Live Multiplayer Game Broadcast System for Selective Combat Visualization

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Solution Overview

Problem

Current methods for broadcasting live multiplayer video games, particularly 'battle royale' games with numerous participants, are inefficient and impractical due to the difficulty in identifying and showcasing all interesting events and altercations occurring simultaneously within the virtual environment.

Innovation Solution

A system and method that utilize real-time and historical data processing to dynamically present player states and combat visualization between opponents through in-game user interface elements, allowing for intelligent selection and display of key gameplay feeds to the audience, rather than statically showing all player characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a brute force methodology is used to monitor and broadcast all player characters and altercations, then complete coverage of all interesting events is achieved, but system complexity and resource requirements become unmanageable

Engineering Contradiction:
Improvecoverage completenessVSAvoidbroadcasting system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The broadcasting system is segmented into multiple spectator devices, each responsible for monitoring a specific subset of player characters and altercations. This division allows the system to handle large numbers of players by distributing the monitoring workload across multiple specialized observers rather than requiring a single system to track everything.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Human spectators or automated observers serve as intermediaries between the game environment and the broadcast output. These intermediaries selectively identify and prioritize interesting events from the multitude of concurrent altercations, translating the complex raw data into curated broadcast content that maintains reliability without requiring complete system-wide monitoring.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If a limited number of human spectators are used to navigate the virtual landscape, then resource requirements are reduced, but the ability to identify and cover all interesting events is limited

Engineering Contradiction:
Improvebroadcasting system complexityVSAvoidevent coverage completeness
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The spectator devices are designed with multi-functionality, capable of performing both automated monitoring of game data and selective human observation. This universal design allows the same system to handle routine monitoring tasks automatically while reserving human capacity for identifying nuanced interesting events, thereby improving coverage completeness without proportionally increasing system complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Measurement precision

If all altercations are monitored by multiple spectators, then event detection accuracy improves, but resource consumption increases

Engineering Contradiction:
Improveevent detection accuracyVSAvoidnumber of spectators required
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

Different spectator devices are assigned different areas or types of altercations to monitor, with each spectator specializing in local quality assessment of specific game regions or event types. This allows high detection accuracy for particular events without requiring every spectator to monitor all altercations, thereby reducing the total number of spectators needed while maintaining overall event detection precision.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11185769B2Management and broadcasting of live multiplayer video game activity
Publication Date: 2021.11.30 DAYBREAK GAME COMPANY LLC
  • US11185769B2 patent drawing
  • US11185769B2 patent drawing
  • US11185769B2 patent drawing

AI summary

A method of managing a live broadcast of multiplayer video game activity operates a multiplayer game server system to provide game data to a plurality of client devices, the game data defining a multiplayer video game environment that includes a plurality of game characters. The game server system receives a character identifier corresponding to a targeted game character, determines that a currently active altercation in the multiplayer video game environment involves the targeted game character and an opponent game character, and communicates altercation data to a client device operating in a spectator mode. The altercation data includes first gameplay attributes to display with a first user interface (UI) element associated with the targeted game character, and second gameplay attributes to display with a second UI element associated with the opponent game character.