U.S. patent application number 17/461720 was filed with the patent office on 2021-12-16 for systems and methods for adjusting previously-made modifications of game assets based on changes in the ownership of tradeable items.
The applicant listed for this patent is Mythical, Inc.. Invention is credited to John Linden.
Application Number | 20210387093 17/461720 |
Document ID | / |
Family ID | 1000005811341 |
Filed Date | 2021-12-16 |
United States Patent
Application |
20210387093 |
Kind Code |
A1 |
Linden; John |
December 16, 2021 |
SYSTEMS AND METHODS FOR ADJUSTING PREVIOUSLY-MADE MODIFICATIONS OF
GAME ASSETS BASED ON CHANGES IN THE OWNERSHIP OF TRADEABLE
ITEMS
Abstract
Systems and methods for modifying game assets based on tradeable
items that are associated with user accounts of users of an online
gaming platform are disclosed. Exemplary implementations may: store
item information, asset information, user inventories, item-account
connections, and item-asset connections, obtain first item
identifier, of first tradeable item from a client computing
platform of a second user; obtain, by the first item identifier,
first modification information; obtain second user information;
link the first tradeable item with the second user account,
establishing a second item-account connection; store the second
item-account connection; receive, from the client computing
platform, indication of a selection of a second game asset to be
modified based on the first modification information, establishing
a second item-asset connection; record the second item-asset
connection; perform second modification, based on the first
modification information, of the second attribute information; and
adjust a first modification of first attribute information of a
first game asset.
Inventors: |
Linden; John; (Sherman Oaks,
US) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Mythical, Inc. |
Sherman Oaks |
CA |
US |
|
|
Family ID: |
1000005811341 |
Appl. No.: |
17/461720 |
Filed: |
August 30, 2021 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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16747891 |
Jan 21, 2020 |
|
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17461720 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/30 20140902;
A63F 2300/40 20130101; A63F 2300/6009 20130101; A63F 13/60
20140902; A63F 13/79 20140902; A63F 2300/5546 20130101 |
International
Class: |
A63F 13/60 20060101
A63F013/60; A63F 13/79 20060101 A63F013/79; A63F 13/30 20060101
A63F013/30 |
Claims
1. A system for modifying game assets within an online gaming
platform based on tradeable items in the real world that are
associated with user accounts of users of the online gaming
platform, the system comprising: electronic storage configured to
store item information, asset information, user inventories,
item-account connections, and item-asset connections, wherein the
item information is associated with the tradeable items, the
tradeable items being real-world physical items, the item
information including: (i) item identifiers that identify
individual tradeable items, and (ii) modification information that
defines modifications which are applicable to the individual game
assets in the online gaming platform, and wherein the asset
information: (i) defines the individual game assets, and (ii)
includes attribute information that defines at least one of types,
uses, and impacts of the game assets within the online gaming
platform, wherein the item-account connections are established
connections between the tradeable items and the user accounts of
the users of the online gaming platform, wherein the item-asset
connections are established connections between the tradeable items
and the game assets, wherein upon establishing the item-asset
connections, the modification information is applied to the
individual game assets, such that a first tradeable item is
associated with first item information, wherein the first item
information includes a first item identifier that identifies the
first tradeable item and first modification information, wherein a
first item-account connection has been established between the
first tradeable item and a first user account of a first user, the
first user account including a first inventory of game assets
including a first game asset, wherein first attribute information
pertains to the first game asset and defines at least one of type,
uses, and impacts of the first game asset, wherein a first
item-asset connection has been established between the first
tradeable item and the first game asset, wherein a first
modification is performed of the first attribute information based
on the first modification information; and one or more processors
configured by machine-readable instructions to: obtain the first
item identifier of the first tradeable item from a client computing
platform associated with a second user; obtain the first
modification information; obtain second user information of a
second user account, wherein the second user account is associated
with the second user, and wherein the second user account includes
a second inventory of game assets; responsive to obtaining the
first item identifier and the second user information from the
second user, link the first tradeable item with the second user
account within the online gaming platform such that a second
item-account connection is established; receive, from the client
computing platform, an indication of a selection of a second game
asset from the second inventory of game assets to be modified based
on the first modification information, wherein the second game
asset is defined by second asset information, the second asset
information including second attribute information; link the second
game asset with the first tradeable item such that a second
item-asset connection is established; record, to a distributed
ledger, the second item-asset connection indicating the second game
asset as being modified; perform a second modification, based on
the first modification information, of the second attribute
information such that the second game asset is modified; and
adjust, responsive to establishment of the second item-asset
connection, the first modification.
2. The system of claim 1, wherein the first user account includes
first user information and the second user account includes the
second user information, wherein the first user information
includes first location information and the second user information
includes second location information, wherein the first item
information includes a first historical location record including
location information of the users whose user accounts have
previously linked with the first tradeable item, wherein the first
historical location record includes the first location information
upon the establishment of the first item-account connection and the
second location information upon the establishment of the second
item-account connection, wherein a first distance is determined
between a first location represented by the first location
information and an initial location represented by the location
information of the user account of an item-account connection
established prior to the first item-account connection, wherein a
second distance is determined between the first location and a
second location represented by the second location information,
wherein the performance of the second modification of the second
attribute information includes modifying the impact of the second
attribute information in accordance with an impact magnitude,
wherein the impact magnitude is based on which of the first
distance and the second distance is greater, wherein a first impact
magnitude is associated with the second distance being greater than
the first distance and a second impact magnitude is associated with
the first distance being greater than the second distance, wherein
the first impact magnitude is greater than the second impact
magnitude, wherein the one or more processors are further
configured by machine-readable instructions to: compare the first
distance and the second distance to determine which is greater; and
determine, based on the comparison, whether the first impact
magnitude or the second impact magnitude is the impact magnitude by
which the impact of the second attribute information is
modified.
3. The system of claim 2, wherein responsive to the second distance
being greater than the first distance, the impact of the second
attribute information is modified in accordance with the first
impact magnitude.
4. The system of claim 2, wherein responsive to the first distance
being greater than the second distance, the impact of the second
attribute information is modified in accordance with the second
impact magnitude.
5. The system of claim 1, wherein the adjustment to the first
modification includes ceasing or reverting the first modification
upon establishment of the second item-asset connection.
6. The system of claim 1, wherein the first item information
includes first threshold information that includes thresholds for
the attribute information that are associated with particular
impact magnitudes that affect the performance of the first
modification and the second modification such that the first
threshold information includes a first threshold associated with a
third impact magnitude and a second threshold associated with a
fourth impact magnitude, wherein the first threshold is greater
than the second threshold, wherein the third impact magnitude is
greater than the fourth impact magnitude, wherein the performing of
the second modification, based on the first modification
information, of the second attribute information is based on values
of the attribute information meeting the second threshold and not
the first threshold such that the second modification is performed
in accordance with the fourth impact magnitude which is less than
the third impact magnitude.
7. The system of claim 1, wherein user information of the
individual user accounts includes statistic information, the
statistic information including values for at least one of a date
of an individual user joining the online gaming platform, current
level, experience points (XP), total number of tradeable items
connected with, total number of tradeable items currently connected
with, and/or total number of game assets in an inventory, wherein
the first item information includes user prerequisites that must be
satisfied for the first tradeable item to be linked with the second
user account, wherein the user prerequisites include specific
values and/or ranges of values of the statistic information of the
second user information, wherein the performing of the second
modification information, based on the first modification
information, of the second attribute information is based on the
user prerequisites being met and further based on values of the
statistic information of the second user information.
8. The system of claim 1, wherein the second item-account
connection is stored in the electronic storage.
9. The system of claim 1, wherein the first item information
includes game asset prerequisites that must be satisfied for a
particular modification of the first modification information,
wherein the game asset prerequisites include values and/or ranges
of values of the second attribute information, wherein the
performing of the second modification, based on the first
modification information, of the second attribute information is
based on the game asset prerequisites and values of the second
attribute information.
10. The system of claim 1, wherein the first item information
includes a type of the first tradeable item, wherein the second
asset information includes a set of rules pertaining to the second
game asset simultaneously being modified by more than one of the
modification information of more than one of the tradeable items,
the set of rules including a maximum value of tradeable items that
can modify the second game asset simultaneously and/or one or more
types of tradeable item the second game asset can be modified by,
wherein the performing of the second modification, based on the
first modification information, of the second attribute information
in accordance with the first tradeable item is based on the set of
rules, item-asset connections of the second game asset recorded to
the distributed ledger, the values of the types of the individual
tradeable items of the item-asset connections involving the second
game asset recorded to the distributed ledger, and/or a value of
the type of the first tradeable item.
11. A method for modifying game assets within an online gaming
platform based on tradeable items in the real world that are
associated with user accounts of users of the online gaming
platform, the method comprising: storing, in electronic storage,
item information, asset information, user inventories, item-account
connections, and item-asset connections, wherein the item
information is associated with the tradeable items, the tradeable
items being real-world physical items, the item information
including: (i) item identifiers that identify individual tradeable
items, and (ii) modification information that defines modifications
which are applicable to the individual game assets in the online
gaming platform, and wherein the asset information: (i) defines the
individual game assets, and (ii) includes attribute information
that defines at least one of types, uses, and impacts of the game
assets within the online gaming platform, wherein the item-account
connections are established connections between the tradeable items
and the user accounts of the users of the online gaming platform,
wherein the item-asset connections are established connections
between the tradeable items and the game assets, wherein upon
establishing the item-asset connections, the modification
information is applied to the individual game assets, such that a
first tradeable item is associated with first item information,
wherein the first item information includes a first item identifier
that identifies the first tradeable item and first modification
information, wherein a first item-account connection has been
established between the first tradeable item and a first user
account of a first user, the first user account including a first
inventory of game assets including a first game asset, wherein
first attribute information pertains to the first game asset and
defines at least one of type, uses, and impacts of the first game
asset, wherein a first item-asset connection has been established
between the first tradeable item and the first game asset, wherein
a first modification is performed of the first attribute
information based on the first modification information; obtaining
the first item identifier of the first tradeable item from a client
computing platform associated with a second user; obtaining the
first modification information; obtaining second user information
of a second user account, wherein the second user account is
associated with the second user, and wherein the second user
account includes a second inventory of game assets; responsive to
obtaining the first item identifier and the second user information
from the second user, linking the first tradeable item with the
second user account within the online gaming platform such that a
second item-account connection is established; receiving, from the
client computing platform, an indication of a selection of a second
game asset from the second inventory of game assets to be modified
based on the first modification information, wherein the second
game asset is defined by second asset information, the second asset
information including second attribute information; linking the
second game asset with the first tradeable item such that a second
item-asset connection is established; recording, to a distributed
ledger, the second item-asset connection indicating the second game
asset as being modified; performing a second modification, based on
the first modification information, of the second attribute
information such that the second game asset is modified; and
adjusting, responsive to establishment of the second item-asset
connection, the first modification.
12. The method of claim 11, wherein the first user account includes
first user information and the second user account includes the
second user information, wherein the first user information
includes first location information and the second user information
includes second location information, wherein the first item
information includes a first historical location record including
location information of the users whose user accounts have
previously linked with the first tradeable item, wherein the first
historical location record includes the first location information
upon the establishment of the first item-account connection and the
second location information upon the establishment of the second
item-account connection, wherein a first distance is determined
between a first location represented by the first location
information and an initial location represented by the location
information of the user account of an item-account connection
established prior to the first item-account connection, wherein a
second distance is determined between the first location and a
second location represented by the second location information,
wherein the performance of the second modification of the second
attribute information includes modifying the impact of the second
attribute information in accordance with an impact magnitude,
wherein the impact magnitude is based on which of the first
distance and the second distance is greater, wherein a first impact
magnitude is associated with the second distance being greater than
the first distance and a second impact magnitude is associated with
the first distance being greater than the second distance, wherein
the first impact magnitude is greater than the second impact
magnitude, wherein the method further includes: comparing the first
distance and the second distance to determine which is greater; and
determining, based on the comparison, whether the first impact
magnitude or the second impact magnitude is the impact magnitude by
which the impact of the second attribute information is
modified.
13. The method of claim 12, wherein responsive to the second
distance being greater than the first distance, the impact of the
second attribute information is modified in accordance with the
first impact magnitude.
14. The method of claim 12, wherein responsive to the first
distance being greater than the second distance, the impact of the
second attribute information is modified in accordance with the
second impact magnitude.
15. The method of claim 11, wherein the adjustment to the first
modification includes ceasing or reverting the first modification
upon establishment of the second item-asset connection.
16. The method of claim 11, wherein the first item information
includes first threshold information that includes thresholds for
the attribute information that are associated with particular
impact magnitudes that affect the performance of the first
modification and the second modification such that the first
threshold information includes a first threshold associated with a
third impact magnitude and a second threshold associated with a
fourth impact magnitude, wherein the first threshold is greater
than the second threshold, wherein the third impact magnitude is
greater than the fourth impact magnitude, wherein the performing of
the second modification, based on the first modification
information, of the second attribute information is based on values
of the attribute information meeting the second threshold and not
the first threshold such that the second modification is performed
in accordance with the fourth impact magnitude which is less than
the third impact magnitude.
17. The method of claim 11, wherein user information of the
individual user accounts includes statistic information, the
statistic information including values for at least one of a date
of an individual user joining the online gaming platform, current
level, experience points (XP), total number of tradeable items
connected with, total number of tradeable items currently connected
with, and/or total number of game assets in an inventory, wherein
the first item information includes user prerequisites that must be
satisfied for the first tradeable item to be linked with the second
user account, wherein the user prerequisites include specific
values and/or ranges of values of the statistic information of the
second user information, wherein the performing of the second
modification information, based on the first modification
information, of the second attribute information is based on the
user prerequisites being met and further based on values of the
statistic information of the second user information.
18. The method of claim 11, wherein the second item-account
connection is stored in the electronic storage.
19. The method of claim 11, wherein the first item information
includes game asset prerequisites that must be satisfied for a
particular modification of the first modification information,
wherein the game asset prerequisites include values and/or ranges
of values of the second attribute information, wherein the
performing of the second modification, based on the first
modification information, of the second attribute information is
based on the game asset prerequisites and values of the second
attribute information.
20. The method of claim 11, wherein the first item information
includes a type of the first tradeable item, wherein the second
asset information includes a set of rules pertaining to the second
game asset simultaneously being modified by more than one of the
modification information of more than one of the tradeable items,
the set of rules including a maximum value of tradeable items that
can modify the second game asset simultaneously and/or one or more
types of tradeable item the second game asset can be modified by,
wherein the performing of the second modification, based on the
first modification information, of the second attribute information
in accordance with the first tradeable item is based on the set of
rules, item-asset connections of the second game asset recorded to
the distributed ledger, the values of the types of the individual
tradeable items of the item-asset connections involving the second
game asset recorded to the distributed ledger, and/or a value of
the type of the first tradeable item.
Description
FIELD OF THE DISCLOSURE
[0001] The present disclosure relates to systems and methods for
modifying game assets of an online gaming platform based on changes
in ownership of tradeable items between users of the online gaming
platform.
BACKGROUND
[0002] Distributed ledgers are known techniques to produce a secure
record or registry of ownership of assets, transactions, and other
information. For example, a distributed blockchain can be used to
maintain a distributed ledger. Blockchain technology is known,
e.g., as used for cryptocurrencies, smart contracts, and other
applications for a decentralized database.
SUMMARY
[0003] One aspect of the present disclosure relates to modifying
in-game assets based on ownership of real-world items changing
between users. The game assets may include one or more virtual
items (e.g., characters, weapons, vehicles, etc.) that a user may
use or put into play within a gaming platform. The items may
include, for example, toy figurines, playing cards, coins, and/or
other real-world physical items. An item may be associated with
modifications that may be effectuated upon the game assets. The
item may have previously been connected with a previous user
account of a previous user. A previous game asset may have been
chosen (by the previous user) from an inventory included in the
previous user account to be modified in accordance with the
connected item. Thus, a previous modification may have been
performed upon one or more attributes of the previous game asset.
Subsequently, a subsequent user may purchase, trade, and/or
discover the same item and subsequently link a user account of the
subsequent user with the item. Documentation and/or proof of the
linkages may be stored to, for example, a distributed ledger. The
user account of the subsequent user may include an inventory of
game assets belonging to the subsequent user within the gaming
platform. The subsequent user may select a subsequent game asset
from the inventory to acquire the modifications associated with the
item. The selection of the subsequent game asset may be recorded to
the distributed ledger. The selected subsequent game asset may be
modified based on the modifications associated with the item. The
modifications may be a function of or take into consideration
previous game assets the item has been linked with and statistics
thereof, previous user accounts the item has been linked with and
statistics thereof, previous and current locations of the item,
and/or other factors. Lastly, the previous modification performed
upon the previous game asset may be adjusted in response to the
subsequent game asset being modified based on the modifications
associated with the item.
[0004] One aspect of the present disclosure relates to a system
configured for modifying game assets of an online gaming platform
based on tradeable items that are associated with user accounts of
users of the online gaming platform. The system may include one or
more hardware processors configured by machine-readable
instructions. The computer components may include one or more of an
obtain component, an account link component, an asset link
component, a modify component, game component, and/or other
computer components.
[0005] Electronic storage may be configured to store item
information, asset information, user inventories, item-account
connections, and item-asset connections. The item information may
be associated with the tradeable items. The tradeable items may be
real-world physical items that include a first tradeable item. The
item information may include item identifiers that identifies
individual tradeable items. The item information may include
modification information that defines modification which are
applicable to the individual game assets. The individual game
assets may be defined by asset information. The asset information
may include attribute information. The attribute information may
define types, uses, impacts of the game assets and/or others of the
individual game assets. The user inventories indicate the game
assets that are owned and/or possessed by the individual users
within the online gaming platform. The item-account connections are
established connections between the tradeable items and the user
accounts of the users of the online gaming platform. The item-asset
connections are established connections between the tradeable items
and the game assets. Upon established item-asset connections, the
modification information is applied to the individual game
assets.
[0006] In some implementations, a first tradeable item may be
associated with first item information. The first item information
may include a first item identifier that identifies the first
tradeable item and first modification information. A first
item-account connection may have been established between the first
tradeable item and a first user account of a first user. The first
user account may include a first inventory of game assets including
a first game asset. First attribute information may pertain to the
first game asset and may define type, uses, and impacts of the
first game asset. A first item-asset connection has been
established between the first tradeable item and the first game
asset. A first modification may be performed of the first attribute
information based on the first modification information such that
the first game asset may be modified in accordance with the first
tradeable item.
[0007] In some implementations, the obtain component may be
configured to obtain the first item identifier of the first
tradeable item from a client computing platform associated with a
second user.
[0008] In some implementations, the modify component may be
configured to obtain the first modification information from the
electronic storage. The first modification information may be
obtained by the first item identifier.
[0009] In some implementations, the obtain component may be
configured to obtain second user information of a second user
account. The second user account may be associated with the second
user. The second user account may include a second inventory of
game assets.
[0010] In some implementations, the account link component may be
configured to link the first tradeable item with the second user
account within the online gaming platform such that a second
item-account connection is established. The linkage may be
responsive to obtaining the first item identifier and the second
user information. The account link component may be configured to
store the second item-account connection.
[0011] In some implementations, the asset link component may be
configured to receive, from the client computing platform, an
indication of a selection of a second game asset from the second
inventory of game assets to be modified based on the first
modification information. The asset link component may be
configured to link the second game asset with the first tradeable
item such that a second item-asset connection is established. The
asset link component may be configured to record, to a distributed
ledger, the second item-asset connection indicating the second game
asset as being modified in accordance with the first tradeable
item. The second game asset may include second asset information.
The second asset information may include second attribute
information.
[0012] In some implementations, the modify component may be
configured to perform a second modification, based on the first
modification information, the second attribute information in
accordance with the first tradeable item such that the second game
asset is modified. The modify component may be configured to adjust
the first modification. The adjustment may be based on the
establishment of the second item-asset connection.
[0013] As used herein, any association (or relation, or reflection,
or indication, or correspondency) involving servers, processors,
client computing platforms, virtual items, user accounts,
inventories, game assets, tradeable items, item identifiers,
indications, linkage, recordings, and/or another entity or object
that interacts with any part of the system and/or plays a part in
the operation of the system, may be a one-to-one association, a
one-to-many association, a many-to-one association, and/or a
many-to-many association or N-to-M association (note that N and M
may be different numbers greater than 1).
[0014] As used herein, the term "obtain" (and derivatives thereof)
may include active and/or passive retrieval, determination,
derivation, transfer, upload, download, submission, and/or exchange
of information, and/or any combination thereof. As used herein, the
term "effectuate" (and derivatives thereof) may include active
and/or passive causation of any effect, both local and remote. As
used herein, the term "determine" (and derivatives thereof) may
include measure, calculate, compute, estimate, approximate,
generate, and/or otherwise derive, and/or any combination
thereof.
[0015] 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
[0016] FIG. 1 illustrates a system configured for modifying game
assets of an online gaming platform based on changes in ownership
of tradeable items of users of the online gaming platform, in
accordance with one or more implementations.
[0017] FIG. 2 illustrates a method for modifying game assets of an
online gaming platform based on changes in ownership of tradeable
items that are associated with user accounts of users of the online
gaming platform, in accordance with one or more
implementations.
[0018] FIG. 3A illustrates an example implementation of the system
configured for modifying game assets of an online gaming platform
based on changes in ownership of tradeable items of users of the
online gaming platform, in accordance with one or more
implementations.
[0019] FIG. 3B illustrates an example implementation of the system
configured for modifying game assets of an online gaming platform
based on changes in ownership of tradeable items of users of the
online gaming platform, in accordance with one or more
implementations.
[0020] FIG. 3C illustrates an example implementation of the system
configured for modifying game assets of an online gaming platform
based on changes in ownership of tradeable items of users of the
online gaming platform, in accordance with one or more
implementations.
[0021] FIG. 3D illustrates an example implementation of the system
configured for modifying game assets of an online gaming platform
based on changes in ownership of tradeable items of users of the
online gaming platform, in accordance with one or more
implementations.
[0022] FIG. 3E illustrates an example implementation of the system
configured for modifying game assets of an online gaming platform
based on changes in ownership of tradeable items of users of the
online gaming platform, in accordance with one or more
implementations.
DETAILED DESCRIPTION
[0023] FIG. 1 illustrates a system 100 configured for modifying
game assets of an online gaming platform based on changes in
ownership of tradeable items of users of the online gaming
platform, in accordance with one or more implementations. Users can
trade the individual physical tradeable items and establish a
connection with an individual virtual game asset to modify (e.g.,
enhance) one or more in-game attributes of the selected game asset.
In some implementations, system 100 may include one or more of
servers 102. Server(s) 102 may be configured to communicate with
one or more client computing platforms 104 according to a
client/server architecture and/or other architectures via one or
more network(s) 128. In some implementations, one or more
network(s) 128 may include the Internet and/or other networks.
Client computing platform(s) 104 may be configured to communicate
with other client computing platforms via server(s) 102 and/or
according to a peer-to-peer architecture, a client-server
architecture, and/or other architectures. Users may access system
100 via client computing platform(s) 104.
[0024] In some implementations, system 100 and/or server(s) 102 may
be configured to communicate with one or more of (online) gaming
platform(s) 126, gaming platform operator(s) 122, distributed
ledger 124, and/or other components via one or more network(s) 128.
As used herein, gaming platform 126 may refer to either an
individual game, a type of gaming console, its ecosystem, and/or
any combination of these. Gaming platform 126 may include one or
more (online) games. Gaming platform operator 122 may refer to a
host, operator, owner, and/or other stakeholder of gaming platform
126.
[0025] In some implementations, distributed ledger 124 (e.g., a
blockchain or another structure of blocks) may be maintained by a
distributed computing platform (not shown in FIG. 1). In some
implementations, the distributed computing platform may be
implemented by a set of client computing platforms and/or servers.
The distributed computing platform may support a virtual machine
(not shown in FIG. 1). The distributed computing platform and/or
the virtual machine may form a runtime environment for smart
contracts. In some implementations, the distributed computing
platform may include electronic storage configured to store part or
all of distributed ledger(s) 124. The smart contracts may be stored
on distributed ledger(s) 124. In some implementations, the
distributed computing platform may be Ethereum. In some
implementations, the distributed computing platform may be the
EOSIO platform. In some implementations, the virtual machine may be
a Turing-complete and decentralized virtual machine.
[0026] Distributed ledger(s) 124 may act as a decentralized
database that stores a registry of assets and transactions across
one or more networks. A given asset may be owned by a particular
user. An asset may include anything of material value or usefulness
that is owned by or on behalf of a person or company, according to
some implementations. In some implementations, a right pertaining
to an object may be an asset, the object being a physical or a
virtual item. Multiple rights may form a set of rights or a bundle
of rights that may be transferred and/or otherwise acted on or
operated on together. For example, rights may include a right to
use, a right to sell, a right to destroy, a right to establish a
(temporary) connection, and/or other rights.
[0027] In some implementations, distributed ledger(s) 124 may
record ownership of assets. Alternatively, and/or simultaneously,
distributed ledger(s) 124 may record transactions that modify
ownership of assets. Alternatively, and/or simultaneously,
distributed ledger(s) 124 may record (temporary) connections that
have been established between tradeable items and user accounts,
between tradeable items and virtual game-assets, and/or between
other entities. In some implementations, an established connection
may be a type of transaction. A smart contract may be a type of
asset. In some implementations, once a smart contract has been
added to the distributed ledger, the smart contract may be referred
to as published, recorded, and/or posted. Elements of distributed
ledger(s) 124 may be grouped together in units that are referred to
as blocks. For example, an individual block may include one or more
assets and one or more transactions.
[0028] Distributed ledger(s) 124 may be publicly accessible and
append-only. In some implementations, existing blocks of a
distributed ledger can substantially not be altered or deleted,
unless multiple copies of the distributed ledger are altered. This
is unlikely to happen provided that multiple copies of the
distributed ledger are stored on different computing platforms,
e.g., in different geographical locations. The distributed ledger
may be replicated (in part or in its entirety) on multiple
computing platforms, preferably in multiple different geographical
locations.
[0029] Server(s) 102 may be configured by machine-readable
instructions 106. Machine-readable instructions 106 may include one
or more instruction components. The instruction components may
include computer program components. The instruction components may
include one or more of an obtain component 108, an account link
component 110, an asset link component 112, a modify component 114,
game component 130, and/or other instruction components.
[0030] Gaming platform 126 may include one or more user accounts
associated with one or more users. For example, the users may
include a first user, a second user, a third user, and so forth.
The one or more user accounts may include individual user
information. The user information may include user identification
information, location information, statistic information and/or
other user information of the individual user accounts. The user
identification information may include first name, last name,
username, email address, phone number, and/or other user
identification information for identifying individual users. In
some implementations, the location information may be obtained from
client computing platform(s) 104 of the one or more individual
users. The location information may represent one or more
real-world locations, e.g., of the one or more individual users in
the real world, of one or more individual tradeable items in the
real world, and/or of other entities in the real world. The
real-world locations may be locations (e.g., addresses, GPS
coordinates, landmarks, point on a virtual map, etc.) input by the
individual users, location of an internet service provider (ISP)
client computing platforms 104 associated with the individual users
is using, location from a GPS of client computing platforms 104
associated with the individual users, location from a GPS of client
computing platform 104 associated with the individual users when
the tradeable items are in proximity to client computing platform
104, location of a GPS of client computing platform 104 associated
with the individual users when client computing platform 104
identifies the tradeable items, and/or other real-world locations.
In some implementations, a particular tradeable item may be
associated with a particular location in the real world as its
place of origin. For example, some tradeable items may originate
from North America, whereas other tradeable items originate from
Japan, South Africa, Australia, and/or other countries, regions, or
locations. In some implementations, these places of origin may have
a particular (location-specific) effect on the particular
modification or enhancement that may result when a connection
between a particular tradeable item and a selected game asset has
been established. For example, an enhancement may be based on
location-specific mythological creatures and/or powers.
[0031] In some implementations, the statistic information included
in user information may include values for a date of an individual
user joining a particular online gaming platform, current level of
an individual user, experience points (XP), total number of
tradeable items connected with an individual user account, total
number of tradeable items currently connected with, total number of
game assets in an inventory, number of hours played within the
online gaming platform, number of hours played with a particular
game asset, and/or other statistic information, as well as
combinations thereof.
[0032] Electronic storage 118 may be configured to store individual
item information associated with one or more tradeable items. The
individual tradeable items may be identified by one or more item
identifiers. The individual tradeable items may be real-world
physical items. Tradeable items may include a first tradeable item,
a second tradeable item, a third tradeable item, and so forth. By
way of non-limiting example, the individual tradeable items may
include a playing card, a toy figurine, and/or other real-world
physical items. The one or more item identifiers may be item
identifying information that identifies and distinguishes the
tradeable items from each other. Physical manifestations of the one
or more item identifiers may include a barcode, a quick response
(QR) code, radio frequency identifier (RFID), serial number, and/or
other human-readable or machine-readable identifiers. A first
tradeable item may be a real-world physical item identified by a
first item identifier and associated with first item information
stored in electronic storage 118.
[0033] The individual item information stored in electronic storage
118 may include individual modification information that is useable
to modify attribute information of one or more individual game
assets. The modification information may include, for example, a
set of code that, upon execution, performs a modification (e.g., an
enhancement) to individual game assets, asset information,
attribute information, and/or other information related to
individual game assets. The game assets may be (collections and/or
packages of) virtual items usable within an online gaming platform,
such as gaming platform 126. By way of non-limiting example, the
game assets may include one or more of a weapon, character, tool,
pet, clothing, vehicle, mission, assignment, chapter, task,
mini-game, and/or other virtual items. Game assets may be usable
within gaming platform 126 by an owner of a right to usage within
gaming platform 126. The owner of a first particular game asset may
be a first user, the owner of a second particular game asset may be
a second user, and so forth. The individual game assets may be
defined by game asset information (also referred to as asset
information). In some implementations, asset information may
include one or more of the attribute information, a set of rules,
and/or other information. In some implementations, attribute
information may define one or more of a type of game asset, uses,
impacts, aesthetics, and/or other attributes of the individual game
assets. The attribute information of the individual game assets may
be within at least one of the one or more (online) games. In some
implementations, the set of rules may pertain to the individual
game assets simultaneously being modified through more than one of
the individual tradeable items. The set of rules may include a
maximum number and/or value of tradeable items that can modify the
individual game asset simultaneously, one or more types of
tradeable item the individual game asset can be modified by, and/or
other rules. By way of non-limiting example, in some
implementations, the set of rules may only allow a game asset to by
modified in accordance with one tradeable item at a time. The
individual user accounts may include individual inventories of one
or more game assets. The one or more game assets of the individual
inventories may be game assets that the user account, or the user,
owns, won, leases, found, stole, and/or otherwise possesses.
[0034] The individual item information associated with the
individual tradeable items may further include one or more of a
historical location record, a historical user record, user
prerequisites, game asset prerequisites, a type of tradeable item,
threshold information, and/or other item information. The
historical location record may include the location information of
the users whose user accounts have previously linked with the
individual tradeable items, as described herein. The historical
user record may include user information of the user accounts that
the individual tradeable items have been previously linked with.
These records are further described in the Detailed Description.
The user prerequisites may be requirements for the user accounts
that need to be satisfied for the user accounts to be linked with
the individual tradeable items. In some implementations, the user
prerequisites may be requirements for the user accounts that need
to be satisfied before (attribute information of) game assets may
be modified as described herein. The user prerequisites may include
one or more of specific values of the statistic information, ranges
of values of the statistic information, and/or other user
prerequisites. For example, the first user may be required to
complete a particular mission before their game asset may be
modified in accordance with a tradeable item.
[0035] The game asset prerequisites may be requirements that need
to be satisfied for a game asset to be modified by the one or more
tradeable items. The game asset prerequisites may include values of
the attribute information, ranges of values of the attribute
information, and/or other game asset prerequisites. For example,
the game asset to be modified must be a human character (i.e., a
particular type) for it to be modified in accordance with a
tradeable item. The types of tradeable items may be classifications
of game assets with common characteristics. The type of tradeable
item may specifically pertain to a particular online gaming
platform, such as gaming platform 126. By way of non-limiting
example, the types of tradeable items may include one or more of
weapon modifiers, character modifiers, tool modifiers, vehicle
modifiers, classical elements (i.e., water, fire, land, air),
and/or other types depending on particular characteristics of
gaming platform 126. The threshold information may include
thresholds for the attribute information (e.g., types, uses,
impacts, etc.). The thresholds may be associated with particular
impact magnitudes that affect performance of individual
modifications to the attribute information. For example, an
airplane game asset may need to have separate cargo and passenger
sections to transport people and objects simultaneously. The
airplane game asset may further need to have a living quarter to be
enhanced with a mattress.
[0036] Obtain component 108 may be configured to obtain one or more
item identifiers of one or more tradeable items. The one or more
item identifiers may be obtained upon the one or more users
capturing an image that includes the item identifier via one or
more associated client computing platform(s) 104. The one or more
tradeable items may be obtained by the one or more users by way of
purchase, trading, discovery, and/or other obtainment. By way of
non-limiting example, obtain component 108 may obtain the first
item identifier of the first tradeable item. The first tradeable
item may be associated with first item information that includes
first modification information.
[0037] Obtain component 108 may be configured to obtain user
information of one or more user accounts. The user information may
be obtained from client computing platform(s) 104 associated with
the one or more users. In some implementations, the one or more
users may be logged-in to gaming platform 126 via one or more
associated client computing platform(s) 104 such that the one or
more user information may be obtained by obtain component 108.
[0038] By way of non-limiting example, obtain component 108 may
obtain first user information of a first user account. The first
user account may be associated with a first user. The first user
information may include one or more of first user identification
information, first location information, first statistic
information, and/or other user information of the first user
account. The first location information may represent a first
location. The first location may be a real-world location of the
first user at the time the first user information is obtained by
obtain component 108.
[0039] Account link component 110 may be configured to link one or
more tradeable items with one or more user accounts within the
online gaming platform such that item-account connections are
established between the individual tradeable items and the
individual user accounts. The linkage may be responsive to
obtaining the individual item identifiers and the individual user
information (e.g., the user identification information). By way of
non-limiting example, account link component 110 may link the first
tradeable item with the first user account within the gaming
platform 126 such that a first item-account connection is
established. The first user account may include a first inventory
of game assets that includes a first game asset. The first item
information may include a first historical location record that
includes the location information of the users whose user accounts
have previously linked with the first tradeable item (i.e.,
previous item-account connections for the first tradeable item).
Upon the establishment of the first item-account connection, the
first historical location record may include the first location
information. In some implementations, individual user accounts may
be linked with multiple tradeable items. In some implementations,
individual tradeable items may be linked with multiple user
accounts.
[0040] Account link component 110 may be configured to store
item-account connections. Storing the item-account connections may
include recording to a distributed ledger, storing in database(s),
storing in electronic storage 118, and/or other storing using other
storing mechanisms, components, and/or structures. By way of
non-limiting example, in some implementations, account link
component 110 may be configured to store the first item-account
connection to distributed ledger 124. Distributed ledger 124 may be
referenced to determine which user accounts are or have been
connected with a particular tradeable item. Distributed ledger 124
may indicate which and/or when user accounts and tradeable items
are and/or were actively connected, and/or disconnected, as well as
other connection information.
[0041] Asset link component 112 may be configured to receive one or
more indications of selections of individual game assets to be
modified, e.g., based on individual modification information. The
individual game assets selected may be from the individual
inventories of game assets of the individual user accounts. In some
implementations, the indications may be received from client
computing platforms 104 associated with the individual users. As
previously mentioned, the individual modification information may
be included in the individual item information that is associated
with the individual tradeable items such that the selected game
assets are to be modified in accordance with the individual
tradeable items. By way of non-limiting example, asset link
component 112 may receive, from the first user, an indication of a
selection of the first game asset from the first inventory of game
assets to be modified based on the first modification information.
The first modification information may be included in the first
item information that is associated with the first tradeable item
such that the first game asset is to be modified in accordance with
the first tradeable item.
[0042] Asset link component 112 may be configured to link a
selected game asset to be modified, based on individual
modification information, with an associated individual tradeable
item such that an item-asset connection may be established. By way
of non-limiting example, asset link component 112 may link the
first game asset with the first tradeable item such that a first
item-asset connection is established. In some implementations,
individual game assets may be linked with multiple tradeable items.
In some implementations, individual tradeable items may be linked
with multiple game assets.
[0043] Asset link component 112 may be configured to record the
item-asset connections indicating individual game assets as being
modified (or having been modified) in accordance with individual
tradeable items. The item-asset connections may be recorded to
distributed ledger 124, database(s) stored in electronic storage
118, and/or one or more other distributed ledgers. By way of
non-limiting example, asset link component 112 may record, to
distributed ledger 124, the first item-asset connection indicating
the first game asset as being modified in accordance with the first
tradeable item. The first game asset may include first asset
information. The first asset information may include first
attribute information. Distributed ledger 124 may be referenced to
determine which game assets are or have been connected with a
particular tradeable item. Distributed ledger 124 may indicate
which and/or when game assets and tradeable items are and/or were
actively connected, and/or disconnected, as well as other
connection information.
[0044] Modify component 114 may be configured to obtain
modification information from electronic storage 118. The
obtainment may be by the individual item identifiers that identify
the individual tradeable items and thus the individual modification
information. Modify component 114 may be configured to obtain item
information from electronic storage 118 based on the corresponding
individual item identifiers. By way of non-limiting example, modify
component 114 may obtain, based on the first item identifier, the
first modification information from electronic storage 118.
[0045] Modify component 114 may be configured to perform one or
more modifications of individual attribute information pertaining
to one or more individual game assets such that the individual game
assets are modified in accordance with the individual tradable
items. The modifications may include a first modification, a second
modification, a third modification, and so forth. The modifications
to be performed upon the individual attribute information may be
based on the individual modification information. The modifications
of the individual attribute information may occur upon the
establishment and/or storage of the individual item-asset
connections. Modifying the attribute information may include one or
more of adding uses, subtracting uses, adding impacts, subtracting
impacts, increasing magnitude (i.e., power) of one or more impacts,
decreasing magnitude (i.e., power) of one or more impacts, no
change in the attribute information, and/or other modifications. In
some implementations, performance of the one or more modifications
may include storing the individual modifications to the user
account of particular users, storing the individual modifications
to the inventory of game assets of particular user accounts,
storing the individual modifications to the user information of
particular users, storing the individual modifications to
distributed ledger 124, and/or others. By way of non-limiting
example, modify component 114 may perform a first modification,
based on the first modification information, of the first attribute
information pertaining to the first game asset such that the first
game asset is modified.
[0046] Obtain component 108 may be configured to obtain the first
item identifier of the first tradeable item from a second user.
Obtain component 108 may obtain second user information of a second
user account. The second user account may be associated with the
second user. The second user information may include one or more of
second user identification information, second location
information, second statistic information, and/or other user
information of the second user account. The second location
information may represent a second location. The second location
may be a real-world location of the second user (e.g., at the
moment a particular connection was established, such as a second
item-account connection, described below).
[0047] In some implementations, account link component 110 may link
the first tradeable item with the second user account within the
gaming platform 126 such that a second item-account connection is
established. The second user account may include a second inventory
of game assets that includes a second game asset. Upon the
establishment of the second item-account connection, the first
historical location record may include (e.g., be appended by) the
second location information. Thus, the first historical location
record may indicate that the first tradeable item was at the first
location and subsequently (i.e., most recently) at the second
location. Account link component 110 may be configured to store the
second item-account connection to distributed ledger 124. At this
point, distributed ledger 124 may indicate that the first tradable
item has linked with (and/or is currently linked with) the first
user account and subsequently (i.e., most recently) the second user
account. Distributed ledger 124 may include a chain of different
connections and/or linkages pertaining to a particular tradeable
item (along with different locations pertaining to individual
connections).
[0048] Asset link component 112 may receive, from a client
computing platform associated with the second user, an indication
of a selection of a second game asset, from the second inventory of
game assets, to be modified based on the first modification
information. The second game asset may be defined by second asset
information that includes second attribute information. Asset link
component 112 may link the second game asset with the first
tradeable item such that a second item-asset connection is
established. Asset link component 112 may record the second
item-asset connection to distributed ledger 124. At this point,
distributed ledger 124 may indicate that the first tradable item
has linked with (and/or is currently linked with) the first game
asset and subsequently (i.e., most recently) with the second game
asset.
[0049] Modify component 114 may be configured to perform a second
modification, based on the first modification information, of the
second attribute information pertaining to the second game asset
such that the second game asset is modified in accordance with the
first tradeable item. Subsequently, in some implementations, the
(original) first modification applied to the first attribute
information may be adjusted. For example, if the first modification
was an enhancement of the first game asset, subsequent to the
second modification, this first modification may be enhanced even
more, or decreased, or reverted to its original status, and/or
otherwise adjusted. The particular adjustment may be based on one
or more factors, considerations, and/or rules, as described in this
disclosure.
[0050] In some implementations, the adjustment to the first
modification may be based on the establishment of the second
item-asset connection that indicates another game asset (i.e., the
second game asset) is being modified based on the first
modification information. In some implementations, the adjustment
to the first modification may be based on the establishment of the
second item-account connection that indicates another user account
(i.e., the second user account) linked with the first tradeable
item. The adjustment may include ceasing the first modification,
reducing the first modification (e.g., reducing a magnitude of one
or more impacts, removing a use), enhancing the first modification
(e.g., increasing a magnitude of one or more impacts, adding a
use), and/or other adjustments.
[0051] FIG. 3A-E illustrate example implementations of a system
modifying game assets of an online gaming platform based on changes
in ownership of tradeable items of users of the online gaming
platform, in accordance with one or more implementations. FIG. 3A
illustrates exemplary usage scenario 301 that includes both user
302 and user 312 linking with playing card 306a and playing card
306b, respectively, at different times. Playing card 306a and
playing card 306b may be the same physical object. User 302 may
have first possessed playing card 306a by way of purchase, trading,
discovery, and/or other obtainment. Playing card 306a (i.e.,
tradeable item) may include barcode 308a (i.e., item identifier)
printed on one side. Based on the previous possession of playing
card 306a by user 302, distributed ledger 310 may include block 2
indicating that user 302's vehicle 314 (i.e., game asset from
inventory of user 302) and playing card 306a have been linked at
location 300A. System 100 may have obtained item information
associated with playing card 306a from storage (similar to
electronic storage 118 of FIG. 1) based on imaging barcode 308a
with smartphone 104a. The item information may include the
modification information (not pictured) that is utilized to perform
modifications upon a particular game asset (i.e., attribute
information thereof). Therefore, a modification has been performed
upon vehicle 314 based on the modification information associated
with playing card 306 such that speed 316 of vehicle 314 has been
increased to speed 318. Subsequently, user 312 may image barcode
308b of playing card 306b with smartphone 104b at location 400.
System 100 may obtain user information of user 312 based on a user
account of user 312 within gaming platform 304. User 312 may be
logged-in to gaming platform 304 such that the user information of
user 312 may be obtained by system 100. Responsive to the obtaining
of the user information of user 312 and the imaging of barcode
308b, an item-account connection may be established between the
user account of user 312 and playing card 306 within gaming
platform 304 and stored to a distributed ledger. User 312 may
select bazooka 320 (i.e., game asset from inventory of user 312) to
be modified based on the modification information associated with
playing card 306b. Upon selection of bazooka 320, an item-asset
connection may be established between bazooka 320 and playing card
306b within gaming platform 304 and stored to distributed ledger
310 at block 3. Upon establishing and storing the item-asset
connection to distributed ledger 310 at block 3, bazooka 320 may be
modified based on the modification information associated with
playing card 306b such that bazooka 320 is enhanced into larger and
more powerful bazooka 324. The modification information associated
with playing card 306a and the modification information associated
with playing card 306b may be the same. Consequently, because
bazooka 320 was modified, the modification to speed 318 of vehicle
314 may cease and revert back to speed 316, as depicted in FIG.
3A.
[0052] Referring to FIG. 1, the performance of modifications based
on modification information may be adjusted and/or otherwise varied
based on one or more particular values such that the resulting
modifications are a function of one or more of the historical
location record, the user prerequisites, the game asset
prerequisites, the historical user record, threshold information,
subsequent item-account connections, subsequent item-asset
connections, individual attribute information of the one or more
game assets that the individual tradeable item has previously
modified, the set of rules, the places of origin of individual
tradeable items, and/or other factors. In some implementations, the
modification information itself may be adjusted upon obtainment
from electronic storage. Alternatively, and/or simultaneously, in
some implementations, or one or more particular modifications
effectuated by the modification information may be adjusted.
[0053] In some implementations, performing modification, based on
the modification information, of the individual attribute
information in accordance with individual tradeable items may be
based on the set of rules, item-asset connections of the individual
game assets recorded to the distributed ledger, the values of the
types of the individual tradeable items of the item-asset
connections involving the individual game assets recorded to the
distributed ledger, the type of the individual tradeable items,
and/or other values. The item-asset connections of the individual
game assets present in distributed ledger 124 may indicate which
particular tradeable item(s) the individual game assets are most
currently being modified in accordance with. Based on these values,
the performance of a modification, based on the modification
information, of the attribute information may be rejected or
permitted. In some implementations, based on the rejection to
perform the modification of the attribute information, the
item-asset connection and/or the item-account connection may
expire, deactivate, be removed from distributed ledger 124, and/or
another action may occur that indicate termination of the
connections.
[0054] FIG. 3B may further illustrate the example implementation by
way of exemplary usage scenario 303. Scenario 303 may include user
322 imaging barcode 308 of playing card 306 with smartphone 104c at
location 300B. Playing card 306 may be the same physical item as
playing card 306a and playing card 306b of FIG. 3A. Type of playing
cards may include fire type, water type, air type, land type,
and/or other types. Playing card 306 may be the land type. System
100 may obtain user information of user 322 based on a user account
of user 322 within gaming platform 304. User 322 may be logged-in
to gaming platform 304 such that the user information of user 322
may be obtained by system 100. Responsive to the obtaining of the
user information of user 322 and the imaging of barcode 308, an
item-account connection may be established between the user account
of user 322 and playing card 306 within gaming platform 304 and
stored to a distributed ledger. User 322 may have previously
selected knife 326 to be modified in accordance with playing card
306b as indicated by block 1. Playing card 306c may be the fire
type. Playing card 306c and playing card 306 may be different
physical objects. User 322 may again select knife 326 to be
modified based on the modification information associated with
playing card 306. Upon selection of knife 326, an item-asset
connection may be established between knife 326 and playing card
306 within gaming platform 304 and stored to distributed ledger 310
at block 4. Upon establishing and storing the item-asset connection
to distributed ledger 310 at block 4, performance of a modification
may be based on a set of rules associated with knife 326. The set
of rules associated with knife 326 may limit knife 326 to be
modified in accordance with a water and air type of tradeable item
simultaneously or with a land and fire type of tradeable item
simultaneously only. Based on distributed ledger 310, knife 326 is
currently modified by the fire type at block 1. Thus, based on the
set of rules associated with knife 326, knife 326 may be permitted
to be modified in accordance with playing card 306 such that knife
326 is modified into machete 328. Consequently, because knife 326
and bazooka 324 are both categorized as weapons (i.e., type of game
asset), bazooka 324 may further be modified based on the
modification information such that bazooka 324 is enhanced into
bazooka 330. The enhancement may include adding scope 330a (i.e.,
an impact).
[0055] Referring to FIG. 1, in some implementations, the individual
modification information may be based on the individual user
prerequisites of the individual tradeable items being met and
further based on the values of the statistic information of the
individual user information. By way of non-limiting example, the
first item information may include a first set of user
prerequisites that must be satisfied for the first tradeable item
to be linked with the second user account. The first modification
information may be adjusted based on the first set of user
prerequisites being met and further based on values of the second
statistic information. In other words, the first set of user
prerequisites may require the second user have 2000+XP (i.e., from
the second statistic information), for example, for the performance
of the second modification (based on the first modification
information) to enhance a magnitude/power of a particular impact of
the first game asset. Thus, upon the second user having 1999 XP or
below, performance of the second modification may enhance the
magnitude of the particular impact less than if the second user had
2000+XP, or, e.g., not perform the second modification at all.
[0056] In some implementations, the performance of the individual
modification information may be based on the individual game asset
prerequisites of the individual tradeable items and the values of
the attribute information of the individual game assets. The
individual item information of the individual tradeable items may
include game asset prerequisites that must be satisfied for one or
more particular modifications based on the modification information
associated with the individual tradeable item. By way of
non-limiting example, a particular modification may add wings to a
vehicle game asset thus adding an impact.
[0057] In some implementations, the modification information may be
adjusted based on values of the individual attribute information of
the one or more game assets that the individual tradeable item has
previously caused to be modified. The one or more game assets the
individual tradeable item has previously modified may be based on
the item-asset connections and/or the item-account connections of
the individual tradeable items recorded to the distributed
ledger.
[0058] In some implementations, users may select a particular game
asset to be modified. The modified game asset may be displayed to
client computing platform 104 for the user to preview how the game
asset is modified. The user may select whether to officially apply
the modification to the game asset or not. Upon the user selecting
to officially apply the modification, the item-asset connection
between the tradeable item and the game asset may be established
and recorded to distributed ledger 124.
[0059] FIG. 3C may further illustrate the example implementation by
way of scenario 305. Scenario 305 may include user 332 imaging
barcode 308 of playing card 306 with smartphone 104d at location
300C. Playing card 306 may be the same physical item as playing
card 306a and playing card 306b of FIG. 3A. System 100 may obtain
user information of user 332 based on a user account of user 332
within gaming platform 304. User 332 may be logged-in to gaming
platform 304 such that the user information of user 332 may be
obtained by system 100. Responsive to the obtaining of the user
information of user 332 and the imaging of barcode 308, an
item-account connection may be established between the user account
of user 332 and playing card 306 within gaming platform 304 and
stored to a distributed ledger. User 332 may (provisionally) select
whip 334 (i.e., game asset) to be modified based on the
modification information associated with playing card 306. Whip 334
may be modified based on the modification information associated
with playing card 306. Performance of a modification to whip 334
may be based on game asset prerequisites associated with playing
card 306, attribute information 336 of whip 334, and attribute
information 338 of machete 328 (i.e., most recently link game asset
with playing card 306 before whip 334). The game asset
prerequisites associated with playing card 306 may require that
whip 334 have uses that pertain to animals. Attribute information
336 may include three uses of whip 334 pertaining to animals. Thus,
whip 334 may be modified to additionally include using whip 334 as
tourniquet 344. Furthermore, attribute information 338 may indicate
that more battles have been won by machete 328 than by whip 334 and
that machete 328 has higher precision than whip 334. Thus,
modifying whip 334 may shrink whip 334 into whip 340. User 332 may
view preview 346 via smartphone 104d that displays which
modifications whip 334 might undergo in being modified into whip
340. User 332 may officially apply the modification to shrink whip
334 into whip 340 by selecting button 370 or reject the application
of the modification by selecting button 372. Upon selection of
button 370, an item-asset connection may be established between
whip 334 and playing card 306 within gaming platform 304 and stored
to distributed ledger 310 at block 5.
[0060] Referring to FIG. 1, in some implementations, the individual
modification information may be adjusted based on the values of the
statistic information of the user information that are a part of
the individual historical user records of the individual tradeable
items. In other words, an experienced user (as indicated by XP)
that is indicated (by a historical user record) as the most recent
user to have connected with a tradeable item may cause a game asset
of the next user to connect to have a previously ceased
modification restored.
[0061] By way of non-limiting example, the first item information
may include a first historical user record. The first historical
user record may include the user information of the user accounts
that the first tradeable item has been previously linked with. The
first historical user record may include a third user information
that is associated with a third user account. The third user
account may be associated with a third user. The third user
information of the third user account may include third statistic
information. Subsequently, the first modification information may
be adjusted based on values of the statistic information of the
user information (e.g., the third statistic information) that are a
part of the first historical user record such that the first
modification information may be used to modify (e.g., only slightly
enhance) the first game asset because the third user had 250 XP,
for example.
[0062] In some implementations, the performance of the individual
modification information may be based on the individual historical
location records of the individual tradeable items. For example, as
mentioned above, the first historical location record may include
the first location information that indicates the first location of
the first user. The first location may be Tokyo, Japan. The
performance of the first modification, based on first modification
information, may be based on the first historical location record
such that the first game asset (e.g., a weapon) is modified into a
katana sword, for example, based on the first location in addition
to other modifications based on the first modification.
[0063] In some implementations, the performance of the individual
modification information may be based on distances between
real-world locations of the users who have linked with a particular
tradeable item. The location information may be obtained from the
individual historical location records (e.g., by modify component
114). The performance of individual modifications of the attribute
information pertaining to individual game assets may include
modifying the impact included in the attribute information. The
impact may be modified in accordance with an impact magnitude. The
impact magnitude may be based on which distance between real-world
locations of an individual tradeable item is greater. In other
words, if the distance between the two most recent locations is
greater than the distance between previous locations, the impact
magnitude may correspond accordingly and be greater as well. In
such a case, the further tradeable items travel in the real world
between established connections, the greater the impact magnitude
of the corresponding modification may be.
[0064] By way of non-limiting example, a first distance may be
between the first location (i.e., represented by the first location
information) and an initial real-world location (i.e., represented
by the location information of the user account) of the user of an
item-account connection established prior to the first item-account
connection. A second distance may be between the first location
(i.e., represented by the first information) and the second
location (i.e., represented by the second location information).
The performance of the second modification of the second attribute
information may include modifying the impact of the second
attribute information in accordance with an impact magnitude. The
impact magnitude by which the impact of the second attribute
information is modified may be based on which of the first distance
and the second distance is greater.
[0065] In some implementations, modify component 114 may be
configured to compare distances between the real-world locations of
the users who have linked with a particular tradeable item. By way
of non-limiting example, modify component 114 may compare the first
distance and the second distance to determine which distance is
greater.
[0066] In some implementations, modify component 114 may be
configured to determine, based on a comparison of different
distances as described herein, the impact magnitude by which the
impact of the second attribute information is modified. In some
implementations, the item information of individual tradeable items
may include varying impact magnitudes such that a greater impact
magnitude is associated with a greater distance (based on the
comparison). By way of non-limiting example, the first item
information may include a first impact magnitude and a second
impact magnitude. The first impact magnitude may be associated with
the second distance being greater than the first distance. The
second impact magnitude may be associated with the first distance
being greater than the second distance. For example, the first
impact magnitude may be greater than the second impact magnitude.
In some implementations, modify component 114 may determine whether
the first impact magnitude or the second impact magnitude is the
impact magnitude by which the impact of the second attribute
information is modified.
[0067] In some implementations, based on a comparison of different
distances as described herein, the second distance may be greater
than the first distance. Thus, modifying the impact of the second
attribute information may be in accordance with the first impact
magnitude. In some implementations, based on the comparison, the
first distance may be greater than the second distance. Thus,
modifying the impact of the second attribute information may be in
accordance with the second impact magnitude.
[0068] FIG. 3D may illustrate the example implementation by way of
scenario 307. Scenario 307 may include user 342 imaging barcode 308
of playing card 306 with smartphone 104e at location 300D. Playing
card 306 may be the same physical item as playing card 306a and
playing card 306b of FIG. 3A. System 100 may obtain user
information of user 342 based on a user account of user 342 within
gaming platform 304. User 342 may be logged-in to gaming platform
304 such that the user information of user 342 may be obtained by
system 100. Responsive to the obtaining of the user information of
user 342 and the imaging of barcode 308, an item-account connection
may be established between the user account of user 342 and playing
card 306 within gaming platform 304 and stored to a distributed
ledger 310. User 342 may select character 348 (i.e., a particular
game asset) to be modified based on the modification information
associated with playing card 306. Upon selection of character 348,
an item-asset connection may be established between character 348
and playing card 306 within gaming platform 304 and stored to
distributed ledger 310 at block 6. Performance of the modification
to character 348 may be based on comparing the distance between
location 300C (i.e., location where playing card 306 was last
linked with a game asset in FIG. 3C) and location 300D and the
distance between location 300B (in FIG. 3B) and location 300C. Upon
the distance between locations 300C and 300D being greater than the
distance between locations 300B and 300C, performance of the
modification to character 348 may be in accordance with impact
magnitude 356 instead of impact magnitude 354 associated with
playing card 306. Upon comparison, it may be determined the
distance between locations 300C and 300D is greater than distance
between location 300B and location 300C. Thus, performance of
modification to character 348 may be based on the distance between
location 330D and location 330C such that jump distance 350 (i.e.,
impact) may be increased to jump distance 356.
[0069] Referring to FIG. 1, in some implementations, the
performance of modifications, based on the individual modification
information, may be based on the threshold information and values
of the attribute information of a particular game asset. The
threshold information may include one or more thresholds of the
attribute information. The one or more thresholds may be associated
with particular impact magnitudes. The impact magnitudes may affect
the performance of the individual modifications. In other words,
the more a game asset may measure up to, the more extreme a
modification may be.
[0070] By way of non-limiting example, first threshold information
of the first item information may include a first threshold
associated with a third impact magnitude and a second threshold
associated with a fourth impact magnitude. The first threshold may
be greater than the second threshold. The third impact magnitude
may be greater than the fourth impact magnitude.
[0071] FIG. 3E may further illustrate and conclude the example
implementation by way of scenario 309. Scenario 309 may include
user 352 imaging barcode 308 of playing card 306 with smartphone
104f at location 300E. Playing card 306 may be the same physical
item as playing card 306a and playing card 306b of FIG. 3A. System
100 may obtain user information of user 352 based on a user account
of user 352 within gaming platform 304. User 352 may be logged-in
to gaming platform 304 such that the user information of user 352
may be obtained by system 100. Responsive to the obtaining of the
user information of user 352 and the imaging of barcode 308, an
item-account connection may be established between the user account
of user 352 and playing card 306 within gaming platform 304 and
stored to a distributed ledger. User 352 may select animal 358
(i.e., a particular game asset in the user's inventory) to be
modified based on the modification information associated with
playing card 306. Upon selection of animal 358, an item-asset
connection may be established between animal 358 and playing card
306 within gaming platform 304 and stored to distributed ledger 310
at block 7. Performance of the modification to animal 358 may be
based on thresholds 360 of playing card 306 and attribute
information 362. Impact magnitude 364 may add a substance that
animal 358 may be able to find. Impact magnitude 366 may add a
person that animal 358 may be able to find in one search.
Thresholds 360a-360c must be satisfied for impact magnitude 364 to
be applied to animal 358. Thresholds 360a-360d must be satisfied
for impact magnitude 366 to be applied to animal 358. Attribute
information 362 indicates that thresholds 360a-c are satisfied.
Thus, performance of the modification includes adding a substance
animal 358 may be able to find in accordance with impact magnitude
364 only.
[0072] Referring to FIG. 1, game component 130 may be configured to
execute an instance of an online game within gaming platform 126.
Game component 130 may be configured to implement the instance of
the online game by receiving and executing commands based on user
input (e.g., from users, through client computing platforms 104).
At least part of the online game may take place in a virtual space
that includes a simulated topography. The user input may be
received from users through client computing platforms 104
associated with the users. Execution of the commands may facilitate
interactions between the users. The execution of the commands may
further facilitate locomotion of the one or more game assets
controlled by the one or more users within the simulated topography
of the virtual space. Implementing the instance of the online game
may include determining view information for presentation of the
online game to the players on client computing platforms 104.
[0073] In some implementations, server(s) 102, client computing
platform(s) 104, and/or external resources 116 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
server(s) 102, client computing platform(s) 104, and/or external
resources 116 may be operatively linked via some other
communication media.
[0074] 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 user associated with the given client computing platform
104 to interface with system 100 and/or external resources 116,
and/or provide other functionality attributed herein to client
computing platform(s) 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.
[0075] External resources 116 may include sources of information
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 116
may be provided by resources included in system 100.
[0076] Server(s) 102 may include electronic storage 118, one or
more processors 120, and/or other components. Server(s) 102 may
include communication lines, or ports to enable the exchange of
information with a network and/or other computing platforms.
Illustration of server(s) 102 in FIG. 1 is not intended to be
limiting. Server(s) 102 may include a plurality of hardware,
software, and/or firmware components operating together to provide
the functionality attributed herein to server(s) 102. For example,
server(s) 102 may be implemented by a cloud of computing platforms
operating together as server(s) 102.
[0077] Electronic storage 118 may comprise non-transitory storage
media that electronically stores information. The electronic
storage media of electronic storage 118 may include one or both of
system storage that is provided integrally (i.e., substantially
non-removable) with server(s) 102 and/or removable storage that is
removably communicable with server(s) 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 118 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. Electronic storage 118 may include one or more virtual
storage resources (e.g., cloud storage, a virtual private network,
and/or other virtual storage resources). Electronic storage 118 may
store software algorithms, information determined by processor(s)
120, information received from server(s) 102, information received
from client computing platform(s) 104, and/or other information
that enables server(s) 102 to function as described herein.
[0078] Processor(s) 120 may be configured to provide information
processing capabilities in server(s) 102. As such, processor(s) 120
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(s) 120 is shown in FIG. 1 as a single entity,
this is for illustrative purposes only. In some implementations,
processor(s) 120 may include a plurality of processing units. These
processing units may be physically located within the same device,
or processor(s) 120 may represent processing functionality of a
plurality of devices operating in coordination. Processor(s) 120
may be configured to execute components 108, 110, 112, and/or 114,
and/or other components. Processor(s) 120 may be configured to
execute components 108, 110, 112, and/or 114, and/or other
components by software; hardware; firmware; some combination of
software, hardware, and/or firmware; and/or other mechanisms for
configuring processing capabilities on processor(s) 120. As used
herein, the term "component" may refer to any component or set of
components that perform the functionality attributed to the
component. This may include one or more physical processors during
execution of processor readable instructions, the processor
readable instructions, circuitry, hardware, storage media, or any
other components.
[0079] It should be appreciated that although components 108, 110,
112, and/or 114 are illustrated in FIG. 1 as being implemented
within a single processing unit, in implementations in which
processor(s) 120 includes multiple processing units, one or more of
components 108, 110, 112, and/or 114 may be implemented remotely
from the other components. The description of the functionality
provided by the different components 108, 110, 112, and/or 114
described below is for illustrative purposes, and is not intended
to be limiting, as any of components 108, 110, 112, and/or 114 may
provide more or less functionality than is described. For example,
one or more of components 108, 110, 112, and/or 114 may be
eliminated, and some or all of its functionality may be provided by
other ones of components 108, 110, 112, and/or 114. As another
example, processor(s) 120 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 108, 110, 112,
and/or 114.
[0080] FIG. 2 illustrates a method 200 for modifying game assets of
an online gaming platform based on tradeable items that are
associated with user accounts of users of the online gaming
platform, in accordance with one or more implementations. The
operations of method 200 presented below are intended to be
illustrative. In some implementations, method 200 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 200 are
illustrated in FIG. 2 and described below is not intended to be
limiting.
[0081] In some implementations, method 200 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 200 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 200.
[0082] An operation 202 may include storing, in electronic storage,
item information, asset information, user inventories, item-account
connections, and item-asset connections. Operation 202 may be
performed by one or more hardware processors configured by
machine-readable instructions including a component that is the
same as or similar to electronic storage 118, in accordance with
one or more implementations.
[0083] An operation 204 may include obtaining a first item
identifier of the first tradeable item from a client computing
platform associated with a second user. Operation 204 may be
performed by one or more hardware processors configured by
machine-readable instructions including a component that is the
same as or similar to obtain component 108, in accordance with one
or more implementations.
[0084] An operation 206 may include obtaining, by the first item
identifier, the first modification information from the electronic
storage. Operation 206 may be performed by one or more hardware
processors configured by machine-readable instructions including a
component that is the same as or similar to modify component 114
and electronic storage 118, in accordance with one or more
implementations.
[0085] An operation 208 may include obtaining second user
information of a second user account. The second user account may
be associated with the second user. Operation 208 may be performed
by one or more hardware processors configured by machine-readable
instructions including a component that is the same as or similar
to obtain component 108, in accordance with one or more
implementations.
[0086] An operation 210 may include linking the first tradeable
item with the second user account within the online gaming platform
such that a second item-account connection is established.
Operation 210 may be performed by one or more hardware processors
configured by machine-readable instructions including a component
that is the same as or similar to account link component 110, in
accordance with one or more implementations.
[0087] An operation 212 may include storing the second item-account
connection. Operation 212 may be performed by one or more hardware
processors configured by machine-readable instructions including a
component that is the same as or similar to account link component
110, in accordance with one or more implementations.
[0088] An operation 214 may include receiving, from the client
computing platform, an indication of a selection of a second game
asset from the second inventory of game assets to be modified based
on the first modification information. Operation 214 may be
performed by one or more hardware processors configured by
machine-readable instructions including a component that is the
same as or similar to asset link component 112, in accordance with
one or more implementations.
[0089] An operation 216 may include linking the second game asset
with the first tradeable item such that a second item-asset
connection is established. Operation 216 may be performed by one or
more hardware processors configured by machine-readable
instructions including a component that is the same as or similar
to asset link component 112, in accordance with one or more
implementations.
[0090] An operation 218 may include recording, to a distributed
ledger, the second item-asset connection indicating the second game
asset as being modified in accordance with the first tradeable
item. The second game asset may include second asset information.
Operation 218 may be performed by one or more hardware processors
configured by machine-readable instructions including a component
that is the same as or similar to asset link component 112, in
accordance with one or more implementations.
[0091] An operation 220 may include performing a second
modification, based on the first modification information, of the
second attribute information in accordance with the first tradeable
item. Operation 220 may be performed by one or more hardware
processors configured by machine-readable instructions including a
component that is the same as or similar to modify component 114,
in accordance with one or more implementations.
[0092] An operation 222 may include adjusting the first
modification. The adjustment may be responsive to the establishment
of the second item-asset connection. Operation 222 may be performed
by one or more hardware processors configured by machine-readable
instructions including a component that is the same as or similar
to modify component 114, in accordance with one or more
implementations.
[0093] 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.
* * * * *