U.S. patent application number 14/269561 was filed with the patent office on 2014-08-28 for game supply delivery systems and methods.
This patent application is currently assigned to Zynga Inc.. The applicant listed for this patent is Zynga Inc.. Invention is credited to Sean Uberoi Kelly, Alexander Michael Minh Khiem Le.
Application Number | 20140243101 14/269561 |
Document ID | / |
Family ID | 46048273 |
Filed Date | 2014-08-28 |
United States Patent
Application |
20140243101 |
Kind Code |
A1 |
Kelly; Sean Uberoi ; et
al. |
August 28, 2014 |
GAME SUPPLY DELIVERY SYSTEMS AND METHODS
Abstract
Systems and methods that deliver game supplies are described. In
some embodiments, a method receives a request for in-game supplies
from a first player in an interactive social game. The method
presents multiple supply options where each supply option has an
associated processing time. A supply option selection is received
from the first player that indicates selection of one of the
multiple supply options. A supply fulfillment invitation is
distributed to a second player of the interactive social game. An
in-game benefit is provided to the second player in response to
acceptance of the supply fulfillment invitation. The first player
is notified upon completion of the processing time for the selected
supply option, which indicates availability of the requested
in-game supplies to the first player.
Inventors: |
Kelly; Sean Uberoi;
(Washington, DC) ; Le; Alexander Michael Minh Khiem;
(Chino Hills, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Zynga Inc. |
San Francisco |
CA |
US |
|
|
Assignee: |
Zynga Inc.
San Francisco
CA
|
Family ID: |
46048273 |
Appl. No.: |
14/269561 |
Filed: |
May 5, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13933315 |
Jul 2, 2013 |
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14269561 |
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13602464 |
Sep 4, 2012 |
8491396 |
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13933315 |
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12947356 |
Nov 16, 2010 |
8272956 |
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13602464 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/407 20130101;
A63F 13/12 20130101; A63F 13/335 20140902; A63F 2300/5553 20130101;
A63F 13/92 20140902; A63F 2300/5533 20130101; A63F 2300/575
20130101; A63F 13/80 20140902; A63F 13/85 20140902; A63F 13/795
20140902; A63F 13/533 20140902; A63F 13/87 20140902; A63F 13/44
20140902; A63F 2300/572 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 13/30 20060101
A63F013/30 |
Claims
1-20. (canceled)
21. A computer-implemented method, comprising: during an initiation
phase of a harvest mechanic, receiving a selection by a first
player of an amount of in-game supplies in a game environment
belonging to the first player; receiving a selection from the first
player of an incentivized social fulfillment component for a wait
phase of the harvest mechanic; during a wait time associated with
the wait phase of the harvest mechanic: sending a supply
fulfillment request to a second player for the amount of the
in-game supplies based on the selection of the incentivized social
fulfillment component; and providing an in-game benefit to the
second player based on an acceptance of the supply fulfillment
request by the second player; and during a collection phase of the
harvest mechanic, providing to the first player access to the
amount of in-game supplies.
22. The computer-implement method as in claim 21, receiving a
selection from the first player of an incentivized social
fulfillment component for a wait phase of the harvest mechanic
comprises: modifying the wait time in exchange for receipt of the
selection of the incentivized social fulfillment component.
23. The computer-implement method as in claim 21, wherein receiving
a selection by the first player of an amount of in-game supplies
comprises: receiving a selection by the first player of an amount
of in-game supplies associated with a cost.
24. The computer-implement method as in claim 23, wherein receiving
a selection from the first player of an incentivized social
fulfillment component for a wait phase of the harvest mechanic
comprises: modifying the cost in exchange for receipt of the
selection of the incentivized social fulfillment component.
25. The computer-implement method as in claim 21, wherein providing
the first player access to the amount of in-game supplies further
comprises: providing to the first player access to the amount of
in-game supplies upon detecting expiration of the wait phase prior
to acceptance of the supply fulfillment request by the second
player.
26. The computer-implement method as in claim 21, further
comprising: presenting the incentivized social fulfillment
component to the first player based on the first player having made
an in-game contact with the second player.
27. The computer-implement method as in claim 21, further
comprising: modifying the wait time of the wait phase based on the
acceptance of the supply fulfillment request by the second
player.
28. A non-transitory computer-readable medium storing executable
instructions thereon, which, when executed by a processor, cause
the processor to perform operations including: during an initiation
phase of a harvest mechanic, receiving a selection by a first
player of an amount of in-game supplies in a game environment
belonging to the first player; receiving a selection from the first
player of an incentivized social fulfillment component for a wait
phase of the harvest mechanic; during a wait time associated with
the wait phase of the harvest mechanic: sending a supply
fulfillment request to a second player for the amount of the
in-game supplies based on the selection of the incentivized social
fulfillment component; and providing an in-game benefit to the
second player based on an acceptance of the supply fulfillment
request by the second player; and during a collection phase of the
harvest mechanic, providing to the first player access to the
amount of in-game supplies.
29. The non-transitory computer-readable medium as in claim 28,
receiving a selection from the first player of an incentivized
social fulfillment component for a wait phase of the harvest
mechanic comprises: modifying the wait time in exchange for receipt
of the selection of the incentivized social fulfillment
component.
30. The non-transitory computer-readable medium as in claim 28,
wherein receiving a selection by the first player of an amount of
in-game supplies comprises: receiving a selection by the first
player of an amount of in-game supplies associated with a cost.
31. The non-transitory computer-readable medium as in claim 30,
wherein receiving a selection from the first player of an
incentivized social fulfillment component for a wait phase of the
harvest mechanic comprises: modifying the cost in exchange for
receipt of the selection of the incentivized social fulfillment
component.
32. The non-transitory computer-readable medium as in claim 28,
wherein providing the first player access to the amount of in-game
supplies further comprises: providing to the first player access to
the amount of in-game supplies upon detecting expiration of the
wait phase prior to acceptance of the supply fulfillment request by
the second player.
33. The non-transitory computer-readable medium as in claim 28,
further comprising: presenting the incentivized social fulfillment
component to the first player based on the first player having made
an in-game contact with the second player.
34. The non-transitory computer-readable medium as in claim 28,
further comprising: modifying the wait time of the wait phase based
on the acceptance of the supply fulfillment request by the second
player.
35. A computer system comprising: a processor; a memory device
holding an instruction set executable on the processor to cause the
computer system to perform operations comprising: during an
initiation phase of a harvest mechanic, receiving a selection by a
first player of an amount of in-game supplies in a game environment
belonging to the first player; receiving a selection from the first
player of an incentivized social fulfillment component for a wait
phase of the harvest mechanic; during a wait time associated with
the wait phase of the harvest mechanic: sending a supply
fulfillment request to a second player for the amount of the
in-game supplies based on the selection of the incentivized social
fulfillment component; and providing an in-game benefit to the
second player based on an acceptance of the supply fulfillment
request by the second player; and during a collection phase of the
harvest mechanic, providing to the first player access to the
amount of in-game supplies.
36. The computer system as in claim 35, receiving a selection from
the first player of an incentivized social fulfillment component
for a wait phase of the harvest mechanic comprises: modifying the
wait time in exchange for receipt of the selection of the
incentivized social fulfillment component.
37. The computer system as in claim 35, wherein receiving a
selection by the first player of an amount of in-game supplies
comprises: receiving a selection by the first player of an amount
of in-game supplies associated with a cost.
38. The computer system as in claim 37, wherein receiving a
selection from the first player of an incentivized social
fulfillment component for a wait phase of the harvest mechanic
comprises: modifying the cost in exchange for receipt of the
selection of the incentivized social fulfillment component.
39. The computer system as in claim 35, wherein providing the first
player access to the amount of in-game supplies further comprises:
providing to the first player access to the amount of in-game
supplies upon detecting expiration of the wait phase prior to
acceptance of the supply fulfillment request by the second
player.
40. The computer system as in claim 35, further comprising:
presenting the incentivized social fulfillment component to the
first player based on the first player having made an in-game
contact with the second player; and modifying the wait time of the
wait phase based on the acceptance of the supply fulfillment
request by the second player.
Description
CLAIM OF PRIORITY
[0001] This application is a continuation of U.S. patent
application Ser. No. 13/933,315, filed on Jul. 2, 2013, which is a
continuation of U.S. patent application Ser. No. 13/602,464, filed
on Sep. 4, 2012, and issued as U.S. Pat. No. 8,491,396 on Jul. 23,
2013, which is a continuation of U.S. patent application Ser. No.
12/947,356, filed on Nov. 16, 2010, and issued as U.S. Pat. No.
8,272,956 on Sep. 25, 2012, which are hereby incorporated by
reference herein in their entirety.
TECHNICAL FIELD
[0002] The present disclosure generally relates to games and
applications in general and, in particular embodiments, to
computer-implemented, online social games.
BACKGROUND
[0003] 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.
[0004] 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 coin, 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, etc. 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).
[0005] 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.
[0006] 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).
[0007] 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, etc. 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, etc.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 illustrates an example of a system for implementing
particular disclosed embodiments.
[0009] FIG. 2 illustrates an example social network.
[0010] FIG. 3 illustrates an example of a game interface for an
online game.
[0011] FIG. 4 is a flow chart illustrating an example process flow.
illustrates an example of a game interface for an online game.
[0012] FIG. 5 is a flow chart illustrating an example process
flow.
[0013] FIG. 6 illustrates an example of a game interface for an
online game.
[0014] FIG. 7 illustrates an example of a game interface for an
online game.
[0015] FIG. 8 illustrates an example data flow in a system.
[0016] FIG. 9 illustrates an example network environment.
[0017] FIG. 10 illustrates an example computer system
architecture.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0018] FIG. 1 illustrates an example of a system for implementing
various disclosed embodiments. In particular embodiments, system
100 comprises player 101, social network 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.
[0019] Social network 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 network 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 accesses 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 network
system 120a and game networking system 120b. Client system 130 can
access social networking system 120 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, etc.
[0020] Although FIG. 1 illustrates a particular number of players
101, social network systems 120a, game networking systems 120b,
client systems 130, and networks 160, this disclosure contemplates
any suitable number of players 101, social network 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 network system 120a, game networking system 120b, client
system 130, and network 160, this disclosure contemplates any
suitable arrangement of player 101, social network system 120a,
game networking system 120b, client system 130, and network
160.
[0021] 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 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 network system
120a, game networking system 120b, client system 130, and network
160, this disclosure contemplates any suitable connections between
player 101, social network 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 network system 120a or game
networking system 120b, bypassing network 160.
Online Games and Game Systems
[0022] 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 non-player
characters (NPCs), and in-game objects. The game engine also
manages game state, including player character state for currently
active (online) and inactive (offline) players.
[0023] 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). 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 HTTP requests transmitted by client system 130,
and/or by the player 101 logging onto the online game.
[0024] 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, transmitting 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:
[0025] In an online multiplayer game, players may control player
characters (PCs), a game engine controls non-player characters
(NPCs) and game features, and 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), etc. 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 Jess 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.
[0026] In particular embodiments, player 101 may access particular
game instances of an online game. A game instance is 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 an 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.
[0027] 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
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.
[0028] 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 any suitable social graph users.
[0029] 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.
[0030] 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 N.sub.max degrees of the player, where
N.sub.max 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,
N.sub.max equals 1, such that the player's social network includes
only first-degree friends. In another embodiment, N.sub.max is
unlimited and the player's social network is coextensive with the
social graph.
[0031] 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., Face book,
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.
[0032] FIG. 2 shows an example of a social network within a social
graph. As shown, Player 201 can be associated, connected or linked
to various other users, or "friends," within the social network
250. These associations, connections or links can track
relationships between users within the 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 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.
[0033] 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 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 which 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.
[0034] 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 take advantage of and utilize the distinction
between the various degrees of friendship relative to Player
201.
[0035] 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. 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.
[0036] 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 in-game social network 260, out-of-game social
network 250, or both.
[0037] 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
[0038] 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.
[0039] An online game can be hosted by a game networking system
320, which can be accessed over any suitable network with an
appropriate client system 330. A player may have a game system
account on game system 320, 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
system 320 and merely accessed via the third-party website. The
embedded online game can be hosted solely on a server of game
system 320 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.
Game Interfaces
[0040] FIG. 3 illustrates an example of a webpage-based game
interface for an online game accessed by a browser client (e.g.,
Firefox, Chrome, Internet Explorer, etc.). In various embodiments,
a user of a client system 130 can use a browser client to access
the online game over the Internet (or other suitable network). The
game interface 370 illustrated in FIG. 3 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 system 120b can transmit data to client system 130 allowing it
to display game interface 370, 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 370 is configured to receive signals from the user via
client system 130. For example, the user can click on game
interface 370, 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 370 can change based on
the output of the game engine, the input of the player, and other
signals from game system 120b and client system 130.
[0041] The game interface 370 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,
etc. 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 370.
[0042] In the example online game illustrated in FIG. 3, the user
controls a virtual city implemented in an online social game. Game
interface 370 shows the virtual city and various components of the
city. The player can interact with various elements of the cafe,
such as the virtual business objects 320 and virtual housing
objects 330. The user can click on (or otherwise activate) various
aspects of the game interface to provide instructions to the game
engine. For example, by clicking on a virtual business object 320,
the user can initiate a harvest mechanic cycle as described in more
detail below.
[0043] The user can also click on various icons in game interface
370 to activate various game options. For example, if the user
clicks on one of the icons in option bar 360, the game engine will
alter the game interface 370 to present the user with options for
buying and selling virtual items for use in the virtual city. For
example, the player could buy or sell virtual furniture,
appliances, decor, windows, goods, etc. Similarly, the user can
click on other icons in option bar 360 to access other game
options.
[0044] One skilled in the art would appreciate that FIG. 3 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, etc.
Virtual Currency
[0045] 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.
[0046] 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 the necessary 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 system 320, 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.
[0047] 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.
Harvest Mechanic
[0048] In various embodiments, an online game can include a series
of user-initiated in-game actions that comprise a harvest mechanic.
The harvest mechanic generally has two components: a set of
initiating actions and a set of collecting (harvesting) actions. In
an initiating action, a player may "click" or otherwise interact
with an element of the online game to initiate the harvest
mechanic. In some games, multiple clicks or other actions may be
necessary to complete the initiating action. Furthermore, in some
implementations, the initiating actions may require the player to
expend resources, such as virtual currency, energy, virtual goods
or supplies, and the like. For example, a player may have to click
on a stove to clean it and click again to purchase and prepare
ingredients and initiate cooking virtual food. These operations may
cost the player energy and/or virtual currency. In another example,
a player may have to click on a segment of land to plow it and
click again to purchase and plant seeds and initiate growing
virtual crops.
[0049] Once the initiating action is complete, the online game may
begin a processing action, wherein the game state of the element is
modified by the game system during some waiting time period. The
time period can range from seconds to days, depending on the game
system. For example, the game system may require an hour for
virtual food to get cooked, or it may require three days for a
virtual crop to grow. During the processing action, the player may
be able to cancel the processing action, thereby resetting the
entire harvest mechanic sequence. During the processing action, the
player may also be able to interact with the element. For example,
the player could add spice to his virtual food while it is cooking,
or the player could add fertilizer to his virtual crops while they
are growing. These interactions may or may not have an in-game
effect on the element. In some embodiments, there is no processing
action or waiting time period, and the collecting action is
accessible immediately after the initiating action is complete. In
other embodiments, the processing action is instantaneous.
[0050] After the processing action is complete, the game system can
alter the game state of the in-game asset. At this point, the
collecting action may be available. In a collecting action, a
player may click or otherwise interact with the element to complete
the harvest mechanic cycle. For example, a player may have to click
on the fully-cooked virtual food to serve it. In another example, a
player may have to click on fully-grown crops to harvest them. In
some games, multiple clicks or other actions may be necessary to
complete the collecting action. Completion of the harvest mechanic
typically results in a reward, such as virtual currency, in-game
assets or other loot. Some harvest mechanics may also include an
explicit penalty for not initiating the collection action within a
threshold period of time. For example, crops may wither if not
harvested within X hours of completing the processing action, where
X may vary depending on crop type or other considerations.
[0051] Once the collecting action is complete, the harvest mechanic
may be reset with respect to that game element. In some
embodiments, the player may have to click or otherwise interact
with the in-game asset to reset the harvest mechanic. In other
embodiments, the harvest mechanic may reset automatically once the
collecting action is complete. Once the harvest mechanic is reset,
the initiating action may be available again for that game
element.
[0052] A detailed example of the harvest mechanic follows in
connection with an in-game asset representing a business. NPCs may
visit the business and make purchases of items. The business may be
a retail store, such as a restaurant or toy shop. The business may
be visually represented as an in-game object located within the
virtual game instance associated with the player. FIG. 3
illustrates an example business object 320 located in a game
instance of the player. In some implementations, the game logic may
require the player to purchase the business and/or perform a series
of operations to build the business, which such actions may require
the expenditure of energy and/or some in-game credit or currency.
In this manner, a player may establish a plurality of businesses of
the same type or different types within the game instance of the
player.
[0053] In one implementation, the harvest mechanic associated with
the business object 320 may involve three phases. An initiating
phase may involve the user supplying the business with units of
virtual goods or supplies. In one implementation, the minimum
number of units required to initiate the harvest mechanic may vary
depending on the type of business. The player may be required to
purchase goods units (or replenish an existing supply of goods
units) using virtual currency or other in-game assets or credits.
Each goods unit may require the player to The wait or processing
phase may involve one or more NPCs (or player characters
separately) visiting the business to consume the goods of the
business. The rate at which goods are consumed can be based on the
number or population of NPCs in the game instance of the player.
Game logic may apply a function that considers a variety of
attributes to control the population of NPCs, such as the number
and size of the housing structures within the game instance of a
player. The processing phase ends and the collection (harvesting)
phase begins, when all goods of the business have been consumed.
For example, the business object may include a visual identifier
that indicates that collection is available. A user may click on
the business object to collect virtual currency (or other loot)
resulting from completion of the harvest mechanic cycle. In some
implementations, there is no wither or penalty component. In other
implementations, a penalty can be assessed if a player fails to
initiate a collection operation within a threshold period of time.
For example, a business may be "robbed" or employees may steal from
the cash registers.
Supply Chain Harvest Mechanic with Social Fulfillment
[0054] In one implementation, the process by which a player
acquires goods units in order to initiate the harvest mechanic
discussed above may itself also involve a harvest mechanic
including an initiation phase, a wait or processing phase and a
collection phase. In the initiation phase, the player may select an
amount of goods units to purchase. The wait or processing phase may
involve an elapsed time passing before the player is allowed to
access the ordered goods units. In the collection phase, the player
acknowledges the supply of goods units and receives them into
inventory for use in connection with the harvest mechanic discussed
above, for example. In a particular implementation, the wait or
processing phase may include a social component. For example, a
player may opt to initiate a social fulfillment work flow,
according to which other players are invited to sell goods units or
otherwise contribute to the supply of goods units requested by the
player.
[0055] In one implementation, the concept of a train carrying
supplies provides an apt analogy and an example story line suitable
for use in a game including the supply chain harvest mechanic.
Other analogies can be used as well for the games, such as trucks,
ships, delivery vans and the like. FIG. 6 illustrates a graphical
user interface that includes a train station object 802. In
response to user activation (e.g., a click on the train station
object 802), the game application may provide a train schedule
interface 804 indicating the time remaining until arrival of one or
more scheduled trains. FIG. 4 illustrates a process flow according
to one implementation of the invention directed to ordering and
scheduling goods units for delivery. The process flow of FIG. 4 may
be initiated when a player clicks on the train station object. When
a train has arrived at the station or there are trains pending
(402), the game application displays the train schedule interface
804 (404). From the train schedule interface 804, a player may view
the time that is required to elapse before one or more trains
arrive (and associated goods are available. From this interface, a
player may select a train that has arrived and receive the goods
into inventory. In other implementations, a player may click
directly on a train object that has arrived at the station to
receive the goods units into inventory. In addition, a player may
also schedule additional trains, as described below.
[0056] As FIG. 4 illustrates, if no trains are in the station or
pending, the game application displays a train scheduling dialog
interface (406). FIG. 7 sets forth an example train scheduling
interface 852. In the example illustrated in FIG. 7, the training
scheduling interface 852 comprises one or more train scheduling
option panels 856a, 856b. A player may activate scrolling arrows
854a, 854b to view and select additional scheduling options panels.
As FIG. 7 shows, each scheduling option panel identifies a time
required for delivery (which is the wait or processing time in the
harvest mechanic), the amount of goods units (e.g., 50 units), and
the cost of the goods units (e.g., 100 virtual coins). Option
panels 856a, 856b also include destination identifiers 858a, 858b
that indicate whether the corresponding scheduling option includes
a social fulfillment component. The destination identifier 858a
identifies "SamVille," which (in one implementation) is essentially
a pseudo game instance associated with a NPC. If this option is
selected, the train from the user perspective is sent to the game
instance of the NPC for fulfillment of the ordered goods units.
Destination identifier 858b includes the text "2 Friends,"
indicating that the social fulfillment option includes sending
invitations two other players. Other options may include lesser or
fewer friends or contacts. If a player selects a scheduling option
with a social fulfillment component, the game application will
query the user to identify N contacts that are to be sent an
invite, where N equals the under of contacts identified in the
option panel. In one implementation, the game application may
access a list or other data structure of the player's in-game
contacts and display the list to the player for selection. In other
implementations, the interface may include a text field with
look-ahead functions that scan the list of in-game contacts to
suggest auto-completion operations. In some implementations, the
game application can programmatically select contacts in lieu of
the player. For example, the game application may make random
selections from among the in-game contacts of the player. In other
implementations, the game application may send notifications to all
in-game contacts of the player.
[0057] Referring back to FIG. 4, the game application receives a
train schedule selection from the player (408). If the selection
includes a social contact fulfillment option (410), the game
application dispatches train requests to the selected contacts
(412). The game application then adds the newly scheduled train to
the train schedule information associated with the game instance of
the player (414), thereby completing the initiation phase of the
supply chain harvest mechanic. In one implementation, the game
application adds an entry to a data structure associated with the
game instance of the player that identifies the number of goods
ordered, a time stamp associated with the order, and an expiration
time. As described below, the game application makes the goods
units available to the player after expiration of the wait time of
the harvest mechanic, the duration of which is defined by the time
indicator associated with the selected delivery option.
[0058] During the wait or processing phase, the game application
may send notifications (here, "train requests") to the selected
contacts. The train request is an invitation to the selected
contact to supply all or a portion of the goods units requested by
the player in exchange for an award of virtual currency (or other
in-game credit or asset). FIG. 5 illustrates a process flow
directed to handling train requests. A selected contact may not be
currently playing the game when the player initiates the supply
chain harvest mechanic. FIG. 5 illustrates a process flow that may
be executed when the contact first access the game application. As
part of initializing a game instance, the game application may
access a message queue to determine whether there are any pending
train requests for a player to accept (502). If so, the game
application displays a train request dialog interface (504). The
game application may filter out the train requests where the
corresponding wait time has expired. The train request dialog
interface may identify the player contact associated with the
request, the amount of goods requested and an award for fulfilling
the request. For example, if the player accepts the train request
(506), the game application may increment the virtual coins of the
player (508). If there are no more train requests to accept (510),
the game application enters the game instance (512). FIG. 5
illustrates a work flow executed during initialization of the game.
If the selected contact is currently accessing the game system may
send an in-game message to the selected contact to initiate a
similar work flow.
[0059] As discussed above, upon expiration of the wait time, the
game application causes the goods units to be made available to the
player. In the implementations described above, acceptance of
unexpired train requests sent to contacts of the player in
connection with the social fulfillment component is not a condition
of the player receiving the goods. In other words, the game
application causes the goods units to be made available to the
player upon expiration of waiting time, regardless of the train
scheduling option selected. This is in contrast to a gift request
that is not fulfilled unless the contact accepts and actually
fulfills the gift request.
[0060] In some implementations, the game application may be
configured to provide certain incentives to the player for
selecting a supply scheduling option that includes a social
fulfillment component. For example, the options including a social
fulfillment component may cost less in terms or virtual currency
for the same number of goods units. In other implementations, the
wait time can be shorter for the same number of goods units. In
some implementations, the wait time can end as soon as a requested
contact of the player accepts the train request. In other
implementations, the wait time can be decremented by a predefined
amount if the contact accepts the train request. In some
implementations, the game application may be configured to provide
certain incentives to the contact for accepting the train request.
For example, the contact may be offered a higher price for the
goods units such that the contact profits from the sale. The
contact may be offered virtual cash, as opposed to virtual currency
in a dual-currency model, for accepting the train request or a
threshold number of train requests. The contact may also be awarded
for social behavior, such as accepting train requests in the
aggregate, by being awarded loyalty or helpfulness credits and the
like. Incentives may induce players to use the social fulfillment
component thereby promoting interaction between players and thereby
increasing retention and user activity generally. Furthermore,
limiting the social fulfillment component (and its associated
benefits) to players that have made in-game contacts with other
players provides players with incentives to establish in-game
contacts (thereby increasing viral functions of the game).
Data Flow
[0061] FIG. 8 illustrates an example data flow between the
components of system 500. In particular embodiments, system 500 can
include client system 530, social networking system 520a, and game
networking system 520b. The components of system 500 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 530, social
networking system 520a, and game networking system 520b can each
have one or more corresponding data stores such as local data store
535, social data store 545, and game data store 565, respectively.
Social networking system 520a and game networking system 520b can
also have one or more servers that can communicate with client
system 530 over an appropriate network. Social networking system
520a and game networking system 520b can have, for example, one or
more internet servers for communicating with client system 530 via
the Internet. Similarly, social networking system 520a and game
networking system 520b can have one or more mobile servers for
communicating with client system 530 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 530 over both the
Internet and a mobile network. In other embodiments, separate
servers can be used.
[0062] Client system 530 can receive and transmit data 523 to and
from game networking system 520b. 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 520b can communicate data 543, 547 (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 520a (e.g., Facebook,
Myspace, etc.). Client system 530 can also receive and transmit
data 527 to and from social networking system 520a. 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.
[0063] Communication between client system 530, social networking
system 520a, and game networking system 520b can occur over any
appropriate electronic communication medium or network using any
suitable communications protocols. For example, client system 530,
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.
[0064] 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 HyperText Markup Language (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.
[0065] 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.
[0066] 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 520b, the BLOB
containing the game state for the instance corresponding to the
player can be transmitted to client system 530 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 530 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 520b. Game
networking system 520b may itself operate by retrieving a copy of
the BLOB from a database or an intermediate memory cache (memcache)
layer. Game networking system 520b 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 520b 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.
[0067] With a client-server environment in which the online games
may run, one server system, such as game networking system 520b,
may support multiple client systems 530. At any given time, there
may be multiple players at multiple client systems 530 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 530,
and multiple client systems 530 may transmit multiple player inputs
and/or game events to game networking system 520b for further
processing. In addition, multiple client systems 530 may transmit
other types of application data to game networking system 520b.
[0068] 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 530. As an example and not by way of
limitation, a client application downloaded to client system 530
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 520a. This disclosure
contemplates using any suitable application for the retrieval and
rendering of structured documents hosted by any suitable
network-addressable resource or website.
[0069] 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 530,
either caused by an action of a game player or by the game logic
itself, client system 530 may need to inform game networking system
520b 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 500 is discussed in reference to
updating a multi-player online game hosted on a network-addressable
system (such as, for example, social networking system 520a or game
networking system 520b), where an instance of the online game is
executed remotely on a client system 530, which then transmits
application event data to the hosting system such that the remote
game server synchronizes game state associated with the instance
executed by the client system 530.
[0070] In 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 530 may include a Flash client. The Flash client may be
configured to receive and run Flash application or game object code
from any suitable networking system (such as, for example, social
networking system 520a or game networking system 520b). In
particular embodiments, the Flash client may be run in a browser
client executed on client system 530. A player can interact with
Flash objects using client system 530 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 make 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 530, the Flash client may send the events that caused
the game state changes to the in-game object to game networking
system 520b. 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
520b based on server loads or other factors. For example, client
system 530 may send a batch file to game networking system 520b
whenever 50 updates have been collected or after a threshold period
of time, such as every minute.
[0071] 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 530. In particular embodiments, the batch file may be a text
file and the name-value pairs may be in string format.
[0072] In particular embodiments, when a player plays an online
game on client system 530, game networking system 520b may
serialize all the game-related data, including, for example and
without limitation, game states, game events, 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
520b 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 520b 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
[0073] 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).
[0074] Particular embodiments may operate in a wide area network
environment, such as the Internet, including multiple network
addressable systems. FIG. 9 illustrates an example network
environment, in which various example embodiments may operate.
Network cloud 660 generally represents one or more interconnected
networks, over which the systems and hosts described herein can
communicate. Network cloud 660 may include packet-based wide area
networks (such as the Internet), private networks, wireless
networks, satellite networks, cellular networks, paging networks,
and the like. As FIG. 9 illustrates, particular embodiments may
operate in a network environment comprising one or more networking
systems, such as social networking system 620a, game networking
system 620b, and one or more client systems 630. The components of
social networking system 620a and game networking system 620b
operate analogously; as such, hereinafter they may be referred to
simply at networking system 620. Client systems 630 are operably
connected to the network environment via a network service
provider, a wireless carrier, or any other suitable means.
[0075] Networking system 620 is a network addressable system that,
in various example embodiments, comprises one or more physical
servers 622 and data stores 624. The one or more physical servers
622 are operably connected to computer network 660 via, by way of
example, a set of routers and/or networking switches 626. In an
example embodiment, the functionality hosted by the one or more
physical servers 122 may include web or HTTP servers, FTP 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), Hyper
Text Markup Language (HTML), Extensible Markup Language (XML),
Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash,
ActionScript, and the like.
[0076] Physical servers 622 may host functionality directed to the
operations of networking system 620. Hereinafter servers 622 may be
referred to as server 622, although server 622 may include numerous
servers hosting, for example, networking system 620, as well as
other content distribution servers, data stores, and databases.
Data store 624 may store content and data relating to, and
enabling, operation of networking system 620 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 624 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 624 may
generally include one or more of a large class of data storage and
management systems. Tn particular embodiments, data store 624 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 624
includes one or more servers, databases (e.g., MySQL), and/or data
warehouses. Data store 624 may include data associated with
different networking system 620 users and/or client systems
630.
[0077] Client system 630 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. Client system 630 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 630 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
630 to enter addresses of specific network resources to be
retrieved, such as resources hosted by networking system 620. 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.
[0078] 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 the
Hypertext Markup Language (HTML). Other common web
browser-supported languages and technologies include the Extensible
Markup Language (XML), the 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.
[0079] When a user at a client system 630 desires to view a
particular webpage (hereinafter also referred to as target
structured document) hosted by networking system 620, the user's
web browser, or other document rendering engine or suitable client
application, formulates and transmits a request to networking
system 620. 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 ID, as well as information identifying or
characterizing the web browser or operating system running on the
user's client computing device 630. 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.
[0080] Although the example network environment described above and
illustrated in FIG. 6 described with respect to social networking
system 620a and game networking system 620b, 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.
[0081] FIG. 10 illustrates an example computing system
architecture, which may be used to implement a server 622 or a
client system 630. In one embodiment, hardware system 700 comprises
a processor 702, a cache memory 704, and one or more executable
modules and drivers, stored on a tangible computer readable medium,
directed to the functions described herein. Additionally, hardware
system 700 may include a high performance input/output (I/O) bus
706 and a standard I/O bus 708. A host bridge 710 may couple
processor 702 to high performance I/O bus 706, whereas 110 bus
bridge 712 couples the two buses 706 and 708 to each other. A
system memory 714 and one or more network/communication interfaces
716 may couple to bus 706. Hardware system 700 may further include
video memory (not shown) and a display device coupled to the video
memory. Mass storage 718 and I/O ports 720 may couple to bus 708.
Hardware system 700 may optionally include a keyboard, a pointing
device, and a display device (not shown) coupled to bus 708.
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.
[0082] The elements of hardware system 700 are described in greater
detail below. In particular, network interface 716 provides
communication between hardware system 700 and any of a wide range
of networks, such as an Ethernet (e.g., IEEE 802.3) network, a
backplane, etc. Mass storage 718 provides permanent storage for the
data and programming instructions to perform the above-described
functions implemented in servers 422, whereas system memory 714
(e.g., DRAM) provides temporary storage for the data and
programming instructions when executed by processor 702. I/O ports
720 are one or more serial and/or parallel communication ports that
provide communication between additional peripheral devices, which
may be coupled to hardware system 700.
[0083] Hardware system 700 may include a variety of system
architectures and various components of hardware system 700 may be
rearranged. For example, cache 704 may be on-chip with processor
702. Alternatively, cache 704 and processor 702 may be packed
together as a "processor module," with processor 702 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 708 may couple to high performance I/O bus 706. In
addition, in some embodiments, only a single bus may exist, with
the components of hardware system 700 being coupled to the single
bus. Furthermore, hardware system 700 may include additional
components, such as additional processors, storage devices, or
memories.
[0084] An operating system manages and controls the operation of
hardware system 700, 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.
[0085] 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
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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,
personal digital assistance, personal gaming device, etc.), that
makes API calls directly to a server. Still further, while the
embodiments described above operate with business-related virtual
objects (such as stores and restaurants), the invention can be
applied to any in-game asset around which a harvest mechanic is
implemented, such as a virtual stove, a plot of land, and the like.
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.
* * * * *