive value of 60. The defense droids have an offensive value of 20 and defensive value of 60.
In the first round two comparisons are made for the attacker and three for the defender. The attacker's comparison results are 57 and 31; the defender's comparison results are 98, 21 and 9. The attacker scores one hit (31 being less than 40) and the defender scores two hits (9 being less than half of 20). A comparison is made against one of the defending droids, with the result of the comparison being 79. This result is a failure and means that the droid is eliminated. Two comparisons are then made against the attacking units, with the hits randomly assigned to either or both of them. The results of the comparisons are 15 and 60, neither of which is higher than the defensive value, so both survive.
The attacking player now has the option of withdrawing from the combat. If the player elects to withdraw, the defense droids are permitted one more opportunity to kill the attack droids without the attack droids being able to respond. If the attacking player chooses to continue, then another round of combat is played and is resolved in accordance with the rules of the game.
The Guild is a built-in game feature available to players that permits players to identify with one another and group together for mutual protection and benefit. Each character can belong to only one Guild at a time. Any player can start a Guild. If the player is already a part of another Guild, the player is automatically considered to have resigned from the previous Guild membership. The player who creates a Guild is considered its Guild master and can recruit other players by promising them support and protection. Players can quit a Guild and can join another Guild at any time. If the Guild master quits the Guild or joins another one, his Guild is automatically dissolved. The benefits of belonging to a Guild include the ability to receive droids from the
Guild master. In the preferred embodiment, only the Guild master can give droids to his Guild's members. The Guild master receives a percentage, for example 10%, of all power units produced by Guild members in addition to the power units earned by the Guild master individually. In alternative embodiments, a more elaborate Guild structure is permitted. For example, more than one player can be permitted to hold positions of authority within the Guild. Each Guild member can also be permitted to participate in making decisions that affect the Guild. In addition, Guild members can share control of a site, if they have a combined majority of mines on the site. In the preferred embodiment, this is the only situation in which more than one player is in control of the same site. A player can use various methods to monitor sites to obtain information such as the number of mines on the site, which player(s) owns the mines, and the presence and numbers of any defense droids. Advanced features can be provided to allow a player to
hide droids such that the droids are invisible to other players unless the other players possess advanced radar or spend power units to spy on the site.
One such monitoring method is for the player to visit the sites. Alternatively, a player can monitor a site remotely by using "radar." The player can use filters with the radar for example to gain information on the sites having the highest PO, the most fought-over sites, and the most visited sites.
A player can also monitor a site by placing a "bug" on the site. The bug can be used to report to the player (if the player is on-line) that placed it whether another player has started building mines or droids on the Web site, or has attacked the site. In the presently preferred embodiment, a mine always acts as a bug. Therefore, a player does not need to place a bug on sites on which the player maintains a presence.
A list of all players participating in the game can readily be made available for all players to view. In addition, players can use any well-known methods to communicate with one another, including but not limited to email and telephone. In the preferred embodiment of the invention, players communicate with one another using a mobile
Internet messaging system such as Oz.com's iPulse™. The iPulse system is a secure communication and service platform that allows users to communicate, send messages and access value-added services over one seamless channel using a point-and-click contact menu. Any number of different game rules can be created according to the present invention. For example, a game can be restricted to a specified number of players. In another embodiment, the game speed can also be set by adjusting the power income level of sites.
In addition, a game can be configured to end within a given time frame such as within a week, month, or year. A game can alternatively be configured to end when a player has amassed a specified level of P, or can be configured to end in response to both a time period and a specified P level. Games can also be configured to have an undefined ending time to thereby add an element of uncertainty to the game.
Victory in the game can be determined by the amount of P a player has amassed by the end of the game. In alternative embodiments, the winner of the game can be determined according to other criteria, including but not limited to the number of mines and droids, as well as number of sites controlled, research completed, Guild status, and the number of battles won. In the preferred embodiment, the winner of each game and/or the runners-up can receive a reward. The reward can be of any type, including but not limited to a cash prize, and/or publication of the winner's name.
An alternative, preferred embodiment of the present invention is described in Example 2.
Example 2
In this embodiment, a player joins the Web-based game by downloading to the player's computer a software component that is operable with a Web browser application, such as Netscape Communicator and Microsoft Internet Explorer. The game software component can be downloaded from a Web site associated with the game. The player registers the software component to join the game. A registration Web page is displayed in the player's Web browser, the registration page providing installation instructions and game rules. Upon successful completion of registration, the player logs into the game, using a login name that will remain the player's name during the game. In the preferred embodiment, a prospective player registers in the Web-based game and supplies a username and email address. A password to access the game is returned by email to the address provided.
The "playing field" for the game comprises all participating or registered Web sites. In the presently preferred embodiment, the total number of participating Web sites is three times the total number of registered players. The participating Web sites can be grouped into categories. These site categories can be used to provide additional premiums to the game players. For example, in the preferred embodiment, when a player
controls four sites in the same category, the player receives double power output from each site.
In one embodiment, the player receives 300 power units (PU) upon first joining the game. A player can also be allotted more than one opportunity to participate in the game. Thus, for example, if the player's power units drop below a specified level, and/or if the player doesn't have a presence on a site, the player can be permitted to start playing the game from the beginning. A new player is given a protection time period of 24 hours, during which time period the new player cannot attack or be attacked. A player can terminate the protection time period at any time before its expiration, using a single command.
A player can join a game at any time during which the game is in progress. Upon joining a game session, the player's browser displays Web pages with game status information and a "radar" page. The radar page displays information regarding which sites are participating in the game, the sites' respective power output, the sites' owner(s), and the sites' defense capabilities.
In the preferred embodiment, a player can exit the Web-based game at any time, using one command, and can start playing the game from the beginning using either the same, or a new username. In this embodiment, a player can take a designated "vacation," for example, for two days. During this vacation, the player cannot participate in the Web-based game and no other player, nor the Web-based game server, can attack him or change his status. At least four days must pass between player vacations.
The player first participates in the game by browsing the Web and claiming ownership of a participating Web site. In this embodiment, the player is not required to place a mine on the site in order to establish a presence on that site. Rather, the player must pay to claim a participating Web site and must put at least one defense droid on the site to defend it. The cost of claiming a site can vary according to a designated value of the site.
A player is provided with a display of the player's sites. This display can include hyperlinks to these controlled sites. A player is not provided with a list of all game players. However, when a player visits a Web site that is controlled by another player, the owner is added to a list of visible players. A player therefore will only see other players' attack and defense values (described in detail below) for the Web sites the player has visited.
The Web-based game according to the present invention permits communication among players. A player can scroll in a message window and can send text messages to other players of the game. Such messages can be sent, for example, to those scouting the player's Web site, to the owner of a site the player is scouting, to an attacker, or to a guild master to request assistance.
Droids are purchased by the player, for example, with a defense droid costing 4 PU and an attack droid costing 5 PU. A player cannot buy more droids than the player can afford. For example, claiming a site can cost 30 PU for each of the site's value units plus 4 PU for each droid the player wants to initially place on the site.
Newly-purchased defense droids are automatically placed on the site that the player is currently browsing. A player can only purchase a defense droid when browsing a site on which the player maintains a presence. At any time, a player can move defense droids among any sites controlled by that player. Newly-purchased attack droids are assigned to a pool of attackers that are available to the player for use in attacking other players' sites.
In the preferred embodiment, droids need power units to remain in existence. If a droid doesn't receive sufficient power units, the droid is terminated. In this embodiment, attack and defense droids each require 0.2 PU per cycle. For a fee, a player can transfer droids among any of the Web sites controlled by that player at any time. In the preferred embodiment, transferring defense droids costs 10% of the total value of transferred droids. In this preferred embodiment, it is possible to convert attack droids to defense droids, and vice versa. However, it is not possible to
trade one kind of droid for another nor to return or sell unwanted droids. The fee for transferring one defense droid from a current Web site to the attack pool costs 20% of the price of an attack droid. Transferring one attack droid from the attack pool to become a defense droid at the current site costs 20% of the price of a defense droid. In this embodiment, power units (PU) are earned by owning one or more sites. In this embodiment, the total number of participating sites is restricted by the game originator. The power output (PO) of the participating site is predefined, for example by the game originator, and is equal to the number of PU the site produces per designated cycle. In this embodiment, the power output of a site can range from 1 to 20, with a median PO equal to 7. The default site cycle length in the preferred embodiment is 10 minutes but can alternatively be of another length, for example 30 minutes.
A player can claim sites that have not yet been discovered by other players. A player is registered as the discoverer of all sites first claimed by that player. However, a player cannot claim sites that are owned by another player. If a player wishes to own such a site, the player must attack the site and wrest control of it from the current owner. A player can abandon a site by transporting all droids from that site to another site controlled by the player. The player is then no longer considered to be the owner of that site and any other player will be permitted claim control of it.
To initiate a combat to gain control of a site, the attacking player uses the Web browser and game software component to access the site and to select the attack option. Combat is defined as a series of attacks that can end with the attacking player winning control of the site. In this embodiment, the attacking player can only start a combat over a particular Web site once every 24 hours. The attacking player can win control of the site if the site owner loses the combat or otherwise removes all defense droids from the site. The attacking player loses the combat by losing all attack droids or by retreating from the combat. A party can purchase additional droids for use in a combat. Alternatively, a party who belongs to a guild can have additional droids sent from the guild.
In an attack, each player has designated defense and attack values. These values influence the combat and are, in turn, influenced by the combat. In this embodiment, the value can range from 10 to 80 and represents the likelihood of winning in a battle. New players and droids will are initially assigned a value and the value is subsequently dependent upon the player's success in attacks. In the presently preferred embodiment, new players and droids are initially assigned a value of 30. In one embodiment of the invention, time can influence the attack and/or defense values. For example, a period of peace can increase the attack or defense values of the droids.
Figure 2 is a chart illustrating defense and attack values in a combat. As is shown in Figure 2, a party's offensive 202,206 and defensive 204, 208 values are increased by success in the combat and decreased by failure in combat. For example, an attacking player's offense value is increased when a Web site is won 210, when the defending players droids flee combat 216 and when the attacking player obtains new droids. The attacking player's offense value decreases when combat for a site is lost 212, when the attacking player retreats from combat, 214, and when the defending player obtains new droids.
When attacking player declares an attack on a Web site, the attacking player specifies the number of attack droids that will be sent into the battle. The attacking player can always visit the site to see how many defense droids are assigned to the site. An initial attack starts a time period during which the attacking and defending parties can plan the combat. During this time period, the attacking player can increase or decrease the number of attack droids sent to the battle. The defending player can also use this time period to strengthen or weaken the defending player's defense or to abandon the site. When this time period, preferably five minutes, has expired, the combat commences with the revealing of the attacking and defending forces. The parties can then elect to continue with the combat or to not proceed with the combat.
The combat can comprise a plurality of rounds. With each round, the players have the choice as to whether to proceed with the combat. A retreat costs the attacker a
percentage of the player's attack droids, for example 10%, and reduces the attacking player's attack value. When an attacking player wins control of a site, all surviving attack droids are converted to defense droids and placed on the newly-controlled Web site. When a Web site is attacked, the player who controls that site receives a notification from the game server as to which site is being attacked, who is attacking, and how many attack droids will be used. The defending player can then use the player's browser application to access the site in question. If desired, the defending player can purchase additional defense droids to defend the site or, if a guild member, request additional droids from the guild master. The defending player also has the option of fleeing the combat. The choice to flee the combat will adversely affect the defending player's offense and defense values.
Nn attacking player who wins control of a site receives the PU of the former owner. In the preferred embodiment, the amount of PU given to the attacking player is determined by the formula:
"site power output" / "player total site value" * (player PU - 300).
Players will always have 300 PU stored in an account for the particular game, but the remainder of their PU is stored on their Web sites.
Prior to the commencement of a game according to the present invention, the game originator determines the criteria for determining the winner of the game. For example, the winner can be the player who has the most power units, has the most power output, has control of a certain site, or who has control of the greatest number of certain types of sites.
Any player can become a Guild master by starting a Guild, a company of players that makes it possible for the players to obtain assistance in case of attack or defense. In the presently preferred embodiment, a fee of 500 PU is charged to create a Guild. In this
embodiment, the Guild members pay the Guild master 10% of all power units gained by the members per a specified game cycle. At any time, a Guild member can resign from the Guild or can be expelled by the guild master. The guild master can recruit players to join the Guild. In this embodiment, a player can belong to only one Guild at a time. In the preferred embodiment of the invention, a player can buy mines for placement on sites controlled by the player. Each mine costs 500 PU and decreases the Web site's production cycle length by five minutes. N site can hold only a specified number of mines, for example three mines. When a player loses control of a site that contains mines, the new owner of the site is given control of the mines. Figure 3 is a flow chart of the Web-based game according to one embodiment of the present invention.
While the invention is described in conjunction with the preferred embodiments, this description is not intended in any way as a limitation to the scope of the invention. Modifications, changes, and variations which are apparent to those skilled in the art can be made in the arrangement, operation and details of construction of the invention disclosed herein without departing from the spirit and scope of the invention. For example, the game can be configured to provide additional features that permit players to gain additional strength, to reduce the strength of other players, or that reduces the strength of all players. One or more themes can be assigned to a game according to the present invention.
In one embodiment, a non- violent theme such as cyber-exploration and conquest can be used. In this embodiment, troops and weapons can be replaced by computers, software, firewalls, sentinels, and hackers.
In one embodiment of the invention, players can at any time view which pages are eligible as targets. The players can then use this information to plan game strategy. In addition, the game can be configured to permit only one player to play the game on a particular computer. The server software application according to the present invention can readily be configured to conduct checks to determine whether more than one player
is, in fact, playing the game on the same computer. The server software application can also be configured to monitor the game for fraud, for example, by monitoring player trends. N player who is suspected of fraud can be sent a warning or can be removed from the game. In one preferred embodiment, farm droids, which are not qualified to be attack or defense droids are also available to players. These farm droids can be trained for combat, upon payment of a fee. N specified time period is required for this retraining. N player can shorten this time period by paying the specified fee, for example 1 PU per droid per minute of training. Similarly, a 1 PU discount can be provided if a player agrees to lengthen the training time for a farm droid.
N player can use a farm droid in combat without such training. However, in this case, the player must pay one PU per droid so used, and the farm droids will exhibit lesser combat capabilities than attack or defense droids.