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U.S. Patent No. 7,637,815: Video game processing apparatus, a method and a computer program product for processing a video game
Issued Dec. 29, 2009, to Square Enix


Summary:

The ‘815 patent describes a system in RPG and MMOG games where the player can earn points and level up his character throughout the course of the game. The invention here describes a method for allowing a player to continue through the game and earning points until he reaches a save point. At the save point, the player’s total points are added together and if the value is higher than the next level requirement, the player will level up.

Abstract:

In a continue screen operation corresponding process, in the case where the player selects to reflect an acquired experiential value to a PC experiential value, a control section of a video game apparatus adds the acquired experiential value to a level-up unused experiential value. Then, in the case where the control section determines that the level-up unused experiential value is an experiential value required for a next level or more, the control section increments a level of a player character, subtracts the experiential value required for a next level from the level-up unused experiential value, and adds the experiential value required for a next level to a level-up used experiential value. The control section then updates an experiential value required for a next level. In the case where the control section determines that the level-up unused experiential value becomes less than the updated experiential value required for a next level, other status of the player character is updated and the processing flow is terminated.

Illustrative Claim:

1. A video game processing apparatus that causes an image display apparatus to display a player character of a video game on an image screen of the image display apparatus, the video game processing apparatus controlling progress of the video game by controlling an action of the player character displayed on the image screen in accordance with operations by a player, the video game processing apparatus comprising: a game progress state information memory that stores game progress state information that indicates a progress state of the video game; a game progress state information update processor that, when a predetermined save execution condition is met, updates the game progress state information stored in the game progress state information memory to allow the player to resume playing the video game from the progress state of the video game indicated by the game progress state information; an acquired experiential value determiner that determines an experiential value that the player character is caused to acquire when a predetermined condition to acquire the experiential value is met; an experiential value memory that stores the experiential value determined by the acquired experiential value determiner; a game continuation determiner that, when the player character attains a battle impossible state, determines whether the video game is to be continued in response to an instruction from the player; an experiential value reflection receiver that receives from the player whether the experiential value stored in the experiential value memory is to be reflected to a level of the player character in the video game when the game continuation determiner determines to continue playing the video game; an experiential value reflector that reflects the experiential value stored in the experiential value memory to the level of the player character in the video game when the experiential value reflection receiver receives the instruction that the experiential value is to be reflected to the level of the player character in the video game; an experiential value parameter reflector that converts and reflects the experiential value stored in the experiential value memory to a money point that is to be used as money in the video name when the experiential value reflection receiver receives the instruction that the experiential value is not to be reflected to the level of the player character in the video game; and a game continuation processor that, when the experiential value reflection receiver receives the instruction that the experiential value is to be reflected to the level of the player character in the video game after the game continuation determiner determines to continue playing the video game, maintains the level of the player character in the video game, to which the experiential value stored in the experiential value memory has been reflected by the experiential value reflector, and, when the experiential value reflection receiver receives the instruction that the experiential value is not to be reflected to the level of the player character in the video game after the game continuation determiner determines to continue playing the video game, maintains parameters other than the level of the player character in the video game, to which the experiential value stored in the experiential value memory has been reflected by the experiential value parameter reflector, and causes the video game to proceed to a scene indicated by the game progress state information stored in the game progress state information memory.

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