A63F2300/57

Systems and Methods for Competitive Scene Completion in an Application

In the disclosed systems and methods for competitive scene completion, a user selects from among one or more affordances, each representing a different challenge and comprising a scene image and plurality of markers. Each marker has independent scene coordinates and a type. The scene and markers of the selected challenge is displayed. For each user marker selection, corresponding furnishing units are displayed. The units match the marker type and include units retained and not retained by the user. User unit selection results in display of a graphic of the selected unit at the corresponding coordinates within the scene. The scene is thereby populated with graphics. The unit selections are submitted upon satisfaction of a challenge completion criterion specifying which scene coordinates must be populated. Responsive to submission, the user unit selections are subjected to community vote on a remote server and the results are provided to the user.

FACILITATING EVENT IMPLEMENTATION IN AN ONLINE GAME
20180365935 · 2018-12-20 ·

A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.

Dynamic item obtain rate based on player progression, action, and other in-game behavior

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

Idempotency of application state data

Disclosed are various embodiments for synchronizing application state information across devices. More specifically, embodiments of the disclosure are related to facilitating idempotency of application state information. Idempotency is maintained by using a timestamp embedded within application state information and/or by determining that the application state information is associated with an accumulating value.

Systems and methods for gated in-game access based on collections of unique digital articles
12083437 · 2024-09-10 · ·

Systems and methods to providing gated in-game access based on collections and/or combinations of unique digital articles in an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first player account associated with a first player, wherein a first account inventory includes a first and a second unique digital article; receive, from the first player, a first action request for an in-game action that requires ownership of the first and second unique digital articles (as recorded on an immutable ledger); permit the first action request (and other similar requests) unless and until the first player is no longer the registered owner of the first and second unique digital articles.

Systems and methods for providing in-game consequences for unique digital articles based on real-world information
12083438 · 2024-09-10 · ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.

Custom Reward For Viral Help In Game
20180229127 · 2018-08-16 ·

Methods, systems, and computer programs are presented for processing operations of a computer game to be played on a computing device. One method includes an operation for receiving a request for assistance in a first game of a first player and sending the request to a second player for notifying the second player that a game asset is to be assigned to the second player for completing a game operation. The method includes operations for selecting, based on selection rules the game asset from a list of game assets previously identified by the second player and assigning the game asset to the second player. The game operation enables the first player to make progress in the first game and the game asset enables the second player to make progress in a second game.

Providing virtual items based on location-based actions

A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.

Secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements

Approaches for secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements are provided. Actions by user-controlled elements of a first user or other game-space elements in a primary game mode of a game space may be managed. A session request for a session in a secondary game mode of the game space may be received from the first user. A first session for the first user may be executed in the secondary game mode such that: (i) the first session involves artificial-intelligence-controlled elements as opponents against the user-controlled elements; (ii) an arrangement of the user-controlled elements at a beginning of the first session is the same as an arrangement of the user-controlled elements in the primary game mode at a time of the session request; and (iii) impacts on the user-controlled elements during the first session in the secondary game mode are not reflected in the primary game mode.

Dynamic quests in game
10004992 · 2018-06-26 · ·

Methods, systems, and computer programs are presented for executing a game and for creating computer-generated game quests, which are referred to as dynamic quests. One method includes an operation for identifying a template for creating a dynamic quest. The dynamic quest includes quest tasks and quest rewards, which are provided to a player upon completion of the quest tasks in the game. The template includes template tasks and template rewards. Further, the method includes an operation for selecting one or more template tasks for the quest tasks, and an operation for selecting one or more template rewards for the quest rewards. The dynamic quest is created in the game with the selected one or more template tasks and the selected one or more template rewards.