A63F2300/6009

Automatic presentation of suitable content
11673059 · 2023-06-13 · ·

Implementations described herein relate to methods, systems, and computer-readable media to automatically present suitable content for a particular locale. In some implementations, a computer-implemented method includes receiving gaming content associated with a game associated with a first client locale, the received gaming content including content that is restricted at a second client locale, receiving at least one content alternative, the at least one content alternative being an alternative to replace the received gaming content, generating a first localized rating for the received gaming content and a second localized rating for the at least one content alternative, and automatically providing the received gaming content or the at least one content alternative to a user device associated with the second client locale based on the first localized rating and the second localized rating.

DYNAMIC CONTROL SURFACE
20220355190 · 2022-11-10 ·

The present disclosure provides for the dynamic mapping of functions within a content development application to a control surface including a plurality of distinct modular input consoles. The system includes a console controller that is configured to monitor usage of the content development application by the user and to dynamically control the mapping of functions to the control surface based on the contextual operation of the content development application. The console controller can determine the functions that are to be mapped to the control surface based on the context of the application and the functions that are prioritized for use by a user of the content development application

Virtual environment for computer game
09802119 · 2017-10-31 ·

A multi-user virtual reality universe (VRU) process receives input from multiple remote clients to manipulate avatars through a modeled 3-D environment. A VRU host models movement of avatars in the VRU environment in response to client input, which each user providing input for control of a corresponding avatar. The modeled VRU data is provided by the host to client workstations for display of a simulated environment visible to all participants. The host maintains personalized data for selected modeled objects or areas that is personalized for specific users in response to client input. The host includes personalized data in modeling the VRU environment. The host may segregate VRU data provided to different clients participating in the same VRU environment according to limit personalized data to authorized users, while all users receive common data.

INTERACTIVE MESSAGE-BASED DELIVERY OF NARRATIVE CONTENT USING A COMMUNICATION NETWORK
20170339089 · 2017-11-23 ·

A system and related methodologies of delivering storyline content to users are presented herein. A server system maintains storyline data corresponding to an interactive narrative storyline having variable narrative paths that influence outcomes of the storyline. Storyline messages are communicated from the server system using a messaging service, wherein each communicated storyline message includes a portion of the narrative storyline. The server system receives messages generated from the subscriber device in response to communicated storyline messages, wherein each response message includes a user-specified storyline option. Subsequent storyline messages are retrieved by the server system based on the user-specified storyline options conveyed with the user responses.

Methods and systems for updating in-game content
09731202 · 2017-08-15 · ·

Systems and methods for updating content of a mobile video game allow for mobile communication devices to receive updated content for video games that operate on the devices. The updates may be promotional in nature, and may be pre-selected based on the device type, service, or service provider. The game may contain instructions that cause the mobile communication device to contact an interface and/or server to receive updated content. After the updated content is received by the mobile communication device, the content may be displayed in-game. The user of the mobile communication device may be provided with one or more options that affect the frequency or ability to receive or display updated content. In addition, the server may track what content has already been received by the mobile communication device.

Dynamic destruction of game objects

Embodiments relate to providing dynamic destruction of a game object displayed in an electronic game. During a gameplay session, a determination is made that the game object has been damaged. Responsive to the determination that the game object has been damaged, a level of destructive detail is determined. A destruction object having the determined level of destructive detail is created. Using the destruction object, a graphical indication of the damage of the game object is rendered.

VIRTUAL ENVIRONMENT FOR COMPUTER GAME
20220266132 · 2022-08-25 ·

A multi-user virtual reality universe (VRU) process receives input from multiple remote clients to manipulate avatars through a modeled 3-D environment. A VRU host models movement of avatars in the VRU environment in response to client input, which each user providing input for control of a corresponding avatar. The modeled VRU data is provided by the host to client workstations for display of a simulated environment visible to all participants. The host maintains personalized data for selected modeled objects or areas that is personalized for specific users in response to client input. The host includes personalized data in modeling the VRU environment. The host may segregate VRU data provided to different clients participating in the same VRU environment according to limit personalized data to authorized users, while all users receive common data.

Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
11235250 · 2022-02-01 ·

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.

INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM AND INFORMATION PROCESSING METHOD
20220266147 · 2022-08-25 ·

An example of an information processing system displays on a display device two or more selection candidates each corresponding to a game character in a draw mode. In the draw mode, a game character corresponding to a selected selection candidate is granted to the user in exchange for decreasing a predetermined parameter. When a cumulative grant count becomes equal to or greater than a reference count, the information processing system permits execution of a designated mode. In the designated mode, a game character designated by the user is granted to the user. In the draw mode, the information processing system accepts a selection instruction until an end process is performed even after the cumulative grant count becomes equal to or greater than the reference count.

Methods and/or systems for designing virtual environments

In an editor a plurality of valid start points are determined. Based on this plurality of start points a user may select one of the points. When a user selects one of the points, the editor determines at least one valid end point. The user may then draw a line between the selected point and a valid end point. As a result of the connection between the two points a new environment is created in the editor.