# US 2014/0155160 A1 · Gaming system providing a destructible game object mechanic

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- Number: US 2014/0155160 A1
- Document ID: US20140155160A1
- Status: Published application
- Kind: A1
- Application number: 14/096,907
- Filed: 2013-12-04
- Published: 2014-06-05
- Earliest claimed: 2012-12-05
- Assignees: Zynga Inc.
- Applicants: Zynga Inc.
- Inventors: Peter Pao Lai; Christopher David Wiggins
- Web page: https://patentgrep.com/patent/US20140155160A1

## CPC

- A63F 13/57: Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence)
- A63F 13/69: by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a destructible game object mechanic are presented. For example, an embodiment may generate a destructible game object within a game board assigned to a user. The destructible game object may be represented by an initial state, one or more destructed states, and a reward state. Responsive to detecting a game action that satisfies a part requirement precondition associated with the one or more destructed states, the embodiment may advance the destructible game object from the initial state to the one or more destructed states. Further, responsive to detecting fulfillment of a part requirement precondition associated with the reward state, the embodiment may replace the destructible game object with a reward object.

## Claims

### Claim 1

A computer-implemented method, comprising:
generating a destructible game object within a game board assigned to a user, the destructible game object being represented by an initial state, one or more destructed states, and a reward state,
advancing the destructible game object from the initial state to the one or more destructed states responsive to detecting a game action that satisfies a part requirement precondition associated with the one or more destructed states; and
responsive to detecting fulfillment of a part requirement precondition associated with the reward state, replacing the destructible game object with a reward object.

### Claim 2 (depends on 1)

The computer-implemented method of claim 1, wherein advancing the destructible game object from the initial state to the one or more destructed states includes updating a visual representation of the destructible game object to occupy less space in the game board.

### Claim 3 (depends on 2)

The computer-implemented method of claim 2, wherein space in the game board is measured in numbers of tiles within a grid.

### Claim 4 (depends on 1)

The computer-implemented method of claim 1, wherein the game action applies a number of parts front an inventory of a user to the destructible game object.

### Claim 5 (depends on 1)

The computer-implemented method of claim 1, wherein replacing the destructible game object with a reward object completes a task in a quest mechanic.

### Claim 6 (depends on 5)

The computer-implemented method of claim 5, further comprising, prior to detecting the occurrence of the game action, receiving the number of parts from a response to a request for parts sent to a friend of the user.

### Claim 7 (depends on 1)

The computer-implemented method of claim 1, wherein the destructible game object is generated within an unlocked game area of the game board.

### Claim 8 (depends on 1)

The computer-implemented method of claim 1, wherein the destructible game object is generated within a locked game area of the game board.

### Claim 9 (depends on 8)

The computer-implemented method of claim 8, wherein advancing the destructible game object from the initial state to the one or more destructed states is permitted once the locked game area is unlocked by the user.

### Claim 10 (depends on 1)

The computer-implemented method of claim 1, wherein replacing the destructible game object comprises selecting the reward object based on profile data associated with the user.

### Claim 11

A computer-implemented system, comprising:
a destructible game object placement module implemented by one or more processors and configured to generate a destructible game object within a game board assigned to a user, the destructible game object being represented by an initial state, one or more destructed states, and a reward state,
a destructible game object state manager implemented by the one or more processors and configured to:
advance the destructible game object from the initial state to the one or more destructed states responsive to detecting a game action that satisfies a part requirement precondition associated with the one or more destructed states; and
responsive to detecting fulfillment of a part requirement precondition associated with the reward state, replace the destructible game object with a reward object.

### Claim 12 (depends on 11)

The computer-implemented system of claim 11, wherein the destructible game object state manager is configured to advance the destructible game object from the initial state to the one or more destructed states by updating a visual representation of the destructible game object to occupy less space in the game board.

### Claim 13 (depends on 12)

The computer-implemented system of claim 12, wherein space in the game board is measured in numbers of tiles within a grid.

### Claim 14 (depends on 11)

The computer-implemented system of claim 11, wherein the game action applies a number of parts from an inventory of a user to the destructible game object.

### Claim 15 (depends on 11)

The computer-implemented system of claim 11, wherein replacing the destructible game object with a reward object completes a task in a quest mechanic.

### Claim 16 (depends on 15)

The computer-implemented system of claim 15, wherein the destructible game object state manager is further configured to, prior to detecting the occurrence of the game action, receiving the number of parts from a response to a request for parts sent to a friend of the user.

### Claim 17 (depends on 11)

The computer-implemented system of claim 11, wherein the reward object is of a type determined based on user profile data.

### Claim 18 (depends on 11)

The computer-implemented system of claim 11, wherein the destructible game object is generated within a locked game area of the game board.

### Claim 19 (depends on 11)

The computer-implemented system of claim 11, wherein the part requirement precondition specifies a number of parts, the number being determined based on a size of a social network to which the user belongs.

### Claim 20

A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations comprising:
generating a destructible game object within a game board assigned to a user, the destructible game object being represented by an initial state, one or more destructed states, and a reward state,
advancing the destructible game object from the initial state to the one or more destructed states responsive to detecting a game action that satisfies a part requirement precondition associated with the one or more destructed states; and
responsive to detecting fulfillment of a part requirement precondition associated with the reward state, replacing the destructible game object with a reward object.
