Videogame system and method that enables characters to earn virtual fans by completing secondary objectives
US-9764244-B2 · Sep 19, 2017 · US
US11224807B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11224807-B2 |
| Application number | US-201916601264-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 14, 2019 |
| Priority date | May 14, 2015 |
| Publication date | Jan 18, 2022 |
| Grant date | Jan 18, 2022 |
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A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method of providing a dynamically variable map in a multiplayer video game, the method being implemented in a host computer system 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: obtaining, by the host computer system, a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session and wherein the map is defined by a virtual terrain; detecting, by the host computer system, an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session exceeding a predetermined threshold; and dynamically modifying the map to a second configuration, by the host computer system, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the plurality of players in the gameplay session without altering a boundary of the map, and wherein the second virtual area is larger than the first virtual area. 2. The method of claim 1 , wherein modifying the map to a second configuration comprises: dynamically modifying one or more attributes of the terrain during the gameplay session to increase an available playable space of the map. 3. The method of claim 2 , wherein the one or more attributes of the terrain comprises an object having a state, and wherein dynamically modifying the one or more attributes of the terrain comprises changing the state of the object. 4. The method of claim 3 , wherein the state is changed from being passable to being impassable. 5. The method of claim 3 , wherein the state is changed from being impassable to being passable. 6. The method of claim 2 , wherein the one or more attributes of the terrain comprises a static map object. 7. The method of claim 2 , wherein the one or more attributes of the terrain comprises a dynamic map object. 8. The computer-implemented method of claim 1 , wherein dynamically modifying the map to a second configuration is performed by a map management engine in the host computer system. 9. The computer-implemented method computer program product of claim 8 , wherein an attribute of the terrain comprises a static map object and/or a dynamic map object. 10. A system for providing a dynamically variable map in a multiplayer video game, the system comprising: a host computer system comprising one or more physical processors programmed with one or more computer program instructions which, when executed, programs the host computer system to: obtain a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session and wherein the map is defined by a virtual terrain; detect an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session exceeding a predetermined threshold; and dynamically modify the terrain to a second configuration during the gameplay session, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the plurality of players in the gameplay session without altering a boundary of the map and wherein the second virtual area is larger than the first virtual area. 11. The system of claim 10 , wherein the host computer system is further programmed to modify the map to a second configuration by: dynamically modifying one or more attributes of the terrain during the gameplay session to increase an available playable space of the map. 12. The system of claim 11 , wherein the one or more attributes of the terrain map comprises an object having a state, and wherein dynamically modifying the one or more attributes of the terrain comprises changing the state of the object. 13. The system of claim 12 , wherein the state is changed from being passable to being impassable. 14. The system of claim 12 , wherein the state is changed from being impassable to being passable. 15. The system of claim 11 , wherein the one or more attributes of the terrain comprises a static map object. 16. The system of claim 11 , wherein the one or more attributes of the terrain comprises a dynamic map object. 17. The system of claim 10 , further comprising a map management engine in the host computer configured to dynamically modify one or more attributes of the terrain. 18. A computer program product for providing a dynamically variable map in a multiplayer video game, the computer program product comprising: one or more tangible, non-transitory computer-readable storage devices; program instructions, stored on at least one of the one or more tangible, non-transitory computer-readable tangible storage devices that, when executed, programs a host computer to: obtain a map for use in a gameplay session, the map having a first configuration defining a first virtual area available to each of a plurality of players participating in the gameplay session and wherein the map is defined by a virtual terrain; detect an occurrence of a trigger event during the gameplay session, wherein the trigger event comprises a total number of players in the gameplay session exceeding a predetermined threshold; and dynamically modify the map during the gameplay session to a second configuration, responsive to detection of the trigger event, wherein the second configuration defines a second virtual area available to the plurality of players in the gameplay session without altering a boundary of the map and wherein the second virtual area is larger than the first virtual area. 19. The computer program product of claim 18 further comprising a map management engine in the host computer configured to dynamically modify one or more attributes of the terrain. 20. The computer program product of claim 19 , wherein an attribute of the terrain comprises a static map object and/or a dynamic map object.
Controlling game characters or game objects based on the game progress · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor · CPC title
involving aspects of the displayed game scene · CPC title
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