U.S. patent application number 15/817919 was filed with the patent office on 2018-03-15 for custom game boards.
The applicant listed for this patent is Zynga Inc.. Invention is credited to Seth Alexander Allison, Randall William Allred, JR., Andres Cantor, Jonathan Sheng Chao, Ya-Bing Chu, Christopher Delbuck, M. Ian Graham, Vladimir Loktev, Amanda Carrico Schloss.
Application Number | 20180071616 15/817919 |
Document ID | / |
Family ID | 55235491 |
Filed Date | 2018-03-15 |
United States Patent
Application |
20180071616 |
Kind Code |
A1 |
Graham; M. Ian ; et
al. |
March 15, 2018 |
CUSTOM GAME BOARDS
Abstract
A system, computer-readable storage medium storing at least one
program, and a computer-implemented method for providing custom
features in a game is provided. A themed game board associated with
a first set of rules of a computer-implemented game is generated.
The first set of rules relates to a theme of the themed game board
and is different than a second set of rules associated with a game
board without a theme. Game board display data is provided to a
first client device of a first player to display the themed game
board. A move on the themed game board is received from the first
client device, and a score associated with the move is generated.
The score is based on the first set of rules relating to the theme,
where the score is different than a score associated with the move
on the game board without a theme.
Inventors: |
Graham; M. Ian; (San
Francisco, CA) ; Chu; Ya-Bing; (Burlingame, CA)
; Allred, JR.; Randall William; (San Francisco, CA)
; Delbuck; Christopher; (Berkeley, CA) ; Chao;
Jonathan Sheng; (San Francisco, CA) ; Loktev;
Vladimir; (San Francisco, CA) ; Schloss; Amanda
Carrico; (Foster City, CA) ; Allison; Seth
Alexander; (San Francisco, CA) ; Cantor; Andres;
(San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Zynga Inc. |
San Francisco |
CA |
US |
|
|
Family ID: |
55235491 |
Appl. No.: |
15/817919 |
Filed: |
November 20, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14984479 |
Dec 30, 2015 |
9849370 |
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15817919 |
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13436112 |
Mar 30, 2012 |
9254443 |
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14984479 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/60 20140902;
G06Q 30/0209 20130101; A63F 2003/00996 20130101; A63F 13/61
20140902; A63F 13/35 20140902; A63F 3/00895 20130101; G06Q 30/02
20130101 |
International
Class: |
A63F 3/00 20060101
A63F003/00; G06Q 30/02 20120101 G06Q030/02; A63F 13/35 20140101
A63F013/35; A63F 13/61 20140101 A63F013/61; A63F 13/60 20140101
A63F013/60 |
Claims
1.-20. (canceled)
21. A computer-implemented method of a computer-implemented game
comprising, at a game server system configured to provide gaming to
one or more user devices: receiving a request at the game server
system from a third party system to provide a themed game board to
a first player, the request provided in response to the first
player participating in an activity offered by the third party
system, the activity comprising player interaction with sponsored
content; receiving, from a first client device, a selection of a
theme from a plurality of themes; generating, using the game server
system, the themed game board based on playable words semantically
related to the selected theme; providing, to the first client
device of the first player, in response to receiving the request,
game board display data to display the themed game board;
receiving, from the first client device, a move on the themed game
board; generating a score associated with the move, the score being
based on the playable words; and causing display of the score in a
graphical user interface for the game on the first client
device.
22. The method of claim 21, wherein the computer-implemented game
is configured to allow gameplay such that a turn of each player
playing the computer-implemented game is taken in a manner that is
unrestricted by a time limit.
23. The method of claim 21, wherein providing the game board
display data includes providing aesthetic display data to display
aesthetic features relating to the theme.
24. The method of claim 23, wherein the aesthetic features include
a particular shape of the themed game board, the particular shape
relating to the theme.
25. The method of claim 21, further comprising providing, to the
first client device, sound effects relating to the theme.
26. The method of claim 21, wherein the computer-implemented game
is a word-forming game and includes rules relating to a set of
words playable on the themed game board, the set of words relating
to the theme.
27. The method of claim 21, further comprising receiving, from the
first client device of the first player, a selection of the theme
from a list of themes available to the first player, wherein
generating the themed game board is performed in response to
receiving the selection.
28. The method of claim 27, further comprising providing the theme
in the list of themes available to the first player.
29. The method of claim 21, further comprising receiving, from the
first client device, a payment relating to a purchase of the
theme.
30. A non-transitory computer-readable, tangible storage medium
storing instructions which, when executed by one or more
processors, cause the one or more processors to perform operations,
comprising: receiving a request at the game server system from a
third party system to provide a themed game board to a first
player, the request provided in response to the first player
participating in an activity offered by the third party system, the
activity comprising player interaction with sponsored content;
receiving, from a first client device, a selection of a theme from
a plurality of themes; generating, using the game server system,
the themed game board based on playable words semantically related
to the selected theme; providing, to the first client device of the
first player, in response to receiving the request, game board
display data to display the themed game board; receiving, from the
first client device, a move on the themed game board; generating a
score associated with the move, the score being based on the
playable words; and causing display of the score in a graphical
user interface for the game on the first client device.
31. The computer-readable, tangible storage medium of claim 30,
wherein providing the game board display data includes providing
aesthetic display data to display aesthetic features relating to
the theme.
32. The computer-readable, tangible storage medium of claim 31,
wherein the aesthetic features include a particular shape of the
themed game board, the particular shape relating to the theme.
33. The computer-implemented, tangible storage medium of claim 30,
wherein the computer-implemented game is a word-forming game and
includes rules relating to a set of words playable on the themed
game board, the set of words relating to the theme.
34. A game networking system, comprising: one or more processors
and executable instructions accessible on a computer-readable
medium that, when by the one or more processors, cause the one or
more processors to perform operations comprising: receiving a
request at the game server system from a third party system to
provide a themed game board to a first player, the request provided
in response to the first player participating in an activity
offered by the third party system, the activity comprising player
interaction with sponsored content; receiving, from a first client
device, a selection of a theme from a plurality of themes;
generating, using the game server system, the themed game board
based on playable words semantically related to the selected theme;
providing, to the first client device of the first player, in
response to receiving the request, game board display data to
display the themed game board; receiving, from the first client
device, a move on the themed game board; generating a score
associated with the move, the score being based on the playable
words; and causing display of the score in a graphical user
interface for the game on the first client device.
35. The game networking system of claim 34, the operations further
comprising managing aesthetics associated with the themes of the
computer-implemented game, wherein the game board display data
includes aesthetic display data to display aesthetic features
relating to the theme.
36. The game networking system of claim 35, wherein the aesthetics
include sound effects associated with the themes of the
computer-implemented game.
37. The game networking system of claim 34, wherein the
computer-implemented game is a word-forming game and includes rules
relating to a set of words playable on the themed game board, the
set of words relating to the theme.
38. The game networking system of claim 34, the operations further
comprising receiving, from the first client device, a selection of
the theme from a list of themes available to the first player,
wherein the themed game board is generated in response to receiving
the selection.
39. The game networking system of claim 38, the operations further
comprising providing the theme in the list of themes available to
the first player.
40. The game networking system of claim 34, the operations further
comprising receiving, from a third party, a request to create the
theme.
Description
TECHNICAL FIELD
[0001] The present disclosure relates to games and applications in
general and in particular to computer-implemented games. In an
example embodiment, a game board for a computer-implemented game
may have custom features relating to a particular theme.
BACKGROUND
[0002] The popularity of computer-implemented games is
ever-growing, and this popularity has been recognized by many
entities acquiring value through the popularity of these games. For
example, advertising through the user interfaces for these games
has become an effective way to market products and services to
consumers playing these games.
[0003] While these games may be useful platforms for communicating
to players, the effect of such communication is typically limited
to the display of an advertisement, and little interaction with the
players is involved.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] The present disclosure is illustrated by way of example, and
not limitation, in the figures of the accompanying drawings, in
which like reference numerals indicate similar elements unless
otherwise indicated. In the drawings,
[0005] FIG. 1 is a schematic diagram showing an example of a
system, according to some embodiments;
[0006] FIG. 2 is a schematic diagram showing an example of a social
network within a social graph, according to some embodiments;
[0007] FIG. 3 is a block diagram showing example components of a
game networking system, according to some embodiments;
[0008] FIG. 4 is a flowchart showing an example method of providing
custom features in a game, according to some embodiments;
[0009] FIG. 5 is an interface diagram illustrating an example game
user interface, according to some embodiments;
[0010] FIG. 6 is an interface diagram illustrating a website of a
third-party promoter providing a theme, according to some
embodiments;
[0011] FIG. 7 is a flowchart showing an example method of providing
a theme from a third-party promoter to a player, according to some
embodiments;
[0012] FIG. 8 is an interface diagram illustrating an example user
interface for creating a themed game, according to some
embodiments;
[0013] FIG. 9 is a diagrammatic representation of an example data
flow between example components of the example system of FIG. 1,
according to some embodiments;
[0014] FIG. 10 is a schematic diagram showing an example network
environment, in which various example embodiments may operate,
according to some embodiments; and
[0015] FIG. 11 is a block diagram illustrating an example computing
system architecture, which may be used to implement one or more of
the methodologies described herein, according to some
embodiments.
DESCRIPTION OF EXAMPLE EMBODIMENTS
Overview
[0016] Example systems and methods of providing customizable
features of a game are described. In the following description, for
purposes of explanation, numerous specific details are set forth in
order to provide a thorough understanding of example embodiments.
It will be evident, however, to one skilled in the art that the
described systems and methods may be practiced without these
specific details.
[0017] Players of one or more computer-implemented virtual games
may be provided with the ability to play a game that supports
customizable features. The customizable features may include
aesthetic elements and/or functional elements. For example, the
customizable features may relate to a particular theme, such as a
seasonal Halloween theme. The aesthetic features of the game board
may be customized to depict the particular theme. Any aesthetic
features of a game may be customized in any manner to reflect a
particular theme, including sound effects, the shape of the game
board, the visual design of the interactive components, or the
background of the game board. Additionally, the functional features
of the game board may be customized to depict the particular theme.
Any functional features of a game may be customized in any manner
to reflect a particular theme. For example, in a word-based game, a
customized dictionary relevant to a particular theme may contain an
additional set of usable words in the game, which may or may not be
usable in the standard rules of the game.
[0018] In some embodiments, a themed game board may be specific to
a theme and provided to a player upon payment for the purchase of
the themed game board. In some embodiments, the themed game board
may be provided to a player as an incentive from a third-party
entity. For example, a company promoting a product may indicate
that a player may receive a themed game board if the player watches
a video advertisement of the product. If the player watches the
video, the company may instruct the game server of the game to
provide the themed game board to the player. In some embodiments,
the theme may relate to a product or service provided by the
third-party entity.
Example System
[0019] FIG. 1 is a schematic diagram showing an example of a system
100 for implementing various example embodiments. In some
embodiments, the system 100 comprises a player 102, a client device
104, a network 106, a social networking system 108.1, and a game
networking system 108.2. The components of the system 100 may be
connected directly or over a network 106, which may be any suitable
network. In various embodiments, one or more portions of the
network 106 may include 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, or any other type of network,
or a combination of two or more such networks.
[0020] The client device 104 may be any suitable computing device
(e.g., devices 104.1-104.n), such as a smart phone 104.1, a
personal digital assistant 104.2, a mobile phone 104.3, a personal
computer 104.n, a laptop, a computing tablet, or any other device
suitable for playing a virtual game. The client device 104 may
access the social networking system 108.1 or the game networking
system 108.2 directly, via the network 106, or via a third-party
system. For example, the client device 104 may access the game
networking system 108.2 via the social networking system 108.1.
[0021] The social networking system 108.1 may include a
network-addressable computing system that can host one or more
social graphs (see for example FIG. 2), and may be accessed by the
other components of system 100 either directly or via the network
106. The social networking system 108.1 may generate, store,
receive, and transmit social networking data. Moreover, the game
networking system 108.2 may include a network-addressable computing
system (or systems) that can host one or more virtual games, for
example, online games. The game networking system 108.2 may
generate, store, receive, and transmit game-related data, such as,
for example, game account data, game input, game state data, and
game displays. The game networking system 108.2 may be accessed by
the other components of system 100 either directly or via the
network 106. The player 102 may use the client device 104 to
access, send data to, and receive data from the social networking
system 108.1 and/or the game networking system 108.2. In various
example embodiments, the game networking system 108.2 may include
an introduction mechanic that can introduce a player of the game
networking system 108.2 to other players of the game networking
system 108.2 that are encountering a common in-game obstacle.
[0022] Although FIG. 1 illustrates a particular example of the
arrangement of the player 102, the client device 104, the social
networking system 108.1, the game networking system 108.2, and the
network 106, this disclosure includes any suitable arrangement or
configuration of the player 102, the client device 104, the social
networking system 108.1, the game networking system 108.2, and the
network 106.
[0023] FIG. 2 is a schematic diagram showing an example of a social
network within a social graph 200. The social graph 200 is shown by
way of example to include an out-of-game social network 250, and an
in-game social network 260. Moreover, in-game social network 260
may include one or more players that are friends with Player 201
(e.g., Friend 231), and may include one or more other players that
are not friends with Player 201. The social graph 200 may
correspond to the various players associated with one or more
virtual games.
Example of Themes for Game Boards
[0024] It is to be appreciated that the virtual game board for a
game may be presented to players in a variety of manners. In some
embodiments, a game board of a game may be displayed to players in
a manner that is relevant to a particular theme. The theme of the
game board may be any theme, such as a seasonal theme, a theme
related to media (e.g., a movie, television show, or music), a
theme related to pop culture, a theme related to a field of study,
and the like. A themed game board may have aesthetic features
associated with the theme and may apply game mechanics in a manner
that is relevant to the theme of the game board.
[0025] In some embodiments, the themed game board may be purchased
by a player. In other embodiments, the themed game board may be
given to a player after a particular action is taken by the player.
For example, a promoter of a product or service may notify a player
that the player may receive the themed game board after the player
watches a video advertisement promoting the product or service.
[0026] FIG. 3 is a block diagram showing example components of a
game networking system 108.2. Game networking system 108.2 may
include a game engine 305, a graphical display output interface
module 310, a user input interface module 315, a promotion module
320, a theme aesthetics module 325, and a theme mechanics module
330.
[0027] The game engine 305 may be a hardware-implemented module
which may control any aspects of a game based on rules of the game,
including how a game is played, players' actions and responses to
players' actions, and the like. The game engine 305 may be
configured to generate a game instance of a game of a player and
may determine the progression of a game based on user inputs and
rules of the game.
[0028] The graphical display output interface module 310 may be a
hardware-implemented module which may control information or data
that is provided to client systems for display on a client device.
For example, the graphical user display output module 310 may be
configured to provide display data associated with displaying a
game instance of a game, including displaying a game board of a
game, displaying moves made by players on the game board of the
game, and so forth.
[0029] The user input interface module 315 may be a
hardware-implemented module which may receive user inputs for
processing by the game engine 305 based on rules of the game. For
example, the user input interface module 315 may receive user
inputs indicating functions, such as, for example, a move made by a
player, and the like.
[0030] The promotion module 320 may be a hardware-implemented
module which may manage enrollment and accounts of entities (e.g.,
a company, a public figure, an organization, and so forth) so that
those entities may utilize a theme to promote a particular aspect
associated with the entity, such as promotion of the entity itself,
a product or service of the entity, and the like. The entity may
enroll via the promotion module 320. When a player takes a
particular action (e.g., clicks on a specified link, watches a
specified advertisement, and so forth), the entity may inform the
promotion module 320 that the player may receive a particular
themed game board. The promotion module 320 may facilitate payment
from the entity for the themed game boards sent to players. In some
embodiments, at enrollment, the entity may choose available themed
game boards to provide to players, or the entity may create
customized game boards to be provided to players via the promotion
module 320.
[0031] The theme aesthetics module 325 may be a
hardware-implemented module which may manage and control aesthetic
features associated with themes for game boards. The aesthetic
features associated with themes may include any aesthetic features
such as sound effects and visual effects (e.g., theme-related
backgrounds, shapes of game boards, colors, animation, and the
like). When a game board is generated by the game engine 305, the
game engine 305 may use the theme aesthetics module 325 to generate
the game board such that the game board may be displayed with the
aesthetic features corresponding to the selected theme.
[0032] The theme mechanics module 330 may be a hardware-implemented
module which may manage and control game mechanics associated with
themes for game boards. The game mechanics associated with themes
may include any mechanics customized for a particular theme. For
example, a theme may be associated with a particular set of rules
for the game, where the rules are customized for and relate to the
theme selected. When a game board is generated by the game engine
305, the game engine 305 may use the theme mechanics module 330 to
generate the game board such that the game may be played according
to the particular set of rules associated with the theme.
[0033] FIG. 4 is a flowchart showing an example method 400 of
providing custom features in a game. When a themed game board
associated with custom features is selected for gameplay by a
player, in operation 402, the game engine 305 generates the themed
game board. The themed game board that is generated is associated
with a first set of rules that relate to the theme of the themed
game board. The rules that relate to the theme may be different
than a second set of rules that is associated with a game board
without a theme. For example, a game board with a theme may have
customized rules that are relevant to the theme of the game board,
and those rules may be different than the rules for a game board
without a theme.
[0034] In operation 404, the graphical display output interface
module 310 may provide game board display data to display the
themed game board. The game board display data may be provided to
the client device of the player so that the themed game board may
be displayed on the client device.
[0035] Once the themed game board is displayed on the client
device, the players of the game may begin gameplay. In operation
406, the user input interface module 315 may receive, from the
client device of the player, a move on the themed game board.
[0036] When the move is received, in operation 408, the game engine
305 may access the first set of rules associated with the theme and
generate a score associated with the move received from the client
device. The score is generated based on the first set of rules
relating to the theme and may be different than a score associated
with the move on the game board without a theme. For example, in a
word-based game, the themed game board may provide a higher score
for a theme-related word than the score that would have resulted
from the same word on a game board without a theme.
[0037] FIG. 5 is an interface diagram illustrating an example game
user interface 500 of a word-based game associated with a theme. In
the example of FIG. 5, the themed game board 502 selected by a
player is associated with a Halloween theme. As discussed above,
the aesthetic features associated with the game board 502 may be
any features that are relevant to the selected theme. In the
example of FIG. 5, the game board 502 is in the shape of a pumpkin.
Additionally, the background of the game user interface 500
includes Halloween-related decor 504. The colors of portions of the
game board may include Halloween-related colors, such as black and
orange. Sound effects relating to the Halloween theme may also be
included. For example, when a player makes a move on the game board
502, a sound effect of a witch's cackle may be produced.
[0038] The themed game board 502 may also be associated with any
set of rules that are relevant to the Halloween theme. For example,
a custom dictionary containing Halloween-related words may be used
to determine a score of a move made on the game board. For example,
a Halloween-related word (e.g., cat, black) may result in a greater
number of points than words that are unrelated to the Halloween
theme, or the rules may require that only Halloween-related words
may be played on the game board 502. In other examples, a letter
tile may provide additional or different amounts of points or
additional or different functionality (e.g., a tile that blocks or
impedes an opponent on the game board) than the letter tile would
typically provide on a game board without a theme. In yet other
examples, the spaces on the game board 502 may include additional
functionality or provide additional or different amounts of points
when those spaces are played. As discussed above, any rules of the
game may be customized to reflect the theme of the game board
502.
[0039] A themed game board may be provided to a player in any
manner. For example, a player may purchase a themed game board
using legal or virtual currency, the themed game board may be
provided for free or as part of a promotion, or a third-party
entity may offer the themed game board to a player as an incentive
to take a particular action (e.g., purchase a product, watch a
video advertisement, subscribe to a newsletter, and the like). The
action to be taken by the player in order for the player to receive
the themed game board may be any action specified by the
third-party entity.
[0040] FIG. 6 is an interface diagram illustrating an example
website 600 of a third-party promoter providing a theme to players.
When a player visits the website 600 of the third-party promoter, a
link 602 may be included on the website 600 which allows a player
to watch a video advertisement in order to receive a free themed
game board. If the user clicks on the link 602 to watch the video,
the player may receive the free themed game board.
[0041] FIG. 7 is a flowchart showing an example method 700 of
providing a theme from a third-party promoter to a player. In
operation 702, the third-party promoter may indicate an action to
be taken to receive the theme. As shown in the example of FIG. 6,
the indication may be displayed via the link 602 on the website 600
of the third-party promoter.
[0042] In operation 704, the third-party promoter may receive user
input indicating the specified action was taken. For example, the
user may click on the link 602 for the video advertisement shown in
FIG. 6, and the third-party promoter may receive that user
input.
[0043] When the user input is received and the action has been
completed by the player, in operation 706, the third party promoter
may request player information from the player. This information
may include any information identifying the player, such as the
player's user name for the particular game for which the player is
to receive the themed game board.
[0044] In operation 708, the third party promoter may use the
player information received to generate and send a request to give
the theme to the player indicated by the player information. The
request to give the theme to the player is sent to the game
networking system 108.2 so that the game networking system 108.2
may provide the player with the themed game board.
[0045] In some embodiments, the themed game board may be a game
board relating to the third-party promoter's business. For example,
if the third-party promoter is a car company, the theme may be
related to a new car the company is selling. In some embodiments,
the third-party promoter may send a payment for the theme sent to
the player who took the particular specified action.
[0046] FIG. 8 is an interface diagram illustrating an example user
interface 800 for creating a themed game. When a player wishes to
initiate a game against an opponent, the player may create the game
by entering the opponent's name in the indicated space.
[0047] The user interface 800 may also have an option to select a
theme for the game board. The options that appear on the user
interface 800 may be themes available to the player. For example,
the themes may be themes that the player has received from a third
party, themes that are automatically available to the player, or
themes that the player has purchased. The player may also have the
option to purchase a new theme from a list of themes available for
purchase. In some embodiments, the classic option may be associated
with a game board without a theme, which may have a standard set of
aesthetic features and rules for gameplay. Once the player has
selected the opponent and the theme, the game engine 305 may
generate the indicated game board, and the players may begin
gameplay. The opponent may be notified of the player's request to
play against the opponent. In some embodiments, if a themed game
board is selected by the player, the opponent may receive the
benefit of the theme features, even if the opponent does not have
that particular theme available in the opponent's list of available
themes.
Storing Game-Related Data
[0048] A database may store any data relating to gameplay within a
game networking system 108.2. The database may include records for
storing a player game state that may include information about the
player's virtual game board, the player's character, or other
game-related information. For example, player game state may
include virtual objects owned or used by the player, placement
positions for virtual structural objects on the player's virtual
game board, and the like. Player game state may also include
in-game objectives for the player (e.g., new objectives, current
objectives, completed objectives, etc.), the player's character
attributes (e.g., character health, character energy, amount of
coins, amount of cash or virtual currency, etc.), and the like.
[0049] The database may also include records for storing a player
profile that may include user-provided player information that is
gathered from the player, the player's client device, or an
affiliate social network. The user-provided player information may
include the player's demographic information, the player's location
information (e.g., a historical record of the player's location
during gameplay as determined via a GPS-enabled device or the
internet protocol (IP) address for the player's client device), the
player's localization information (e.g., a list of languages chosen
by the player), the types of games played by the player, and the
like.
[0050] In some example embodiments, the player profile may also
include derived player information that may be determined from
other information stored in the database. The derived player
information may include information that indicates the player's
level of engagement with the virtual game, the player's friend
preferences, the player's reputation, the player's pattern of
game-play, and the like. For example, the game networking system
108.2 may determine the player's friend preferences based on player
attributes that the player's first-degree friends have in common,
and may store these player attributes as friend preferences in the
player profile. Furthermore, the game networking system 108.2 may
determine reputation-related information for the player based on
user-generated content (UGC) from the player or the player's
N.sup.th degree friends (e.g., in-game messages or social network
messages), and may store this reputation-related information in the
player profile. The derived player information may also include
information that indicates the player's character temperament
during gameplay, anthropological measures for the player (e.g.,
tendency to like violent games), and the like.
[0051] In some example embodiments, the player's level of
engagement may be indicated from the player's performance within
the virtual game. For example, the player's level of engagement may
be determined based on one or more of the following: a play
frequency for the virtual game or for a collection of virtual
games; an interaction frequency with other players of the virtual
game; a response time for responding to in-game actions from other
players of the virtual game; and the like.
[0052] In some example embodiments, the player's level of
engagement may include a likelihood value indicating a likelihood
that the player may perform a desired action. For example, the
player's level of engagement may indicate a likelihood that the
player may choose a particular environment, or may complete a new
challenge within a determinable period of time from when it is
first presented to him.
[0053] In some example embodiments, the player's level of
engagement may include a likelihood that the player may be a
leading player of the virtual game (a likelihood to lead). The game
networking system 108.2 may determine the player's likelihood to
lead value based on information from other players that interact
with this player. For example, the game networking system 108.2 may
determine the player's likelihood to lead value by measuring the
other players' satisfaction in the virtual game, measuring their
satisfaction from their interaction with the player, measuring the
game-play frequency for the other players in relation to their
interaction frequency with the player (e.g., the ability for the
player to retain others), and/or the like.
[0054] The game networking system 108.2 may also determine the
player's likelihood to lead value based on information about the
player's interactions with others and the outcome of these
interactions. For example, the game networking system 108.2 may
determine the player's likelihood to lead value by measuring the
player's amount of interaction with other players (e.g., as
measured by a number of challenges that the player cooperates with
others, and/or an elapsed time duration related thereto), the
player's amount of communication with other players, the tone of
the communication sent or received by the player, and/or the like.
Moreover, the game networking system 108.2 may determine the
player's likelihood to lead value based on determining a likelihood
for the other players to perform a certain action in response to
interacting or communicating with the player and/or the player's
virtual environment.
Example Game Systems, Social Networks, and Social Graphs
[0055] In a multiplayer game, players control player characters
(PCs), a game engine controls non-player characters (NPCs), and the
game engine also manages player character state and tracks states
for currently active (e.g., online) players and currently inactive
(e.g., offline) players. A player character may have a set of
attributes and a set of friends associated with the player
character. As used herein, the terms "state" and "attribute" can be
used interchangeably to 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. The game engine may use a player
character state to determine the outcome of a game event, sometimes
also considering set variables or random variables. Generally, an
outcome is more favorable to a current player character (or player
characters) when the player character has a better state. For
example, a healthier player character is less likely to die in a
particular encounter relative to a weaker player character or
non-player character.
[0056] 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 may determine the outcome of a game event according to game
rules (e.g., "a character with less than 5 health points will be
prevented from initiating an attack"), based on a character's state
and possibly also interactions of other player characters and a
random calculation. Moreover, an engagement may include simple
tasks (e.g., cross the river, shoot at an opponent), complex tasks
(e.g., win a battle, unlock a puzzle, build a factory, rob a liquor
store), or other events.
[0057] In a game system according to aspects of the present
disclosure, in determining the outcome of a game event in a game
being played by a player (or a group of more than one players), the
game engine may take into account the state of the player character
(or group of PCs) that is playing, but also the state of one or
more PCs of offline/inactive players who are connected to the
current player (or PC, or group of PCs) through the game social
graph but are not necessarily involved in the game at the time.
[0058] For example, Player A with six friends on Player A's team
(e.g., the friends that are listed as being in the player's
mob/gang/set/army/business/crew/etc. depending on the nature of the
game) may be playing the virtual game and choose to confront Player
B who has 20 friends on Player B's team. In some embodiments, a
player may only have first-degree friends on the player's team. In
other embodiments, a player may also have second-degree and higher
degree friends on the player's team. To resolve the game event, in
some embodiments the game engine may total up the weapon strength
of the seven members of Player A's team and the weapon strength of
the 21 members of Player B's team and decide an outcome of the
confrontation based on a random variable applied to a probability
distribution that favors the side with the greater total. In some
embodiments, all of this may be done without any other current
active participants other than Player A (e.g., Player A's friends,
Player, B, and Player B's friends could all be offline or
inactive). In some embodiments, the friends in a player's team may
see a change in their state as part of the outcome of the game
event. In some embodiments, the state (assets, condition, level) of
friends beyond the first degree are taken into account.
Example Game Networking Systems
[0059] A virtual game may be hosted by the game networking system
108.2 of FIG. 3, which can be accessed using any suitable
connection 110 of FIG. 1 with a suitable client device 104 of FIG.
1. A player may have a game account on the game networking system
108.2, wherein the game account may contain a variety of
information associated with the player (e.g., the player's personal
information, financial information, purchase history, player
character state, game state, etc.). In some embodiments, a player
may play multiple games on the game networking system 108.2, which
may maintain a single game account for the player with respect to
the multiple games, or multiple individual game accounts for each
game with respect to the player. In some embodiments, the game
networking system 108.2 may assign a unique identifier to a player
102 of FIG. 1 of a virtual game hosted on the game networking
system 108.2. The game networking system 108.2 may determine that
the player 102 is accessing the virtual game by reading the user's
cookies, which may be appended to HTTP requests transmitted by the
client device 104, and/or by the player 102 logging onto the
virtual game.
[0060] In some embodiments, the player 102 accesses a virtual game
and control the game's progress via the client device 104 (e.g., by
inputting commands to the game at the client device 104). The
client device 104 can display the game interface, receive inputs
from the player 102, transmit user inputs or other events to the
game engine, and receive instructions from the game engine. The
game engine can be executed on any suitable system (such as, for
example, the client device 104, the social networking system 108.1
of FIG. 1, the game networking system 108.2, or the communication
system 108.3 of FIG. 1). For example, the client device 104 may
download client components of a virtual game, which are executed
locally, while a remote game server, such as the game networking
system 108.2, provides backend support for the client components
and may be responsible for maintaining application data of the
game, processing the inputs from the player 102, updating and/or
synchronizing the game state based on the game logic and each input
from the player 102, and transmitting instructions to the client
device 104. As another example, when the player 102 provides an
input to the game through the client device 104 (such as, for
example, by typing on the keyboard or clicking the mouse of the
client device 104), the client components of the game may transmit
the player's input to the game networking system 108.2.
[0061] In some embodiments, the player 102 accesses particular game
instances of a virtual game. A game instance is a copy of a
specific gameplay area that is created during runtime. In some
embodiments, a game instance is a discrete gameplay area where one
or more players 102 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.
[0062] In some 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. For
example, 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.
[0063] In some embodiments, a game instance associated with a
specific player is only accessible by that specific player. For
example, a first player may access a first game instance when
playing a virtual game, and this first game instance may be
inaccessible to all other players. In other embodiments, a game
instance associated with a specific player is accessible by one or
more other players, either synchronously or asynchronously with the
specific player's gameplay. For example, 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.
[0064] In some embodiments, the set of in-game actions available to
a specific player is different in a game instance that is
associated with this player compared to a game instance that is not
associated with this player. The set of in-game actions available
to a specific player in a game instance associated with this player
may be a subset, superset, or independent of the set of in-game
actions available to this player in a game instance that is not
associated with him. For example, a first player may be associated
with Blackacre Farm in an online farming game, and may be able to
plant crops on Blackacre Farm. If the first player accesses a game
instance associated with another player, such as Whiteacre Farm,
the game engine may not allow the first player to plant crops in
that game instance. However, other in-game actions may be available
to the first player, such as watering or fertilizing crops on
Whiteacre Farm.
[0065] In some embodiments, a game engine interfaces 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 some embodiments, a unique client
identifier may be assigned to individual users in the social graph.
This disclosure assumes that at least one entity of a social graph
is a player or player character in a multiplayer game.
[0066] In some embodiments, the social graph is managed by the game
networking system 108.2, which is managed by the game operator. In
other embodiments, the social graph is part of a social networking
system 108.1 managed by a third party (e.g., Facebook, Friendster,
Myspace). In yet other embodiments, the player 102 has a social
network on both the game networking system 108.2 and the social
networking system 108.1, wherein the player 102 can have a social
network on the game networking system 108.2 that is a subset,
superset, or independent of the player's social network on the
social networking system 108.1. In such combined systems, game
network system 108.2 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 the social networking system 108.1, the game networking
system 108.2, or both.
Example Systems and Methods
[0067] Returning to FIG. 2, the Player 201 may be associated,
connected or linked to various other users, or "friends," within
the out-of-game social network 250. These associations, connections
or links can track relationships between users within the
out-of-game social network 250 and are commonly referred to as
online "friends" or "friendships" between users. Each friend or
friendship in a particular user's social network within a social
graph is commonly referred to as a "node." For purposes of
illustration, the details of out-of-game social network 250 are
described in relation to Player 201. As used herein, the terms
"player" and "user" can be used interchangeably and can refer to
any user 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.
[0068] As shown in FIG. 2, Player 201 has direct connections with
several friends. When Player 201 has a direct connection with
another individual, that connection is referred to as a
first-degree friend. In out-of-game social network 250, Player 201
has two first-degree friends. That is, Player 201 is directly
connected to Friend 1.sub.1 211 and Friend 2.sub.1 221. In social
graph 200, it is possible for individuals to be connected to other
individuals through their first-degree friends (e.g., friends of
friends). As described above, the number of edges in a minimum path
that connects 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 Player 201 is connected via Player
201's connection to Player 201's first-degree friends.
Second-degree Friend 1.sub.2 212 and Friend 2.sub.2 222 are
connected to Player 201 via Player 201's 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 the social networking system 108.1.
[0069] 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 within in-game social
network 260 via second-degree Friend 3.sub.2 232 and one or more
other higher-degree friends.
[0070] In some embodiments, a player (or player character) has a
social graph within a 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 Player 201's 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 Player 201's in-game social network 260. In some
embodiments, a game engine can access in-game social network 260,
out-of-game social network 250, or both.
[0071] In some embodiments, the connections in a player's in-game
social network are formed both explicitly (e.g., when users
"friend" each other) and implicitly (e.g., when the 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 (e.g., in
disintermediated interactions or the like), but that could be the
case.
[0072] FIG. 9 is a diagrammatic representation of an example data
flow between example components of an example system 1300. One or
more of the components of the example system 1300 may correspond to
one or more of the components of the example system 100 of FIG. 1.
In some embodiments, system 1300 includes a client system 1330, a
social networking system 1320a, and a game networking system 1320b.
The components of system 1300 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.
The client system 1330, the social networking system 1320a, and the
game networking system 1320b may have one or more corresponding
data stores such as the local data store 1325, the social data
store 1345, and the game data store 1365, respectively.
[0073] The client system 1330 may receive and transmit data 1323 to
and from the game networking system 1320b. This data can include,
for example, a web page, a message, a game input, a game display, a
HTTP packet, a data request, transaction information, and other
suitable data. At some other time, or at the same time, the game
networking system 1320b may communicate data 1343, 1347 (e.g., game
state information, game system account information, page info,
messages, data requests, updates, etc.) with other networking
systems, such as the social networking system 1320a (e.g.,
FACEBOOK, MYSPACE, etc.). The client system 1330 can also receive
and transmit data 1327 to and from the social networking system
1320a. This data can include, for example, web pages, messages,
social graph information, social network displays, HTTP packets,
data requests, transaction information, updates, and other suitable
data.
[0074] Communication between the client system 1330, the social
networking system 1320a, and the game networking system 1320b can
occur over any appropriate electronic communication medium or
network using any suitable communications protocols. For example,
the client system 1330, 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.
[0075] In some embodiments, an instance of a virtual game is 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 some 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 a
virtual game on the game networking system 1320b, the BLOB
containing the game state for the instance corresponding to the
player may be transmitted to the client system 1330 for use by a
client-side executed object to process. In some embodiments, the
client-side executable is a FLASH.TM.-based game, which can
de-serialize the game state data in the BLOB. As a player plays the
game, the game logic implemented at the client system 1330
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 the game networking
system 1320b. Game networking system 1320b may itself operate by
retrieving a copy of the BLOB from a database or an intermediate
memory cache (memcache) layer. The game networking system 1320b 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. The game networking system 1320b 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.
[0076] In some embodiments, a computer-implemented game is 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 the client system 1330. For example, a client
application downloaded to the client system 1330 may operate to
serve a set of web pages to a player. As another example, a virtual
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 some embodiments, the virtual game is
implemented using ADOBE.TM. FLASH.TM.-based technologies. As an
example, a game may be fully or partially implemented as a SWF
object that is embedded in a web page and executable by a FLASH.TM.
media player plug-in. In some embodiments, one or more described
web pages is associated with or accessed by the social networking
system 1320a. This disclosure contemplates using any suitable
application for the retrieval and rendering of structured documents
hosted by any suitable network-addressable resource or website.
[0077] Application event data of a game is any data relevant to the
game (e.g., player inputs). In some embodiments, each application
datum may have a name and a value, and the value of the application
datum may change (e.g., be updated) at any time. When an update to
an application datum occurs at the client system 1330, either
caused by an action of a game player or by the game logic itself,
the client system 1330 may need to inform the game networking
system 1320b of the update. For example, if the game is a farming
game with a harvest mechanic (such as ZYNGA.TM. FARMVILLE.TM.), 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.
[0078] In some embodiments, one or more objects of a game may be
represented as any one of an ADOBE.TM. FLASH.TM. object,
MICROSOFT.TM. SILVERLIGHT.TM. object, HTML 5 object, etc. FLASH.TM.
may manipulate vector and raster graphics, and supports
bidirectional streaming of audio and video. "FLASH.TM." may mean
the authoring environment, the player, or the application files. In
some embodiments, the client system 1330 may include a FLASH.TM.
client. The FLASH.TM. client may be configured to receive and run
FLASH.TM. application or game object code from any suitable
networking system (such as, for example, the social networking
system 1320a or the game networking system 1320b). In some
embodiments, the FLASH.TM. client is run in a browser client
executed on the client system 1330. A player can interact with
FLASH.TM. objects using the client system 1330 and the FLASH.TM.
client. The FLASH.TM. objects can represent a variety of in-game
objects. Thus, the player may perform various in-game actions on
various in-game objects by making various changes and updates to
the associated FLASH.TM. objects.
[0079] In some embodiments, in-game actions are initiated by
clicking or similarly interacting with a FLASH.TM. object that
represents a particular in-game object. For example, a player can
interact with a FLASH.TM. 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.TM. object. In some embodiments, when the
player makes a change to a FLASH.TM. 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.TM. object shown to the player at
the client system 1330, the FLASH.TM. client may send the events
that caused the game state changes to the in-game object to the
game networking system 1320b. However, to expedite the processing
and hence the speed of the overall gaming experience, the FLASH.TM.
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.TM. client dynamically or determined by the game
networking system 1320b based on server loads or other factors. For
example, client system 1330 may send a batch file to the game
networking system 1320b whenever 50 updates have been collected or
after a threshold period of time, such as every minute.
[0080] As used herein, the term "application event data" may refer
to any data relevant to a computer-implemented virtual 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 some embodiments, each application datum has a name and a value.
The value of an application datum may change at any time in
response to the gameplay of a player or in response to the game
engine (e.g., based on the game logic). In some embodiments, an
application data update occurs when the value of a specific
application datum is changed.
[0081] In some embodiments, when a player plays a virtual game on
the client system 1330, the game networking system 1320b serializes
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 may store
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 virtual
game. In some embodiments, while a player is not playing the
virtual 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
1320b may retrieve the corresponding BLOB from the database to
determine the most-recent values of the game-related data. In some
embodiments, while a player is playing the virtual game, the game
networking system 1320b also loads 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.
[0082] Various embodiments may operate in a wide area network
environment, such as the Internet, including multiple network
addressable systems. FIG. 10 is a schematic diagram showing an
example network environment 1400, in which various example
embodiments may operate. Network cloud 1460 generally represents
one or more interconnected networks, over which the systems and
hosts described herein can communicate. Network cloud 1460 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. 10 illustrates,
various embodiments may operate in a network environment 1400
comprising one or more networking systems, such as a social
networking system 1420a, a game networking system 1420b, and one or
more client systems 1430. The components of the social networking
system 1420a and the game networking system 1420b operate
analogously; as such, hereinafter they may be referred to simply as
the networking system 1420. The client systems 1430 are operably
connected to the network environment 1400 via a network service
provider, a wireless carrier, or any other suitable means.
[0083] The networking system 1420 is a network addressable system
that, in various example embodiments, comprises one or more
physical servers 1422 and data stores 1424. The one or more
physical servers 1422 are operably connected to computer network
cloud 1460 via, by way of example, a set of routers and/or
networking switches 1426. In an example embodiment, the
functionality hosted by the one or more physical servers 1422 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.TM., ActionScript, and the
like.
[0084] The physical servers 1422 may host functionality directed to
the operations of the networking system 1420. Hereinafter servers
1422 may be referred to as server 1422, although the server 1422
may include numerous servers hosting, for example, the networking
system 1420, as well as other content distribution servers, data
stores, and databases. Data store 1424 may store content and data
relating to, and enabling, operation of, the networking system 1420
as digital data objects. A data object, in some 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.
[0085] Logically, data store 1424 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
1424 may generally include one or more of a large class of data
storage and management systems. In some embodiments, data store
1424 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
1424 includes one or more servers, databases (e.g., MySQL), and/or
data warehouses. Data store 1424 may include data associated with
different networking system 1420 users and/or client systems
1430.
[0086] The client system 1430 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. The client system 1430 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 1430 may execute one or more
client applications, such as a Web browser.
[0087] When a user at a client system 1430 desires to view a
particular webpage (hereinafter also referred to as target
structured document) hosted by the networking system 1420, the
user's web browser, or other document rendering engine or suitable
client application, formulates and transmits a request to the
networking system 1420. 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, a timestamp identifying when the request was transmitted,
and/or location information identifying a geographic location of
the user's client system 1430 or a logical network location of the
user's client system 1430.
[0088] Although the example network environment 1400 described
above and illustrated in FIG. 10 is described with respect to the
social networking system 1420a and the game networking system
1420b, this disclosure encompasses any suitable network environment
using any suitable systems. For example, a 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.
[0089] FIG. 11 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server 1422
or a client system 1430 both of FIG. 10. In one embodiment, the
hardware system 1500 comprises a processor 1502, a cache memory
1504, and one or more executable modules and drivers, stored on a
tangible computer-readable storage medium, directed to the
functions described herein. Additionally, the hardware system 1500
may include a high performance input/output (I/O) bus 1506 and a
standard I/O bus 1508. A host bridge 1510 may couple the processor
1502 to the high performance I/O bus 1506, whereas the I/O bus
bridge 1512 couples the two buses 1506 and 1508 to each other. A
system memory 1514 and one or more network/communication interfaces
1516 may couple to the bus 1506. The hardware system 1500 may
further include video memory (not shown) and a display device
coupled to the video memory. Mass storage 1518 and I/O ports 1520
may couple to the bus 1508. The hardware system 1500 may optionally
include a keyboard, a pointing device, and a display device (not
shown) coupled to the bus 1508. Collectively, these elements are
intended to represent a broad category of computer hardware
systems.
[0090] The elements of the hardware system 1500 are described in
greater detail below. In particular, the network interface 1516
provides communication between the hardware system 1500 and any of
a wide range of networks, such as an Ethernet (e.g., IEEE 802.3)
network, a backplane, etc. The mass storage 1518 provides permanent
storage for the data and programming instructions to perform the
above-described functions implemented in servers 1422 of FIG. 10,
whereas system memory 1514 (e.g., DRAM) provides temporary storage
for the data and programming instructions when executed by the
processor 1502. I/O ports 1520 are one or more serial and/or
parallel communication ports that provide communication between
additional peripheral devices, which may be coupled to the hardware
system 1500.
[0091] The hardware system 1500 may include a variety of system
architectures and various components of the hardware system 1500
may be rearranged. For example, cache memory 1504 may be on-chip
with the processor 1502. Alternatively, the cache memory 1504 and
the processor 1502 may be packed together as a "processor module,"
with processor 1502 being referred to as the "processor core."
Furthermore, certain embodiments of the present disclosure may
neither require nor include all of the above components. For
example, the peripheral devices shown coupled to the standard I/O
bus 1508 may couple to the high performance I/O bus 1506. In
addition, in some embodiments, only a single bus may exist, with
the components of the hardware system 1500 being coupled to the
single bus. Furthermore, the hardware system 1500 may include
additional components, such as additional processors, storage
devices, or memories.
[0092] An operating system manages and controls the operation of
the hardware system 1500, 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.
[0093] Furthermore, the above-described elements and operations may
comprise 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 may be 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.
[0094] Certain embodiments are described herein as including logic
or a number of components, modules, or mechanisms. Modules may
constitute either software modules (e.g., code embodied (1) on a
non-transitory machine-readable medium or (2) in a transmission
signal) or hardware-implemented modules. A hardware-implemented
module is tangible unit capable of performing certain operations
and may be configured or arranged in a certain manner. In example
embodiments, one or more computer systems (e.g., a standalone,
client or server computer system) or one or more processors may be
configured by software (e.g., an application or application
portion) as a hardware-implemented module that operates to perform
certain operations as described herein.
[0095] In various embodiments, a hardware-implemented module may be
implemented mechanically or electronically. For example, a
hardware-implemented module may comprise dedicated circuitry or
logic that is permanently configured (e.g., as a special-purpose
processor, such as a field programmable gate array (FPGA) or an
application-specific integrated circuit (ASIC)) to perform certain
operations. A hardware-implemented module may also comprise
programmable logic or circuitry (e.g., as encompassed within a
general-purpose processor or other programmable processor) that is
temporarily configured by software to perform certain operations.
It will be appreciated that the decision to implement a
hardware-implemented module mechanically, in dedicated and
permanently configured circuitry, or in temporarily configured
circuitry (e.g., configured by software) may be driven by cost and
time considerations.
[0096] Accordingly, the term "hardware-implemented module" should
be understood to encompass a tangible entity, be that an entity
that is physically constructed, permanently configured (e.g.,
hardwired) or temporarily or transitorily configured (e.g.,
programmed) to operate in a certain manner and/or to perform
certain operations described herein. Considering embodiments in
which hardware-implemented modules are temporarily configured
(e.g., programmed), each of the hardware-implemented modules need
not be configured or instantiated at any one instance in time. For
example, where the hardware-implemented modules comprise a
general-purpose processor configured using software, the
general-purpose processor may be configured as respective different
hardware-implemented modules at different times. Software may
accordingly configure a processor, for example, to constitute a
particular hardware-implemented module at one instance of time and
to constitute a different hardware-implemented module at a
different instance of time.
[0097] Hardware-implemented modules can provide information to, and
receive information from, other hardware-implemented modules.
Accordingly, the described hardware-implemented modules may be
regarded as being communicatively coupled. Where multiple of such
hardware-implemented modules exist contemporaneously,
communications may be achieved through signal transmission (e.g.,
over appropriate circuits and buses) that connect the
hardware-implemented modules. In embodiments in which multiple
hardware-implemented modules are configured or instantiated at
different times, communications between such hardware-implemented
modules may be achieved, for example, through the storage and
retrieval of information in memory structures to which the multiple
hardware-implemented modules have access. For example, one
hardware-implemented module may perform an operation, and store the
output of that operation in a memory device to which it is
communicatively coupled. A further hardware-implemented module may
then, at a later time, access the memory device to retrieve and
process the stored output. Hardware-implemented modules may also
initiate communications with input or output devices, and can
operate on a resource (e.g., a collection of information).
[0098] The various operations of example methods described herein
may be performed, at least partially, by one or more processors
that are temporarily configured (e.g., by software) or permanently
configured to perform the relevant operations. Whether temporarily
or permanently configured, such processors may constitute
processor-implemented modules that operate to perform one or more
operations or functions. The modules referred to herein may, in
some example embodiments, comprise processor-implemented
modules.
[0099] Similarly, the methods described herein may be at least
partially processor-implemented. For example, at least some of the
operations of a method may be performed by one or processors or
processor-implemented modules. The performance of certain of the
operations may be distributed among the one or more processors, not
only residing within a single machine, but deployed across a number
of machines. In some example embodiments, the processor or
processors may be located in a single location (e.g., within a home
environment, an office environment or as a server farm), while in
other embodiments the processors may be distributed across a number
of locations.
[0100] The one or more processors may also operate to support
performance of the relevant operations in a "cloud computing"
environment or as a "software as a service" (SaaS). For example, at
least some of the operations may be performed by a group of
computers (as examples of machines including processors), these
operations being accessible via a network (e.g., the Internet) and
via one or more appropriate interfaces (e.g., Application Program
Interfaces (APIs).)
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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 embodiments 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.
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