U.S. patent application number 13/244920 was filed with the patent office on 2013-01-31 for combining games based on levels of interactivity of the games.
This patent application is currently assigned to ZYNGA INC.. The applicant listed for this patent is Lamberto Alvaro, Justin Potter Driemeyer, Michael Kane, Shane Ishmael Sareli, Justin Wickett. Invention is credited to Lamberto Alvaro, Justin Potter Driemeyer, Michael Kane, Shane Ishmael Sareli, Justin Wickett.
Application Number | 20130029760 13/244920 |
Document ID | / |
Family ID | 47562251 |
Filed Date | 2013-01-31 |
United States Patent
Application |
20130029760 |
Kind Code |
A1 |
Wickett; Justin ; et
al. |
January 31, 2013 |
COMBINING GAMES BASED ON LEVELS OF INTERACTIVITY OF THE GAMES
Abstract
A method of combining games based on levels of interactivity of
the games is disclosed. It is identified that a player is idle with
respect to a primary game, the primary game having a first level of
interactivity. A secondary game having a second level of
interactivity is selected based on the second level of
interactivity being compatible with the first level of
interactivity. The player is provided with an option to participate
in the secondary game while the player is idle with respect to the
primary game.
Inventors: |
Wickett; Justin; (San
Francisco, CA) ; Sareli; Shane Ishmael; (San
Francisco, CA) ; Kane; Michael; (San Francisco,
CA) ; Driemeyer; Justin Potter; (San Francisco,
CA) ; Alvaro; Lamberto; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Wickett; Justin
Sareli; Shane Ishmael
Kane; Michael
Driemeyer; Justin Potter
Alvaro; Lamberto |
San Francisco
San Francisco
San Francisco
San Francisco
San Francisco |
CA
CA
CA
CA
CA |
US
US
US
US
US |
|
|
Assignee: |
ZYNGA INC.
SAN FRANCISCO
CA
|
Family ID: |
47562251 |
Appl. No.: |
13/244920 |
Filed: |
September 26, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61512804 |
Jul 28, 2011 |
|
|
|
Current U.S.
Class: |
463/29 ;
463/43 |
Current CPC
Class: |
G07F 17/3293 20130101;
A63F 13/12 20130101; A63F 13/35 20140902; A63F 13/533 20140902;
G06Q 50/01 20130101; A63F 13/795 20140902; A63F 13/88 20140902;
A63F 13/85 20140902; A63F 2300/636 20130101; A63F 13/69 20140902;
G07F 17/3279 20130101; G07F 17/34 20130101; A63F 13/87 20140902;
A63F 2300/556 20130101; A63F 13/48 20140902; A63F 13/60 20140902;
G07F 17/326 20130101; A63F 13/79 20140902; G07F 17/3267 20130101;
G06F 16/27 20190101 |
Class at
Publication: |
463/29 ;
463/43 |
International
Class: |
A63F 13/10 20060101
A63F013/10; A63F 13/00 20060101 A63F013/00 |
Claims
1. (canceled)
2. The method of claim 5, further comprising generating the
secondary game according to the second level of interactivity, the
generating resulting in the secondary game being a modified form of
a standard game, the secondary game having a different level of
interactivity than the standard game.
3. The method of claim 5, further comprising: based on a detecting
of the raising action by the second player, automatically
performing a calling action by the first player, the automatic
performing of the calling action by the first player completing a
betting round of the card game without requiring the first player
to perform an additional action.
4. The method of claim 6, wherein the standard game has a plurality
of betting rounds and wherein the secondary game performs
operations comprising: selecting a betting round of the plurality
of betting rounds; and skipping each of the plurality of betting
rounds except the selected betting round.
5. A method comprising: identifying that a player has idle time
with respect to a primary game, the primary game having a first
level of interactivity; selecting a secondary game, the secondary
game having a second level of interactivity, the selecting of the
secondary game based on the second level of interactivity being
compatible with the first level of interactivity; and providing the
player with an option to participate in the secondary game while
the player has the idle time with respect to the primary game, the
providing of the player with the option to participate in the
secondary game being performed by a processor; wherein the
secondary game is a card game and the method further comprises:
based on a detecting of a betting action by a first player,
revealing a community card of a hand of the card game to the first
player; and based on a detecting of one of a calling action and a
raising action by the second player in response to the betting
action by the first player, revealing the community card to the
second player.
6. The method of claim 5, wherein the secondary game is a modified
form of a standard game in which a round of a plurality of rounds
of the secondary game is in a position in a flow of the secondary
game that is different from a position of the round in a flow of
the standard game.
7. The method of claim 6, wherein the round of the plurality of
rounds is a betting round.
8. The method of claim 7, wherein the position in the flow of the
modified form of the game is before a particular card is dealt.
9. (canceled)
10. The system of claim 11, wherein the integrating module is
further configured to generate the secondary game according to the
second level of interactivity, the generating resulting in the
secondary game being a modified form of a standard game, the
secondary game having a different level of interactivity than the
standard game.
11. The system of claim 13, wherein the integrating module is
further configured to: based on a detecting of the raising action
by the second player, automatically perform a calling action by the
first player the automatic performing of the calling action by the
first player completing a betting round of the card game without
requiring the first player to perform an additional action.
12. The system of claim 13, wherein the secondary game has a
plurality of betting rounds and the integrating module is further
configured to: select a betting round of the plurality of betting
rounds; and skip each of the plurality of betting rounds except the
selected betting round.
13. A system comprising: a processor-implemented integrating module
configured to: identify that a player has idle time with respect to
a primary game, the primary game having a first level of
interactivity; select a secondary game, the secondary game having a
second level of interactivity, the selecting of the secondary game
based on the second level of interactivity being compatible with
the first level of interactivity; and provide the player with an
option to participate in the secondary game while the player has
the idle time with respect to the primary game, wherein the
providing of the player with the option to participate in the
secondary game is performed by a machine; wherein the secondary
game is a card game and the integrating module is further
configured to: based on a detecting of a betting action by a first
player, reveal a community card of a hand of the card game to the
first player; and based on a detecting of one of a calling action
and a raising action by the second player in response to the
betting action by the first player, revealing the community card to
the second player.
14. The system of claim 13, wherein the secondary game is a
modified form of a standard game in which a round of a plurality of
rounds of the secondary game is in a position in a flow of the
secondary game that is different from a position of the round in a
flow of the standard game.
15. The system of claim 14, wherein the round of the game is a
betting round.
16. The system of claim 14, wherein the position in the flow of the
modified form of the game is before a particular card is dealt.
17. A non-transitory machine readable storage medium storing a set
of instructions that, when executed by at least one processor,
causes the at least one processor to perform operations comprising:
identifying that a player has idle time with respect to a primary
game, the primary game having a first level of interactivity;
selecting a secondary game, the secondary game having a second
level of interactivity, the selecting of the secondary game based
on the second level of interactivity being compatible with the
first level of interactivity; and providing the player with an
option to participate in the secondary game while the player has
the idle time with respect to the primary game; wherein the
secondary game is a card game and the integrating module is further
configured to: based on a detecting of a betting action by a first
player, reveal a community card of a hand of the card game to the
first player; and based on a detecting of one of a calling action
and a raising action by the second player in response to the
betting action by the first player, revealing the community card to
the second player.
18. The non-transitory machine readable storage medium of claim 17,
further comprising generating the secondary game according to the
second level of interactivity, the generating resulting in the
secondary game being a modified form of a standard game, the
secondary game having a different level of interactivity than the
standard game.
19. The non-transitory machine readable storage medium of claim 17,
the operations further comprising: based on a detecting of the
raising action by the second player, automatically performing a
calling action by the first player, the automatic performing of the
calling action by the first player completing a betting round of
the card game without requiring the first player to perform an
additional action.
20. The non-transitory machine readable storage medium of 18,
wherein the secondary game has a plurality of betting rounds and
the operations further comprise: selecting a betting round of the
plurality of betting rounds; and skipping each of the plurality of
betting rounds except the selected betting round.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit under 35 U.S.C.
.sctn.119 of U.S. Provisional Application No. 61/512,804, filed
Jul. 28, 2011, entitled "COMBINING GAMES BASED ON LEVELS OF
INTERACTIVITY OF THE GAMES," which is incorporated herein by
reference in its entirety.
BACKGROUND
[0002] In many games, there is a virtual world or some other
imagined playing space where a player/user of the game controls one
or more player characters (herein "character," "player character,"
or "PC"). Player characters can be considered in-game
representations of the controlling player. As used herein, the
terms "player," "user," "entity," and "friend" may refer to the
in-game player character controlled by that player, user, entity,
or friend, unless context suggests otherwise. The game display can
display a representation of the player character. A game engine
accepts inputs from the player, determines player character
actions, decides outcomes of events and presents the player with a
game display illuminating what happened. In some games, there are
multiple players, wherein each player controls one or more player
characters.
[0003] In many computer games, there are various types of in-game
assets (aka "rewards" or "loot") that a player character can obtain
within the game. For example, a player character may acquire game
points, gold coins, experience points, character levels, character
attributes, virtual cash, game keys, or other in-game items of
value. In many computer games, there are also various types of
in-game obstacles that a player must overcome to advance within the
game. In-game obstacles can include tasks, puzzles, opponents,
levels, gates, actions, and so forth. In some games, a goal of the
game may be to acquire certain in-game assets, which can then be
used to complete in-game tasks or to overcome certain in-game
obstacles. For example, a player may be able to acquire a virtual
key (i.e., the in-game asset) that can then be used to open a
virtual door (i.e., the in-game obstacle).
[0004] An electronic social networking system typically operates
with one or more social networking servers providing interaction
between users such that a user can specify other users of the
social networking system as "friends." A collection of users and
the "friend" connections between users can form a social graph that
can be traversed to find second, third and more remote connections
between users, much like a graph of nodes connected by edges can be
traversed.
[0005] Many online computer games are operated on an online social
network. Such a network allows both users and other parties to
interact with the computer games directly, whether to play the
games or to retrieve game- or user-related information. Internet
users may maintain one or more accounts with various service
providers, including, for example, online game networking systems
and online social networking systems. Online systems can typically
be accessed using browser clients (e.g., Firefox, Chrome, Internet
Explorer).
[0006] In many computer games, there are various types of in-game
actions that a player character can make within the game. For
example, a player character in an online role-playing game may be
able to interact with other player characters, build a virtual
house, attack enemies, go on a quest, go to a virtual store to
buy/sell virtual items, and the like. A player character in an
online poker game may be able to play at specific tables, place
bets of virtual currency for certain amounts, play or fold certain
hands, play in a online poker tournament, and so forth.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] Some embodiments are illustrated by way of example and not
limitation in the figures of the accompanying drawings in
which:
[0008] FIG. 1 is a block diagram illustrating an example of a
system for implementing various disclosed embodiments;
[0009] FIG. 2 is a block diagram illustrating an example of a
social network within a social graph;
[0010] FIG. 3 is a block diagram illustrating example modules of a
game networking system;
[0011] FIG. 4 is a flowchart illustrating an example method of
combining a primary game with a secondary game based on a level of
interactivity of the primary game and a level of interactivity of
the secondary game;
[0012] FIG. 5 is a flowchart illustrating an example method of
automatically performing a calling action on behalf of a first
player in response to a raising action by a second player in order
to automatically complete a round of game without requiring the
first player to perform an additional betting action;
[0013] FIG. 6 is a flowchart illustrating an example method of
automatically performing arm action on behalf of a first player in
response to an action by a second player in order to automatically
complete a round of game;
[0014] FIG. 7 is a flowchart illustrating an example method of
enabling a player to play a modified form of a game in which all
but one of a plurality of rounds of the game are skipped;
[0015] FIG. 8 is a flowchart illustrating an example method of
revealing a partial result of an action performed by a first player
before the final result of the action is known;
[0016] FIG. 9 is a flowchart illustrating an example method of
revealing portions of a hand to a first player while the first
player waits for a second player to perform a second action in
response to the first player performing a first action;
[0017] FIG. 10A is a screenshot illustrating an example embodiment
of a user interface for a lobby;
[0018] FIG. 10B is a screenshot illustrating an example embodiment
of a user interface for a lobby;
[0019] FIG. 10C is a screenshot illustrating an example embodiment
of a user interface for a challenge screen;
[0020] FIG. 11A is a screenshot illustrating an example embodiment
of a user interface for the game-initiation screen;
[0021] FIG. 11B is a screenshot illustrating an example embodiment
of a user interface for a game-initiation screen;
[0022] FIG. 12A is a screenshot illustrating an example embodiment
of a user interface for an action screen;
[0023] FIG. 12B is a screenshot illustrating an example embodiment
of a user interface for an action screen;
[0024] FIG. 12C is a screenshot illustrating an example embodiment
of a user interface for an action screen;
[0025] FIG. 13 is a screenshot illustrating an example embodiment
of a user interface for a friend-selection screen;
[0026] FIG. 14A is a screenshot illustrating an example embodiment
of a user interface of a challenge notification to a
challengee;
[0027] FIG. 14B is a screenshot illustrating an example embodiment
of user interface for presenting a challenge notification list to a
player;
[0028] FIG. 15A is a screenshot illustrating an example embodiment
of a user interface for challenge-accepting screen;
[0029] FIG. 15B is a screenshot illustrating an example embodiment
of a user interface for challenge-accepting screen;
[0030] FIG. 16A is a screenshot illustrating an example embodiment
of a user interface for an action screen;
[0031] FIG. 16B is a screenshot illustrating an example embodiment
of a user interface for a result screen;
[0032] FIG. 17A is a screenshot illustrating an example embodiment
of a user interface for a notification screen;
[0033] FIG. 17B is a screenshot illustrating an example embodiment
of a user interface for a notification message;
[0034] FIG. 18A is a screenshot illustrating an example embodiment
of a user interface for a game over screen;
[0035] FIG. 18B is a screenshot illustrating an example embodiment
of a user interface for a results screen;
[0036] FIG. 18C is a screenshot illustrating an example embodiment
of a user interface for a rematch screen;
[0037] FIG. 19A is a screenshot illustrating an example embodiment
of a user interface for an action screen;
[0038] FIG. 19B is a screenshot illustrating an example embodiment
of a user interface for a partial result screen;
[0039] FIG. 20A is a screenshot illustrating an example embodiment
of a user interface for a notification message;
[0040] FIG. 20B is a screenshot illustrating an example embodiment
of a user interface for a wall-to-wall posting publisher;
[0041] FIG. 21A is a screenshot illustrating an example menu
interface in which a pop-up game-initiation screen appears;
[0042] FIG. 21B is a screenshot illustrating an example menu
interface in which a pop-up game-accepting screen appears (e.g.,
when a player selects a menu item corresponding to the 1-On-1 Poker
game);
[0043] FIG. 21C is a screenshot illustrating an example menu
interface in which a pop-up action screen appears;
[0044] FIG. 21D is a screenshot illustrating an example menu
interface in which a pop-up action screen appears;
[0045] FIG. 21E is a screenshot illustrating an example menu
interface in which a pop-up result screen appears;
[0046] FIG. 21F is a screenshot illustrating an example menu
interface in which a pop-up game over screen appears;
[0047] FIG. 22A is a screenshot illustrating an example news feed
item;
[0048] FIG. 22B is a screenshot illustrating an example news feed
item;
[0049] FIG. 23 is a screenshot illustrating an example embodiment
of a user interface for an unlock screen;
[0050] FIG. 24 is a screenshot illustrating an example embodiment
of a user interface for a slot tournament game;
[0051] FIG. 25 is a screenshot illustrating an example embodiment
of a user interface for a blackjack challenge game;
[0052] FIG. 26 is a screenshot illustrating an example embodiment
of a user interface for a Pai Gow poker game;
[0053] FIG. 27 is a flowchart of an example embodiment of a method
of implementing an in-game cross-session chat between players;
[0054] FIG. 28 is a block diagram illustrating an example data flow
between the components of system;
[0055] FIG. 29 is a block diagram illustrating an example network
environment, in which various example embodiments may operate;
and
[0056] FIG. 30 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server or a
client system. In one embodiment, hardware system comprises a
processor, a cache memory, and one or more executable modules and
drivers, stored on a tangible computer readable medium, directed to
the functions described herein.
DETAILED DESCRIPTION
[0057] In the following description, for purposes of explanation,
numerous specific details are set forth in order to provide an
understanding of various embodiments of the present subject matter.
It will be evident, however, to those skilled in the art that
various embodiments may be practiced without these specific
details.
[0058] In various embodiments, methods and systems of combining
games based on levels of interactivity of the games are disclosed.
It is identified that a player is idle with respect to a primary
game, the primary game having a first level of interactivity. A
secondary game is selected, the secondary game having a second
level of interactivity, the selecting of the secondary game based
on the second level of interactivity being compatible with the
first level of interactivity. The player is provided with an option
to participate in the secondary game while the player is idle with
respect to the primary game.
[0059] FIG. 1 is a block diagram illustrating an example of a
system 100 for implementing various disclosed embodiments. In
particular embodiments, system 100 comprises player 101, social
networking system 120a, game networking system 120b, client system
130, and network 160. The components of system 100 can be connected
to each other in any suitable configuration, using any suitable
type of connection. The components may be connected directly or
over a network 160, which may be any suitable network. For example,
one or more portions of network 160 may be an ad hoc network, an
intranet, an extranet, a virtual private network (VPN), a local
area network (LAN), a wireless LAN (WLAN), a wide area network
(WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), a
portion of the Internet, a portion of the Public Switched Telephone
Network (PSTN), a cellular telephone network, another type of
network, or a combination of two or more such networks.
[0060] Social networking system 120a is a network-addressable
computing system that can host one or more social graphs. Social
networking system 120a can generate, store, receive, and transmit
social networking data. Social networking system 120a can be
accessed by the other components of system 100 either directly or
via network 160. Game networking system 120b is a
network-addressable computing system that can host one or more
online games. Game networking system 120b can generate, store,
receive, and transmit game-related data, such as, for example, game
account data, game input, game state data, and game displays. Game
networking system 120b can be accessed by the other components of
system 100 either directly or via network 160. Player 101 may use
client system 130 to access, send data to, and receive data from
social networking system 120a and game networking system 120b.
Client system 130 can access social networking system 120a or game
networking system 120b directly, via network 160, or via a
third-party system. As an example and not by way of limitation,
client system 130 may access game networking system 120b via social
networking system 120a. Client system 130 can be any suitable
computing device, such as a personal computer, laptop, cellular
phone, smart phone, computing tablet, and the like.
[0061] Although FIG. 1 illustrates a particular number of players
101, social networking systems 120a, game networking systems 120b,
client systems 130, and networks 160, this disclosure contemplates
any suitable number of players 101, social networking systems 120a,
game networking systems 120b, client systems 130, and networks 160.
As an example and not by way of limitation, system 100 may include
one or more game networking systems 120b and no social networking
systems 120a. As another example and not by way of limitation,
system 100 may include a system that comprises both social
networking system 120a and game networking system 120b. Moreover,
although FIG. 1 illustrates a particular arrangement of player 101,
social networking system 120a, game networking system 120b, client
system 130, and network 160, this disclosure contemplates any
suitable arrangement of player 101, social networking system 120a,
game networking system 120b, client system 130, and network
160.
[0062] The components of system 100 may be connected to each other
using any suitable connections 110. For example, suitable
connections 110 include wireline (such as, for example, Digital
Subscriber Line (DSL) or Data Over Cable Service Interface
Specification (DOCSIS)), wireless (such as, for example, Wi-Fi or
Worldwide Interoperability for Microwave Access (WiMAX)) or optical
(such as, for example, Synchronous Optical Network (SONET) or
Synchronous Digital Hierarchy (SDH)) connections. In particular
embodiments, one or more connections 110 each include one or more
of an ad hoc network, an intranet, an extranet, a VPN, a LAN, a
WLAN, a WAN, a WWAN, a MAN, a portion of the Internet, a portion of
the PSTN, a cellular telephone network, or another type of
connection, or a combination of two or more such connections.
Connections 110 need not necessarily be the same throughout system
100. One or more first connections 110 may differ in one or more
respects from one or more second connections 110. Although FIG. 1
illustrates particular connections between player 101, social
networking system 120a, game networking system 120b, client system
130, and network 160, this disclosure contemplates any suitable
connections between player 101, social networking system 120a, game
networking system 120b, client system 130, and network 160. As an
example and not by way of limitation, in particular embodiments,
client system 130 may have a direct connection to social networking
system 120a or game networking system 120b, thereby bypassing
network 160.
Online Games and Game Systems
Game Networking Systems
[0063] In an online computer game, a game engine manages the game
state of the game. Game state comprises all game play parameters,
including player character state, non-player character (NPC) state,
in-game object state, game world state (e.g., internal game clocks,
game environment), and other game play parameters. Each player 101
controls one or more player characters (PCs). The game engine
controls all other aspects of the game, including NPCs and in-game
objects. The game engine also manages game state, including player
character state for currently active (online) and inactive
(offline) players.
[0064] An online game can be hosted by game networking system 120b,
which can be accessed using any suitable connection with a suitable
client system 130. A player may have a game account on game
networking system 120b, wherein the game account can contain a
variety of information associated with the player (e.g., the
player's personal information, financial information, purchase
history, player character state, game state, etc.). In some
embodiments, a player may play multiple games on game networking
system 120b, which may maintain a single game account for the
player with respect to all the games, or multiple individual game
accounts for each game with respect to the player. In some
embodiments, game networking system 120b can assign a unique
identifier to each player 101 of an online game hosted on game
networking system 120b. Game networking system 120b can determine
that a player 101 is accessing the online game by reading the
user's cookies, which may be appended to Hypertext Transfer
Protocol (HTTP) requests transmitted by client system 130, and/or
by the player 101 logging onto the online game.
[0065] In particular embodiments, player 101 may access an online
game and control the game's progress via client system 130 (e.g.,
by inputting commands to the game at the client device). Client
system 130 can display the game interface, receive inputs from
player 101, transmit user inputs or other events to the game
engine, and receive instructions from the game engine. The game
engine can be executed on any suitable system (such as, for
example, client system 130, social networking system 120a, or game
networking system 120b). As an example and not by way of
limitation, client system 130 can download client components of an
online game, which are executed locally, while a remote game
server, such as game networking system 120b, provides backend
support for the client components and may be responsible for
maintaining application data of the game, processing the inputs
from the player, updating and/or synchronizing the game state based
on the game logic and each input from the player, and transmitting
instructions to client system 130. As another example and not by
way of limitation, each time player 101 provides an input to the
game through the client system 130 (such as, for example, by typing
on the keyboard or clicking the mouse of client system 130), the
client components of the game may transmit the player's input to
game networking system 120b.
Game Systems, Social Networks, and Social Graphs
[0066] In an online multiplayer game, players may control player
characters (PCs) and a game engine controls non-player characters
(NPCs) and game features. The game engine also manages player
character state and game state and tracks the state for currently
active (i.e., online) players and currently inactive (i.e.,
offline) players. A player character can have a set of attributes
and a set of friends associated with the player character. As used
herein, the term "player character state" can refer to any in-game
characteristic of a player character, such as location, assets,
levels, condition, health, status, inventory, skill set, name,
orientation, affiliation, specialty, and so on. Player characters
may be displayed as graphical avatars within a user interface of
the game. In other implementations, no avatar or other graphical
representation of the player character is displayed. Game state
encompasses the notion of player character state and refers to any
parameter value that characterizes the state of an in-game element,
such as a non-player character, a virtual object (such as a wall or
castle), and so forth. The game engine may use player character
state to determine the outcome of game events, sometimes also
considering set or random variables. Generally, a player
character's probability of having a more favorable outcome is
greater when the player character has a better state. For example,
a healthier player character is less likely to die in a particular
encounter relative to a weaker player character or non-player
character. In some embodiments, the game engine can assign a unique
client identifier to each player.
[0067] In particular embodiments, player 101 may access particular
game instances of an online game. A game instance is a copy of a
specific game play area that is created during runtime. In
particular embodiments, a game instance is a discrete game play
area where one or more players 101 can interact in synchronous or
asynchronous play. A game instance may be, for example, a level,
zone, area, region, location, virtual space, or other suitable play
area. A game instance may be populated by one or more in-game
objects. Each object may be defined within the game instance by one
or more variables, such as, for example, position, height, width,
depth, direction, time, duration, speed, color, and other suitable
variables. A game instance may be exclusive (i.e., accessible by
specific players) or non-exclusive (i.e., accessible by any
player). In particular embodiments, a game instance is populated by
one or more player characters controlled by one or more players 101
and one or more in-game objects controlled by the game engine. When
accessing arm online game, the game engine may allow player 101 to
select a particular game instance to play from a plurality of game
instances. Alternatively, the game engine may automatically select
the game instance that player 101 will access. In particular
embodiments, an online game comprises only one game instance that
all players 101 of the online game can access.
[0068] In particular embodiments, a specific game instance may be
associated with one or more specific players. A game instance is
associated with a specific player when one or more game parameters
of the game instance are associated with the specific player. As an
example and not by way of limitation, a game instance associated
with a first player may be named "First Player's Play Area." This
game instance may be populated with the first player's PC and one
or more in-game objects associated with the first player. In
particular embodiments, a game instance associated with a specific
player may only be accessible by that specific player. As an
example and not by way of limitation, a first player may access a
first game instance when playing an online game, and this first
game instance may be inaccessible to all other players. In other
embodiments, a game instance associated with a specific player may
be accessible by one or more other players, either synchronously or
asynchronously with the specific player's game play. As an example
and not by way of limitation, a first player may be associated with
a first game instance, but the first game instance may be accessed
by all first-degree friends in the first player's social network.
In particular embodiments, the game engine may create a specific
game instance for a specific player when that player accesses the
game. As an example and not by way of limitation, the game engine
may create a first game instance when a first player initially
accesses an online game, and that same game instance may be loaded
each time the first player accesses the game. As another example
and not by way of limitation, the game engine may create a new game
instance each time a first player accesses an online game, wherein
each game instance may be created randomly or selected from a set
of predetermined game instances. In particular embodiments, the set
of in-game actions available to a specific player may be different
in a game instance that is associated with that player compared to
a game instance that is not associated with that player. The set of
in-game actions available to a specific player in a game instance
associated with that player may be a subset, superset, or
independent of the set of in-game actions available to that player
in a game instance that is not associated with him. As an example
and not by way of limitation, a first player may be associated with
Blackacre Farm in an online farming game. The first player may be
able to plant crops on Blackacre Farm. If the first player accesses
a game instance associated with another player, such as Whiteacre
Farm, the game engine may not allow the first player to plant crops
in that game instance. However, other in-game actions may be
available to the first player, such as watering or fertilizing
crops on Whiteacre Farm.
[0069] In particular embodiments, a game engine can interface with
a social graph. Social graphs are models of connections between
entities (e.g., individuals, users, contacts, friends, players,
player characters, non-player characters, businesses, groups,
associations, concepts, etc.). These entities are considered
"users" of the social graph; as such, the terms "entity" and "user"
may be used interchangeably when referring to social graphs herein.
A social graph can have a node for each entity and edges to
represent relationships between entities. A node in a social graph
can represent any entity. In particular embodiments, a unique
client identifier can be assigned to each user in the social graph.
This disclosure assumes that at least one entity of a social graph
is a player or player character in an online multiplayer game,
though this disclosure contemplates any suitable social graph
users.
[0070] The minimum number of edges required to connect a player (or
player character) to another user is considered the degree of
separation between them. For example, where the player and the user
are directly connected (one edge), they are deemed to be separated
by one degree of separation. The user would be a so-called
"first-degree friend" of the player. Where the player and the user
are connected through one other user (two edges), they are deemed
to be separated by two degrees of separation. This user would be a
so-called "second-degree friend" of the player. Where the player
and the user are connected through N edges (or N-1 other users),
they are deemed to be separated by N degrees of separation. This
user would be a so-called "Nth-degree friend." As used herein, the
term "friend" means only first-degree friends, unless context
suggests otherwise.
[0071] Within the social graph, each player (or player character)
has a social network. A player's social network includes all users
in the social graph within Nmax degrees of the player, where Nmax
is the maximum degree of separation allowed by the system managing
the social graph (such as, for example, social networking system
120a or game networking system 120b). In one embodiment, Nmax
equals 1, such that the player's social network includes only
first-degree friends. In another embodiment, Nmax is unlimited and
the player's social network is coextensive with the social
graph.
[0072] In particular embodiments, the social graph is managed by
game networking system 120b, which is managed by the game operator.
In other embodiments, the social graph is part of a social
networking system 120a managed by a third-party (e.g., Facebook,
Friendster, Myspace). In yet other embodiments, player 101 has a
social network on both game networking system 120b and social
networking system 120a, wherein player 101 can have a social
network on the game networking system 120b that is a subset,
superset, or independent of the player's social network on social
networking system 120a. In such combined systems, game network
system 120b can maintain social graph information with edge type
attributes that indicate whether a given friend is an "in-game
friend," an "out-of-game friend," or both. The various embodiments
disclosed herein are operable when the social graph is managed by
social networking system 120a, game networking system 120b, or
both.
[0073] FIG. 2 is a block diagram illustrating an example of a
social network 200 within a social graph. As shown, Player 201 can
be associated, connected or linked to various other users, or
"friends," within the out-of-game social network 250. These
associations, connections or links can track relationships between
users within the out-of-game social network 250 and are commonly
referred to as online "friends" or "friendships" between users.
Each friend or friendship in a particular user's social network
within a social graph is commonly referred to as a "node." For
purposes of illustration and not by way of limitation, the details
of out-of-game social network 250 will be described in relation to
Player 201. As used herein, the terms "player" and "user" can be
used interchangeably and can refer to any user or character in an
online multiuser game system or social networking system. As used
herein, the term "friend" can mean any node within a player's
social network.
[0074] As shown in FIG. 2, Player 201 has direct connections with
several friends. When Player 201 has a direct connection with
another individual, that connection is referred to as a
first-degree friend. In out-of-game social network 250, Player 201
has two first-degree friends. That is, Player 201 is directly
connected to Friend 1.sub.1 211 and Friend 2.sub.1 221. In a social
graph, it is possible for individuals to be connected to other
individuals through their first-degree friends (i.e., friends of
friends). As described above, each edge required to connect a
player to another user is considered the degree of separation. For
example, FIG. 2 shows that Player 201 has three second-degree
friends to whom he is connected via, his connection to his
first-degree friends. Second-degree Friend 1.sub.2 212 and Friend
2.sub.2 222 are connected to Player 201 via his first-degree Friend
1.sub.1 211. The limit on the depth of friend connections, or the
number of degrees of separation for associations, that Player 201
is allowed is typically dictated by the restrictions and policies
implemented by social networking system 120a.
[0075] In various embodiments, Player 201 can have Nth-degree
friends connected to him through a chain of intermediary degree
friends as indicated in FIG. 2. For example, Nth-degree Friend
1.sub.N 219 is connected to Player 201 via second-degree Friend
3.sub.2 232 and one or more other higher-degree friends. Various
embodiments may utilize the distinction between the various degrees
of friendship relative to Player 201.
[0076] In particular embodiments, a player (or player character)
can have a social graph within an online multiplayer game that is
maintained by the game engine and another social graph maintained
by a separate social networking system. FIG. 2 depicts an example
of in-game social network 260 and out-of-game social network 250.
In this example, Player 201 has out-of-game connections 255 to a
plurality of friends, forming out-of-game social network 250. Here,
Friend 1.sub.1 211 and Friend 2.sub.1 221 are first-degree friends
with Player 201 in his out-of-game social network 250. Player 201
also has in-game connections 265 to a plurality of players, forming
in-game social network 260. Here, Friend 2.sub.1 221, Friend
3.sub.1 231, and Friend 4.sub.1 241 are first-degree friends with
Player 201 in his in-game social network 260, and friend 4.sub.2
242 is a second-degree friend with Player 201 in his in-game social
network 260. In some embodiments, it is possible for a friend to be
in both the out-of-game social network 250 and the in-game social
network 260. Here, Friend 2.sub.1 221 has both an out-of-game
connection 255 and an in-game connection 265 with Player 201, such
that Friend 2.sub.1 221 is in both Player 201's in-game social
network 260 and Player 201's out-of-game social network 250.
[0077] As with other social networks, Player 201 can have
second-degree and higher-degree friends in both his in-game and
out-of-game social networks. In some embodiments, it is possible
for Player 201 to have a friend connected to him both in his
in-game and out-of-game social networks, wherein the friend is at
different degrees of separation in each network. For example, if
Friend 2.sub.2 222 had a direct in-game connection with Player 201,
Friend 2.sub.2 222 would be a second-degree friend in Player 201's
out-of-game social network, but a first-degree friend in Player
201's in-game social network. In particular embodiments, a game
engine can access an in-game social network 260, out-of-game social
network 250, or both.
[0078] In particular embodiments, the connections in a player's
in-game social network can be formed both explicitly (e.g., users
must "friend" each other) and implicitly (e.g., system observes
user behaviors and "friends" users to each other). Unless otherwise
indicated, reference to a friend connection between two or more
players can be interpreted to cover both explicit and implicit
connections, using one or more social graphs and other factors to
infer friend connections. The friend connections can be
unidirectional or bidirectional. It is also not a limitation of
this description that two players who are deemed "friends" for the
purposes of this disclosure are not friends in real life (i.e., in
disintermediated interactions or the like), but that could be the
case.
Game Systems
[0079] A game event may be an outcome of an engagement, a provision
of access, rights and/or benefits, or the obtaining of some assets
(e.g., health, money, strength, inventory, land, etc.). A game
engine determines the outcome of a game event according to a
variety of factors, such as the game rules, a player character's
in-game actions, player character state, game state, interactions
of other player characters, and random calculations. Engagements
can include simple tasks (e.g., plant a crop, clean a stove),
complex tasks (e.g., build a farm or business, run a cafe), or
other events.
[0080] An online game can be hosted by a game networking system
2820b, which can be accessed over any suitable network with an
appropriate client system 2830. A player may have a game system
account on game networking system 2820b, wherein the game system
account can contain a variety of information about the player
(e.g., the player's personal information, player character state,
game state, etc.). In various embodiments, an online game can be
embedded into a third-party website. The game can be hosted by the
networking system of the third-party website, or it can be hosted
on game networking system 2820b and merely accessed via the
third-party website. The embedded online game can be hosted solely
on a server of game networking system 2820b or using a third-party
vendor server. In addition, any combination of the functions of the
present disclosure can be hosted on or provided from any number of
distributed network resources. For example, one or more executable
code objects that implement all or a portion of the game can be
downloaded to a client system for execution.
Virtual Currency
[0081] In various embodiments, players within the game can acquire
virtual currency. In such games, the virtual currency might be
represented by virtual coins, virtual cash, or by a number or value
stored by the server for that player's benefit. Such virtual
currency represents units of value for use in the online game
system, and is analogous to legal currency. Virtual currency can be
purchased in one or more actual cash or credit transactions by a
player, where the legal currency is transferred using a
credit/debit/charge card transaction conveyed over a financial
network. In some embodiments, a player may earn virtual currency by
taking action in the game. For example, a player may be rewarded
with one or more units of virtual currency after completing a task,
quest, challenge, or mission within the game. For example, a
farming game might reward 10 gold coins each time a virtual crop is
harvested.
[0082] In some embodiments, virtual currency can be used to
purchase one or more in-game assets or other benefits. For example,
a player may be able to exchange virtual currency for a desired
level, access, right, or item in an online game. In one embodiment,
legal currency can be used to directly purchase an in-game asset or
other benefit. The player can select the desired in-game asset or
other benefit. Once appropriate selections are made, the player can
place the order to purchase the in-game asset or other benefit.
This order is received by the game networking system 2820b, which
can then process the order. If the order is processed successfully,
an appropriate financial account associated with the player can be
debited by the amount of virtual currency or legal currency needed
to buy the selected in-game asset or other benefit.
[0083] In some embodiments, multiple types of virtual currency may
be available for purchase from the game system operator. For
example, an online game may have virtual gold coins and virtual
cash. The different types of virtual currency may have different
exchange rates with respect to legal currency and each other. For
example, a player may be able to exchange $1 in legal currency for
either 100 virtual gold coins or $2 in virtual cash, but virtual
gold coins may not be exchanged for virtual cash. Similarly, where
in-game assets and other benefits can be purchased with virtual
currency, they may have different exchange rates with respect to
the different types of virtual currency. For example, a player may
be able to buy a virtual business object for $10 in virtual cash,
but may not purchase the virtual business object for virtual gold
coins alone. In some embodiments, certain types of virtual currency
can be acquired by engaging in various in-game actions while other
types of virtual currency can only be acquired by exchanging legal
currency. For example, a player may be able to acquire virtual gold
coins by selling virtual goods in a business, but can only acquire
virtual cash by exchanging legal currency. In some implementations,
virtual cash may also be awarded for leveling up in the game.
Game Interactivity
[0084] Games may have various levels of interactivity. The level of
interactivity of a game may be based on various factors, such as
how many actions a player typically performs over a particular time
period while playing the game or a portion of the game. Depending
on the number of actions that the player performs and the length of
the particular time period, a player may have a certain amount or
percentage of idle or downtime while playing a game. Idle or
downtime may be time during the game in which a player is passively
engaged in the game (e.g., watching other players perform actions
in the game) or otherwise not actively performing actions with
respect to the game.
[0085] For example, while playing a multiplayer "live" online card
game, a player may have downtime from the moment he folds the cards
he is dealt at the beginning of a hand until the moment he is dealt
new cards at the beginning of a new hand. For example, in a Texas
Hold 'Em game, after folding his cards, a player may be idle (or
merely passively engaged) in a hand until other players who are
still actively involved in the hand play the hand to completion and
new cards for a new hand have been dealt to the player.
[0086] Games may have various types of levels of interactivity. For
example, a game may have a level of social interactivity that
relates to the number of actions a player typically performs over a
particular time period that involve a social interaction. Examples
of actions that may pertain to the level of social interactivity of
the game may include placing a bet or raising a bet in a Texas Hold
'Em game (which is an action by the player that is directed toward
other players that requires a response by the other players) or
calling a bet or raising a bet in Texas Hold 'Em game (which is an
action by the player in response to an action by another player
that is directed to the player and other players). Additional
examples of actions that may pertain to the level of social
interactivity of the game may include sending or receiving of
messages pertaining to the game. For example, a game that involves
posting messages pertaining to the game on the social networking
system 120a (e.g., on a Facebook profile of a player of the game)
may have a higher level of social interactivity than a game that
merely sends private messages between players based on, for
example, a number of people who may be exposed to the messages
pertaining to the game.
[0087] As another example, a game may have a level of game
interactivity that relates to the number of actions a player
typically performs over a particular time period in order to play
the game. Examples of actions that may pertain to the level of game
interactivity of the game may include actions relating to providing
an input to the game (e.g., via an input device, such as a mouse or
keyboard).
[0088] The various types of levels of interactivity may be
independent of one another. For example, a game may have a high
level of game interactivity and a low level of social interactivity
or vice versa.
[0089] Additionally, a level of interactivity of a game may depend
on the time period over which the actions pertaining to the level
of interactivity of the game are performed. For example, a Texas
Hold 'Em game that gives a player 30 seconds to perform each action
pertaining to the game may have a higher level of interactivity
than a Texas Hold 'Em game that gives the player three days to
perform each action.
[0090] Depending on a level of interactivity of a game, a player of
the game may have idle or downtime during portions of the game.
During this idle time the player may choose to do other things,
such as check email, send a text message, browse the web, or even
step away from a client device that the player is using to play the
game. However, if presented with an opportunity or an incentive to
play an additional or supplemental game, the player may choose to
play the additional game instead of doing other things.
[0091] Keeping the player active as active as possible on the game
networking system 120b may not only keep the player more
entertained while they are playing the game (or the supplemental
game) on the game networking system, but also increase the activity
levels of the players with respect to the game networking system
120b. This increase in the activity levels of the players may, in
turn, lead, at least indirectly, to an increase of revenues of an
entity that operates the game networking system 120b. For example,
the entity operating the game networking system 120b may be able to
collect more money from advertisers on the game networking system
120b based on the activity levels of the users of the game
networking system 120b being higher.
[0092] FIG. 3 is a block diagram illustrating example modules of
the game networking system 120b. The game networking system 120b
includes an integrating module 302 configured to integrate games
into the game networking system 120b. The integrating module 302
may include a game combining module 302 configured to select or
combine games based on their levels of interactivity, a game
generating module 304 configured to generate or configure games
(e.g., based on desired levels of interactivity), a 1-On-1 Poker
module 306 to enable players to play a modified form of a Texas
Hold 'Em game, a slots module 308 configured to enable players to
play a slots tournament (e.g., as a secondary game), a blackjack
module 310 configured to enable players to play a blackjack
challenge game (e.g., as a secondary game), a Pai Gow module 312
configured to enable players to play a Pai Gow game (e.g., as a
secondary game), and a messaging module 314 configured to enable
players to participate in a chat or messaging thread that spans
multiple rounds or sessions of a game.
Game Combining Module
[0093] The game combining module 302 may detect that a player has
idle time within a primary game. In response to this detection of
idle time, the game combining module 302 may present an opportunity
or an incentive (e.g., points or chips in the primary game or
virtual currency) for the player to play a secondary (or
supplemental or side) game. The game combining module 302 may
select the secondary game based on a level of interactivity of the
secondary game relative to the primary game. For example, if the
primary game is a "live" multiplayer online card game, such as
Texas Hold 'Em, the game combining module 302 may select the
secondary game based on the secondary game having a lower level of
interactivity, such that the player can play the secondary game
when he is idle in the primary game (e.g., in the time period
between when the player folds his cards in a hand of the Texas Hold
'Em game and receives his next cards in a next hand of the Texas
Hold 'Em game).
[0094] Additionally, the game combining module 302 may select the
secondary game based on a relationship (e.g., a thematic
relationship) between the primary game and the secondary game. For
example, if the primary game is a card game, the game combining
module 302 may select the secondary game (e.g., Pai Gow Poker)
based on the secondary game also being a card game (e.g., Texas
Hold 'Em). Or, if the primary game is a casino game, the game
combining module 302 may select the secondary game (e.g., a
Blackjack tournament) based on the secondary game being a casino
game (e.g., a slots tournament).
[0095] The game combining module 302 may select the secondary game
based on information about the user (e.g., information collected by
the game networking system pertaining to actions of the player
within the game networking system or information extracted by the
game networking system from a profile of the player maintained by
the player on a social networking site). For example, the game
combining module 302 may select a secondary game that is a card
game based on information that the game networking system extracted
from the player's Facebook profile pertaining to the interests (or
"likes") of the player.
[0096] In various embodiments, the game combining module 302 may
present the player of the primary game with an opportunity to play
a secondary game via a user interface that is integrated with the
user interface for the primary game. In this way, the game
combining module 302 may make the opportunity to play the secondary
game more attractive to or convenient for the player of the primary
game. For example, upon detecting that the player has folded his
cards in a live multiplayer Texas Hold 'Em game, the game combining
module 302 may launch a lobby for a different game (e.g., the
1-on-1 poker game described below) that is integrated into the user
interface of the Texas Hold 'Em game.
[0097] The integration of the user interface of the secondary game
into the user interface of the primary game may include adding an
icon to a navigation area of the user interface for the primary
game that enables the user to launch the lobby for the secondary
game. Additionally, the integration of the user interface of the
secondary game into the user interface of the primary game may
include automatically closing or inactivating the lobby for the
secondary game when idle time for the player ends with respect to
the primary game (e.g., when it is the player's turn to act in a
card game).
[0098] In various other embodiments, the user interface of the
secondary game may be presented independently of the primary
game.
[0099] The secondary game may be a modified form of a game in which
the level of interactivity of the modified form of the game has
been reduced in comparison to a standard form of the game. For
example, the secondary game may be a modified form of a game
generated by a game generating module 304 (described below). The
standard form of the game may be the standard form of the game as
described in books on rules or strategy, such as books written by
Edmond Hoyle.
Game Generating Module
[0100] The game generating module 304 may generate or configure
modified forms of games for playing as primary or secondary games
via the game networking system 120b. For example, the game
generating module 304 may generate a modified form of a card game
that has a level of interactivity that is compatible with a level
of interactivity of a primary game, such that the level of
interactivity of the modified form of the card game is compatible
with the level of interactivity of the primary game. In various
embodiments, the game generating module 304 may determine an
appropriate level of interactivity of the secondary game based on a
fit between time periods during which a player typically has idle
time while playing the primary game and time periods during which a
player typically has idle time while playing the secondary game.
For example, the game generating module 304 may determine that an
appropriate level of interactivity of the secondary game includes
ensuring that the player can remain idle with respect to the
secondary game while being active with respect to the primary game
or vice versa.
[0101] To generate a modified form of a game, the game generating
module 304 may start with a standard form of a game and change
various aspects of the standard form of the game to create a
modified game that has a higher or lower level of interactivity in
comparison to the standard form of the game. For example, the game
generating module 304 may create a modified form of a game that
includes fewer rounds than a standard form of the game. Or the game
generating module 304 may create a modified form of a game in which
various actions are automatically performed on behalf of a player
of the game under certain circumstances. Or the game generating
module 304 may create a modified form of a game that includes few
players (e.g., a heads up or 1-on-1 style game instead of a
multi-player game of three or more players). Or the game generating
module 304 may create a modified form of a game that includes a
longer time period for a player to perform an action (e.g., three
days instead of 30 seconds).
[0102] In this way, the game generating module 304 may create a
modified form of a game that can be played relatively
asynchronously (e.g., when one or more players of the game are
offline) in comparison to the standard form of the game. One
skilled in the art would understand that the game generating module
304 may create a modified form of a game that includes any
combination of changes to a standard form of the game, such as the
changes described above (e.g., to create a modified form of the
game that has a level of interactivity that makes the modified form
of the game compatible with a primary game for playing as a
secondary game of the primary game).
[0103] The messaging module 314 may enable a player to communicate
(e.g., chat) with his opponents between rounds or sessions of games
of the same type (e.g., between rematches of a 1-On-1 Poker game).
For example, the messaging module 314 may present a chat user
interface in one of the screens of a game, as described below and
depicted with respect to FIGS. 12A-12C, 15C, 16A-16B, 17A, 18A-18C,
and 19A-19B. In the chat user interface, the messaging module 314
may present a chat transcript to a player of the game that includes
messages automatically entered on behalf of the players that
correspond to actions each player performed within a game. The chat
transcript may also include messages manually entered by the
players during the course of the game. Messages automatically
entered may have a different formatting than messages manually
entered (e.g., different types of messages may be presented in
different text colors). The chat transcript may be separated based
on rounds of the game that have been completed or based on games
that have been completed. Additionally, the chat transcript may be
filtered to include only chats between the players that pertain to
a particular type of game. As an example, a chat transcript for the
1-On-1 Poker game described below may include chat messages entered
by the players (or on behalf of the players) that correspond to the
1-On-1 Poker game that the players are currently playing as well as
1-On-1 Poker games that the players have played in the past, but
not chat messages pertaining to other games that the players are
currently playing or have played in the past.
[0104] In addition to asynchronous chat messaging, the messaging
module 314 may be configured to handle other forms of
communications between players, including short-message-service
(SMS) messaging, real-time (instant) messaging, email messaging
pop-up (or push) notification messaging, and so on.
[0105] FIG. 4 is a flowchart illustrating an example method 400 of
combining a primary game with a secondary game based on a level of
interactivity of the primary game and a level of interactivity of
the secondary game. At operation 402, the game combining module 302
identifies that a player has idle time with respect to a primary
game. The primary game has a first level of interactivity. For
example, if the primary game is a live online multiplayer poker
game (e.g., a Texas Hold 'Em tournament or ring game being played
by multiple users within a Zynga Poker, PokerStars, PartyPoker, or
Full Tilt Poker client), the primary game may have a high level of
interactivity relative to other games. Nevertheless, the player may
have idle time during the game, such as during the time period
after the player folds his cards and before the player receives new
cards from the dealer. The game combining module 302 may calculate
the player's average amount of idle time based on a monitoring of
the player's past actions with respect to the primary game. The
game combining module 302 may use the player's average amount of
idle time to estimate the player's expected amount of idle
time.
[0106] At operation 404, the game combining module 302 selects a
secondary game based on a level of interactivity of the secondary
game being compatible with the level of interactivity of the
primary game. For example, the game combining module 302 may select
the secondary game based on the secondary game having a level of
interactivity that enables the player of the primary game to play
the secondary game while he has a calculated expected amount of
idle time with respect to the primary game. The secondary game
selected by the game combining module 302 may be generated or
configured by the game generating module 304 such that the
secondary game has a level of interactivity that is compatible with
the level of interactivity of the primary game. For example, the
game combining module 302 may generate, configure, or select a
secondary game having a portion (e.g., a round) that the player may
complete within the average amount of idle time that the player has
with respect to a primary game.
[0107] At operation 406, the game combining module 302 provides the
player with an option to participate in the secondary game while
the player has idle time with respect to the primary game. For
example, if it is not the player's turn to act in the primary game,
or if the player is idle for another reason with respect to the
primary game, the game combining module 302 may present a user
interface for the secondary game (e.g., in a side-pane of the
primary game). The game combining module 302 may temporarily
inactivate a user interface of the primary game and temporarily
activate a user interface of the secondary game (e.g., until the
player's idle time ends with respect to the primary game).
[0108] FIG. 5 is a flowchart illustrating an example method 500 of
automatically performing a calling action on behalf of a first
player in response to a raising action by a second player in order
to automatically complete a round of game without requiring the
first player to perform an additional betting action. At operation
502, the 1-On-1 Poker module 306 detects a performing by a first
player of a betting action in a betting round of a hand of a card
game. For example, the 1-On-1 Poker module 306 detects that a
player has raised the blind of an opponent.
[0109] At operation 504, the 1-On-1 Poker module 306 detects a
performing by a second player of a raising action in response to
the performing by the first player of the betting action. For
example, the 1-On-1 Poker module 306 detects that the player's
opponent has re-raised the player's raise of the blind of the
player's opponent.
[0110] At operation 506, the 1-On-1 Poker module 306 automatically
performs, on behalf of the first player, a calling action based on
the detecting of the performing by the first player of the betting
action and the detecting of the performing by the second player of
the raising action. Here, the automatic performing of the calling
action completes the betting round. Thus, the 1-On-1 Poker module
enables a round of betting to be completed based on a performing of
one betting action by each of a first player and a second player,
eliminating the back-and-forth action that would normally be
required in a betting round in which each player re-raises a bet by
his opponent.
[0111] FIG. 6 is a flowchart illustrating an example method 600 of
automatically performing an action on behalf of a first player in
response to an action by a second player in order to automatically
complete a round of game. At operation 602, the game networking
system 120b detects a performing by a first player of a first
action in a round of a portion of a game. For example, the game
networking system 120b detects a performing of a betting action by
a first player in a round of a hand of a Texas Hold 'Em game.
[0112] At operation 604, the game networking system 120b detects a
performing by a second player of a second action in the round of
the portion of the game, the performing by the player of the second
action being in response to the performing by the first player of
the first action. For example, the game networking system 120b
detects that the second player has raised a bet by the first player
in a betting round of a hand of a Texas Hold 'Em game.
[0113] At operation 606, the game networking system 120b
automatically performs, on behalf of the first player, a third
action in the round of the portion of the game, the automatic
performing of the third action being based on the detecting of the
performing by the first player of the first action and the
detecting of the performing by the second player of the second
action. Here, the automatic performing of the third action
completes the rounds of the portion of the game. For example, the
game networking system 120b automatically performs a calling action
on behalf of the first player in response to a raising action by
the second player in a betting round of a hand of a Texas Hold 'Em
game. In this way, the round of the game is completed based on a
single action being performed by each of the first player and the
second player, a default action being automatically selected and
performed on behalf of one of the players such that the round is
completed without requiring the one of the players to select and
perform one of multiple actions.
[0114] FIG. 7 is a flowchart illustrating an example method 700 of
enabling a player to play a modified form of a game in which all
but one of a plurality of rounds of the game are skipped. At
operation 702, the game generating module 304 identifies that a
portion of a game has a plurality of rounds. For example, the game
generating module 304 identifies that a Texas Hold 'Em game has
multiple betting rounds (e.g., after the hole cards are dealt,
after the flop is dealt, after a turn is dealt, and after a river
is dealt).
[0115] At operation 704, the game generating module 306 selects a
round of the plurality of betting rounds. For example, for the
Texas Hold 'Em game, the game generating module 306 may select the
betting round that occurs after the flop is dealt. The game
generating module 306 may select the round based on various
factors. For example, the game generating module 306 may select the
round based on a comparison of historical data pertaining to the
levels of activity of the players with respect to a game networking
system when different rounds were selected. Thus, for the Texas
Hold 'Em game, the game generating module 306 may select the
betting round after the flop based on the players having been more
active with respect to the game networking system when that betting
round was selected in the past.
[0116] At operation 706, the game generating module 306 enables a
player to play a modified form of the game in which each of the
plurality of rounds is skipped except the selected round. For
example, the game generating module 306 may generate a modified
form of a Texas Hold 'Em game that has a single betting round that
occurs after the flop is dealt. The other betting rounds (e.g.,
after the hole cards are dealt, after the turn card is dealt, and
after the river card is dealt) are skipped. The game networking
system 120b may integrate the modified form of the game into the
game networking system 120b as a primary or a secondary game. For
example, the game combining module 302 may select the modified form
of the game to use as a secondary game for combining with a primary
game.
[0117] In various other embodiments, the game generating module 306
may generate a modified form of the game in which one or more
betting rounds, but not all betting rounds, are skipped.
Furthermore, in various other embodiments, the game generating
module 306 may generate a modified form of the game in which one or
more betting rounds are added or used to replace standard betting
rounds. For example, the game generating module 306 may create a
modified Texas Hold 'Em game that includes a non-standard betting
round that occurs before any cards are dealt, after a single card
has been dealt to one of a plurality of players or each of a
plurality of players, or after a particular number of cards has
been dealt. In various embodiments, the game generating module 306
may generate or configure a modified form of the game based on
input from a system administrator of the game networking system
120b.
[0118] FIG. 8 is a flowchart illustrating an example method 800 of
revealing a partial result of an action performed by a first player
before the final result of the action is known. At operation 802,
based on a performing by a first player of a first action in a
round of a game, the game networking system 120b reveals a partial
result of the round of the game to the first player without
revealing the partial result of the round of the game to the second
player. For example, after a first player performs a betting action
in a modified form of a Texas Hold 'Em game that includes a single
betting action in a single betting round by each player, such as in
a round of betting after the flop is dealt, the game networking
system 120b may reveal the remaining community cards to the player
(e.g., the turn card and the river card) without revealing the
remaining community cards to the player's opponent. In this way,
the player may determine the strength of his hand (a partial result
of the hand) before the player's opponent completes his turn.
[0119] At operation 804, based on a performing by a second player
of a second action in the round of the game, the game networking
system 120b reveals a final result of the round of the game to the
first player and the second player. Here, the revealing of the
final result includes the revealing of the second result to the
second player. For example, after second player places a bet in the
modified form of the Texas H-told 'Em game, thereby completing the
betting action for the round, the final result of the hand,
including the strength of the first player's hand (the partial
result) and the strength of the second player's hand is revealed to
both players. Furthermore, the game networking system 120b may
declare a winner of the round based on the final result.
[0120] FIG. 9 is a flowchart illustrating an example method 900 of
revealing portions of a hand to a first player while the first
player waits for a second player to perform a second action in
response to the first player performing a first action. At
operation 902, based on a detecting of a betting action by a first
player, the game networking system 120b reveals a community card of
a hand of a card game to the first player without revealing the
community card to the second player. For example, based on the
first player completing a betting action of a single betting round
of a modified form of a Texas Hold 'Em game, the game networking
system 120b reveals any of the five community cards to the first
player without revealing the turn card or the river card to the
second player.
[0121] At operation 904, based on a detecting of a betting action
by the second player being performed in response to the betting
action by the first player and completing a betting round of the
hand of the card game, the game networking system 120b reveals a
result of the hand to the first player and the second player. The
revealing of the result includes revealing the community card to
the second player. For example, based on the second player
performing a betting action that completes a single betting round
of a modified form of a Texas Hold 'Em game, the game networking
system 120b reveals the strengths of the hands of the first player
and the second player, which includes revealing the same community
card to the second player that was revealed to the first player at
operation 902.
1-On-1 Poker Module
[0122] A 1-On-1 Poker module 306 may implement a 1-On-1 Poker game.
The 1-On-1 Poker game may be a modified form of a Texas Hold 'Em
card game. The 1-On-1 Poker game may be generated or configured by
the game generating module 302 or developed separately by a game
developer. The integrating module 301 may integrate the 1-On-1
Poker game into the game networking system 120b as a primary game
or as a secondary game.
[0123] FIG. 10A is a screenshot illustrating an example embodiment
of a user interface for a lobby 1000. The 1-On-1 Poker module 306
may enable a player to access the lobby 1000 of the 1-On-1 Poker
game via a user interface. For example, the 1-On-1 Poker module 306
may integrate a first user interface element (e.g., a "1-On-1
Poker" button) into a second user interface element (e.g., a side
navigation pane) of a primary game and then display the lobby 1000
of the 1-On-1 Poker game based on a detection of the user
activating the first user interface element. In various
embodiments, the 1-On-1 Poker module 306 may display the lobby 1000
automatically, based on, for example, a detection of the player
being idle with respect to a primary game.
[0124] The lobby 1000 may enable a player to initiate new games or
participate in or view information about current or past games. For
example, for a current game or past game, the 1-On-1 Poker module
306 may display various information about the game, including
information about the relationship between the player and his
opponent (e.g., whether the player's opponent in the game is a
recent opponent or a current opponent), a picture of the opponent
(e.g., extracted from the social networking system 120c (e.g.,
Facebook) in which the opponent maintains a profile), the name of
the opponent, and the status of the game (e.g., a time remaining to
act or an indication that the game is over). If the player has not
yet reviewed the results of a completed game, the 1-On-1 Poker
module 306 may display a user interface element (e.g., a "VIEW
RESULTS" button) and then display the results of the game based on
a detecting of the activating of the user interface element by the
player.
[0125] After the player has viewed the results of a completed game,
the 1-On-1 Poker module 306 may replace the user interface element
for viewing the results of the game with a user interface element
(e.g., a "REMATCH" button) for initiating a new game (e.g., a
rematch) with the opponent. Additionally, the 1-On-1 Poker module
306 may change the status of the game from "GAME OVER" to a summary
of results of a previous set of games with the opponent (e.g., "2
for 3," meaning the player has won two of the last three games with
the opponent).
[0126] For a current game, if it is the player's turn to act, the
1-On-1 Poker module 306 may display the time remaining (e.g.,
"18.23.23") for the player to act. Additionally, the 1-On-1 Poker
module 306 may display a user interface element (e.g., a "YOUR
TURN" button) and then replace the lobby 1000 with a game action
screen (described below) based on a detection of an activating of
the user interface element by the player.
[0127] To enable a player to initiate a new game, the 1-On-1 Poker
module 306 may present information about one or more suggested
games. For each suggested game, this information may include an
indicator of the suggested action (e.g., a "START GAME" label), a
picture of a suggested opponent, a name of the suggested opponent,
information pertaining to past actions of the suggested opponent
with respect to the game (e.g., "Played today"), and a user
interface element (e.g., a "PLAY" button) by which the player can
initiate a game with the suggested opponent. The 1-On-1 poker
module 306 may launch a game-initiation screen (e.g., a game
initiation screen 1000 described below with respect to FIG. 11A)
based on a detecting of a activating of the corresponding user
interface element by the player.
[0128] The 1-On-1 Poker module 306 may select one or more in-game
or out-of-game friends of the player to present to the player as
suggested opponents. The selection of a friend may be based on
various criteria, such as information about previous engagement
level between the player and the friend (e.g., whether the friend
is a current or recent opponent of the player), information about
previous requests sent by the player to initiate new games (e.g.,
whether the player has an outstanding request to the friend to play
a game), information about an amount of virtual currency that the
player or the friend has for wagering with respect to the game
(e.g., whether the player or the friend has more than 0 in virtual
currency), information about a level of interest of the friend in
the game (e.g., how often the friend has played the game before
against other players), an in-game level (e.g., experience points)
of the friend, past play history of the friend, play style of the
friend, skill of the friend, location of the friend, gender of the
friend, and so on. The 1-On-1 Poker module 306 may also select one
or more opponents for the player who are not in-game or out-of-game
friends of the player based on various criteria, including the
criteria discussed above with respect to selection of friends of
the player, degree of relationship of the non-friend with respect
to the player or friends of the player, or other criteria.
[0129] The 1-On-1 Poker module 306 may sort the suggested games for
presentation within the lobby 1000 based on various criteria. For
example, the 1-On-1 Poker module 306 may sort the suggested games
based on any of the selection criteria described above, such as the
level of interest of a corresponding suggested opponent in the
game. The 1-On-1 Poker module 306 may present a subset (e.g., 6) of
the suggest games (e.g., in a scrollable view of the suggested
games).
[0130] The 1-On-1 Poker module 306 may provide a user interface
element (e.g., a "PLAY OTHER FRIENDS") button by which a player can
select additional in-game or out-of-game friends (e.g., friends not
selected as suggested opponents) to request as opponents for a new
game. Upon detecting an activating by the player of the
corresponding user interface element, the 1-On-1 Poker module may
receive a selection of friends from the player via a separate
friend-selection user interface (described below with respect FIG.
13).
[0131] FIG. 10B is a screenshot illustrating an example embodiment
of a user interface for a lobby 1040. The 1-On-1 Poker module 306
may display the lobby 1040 when it is unable to suggest any games
(e.g., based on a determination that none of the friends of the
player meet the criteria described above). In this case, the 1-On-1
Poker module 306 may present a message recommending that the player
add more friends. The 1-On-1 Poker module 306 may also launch a
separate friend-selection user interface (described below with
respect to FIG. 13) based on a detecting of an activating of a user
interface element of the lobby 1040 by the player.
[0132] FIG. 10C is a screenshot illustrating an example embodiment
of a user interface for a challenge screen 1080. The 1-On-1 Poker
module 306 may present the challenge screen 1080 instead of or in
addition to a user interface for a lobby (e.g., the lobby 1040) of
the 1-On-1 Poker game. The 1-On-1 Poker module 306 may integrate
the challenge screen 1080 into a portion of a user interface of a
primary game (e.g., in a navigation pane of a user interface for a
live multi-player card game). Or the 1-On-1 Poker module 306 may
present the user interface as a standalone interface that is
separate from other games.
[0133] The challenge screen 1080 includes information about friends
of a player of the 1-On-1 Poker game to which the player may submit
a request to play a 1-On-1 Poker game. The friends of the player
may be organized into groups, such as friends that have most
recently played a 1-On-1 Poker game, friends that have the most
virtual currency (e.g., poker chips or other virtual currency), or
friends that are participating in a weekly contest pertaining to
the 1-On-1 Poker game. The information about each friend may
include a picture of a friend, the name of the friend, a length of
time since the friend played a game, the number of chips of the
friend, the ranking of the friend in a weekly contest, and so on.
The information about each friend may be presented in scrollable
sets of user interface elements. The user interface elements may
include a user interface element (e.g., a "1-on-1" button) for each
friend. Based on a detection of an interaction by the player with
respect to the user interface element (e.g., a clicking by the
player on a "1-on-1" button corresponding to a friend), the 1-On-1
Poker module 306 may launch a game-initiation screen 1100 described
below with respect to FIG. 11A.
[0134] FIG. 11A is a screenshot illustrating an example embodiment
of a user interface for the game-initiation screen 1100. The 1-On-1
Poker module 306 may present the game initiation screen 1100 when
the player submits a request to initiate a new game with an
opponent (e.g., via the lobby 1000 or the challenge screen 1080).
The game-initiation screen 1100 may include information about the
challenger or challengee (e.g., a name or picture of the challenger
or challengee). The game-initiation screen 1100 may also include
information pertaining to the game (e.g., the rules of the game).
The game-initiation screen 1100 includes a wager box into which a
player may specify a wager amount. The player may enter the wager
amount directly into the box or use a scroll control to specify or
adjust the wager amount. The game initiation screen 1100 includes a
user interface element (e.g., a "SEND WAGER" button) by which the
player may send a challenge notification, including the specified
wager amount, to a friend. The user interface element for
initiating challenges may be disabled until the player specifies a
wager amount into the wager box. The 1-On-1 Poker module 306 may
enforce a minimum wager amount (e.g., $100 off-table chips) or a
maximum wager amount (e.g., $2500 of off-table chips). For example,
the 1-On-1 Poker module may inactivate the user interface element
for sending a challenge unless the player specifies a valid wager
amount. The wager amount may be virtual currency that the player
owns with respect to the game networking system 120b (e.g., gold
coins) or virtual currency that the player owns with respect to the
primary game (e.g., poker chips being used by the player in the
primary game). The 1-On-1 Poker module 306 may place the wager
amount into escrow until an opponent denies the challenge request
or the secondary game is completed and the wager amount is
distributed among the winners of the secondary game.
[0135] FIG. 11B is a screenshot illustrating an example embodiment
of a user interface for a game-initiation screen 1150. The
game-initiation screen 1150 is similar to the game-initiation
screen 1100 except that a user interface element (e.g., a "SEND
WAGER" button) by which a player may initiate a challenge with a
friend is enabled based on the player entering a wager amount
(e.g., "$25,000") into the wager box.
[0136] Upon initiation of a new game, the 1-On-1 Poker module 306
may determine starting stacks of poker chips (e.g., 1,000 poker
chips each) for the challenger and the challengee. The 1-On-1 Poker
module 306 may also determine blind amounts (e.g., a big blind
amount of 100 and a small blind amount of 0). For example, the
1-On-1 Poker module 306 may determine a big blind amount based on a
percentage (e.g., 10%) of the starting stack size. The 1-On-1 Poker
module 306 may require the challenger to post the big blind amount
in the first hand of the game; thus, the 1-On-1 Poker module 306
may move the big blind amount from the challenger's stack into the
pot for the hand.
[0137] FIG. 12A is a screenshot illustrating an example embodiment
of a user interface for an action screen 1200. The 1-On-1 Poker
module may present the game action screen 1200 to a player based on
the player initiating a challenge with a friend (e.g., via the
game-initiation screen 1150). The game action screen 1200 may show
the number of poker chips in the stack of the challenger, in the
stack of the challengee, and in the pot. The game action screen
1200 may also show the size of the current blinds (e.g., "100" for
the big blind). The game action screen 1200 may depict the posting
of a blind by showing the blind amount being moved into the
pot.
[0138] The action screen 1200 may reveal a portion of a hand to the
challenger (e.g., the player's hole cards and the flop) without
revealing that portion to the challengee. The action screen 1200
may then present user interface elements (e.g., a "CHECK" button or
a "BET" button) to enable the challenger to perform an action
(e.g., check or bet) based on the revealing of the portion of the
hand. The 1-On-1 Poker module 306 may make a determination
regarding which portion of the hand to reveal to the challenger
(e.g., the hole cards, the flop, the turn, or the river) before
enabling the challenger to perform an action. This determination
may be based on a level of interactivity of the 1-On-1 Poker game
in relation to a level of interactivity of a primary game.
[0139] The action screen 1200 may include a chat window. The 1-On-1
Poker module 306 may insert messages into the chat window on behalf
of a player based on the player performing an action. For example,
when a player performs an action, the 1-On-1 Poker module 306 may
insert text into the chat window on behalf the player describing
the action (e.g., "Wager $25,000" or "Bet 400"). The action screen
1200 may include a box into which a user may enter additional
messages for inclusion into the chat window.
[0140] The action screen 1200 may present information about the
players, including their names, the number of chips in their
stacks, and their pictures. The action screen 1200 may present a
textual or a graphical representation of each player's hole cards
or the community cards. The action screen 1200 may present a
graphical representation of a back of a card for cards that have
not been exposed to the player who is presented with the action
screen 1200. Thus, the action screen 1200 may display two card
backs to represent a player's unexposed hole cards until the hole
cards are revealed (e.g., based on a hand ending in a show down or
based on the player choosing to reveal his cards).
[0141] FIG. 12B is a screenshot illustrating an example embodiment
of a user interface for an action screen 1240. The action screen
1240 shows the result of the challenger indicating a desire to
place a bet (e.g., clicking on the "BET" button of action screen
1200). For example, the action screen 1240 includes a pop-up scroll
box that enables the challenger to specify an amount of the bet and
a user interface element (e.g., a "CONFIRM" button) to enable the
challenger to confirm the amount of the bet.
[0142] FIG. 12C is a screenshot illustrating an example embodiment
of a user interface for an action screen 1280. Based on the
challenger performing an action with respect to the game (e.g.,
placing a bet or checking), the action screen 1280 shows a partial
result of the hand without revealing the partial result to the
challengee. For example, the action screen 1280 may reveal any
community cards not revealed previously. For example, if the action
screen 1280 did not reveal the turn card and river card before the
challenger performed an action, the action screen 1280 may reveal
the turn card and the river card. In this way, the challenger may
see a partial result of the hand (e.g., the strength of his hand),
but not see a complete result of the hand (e.g., the challengee's
hole cards, the challengee's action (e.g., check, raise, or fold)
in response to the challenger's, or a winner of the hand). After
displaying the partial result of the hand, the action screen 1280
may present a user interface element (e.g., a "Play another friend"
button) to enable a player to challenge another friend to a
game.
[0143] FIG. 13 is a screenshot illustrating an example embodiment
of a user interface for a friend-selection screen 1300. The 1-On-1
Poker module 306 may present the friend-selection screen 1300 based
on a request from a player to challenge a friend to a game (e.g.,
based on the player clicking the "Play another friend" button of
the action screen 1280 or clicking the "PLAY OTHER FRIENDS" button
of the game-initiation screen 1000). The friend-selection screen
may present a preview of a message that is to be sent to each
selected friend (e.g., "You've been challenged to 1-on-1 Poker. Buy
in for a chance to win!"). The friend-selection screen 1300
includes a drop-down box and a text box for filtering the player's
friends. The friend-selection screen 1300 includes a scrollable
list of the player's friends, including information about each
friend, such as the name of the friend or a picture of the friend.
The friend-selection screen 1300 includes check boxes next to each
of the names of the friends such that the player may select each of
the friends for receiving the challenge request. The
friend-selection screen 1300 includes a "Send Requests" button for
sending the challenge request to each of the selected friends.
[0144] FIG. 14A is a screenshot illustrating an example embodiment
of a user interface of a challenge notification 1400 to a
challengee (e.g., via the social networking system 120a). The
1-On-1 Poker module 306 may send the challenge notification 1400 to
a challengee based on, for example, a challenger submitting a
request via, the friend-selection module 1300 or the game
initiation screen 1000. The challenger notification 1400 may
include information about the challenger (e.g., the name of the
challenger) and the challenge (e.g., the name of the game or the
amount of the wager). The challenge notification may include a user
interface element (e.g., a "Play Now" button) to enable the
challengee to accept the challenge. The 1-On-1 Poker module 305 may
present the challenge notification 1400 as one of a series of
messages sent to the challengee. Thus, the challenge notification
1400 may include user interface elements to enable the challengee
to view other messages or view a number of unread messages or a
total number of messages in the challengee's message box.
[0145] FIG. 14B is a screenshot illustrating an example embodiment
of user interface for presenting a challenge notification list 1450
to a player (e.g., via message center pertaining to the game
networking system 120b). The 1-On-1 Poker module 306 may present
the challenge notification list 1405 to a challengee based on, for
example, a challenger submitting a request via the friend-selection
module 1300 or the game initiation screen 1000. The challenge
notification list 1450 may be sorted by game type (e.g., "1-on-1
Poker Games"). The game networking list 1450 may include
information about each challenge, including the name of the
challenger, information about the challenge (e.g., the type of game
or the amount wagered by the challenger), or information about a
status of a challenge (e.g., a notification that the challenger has
completed an action within the game or that it is the challengee's
turn to perform an action). The challenge notification list 1450
may include a user interface element (e.g., an "Accept" button)
that enables the challengee to accept the challenge.
[0146] FIG. 15A is a screenshot illustrating an example embodiment
of a user interface for challenge-accepting screen 1500. The 1-On-1
Poker module 306 may present challenge-accepting screen 1500 to a
challengee based on, for example, the challengee indicating an
interest in accepting a challenge request from a challenger. The
challenge-accepting screen 1500 includes information about the
challenge, such as an amount of a wager proposed by a challenger
and the rules of the challenge. The challenge-accepting screen 1500
includes a buy-in box in which the challengee may enter a buy-in
amount. The 1-On-1 Poker module 306 may limit the buy-in amount
entered by the challenger to a maximum amount that is equal to the
amount of the wager proposed by the challenger. For example, if the
challenger proposes a $25,000 wager, the challenger may be able to
enter any buy-in that is greater than zero and less than or equal
to $25,000. The challenge-accepting screen 1500 may include a
slider control to enable the challengee to specify a buy-in amount
by moving the slider instead of typing text into the buy-in box.
The challenge-accepting screen 1500 may include a user interface
element (e.g., a "BUY-IN" button) to enable the challengee to
buy-in to the game with a specified wager amount. The user
interface element may be disabled (e.g., grayed out) until the
challengee enters a valid buy-in amount into the buy-in box. If the
challengee buys in for an amount that is less than the buy-in
amount proposed by the challenger, the challenge may be refunded
the difference between the challenger's proposed buy-in amount and
the buy-in amount accepted by the challengee. The 1-On-1 Poker
module 306 may keep the sum of the agreed-upon buy-in amounts in
escrow until the funds are distributed to the winner(s) of the
game.
[0147] FIG. 15B is a screenshot illustrating an example embodiment
of a user interface for challenge-accepting screen 1550. The 1-On-1
Poker module 306 may present challenge-accepting screen 1550 to a
challengee based on, for example, a challenger proposing a rematch
of a game. The challenge-accepting screen 1550 may include a chat
box that includes messages communicated between the challenger and
the challengee over one or more previously completed games between
the challenger and the challengee. For example, during a game, the
1-On-1 Poker module 306 may automatically add messages to the chat
box on behalf of each player that correspond to actions performed
by each player during the game. Thus, in a previous game, when
Angela made an all-in bet, the 1-On-1 Poker module 306 added a
message to the chat box on behalf of Angela stating "All in." When
Emmet called Angela's all-in bet, the 1-On-1 Poker module 306 added
a message to the chat box on behalf of Emmet stating "Call 600."
When Emmet won the hand, the 1-On-1 Poker module 306 added a
message to the chat box on behalf of Emmet stating "I won the
tourney with 2 pair." Additionally, each player may be able to
enter additional messages into the chat box by entering text into
the corresponding text box and clicking the "SEND" button. The
messages from this previous game as well as other previous games
between the challenger and the challengee may be saved and made
accessible in the chat window (e.g., via a scroll bar). Thus, when
making or accepting a challenge, the challenger or challengee may
be able to review the chat from the previous games to be reminded
of a context of the challenge with respect to previous games
played.
[0148] FIG. 16A is a screenshot illustrating an example embodiment
of a user interface for an action screen 1600. The 1-On-1 Poker
module 306 may present action screen 1600 to a player based on, for
example, the player indicating an interest in taking his turn
within the game. The action screen 1600 may include information
pertaining to the game, including a prize (e.g., $50,000, the sum
of the amount wagered by the player and his opponent), an amount of
a blind that has been posted by the player, an amount of a bet by
the player's opponent, an amount of chips remaining for the player,
an amount of chips remaining for the player's opponent, the
player's hole cards, community cards that have been exposed, a
number of community cards that have not been exposed, and hole
cards of an opponent that have not been exposed.
[0149] The action screen 1600 may include user interface elements
corresponding to actions that the player may perform. For example,
the action screen 1600 may include "FOLD," "CALL," or "RAISE"
buttons to enable the player to fold his hand, call his opponent's
bet, or raise his opponents bet. If the player chooses to raise his
opponent's bet, the 1-On-1 Poker module may automatically call the
raise on behalf of the player's opponent. Thus, the 1-On-1 Poker
module may ensure that, regardless of the player's action, the
current betting round is completed upon that player's action.
Therefore, the 1-On-1 Poker module may present the result of the
hand upon the player's action without waiting for the player's
opponent to perform an additional action (e.g., call the player's
raise or make an additional raise). When placing his original bet,
the player's opponent may implicitly or explicitly agree to having
this action performed automatically on behalf of the player's
opponent, thereby enabling a single action by the player to
conclude a betting round or hand.
[0150] The 1-On-1 Poker module may automatically add messages to
the chat box on behalf of the player based on the player's actions.
For example, when Angela accepts Emmet's challenge, the 1-On-1
Poker module may automatically enter a message into the chat window
on behalf of Angela stating "I accept your $25,000 wager."
Additionally, when Angela types a message in a chat window (e.g.,
"game on!"), the 1-On-1 Poker module enters that message into the
chat box. In the chat box, the 1-On-1 Poker module may format
messages that are manually entered by a player (e.g., with a green
color) to distinguish such messages from messages that are
automatically entered into the chat box on behalf of a player
(e.g., with a white color).
[0151] FIG. 16B is a screenshot illustrating an example embodiment
of a user interface for a result screen 1650. The 1-On-1 Poker
module 306 may present the result screen 1650 to a player based on,
for example, the player performing an action that concludes a hand
of a game. For example, the 1-On-1 Poker module may present the
result screen 1650 to Angela when Angela chooses to call a bet by
Emmet. The result screen 1650 may show various information
pertaining to the result of the hand of the game, such as the hole
cards of the players, the community cards, the chips in the pot
wagered by each player, the strengths of each player's hand (e.g.,
"Straight" or "Royal Flush"), and the winner of the hand (e.g.,
"Emmet wins!").
[0152] FIG. 17A is a screenshot illustrating an example embodiment
of a user interface for a notification screen 1700. The 1-On-1
Poker module 306 may present the notification screen 1700 to a
player based on, for example, the player's opponent performing an
action that results in a hand of the game being concluded. The
notification screen 1700 may include information about the game,
such as a prize amount (e.g., $50,000, the sum of the wagers agreed
to by the player and his opponent), an amount of a bet previously
placed by the player, the player's hole cards, and the community
cards. The notification screen 1700 may also include a chat box
containing messages entered by the players or on behalf of the
players based on actions performed by the players. The notification
screen 1700 may include a user interface element (e.g., a "Skip"
button) that enables the player to skip the results (e.g., proceed
with playing another hand). The notification screen 1700 may also
include a user interface element (e.g., a "See who won!" button)
that enables the player to view the results of the hand (e.g., via
the result screen 1650).
[0153] FIG. 17B is a screenshot illustrating an example embodiment
of a user interface for a notification message 1750. The 1-On-1
Poker module 306 may present the notification message 1750 to a
player based on, for example, the player's opponent performing an
action that results in a hand of the game being concluded. The
1-(On-1 Poker module 306 may present the message to the player via
an in-game messaging system (e.g., the Zynga Message Center) or an
out-of-game messaging system (e.g., a Facebook inbox or email
account). The notification message 1750 may include information
about the game, such as the type of the game (e.g., "1-on-1 poker",
the name of the player's opponent ("Justin Wicket"), or the amount
of the prize (e.g., $20,000). The notification message 1750 may
include a user interface element (e.g., a "View results" button)
that enables the player to access the results (e.g., via the result
screen 1650).
[0154] FIG. 18A is a screenshot illustrating an example embodiment
of a user interface for a game over screen 1800. The 1-On-1 Poker
module 306 may present the game over screen 1800 to a player based
on, for example, the player or the player's opponent having no
chips remaining. The game over screen 1800 may include information
pertaining to the game that is similar to the information included
in the result screen 1650. The game over screen 1800 may also
include information pertaining to the prize won by the winning
player upon completion of the game. For example, the game over
screen may indicate the amount of the wager won by the winning
player (e.g., "You won $50,000!"). The game over screen may also
indicate an amount of experience points gained by the winning
player (e.g., "+40 xp").
[0155] FIG. 18B is a screenshot illustrating an example embodiment
of a user interface for a results screen 1840. The 1-On-1 Poker
module 306 may present the game over screen 1800 to a player based
on, for example, the player having no chips remaining. The game
over screen 1800 may include information pertaining to the game
that is similar to the information included in the result screen
1650. The game over screen 1800 may also include information
pertaining to the prize won by the winning player upon completion
of the game. For example, the game over screen may indicate the
amount of the wager won by the player (e.g., "Emmet won $50,000!")
or art amount of experience points gained by the losing player
(e.g., "+20 xp").
[0156] FIG. 18C is a screenshot illustrating an example embodiment
of a user interface for a rematch screen 1880. The 1-On-1 Poker
module 306 may present the rematch screen 1800 to a player based
on, for example, a game having been concluded between two players.
The rematch screen 1880 may be similar to the game-initiation
screen 1150, but with a user interface element (e.g., a "REMATCH"
button) that enables a player to initiate a rematch taking the
place of the user interface element (e.g., a "SEND WAGER" button)
that enables the player to initiate a new game.
[0157] FIG. 19A is a screenshot illustrating an example embodiment
of a user interface for an action screen 1900. The 1-On-1 Poker
module 306 may present the action screen 1900 to a player based on,
for example, a first round of a game being concluded and the cards
for a second round of the game being dealt. The action screen 1900
may represent a posting of a new blind amount by the player's
opponent. For example, the 1-On-1 Poker module 306 may increase the
size of the blinds between hands based on a predetermined blind
structure. Thus, the size of the blind amount posted by the
player's opponent for the current hand might be larger than the
size of the blind amount posted by the player for the previous
hand. The action screen 1900 may include user interface elements
(e.g., a "CHECK" button or "BET" button (not shown) that enable the
player to perform an action, such as check or bet. Upon expressing
an interest in placing a bet, the action screen 1900 may prompt the
user to specify a bet amount (e.g., with a slider control) or
confirm the bet amount (e.g., by clicking the "CONFIRM" button).
The 1-On-1 Poker module 306 may limit the size of the bet to a
particular amount (e.g., twice the size of the blind posted by the
player's opponent). The 1-On-1 Poker module may place a separator
into the chat box to separate chat messages pertaining to the
current hand from chat messages pertaining to the previous
hand.
[0158] FIG. 19B is a screenshot illustrating an example embodiment
of a user interface for a partial result screen 1950. The 1-On-1
Poker module 306 may present the partial result screen 1950 to a
player based on, for example, the player completing his turn in a
game. The partial result screen 1950 may expose all of the
community cards to the player such that the player can view the
strength of his hand before his opponent completes his turn. For
example, as depicted in FIG. 19A, Angela may be dealt a four of
spades and a five of spades as her two hole cards. The 1-On-1 Poker
module 306 may also reveal the first three community cards to
Angela. Based on this information, Angela may choose to bet all of
her remaining 400 chips. Upon detecting her betting action, the
1-On-1 Poker module 306 may expose, via the partial result screen
1950, the two remaining community cards. Thus, although Angela has
seen the strength of her hand, she won't know whether she has won
or lost the hand until her opponent, Emmet, completes his turn.
Furthermore, the 1-On-1 Poker module may not expose Angela's hole
cards or the two remaining cards to Emmet until Emmet completes his
turn. The partial result screen 1950 may include a user interface
element (e.g., a "Play Next Friend" button) to enable the player to
take a turn in an ongoing game with a different friend or challenge
a different friend to a new game.
[0159] FIG. 20A is a screenshot illustrating an example embodiment
of a user interface for a notification message 2000. The 1-On-1
Poker module 306 may present the notification message 2000 to a
player based on, for example, it being the player's turn within a
game. The 1-On-1 Poker module 306 may present the message to the
player via an in-game messaging system (e.g., the Zynga Message
Center) or art out-of-game messaging system (e.g., a Facebook inbox
or email account). The notification message 200 may include
information similar to the information presented in the
notification message 1750. The notification message may include a
user interface element (e.g., a "Take my turn" button) that enables
the player to take his turn within the game (e.g., via the action
screen 1600).
[0160] FIG. 20B is a screenshot illustrating an example embodiment
of a user interface for a wall-to-wall posting publisher 2050. The
1-On-1 Poker module 306 may present the wall-to-wall posting
publisher 2050 based on, for example, the player winning a
challenge against a friend. The wall-to-wall posting publisher 2050
may include a message pertaining to the game (e.g., a message
indicating an amount of prize that the player won for beating the
friend in a challenge) or a message including an incentive for
friends of the player's friend to challenge the player to a game.
The incentive may include an offer for a random number of chips
(e.g., "up to $1 million chips") for anyone willing to challenge
the player to a game. The wall-to-wall posting publisher 2050 may
include user interface elements to enable the friend to publish the
message(s) or cancel the publishing of the message(s) to a wall of
the friend on the social networking systems 120a (e.g., on
Facebook).
[0161] FIGS. 21A-21F depict example embodiments of menu interfaces
for enabling a player to play a primary or a secondary game. If the
game is played as a secondary game, the menu interface of the
secondary game may be integrated into the menu interface of the
primary game. For example, the 1-On-1 Poker module 306 may
integrate a menu item (e.g., a "Poker With Friends" menu item)
corresponding to the main menu of the 1-On-1 Poker game into a menu
of a primary game (e.g., a live, real-time, poker game, such as
Zynga Poker). The 1-On-1 Poker module may display a user interface
element (e.g., a red dot in the upper right-hand corner) in the
menu item indicating that the player has outstanding requests or
actions to perform with respect to the 1-On-1 Poker game.
[0162] FIG. 21A is a screenshot illustrating an example menu
interface 2100 in which a pop-up game-initiation screen appears.
The 1-On-1 Poker module 306 may present the game-initiation screen
based on, for example, a player selecting a menu item corresponding
to the 1-On-1 Poker game. The pop-up game-initiation screen
presents information about the game (e.g., "1-on-1 Poker") and
information about a proposed opponent, such as a picture of the
proposed opponent and a name of the proposed opponent. The pop-up
game-initiation screen also includes a user interface element
(e.g., a "Start New Game" button) that enables the user to send a
challenge request to the proposed opponent. The 1-On-1 Poker game
may select the proposed opponent (e.g., using the criteria
discussed above with respect to FIGS. 10A-10C). The pop-up
game-initiation screen may include a user interface element (e.g.,
an "X" in the upper right-hand corner of the pop-up screen) that
enables the user to close the pop-up game-initiation screen. When
the user closes the pop-up game-initiation screen, the 1-On-1 Poker
module may open a different pop-screen (e.g., a pop-up
challenge-accepting screen, action screen, or result screen,
described below).
[0163] FIG. 21B is a screenshot illustrating an example menu
interface 2120 in which a pop-up game-accepting screen appears
(e.g., when a player selects a menu item corresponding to the
1-On-1 Poker game). The 1-On-1 Poker module 306 may present the
game-accepting screen based on, for example, a player selecting a
menu item corresponding to the 1-On-1 Poker game. The
game-accepting screen includes a user interface element (e.g., a
slider bar) that enables the player to specify a wager amount. The
1-On-1 Poker module 306 may limit the wager amount to a value
greater than zero and less than or equal to the amount proposed by
the challenger. The game-accepting screen may include information
about the challenger, including the challenger's name and a picture
of the challenger. For example, the 1-On-1 Poker module 306 may get
the picture from a profile of the challenger via the social
networking systems 120a.
[0164] FIG. 21C is a screenshot illustrating an example menu
interface 2140 in which a pop-up action screen appears. The 1-On-1
Poker module 306 may present the action screen based on, for
example, a player selecting a menu item corresponding to the 1-On-1
Poker game. The action screen may present information pertaining to
an action performed by the player's opponent (e.g., "Michael Bet
$500"). The action screen may present information about the hand,
such as the player's hole cards. The action screen may include a
user interface element (e.g., a "Play The Hand" button) to enable
the player to play the hand.
[0165] FIG. 21D is a screenshot illustrating an example menu
interface 2160 in which a pop-up action screen appears. The 1-On-1
Poker module 306 may present the action screen based on, for
example, a player selecting a menu item corresponding to the 1-On-1
Poker game. The action screen may present information pertaining to
the hand, such as the community cards and the player's hole cards.
Additionally, the action screen may include user interface elements
(not shown) that enable the player to perform an action (e.g.,
check, bet, raise, or fold). For example, the action screen may
include user interface elements similar to those depicted in FIGS.
12A-12C or 16A.
[0166] FIG. 21E is a screenshot illustrating an example menu
interface 2170 in which a pop-up result screen appears. The 1-On-1
Poker module 306 may present the result screen based on, for
example, a player selecting a menu item corresponding to the 1-On-1
Poker game. The result screen may present information about result
of a hand of a game. For example, the result screen may present any
of the information described above with respect to FIG. 16A or FIG.
16B. The result screen may also include a user interface element
(e.g., a "Play Again" button) to enable the player to play another
game.
[0167] FIG. 21F is a screenshot illustrating an example menu
interface 2180 in which a pop-up game over screen appears. The
1-On-1 Poker module 306 may present the game over screen based on,
for example, a player selecting a menu item corresponding to the
1-On-1 Poker game. The game over screen may present information
pertaining to the result of a game. For example, the game over
screen may present information about the prize amount and the
winner of the prize amount (e.g., "You Won $50,000!"). The game
over screen may present any of the information discussed above with
respect to FIG. 18A and FIG. 18B.
[0168] FIG. 22A is a screenshot illustrating an example news feed
item 2200. The 1-On-1 Poker module 306 may post the news feed item
2200 to a news feed of the player (e.g., an in-game news feed or an
out-of-game news feed, such as a Facebook news feed) based on
actions of friends of the player with respect to the game
networking system 120b. For example, when a friend of the player
starts a 1-On-1 Poker tournament with another friend of the player,
the 1-On-1 Poker module may post the news feed item 2200 to a
Facebook news feed of the player. The news feed item 2200 may
include information about the friends of the player who are engaged
in a game, the type of the game, the amount of a wager associated
with the game, etc. The news feed item 2200 may also include a user
interface element (e.g., a "Play 1-on-1 Poker with Karl") button
that enables the player to initiate a new game with a friend
involved in the game that is the subject of the news feed item
2200.
[0169] FIG. 22B is a screenshot illustrating an example news feed
item 2250. The 1-On-1 Poker module 306 may post the news feed item
2250 to a news feed of the player (e.g., an in-game news feed or an
out-of-game news feed, such as a Facebook news feed) based on
actions of friends of the player with respect to the game
networking system 120b. For example, when a friend of the player
wins a hand of a 1-On-1 Poker game against another friend of the
player, the 1-On-1 Poker module may post the news feed item 2250 to
an in-game news feed of the player. The news feed item 2250 may
include information about the hand, such as the number of chips
that a player won. The news feed item 2250 may also include a user
interlace element (e.g., a "Play 1-on-1 Poker with Michael") button
that enables the player to initiate a new game with a friend
involved in the game that is the subject of the news feed item
2250.
[0170] FIG. 23 is a screenshot illustrating an example embodiment
of a user interface for an unlock screen 2300. The 1-On-1 Poker
module 306 may present the unlock screen 2300 based on, for
example, a request by a player to unlock the 1-On-1 Poker game. The
unlock screen 2300 may present information pertaining to tasks the
player must perform within a primary game in order to unlock a game
(e.g., "1-On-1 Poker") as a secondary game. For example, the unlock
screen 2300 may include a listing of a number of opponents (e.g.,
"5") that the player needs in the primary game to unlock 1-On-1
poker as a secondary game. The unlock screen 2300 may also include
a listing of a number of opponents that the player already has with
respect to the primary game. The listing of the number of opponents
the player already has may include information pertaining to the
opponents, such as their names and pictures. The listing may also
include an incentive for beating the opponent, such as a number of
chips offered as a prize.
[0171] The 1-On-1 Poker module 306 may calculate the number of
chips to offer as a prize for the player beating a particular
opponent based on various factors related to increasing the
activity of the particular opponent or player, such as how often
the particular opponent accesses the game networking system 120b.
The unlock screen 2300 may include a representative listing of
opponents the player does not yet have with respect to the primary
game (e.g., blank squares with question marks inside). Each of the
as-yet-to-be-determined opponents may also be associated with an
incentive (e.g., poker chips) that the player may receive for
adding friends as the opponents or beating the opponents. The
1-On-1 Poker module 306 may determine the prize based on various
factors related to incentivizing the player to add more friends
with respect to the game networking system 120b, such as the
player's current number of poker chips or number of out-of-game
friends. The unlock screen 2300 may include a user interface
element (e.g., an "Add More Friends to Play" button) that enables
the player to add additional friends as potential opponents with
respect to the game networking system 120b.
[0172] FIG. 24 is a screenshot illustrating an example embodiment
of a user interface for a slot tournament game 2400. The slots
module 308 may present the slot tournament game 2400 to a player on
the game networking system 120b. For example, the slots module 308
may present the slot tournament game as a secondary game that the
player can play whenever the player has downtime in a primary game
(e.g., Zynga Poker). Thus, the slots module 308 may present the
game as a sidebar or other secondary view with respect to the
primary game. As with other games, such as the 1-On-1 Poker game
described above, the game combining module 302 may select the slot
tournament game for combining with the primary game based on
various factors, such as a level of interactivity of the slot
tournament game in comparison to a level of activity of the primary
game, interests of the player (e.g., whether the player prefers a
slot game over other games, such as 1-On-1 Poker, Blackjack, or Pai
Gow), and so on. Additionally, the game combining module 302 may
control a flow of actions of the player with respect to the
combined games such that, for example, when it is the player's turn
to act in the primary game, the game window for the primary game
becomes active and the game window for the secondary game becomes
inactive. Or, when the player has downtime with respect to the
primary game, the game window for the primary game becomes inactive
and the game window for the secondary game becomes active.
[0173] The user interface for the slot tournament game 2400 may
enable a user to initiate a new game. For example, the user
interface for the slot tournament game 2400 may prompt a player to
provide a buy-in amount (like the buy-in amount discussed above
with respect to the 1-On-1 Poker game). The user interface for the
slot tournament game may also present a user interface (e.g., an
"INVITE NOW" button) to enable the player to invite friends to play
the slot tournament game 2400. The user interface may present
information about potential opponents, such as their names or
pictures. The slots module 308 may select a subset of potential
opponents (e.g., 3) to highlight (e.g., for display near the user
interface element for inviting friends). The slots module 308 may
select the subset of potential opponents to highlight based on
various factors, such as their activity levels with respect to the
game networking system 120b, the strengths of their relationships
with the player, their interests (e.g., things the friends express
interest in (or "like") on social networking systems 120a), and so
on.
[0174] The slots module 308 may set a predetermined length of time
for the slot tournament game 2400 (e.g., based on a desired level
of interactivity of the game with respect to a primary game or a
determination of an optimal length of time for encouraging player
retention). For example, the slots module 308 may set the slot
tournament game 2400 to last for one week based on a determination
(e.g., from historical data) that players are more likely to
continue playing for one week than they are for longer periods of
time. The slots module 308 may determine a winner of the slot
tournament game 2400 based on the number of tournament chips that
each player acquires before the end of the predetermined time
period. The slots module 308 may present the time remaining in the
user interface for the slot tournament game 2400. The user
interface for the slot tournament game 2400 may include a user
interface element (e.g., a "SPIN" button) that enables the player
to spin the reels. The user interface for the slot tournament game
2400 may also include an animation of the reels spinning. For each
spin, the slot module 308 may line up the reels randomly. The slots
module 308 may reward a player with tournament chips based on the
reels for a particular spin lining up in any of one or more
particular combinations.
[0175] The slots module 308 may determine that each player gets a
limited number of slot pulls or energy during the tournament. The
slots module 308 may reduce the slot pulls or energy for a player
each time the player spins the reels of a virtual slot machine. The
slots module 308 may present the number of pulls remaining (e.g.,
"SPIN LEFT: 98") or energy remaining in the user interface for the
slot tournament game 2400. The slots module 308 may enable a player
to receive additional pulls or energy in various ways. For example,
the slots module 308 may enable the player to pay real money (e.g.,
U.S. dollars) to acquire additional pulls or energy. Or the slots
module 308 may enable the player to wait for a period of time
(e.g., 1 hour) to acquire additional energy. Or the slots module
308 may provide additional pulls or energy to the player as an
incentive for the player to perform other tasks (e.g., inviting
additional friends to play the slot tournament game 2400 or asking
friends for help with respect to a game the player is participating
in on the game networking system 120b). For example, if a player
asks a friend for help with respect to the slot tournament game
2400, the slot module 308 may automatically add the friend to the
slot tournament game 2400 that the player is participating in.
[0176] The slots module 308 may provide prize multipliers to a
player based on actions that the player performs, such as inviting
friends to join the slot tournament 2400. For example, each time a
friend invites a particular number of friends (e.g., 5) to play the
slot tournament game, the slots module 308 may increase the
player's prize multiplier by one. The slots module 308 may present
the player's current prize multiplier (e.g., "2.times.") in the
user interface for the slot tournament game 2400. For example, if a
player's prize multiplier is 2, the player receives twice the
tournament chips that the player would normally receive based on
the reels lining up in a particular combination. The slots module
308 may prevent the player from using the tournament chips in an
additional game, such as a primary game into which the slot
tournament game 2400 is integrated.
[0177] The user interface for the slots tournament game 2400 may
present the number of tournament chips that the player currently
has. The slots module 308 may provide each player with a
predetermined number of tournament chips (e.g., $5,000,000.00) when
each player joins the game. The user interface for the slot
tournament game 2400 may include user interface elements to enable
the player to wager a particular number of tournament chips for
each spin. For example, the user interface for the slot tournament
game 2400 may include a slider control to enable player user to
specify the wager. The user interface for the slot tournament game
2400 may also include user interface elements (e.g., "MAX" and
"MIN" buttons) to enable the player to wager minimum or maximum
amounts. The slots module 308 may determine the maximum or minimum
wager amounts based on various factors, such as the number of
tournament chips in play. The slots module 308 may determine the
amount of the reward that a player receives when the reels line up
in a particular combination based on the amount of tournament chips
that the player wagered for the spin.
[0178] The slot module 308 may determine a jackpot amount to be
allocated to one or more winners (e.g., the top 3 players) in the
slots tournament. The jackpot may be a combined amount of virtual
currency (e.g., a buy-in amount) that the players wagered upon
joining the tournament. The buy-in amount may be separate from the
number of tournament chips that is provided to each player. For
example, the players may agree to buy-in for $10,000 in virtual
currency, but each player may be awarded $5,000,000 in tournament
chips. The slots module 308 may then calculate the jackpot as the
number of players times the buy-in amount. The slot module 308 may
determine the number of players who will receive a portion of the
jackpot based on a percentage of total players who join the
tournament. Additionally, the slot module 308 may determine a
breakdown of the jackpot based on the position of the player in the
standings (e.g., the first-place winner may receive 50% of the
jackpot, the second-place winner may receive 30% of the jackpot,
and the third-place player may receive 20% of the jackpot).
[0179] The user interface for the slot tournament game 2400 may
present information related to a player's current opponents, such
as their names, pictures, or current number of tournament
chips.
[0180] In addition to or instead of tournament chips, a player may
receive abilities or additional rewards based on the way in which
the reels of a particular spin line up. For example, a particular
reel combination may unlock an ability of a player to affect the
performance of a friend within the slot tournament game 2400. For
example, a player may unlock the ability to play pranks or tricks
on a friend, reduce a friend's energy recharge rate, place a cap on
the maximum amount a player may wager on a spin, or set back the
friend within the game (e.g., reduce the friend's tournament
chips). An example of a trick or a prank that a player may play on
a friend include causing the player to think he has won a reward
for a particular spin when, in fact, he has not (e.g., a playing of
a fake win animation). Other examples may include causing the user
interface for the slot tournament game 2400 to display false
information to the friend, such as false values for any of the data
presented to the friend via the user interface (e.g., time left,
spins left, jackpot size, tournament chips of friends, and so
on).
[0181] FIG. 25 is a screenshot illustrating an example embodiment
of a user interface for a blackjack challenge game 2500. The
blackjack module 310 may present the blackjack challenge game 2500
to a player on the game networking system 120b. For example, the
blackjack module 310 may present the blackjack challenge game as a
secondary game that the player can play whenever the player has
downtime in a primary game (e.g., Zynga Poker). Thus, the blackjack
module 310 may present the game as a sidebar or other secondary
view with respect to the primary game. As with other games, such as
the 1-On-1 Poker game described above, the game combining module
302 may select the blackjack challenge game 2500 for combining a
the primary game based on various factors, such as a level of
interactivity of the Blackjack challenge game 2500 in comparison to
a level of activity of the primary game, interests of the player
(e.g., whether the player prefers Blackjack over other games, such
as 1-On-1 Poker, Pai Gow, or slots), and so on.
[0182] In various embodiments, the blackjack challenge game 2500
may enable a player to play a particular number of hands (e.g., 10)
against a robot dealer. The player initiating the game may specify
the number of hands or the blackjack module 310 may determine the
number of hands. The blackjack module 310 may determine the number
of hands based on various factors, such as historical information
pertaining to player retention. For example, the blackjack module
310 may determine that the number of hands will be 20 based on a
determination that a greater number of hands is less likely to
increase the activity levels of the players with respect to the
game networking system 120b. As with the other games described
above (e.g., the 1-On-1 Poker game), the player initiating the game
(the challenger) may specify a buy-in amount (e.g., in virtual
currency) and the challengee may accept the buy-in amount proposed
by the challenger or agree to play the game for a lesser buy-in
amount. The buy-in amount may be with respect virtual currency
owned by each player with respect to the game networking system
120b. Thus, the virtual currency of the buy-in amount may be
separate from the tournament chips provided to each player to play
the blackjack challenge game 2500. Additionally, the blackjack
challenge game 2500 may have a time limit (e.g., 24 hours). Upon
expiration of the time limit, the game may end.
[0183] The blackjack module 310 may determine the winner of the
blackjack challenge game 2500 based on a comparison of the total
number of tournament chips (or score) that each player has after
playing the particular number of hands. The blackjack module 310
may deal the cards to each player from a deck that is shuffled the
same for each player, thereby eliminating some of the luck involved
in the game (e.g., users can't claim to have won nor lost based on
the shuffle).
[0184] The user interface for the blackjack challenge game 2500 may
enable a player to place a wager on a hand (e.g., prior to the
dealing of the cards for the hand) using his tournament chips. In
various embodiments, the player may place a bet on each hand. In
other embodiments, the player may place an upfront bet and
distribute it over a set of blackjack hands before the set of
blackjack hands are dealt. The blackjack module 310 may depict the
dealing of cards to the player or the dealer (e.g., via an
animation sequence). The blackjack module 310 may present
information pertaining to the player's hole cards and the dealer's
hole cards via the user interface for the blackjack challenge game
2500. In various embodiments, the user interface for the blackjack
challenge game 2500 may display one or both of the dealer's hole
cards prior to the player performing any action (e.g., hitting or
standing). In other embodiments, both of the dealer's hole cards
may be hidden until the player completes his turn.
[0185] The user interface for the blackjack challenge game 2500 may
include user interface elements (e.g., "HIT ME" or "STAND" buttons)
that enable the player to perform actions such as requesting
another card or standing pat. Other actions may include splitting
or doubling down. The user interface for the blackjack challenge
game 2500 may present information concerning the number of hands
that have been dealt or the number of hands that are to be played
by the player to complete the game or a round of the game (e.g.,
"18/21"). The user interface for the blackjack game 2500 may also
present information concerning an amount of time remaining for the
completion of the game, if a time limit has been set. The user
interface for the blackjack challenge game 2500 may present
information pertaining to the amount of virtual currency at stake
(e.g., "60,000," which may be the sum of the buy-in amounts paid by
each of the players of the game). The user interface for the
blackjack challenge game 2500 may present information pertaining to
the user's current score (e.g., "4500") or tournament chips.
[0186] The blackjack module 310 may enable the user to unlock the
presentation of additional information via the user interface for
the blackjack challenge game 2500. For example, the blackjack
module 310 may unlock an ability for a player to see a score of one
of his opponents by completing a round of the game. The blackjack
module 310 may notify the user of the ability to unlock the
additional information via the user interface for the blackjack
challenge game 2500 (e.g., by displaying information about the
opponent, such as a picture or name of the opponent, and a message
that states "COMPLETE ROUND TO SEE HER SCORE.")
[0187] The user interface for the blackjack challenge game 2500 may
include a lobby that is similar to a lobby for the 1-On-1 Poker
game that is described above with respect to FIGS. 10A-10C. For
example, the lobby for the blackjack challenge game 2500 may
present information about a player's current, past, or potential
opponents. For example, the lobby may present names and pictures of
current opponents, along with information pertaining to an ongoing
game between the player and the opponent (e.g., "IN PROGRESS,"
"YOUR TURN," or "HER TURN.") Or, for a potential new opponent, the
lobby may present a player with an option to invite the potential
new opponent to play the game (e.g., a "SEND INVITE" button). The
blackjack module 310 may select potential new opponents for a
player (e.g., based on any of the criteria discussed above with
respect to FIGS. 10A-10C). The lobby may present information
pertaining to a player's score within a game or the player's
winnings (e.g., of buy-in amounts).
[0188] FIG. 26 is a screenshot illustrating an example embodiment
of a user interface for a Pai Gow poker game 2600. The Pai Gow
module 312 may present the Pai Gow poker game 2600 to a player on
the game networking system 120b. For example, the Pai Gow module
312 may present the Pai Glow poker game 2600 as a secondary game
that the player can play whenever the player has downtime in a
primary game (e.g., Zynga Poker). Thus, the Pai Gow module 312 may
present the Pai Gow game 2600 as a sidebar or other secondary view
with respect to the primary game. As with other games, such as the
1-On-1 Poker game described above, the game combining module 302
may select the Pai Gow poker game 2600 for combining with a primary
game based on various factors, such as a level of interactivity of
the Pai Gow poker game 2600 in comparison to a level of activity of
the primary game, interests of the player (e.g., whether the player
prefers Pai Cow over other games, such as 1-On-1 Poker, Blackjack,
or slots), and so on.
[0189] The Pai Cow module 312 may implement the Pai Gow game 2600
as a variant of the 1-On-1 Poker game described above. For example,
the user interface for the Pai Gow poker game 2600 may include
adapted forms of the screens described above with respect to the
1-On-1 Poker game such that they are applicable to a Pai Gow-style
poker game instead of a Texas-Hold 'Em-style poker game. As with
the 1-On-1 poker game, a player may challenge an opponent to a Pai
Gow game via a lobby screen. The user interface for the Pai Gow
game 2600 may include an action screen that includes a user
interface element (e.g., a "SPLIT" button) that enables a player to
structure a Pai Cow hand (e.g., create a five-card poker hand and a
two-card poker hand from seven cards dealt to the player). The user
interface may enable to the player to structure multiple Pai Gow
hands as part of the initiation of the challenge.
[0190] The challengee may accept the challenge and wager a buy-in
amount that is equal to or less than the buy-in amount proposed by
the challenger. The Pai Gow module 312 may present the challengee
with an action screen for structuring one more Pai Cow hands (e.g.,
corresponding to the Pai Gow hands structured by the challenger as
part of the challenge). Upon structuring a hand by the challengee
in response to a hand structured by the challenger, the user
interface for the Pai Cow game 2600 may present a result of the
hand. For example, the user interface for the Pai Gow poker game
2600 may reveal a hand structured by the challengee and a
corresponding hand structured by the challenger. The user interface
for the Pai Cow poker game 2600 may highlight the winning five-card
hand and the winning two-card hand. If a player wins both the
five-card hand and the two-card hand, the user interface for the
Pai Gow poker game 2600 may highlight the player as the winner of
the hand (e.g., by updating the standings for a round to increase
the number of wins for the player by 1).
[0191] The Pai Gow module 2600 may specify a round as including a
particular number of hands (e.g., 11). The user interface for the
Pai Gow game 2600 may present information identifying the current
round (e.g., "ROUND 2") or standings within the round (e.g., the
number of hands won by the challenger and the number of hands won
by the challengee). The Pai Gow module 2600 may also specify a game
as including a particular number of rounds. Upon the completion of
all of the rounds, the Pai Gow module 2600 may award the prize pool
to the winner of the game. The Pai Gow module 2600 may determine
the number of hands per round and the number of rounds per game
based on various factors. For example, the Pai Gow module 2600 may
determine the number of hands or number of rounds based on
historical data in order to maximize activity levels of players
with respect to the game networking system 120b. Or the Pai Gow
module 2600 may determine the number of hands or number of rounds
based on input from a player (e.g., a challenger).
[0192] The user interface for the Pai Gow poker game 2600 may
include a user interface element (e.g., a "MAKE MOVE" button) that
enables a player to move onto a next hand (e.g., in the same game
or in a different game) after performing an action to complete a
hand.
[0193] FIG. 27 is a flowchart of an example embodiment of a method
2700 of implementing an in-game cross-session chat between players.
At operation 2702, the messaging module 314 receives a request for
information about a game currently being played by a first player
and a second player. At operation 2704, the messaging module 314
presents a chat transcript pertaining to the game. The chat
transcripts spans from the game currently being played by the first
player and the second player and a game previously played by the
first player and the second player. The messaging module 314 may
select the game previously played by the first player and the
second player based on the game being the same type of the game
currently being played by the first player and the second player
(e.g., based on the game being a 1-On-1 Poker game, a Pai Gow game,
and so on).
Game Interfaces
[0194] In various embodiments, a user 101 of a client system 2930
can use a browser client (e.g., Firefox, Chrome, Internet Explorer,
etc.) to access the online game over the Internet (or other
suitable network). For example, the game interface 1200 illustrated
in FIG. 12A may be automatically generated and presented to the
user in response to the user visiting or accessing the game
operator's website or a third-party's website from client system
130 with a browser client. Game networking system 120b can transmit
data to client system 130, thereby allowing it to display game
interface 1200, which is typically some type of graphic user
interface. For example, the webpage downloaded to client system 130
may include an embedded call that causes client system 130 to
download an executable object, such as a Flash .SWF object, which
executes on client system 130 and renders the game within the
context of the webpage. Other interface types are possible, such as
server-side rendering and the like. Game interface 1200 is
configured to receive signals from the user 101 via client system
130. For example, the user 101 can click on game interface 1200 or
enter commands from a keyboard or other suitable input device. The
game engine can respond to these signals to allow game play. The
display of game interface 1200 can change based on the output of
the game engine, the input of the player, and other signals from
game networking system 120b and client system 130.
[0195] The game interface 1200 can display various game components,
such as the game environment, options available to the player
(e.g., in-game actions, preferences, settings, etc.), game results,
and so forth. Some components of the game interface may be static,
while others may be dynamic (e.g., changing with game play). The
user may be able to interact with some components (e.g., player
character, NPCs, virtual objects, etc.) and not interact with other
components (e.g., the background of the virtual world, such as the
virtual street or sidewalk). The user can engage in specific
in-game actions or activities by providing input to game interface
1200.
[0196] The user can also click on various user interface elements
in game interlace 1200 to activate various game options. For
example, if the user clicks on one of the buttons in action bar
1200 to call, fold, or raise, the game engine will alter the game
interface 1200 to show the result of the action. For example, the
player could click on the All-in button and the Raise button,
causing the game engine to alter the game interface 1200 to show
all of the player's chips moving toward the center of the
table.
[0197] One skilled in the art would appreciate that FIG. 12A is
presented merely as an example of an embodiment of one type of
online game and that the present disclosure is intended to
encompass a variety of game types, including gambling games,
role-playing games, puzzle games, and the like.
Data Flow
[0198] FIG. 28 is a block diagram illustrating an example data flow
between the components of system 2810. In particular embodiments,
system 2810 can include client system 2830, social networking
system 2820a, and game networking system 2820b. The components of
system 2810 can be connected to each other in any suitable
configuration, using any suitable type of connection. The
components may be connected directly or over any suitable network.
Client system 2830, social networking system 2820a, and game
networking system 2820b can each have one or more corresponding
data stores such as local data store 2825, social data store 2845,
and game data store 2865, respectively. Social networking system
2820a and game networking system 2820b can also have one or more
servers that can communicate with client system 2830 over an
appropriate network. Social networking system 2820a and game
networking system 2820b can have, for example, one or more internet
servers for communicating with client system 2830 via the Internet.
Similarly, social networking system 2820a and game networking
system 2820b can have one or more mobile servers for communicating
with client system 2830 via a mobile network (e.g., GSM, PCS,
Wi-Fi, WPAN, etc.). In some embodiments, one server may be able to
communicate with client system 2830 over both the Internet and a
mobile network. In other embodiments, separate servers can be
used.
[0199] Client system 2830 can receive and transmit data 2823 to and
from game networking system 2820b. This data can include, for
example, webpages, messages, game inputs, game displays, HTTP
packets, data requests, transaction information, updates, and other
suitable data. At some other time, or at the same time, game
networking system 2820b can communicate data 2843, 2847 (e.g., game
state information, game system account information, page info,
messages, data requests, updates, etc.) with other networking
systems, such as social networking system 2820a (e.g., Facebook,
Myspace, etc.). Client system 2830 can also receive and transmit
data 527 to and from social networking system 2820a. This data can
include, for example, webpages, messages, social graph information,
social network displays, HTTP packets, data requests, transaction
information, updates, and other suitable data.
[0200] Communication between client system 2830, social networking
system 2820a, and game networking system 2820b can occur over any
appropriate electronic communication medium or network using any
suitable communications protocols. For example, client system 2830,
as well as various servers of the systems described herein, may
include Transport Control Protocol/Internet Protocol (TCP/IP)
networking stacks to provide for datagram and transport functions.
Of course, any other suitable network and transport layer protocols
can be utilized.
[0201] In addition, hosts or end-systems described herein may use a
variety of higher layer communications protocols, including
client-server (or request-response) protocols, such as the
HyperText Transfer Protocol (HTTP and other communications
protocols, such as HTTP-S, FTP, SNMP, TELNET, and a number of other
protocols, may be used. In addition, a server in one interaction
context may be a client in another interaction context. In
particular embodiments, the information transmitted between hosts
may be formatted as HTML documents. Other structured document
languages or formats can be used, such as XML, and the like.
Executable code objects, such as JavaScript and ActionScript, can
also be embedded in the structured documents.
[0202] In some client-server protocols, such as the use of HTML
over HTTP, a server generally transmits a response to a request
from a client. The response may comprise one or more data objects.
For example, the response may comprise a first data object,
followed by subsequently transmitted data objects. In particular
embodiments, a client request may cause a server to respond with a
first data object, such as an HTML page, which itself refers to
other data objects. A client application, such as a browser, will
request these additional data objects as it parses or otherwise
processes the first data object.
[0203] In particular embodiments, an instance of an online game can
be stored as a set of game state parameters that characterize the
state of various in-game objects, such as, for example, player
character state parameters, non-player character parameters, and
virtual item parameters. In particular embodiments, game state is
maintained in a database as a serialized, unstructured string of
text data as a so-called Binary Large Object (BLOB). When a player
accesses an online game on game networking system 2820b, the BLOB
containing the game state for the instance corresponding to the
player can be transmitted to client system 2830 for use by a
client-side executed object to process. In particular embodiments,
the client-side executable may be a Flash-based game, which can
de-serialize the game state data in the BLOB. As a player plays the
game, the game logic implemented at client system 2830 maintains
and modifies the various game state parameters locally. The
client-side game logic may also batch game events, such as mouse
clicks, and transmit these events to game networking system 2820b.
Game networking system 2820b may itself operate by retrieving a
copy of the BLOB from a database or an intermediate memory cache
(memcache) layer. Game networking system 2820b can also
de-serialize the BLOB to resolve the game state parameters and
execute its own game logic based on the events in the batch file of
events transmitted by the client to synchronize the game state on
the server side. Game networking system 2820b may then re-serialize
the game state, now modified, into a BLOB and pass this to a memory
cache layer for lazy updates to a persistent database.
[0204] With a client-server environment in which the online games
may run, one server system, such as game networking system 2820b,
may support multiple client systems 2830. At any given time, there
may be multiple players at multiple client systems 2830 all playing
the same online game. In practice, the number of players playing
the same game at the same time may be very large. As the game
progresses with each player, multiple players may provide different
inputs to the online game at their respective client systems 2830,
and multiple client systems 2830 may transmit multiple player
inputs and/or game events to game networking system 2820b for
further processing. In addition, multiple client systems 2830 may
transmit other types of application data to game networking system
2820b.
[0205] In particular embodiments, a computed-implemented game may
be a text-based or turn-based game implemented as a series of web
pages that are generated after a player selects one or more actions
to perform. The web pages may be displayed in a browser client
executed on client system 2830. As an example and not by way of
limitation, a client application downloaded to client system 2830
may operate to serve a set of webpages to a player. As another
example and not by way of limitation, a computer-implemented game
may be an animated or rendered game executable as a stand-alone
application or within the context of a webpage or other structured
document. In particular embodiments, the computer-implemented game
may be implemented using Adobe Flash-based technologies. As an
example and not by way of limitation, a game may be fully or
partially implemented as a SWF object that is embedded in a web
page and executable by a Flash media player plug-in. In particular
embodiments, one or more described webpages may be associated with
or accessed by social networking system 2820a. This disclosure
contemplates using any suitable application for the retrieval and
rendering of structured documents hosted by any suitable
network-addressable resource or website.
[0206] Application event data of a game is any data relevant to the
game (e.g., player inputs). In particular embodiments, each
application datum may have a name and a value, and the value of the
application datum may change (i.e., be updated) at any time. When
an update to an application datum occurs at client system 2830,
either caused by an action of a game player or by the game logic
itself, client system 2830 may need to inform game networking
system 2820b of the update. For example, if the game is a farming
game with a harvest mechanic (such as Zynga FarmVille), an event
can correspond to a player clicking on a parcel of land to harvest
a crop. In such an instance, the application event data may
identify an event or action (e.g., harvest) and an object in the
game to which the event or action applies. For illustration
purposes and not by way of limitation, system 2810 is discussed in
reference to updating a multi-player online game hosted on a
network-addressable system (such as, for example, social networking
system 2820a or game networking system 2820b), where an instance of
the online game is executed remotely on a client system 2830, which
then transmits application event data to the hosting system such
that the remote game server synchronizes the game state associated
with the instance executed by the client system 2830.
[0207] In a particular embodiment, one or more objects of a game
may be represented as an Adobe Flash object. Flash may manipulate
vector and raster graphics, and supports bidirectional streaming of
audio and video. "Flash" may mean the authoring environment, the
player, or the application files. In particular embodiments, client
system 2830 may include a Flash client. The Flash client may be
configured to receive and run Flash applications or game object
codes from any suitable networking system (such as, for example,
social networking system 520a or game networking system 2820b). In
particular embodiments, the Flash client may be n in a browser
client executed on client system 2830. A player can interact with
Flash objects using client system 2830 and the Flash client. The
Flash objects can represent a variety of in-game objects. Thus, the
player may perform various in-game actions on various in-game
objects by making various changes and updates to the associated
Flash objects. In particular embodiments, in-game actions can be
initiated by clicking or similarly interacting with a Flash object
that represents a particular in-game object. For example, a player
can interact with a Flash object to use, move, rotate, delete,
attack, shoot, or harvest an in-game object. This disclosure
contemplates performing any suitable in-game action by interacting
with any suitable Flash object. In particular embodiments, when the
player makes a change to a Flash object representing an in-game
object, the client-executed game logic may update one or more game
state parameters associated with the in-game object. To ensure
synchronization between the Flash object shown to the player at
client system 2830, the Flash client may send the events that
caused the game state changes to the in-game object to game
networking system 2820b. However, to expedite the processing and
hence the speed of the overall gaming experience, the Flash client
may collect a batch of some number of events or updates into a
batch file. The number of events or updates may be determined by
the Flash client dynamically or determined by game networking
system 2820b based on server loads or other factors. For example,
client system 2830 may send a batch file to game networking system
2820b whenever 50 updates have been collected or after a threshold
period of time, such as every minute.
[0208] As used herein, the term "application event data" may refer
to any data relevant to a computer-implemented game application
that may affect one or more game state parameters, including, for
example and without limitation, changes to player data or metadata,
changes to player social connections or contacts, player inputs to
the game, and events generated by the game logic. In particular
embodiments, each application datum may have a name and a value.
The value of an application datum may change at any time in
response to the game play of a player or in response to the game
engine (e.g., based on the game logic). In particular embodiments,
an application data update occurs when the value of a specific
application datum is changed. In particular embodiments, each
application event datum may include an action or event name and a
value (such as an object identifier). Thus, each application datum
may be represented as a name-value pair in the batch file. The
batch file may include a collection of name-value pairs
representing the application data that have been updated at client
system 2830. In particular embodiments, the batch file may be a
text file and the name-value pairs may be in string format.
[0209] In particular embodiments, when a player plays an online
game on client system 2830, game networking system 2820b may
serialize all the game-related data, including, for example and
without limitation, game states, game events, and user inputs, for
this particular user and this particular game into a BLOB and
stores the BLOB in a database. The BLOB may be associated with an
identifier that indicates that the BLOB contains the serialized
game-related data for a particular player and a particular online
game. In particular embodiments, while a player is not playing the
online game, the corresponding BLOB may be stored in the database.
This enables a player to stop playing the game at any time without
losing the current state of the game the player is in. When a
player resumes playing the game next time, game networking system
2820b may retrieve the corresponding BLOB from the database to
determine the most-recent values of the game-related data. In
particular embodiments, while a player is playing the online game,
game networking system 2820b may also load the corresponding BLOB
into a memory cache so that the game system may have faster access
to the BLOB and the game-related data contained therein,
Systems and Methods
[0210] In particular embodiments, one or more described webpages
may be associated with a networking system or networking service.
However, alternate embodiments may have application to the
retrieval and rendering of structured documents hosted by any type
of network addressable resource or web site. Additionally, as used
herein, a user may be an individual, a group, or an entity (such as
a business or third party application).
[0211] Particular embodiments may operate in a wide area network
environment, such as the Internet, including multiple network
addressable systems. FIG. 29 is a block diagram illustrating an
example network environment 2910, in which various example
embodiments may operate. Network cloud 2960 generally represents
one or more interconnected networks, over which the systems and
hosts described herein can communicate. Network cloud 2960 may
include packet-based WANs (such as the Internet), private networks,
wireless networks, satellite networks, cellular networks, paging
networks, and the like. As FIG. 29 illustrates, particular
embodiments may operate in a network environment comprising one or
more networking systems, such as social networking system 2920a,
game networking system 2920b, and one or more client systems 2930.
The components of social networking system 2920a and game
networking system 2920b operate analogously; as such, hereinafter
they may be referred to simply as networking system 2920. Client
systems 2930 are operably connected to the network environment via
a network service provider, a wireless carrier, or any other
suitable means.
[0212] Networking system 2920 is a network addressable system that,
in various example embodiments, comprises one or more physical
servers 2922 and data stores 2924. The one or more physical servers
2922 are operably connected to computer network 2960 via, by way of
example, a set of routers and/or networking switches 2926. In an
example embodiment, the functionality hosted by the one or more
physical servers 2922 may include web or HTTP servers, FTP servers,
application servers, as well as, without limitation, webpages and
applications implemented using Common Gateway Interface (CGI)
script, PHP Hyper-text Preprocessor (PHP), Active Server Pages
(ASP), HTML, XML, Java, JavaScript, Asynchronous JavaScript and XML
(AJAX), Flash, ActionScript, and the like.
[0213] Physical servers 2922 may host functionality directed to the
operations of networking system 2920. Hereinafter servers 2922 may
be referred to as server 2922, although server 2922 may include
numerous servers hosting, for example, networking system 2920, as
well as other content distribution servers, data stores, and
databases. Data store 2924 may store content and data relating to,
and enabling, operation of networking system 2920 as digital data
objects. A data object, in particular embodiments, is an item of
digital information typically stored or embodied in a data file,
database, or record. Content objects may take many forms,
including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif
and gif), graphics (vector-based or bitmap), audio, video (e.g.,
mpeg), or other multimedia, and combinations thereof. Content
object data may also include executable code objects (e.g., games
executable within a browser window or frame), podcasts, etc.
Logically, data store 2924 corresponds to one or more of a variety
of separate and integrated databases, such as relational databases
and object-oriented databases, that maintain information as an
integrated collection of logically related records or files stored
on one or more physical systems. Structurally, data store 2924 may
generally include one or more of a large class of data storage and
management systems. In particular embodiments, data store 2924 may
be implemented by any suitable physical system(s) including
components, such as one or more database servers, mass storage
media, media library systems, storage area networks, data storage
clouds, and the like. In one example embodiment, data store 2924
includes one or more servers, databases (e.g., MySQL), and/or data
warehouses. Data store 2924 may include data associated with
different networking system 2920 users and/or client systems
2930.
[0214] Client system 2930 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. Client system 2930 may be a desktop
computer, laptop computer, personal digital assistant (PDA), in- or
out-of-car navigation system, smart phone or other cellular or
mobile phone, or mobile gaming device, among other suitable
computing devices. Client system 2930 may execute one or more
client applications, such as a web browser (e.g., Microsoft
Internet Explorer, Mozilla Firefox, Apple Safari, Google Chrome,
and Opera), to access and view content over a computer network. In
particular embodiments, the client applications allow a user of
client system 2930 to enter addresses of specific network resources
to be retrieved, such as resources hosted by networking system
2920. These addresses can be Uniform Resource Locators (URLs) and
the like. In addition, once a page or other resource has been
retrieved, the client applications may provide access to other
pages or records when the user "clicks" on hyperlinks to other
resources. By way of example, such hyperlinks may be located within
the webpages and provide an automated way for the user to enter the
URL of another page and to retrieve that page.
[0215] A webpage or resource embedded within a webpage, which may
itself include multiple embedded resources, may include data
records, such as plain textual information, or more complex
digitally encoded multimedia content, such as software programs or
other code objects, graphics, images, audio signals, videos, and so
forth. One prevalent markup language for creating webpages is HTML.
Other common web browser-supported languages and technologies
include XML. Extensible Hypertext Markup Language (XHTML),
JavaScript, Flash, ActionScript, Cascading Style Sheet (CSS), and,
frequently, Java. By way of example, HTML enables a page developer
to create a structured document by denoting structural semantics
for text and links, as well as images, web applications, and other
objects that can be embedded within the page. Generally, a webpage
may be delivered to a client as a static document; however, through
the use of web elements embedded in the page, an interactive
experience may be achieved with the page or a sequence of pages.
During a user session at the client, the web browser interprets and
displays the pages and associated resources received or retrieved
from the website hosting the page, as well as, potentially,
resources from other websites.
[0216] When a user at a client system 2930 desires to view a
particular webpage (hereinafter also referred to as a target
structured document) hosted by networking system 2920, the user's
web browser, or other document rendering engine or suitable client
application, formulates and transmits a request to networking
system 2920. The request generally includes a URL or other document
identifier as well as metadata or other information. By way of
example, the request may include information identifying the user,
such as a user identifier (ID), as well as information identifying
or characterizing the web browser or operating system running on
the user's client computing device 2930. The request may also
include location information identifying a geographic location of
the user's client system or a logical network location of the
user's client system. The request may also include a timestamp
identifying when the request was transmitted.
[0217] Although the example network environment 2910 described
above and illustrated in FIG. 29 described with respect to social
networking system 2920a and game networking system 2920b, this
disclosure encompasses any suitable network environment using any
suitable systems. As an example and not by way of limitation, the
network environment may include online media systems, online
reviewing systems, online search engines, online advertising
systems, or any combination of two or more such systems.
[0218] FIG. 30 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server 2922
or a client system 2930. In one embodiment, hardware system 3010
comprises a processor 3002, a cache memory 3004, and one or more
executable modules and drivers, stored on a tangible computer
readable medium, directed to the functions described herein.
Additionally, hardware system 3010 may include a high performance
input/output (I/O) bus 3006 and a standard I/O bus 3008. A host
bridge 3011 may couple processor 3002 to high performance I/O bus
706, whereas I/O bus bridge 3012 couples the two buses 3006 and
3008 to each other. A system memory 3014 and one or more
network/communication interfaces 3016 may couple to bus 3006.
Hardware system 3010 may further include video memory (not shown)
and a display device coupled to the video memory. Mass storage 3018
and I/O ports 3020 may couple to bus 3008. Hardware system 3010 may
optionally include a keyboard, a pointing device, and a display
device (not shown) coupled to bus 3008. Collectively, these
elements are intended to represent a broad category of computer
hardware systems, including but not limited to general purpose
computer systems based on the x86-compatible processors
manufactured by Intel Corporation of Santa Clara, Calif., and the
x86-compatible processors manufactured by Advanced Micro Devices
(AMD), Inc., of Sunnyvale, Calif., as well as any other suitable
processor.
[0219] The elements of hardware system 3010 are described in
greater detail below. In particular, network interface 3016
provides communication between hardware system 3010 and any of a
wide range of networks, such as an Ethernet (e.g., IEEE 802.3)
network, a backplane, and so forth. Mass storage 3018 provides
permanent storage for the data and programming instructions to
perform the above-described functions implemented in servers 2922,
whereas system memory 3014 (e.g., DRAM) provides temporary storage
for the data and programming instructions when executed by
processor 3002. I/O ports 3020 are one or more serial and/or
parallel communication ports that provide communication between
additional peripheral devices, which may be coupled to hardware
system 3010.
[0220] Hardware system 3010 may include a variety of system
architectures and various components of hardware system 3010 may be
rearranged. For example, cache 3004 may be on-chip with processor
3002. Alternatively, cache 3004 and processor 3002 may be packed
together as a "processor module," with processor 3002 being
referred to as the "processor core." Furthermore, certain
embodiments of the present disclosure may not require nor include
all of the above components. For example, the peripheral devices
shown coupled to standard I/O bus 3008 may couple to high
performance I/O bus 3006. In addition, in some embodiments, only a
single bus may exist, with the components of hardware system 3010
being coupled to the single bus. Furthermore, hardware system 3010
may include additional components, such as additional processors,
storage devices, or memories.
[0221] An operating system manages and controls the operation of
hardware system 3010, including the input and output of data to and
from software applications (not shown). The operating system
provides an interface between the software applications being
executed on the system and the hardware components of the system.
Any suitable operating system may be used, such as the LINUX
Operating System, the Apple Macintosh Operating System, available
from Apple Computer Inc. of Cupertino, Calif., UNIX operating
systems, Microsoft.RTM. Windows.RTM. operating systems, BSD
operating systems, and the like. Of course, other embodiments are
possible. For example, the functions described herein may be
implemented in firmware or on an application-specific integrated
circuit. Furthermore, the above-described elements and operations
can be comprised of instructions that are stored on non-transitory
storage media. The instructions can be retrieved and executed by a
processing system. Some examples of instructions are software,
program code, and firmware. Some examples of non-transitory storage
media are memory devices, tape, disks, integrated circuits, and
servers. The instructions are operational when executed by the
processing system to direct the processing system to operate in
accord with the disclosure. The term "processing system" refers to
a single processing device or a group of inter-operational
processing devices. Some examples of processing devices are
integrated circuits and logic circuitry. Those skilled in the art
are familiar with instructions, computers, and storage media.
Miscellaneous
[0222] One or more features from any embodiment may be combined
with one or more features of any other embodiment without departing
from the scope of the disclosure.
[0223] A recitation of "a", "an," or "the" is intended to mean "one
or more" unless specifically indicated to the contrary. In
addition, it is to be understood that functional operations, such
as "awarding," "locating," "permitting" and the like, are executed
by game application logic that accesses, and/or causes changes to,
various data attribute values maintained in a database or other
memory.
[0224] The present disclosure encompasses all changes,
substitutions, variations, alterations, and modifications to the
example embodiments herein that a person having ordinary skill in
the art would comprehend. Similarly, where appropriate, the
appended claims encompass all changes, substitutions, variations,
alterations, and modifications to the example embodiments herein
that a person having ordinary skill in the art would
comprehend.
[0225] For example, the methods, game features and game mechanics
described herein may be implemented using hardware components,
software components, and/or any combination thereof. By way of
example, while embodiments of the present disclosure have been
described as operating in connection with a networking website,
various embodiments of the present disclosure can be used in
connection with any communications facility that supports web
applications. Furthermore, in some embodiments the term "web
service" and "website" may be used interchangeably and additionally
may refer to a custom or generalized API on a device, such as a
mobile device (e.g., cellular phone, smart phone, personal GPS,
PDA, personal gaming device, etc.), that makes API calls directly
to a server. Still further, while the embodiments described above
operate with respect to a poker game, the embodiments can be
applied to any game that includes multiple players. The
specification and drawings are, accordingly, to be regarded in an
illustrative rather than a restrictive sense. It will, however, be
evident that various modifications and changes may be made
thereunto without departing from the broader spirit and scope of
the disclosure as set forth in the claims and that the disclosure
is intended to cover all modifications and equivalents within the
scope of the following claims.
* * * * *