U.S. patent application number 12/231485 was filed with the patent office on 2010-03-04 for feature eroding video game demonstration software.
This patent application is currently assigned to Sony Computer Entertainment America Inc.. Invention is credited to Gary Zalewski.
Application Number | 20100056269 12/231485 |
Document ID | / |
Family ID | 41726278 |
Filed Date | 2010-03-04 |
United States Patent
Application |
20100056269 |
Kind Code |
A1 |
Zalewski; Gary |
March 4, 2010 |
Feature eroding video game demonstration software
Abstract
A demonstration video game permits garners a more complete game
experience while promoting a desire to acquire permission to
continue playing. In some embodiments, a video game is implemented
with trigger metrics. While a user may initially experience most or
all of the full version of the game in a demonstration mode, the
mode implements trigger metrics to erode game play characteristics,
such as character, object, event and/or environmental features,
during video game play in the demonstration mode. Thus, fewer play
characteristics may be available as play continues in this mode.
Multiple trigger metrics may gradually and successively limit play
characteristics as play with the game continues. As the gamer loses
functionality, the user may be prompted with the trigger metrics to
purchase permission to continue the game in a non-demonstration
mode that disables the trigger metrics and returns the game to the
more complete version.
Inventors: |
Zalewski; Gary; (Oakland,
CA) |
Correspondence
Address: |
LERNER, DAVID, LITTENBERG,;KRUMHOLZ & MENTLIK
600 SOUTH AVENUE WEST
WESTFIELD
NJ
07090
US
|
Assignee: |
Sony Computer Entertainment America
Inc.
Foster City
CA
|
Family ID: |
41726278 |
Appl. No.: |
12/231485 |
Filed: |
September 3, 2008 |
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
A63F 2300/609 20130101;
A63F 2300/201 20130101; A63F 13/10 20130101; A63F 13/73 20140902;
A63F 13/69 20140902; A63F 2300/638 20130101 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of distributing a software game to induce a user to
obtain a permission to continue playing the game, the method
comprising: providing a software game with a plurality of play
characteristics including at least one of a character feature,
object feature, environmental feature and event feature, the
software game being programmed to permit the user to use the
plurality of play characteristics, the software game being further
programmed with at least one trigger metric; gradually eroding
availability of at least one of the play characteristics as a
function of the at least one trigger metric as a consequence of use
of the software game by the user while continuing to permit the
user to play the game, and wherein the at least one trigger metric
is a game event-based function; restoring availability of the
eroded play characteristics upon receipt of the permission to
continue playing the game.
2. The method of claim 1 further including a trigger metric that is
a time-based function.
3. The method of claim 2 wherein the time based function is a
lapsed real time.
4. The method of claim 2 wherein the time based function is a
lapsed game time.
5. The method of claim 2 wherein the time based function is both a
lapsed real time and a lapsed game time.
6. (canceled)
7. The method of claim l wherein the game event-based function is a
completion of a certain stage of play.
8. The method of claim 7 wherein the game event-based function is a
completion of the certain stage of play a plurality of times.
9. The method of claim 1 wherein the receipt of the permission
disables the at least one trigger metric.
10. The method of claim 1 wherein the gradually eroding of the game
removes play characteristics as a successive function of a
plurality of trigger metrics.
11. The method of claim 1 further including a trigger metric that
is an event-based function and a time-based function.
12. The method of claim 1 wherein the gradually eroding
availability of at least one of the play characteristics comprises
disabling use of an object feature of the play characteristics of
the game.
13. The method of claim 1 wherein the gradually eroding
availability of at least one of the play characteristics comprises
disabling access to an environmental feature of the play
characteristics of the game.
14. The method of claim 1 wherein the gradually eroding
availability of at least one of the play characteristics comprises
disabling access to an event feature of the play characteristics of
the game.
15. The method of claim 1 wherein the gradually eroding
availability of at least one of the play characteristics comprises
disabling access to a character feature of the play characteristics
of the game.
16. A machine readable medium having processor control
instructions, the processor control instructions to control a
processor as a software game to induce a user to obtain a
permission to continue playing the game, the processor control
instructions further comprising: instructions to initially generate
a plurality of play characteristics of the software game including
at least one of a character feature, object feature, environmental
feature and event feature to permit the user to use the plurality
of play characteristics; instructions to control use of the
plurality of play characteristics of the game by the user with at
least one trigger metric; instructions to gradually erode
availability of at least one of the play characteristics as a
function of the at least one trigger metric as a consequence of use
of the software game by the user while continuing to permit the
user to play the game, and wherein the at least one trigger metric
includes a game event-based function; and instructions to restore
availability of the eroded play characteristics upon receipt of the
permission to continue playing the game.
17. The medium of claim 16 further including a trigger metric that
is a time-based function.
18. The medium of claim 17 wherein the time-based function is a
lapsed real time.
19. The medium of claim 17 wherein the time-based function is a
lapsed game time.
20. The medium of claim 17 wherein the time-based function is both
a lapsed real time and a lapsed game time.
21. The medium of claim 16 wherein the trigger metric is a game
event-based function.
22. The medium of claim 21 wherein the game event-based function is
a completion of a certain stage of play.
23. The medium of claim 22 wherein the game event-based function is
a completion of the certain stage of play a plurality of times.
24. The medium of claim 16 further comprising instructions to
disable the at least one trigger metric upon receipt of the
permission.
25. The medium of claim 16 wherein the instructions to gradually
erode availability remove play characteristics as a successive
function of a plurality of trigger metrics.
26. The medium of claim 16 wherein the at least one trigger metric
is an event-based function and a time-based function.
27. The medium of claim 16 wherein the instructions to gradually
erode availability of at least one of the play characteristics
comprises disabling use of an object feature of the play
characteristics of the game.
28. The medium of claim 16 wherein the instructions to gradually
erode availability of at least one of the play characteristics
comprises disabling access to an environmental feature of the play
characteristics of the game.
29. The medium of claim 16 wherein the instructions to gradually
erode availability of at least one of the play characteristics
comprises disabling access to an event feature of the play
characteristics of the game.
30. The medium of claim 16 wherein the instructions to gradually
erode availability of at least one of the play characteristics
comprises disabling access to a character feature of the play
characteristics of the game.
Description
FIELD OF THE INVENTION
[0001] The present technology relates to video games. More
specifically, it relates to methods and systems for implementing
demonstration versions of video games.
BACKGROUND
[0002] Video games are often promoted through the use of
demonstrations versions. For example, some software video game
distributors make demo versions available for download on the
Internet at low or no cost to gamers. They may also distribute such
versions on recordable medium such as optical disks (e.g., CD or
DVD) at low or no cost to gamers. Distributors do so with the hope
of raising the interest of gamers who are more likely to try a free
or low cost demonstration version than the full version of the
game. When a gamer enjoys the demonstration game, it is believed
that the gamer will then develop a desire to purchase a more
complete version of the video game. However, typically, the
demonstration version of the software does not permit the gamers to
have a true experience of the full version of the software that the
demonstration version is promoting. Demonstration versions
typically permit the user to play only a small subset of the play
characteristics of the full version of the video game. In this way,
it fails to provide gamers with a more complete experience of the
actual video game and, as such, does not fully and accurately
promote the video game.
[0003] It may be desirable to implement demonstration versions of
video games in a manner that more fully promotes the features or
characteristics of the game while still providing protections that
will induce gamers to purchase the right to use the video game.
BRIEF DESCRIPTION OF DRAWINGS
[0004] The present technology is illustrated by way of example, and
not by way of limitation, in the figures of the accompanying
drawings, in which like reference numerals refer to similar
elements including:
[0005] FIG. 1 is a diagram illustrating an example system for
distributing embodiments of demonstration video games of the
present technology;
[0006] FIG. 2 is a illustration of some components of a special
purpose computer or game console for implementing an embodiment of
the present video game demonstration technology;
[0007] FIG. 3 is a flow chart illustrating example steps in an
embodiment the present video game demonstration technology;
[0008] FIG. 4 illustrates play characteristics of an example
embodiment of the present video game demonstration technology;
and
[0009] FIG. 5 illustrates additionally play characteristics of
another example embodiment of the present video game demonstration
technology;
SUMMARY OF THE TECHNOLOGY
[0010] In accordance with one aspect of the present technology
demonstration versions of video games are provided to promote users
or gamers to purchase the video games.
[0011] Another aspect of the technology provides a method of
distributing a software game to induce a user to obtain a
permission to continue playing the game. The method may include
providing a software game with a plurality of play characteristics
including at least one of a character feature, object feature,
environmental feature and event feature. The software game may be
programmed to permit the user to use the plurality of play
characteristics. The software game may also be programmed with at
least one trigger metric. The method includes eroding availability
of at least one of the play characteristics as a function of the at
least one trigger metric as a consequence of use of the software
game by the user while continuing to permit the user to play the
game. The method may further include restoring availability of the
eroded play characteristics upon receipt of the permission to
continue playing the game.
[0012] Another aspect of the technology involves a machine readable
medium having processor control instructions. The processor control
instructions may control a processor as a software game to induce a
user to obtain a permission to continue playing the game. For
example, the processor control instructions may include
instructions to initially generate a plurality of play
characteristics of the software game including at least one of a
character feature, object feature, environmental feature and event
feature to permit the user to use the plurality of play
characteristics. The processor control instructions may also
include instructions to control use of the plurality of play
characteristics of the game by the user with at least one trigger
metric. The processor control instructions may also include
instructions to erode availability of at least one of the play
characteristics as a function of the at least one trigger metric as
a consequence of use of the software game by the user while
continuing to permit the user to play the game. Additionally, the
processor control instructions may also include instructions to
restore availability of the eroded play characteristics upon
receipt of the permission to continue playing the game.
[0013] In some embodiments, the trigger metric can be a time-based
function, which may be a lapsed real time and/or a lapsed game
time. Optionally, the at one least trigger metric can be a game
event-based function such as a completion of a certain stage of
play or a completion of the certain stage of play a certain number
or plurality of times.
[0014] In some embodiments, the receipt of the permission disables
the at least one trigger metric. In still further embodiments, the
eroding of the game removes play characteristics as a successive
function of a plurality of trigger metrics. In some embodiments,
the eroding availability of at least one of the play
characteristics comprises disabling use of one or more of an object
feature of the play characteristics of the game, an environmental
feature of the play characteristics of the game, access to an event
feature of the play characteristics of the game and/or a character
feature of the play characteristics of the game.
[0015] Further embodiments and features of the technology will be
apparent from the following detailed disclosure, abstract, drawings
and the claims.
DETAILED DESCRIPTION
[0016] An example distribution system with respect to a
demonstration video game 102 is illustrated in FIG. 1. The system
will typically include video game distributor systems 104. The
distributor systems may typically include one or more servers 106
with input and output components as well as processors (e.g., one
or more CPUs) and memory or other data storage mediums, such as an
accessible database, hard drives, RAM, ROM, optical drives, etc.,
to store one or more demo video game 104. The distribution system
may be capable of transmitting demo video game 102 software
directly or indirectly to one or more user game apparatus 110 such
as over a network 108. Thus, it may be configured with
communication devices such as a modem, network card, telephone,
etc.
[0017] The user apparatus may typically be a general or specific
purpose computer, video game console, hand-held game device, mobile
phone or other device that may include one or more programmable
processors and memory capable of executing the processor control
instructions of the demonstration video game 102. The processor may
comprise any number of well known processors, such as processors
from Intel Corporation. Alternatively, the processor may be a
dedicated controller such as an ASIC.
[0018] These devices will also typically include input and output
components such as a user interface and/or display for playing the
video game. For example, a keyboard, mouse, joystick, haptic
response devices/motors, motion sensors and/or buttons may be
included to permit gamer interaction with the demonstration video
game 102. The game device may also optionally include a
communications device such as a wireless or wired interface for
data transfer with other devices, computers or the network 108. For
example, it may include a wireless or wired network card, WIFI
communications device, Bluetooth communications device, etc.
Additionally, a display screen such as an LCD, LEDs, touch screen,
etc. can also be provided to permit visualization of particular
play characteristics which will typically differ depending on the
type or genre of the particular video game implemented with the
demonstration features described herein.
[0019] Optionally, the distributor systems 104 may also include
other components for storing or writing demonstration video games
on memory mediums 109. By way of further example, the distributor
system(s) may be configured to store or write demonstration video
games 102 on optical disks, memory cards, magnetic mediums, SIM
cards, flash memory etc. In such as case, the user game apparatus
110 will typically have access to a suitable reader device or
interface for these mediums for transferring data and instructions
from the mediums to the user game apparatus 110 either directly or
indirectly with other devices configured to communicate with the
user game apparatus 110.
[0020] Typically, the demonstration video game 102 will include
data and processor control instructions for memory and one or more
processors or other integrated circuits that execute the functions,
methods, algorithms and/or routines of the video game in accordance
with features explained in more detail below. In some embodiments,
these processor control instructions may comprise any set of
instructions to be executed directly (such as machine code) or
indirectly (such as scripts) by the processor. In that regard, the
terms "instructions," "steps", "algorithm" and "programs" may be
used interchangeably herein. The instructions may be stored in
object code for direct processing by a processor, or in any other
computer language including scripts or collections of independent
source code modules that are interpreted on demand or compiled in
advance.
[0021] As illustrated in FIG. 1, a typical embodiment of the
demonstration video game 102 will include control instructions
capable of forming a video game with particular play
characteristics such as character features, environmental features,
object features and event features. The control instructions are
also capable of forming one or more trigger metrics 112 of the
video game. The trigger metrics 112 will typically control access
to associated play characteristics of the video game as a function
of the use of the video game. For example, trigger metrics 112 may
be implemented into a demonstration video game 110, which may
include all of the play characteristics of a full version of the
video game. Depending on the particular trigger metric and the type
of play characteristic to which it is linked, the trigger metric
may be configured to erode play characteristics of the video game,
such as to limit, remove or disable one or more such
characteristics from use by the gamer as the play in the video game
advances in a demonstration mode. However, such trigger metrics 112
may be deactivated, if full permission to the video is acquired by
the gamer, for example, by purchasing right to use the full version
and for example, by entering a key code or password etc. into the
demonstration version of the video game. The permission may, in
essence, convert the demo version to the full version of the video
game when the trigger metrics are disabled by the presence of the
permission.
[0022] For example, as further illustrated in FIG. 2, the
demonstration version of the video game will typically include a
play generator or game engine that control the logic and play of
the video game based on the gamer's input. The play generator will
typically differ for each video game depending on the type of video
game implemented such as an adventure game, simulation game,
shooter game, vehicle game, action game, etc. The game instructions
and data will also include one or more trigger metrics 218 to
control gamer access to play characteristics 220. Thus, trigger
metrics may control access to one or more character features of
game play. A character feature may be one or more specifications of
the avatar that is controlled by the gamer through the user
interface when playing the particular video game as it may be
generated during game play by the play generator or game engine of
the video game. For example, the avatar may be a particular fighter
in an action combat game or a particular ability of the avatar. It
may also be a particular vehicle in a vehicle simulation game or an
ability or specification for the particular vehicle such as a top
speed. Thus, the trigger metrics 218 of the game instructions and
data 202, which may be stored in memory 205, can be implemented to
control a processor 203 to permit the gamer to play some or all of
the character features of the video game in a demonstration mode
until a certain threshold of game play is reached. Thus, a trigger
metric may typically include a threshold associated with game play.
Thereafter, during game play in the demonstration mode, the trigger
metric is configured to limit, prevent or otherwise disable one or
more associated character features while permitting the gamer to
continue to play other character features.
[0023] For example, a trigger metric may, such as gradually during
game play, remove or limit access to a top speed of a particular
vehicle that would otherwise be available in normal,
non-demonstration mode play, such as by successively reducing the
speed after reaching several thresholds of play. Alternatively, the
trigger metric may prevent access to a certain vehicle after a
certain threshold is reached. By way of further example, trigger
metrics may be implemented to gradually reduce a maximum strength
value of a battle avatar. By so eroding character features as
illustrated in these examples with one or more trigger metrics, a
gamer can initially experience much or all of the game play
characteristics similar to the full version of the game while in a
demonstration mode and yet be induced into purchasing a permission
to continue as the features of the game in the demonstration mode
are disabled, gradually taken away or otherwise diminished as
compared to the full version of the video game. Moreover, it may be
done in a manner that permits the gamer to play the game with less
or fewer desirable game features after initially experiencing them.
Normal or full play may then optionally be returned in a
non-demonstration mode when a permission, such as a key, password,
etc., is/are obtained and provided to the game instructions and
data.
[0024] Similarly, the trigger metrics 218 may also control access
to play characteristics 220 that may include object features of the
game. For example, in a shooter or battle game, certain objects,
such as weapons, may be disabled from play to remove one or more by
different trigger metrics. By way of further example, different
weapons may be successively removed based on different play
thresholds of the trigger metrics so that as game play continues, a
shooter can lose more advanced or more destructive weapons first
compared to less advanced or less destructive weapons to
successively wind up with only simple or no weapons while still
permitting the gamer to play the game but without the removed
features.
[0025] Similarly, the trigger metrics may also be configured to
erode play characteristics 220 that involve environmental features
of game play. For example, play sounds, haptic responses,
brightness, intensity or color of visualization of game play, other
characters controlled by the game or other players such as in a
multi-player environment, can each be eroded as a function of one
or more the trigger metrics as game play advances. Similarly, other
environmental features like haptic responses, sound, visualization,
other players, etc. can be eroded from play as a function of
trigger metrics but may then be re-enabled upon obtaining and
entering appropriate permission as previously discussed.
[0026] Similarly, one or more trigger metrics may be configured to
erode event characteristics of the video game. For example, in a
race game a finish event of a particular race track of the game may
be disabled after a certain play threshold is reached so that the
player may continue to use the race track but can no longer
complete the race. By way of further example, different levels of
play may be removed by trigger metrics. For example, certain levels
of play that may be initially available to the demo gamer, can be
removed based on some threshold of game play based on the trigger
metric so that the gamer can no longer access the level without
seeking permission. By way of example, in a vehicle simulation
game, such as a race car game, different race tracks may be
successively removed as a threshold of game play based on one or
more trigger metrics. However, the gamer may still continue to play
other levels of the game which are not associated with the trigger
metric. As the game still advances without the access to certain
levels, other trigger metrics may then remove still further levels
of play.
[0027] As further illustrated in FIG. 2, various types of the
trigger metrics may be implemented. In some embodiments, the
trigger metrics may be based on time. For example, one or more real
time thresholds may be stored to control or erode one or more play
characteristics. A present time may be compared to each threshold
and the play characteristics associated with each threshold may
then be limited or disabled as the present real time meets or
exceeds each real time threshold. In such a case, the threshold may
be based on the date and/or time of the installation of the
demonstration video game and the threshold may be a certain time
period thereafter regardless of the amount of time that the video
game is actually played.
[0028] In some embodiments, the time-based trigger metric may
involve an accrued time of actual game play with the demonstration
video game. Thus, one or more thresholds may each be a time value
that is compared to a play timer that monitors or records the
amount of time that a user has played the demonstration video game.
In such a case, the thresholds may be associated with different
play characteristics. Thus, different play characteristics may be
phased out as a result of continuing play by the gamer using
several thresholds with different time values.
[0029] In still further embodiments, several trigger metrics may be
implemented with threshold of actual time play values and real time
values. For example, a particular play characteristic may be
associated with multiple trigger metrics such that eroding the
associated play characteristic will not occur until both a real
time trigger metric threshold and an actual time play trigger
metric threshold are reached. By way of further example, different
play characteristics of a demonstration video game may be
controlled by different trigger metrics such that some play
characteristics are controlled by real time trigger metrics and
others are controlled by actual time of play trigger metrics.
[0030] In still further embodiments, the trigger metrics may be
stage-based. For example, a threshold number of times that a gamer
accesses or completes a certain stage of play or accesses or
completes a certain event or level of a video game may be
implemented to control eroding of one or more play characteristics.
Thus, a counter may be implemented to monitor access to an event,
level or stage feature of the play characteristics of the game. The
counter may then be compared to a number of times thresholds. When
the counter meets or exceeds the threshold, the particular play
characteristic that is controlled by the trigger metric may then be
disabled. In some embodiments, the particular play characteristic
that is controlled by the trigger metric may be the same as the
event that is being counted. However, in others, the counted event
and the play characteristic controlled by the trigger metric may be
different. For example, in some embodiments when a game completes a
certain track of a race game a particular number of times, a
different play characteristic, such as a type of vehicle, may be
eroded by a particular event-based trigger metric. In such an
embodiment, the gamer may then continue to play the same track in
the demonstration video but without the vehicle disabled by the
first trigger metric. Optionally, an additional trigger metric
based on an additional threshold number of the time for the same
track may be implemented. When the threshold of the additional
trigger metric is reached, the track itself may then be disabled
under control of the additional trigger metric. In this way,
various play characteristics or groups of play characteristics may
be gradually eroded from the demonstration game.
[0031] Accordingly, a typical example embodiment of the present
technology can be configured with a methodology as illustrated in
FIG. 3. In step 322, a video game is implemented as a demonstration
mode video game by including trigger metrics for eroding play
characteristics based on game play. In step 324, play
characteristics are eroded during game play as a function of the
trigger metrics. In step 326, game play may be restored to a full
video game mode or non-demonstration mode by acquiring an
appropriate permission to disable the trigger metrics and thereby
restore the demonstration video game to its full featured or more
complete version.
[0032] A further example is shown in the illustrations of FIG. 4.
FIG. 4 shows a first video game display 430 and second video game
display 432. An illustrated play characteristic shown as first
object 01 in first game display 430 is initially available to the
gamer playing the demonstration video game. However, absent a
permission to disable the trigger metrics associated with the first
object, based on the associated trigger metric(s) meeting or
exceeding its threshold, the first object 01 is eroded from game
play so that it is not available or available at a less desirable
form during further game play. Thus, as a result of the trigger
metric(s), further game play with the demonstration mode of the
video game as illustrated in second game display 432 would only
permit the gamer to use a less desirable second object 02. However,
if a suitable permission was entered to disable the trigger metric
and the demonstration mode, object 01 would be available to the
game in the ordinary course of game play at the particular play
time associated with the second game display 432.
[0033] A further embodiment of a demonstration video game
implemented with at least one trigger metric is illustrated with
respect to the game displays 534, 536, 538 and 540 of the FIG. 5.
In this example, the demonstration video game implements a vehicle
simulation race game. Thus, in a first game display 534, the gamer,
after installing the demonstration video game, may initially access
all of tracks A, B, C or D of the full version of the video game.
However, as the gamer continues to play, one or more trigger
metrics that may be based on access and/or completion of a number
of races, may then successively erode access to the tracks while
continuing to permit some reduced level of play.
[0034] Thus, as illustrated in second game display 536, after
completing or accessing further races based on a suitable trigger
metric and threshold, race tracks C and D, which were initially
available to the demo game user, may be disabled. As play continues
with still further races, additional track B may become disabled
with a further trigger metric and threshold such as the situation
illustrated in third game display 538 of FIG. 5. Finally, when a
suitable permission has been acquired, such as by the user
purchasing the right to the full version of the video game, the
play characteristics may return to their initial availability to
the gamer as illustrated in the fourth game display 540 of FIG.
5.
[0035] In the example of FIG. 5, a play counter that may be
associated with one or more trigger metrics may be based on a
number of races as a simple total count of races or events
regardless of the particular track utilized by the gamer for each
race. However, in some embodiments, the total number may be based
on a particular race track where the trigger metric erodes the
particular race track that has been played while leaving others
that have not been played. Moreover, while FIG. 5 illustrates
elements A, B, C and D as race tracks, they may be any other game
play characteristic. For example, these elements may even be
particular vehicles in a vehicle simulation game or even particular
characters in a character-based action or adventure game etc.
[0036] In the foregoing description and in the accompanying
drawings, specific terminology and drawing symbols are set forth to
provide a thorough understanding of the present technology. In some
instances, the terminology and symbols may imply specific details
that are not required to practice the technology. For example,
although the terms "first" and "second" have been used herein,
unless otherwise specified, the language is not intended to provide
any specified order or count but merely to assist in explaining
elements of the technology.
[0037] Moreover, although the technology herein has been described
with reference to particular embodiments, it is to be understood
that these embodiments are merely illustrative of the principles
and applications of the technology. It is therefore to be
understood that numerous modifications may be made to the
illustrative embodiments and that other arrangements may be devised
without departing from the spirit and scope of the technology. For
example, any combination of multiple trigger metrics of the example
trigger metrics discussed herein maybe implemented to control any
single particular play characteristic such as the play
characteristics described herein. Moreover, any combination of such
trigger metrics may be implemented to control different groups of
play characteristics in a demonstration video game. Still further,
in some embodiments, an activation of a trigger metric that erodes
a particular play characteristic may be accompanied by a message to
the user or game to inform the user or gamer of the eroded play
characteristic. The message may also provide the gamer with an
opportunity to input and/or acquire a permission to enter the
non-demonstration mode of the video game or to otherwise disable
the trigger metric and any additional (previous and/or subsequent)
trigger metrics that may be part of the demonstration mode of the
video game.
* * * * *