U.S. patent application number 15/246719 was filed with the patent office on 2016-12-15 for providing virtual items configured to facilitate temporary resource requirement reduction in an online game.
The applicant listed for this patent is KABAM, INC.. Invention is credited to John Kim, David McNeill, Albert Wei, Christopher Yu.
Application Number | 20160364950 15/246719 |
Document ID | / |
Family ID | 56881217 |
Filed Date | 2016-12-15 |
United States Patent
Application |
20160364950 |
Kind Code |
A1 |
Kim; John ; et al. |
December 15, 2016 |
PROVIDING VIRTUAL ITEMS CONFIGURED TO FACILITATE TEMPORARY RESOURCE
REQUIREMENT REDUCTION IN AN ONLINE GAME
Abstract
A system and method for facilitating resource requirement
reduction in an online game are disclosed. Instances of resource
requirement reduction items may be offered for purchase in an
online store associated with the online game. A given resource
requirement reduction item may be configured to reduce a type of
game action requirements for game actions requested by a player
during a corresponding time period subsequent to the activation of
the instance of the resource requirement reduction item by the
player. The player may activate a purchased instance of the
requirement reduction item in the online game to reduce the game
action requirements specified in the instance.
Inventors: |
Kim; John; (San Francisco,
CA) ; McNeill; David; (San Francisco, CA) ;
Wei; Albert; (San Francisco, CA) ; Yu;
Christopher; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
KABAM, INC. |
San Francisco |
CA |
US |
|
|
Family ID: |
56881217 |
Appl. No.: |
15/246719 |
Filed: |
August 25, 2016 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14320424 |
Jun 30, 2014 |
9440145 |
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15246719 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/792 20140902;
A63F 13/822 20140902; A63F 13/69 20140902; A63F 13/352 20140902;
G07F 17/3244 20130101; A63F 13/12 20130101; A63F 13/35
20140902 |
International
Class: |
G07F 17/32 20060101
G07F017/32; A63F 13/352 20060101 A63F013/352 |
Claims
1. A system for facilitating activities in an online game, the
system comprising one or more physical processors configured by
machine-readable instructions to: execute an instance of a game
space in which the online game takes place, and to implement the
instance of the game space to facilitate participation of players
in the online game via interaction of the players with the game
space and/or each other by executing game actions on behalf of the
players in the game space in response to receiving player requests
over a network from client computing platforms associated with the
players, the executed game actions including game actions whose
initiations require resource requirements; manage players accounts
associated with individual players in the game space, the player
accounts comprising player information regarding individual
players, the player information including information indicating
balances of stored consideration associated with the individual
players, the player accounts including a first player account;
provide, through a store interface, offers to sell instances of a
first resource requirement reduction item for purchase by the
players; and receive over the network from the client computing
platforms associated with the players, activation requests and
responsive to receiving the activation requests, activate the
instances of the first resource requirement reduction item
purchased by the players in the online game such that responsive to
purchase of a first instance of the first resource requirement
reduction item by the first player, and further in response to a
request to activate the first instance of the first resource
requirement reduction item from the first player, the first
instance of the first resource requirement reduction item is
activated in the online game resulting in resource requirements for
initiating game actions requested by the first player being
reduced.
2. The system of claim 1, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and wherein the
time period corresponding to the first resource requirement
reduction item is a real-world time period.
3. The system of claim 1, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and wherein the
time period corresponding to the first resource requirement
reduction item is a time period during which the player interacts
with the game space.
4. The system of claim 1, wherein the resource requirements for the
initiation of the game actions requested by the first player is
reduced to zero subsequent to the activation of the first resource
requirement reduction item.
5. The system of claim 1, wherein the first instance of the first
resource requirement reduction item is purchased by the first
player for an amount of stored consideration, the stored
consideration including virtual currencies, points, virtual items,
and/or real-world money credits.
6. The system of claim 1, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and wherein the
one or more physical processors are configured by machine-readable
instructions to sell instances of a second resource requirement
reduction item, the second resource requirement reduction item
being associated with a corresponding time period that is different
from the time period corresponding to the instances of the first
resource requirement reduction item.
7. The system of claim 1, wherein executions of the game actions in
the game space further require wait-periods for completion, and
wherein activation of the first instance of the first resource
requirement reduction item by the first player does not alter the
wait-period requirements for the game actions.
8. The system of claim 1, wherein the first resource requirement
item is further associated with a corresponding action type such
that the game actions whose resource requirements are reduced
subsequent to the activation are of the corresponding action
type.
9. The system of claim 8, wherein the action type corresponding to
the first resource requirement reduction item includes
construction, crafting, researching, training, harvesting, mining,
troop marching, upgrading, or quest.
10. A method for facilitating activities in an online game, the
method being implemented in one or more physical processors, the
method comprising: executing an instance of a game space in which
the online game takes place, and to implement the instance of the
game space to facilitate participation of players in the online
game via interaction of the players with the game space and/or each
other by executing game actions on behalf of the players in the
game space in response to receiving player requests over a network
from client computing platforms associated with the players, the
executed game actions including game actions whose initiations
require resource requirements; managing players accounts associated
with individual players in the game space, the player accounts
comprising player information regarding individual players, the
player information including information indicating balances of
stored consideration associated with the individual players, the
player accounts including a first player account; providing,
through a store interface, offers to sell instances of a first
resource requirement reduction item for purchase by the players;
and receiving over the network from the client computing platforms
associated with the players, activation requests responsive to
receiving the activation requests, and activate the instances of
the first resource requirement reduction item purchased by the
players in the online game such that responsive to purchase of a
first instance of the first resource requirement reduction item by
the first play, and further in response to a request to activate
the first instance of the first resource requirement reduction item
from the first player, the first instance of the first resource
requirement reduction item is activated in the online game
resulting in resource requirements for initiating game actions
requested by the first player being reduced.
11. The method of claim 10, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and wherein the
time period corresponding to the first resource requirement
reduction item is a real-world time period.
12. The method of claim 10, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and wherein the
time period corresponding to the first resource requirement
reduction item is a time period during which the player interacts
with the game space.
13. The method of claim 10, wherein the resource requirements for
the initiation of the game actions requested by the first player is
reduced to zero subsequent to the activation of the first resource
requirement reduction item.
14. The method of claim 10, wherein the first instance of the first
resource requirement reduction item is purchased by the first
player for an amount of stored consideration, the stored
consideration including virtual currencies, points, virtual items,
and/or real-world money credits.
15. The method of claim 10, wherein the first resource requirement
reduction item is associated with a corresponding time period
during which the resource requirements for initiating the game
actions request by the first player are reduced, and the method
further comprising selling instances of a second resource
requirement reduction item, the second resource requirement
reduction item being associated with a corresponding time period
that is different from the time period corresponding to the
instances of the first resource requirement reduction item.
16. The method of claim 10, wherein executions of the game actions
in the game space further require wait-periods for completion, and
wherein activation of the first instance of the first resource
requirement reduction item by the first player does not alter the
wait-period requirements for executing the game actions.
17. The method of claim 10, wherein the first resource requirement
item is further associated with a corresponding action type such
that the game actions whose resource requirements are reduced
subsequent to the activation are of the corresponding action
type.
18. The method of claim 17, wherein the action type corresponding
to the first resource requirement reduction item includes
construction, crafting, researching, training, harvesting, mining,
troop marching, upgrading, or quest.
Description
FIELD OF THE DISCLOSURE
[0001] This disclosure relates to providing virtual items for
interaction by players in an online game, the virtual items being
configured to facilitate temporary game action requirement
reduction for players in the online game.
BACKGROUND
[0002] Online games that let players construct and/or manage
organized game spaces are generally known. In those systems, the
players are typically enabled to initiate requests to perform game
actions in the game spaces through game interfaces implemented on
client computers. For example, players may be enabled to build
their game spaces from constituent parts--e.g., a building, a town,
a city, a realm, a kingdom and/or any other constituent parts. In
those online games, execution of some game actions may be
instantaneous, such as maneuvering characters; and execution of
some other game actions may be associated with various
requirements. For example, the requirements may include a resource
requirement that specifies a set of one or more resources that will
be consumed by the execution of a corresponding game action; a
wait-period requirement that specifies the player must wait for a
time period before the execution of the game action completes;
and/or any other requirements
SUMMARY
[0003] One aspect of the disclosure relates to providing virtual
items in an online game to enable a player to reduce requirements
for game actions requested during a time period. Instances of such
virtual items may be offered to the player for purchase in an
online store. The items may include wait-period reduction items,
resource requirement reduction items, and/or any other items. An
instance of a wait-period item may be purchased by the player and
the player may activate the purchased instance to reduce wait
periods for game actions requested by the player during a time
period subsequent to the activation. An instance of a resource
requirement reduction item may be purchased by the player and the
player may activate the purchased instance to reduce resource
requirements for the game action requested by the player during a
time subsequent to the activation. Such virtual items may enhance
monetization opportunities for the provider(s) of the online game
and/or may enhance player engagement and/or retention in the online
game.
[0004] A system configured to provide instances of activity
requirement reduction items may include one or more servers. The
servers may operate in client/server architecture with one or more
client computing platforms. The client computing platforms may be
associated with the players of the game space. The servers may be
configured to execute one or more of: a game component, a player
component, a store component, a wait-period reduction item
component, a resource requirement reduction component, an
activation component, and/or any other components.
[0005] The game component may be configured to execute an instance
of an online game. The instance of the online game executed by the
game component may be associated with a game space in which
gameplays may be facilitated for players of the online game. Within
the game space, players may control one or more elements in the
game space. The players may input commands with specific parameters
to undertake specific deeds, maneuvers, actions, functions, spheres
of actions and/or any other types of interactions within the game
space. Within the game space, activities may be provided for
participation by the players. Common examples of activities that
may be provided in the game space for player participation may
include construction, crafting, researching, training, harvesting,
mining, troop recruiting, troop marching, quest, upgrading
activities, and/or any other types of activities in the game space.
An activity provided in the game space may be associated with one
or more activity requirements such that the one or more
requirements must be satisfied by a player before the activities
may become available for participation by the player in the online
game.
[0006] Player component may be configured to access and/or manage
one or more player profiles and/or player information associated
with players of the online game. The player accounts managed by the
player component may include a first player account associated with
a first player of the online game.
[0007] The store component may be configured to present offers to
sell instances of activity requirement reduction item to players.
The store component may present such offers through a store
interface representing a virtual store in the game space. Through
the store interface, a player may be enabled to purchase an
instance of activity requirement reduction item. For example,
through the store interface implemented on a client computing
platform, a player may click on an offer of an instance of activity
requirement reduction item presented in the store interface to
purchase the instance of activity requirement reduction item.
[0008] The wait period reduction item component may be configured
to provide instances of wait-period reduction items in the game
space. For example, the wait period reduction item component may
provide instances of wait-period reduction items for players to
purchase in an online store facilitated by the store component. The
instances of the wait-period reduction item provided by the wait
period reduction item component may be activated by the player,
e.g., via the activation component, to reduce wait-periods for game
actions requested by the players during time periods subsequent to
the activation. Providing the instances of the wait period
reduction items may involve obtaining configuration of the
instances of the wait period reduction items. A configuration of a
given instance of a wait period reduction item provided by the wait
period reduction item component may include a time period during
which wait periods for the game actions requested by the players
will be reduced, the amount of wait-period reduction during that
time period, one or more game actions (e.g., by action type 404)
whose wait-period may be reduced during that period, and/or any
other parameters. In some implementation, the configuration of the
instance of the wait-period reduction item may include one or more
action types such that wait-period requirement reduction as specify
by the instance of the wait-period requirement reduction item may
only apply to game actions having those action types.
[0009] The resource requirement reduction component may be
configured to provide instances of resource requirement reduction
items in the game space. For example, the resource requirement
reduction item component may provide instances of resource
requirement reduction items for players to purchase in an online
store facilitated by the store component. The instances of the
resource requirement reduction items provided by the resource
requirement reduction component may be activated by the player,
e.g., via the activation component 122, to reduce resource
requirements for game actions requested by the players during time
periods subsequent to the activation. A configuration of a given
instance of a resource requirement reduction item may include a
time period during which resource requirements for the game actions
will be reduced, the amount of resource requirement reduction
during that time period, one or more game actions whose resource
requirement may be reduced, and/or any other parameters. In some
implementation, the configuration of the instance of the resource
requirement reduction item may include one or more action types
such that resource requirement reduction as specify by the instance
of the resource requirement reduction item may only apply to game
actions having those action types.
[0010] The activation component may be configured to receive
activation requests from players to activate instance of
requirement reduction items purchased by the players. After
receiving the activation requests, the activation component may be
configured to activate the requested instances of requirement
reduction items for the players, effectuate reduction of the
requirements (e.g., wait-period and/or resource requirements)
during a time period subsequent to the activation in accordance
with the requirement reduction items, and/or perform any other
operations to activate the requirement reduction items. Activation
of the requested instance of requirement reduction item by
activation component may include effectuating reduction of the
requirements for the game actions requested during a time period
subsequent to the activation. This may involve instructing the game
component to temporarily override the wait-period and/or resource
requirements for game actions requested by that player as specified
by the activated instance of the requirement reduction items.
[0011] These and other features and characteristics of the present
technology, as well as the methods of operation and functions of
the related elements of structure and the combination of parts and
economies of manufacture, will become more apparent upon
consideration of the following description and the appended claims
with reference to the accompanying drawings, all of which form a
part of this specification, wherein like reference numerals
designate corresponding parts in the various figures. It is to be
expressly understood, however, that the drawings are for the
purpose of illustration and description only and are not intended
as a definition of the limits of the invention. As used in the
specification and in the claims, the singular form of "a", "an",
and "the" include plural referents unless the context clearly
dictates otherwise.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 illustrates one example of a system configured to
facilitate game action requirement reduction in an online game in
accordance with the disclosure.
[0013] FIG. 2 illustrates one example of game action provided in
the game space by the game component.
[0014] FIG. 3 illustrates facilitating game actions in the game
space through a game interface.
[0015] FIG. 4 illustrates one example of managing game action
requirements for individual game actions provided in the online
game.
[0016] FIG. 5 illustrates one example of a store interface that
presents offers of instances of requirement reduction items to
players for purchase.
[0017] FIG. 6 Illustrates one example of activating an instance of
resource requirement reduction item purchased by a player.
[0018] FIG. 7 illustrates one example of suspending resource
requirements for a player in the game space.
[0019] FIG. 8 illustrates one example of suspending resource
requirements for a player in the game space.
[0020] FIG. 9 illustrates one example of suspending wait-period
requirements for a player in the game space.
[0021] FIG. 10 illustrates one exemplary method for facilitating
game action requirement reduction in an online game in accordance
with the disclosure.
DETAILED DESCRIPTION
[0022] FIG. 1 illustrates a system 100 to facilitate activity
requirement reduction in an online game in accordance with the
disclosure. Providing the online games may include hosting the
online games over a network. In some implementations, as shown in
this example, system 100 may include servers 102 configured for
hosting online games. In this example, as shown, system 100
includes a server 102 configured for facilitating cross-game
non-player character retreating in accordance with the disclosure.
The servers 102 may be configured to communicate with one or more
client computing platforms 104 according to client/server
architecture, and with each other. The players may access system
100 and/or the game spaces associated with the online games via
client computing platforms 104. As shown, the servers 102 may
comprise processors 108 configured to execute computer readable
instructions to implement system components. The computer program
components may include one or more of a game component 112, a
player component 114, an activity requirement component 116, a
store component 118, an activity requirement reduction item
component 120, an activation component 12, and/or other
components.
[0023] (23) The game component 112 may be configured to execute an
instance of a game space to provide an online game. Within the
instance of game space, players may interact with elements of the
online game and/or with each other through gameplays. The gameplays
may include role-playing, vehicular maneuvering, first-person
shooter, real-time strategy, turn-based strategy, simulation, music
or rhythm playing, social interaction, twitching and/or any other
gameplays. The execution of the game space of the online game by
game component 112 may include determining a state associated with
the online game. The state may be communicated (e.g., via streaming
visual data, via object/position data, and/or other state
information) from server 102 to client computing platforms 104 for
presentation to players. The state determined and transmitted to a
given client computing platform 104 may correspond to a view for a
player character being controlled by a player via the given client
computing platform 104. The state determined and transmitted to a
given client computing platform 104 may correspond to a location in
a game space associated with the online game. The view described by
the state for the given client computing platform may correspond,
for example, to the location from which the view is taken, the
location the view depicts, and/or other locations, a zoom ratio, a
dimensionality of objects, a point-of-view, and/or view parameters
of the view. One or more of the view parameters may be selectable
by the player.
[0024] The online game may be persistent. That is, the online game
may continue on whether or not individual players are currently
logged in and/or participating in the online game. A player that
logs out of the online game and then logs back in some time later
may find the game space associated with the online game has been
changed through the interactions of other players with the game
space during the time the player was logged out. These changes may
include changes to the game space, changes in the player's
inventory, changes in other players' inventories, changes
experienced by non-player characters, and/or other changes.
[0025] The game space of the online game, e.g., a game space that
is accessible by players via clients (e.g., client computing
platforms 104) may be simulated to present views of the game space
to a player. The game space may have a topography, express ongoing
real-time interaction by one or more players and/or include one or
more objects positioned within the topography that are capable of
locomotion within the topography. In some instances, the topography
may be a two-dimensional topography. In other instances, the
topography may be a three-dimensional topography. The topography
may include dimensions of the space and/or surface features of a
surface or objects that are "native" to the space. In some
instances, the topography may describe a surface (e.g., a ground
surface) that runs through at least a substantial portion of the
space. In some instances, the topography may describe a volume with
one or more bodies positioned therein (e.g., a simulation of
gravity-deprived space with one or more celestial bodies positioned
therein). The instance executed by the computer components may be
synchronous, asynchronous, and/or semi-synchronous.
[0026] The game space of the online game may comprise game space
characters that are automatically controlled in the game space of
the online game. The automatically controlled game space characters
may not be associated with any player within the online game. As
such, the automatically controlled game space characters may be
generated and/or developed by artificial intelligence configured
with the server 102 by a provider, administrator, moderator, and/or
any other characters related to the online game. These
automatically controlled game space characters may evolve within
the game space free from player controls and may interact with game
space characters that are controlled by or associated with the
players, other automatically controlled game space characters, and
as well as the topography of the game space. Certain manifested
traits may be associated with the automatically controlled game
space characters in accordance with the artificial intelligence
configured with the server 102. As used herein, such automatically
controlled game space characters in the game space of the online
game are referred to as "non-player characters".
[0027] The above description of the manner in which state of the
game space associated with the online game as determined by game
component 112 is not intended to be limiting. The game component
112 may be configured to express the game space in a more limited,
or richer, manner. For example, views determined for the game space
representing the state of the instance of the game space may be
selected from a limited set of graphics depicting an event in a
given place within the game space. The views may include additional
content (e.g., text, audio, pre-stored video content, and/or other
content) that describes particulars of the current state of the
place, beyond the relatively generic graphics. For example, a view
may include a generic battle graphic with a textual description of
the opponents to be confronted. Other expressions of individual
places within the game space are contemplated.
[0028] Within the game space of the online game, the players may be
enabled to control one or more elements in the game space
associated with the online game. The player-controlled elements may
include player-controlled characters, game space units (e.g.,
troops), objects (e.g., weapons, horses, vehicle and so on),
simulated physical phenomena (e.g., wind, rain, earthquakes, and/or
other phenomena), and/or other player-controlled elements. The
player-controlled characters may include avatars that represent the
players in the game space. The player controlled characters may
include heroes, knights, commanders, leaders, generals and/or any
other game space characters. The player-controlled characters may
possess strength, skills, abilities, magic powers, knowledge,
and/or any other individualized attributes. The game space units
controlled by the player may include troops, cohorts, conscripts,
bands, armies and/or any other game space entities that may be
trained, recruited, captured, and/or otherwise acquired by player
en mass. The objects controlled by the players may include weapons,
mounts, vehicles, projectiles, magic items, wardrobes, boots,
armor, knapsacks, medicine, healing potion, and/or any other
virtual items that may be employed by the players for interaction
within the online game.
[0029] In any case, the player-controlled elements may move through
and interact with the game space (e.g., non-player entities,
elements controlled by other players and/or topography in the game
space) associated with the online game. The elements controlled by
a given player may be created and/or customized by the given
player. The given player may have an "inventory" of virtual goods
and/or currency usable within the game space.
[0030] Interaction may be exercised through commands input by a
given player through client computing platforms 104. The given
player may interact with other players through communications
exchanged within the game space. Such communications may include
one or more of textual chat, instant messages, private messages,
voice communications, and/or other communications. Communications
may be received and entered by the players via their respective
client computing platforms 104. Communications may be routed to and
from the appropriate players through server 102 (e.g., through game
component 112).
[0031] The given player may input commands with specific parameters
to undertake specific deeds, actions, activities, functions,
spheres of actions, activities, and/or any other types of
interactions within the game space. For example, the given player
may input commands to construct, upgrade and/or demolish virtual
buildings; harvest and/or gather virtual resources; maneuver
virtual player-controlled elements; train, heal, march, transport,
reinforce, reassign, recruit, and/or arrange troops; attack,
manage, create, demolish and/or defend cities, realms, kingdoms,
and/or any other game space locations controlled by or associated
with the players; craft or transport virtual items; interact with,
compete against and cooperate with non-player characters and/or
game space elements controlled by other players in combats;
research technologies and/or skills; mine and/or prospect for
virtual resources; complete missions, quests, and/or campaigns;
exercise magic power and/or cast spells; and/or perform any other
specific deeds, actions, functions, or sphere of actions,
activities, and/or any other type(s) of interaction(s) within the
game space. In some examples, the given player may input commands
to compete against game space elements in an environment within the
game space--i.e., Player vs. Environment (PvE) activities. In some
examples, the given player may input commands to compete against
each other within the game space--i.e., Player vs. Player (PvP)
activities.
[0032] Executing the instance of the game space by the game
component 112 may include executing player actions to facilitate
player interactions with the game space and/or each other in
response to receiving game space commands input by the players.
Execution of the player action by the game component 112 may
produce changes to the game state, which may reflect progresses
and/or results of the player actions. In some examples, state
changes caused by the execution of the player actions may be
recorded in the electronic storage 110 to facilitate persistency
throughout the game space of the online game. In some examples,
execution of the player actions may not produce persistent changes
to the game state (e.g., a player character jumping forward and
backward successively may not produce any perceivable game state
changes to other players).
[0033] Within the game space of the online game, resources may be
provided to enable players to interact with the game space.
Typically, resources provided in the game space of the instance of
online game represent elements that may be used in the game space
of the game space of the online game to fund or to be depleted by
player actions, activities, and/or any other type(s) of player
interaction(s) within the game space. Resources provided in the
game space may be tangible such that they take on one or more
physical forms. Tangible resources in the game space may require
storage, transportation, and/or any other type(s) of handling. For
example, virtual raw resources may be provided in the game space as
tangible resources such that players may acquire, store, and/or
transport them to construct building, craft items, fund various
activities (e.g., researching, training, upgrading, and/or any
other activities), and/or for any other purposes. Common examples
of tangible resources provided in the game space of the game space
of the online game may include ammunition, virtual raw resources
(e.g., lumber, stone, coal, gold, copper, oil, fish, rice, incense,
wheat, crystals, and/or other virtual raw resources), equipment
usable in the game space (e.g., weapons, armors, vehicles, and/or
any other type(s) of equipment), and/or any other tangible
resources.
[0034] Resources provided in the game space the online game may be
intangible such that they do not take on physical forms. Common
examples of intangible resources provided in the game space may
include virtual currencies, hit points, manna points, action
points, health, strength, and/or any other type(s) of intangible
resources. Players may be initially given such intangible resources
in the game space, and may be facilitated to acquire them through
interactions with the game space and/or with each other. For
example, players may be given a number action points when they
first join online game to fund their actions in the game space, and
may be facilitated to "earn" action points through interactions
with the game space and/or with other players.
[0035] Within the instance of the game space, virtual currencies
may be provided to store and/or exchange of game space values.
Units of the virtual currencies (for example, a gold, a gem, a
silver, a coin, a token, and/or any other types of virtual
currencies) may reflect game space values as determined by a
provider, administrator, moderator, player, and/or any other
entities related to the game space. Through one or more units of
virtual currencies, game space values may be captured, stored, and
circulated in the game space. As one non-limiting example,
combinations of player actions, skills, virtual items, time, and/or
any other game space elements may be captured, stored, and
circulated through virtual currencies to reflect game space values
created by player labor in interacting with the game space. For
instance, a player may be provided 1,000 gems after prospecting and
mining for the gems in the game space for a period of time with
certain required mining equipment operable only by a skilled game
space miner, which the player has expanded labor to become.
[0036] Within the instance of the game space executed by the game
component 112, virtual currencies may be collected, earned,
purchased, gifted, or otherwise acquired by the players. For
example, the players may purchase the virtual currencies with
real-world money consideration (e.g., credit payment through credit
card, electronic vouchers provided by the provider of the game
space, physical tokens, and/or any other types of real-world
currencies) through a virtual store. The players may earn the
virtual currencies, for example through gameplays provided in the
game space (e.g., PvP activities, PvE activities, in-game
tournaments, tasks, quests, missions, and/or any other gameplays in
the game space). By way of non-limiting example, a given player may
earn a predetermined amount of virtual currencies after completing
an in-game task in the game space. In some examples, the provider
of the game space may simply make a certain amount of virtual
currencies available, for instance through treasure troves in the
game space such that the players may gratuitously collect the
virtual currencies by exploring for the treasure troves. The
players may acquire virtual currencies by receiving gifts that
comprise virtual currencies from other players. One of ordinary
skills in the art will appreciate that there are other ways for the
players to acquire virtual currencies in the game space.
[0037] Within the instance of the game space executed by the game
component 112, virtual raw resources may be, for example,
generated, cultivated, mined, harvested, purchased, earned,
consumed, traded, and/or gifted over time by units, characters,
pets, buildings, facilities, and/or any other infrastructure or
entity in the game space for the player. Virtual raw resources may
be prospected. Virtual raw resources may be virtual items of value
that can be accumulated through participation in the game space,
rather than virtual currencies that store values in the game space
as described above. As such, resources may be used to satisfy
resource requirements in the game space. By way of non-limiting
examples, virtual raw resources may include food (e.g., rice, fish,
wheat, etc.), minerals (e.g., wood, iron, ore, coal, oil, stone,
crystal, etc.), plants, animals, and/or any other resources
appropriate for the game space. Transfer of resources between
players may be reflected through player inventories such that the
transferor player's inventory reduces an amount of the transferred
resources that are added to the transferee player.
[0038] Within the instance of the game space executed by the game
component 112, game actions may be provided to the players for
interacting with game space. Common examples of game actions that
may be provided in the game space may include construction,
crafting, researching, training, harvesting, mining, troop
recruiting, troop marching, quest, upgrading, and/or any other
types of game actions in the game space. Typically, execution of a
given game action may be associated with a resource requirement.
The resource requirement for the given game action may specify a
set of resources that will be consumed during the execution (or
upon the execution) of the given game action. For example, without
limitation, a crafting game action may consume a combination of
virtual raw resources, such as 100 iron, 300 stone, 150 lumber, 20
gold, and/or any other virtual raw resources for producing a
virtual item usable in the game space such as a weapon, an armor, a
decorative item, a magic item and/or any other virtual items. As
another example, a research game action may consume a combination
of virtual raw resources for producing a new technology for the
player. Still as another example, a construction game action may
consume a combination of virtual raw resources for producing a new
building in the game space for the player.
[0039] Execution of some game actions in the game space may require
wait periods until completion. Such wait periods may be determined
by the provider, administrator, moderator, and/or any other
entities related to the game space to reflect processes associated
with execution of these actions in the game space. Typically, game
actions such as crafting virtual items, constructing virtual
buildings, training troops, mining for resources, farming for food
supplies, manufacturing industrial outputs, and/or any other game
actions reflecting corresponding processes in the game space may
require extended periods of time for completion as determined by
the provider(s) of the game space. For example, a game action of
constructing a virtual building in the game space may be determined
by the provider of the game space to take 3 hours to complete by
the game component 112 on behalf of the player. In that example,
the virtual building will be available for the player to use in the
game space 3 hours from the time when the player first initiated
the building construction action in the game space.
[0040] As described herein, a wait period of a game action may be
referred to as an amount of time required for the execution of the
game action to be completed in the game space by the game component
112 starting from the time when the game component 112 first
receives a request from a player to execute the game action. As
described herein, a pending wait period of an active game action
may be referred to as the amount of time left for in the execution
of the active game action by game component 112. Typically, a
pending wait period of a game action that is active is a portion of
the wait period of that game action.
[0041] FIG. 2 illustrates one example of game action provided in
the game space by the game component 112. As shown, the game action
204 may be associated with a set of requirements, such as, resource
requirements, wait period requirements and/or any other
requirements. FIG. 3 illustrates facilitating game actions in the
game space through a game interface. The game interface 300 shown
in FIG. 3 may be implemented on client computing platform 104
illustrated in FIG. 1. As shown the game interface 300 may provide
a set of game action controls for players to request execution of
the game actions in the game space. For example, without
limitation, the game action controls 302 may include a construction
action control that enables the player to request construction of a
building in the game space.
[0042] Returning to FIG. 1, common examples of the activity
requirements in the game space may include resource, wait-period,
technology, level, ability, skill, building, equipment, unit, role,
social connection requirement, and/or any other type(s) of
requirement(s) desired by the provider(s) of the online game.
Technology requirements associated for the game actions may specify
one or more technologies must have been acquired by the player
before the activities may become available in the game space for
participation by the player, for example, in accordance with a
technology tree in the online game. For instance, as an
illustration, a research game action for acquiring construction
technology may be associated with a technology requirement such
that the player must have acquired masonry technology before such a
research activity may become available to the player in the game
space. The equipment requirements associated with the game actions
may specify one or more pieces of equipment must have been acquired
by the player in the game space before the activities may become
available for the player in the game space. For instance, a
crafting game action may be associated with an equipment
requirement such that the player must have acquired a piece of
special welder before the player may be enabled to initiate the
crafting activity in the game space. The building requirements
associated with the game actions may specify one or more buildings
must have been constructed by the player before the activities may
become available for the player in the game space, for example, in
accordance with a building tree in the inline game. For instance, a
construction game action may be associated with a building
requirement such that the player must have constructed a castle
before the construction activity becomes available for the player
in the game space. The skill, ability, role, and/or other activity
requirements related to player attributes may require the player to
have acquired certain player attribute(s) in the online game before
the activities may be executed in the game space. For instance, an
in-game quest may be associated with an ability requirement such
that the player must have acquired a specific ability (e.g.,
foresight) before the in-game quest may be executed for the player
in the game space.
[0043] It should be appreciated that game action requirements may
not only be limited to aspects related to game progression,
gameplays and/or player progression in the game space. For example,
the game action requirements may include requirements related to
social interactions by the player within and/or outside of the game
space. For instance, without limitation, the game actions may be
associated with friend connection requirements such that the player
must have connected with a certain number friends in the game space
before the game actions may be executed for the player in the game
space.
[0044] FIG. 4 illustrates one example of managing game actions
requirements for individual game actions provided in the online
game. As can be seen, a table 400 may be employed for managing game
action requirements for the individual activities provided in the
online game. As shown, a given game action 402 may be associated
with a corresponding action type 404 that categorizes a sphere of
actions or gameplays enabled by the given game actions 402 in the
game space. As shown, the action type 404 may include construction,
training, researching, and/or any other activity type. As also
illustrated in FIG. 4, a given game action 402 may be associated
with a number of requirements 406, such as the game action
requirements 406a, 406n shown in this example, such that action
requirements 406 must be satisfied before the game actions may be
executed in the game space. It should be noted that different
activities in the game space may be associated with different types
of activity requirements. For instance, as illustrated, activities
having a construction type--i.e., the construction activities--may
be associated with technology requirements; while activities having
a training type--i.e., the training activities--may not be
associated with technology requirements.
[0045] Returning to FIG. 1, player component 114 may be configured
to access and/or manage one or more player accounts associated with
the players of the online game. The individual player accounts may
comprise player profiles and/or player information associated with
players. The one or more player profiles and/or player information
may include information stored by server 102, one or more of the
client computing platforms 104, and/or other storage locations. The
player information associated with a given player may comprise one
or more player parameters related to the given player. The one or
more player parameters may include, but not limited to, a language
spoken by, a geolocation of, an age group of, a time zone of, a
level of experience related to the game space by, a level of
activity level by the given player, and/or any other player
parameters associated with the given player. The level of
experience of the given player may include and/or indicate a rank
of the player in the game space, cumulative experience points (XP)
acquired by the given player in the game space, a skill level of
the given player in the game space, a level of progression of the
given player in the game space, or any other progressive aspects
indicating a status of the given player in the game space.
[0046] The player information may include information related to
purchases or spending by the given player in or for the game space.
Such spending information may include, for example, purchase
information for individual transactions, a spend rate, a total
spend amount, and/or other information related to player purchases.
The spending information associated with a given player may
indicate a level of spending by the given player within the game
space, for example, without limitation, lifetime spending (total
spending by the given player in the game space), average spending
during certain predetermined periods (e.g., spending by the given
player during thanksgiving, Christmas and/or any other periods),
spending by the given player during certain events within the game
space (e.g., spending by the given player during a specific
tournament, quest, contest, and/or any other types of game space
events), and any other spending information by the given
player.
[0047] The player profiles may include, for example, information
identifying players (e.g., a player name or handle, a number, an
identifier, and/or other identifying information) within the game
space, security login information (e.g., a login code or password),
game space account information, subscription information, virtual
currency account information (e.g., related to currency held in
credit for a player), relationship information (e.g., information
related to relationships between players in the game space), game
space usage information, demographic information associated with
players, interaction history among players in the game space,
information stated by players, purchase information of players,
browsing history of players, a client computing platform
identification associated with a player, a phone number associated
with a player, and/or other information related to players. The
player information managed by the player component 114 may include
information indicating levels of interaction with the game space by
individual players. The interaction level of an individual player
as indicated in such information may reflect an amount of
interaction with the game space by the individual player.
[0048] Returning to FIG. 1, the store component 116 may be
configured to present offers to sell instances of virtual items to
players. The store component 118 may present such offers through a
store interface representing a virtual store in the game space.
Such a store interface may be implemented on client computing
platforms 104. Through the store interface, a player may be enabled
to purchase an instance of a requirement reduction item. For
example, through the store interface implemented on a client
computing platform, a player may click on an offer of an instance
of activity requirement reduction item presented in the store
interface to purchase the instance of the requirement reduction
item.
[0049] FIG. 5 illustrates one example of a store interface that
presents offers of instances of requirement reduction items to
players for purchase. As shown, the store interface 500 may present
offers 502 of instances of requirement reduction items for purchase
by players. As illustrated in this example, the offers of instances
of the requirement reduction items for purchase through the store
interface 500 may include an offer 502a and an offer 502b. As
shown, offers like offer 502a may be provided to enable the players
to purchase an instance of a virtual item configured to reduce
resource requirements for game actions in the game space during a
time period subsequent to the activation of the instance of the
virtual item in the game space. As also shown, offers like offer
502b may be provided to enable the players to purchase an instance
of wait-period requirement reduction item configured to reduce
suspend wait-period requirements in the game space for a time
period subsequent the activation of the instance of the wait-period
requirement reduction item. As can be seen from FIG. 5, the players
may be enabled to accept the offers 502a and 502b through field
controls 504 such that the players are facilitated to pay an amount
of consideration, i.e., 5 gems and 10 gems, specified in offers
502a and 502b, respectively, to purchase instances of the
requirement reduction items.
[0050] Returning to FIG. 1, the wait period reduction item
component 118 may be configured to provide instances of wait-period
reduction items in the game space. For example, the wait period
reduction item component may provide instances of wait-period
reduction items for players to purchase in an online store
facilitated by the store component 116. The instances of the
wait-period reduction item provided by the wait period reduction
item component 118 may be activated by the player, e.g., via the
activation component 122, to reduce wait-periods for game actions
requested by the players during time periods subsequent to the
activation. For example, without limitation, instances of a first
wait-period reduction item may be provided to enable a player to
reduce wait periods for game actions requested, e.g., initiated by
the player via game action controls, by the player during a 15
minute time period subsequent the activation. As another example,
without limitation, instances of a second wait-period reduction
item may be provided to enable a player to reduce wait periods for
game actions requested by the player during a 30 minute time period
subsequent the activation. Instances of the first wait-period
reduction item may be offered in the online store for purchase for
a lower consideration (e.g., 5 unit of virtual currency) than the
second wait-period reduction item (e.g., 10 unit of virtual
currency).
[0051] Providing the instances of the wait period reduction items
may involve obtaining configuration of the instances of the wait
period reduction items. A configuration of a given instance of a
wait period reduction item provided by the wait period reduction
item component 118 may include a time period during which wait
period for the game actions requested by the player will be
reduced, the amount of wait-period reduction during that time
period, one or more game actions (e.g., by action type 404) whose
wait-period may be reduced during that period, and/or any other
parameters.
[0052] By way of non-limiting example, a configuration of an
instance of a wait period reduction item may specify that wait
period of game actions requested by the player in a 15 minute time
period subsequent to the activation will be reduced to 0 minutes
such that requested game actions will be instantly executed. For
instance, execution of a game action requested by the player, which
normally takes extended period of time to complete (e.g., hours,
days), will be instantly completed during that 15 minute period if
the player requests the execution of the game action. For example,
a player may have a number of game actions available for the player
to request execution in the game space, which may include a
construction action to build a barrack, a research action to
acquire a new technology, a crafting action to craft a new item, an
upgrade action to upgrade an existing building, a training action
to "train" a number of troops, and/or any other game actions. In
that example, if the player request to execute some or all of the
those game actions during the 15 minute period subsequent to the
activation of the instance of the wait-period reduction requirement
item, those game actions will be completed instantly. As another
example, an instance of the wait-period reduction item may specify
that the wait-period required for construction action in the game
space will be reduced to 3 minutes subsequent to the activation of
the instance of the wait-period reduction item.
[0053] In implementations, wait period reduction item component 118
may be configured to obtain the configuration of a given instance
of a wait-period reduction item. For example, the configuration may
be obtained from an administrator of the game space via an
interface, from a file preconfigured by the provider(s) of the
online game, dynamically determined in accordance with one or more
programming rules, and/or in any other ways. By way of non-limiting
example, the configuration of the instance of the wait-period
reduction item may be dynamically determined based on a play rate
in the game space. For example, the instance of the wait-period
reduction item may be determined wait periods for the game actions
are reduced more significantly when a play rate in the game space
is low; and less wait-periods for the game actions are reduced when
a play rate in the game space is high.
[0054] In some implementations, the time period obtained for
configurations of wait-period reduction items may be a time period
during which the player interacts with the game space. For example,
as an illustration, the obtained time period may be 15 minutes
during which the player interacts with the game space. That is, if
the player logs off the game space within 10 minutes after
activation of the instance of wait-period requirement reduction
item, the player would still have 5 minutes remaining time for
after the player logs back into the game space such that the
wait-periods for the game actions are reduced in accordance with
the instance of wait-period requirement reduction item during that
5 minute remaining time period. In some implementations, the time
period may be a real-world time period. Still using the example
described above, in those implementations, if the player logs off
the game space within 10 minutes after activation of the instance
of wait-period requirement reduction item, the player may not be
able to take advantage of the activated wait-period requirement
reduction item if the player log back into the game space 6 minutes
later.
[0055] In some implementation, the configuration of the instance of
the wait-period reduction item may include one or more action types
such that wait-period requirement reduction as specify by the
instance of the wait-period requirement reduction item may only
apply to game actions having those action types. By way of
non-limiting example, the instance of the wait-period requirement
reduction item may specify that wait periods will be reduced for
construction actions requested by the player (only) during a 15
minute window subsequent to the activation. As another non-limiting
example, the instance of the wait-period requirement reduction item
may specify that wait periods will be reduced for construction
actions and crafting actions (only) during the 15 minute window
subsequent to the activation.
[0056] The resource requirement reduction component 120 may be
configured to provide instances of wait-period reduction items in
the game space. For example, the resource requirement reduction
item component may provide instances of resource requirement
reduction items for players to purchase in an online store
facilitated by the store component 116. The instances of the
resource requirement reduction items provided by the resource
requirement reduction component 120 may be activated by the player,
e.g., via the activation component 122, to reduce resource
requirements for game actions requested by the players during time
periods subsequent to the activation. For example, without
limitation, instances of a first resource requirement reduction
item may be provided to enable a player to reduce resource
requirements for game actions requested, e.g., initiated by the
player via game action controls, by the player during a 15 minute
time period subsequent the activation. As another example, without
limitation, instances of a second resource requirement reduction
item may be provided to enable a player to reduce resource
requirements for game actions requested by the player during a 30
minute time period subsequent the activation. Instances of the
first resource requirement reduction item may be offered in the
online store for purchase for a lower consideration (e.g., 5 unit
of virtual currency) than the second resource requirement reduction
item (e.g., 10 unit of virtual currency).
[0057] Providing the instances of the resource requirement
reduction items may involve configuring the instances of the
resource requirement reduction items. A configuration of a given
instance of a resource requirement reduction item may include a
time period during which resource requirements for the game actions
requested by a player will be reduced, the amount of resource
requirement reduction during that time period, one or more game
actions (e.g., by action type 404) whose resource requirement may
be reduced, and/or any other parameters.
[0058] By way of non-limiting example, a configuration of an
instance of a resource requirement reduction item may specify that
resource requirements of game actions requested by a player during
a 15 minute time period subsequent to activation will be reduced to
0 such that execution of the requested game actions will not
consume any resources. For instance, if a user requests execution
of a game action during the 15 minute time period, which normally
requires a set of resources for execution (e.g., 100 stone, 500
lumber, 200 gold), the execution of the game action will not
consume any of the resources. For example, a player may have a
number of game actions available for execution by the player in the
game space, which may include a construction action to build a
barrack, a research action to acquire a new technology, a crafting
action to craft a new item, an upgrade action to upgrade an
existing building, a training action to "train" a number of troops,
and/or any other game actions. In that example, the user may
request to execute some or all of those game actions during the 15
minute time period subsequent to activation such that the execution
of those game actions will not consume any resources. As another
example, an instance of the resource requirement reduction item may
specify that resource requirements for construction action in the
game space will be reduced by certain amount (e.g., the number of
store required may be reduced by 100, the number of lumber required
may be reduced by 200, the number of gold required may be reduced
by 10) subsequent to the activation.
[0059] In implementations, resource requirement reduction item
component 118 may be configured to obtain the configuration of a
given instance of a resource requirement reduction item. For
example, the configuration may be obtained from an administrator of
the game space via an interface, from a file preconfigured by the
provider(s) of the online game, dynamically determined in
accordance with one or more programming rules, and/or in any other
ways. By way of non-limiting example, the configuration of the
instance of the resource requirement reduction item may be
dynamically determined based on a play rate in the game space. For
example, the instance of the resource requirement reduction item
may be determined to include a longer time period during which the
resource requirements for the game actions are reduce when a play
rate in the game space is low; and include a shorter time period
during which the wait periods for the game actions are reduce when
a play rate in the game space is high.
[0060] In some implementations, the time period obtained for
configurations of wait-period reduction items may be a time period
during which the player interacts with the game space. For example,
as an illustration, the obtained time period may be 15 minutes
during which the player interacts with the game space. That is, if
a player logs off the game space within 10 minutes after activation
of the instance of resource requirement reduction item, the player
may still have 5 minutes remaining time for the resource
requirements reduction in the game space after the player logs back
into the game space. In some implementations, the time period may
specify a real-world time period. Still using the example described
above, in those implementations, if the player logs off the game
space within 10 minutes after activation of the instance of
resource requirement reduction item, the player would not be able
to take advantage of resource requirement reduction if the player
log back into the game space 6 minutes later.
[0061] In some implementation, the configuration of the instance of
the resource requirement reduction item may include one or more
action types such that resource requirement reduction as specify by
the instance of the resource requirement reduction item may only
apply to game actions having those action types. By way of
non-limiting example, the instance of the resource requirement
reduction item may specify that resource requirements will be
reduced for construction actions (only) during a 15 minute window
subsequent to the activation. As another non-limiting example, the
instance of the resource requirement reduction item may specify
that resource requirements will be reduced for construction actions
and crafting actions (only) during the 15 minute window subsequent
to the activation.
[0062] The activation component 122 may be configured to receive
activation requests from players to activate instance of
requirement reduction items purchased by the players. After
receiving the activation requests, the activation component 122 may
be configured to activate the requested instances of requirement
reduction items for the players, effectuate reduction of the
requirements (e.g., wait-period and/or resource requirements)
during a time period subsequent to the activation in accordance
with the requirement reduction items, and/or perform any other
operations to activate the requirement reduction items. FIG. 6
Illustrates one example of activating an instance of resource
requirement reduction item purchased by a player. It will be
described with reference to FIG. 5. As illustrated, the player may
be facilitated to manipulate (e.g., click on) a purchased instance
of resource requirement reduction item, such as the instance of
resource requirement reduction item 602 offered for purchase in the
offer 502a as illustrated in FIG. 5. For instance, in one
implementation, activation of the instance of resource requirement
reduction item 602 may be facilitated through an inventory
interface enabling the player to act on an instance of resource
requirement reduction item purchased by the player and stored in
the player inventory.
[0063] FIG. 8 Illustrates one example of activating an instance of
wait-period reduction item purchased by a player. It will be
described with reference to FIG. 5. As illustrated, the player may
be facilitated to manipulate (e.g., click on) a purchased instance
of resource requirement reduction item, such as the instance of
resource requirement reduction item 802 offered for purchase in the
offer 502b as illustrated in FIG. 5. For instance, in one
implementation, activation of the instance of wait-period reduction
item 802 may be facilitated through an inventory interface enabling
the player to act on an instance of wait-period reduction item
purchased by the player and stored in the player inventory.
[0064] Returning to FIG. 1, activation of the requested instance of
requirement reduction item by activation component 122 may include
effectuating reduction of the requirements for the game actions
requested during a time period subsequent to the activation. This
may involve instructing game space component 112 to temporarily
override the wait-period and/or resource requirements for that
player as specified by the activated instance of the requirement
reduction items. For instance, in one implementation, a control
command may be transmitted by the activation component 122 to the
game space component 112 instructing the game component 112 to
override the resource requirements for the game actions requested
by the player during a time period as specified by an instance of
resource requirement reduction item activated by the player.
[0065] FIG. 7 illustrates one example of suspending resource
requirements for a player in the game space. It will be described
with reference to FIG. 4. As can be seen from FIG. 7, in this
example, responsive to a player's activation of an instance of
resource requirement reduction item configured to suspend resource
requirements for game actions in the game space, table 400 may be
updated so that resource requirements may be reduced to 0 with the
game actions for the player that activated the instance of resource
requirement reduction item in the game space temporarily (e.g.,
fifteen minutes). In this example, after the expiration of the
fifteen minutes, table 400 may be restored to that shown in FIG. 4
so as to the resource requirements may be re-enforced for the
player in the game space.
[0066] FIG. 9 illustrates one example of suspending wait-period for
a player in the game space. It will be described with reference to
FIG. 4. As can be seen from FIG. 9, in this example, responsive to
a player's activation of an instance of wait-period reduction item
configured to suspend wait-period for game actions in the game
space, table 400 may be updated so that wait-periods of game
actions may be reduced to 3 minutes for the player in the game
space temporarily (e.g., 30 minutes). In this example, after the
expiration of the fifteen minutes, table 400 may be restored to
that shown in FIG. 4 so as to the wait-period requirements for the
game actions may be re-enforced for the player in the game
space.
[0067] Returning to FIG. 1, the server 102, client computing
platforms 104, and/or external resources 106 may be operatively
linked via one or more electronic communication links. For example,
such electronic communication links may be established, at least in
part, via a network such as the Internet and/or other networks. It
will be appreciated that this is not intended to be limiting, and
that the scope of this disclosure includes implementations in which
servers 102, client computing platforms 104, and/or external
resources 106 may be operatively linked via some other
communication media.
[0068] A given client computing platform 104 may include one or
more processors configured to execute computer program components.
The computer program components may be configured to enable an
expert or player associated with the given client computing
platform 104 to interface with system 100 and/or external resources
106, and/or provide other functionality attributed herein to client
computing platforms 104. By way of non-limiting example, the given
client computing platform 104 may include one or more of a desktop
computer, a laptop computer, a handheld computer, a tablet
computing platform, a NetBook, a Smartphone, a gaming console,
and/or other computing platforms.
[0069] The external resources 106 may include sources of
information, hosts and/or providers of virtual environments outside
of system 100, external entities participating with system 100,
and/or other resources. In some implementations, some or all of the
functionality attributed herein to external resources 106 may be
provided by resources included in system 100.
[0070] The server 102 may include electronic storage 110, one or
more processors 108, and/or other components. The server 102 may
include communication lines, or ports to enable the exchange of
information with a network and/or other computing platforms.
Illustration of server 102 in FIG. 1 is not intended to be
limiting. The server 102 may include a plurality of hardware,
software, and/or firmware components operating together to provide
the functionality attributed herein to server 102. For example,
server 102 may be implemented by a cloud of computing platforms
operating together as server 102.
[0071] Electronic storage 110 may comprise electronic storage media
that electronically stores information. The electronic storage
media of electronic storage 110 may include one or both of system
storage that is provided integrally (i.e., substantially
non-removable) with server 102 and/or removable storage that is
removably connectable to server 102 via, for example, a port (e.g.,
a USB port, a FireWire port, etc.) or a drive (e.g., a disk drive,
etc.). Electronic storage 110 may include one or more of optically
readable storage media (e.g., optical disks, etc.), magnetically
readable storage media (e.g., magnetic tape, magnetic hard drive,
floppy drive, etc.), electrical charge-based storage media (e.g.,
EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive,
etc.), and/or other electronically readable storage media. The
electronic storage 110 may include one or more virtual storage
resources (e.g., cloud storage, a virtual private network, and/or
other virtual storage resources). Electronic storage 110 may store
software algorithms, information determined by processor 108,
information received from server 102, information received from
client computing platforms 104, and/or other information that
enables server 102 to function as described herein.
[0072] (72) Processor(s) 108 is configured to provide information
processing capabilities in server 102. As such, processor 108 may
include one or more of a digital processor, an analog processor, a
digital circuit designed to process information, an analog circuit
designed to process information, a state machine, and/or other
mechanisms for electronically processing information. Although
processor 108 is shown in FIG. 1 as a single entity, this is for
illustrative purposes only. In some implementations, processor 108
may include a plurality of processing units. These processing units
may be physically located within the same device, or processor 108
may represent processing functionality of a plurality of devices
operating in coordination. The processor 108 may be configured to
execute components 112, 114, 116, 118, 120, 122. Processor 108 may
be configured to execute components 112, 114, 116, 118, 120, 122 by
software; hardware; firmware; some combination of software,
hardware, and/or firmware; and/or other mechanisms for configuring
processing capabilities on processor 108.
[0073] (73) It should be appreciated that although components 112,
114, 116, 118, 120, 122 are illustrated in FIG. 1 as being
co-located within a single processing unit, in implementations in
which processor 108 includes multiple processing units, one or more
of components 112, 114, 116, 118, 120, 122 may be located remotely
from the other components. The description of the functionality
provided by the different components 112, 114, 116, 118, 120, 122
described below is for illustrative purposes, and is not intended
to be limiting, as any of components 112, 114, 116, 118, 120, 122
may provide more or less functionality than is described. For
example, one or more of components 112, 114, 116, 118, 120, 122 may
be eliminated, and some or all of its functionality may be provided
by other ones of components 112, 114, 116, 118, 120, 122. As
another example, processor 108 may be configured to execute one or
more additional components that may perform some or all of the
functionality attributed below to one of components 112, 114, 116,
118, 120, 122.
[0074] FIG. 10 illustrates one exemplary method 1000 for
facilitating activity requirement reduction in an online game in
accordance with the disclosure. The operations of method 1000
presented below are intended to be illustrative. In some
embodiments, method 1000 may be accomplished with one or more
additional operations not described, and/or without one or more of
the operations discussed. Additionally, the order in which the
operations of method 1000 illustrated in FIG. 10 and described
below is not intended to be limiting.
[0075] In some embodiments, method 1000 may be implemented in one
or more processing devices (e.g., a digital processor, an analog
processor, a digital circuit designed to process information, an
analog circuit designed to process information, a state machine,
and/or other mechanisms for electronically processing information).
The one or more processing devices may include one or more devices
executing some or all of the operations of method 1000 in response
to instructions stored electronically on an electronic storage
medium. The one or more processing devices may include one or more
devices configured through hardware, firmware, and/or software to
be specifically designed for execution of one or more of the
operations of method 1000.
[0076] (76) At an operation 1002, an instance of game space of an
online game may be executed. Players may input commands with
specific parameters to undertake specific deeds, maneuvers,
actions, functions, spheres of actions and/or any other types of
interactions within the game space executed in operation 1002.
Executing the instance of the game space may include providing game
actions in the game space. Common examples of game actions that may
be provided in the game space may include construction, crafting,
researching, training, harvesting, mining, troop recruiting, troop
marching, quest, upgrading, and/or any other types of game actions
in the game space. Typically, execution of a given game action may
be associated with a resource requirement. The resource requirement
for the given game action may specify a set of resources that will
be consumed during the execution (or upon the execution) of the
given game action. Execution of some game actions in the game space
may require wait periods until completion. Such wait periods may be
determined by the provider, administrator, moderator, and/or any
other entities related to the game space to reflect processes
associated with execution of these actions in the game space. In
some implementations, operation 1002 may be performed by a game
component the same as or similar to game component 112 (shown in
FIG. 1 and described herein).
[0077] At operation 1004, player accounts may be managed for the
players of the online game. The player accounts managed on
operation 1004 may include a first player account associated with a
first player of the online game. In some implementations, operation
1004 may be performed by a player component the same as or similar
to player component 114 (shown in FIG. 1 and described herein).
[0078] At operation 1006, offers of instances of requirement
reduction items may be provided in a store interface for purchase.
The requirement reduction items offered for purchase in operation
1006 may include wait-period requirement reduction items, resource
requirement reduction items, and/or any other requirement reduction
item. An instance of a wait-period reduction item offered in
operation 1006 may specify that wait-periods of game action. In
some implementations, operation 1006 may be performed by store
component the same as or similar to store component 116 (shown in
FIG. 1 and described herein).
[0079] At operation 1008, a purchased instance of the requirement
reduction item may be activated in the game space. For example, an
instance of the requirement reduction item, wait-period reduction
item, and/or any other requirement reduction items purchased by the
player may be activated in the game space. In some implementations,
operation 1008 may be performed by an activation component the same
as or similar to activation component 122 (shown in FIG. 1 and
described herein).
[0080] At operation 1010, requirements for game actions such as
resource requirements, wait-period requirements, and/or any other
requirements may be reduced for a time period in accordance with
the instance of the requirement reduction item activated in
operation 1008. In some implementations, operation 1010 may be
performed by a activation component the same as or similar to
activation component 122 (shown in FIG. 1 and described
herein).
[0081] Although the present technology has been described in detail
for the purpose of illustration based on what is currently
considered to be the most practical and preferred implementations,
it is to be understood that such detail is solely for that purpose
and that the technology is not limited to the disclosed
implementations, but, on the contrary, is intended to cover
modifications and equivalent arrangements that are within the
spirit and scope of the appended claims. For example, it is to be
understood that the present technology contemplates that, to the
extent possible, one or more features of any implementation can be
combined with one or more features of any other implementation.
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