Socially-based dynamic rewards in multiuser online games
AssigneeZynga Inc.
InventorsAmitt Mahajan, Roger F. Dickey, Carl Eric Schiermeyer, Jonathan Chang Tien
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Abstract
The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can dynamically determine the type of in-game asset to award to a first player and the types of in-game obstacles to present to the first player by referencing the in-game assets available to other players in the first player's social network and by referencing other game state variables.
Claims9
A method comprising:
- accessing, by a hardware system comprising at least one processor and a memory, a first game account of a player of a game, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game;
- analysing, by the hardware system, in-game assets associated with the first game account;
- accessing, by the hardware system, social network information associated with the player, wherein the social network information identifies one or more friends in a social network of the player;
- retrieving, by the hardware system, game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;
- accessing, by the hardware system, game state information for a game instance of the game associated with the player, the game state information including:
- a specific in-game obstacle to be overcome by the player in the game instance;
- and
- an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;
- identifying, by the hardware system, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;
- in an automated operation performed by the hardware system based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified as forming part of the asset requirement and identified as being included in the in-game asset information of the one or more friends;
- and
- displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.
A non-transitory computer-readable storage medium comprising instructions that, when executed by at least one processor of a hardware system, cause the hardware system to perform operations comprising:
- accessing a first game account of a player of a game, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game;
- analysing in-game assets associated with the first game account;
- accessing social network information associated with the player, wherein the social network information identifies one or more friends in a social network of the player;
- retrieving game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;
- accessing game state information for a game instance of the game associated with the player, the game state information including:
- a specific in-game obstacle to be overcome by the player in the game instance;
- and
- an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;
- identifying, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;
- based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified as being included in the in-game asset information of the one or more friends;
- and
- displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.
A system comprising:
- a social network server to maintain social network information associated with a player of a game, the social network information identifying one or more friends in a social network of the player;
- and
- a multiuser game server coupled to the social network server, the multiuser game server being configured to implement the game over a distributed computer network, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game, the multi-user game server comprising at least one processor and a memory having stored thereon computer-readable instructions that configure the at least one processor to perform automated operations comprising:
- accessing a first game account of the player for the game;
- analysing in-game assets associated with the first game account;
- accessing the social network information associated with the player;
- retrieving game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;
- accessing game state information for a game instance of the game associated with the player, the game state information including:
- a specific in-game obstacle to be overcome by the player in the game instance;
- and
- an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;
- identifying, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;
- based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified 4987 as forming part of the asset requirement and identified as being included in the in-game asset information of the one or more friends;
- and
- displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.
Dependencies are inferred from the claim text.