Patent classifications
A63F2300/5533
Facilitating event implementation in an online game
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.
METHOD AND SYSTEM FOR PROVIDING A MULTIPLAYER GAME
A method for providing a multiplayer game to a player in a computer network. The method includes connecting a player to a first game server, providing the player with a game, and monitoring the game. The method includes detecting a predetermined event in the game, and in response to the detecting, disconnecting the player from the game server and providing the game to the player. The method includes monitoring the game servers and selecting a second game server with suitable game state data. The method includes providing server information for the second game server to the game client, and connecting the game client to the second game server and providing the second server game from the second game server to the player.
SYSTEM AND METHOD FOR ALLOWING AFFILIATIONS TO UTILIZE IN-GAME ITEMS TO ASSIST OTHER PLAYERS
One aspect of the disclosure relates to a system configured to provide a virtual space, in accordance with one or more implementations. Users of virtual spaces may encounter barriers in a game. During these barriers, users may receive and/or provide assistance to other affiliation members. One aspect of the disclosure relates to allowing affiliations or other groups to utilize in-game items to assist other players in game progress in an online game. This may incent positive player actions towards affiliation members, may enhance engagement between affiliation members, may provide an incentive for users to join an affiliation, and/or have other results. These results may ultimately contribute to enhanced retention, enhanced monetization, enhanced user satisfaction, and/or other enhancements.
MASSIVE MULTI-PLAYER COMPUTE
Methods and systems for managing processing resources of an online game include executing the online game for one or more users. Each user is provided access to virtual locations in a gaming world of the online game. A compute is assigned for processing gaming interactivity of the one or more users in the gaming world. A number of users accessing a region within a virtual location are determined. When the number of users exceeds a predefined limit for the compute assigned to the users in the region, the region is divided into a plurality of sub-regions and additional compute is assigned for the region so that the compute and the additional compute can process gaming interactivity for the users in each of the sub-regions defined in the gaming world.
Computer-readable recording medium and game system
A non-transitory computer-readable recording medium having a game program is provided. The game program is to be executed by a server device in a game system. The game system includes user terminals operated by respective users. The server device is capable of being connected to the user terminals through communication. The program causes the server device to set one or more kinds of game media to be in a state of being capable of being given to users. A predetermined upper limit is set to a number of game media capable of being given to the users. The program further causes the server device to give a user a game medium that the user desires to be given among the game media which are set by the server device in a range not exceeding the predetermined upper limit.
System and interfaces for providing an interactive system
According to other aspects, a real-time system may be provided that is capable of scaling to hundreds of thousands of real-time clients (or more) to conduct a single-program instance in an interactive manner that combines video elements with interactive program elements. To provide such capabilities, a system and client software is provided that allows real-time distribution of video, and scripted rendering of interactive elements in relation to the video. Such systems may include, for example, cluster-based systems that are capable of scaling horizontally based on the number of clients involved in a particular program instance.
Information processing device, data synchronization program, data synchronization method, data synchronization system, and terminal device
Provided are an information processing device, a data synchronization program, a data synchronization method, a data synchronization system, and a terminal device that suppress an increase in processing load and communication load in a situation in which a plurality of user terminals participate and data of the plurality of user terminals are synchronized. A server device is connected to a plurality of clients that synchronize an object with each other via a network, and includes: data reception means configured to receive a difference from a synchronization target object from a client having ownership of the object; data update means configured to update first, second, third replicas, and the like obtained by replicating the synchronization target object by using the difference; and data transmission means configured to transmit the difference to a client other than the client having the ownership among the plurality of clients.
FANTASY GAME SYSTEM AND METHOD FOR PLAYER SELECTION AND SCORING
A first list of available players is provided to each individual user who then selects a first fantasy lineup, where selections by another individual user does not preclude other individual users from also selecting the same player. First fantasy lineups are received from each individual user, the fantasy lineups comprising one or more players selected from the first list of available players. Each individual user may provide a replacement lineup prior to the end of a game. A subsequent list of available players is provided to each user and does not include players from the first fantasy lineup. Subsequent fantasy lineups from each individual user are received comprising only players selected from the subsequent list of available players. None of the players of the first fantasy lineup for an individual user is included in any subsequent fantasy lineup of the individual user.
User-controlled, on-demand gaming channel
A VIP gaming service is provided through one or more servers providing games to players as members of the service, with one or more interactive interfaces executing on a web server, whereby players connected to the web server may select and configure games to play. Players connected to the server and logged in to the service are enabled by an interactive interface to purchase an ability to privatize an instance of playing a game, if a game developer has enabled the game to be hosted on a private server, and wherein privatizing the game selected as a VIP game enables the purchasing player to control entry of other players into the game in a specific instance of play, to alter circumstances and interactions in playing the game in the specific instance of play, and to lead the other players in the instance of playing the game.
Method and apparatus for synchronously playing animation, storage medium, and electronic apparatus
Synchronous playback of content is provided. In a method for synchronous playback of a cutscene, first indication information is received by a first client. The first indication information is provided to the first client and a second client that participate in a game to synchronously playback the cutscene of the game. A first time point is determined by the first client based on the first indication information. The first time point indicates when the synchronous playback of the cutscene is to start on the first client. Further, the synchronous playback of the cutscene with the second client is starts in a case that the first time point is determined to be reached.