u . s . pending application ser . no . 12 / 370 , 327 , filed feb . 12 , 2009 , entitled system and method for automated creation of video game highlights , is incorporated herein by reference thereto . fig1 is a block diagram of a gaming architecture 10 capable of implementing the system and method of the present invention . this system and method can be implemented on various gaming consoles and systems including , for example , the sony playstation 3 . programming techniques for such systems and consoles are known , for example , through resources referenced by those of ordinary skill in the gaming field including rabin , steve , introduction to game development ( game development series ), charles river media ( june 2005 ). generally , the system 10 includes a plurality of game consoles 8 such as the sony playstation console , connected via a network , in this case the internet 2 , to a remote server , or group ( s ) of servers , 4 which , in turn , are connected to various data storage devices 6 . the game server 4 contains information about each participant in the game , their profile , any pseudonyms used by that player , and other such player information as the particular game has been programmed to provide so as to enable cognition of fellow participants and their respective gaming histories . the server also provides stored information for reference , personal memory , only by the current player or 1 st participant , presently joining the game . this limited access personal memory information includes past attribute tags employed by this user as to other game participants , and may include an archive of memory trigger video ( s ) that highlight past experience ( s ) that the 1 st participant has created and maintained with respect to those 2 nd participants presently identified by the server as currently playing the game . this 2 nd participant player information is updated as game play progresses inasmuch as new players join the game and current players depart the game . a player in the inventive system can , at any time during their game play , mark a period of game play as significant in the form of a highlight , as described in application ser . no . 12 / 370 , 327 , so as to be later recalled as a memory trigger and reviewed as it may relate to an attribute tagging decision relating to another participant . the highlight video may be maintained as a record to share / forward to others in the game as well . a player may alert another player or friend as to the poor game play exhibited by another player or their perceived mal - intent towards other gamers . fig2 a is a logic diagram demonstrating a basic embodiment of the present system and method and shows game initialization . a player joins the game by loading the game and logging in 60 . the player is then able to toggle various functions from the game information screens to indicate who else is present in the game by name , pseudonym , or other identifier , as a player list 62 . the player can also note whether anyone present has been previously tagged or been the subject of an associated highlight video by loading a tagged player list 64 . if no other present player is noteworthy , the player may proceed to the game 70 , spawn , and play . during the game , a visual and or audio indicator will thereafter prompt the player to from time - to - time 66 to check who else is present as others join the game . if these late joining players are “ of interest ” by virtue of a past tag or memory highlight reel segment , a particular or distinct audio ( i . e ., jingle or ring tone ) or visual indicator may be used as a prompt to enhance the player &# 39 ; s awareness of the joining player &# 39 ; s status as of interest . if tags or memories are present , a player can resort to the logic set forth in fig2 b where a tag button is toggled 74 , a query is set for friend or foe 76 , and a new player is added 78 to the tag list , before returning to the game 80 . in addition , in accord with fig2 c , a player may encounter another player , and not recognize the player nor know that the player is on a prior list , but , none - the - less wish to make a tag on the advice of a friend or other confidant in the game . in such case , when an unfamiliar player appears or is proximate the tagging player , 82 , a query 84 can be set to check the tag list , if yes , a tag can proceed with selected color and sound 88 , and even change their appearance 90 ( taller / shorter / fatter / covered in scales / dripping wet / etc .) when satisfied with the tag , return to game play 86 is achieved . to assist in making a determination to tag another player , the various highlighted gaming segments accumulated from past play may be viewed . if pleasant , a tag reflecting this good outcome may be used . if not pleasant , other suitable tags can be applied . the player can view a list of attributes that can be used as a tag . game supplied standard attributes or tags can be audio ( musical clips , repetitive sounds ( i . e ., beating drum , breaking glass , jaws type music with increasing pace in relation to player proximity )) or visual ( feature exaggeration , i . e ., large head , eyes , mouth , feet , belly , forehead , or color / texture , sweating , panting , coughing , etc .). the tags supplied in the game may by theme specific to the game , i . e ., ww ii , knights of the round table , warcraft . or , if desired , the tag may be customized 56 , wherein an audio clip is imported and applied , or a particular feature is photo mapped ( i . e ., using a sketching feature ) onto the perceived view of the tagged player . the tagging player might also determine how they prompt their own use or perception of the tag being applied . should it be visible at all times and at all distances , only through goggles , or when an esp ( preset for proximity ) toggle is depressed or otherwise activated . once the player is satisfied with the tag , its use and usefulness to them in their enjoyment of the game , play can resume . a grudge match tagging sequence is similar to the foregoing logic in fig2 a - 2 c except when the tag button 92 is toggled , a player selects a grudge tag 94 and loads special grudge code 96 . this alerts the tagging and tagged player of the vendetta / grudge match . as desired , a person can end the grudge tag 98 and play a normal game 99 . in further embodiments of the invention , an esp function may be made available to other participants to enable self awareness on their part that they have been tagged by others . this may be accomplished via a “ mirror ” function whereupon a tagged player can “ see ” themselves as others do in the game . it may well surprise them at various times when they look in the mirror and comprehend their perception vis - à - vis other players . these esp capabilities might be earned , stolen , captured , bought , etc . as a part of the game . or , perhaps only a spy master or other suitable role player ( i . e ., wizard , or other mentalist ) in a game would have the abilities to “ know ” the tags , i . e ., be able to understand or be aware of the true thoughts and motives , of other players . a player might share this information with others , or not , on a selective basis . likewise the tagger may let those who have been tagged be aware of their status so that a mini - game can be played within the main game , at least as between those who have respectively been made reciprocally aware of their tagged status . these grudge style mini - games may persist between these players at all times , or not , dependent on the desire of the participants . the tagging function would preferably be controlled by a server resident program . wherein a player at a console would indicate a desire to tag , the server would acknowledge and accommodate that desire , place the tag and provide code to the console so that the tag could , thereafter , be observed through that console during game play . if a tagger wants to share that tagging information or perception , the server could be instructed to send that same code to another console so as to replicate the perception of the tag . fig3 a - 3 d show various tags or attributes applied to a gaming figure . where audio is present , this is shown by cross checking texture lines on the drawing . a tagging feature may include , for example , a halo 100 as in fig3 a . or , in the alternative an avatar in color 3 c ( all white , all red , etc .) 104 or focus contrast fig3 b 102 with the surroundings on the screen . or , a target painted on them as a foe 106 as shown in fig3 d . the present invention is not limited to the particular features or to the details of the preferred embodiment specified in the foregoing description . it is therefore understood that upon reading and understanding the specification and claims of this invention , those skilled in the art can make numerous modifications , omissions , changes , and substitutions in the preferred embodiment , in the forms and details of the system and method , and in its operation , and yet fall within the scope of present invention .
a multi - participant gaming feature and system is disclosed wherein a player / participant can alter their perception of fellow players / participants , allies and opponents , in accord with a custom menu of identification traits attributable to the tagged player by the tagging player . the altered perception indicator may be as simple as a target always associated with the tagged player , but may also include audio cues , specialized view - thru instruments , changes in heart rate , pre - determined responses to certain actions , flashback viewing of past interaction with that player , behavior modification , and physical characteristic alterations . such perception alteration features enable participants to make a gaming experience unique to any desired extent relating to their perception of other participants . defensive modes for such tagging may also be employed to assist those that may have been tagged to comprehend the tagging of themselves and to adjust their game participation accordingly .