Multiplayer Gaming System with Centralized Server Mediator
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Solution Overview
Problem
Existing electronic gaming systems lack a multiplayer gaming experience that can be integrated with various favorite games, leading to underutilization of gaming machines due to solitary gameplay experiences.
Innovation Solution
A multiplayer gaming system that allows players to wager on outcomes of a primary game, featuring a multiplayer game display and an operator tier of privileges, enabling administrative control and configuration through an admin dashboard, and supporting various game types and currencies across multiple locations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If electronic gaming machines provide solitary gaming experiences, then individual player engagement is maintained, but machine utilization decreases and social interaction is lost
Solution Approach 1:
The gaming system is segmented into independent gaming machines that can function autonomously for solo play while simultaneously connecting to a network for multiplayer experiences. Each machine maintains its own game logic and display while participating in shared multiplayer events, allowing machines to be used both individually and collectively.
Solution Approach 2:
The gaming machines are designed with multi-functionality to support both traditional solitary gameplay and new multiplayer game modes. The same hardware platform can host single-player games, multi-player games, and hybrid modes, maximizing machine utilization across different game types and player preferences.
2Adaptability or versatility
If electronic gaming machines are configured for traditional solitary play, then game logic simplicity is maintained, but player engagement and social interaction decrease
Solution Approach 1:
The system automatically manages multiplayer game configuration and player matching without requiring manual setup. Players can join multiplayer games through automated processes that handle game state synchronization, player pairing, and rule enforcement across multiple machines, reducing operational complexity despite increased versatility.
3Productivity
If electronic gaming machines support multiplayer games across multiple locations, then social interaction and player engagement increase, but network infrastructure complexity increases
Solution Approach 1:
A centralized server acts as an intermediary between distributed gaming machines, managing network communication, game state synchronization, and player matching. This mediator handles the complexity of multi-location coordination, allowing individual machines to remain relatively simple while supporting cross-location multiplayer games.
4Adaptability or versatility
If electronic gaming machines implement administrative control operations, then system configurability improves, but operator interface complexity increases
Solution Approach 1:
The operator interface uses standardized templates and pre-configured settings that can be copied and applied across different machines and game types. Common configuration tasks are simplified through reusable templates that replicate successful settings, reducing the complexity of system configurability while maintaining adaptability.
Data Source
AI summary
A multiplayer gaming system for providing a multiplayer game at multiple venues includes a first plurality of EGMs at a first venue and a second plurality of EGMs at a second venue, the EGMs allowing players to wager on outcomes of primary games while participating in an instance of the multiplayer game. The system also includes a host game server hosting game play at the first venue, and a second game server supporting multiplayer game play for the second venue through communication with the host game server. The second game server is configured to receive multiplayer game events from the second plurality of electronic gaming devices and transmit the multiplayer game events to the host game server. The host game server is configured to receive the multiplayer game events from the second game server, and apply the multiplayer game events to the instance of the multiplayer game.


