Integration of comment content and game play content on multi-user platform
By receiving and generating graphic representations of game play content on a multi-user platform and synchronizing with comment content, the problem of poor integration of comments and games in the prior art is solved, and the audience experience and interactivity are improved.
Patent Information
- Application Number
- CN202411379320.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2018-02-28
- Filing Date
- 2019-02-11
- Publication Date
- 2025-02-11
AI Technical Summary
On multi-user platforms, it is difficult for the existing technology to effectively integrate and synchronize comment content with game play content, resulting in poor audience experience.
By receiving game play content for game sessions hosted by multi-user platforms, a graphical representation of each media stream is generated and corresponding comment content is received. Determine one of the graphical representations as an active representation and synchronize it with the comment content received during the same time period. Broadcast synchronous content to subscribers of multi-user platforms.
It realizes the synchronous integration of comment content and game play content, improves the audience experience, and enhances the interaction and sense of participation on the multi-user platform.
Smart Images

Figure CN119406065A_ABST
Abstract
Description
[0001] The present invention is a divisional application of the invention application with application number 201910110397.2, application date February 11, 2019, and invention name “Integration of comment content and game play content on a multi-user platform”. Technical Field
[0002] The present disclosure relates generally to interfaces for online game play hosted by a multi-user platform, and more particularly to interfaces for providing viewer commentary and integrating the commentary with the game play. Background Art
[0003] Technological advances have led to our modern information age and facilitated a boom in easily and hassle-free accessible content, particularly streaming content (e.g., multimedia content) on multi-user platforms. These multi-user platforms in turn support a growing consumer base of viewers and players who engage in or participate in online game play. Due to this popularity, there is considerable interest in improving the viewer experience.
[0004] However, due to the inherent online nature of such game play, creating a spectator experience similar to watching conventional sports events presents new challenges. For example, while traditional sports events generally involve the physical meeting of teams on a shared field and broadcast licenses between designated parties, online game play is often hosted on a multi-user platform that allows players (and spectators) from anywhere in the world to connect and interact within the virtual environment of the game. In addition, online game play often involves more nuanced and complex media content (compared to conventional sports events), including a large number of viewing angles, different point systems, graphics rendering and the like. In addition, the current distribution model of broadcasting online game play in conjunction with the content (e.g., commentary content) generated by the audience often requires a licensing agreement, which hinders the real-time commentary of live online game play.
[0005] Therefore, there is a need in the art for an improved viewer experience, including integration of commentary and game play on a multi-user platform. Summary of the invention
[0006] In one exemplary embodiment, the present disclosure describes a method for providing commentary related to gameplay. The method includes the step of receiving gameplay content of a game session hosted by a multi-user platform. In particular, the gameplay content includes multiple media streams that can display different perspectives of the gameplay. The method further generates a graphical representation of each media stream in a digital environment (e.g., a display screen presented in a simulated commentator studio / video editing studio) and receives commentary content corresponding to the media stream (or a portion thereof). In particular, the method determines that one of the graphical representations (or simulated VR display screen) is an active representation during a time period, and synchronizes a portion of the commentary content received during the time period with a portion of the media stream associated with the active representation during the same time period. The method further broadcasts a gameplay channel including synchronized content to one or more subscribers connected to the multi-user platform.
[0007] In another embodiment, the disclosure provides a multi-user system for providing comments related to game play. The multi-user system includes a network interface for communicating in a communication network, a processor coupled to the network interface and suitable for executing one or more processes, and a memory configured to store processes executable by the processor. The process is operable to receive the game play content of a game session (e.g., hosted by a multi-user platform) when executed. In particular, the game play content includes multiple media streams showing one or more visual fields. The process is also operable to generate a graphical representation of each media stream in a digital environment (e.g., an analog display screen) and receive comment content corresponding to one or more media streams (or parts thereof). The process also determines that the graphical representation of the media stream is an active representation during a time period in a digital environment. In addition, the process synchronizes a portion of the comment content (e.g., received in the same time period) with a portion of the media stream associated with the active representation during the time period to create synchronized content. The process also broadcasts a game play channel including synchronized content to one or more subscribers connected to the multi-user platform.
[0008] In yet another embodiment, the present disclosure provides a tangible non-temporary computer-readable medium including software or instructions such as an exemplary commentator process. The software / instructions are executed by a processor, causing the processor to receive game play content hosted by a multi-user platform. In particular, the game play content includes multiple media streams showing one or more fields of view. The commentator process also generates a graphical representation (e.g., an analog display screen) of each media stream in a digital environment and receives commentary content corresponding to the media stream (or a portion thereof). The commentator process further determines that the graphical representation is an active representation during a time period in a data environment, and synchronizes a portion of the commentary content (received during the time period) with a media stream associated with the active representation during the time period. The commentator process also broadcasts a game play channel including synchronized content to one or more subscribers connected to the multi-user platform. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The embodiments of the present invention may be better understood by referring to the following description in conjunction with the accompanying drawings, in which like reference numerals indicate identical or functionally similar elements. Understanding that these drawings depict only exemplary embodiments of the present disclosure and are therefore not to be considered limiting of its scope, the principles of the present invention are described and explained with additional specificity and detail through the use of the accompanying drawings, in which:
[0010] Figure 1 A schematic diagram showing an example communication network including a multi-user platform;
[0011] Figure 2 Shows that it can be combined Figure 1 A block diagram of an example device / node for use with the multi-user platform shown;
[0012] Figure 3 A schematic diagram showing gameplay content representing a gaming session is shown;
[0013] Figure 4 A schematic diagram showing a virtual reality (VR) environment showing a commentator studio;
[0014] Figure 5 Show Figure 4 A schematic diagram of a VR environment shown, further illustrating a display screen selected as an active display screen;
[0015] Figure 6 Shows that it can be combined Figure 2 A schematic diagram of a commentator module for use with the apparatus shown;
[0016] Fig. 7A , 7B , 7C and 7D show Figure 4 A schematic diagram of a VR environment shown, which further illustrates an editing interface of various editing tools; and
[0017] Figure 8 An example simplified process for providing commentary related to game play is shown. DETAILED DESCRIPTION
[0018] Various embodiments of the present disclosure are discussed in detail below. Although specific implementations are discussed, it should be understood that this is done for illustrative purposes only. Those skilled in the relevant art will recognize that other components and configurations may be used without departing from the spirit and scope of the present disclosure.
[0019] As used herein, the term "user" refers to a user of an electronic device and may include participants or players as well as non-participants or spectators. Actions performed by a user in the context of computer software should be considered actions taken by the user to provide input to the electronic device so that the electronic device performs steps embodied in the computer software. The terms "stream" or "media stream" are synonymous and generally refer to data or content associated with an online game or online gaming session.
[0020] As discussed herein, subject matter disclosed generally relates to online game play hosted by a multi-user platform and improving audience experience. In particular, the technology disclosed herein integrates and synchronizes commentary content and game play content, and broadcasts such content to subscribers of the multi-user platform.
[0021] With reference to the accompanying drawings, Figure 1 A schematic diagram 100 of an example communication network 105 (e.g., the Internet) is shown. The communication network 105 is shown for illustrative purposes and represents various types of networks ranging from local area networks (LANs) to wide area networks (WANs). LANs typically connect nodes via dedicated private communication links located in the same general physical location, such as a building or campus. On the other hand, WANs typically connect geographically dispersed nodes via long-distance communication links, such as public carrier telephone lines, optical optical paths, synchronous optical networks (SONET), synchronous digital hierarchical structures (SDH) links, or power line communications (PLC), such as IEEE 61334, IEEE P1901.2, and others.
[0022] The communication network 105 includes a geographically dispersed group of devices or nodes 110 interconnected by communication links 120, which are used to exchange data, such as data packets 140, and to transmit the data to end nodes or client devices 130 through a multi-user platform 125. In particular, the multi-user platform 125 distributes or broadcasts multimedia content (e.g., audio content, visual content, text content, etc.) to the end nodes or client devices 130. The client devices 130 include personal computing devices, online gaming systems, laptop computers, tablet computers, mobile devices, or other devices as recognized by those skilled in the art. In particular, one client device 130 represents a network gaming system, which includes a game console, peripheral devices, and display hardware. In operation, a user can subscribe the client device 130 to the multi-user platform 125 and play, view, or access online multimedia content hosted by the multi-user platform 125.
[0023] Additionally, communication link 120 represents a wired link or a shared media link (e.g., a wireless link, a PLC link, etc.) in which certain devices, such as routers, servers, switches, sensors, computers, etc., can communicate with other devices based on distance, signal strength, current operating status, location, etc. Those skilled in the art will appreciate that any number of nodes, devices, links, etc. may be used in a communication network and that the diagrams shown herein are for simplicity.
[0024] Where appropriate, the communication network 105 is used through and within the communication network 105 using a predetermined network communication protocol such as some known wired protocols, wireless protocols (such as IEEE Std. 802.15.4, WiFi, The protocol may be used to exchange data packets 140 such as network traffic / messages between devices using a protocol such as a TCP / IP protocol, a PLC protocol, or other shared media protocol. In this context, a protocol consists of a set of rules that define how devices or nodes interact with each other.
[0025] Figure 2 A block diagram of an example network device 200 representing a multi-user platform 125 (or components thereof) is shown. Device 200 includes one or more network interfaces 210, a user input interface 215, at least one processor 220, and memory 240 interconnected by a system bus 250.
[0026] Network interface 210 contains mechanical, electrical, and signaling circuitry for communicating data over a link coupled to one or more networks shown in schematic diagram 100. Network interface 210 is configured to transmit and / or receive data using a variety of different communication protocols, as will be appreciated by those skilled in the art.
[0027] The user input interface 215 may include any type of user interface known in the art for receiving different types of user input, including at least a handheld controller, a portable controller, a keyboard, a keypad, a touch screen, a camera, gaming peripherals and accessories, etc. Some interfaces 215 may be specific to a virtual reality (VR) environment. The virtual reality (VR) interface 215 provides an interactive graphical interface to request and receive user input corresponding to game play content in a VR environment. For example, the VR interface 215 may include any number of menus, boxes, buttons, editor interfaces, drawing tools, playback tools, selectable elements, graphic icons, and the like. These graphical interfaces can be manipulated by the user to provide comments on the game session, as discussed in more detail below.
[0028] Memory 240 includes a plurality of storage locations addressable by processor 220 for storing software programs and data structures associated with the embodiments described herein.
[0029] The processor 220 may include the necessary elements or logic suitable for executing software programs and manipulating data structures 245. An operating system 242 (portions of which are generally present in the memory 240 and executed by the processor 220) functionally organizes the device by, among other things, invoking operations that support software processes and / or services executing on the device. These software processes and / or services may include an illustrative "review" process / service 244. Note that while the processes / services 244 are shown as being in the centralized memory 240, these processes / services may be configured to operate in a distributed communication network.
[0030] It will be apparent to those skilled in the art that other processors and memory types (including various computer-readable media) can be used to store and execute program instructions pertaining to the techniques described herein. In addition, while the present description illustrates various processes, it is expressly contemplated that various processes can be embodied as modules configured to operate according to the techniques herein (e.g., according to the functions of similar processes). In addition, while processes are shown separately, those skilled in the art will recognize that processes can be routines or modules within other processes. For example, processor 220 may include one or more programmable processors, such as microprocessors or microcontrollers or fixed logic processors. In the case of a programmable processor, any associated memory, such as memory 240, can be any type of tangible processor-readable memory, such as random access, read-only, etc., encoded with or storing instructions that can implement a program module (e.g., a module having a review process 244 encoded thereon). Processor 220 may also include a fixed logic processing device, such as an application specific integrated circuit (ASIC) or a digital signal processor, configured with firmware, which consists of instructions or logic that enable the processor to perform the functions described herein. Thus, program modules may be encoded in one or more tangible computer-readable storage media for execution, such as using fixed logic or programmable logic, such as software / computer instructions executed by a processor, and any processor may be a programmable processor, programmable digital logic such as a field programmable gate array, or an ASIC including fixed digital logic, or a combination thereof. In general, any process logic may be embodied in a processor or in a computer-readable medium encoded with instructions for execution by a processor, which instructions, when executed by the processor, are operable to cause the processor to perform the functions described herein.
[0031] Figure 3A schematic diagram 300 of game play content representing a game session is shown. The game session may be hosted by a multi-user platform 125 (discussed above) and accessible by any number of subscribers (e.g., players, spectators, etc.). As shown, the game play content relates to a racing championship, which may be viewed by multiple cameras, camera 305c, camera 310c, camera 315c, camera 320c, etc. Cameras 305c, 310c, 315c, and 320c are displayed for illustrative purposes and may (or may not) be displayed during the game session. Importantly, cameras 305c, 310c, 315c, and 320c represent different media streams of game play (e.g., various viewpoints of view (POV), etc.), and may be viewed by subscribers of the multi-user platform 125. Different media streams are assigned or mapped to corresponding display screens 305, 310, 315, and 320 in a digital or VR environment (discussed in more detail below).
[0032] Figure 4 A schematic diagram 400 is shown of an exemplary VR environment, particularly showing a simulated review studio from the perspective of a user 405. The user 405 experiences the VR environment and interacts with the VR environment using a headset 410 and a controller 415. In operation, the headset 410 and / or controller 415 may be wirelessly connected to additional components, such as a networked gaming system (discussed below), or alternatively, the headset 410 and controller 415 may be independently coupled to the multi-user platform 125 via a network (e.g., the Internet 105).
[0033] The headset 410 simulates a VR environment (e.g., a review studio) and displays or projects graphical elements to the user 405, tracks eye movements and measures biometrics and the like. Similar to the headset 410, the controller 415 facilitates user interaction with and within the VR environment and is operable to, for example, detect, track, or monitor motion and biometric information, communicate data signals with the headset 410 and the network game console, and provide feedback (e.g., tactile, audible, etc.) to the user 405. In this manner, the headset 410 and / or the controller 415 may include any number of sensors, gyroscopes, radios, processors, touch detectors, transmitters, receivers, feedback circuits, and the like. The headset 410 and the controller 415 (and any other VR-enabled device, such as a network game system) cooperate to provide an immersive and interactive VR environment to the user 405.
[0034] The VR environment shown here may include an interactive graphical representation of a video editing tool and multiple display screens that display the gameplay content of the game session 300. As mentioned above, the display screens (including display screen 305, display screen 310, display screen 315, and display screen 320) display different media streams, each corresponding to a respective POV or perspective, which corresponds to camera 305c, camera 310c, camera 315c, camera 320c, respectively.
[0035] Figure 5 Show Figure 4 Schematic diagram 500 of commentary studio, which further shows the display screen 510 selected as the active display screen. In some embodiments, user 405 moves controller 415 to indicate the selection operation. The network game system detects the change of controller orientation, direction, acceleration or speed, determines the corresponding path 515, and projects the path 515 to headset 410. Path 515 interacts with display screen 510 and causes display screen 510 (e.g., a graphical representation corresponding to display screen 510) to be selected as an active display screen or an active representation of game play content. In particular, in some embodiments, user 405 can provide additional input to select display screen 510 as an active display screen (e.g., button press, eye movement, eye hovering, etc.). As used herein, the terms "active display screen", "active media stream" and / or "active representation" are used interchangeably to refer to the selected display screen and / or the media content corresponding to the selected display screen. In this way, the display screen 510 is selected as the active display screen to set the media stream mapped to the display screen 510 to the active media stream during a time period (e.g., when user 405 provides commentary content corresponding to the active media stream).
[0036] In other embodiments, display screen 510 can be selected as active display screen based on milestones (e.g., transitions or events) in a game session. For example, a game may include milestones, such as transitions to new levels, discovery of new inventories, defeating boss monsters, interactions (e.g., defeat, victory, etc.) between players, points completed, the likelihood of event occurrence, and the like. Some of these milestones can be set in advance by game design, and other milestones can be determined based on game statistics derived from iterations of game play. These milestones can be used as triggers to automatically select and set certain display screens as active display screens when, for example, display screens display players that are relatively close to milestones. The proximity or proximity of a player to a game play milestone can be determined based on the character position in a game environment (e.g., on a world map), the proximity between the character position and the milestone position, players that are relatively close to each other (e.g., in a tournament-type game), and the like. In this way, the character position can be tracked and triggered during the course of a game session to select the display screen as an active display screen.
[0037] Still reference Figure 5 , user 405 operatively provides commentary content, such as audio commentary, text commentary, and / or visual commentary, for the game play in the game session. The VR environment - the commentary studio here - provides an immersive experience to request commentary content and associate / map portions of the commentary content to the media stream displayed by the active display screen. Portions of the commentary content are further associated and synchronized with the media stream of the active display screen and broadcast to subscribers of the multi-user platform. In addition to the display screen (which displays various POV / perspectives of the game play), the VR environment also provides various editing interfaces or tools. User 405 can watch various aspects of the game play on multiple display screens, select active display screens / active media streams during time periods, edit portions of the active media streams (corresponding to the corresponding active display screens), and typically use controller 415, headset 410 or other input devices to provide commentary content about the game play.
[0038] Figure 6 Schematic diagram 600 of comment module 605 is shown. Comment module includes active screen module 610, comment module 615 and integration module 620. In operation, comment module 605 receives comment content during a time period, such as comment content 165a, 615b, 615c, 615d, etc. Active screen module 610 monitors and identifies parts of active media streams during the same time period to create corresponding media content, such as media content 610a, media content 610b, media content 610c, media content 610d, etc. Integration module 620 maps or associates active media content with comment content based on the time period to synchronize the comment content with the active media content. That is, user 405 selects an active display screen in the VR environment and provides comment content corresponding to the active media stream associated with the active display screen. Comment module 605 (including submodules), active screen module 610, comment module 615 and integration module 620 work together to receive comment content and synchronize the comment content with parts of active media content (for active media streams) to create synchronized content. The synchronized content is further passed to the broadcast module 625 for subsequent broadcasting of the transmission to one or more subscribers of the multi-user platform. The synchronized content may include a comment channel that may provide commentary content and corresponding media content.
[0039] The comment module 605 may represent a component or module of the device 200 (and / or the multi-user platform 125). For example, the comment module 605 may perform operations embodied by the comment process / service 244 to provide an immersive VR environment, intuitively present media streams (or portions thereof) and editing interfaces / tools, etc., map media content with comment content, and synchronize such content for subsequent broadcast.
[0040] Fig. 7A ,7B , 7C and 7D show schematic diagrams of VR environments, which particularly illustrate editing interface 705. The editing interface provides editing tools that allow user 405 to generally edit (e.g., mark, scratch, rewind, set playback options, overlay game play statistics, predict player or game play behavior, etc.) portions of the media stream displayed by the active display screen to create modified media content. For example, Fig. 7A A drawing tool interface 710 is shown that allows a user to create paths, shapes, symbols, and the like as overlays to the portion of the media stream displayed by the active display screen. Here, the "path" tool is selected, and the user 405 creates a route or path that highlights potential movement by player 3 (P3) through player 2 (P2). Figure 7B A playback tool interface 715 is shown that manipulates the playback time of the portion of the media stream, such as rewind, fast forward, slow motion, stop, replay, etc.
[0041] Figure 7C A game play statistics interface 720 is shown that allows the user 405 to select and overlay various game play statistics on top of the portion of the media stream. These game play statistics may include any number of statistics, such as gameplay specific statistics, level statistics, match statistics between one or more players, and the like. Fig.7D A predictive model interface 725 is shown that allows a user to select and overlay predicted behavior over that portion of the media stream. The predictive model may be determined based on previous iterations of game play for a particular player, a particular game, and the like.
[0042] It should be recognized that Fig. 7A , 7B , 7C and 7D provide various editing options to the user 405, and the options or tools shown are provided for the purpose of illustration rather than limitation. The editing interface 705 may include (or not include) any number of editing tools as desired. The editing interface 705 provides intuitive tools that can enhance or supplement the commentary content. In this way, the user can manipulate, enhance or modify portions of the media stream to create a modified media stream. This modified content can be included as part of the commentary content, which can be broadcast to subscribers of the multi-user platform discussed above.
[0043] Figure 8 An example simplified process 800 is shown for providing commentary related to game play, particularly from the perspective of the device 200, commentary module 605, and / or multi-user platform 125 (or components thereof). For purposes of the following discussion, reference is made to a multi-user platform.
[0044] Process 800 begins at step 805 and continues to step 810, where the multi-user platform receives the game play content of the game session. For example, the multi-user platform can host game content and provide game content to its subscribers. Subscribers interact with the game content and generate game play content for the game session. The multi-user platform receives such game play content and can further provide a virtual reality (VR) environment to the user. The VR environment can, for example, include a commentary studio discussed above with a graphical representation of a media stream related to the game play, as shown in step 815, for example, a media stream of a specific POV / perspective can be represented by a graphical representation of a display screen (e.g., display screens 305, 310, 315, 320, etc.). In addition, the VR environment can provide an editing interface that allows users to manipulate the media content displayed by the display screen. These editing interfaces can cover various types of graphics, information, playback options, statistics, and the like.
[0045] As discussed above, the VR environment provides an immersive experience to request user comments related to gameplay content, where a user can select a specific display screen as an active display screen and provide commentary content about the portion of the media content displayed by the active representation / active display screen. This commentary content may include audio content, visual content, textual content, and the like. In this way, the commentary content may include audio comments from the user as well as graphics, replay options, gameplay statistics, overlay content, etc. In particular, in some embodiments, the multi-user platform may automatically set certain displays to be active based on gameplay milestones (discussed above).
[0046] The multi-user platform further synchronizes the commentary content received in a time period with a portion of the media content corresponding to the active display screen during the time period to create synchronized content in step 820. For example, the multi-user platform determines the time period of the portion of the commentary content and selects a graphical representation in the VR environment as the active representation (e.g., active display screen) during the time period. The multi-user platform further parses the portion of the media stream associated with the active representation during the time period and associates or maps the portion of the media stream with the commentary content. In particular, in some embodiments, the commentary content includes game play statistics (game play statistics 720), replay modifications (replay tools 715), graphical overlay content (e.g., drawing tools 710, prediction models 725), and the like.
[0047] The multi-user platform broadcasts the synchronized content to its subscribers at step 825. In some embodiments, the synchronized content may be broadcast in conjunction with real-time game play at a delayed time or at a time after the game session ends.
[0048] Process 800 then ends at step 830, but may begin again at step 810, where the multi-user platform receives the game play content of the game session. Collectively, the steps in process 800 describe a process for providing commentary content in conjunction with the game play content. It should be noted that certain steps within process 800 may be optional, and further, Figure 8 The steps shown are merely examples for illustration. Certain other steps may be included or excluded as desired. In addition, although a particular order of steps is shown and excluded from the perspective of a particular device or system, this ordering is merely illustrative, and any suitable arrangement of steps and / or any number of systems, platforms, or devices may be utilized without departing from the scope of the embodiments herein.
[0049] The technology described herein therefore provides an interactive commentary process that combines an immersive simulated VR environment with the game play content of a game session. These interactive commentary processes define simple and intuitive techniques to enhance audience participation and audience fun.
[0050] Although illustrative embodiments of a review process for a VR environment (e.g., a review studio) are shown and described, it should be understood that various other adaptations and modifications may be made within the spirit and scope of the embodiments herein. For example, embodiments and certain functionality related to certain systems, platforms, hardware, devices, and modules are shown and described herein. However, the embodiments in their broader sense are not so limited and may in fact be used in non-VR environments and by any combination of devices or components discussed herein.
[0051] The foregoing description points to a specific embodiment. However, it will be appreciated that other changes and modifications may be made to the embodiments to achieve some or all of their advantages. For example, it is clearly envisioned that the components and / or elements described herein may be implemented as software stored in a tangible (non-temporary) computer-readable medium, device and memory (e.g., disk / CD / RAM / EEPROM / , etc.) with program instructions executed on a computer, hardware, firmware, or a combination thereof. In addition, the computer executable instructions stored or available from the computer-readable medium may be used to implement the method for describing the various functions and techniques described herein. Such instructions may include, for example, instructions and data that enable or configure a general-purpose computer, a special-purpose computer, or a special-purpose processing device to perform a certain function or a certain group of functions. The part of the computer resources used may be accessible through a network. Computer executable instructions may be, for example, binary, intermediate format instructions such as assembly language, firmware, or source code. Examples of computer-readable media that can be used to store instructions, information used, and / or information created during the method according to the example include magnetic or optical disks, flash memory, USB devices provided with non-volatile memory, networked storage devices, etc. In addition, the device implementing the method according to these disclosures may include hardware, firmware and / or software, and may adopt any of various form factors. General examples of such form factors include laptop computers, smart phones, small form factor personal computers, personal digital assistants, etc. The functions described herein may be embodied in peripherals or plug-in cards. Such functions may also be implemented on circuit boards in different chips or in different processes executed on a single device, as another example. Instructions, media for transmitting such instructions, computing resources for executing them, and other structures for supporting such computing resources are means for providing the functions described in these disclosures. Therefore, this description should be understood only as an example, and should not otherwise limit the scope of the embodiments of this article. Therefore, the purpose of the attached claims is to cover all such changes and modifications as appear in the true spirit and scope of the embodiments of this article.
Claims
1. A method for selecting a game play perspective for review, the method comprising: storing information about one or more milestone events defined for a game title; receiving a plurality of different media streams corresponding to a plurality of in-game views of a game session of the game title; identifying one of the in-game views of at least one media stream corresponding to one or more of the milestone events, wherein the one or more milestone events include an in-game event completed based on an in-game action of a character controlled by a user; selecting at least one identified media stream to include in an active display; receiving commentary content corresponding to the active display during a time period; synchronizing the received commentary content during the time period relative to the at least one identified media stream; as well as The synchronized content is distributed via a game play channel accessible to one or more subscriber devices.
2. The method according to claim 1, wherein: The one or more milestone events include a transition to a new level within the game title, an interaction between players within the game title, or a predetermined amount of points achieved within the game title.
3. The method according to claim 1, wherein: The one or more milestones are determined based on one or more game statistics from gameplay of the game title.
4. The method of claim 1, wherein the one or more milestones are set prior to gameplay of the game title.
5. The method according to claim 1, wherein: The at least one identified media stream is identified based on a character position, a proximity between the character position and a milestone position, or a proximity between players.
6. The method of claim 1, further comprising distributing the plurality of different media streams across a plurality of corresponding display screens.
7. The method of claim 1, wherein one or more portions of the actively displayed are modified using an editing interface to create modified media content.
8. The method of claim 1, wherein one or more portions of the active display are modified using a drawing interface to create one or more paths, shapes, or symbols, wherein the paths indicate potential movement of a player in the game title.
9. A system for selecting a game play perspective for commentary, the system comprising: A network interface, the network interface communicating in a communication network, wherein the network interface: receiving a plurality of different media streams corresponding to a plurality of in-game views of a game session of the game title, and receiving commentary content corresponding to the active display during a time period; as well as a processor that executes instructions stored in a memory, wherein the instructions are executed by the processor: identifying one of the in-game views of at least one media stream corresponding to one or more of the milestone events defined for the game title, wherein information regarding the one or more milestone events is stored in the memory, and wherein the one or more milestone events are in-game events completed based on in-game actions of a character controlled by a user, selecting at least one identified media stream to include in the active display, and synchronizing the received commentary content during the time period relative to the at least one identified media stream; Wherein the network interface distributes the synchronized content via a game play channel accessible to one or more subscriber devices.
10. The system according to claim 9, wherein: The one or more milestone events include a transition to a new level within the game title, an interaction between players within the game title, or a predetermined amount of points achieved within the game title.
11. The system according to claim 9, wherein: The one or more milestones are determined based on one or more game statistics from gameplay of the game title.
12. The system of claim 9, wherein the one or more milestones are set prior to gameplay of the game title.
13. The system of claim 9, wherein: The at least one identified media stream is identified based on a character position, a proximity between the character position and a milestone position, or a proximity between players.
14. The system of claim 9, further comprising distributing the plurality of different media streams across a plurality of corresponding display screens.
15. The system of claim 9, wherein one or more portions of the actively displayed are modified using an editing interface to create modified media content.
16. The system of claim 9, wherein one or more portions of the active display are modified using a drawing interface to create one or more paths, shapes, or symbols, wherein the paths indicate potential movement of a player in the game title.
17. A non-transitory computer-readable storage medium having software encoded thereon, the software executable by a processor to perform a method of game play view selection for commentary, the method comprising: storing information about one or more milestone events defined for a game title; receiving a plurality of different media streams corresponding to a plurality of in-game views of a game session of the game title; identifying one of the in-game views of at least one media stream corresponding to one or more of the milestone events, wherein the one or more milestone events are in-game events completed based on in-game actions of a character controlled by a user; selecting the at least one identified media stream to include in an active display; receiving commentary content corresponding to the active display during a time period; synchronizing the received commentary content during the time period relative to the at least one identified media stream; as well as The synchronized content is distributed via a game play channel accessible to one or more subscriber devices.
18. The method of claim 1 further comprising displaying the plurality of in-game views in a virtual reality (VR) environment simulating a commentary studio, wherein the commentary content is received by a user interacting with the VR environment.