Videogame system and method that enables characters to earn virtual fans by completing secondary objectives
US-9764244-B2 · Sep 19, 2017 · US
US10286314B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10286314-B2 |
| Application number | US-201514712387-A |
| Country | US |
| Kind code | B2 |
| Filing date | May 14, 2015 |
| Priority date | May 14, 2015 |
| Publication date | May 14, 2019 |
| Grant date | May 14, 2019 |
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A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method of providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the method being implemented in a host computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer system to perform the method, the method comprising: initiating, by the host computer, the unbounded gameplay session with a set of matched players; adding, by the host computer during the unbounded gameplay session, a new player to the unbounded gameplay session after the unbounded gameplay session has commenced; generating, by the host computer during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session; determining, by the host computer during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score; determining, by the host computer during the unbounded gameplay session, a performance gap based on the first team score and the second team score; determining, by the host computer during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap; identifying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch; and applying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team. 2. The computer-implemented method of claim 1 , the method further comprising: removing, by the host computer, the first player from the unbounded gameplay session; selecting, by the host computer, a replacement player to replace the first player based on one or more matchmaking parameters; and adding, by the host computer, the replacement player to play in the unbounded gameplay session. 3. The computer-implemented method of claim 2 , the method further comprising: receiving, by the host computer, a request from the first player to rejoin the unbounded gameplay session; and adding, by the host computer, the first player to play in the unbounded gameplay session responsive to the request. 4. The computer-implemented method of claim 1 , wherein generating the first score comprises: determining, by the host computer, a performance of the first player, wherein the first score is based on the performance. 5. The computer-implemented method of claim 4 , wherein generating the first score comprises: determining, by the host computer, a virtual item used by the first player; and associating, by the host computer, the virtual item with the performance, wherein the first score is correlated with the virtual item. 6. The computer-implemented method of claim 4 , wherein generating the first score comprises: determining, by the host computer, a second player playing with the first player; and associating, by the host computer, the second player with the performance, wherein the first score is correlated with the second player. 7. The computer-implemented method of claim 1 , wherein the advantage comprises an additional player for the second team, the method further comprising: identifying, by the host computer, the additional player to be added to the second team; and adding, by the host computer, the additional player to play with the second team in the unbounded gameplay session. 8. The computer-implemented method of claim 1 , wherein the adjustment feature comprises a disadvantage for the first team. 9. The computer-implemented method of claim 1 , wherein determining the mismatch comprises: determining that the mismatch is not sufficiently large to encourage an uneven match, wherein the adjustment feature is identified to generate the uneven match. 10. The computer computer-implemented method of claim 1 , wherein determining the mismatch comprises: determining that the mismatch is too large to encourage an even match, wherein the adjustment feature is identified to generate the even match. 11. The computer-implemented method of claim 1 , wherein the first score and the second score are each based on a time-based parameter and wherein the time-based parameter comprises a rate such that the first score and the second score each comprises a performance per unit of time. 12. The computer-implemented method of claim 1 , wherein the first score and the second score are each based on a time-based parameter and wherein the time-based parameter comprises a latest time interval such that the first score and the second score each comprises a performance within the latest time interval. 13. A system for providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the system comprising: a host computer comprising one or more physical processors programmed with one or more computer program instructions which, when executed, programs the computer system to: initiate the unbounded gameplay session with a set of matched players; add a new player to the unbounded gameplay session after the unbounded gameplay session has commenced; generate, during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session; determine, during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score; determine, during the unbounded gameplay session, a performance gap based on the first team score and the second team score; determine, during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap; identify, during the unbounded gameplay session, an adjustment feature based on the mismatch; and apply, during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team. 14. The system of claim 13 , wherein the host computer system is further programmed to: remove the first player from the unbounded gameplay session; select a replacement player to replace the first player based on one or more matchmaking parameters; and add the replacement player to play in the unbounded gameplay session. 15. The system of claim 14 , wherein the host computer system is further programmed to: receive a request from the first player to rejoin the unbounded gameplay session; and add the first player to play in the unbounded gameplay session responsive to the request.
for finding other players; for building a team; for providing a buddy list · CPC title
Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session · CPC title
involving timing of operations, e.g. performing an action within a time slot · CPC title
Authorising game programs or game devices, e.g. checking authenticity · CPC title
Computing the game score · CPC title
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