U.S. Pat. No. 9,561,433

PROVIDING EVENT REWARDS TO PLAYERS IN AN ONLINE GAME

AssigneeKabam, Inc.

Issue DateAugust 8, 2013

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U.S. Patent no. 9,561,433: Providing event rewards to players in an online game

U.S. Patent no. 9,561,433: Providing event rewards to players in an online game

Issued February 7, 2017 to Kabam, Inc. (later assigned to Electronic Arts Inc.)
Priority Date August 8, 2013

Summary:
U.S. Patent No. 9,561,433 (the ‘433 Patent) relates to distributing event rewards in an online video game. Events and competitions may be created in online games. Based on the number of points or other metrics acquired by a player, rewards will be distributed to those who ranked highly in an event. These rewards can take the form of bonus secondary game content not available to those who did not participate in the event or any other reward features available. These rewards could even take the form of virtual or real currency. A time limit for accepting the rewards can also be implemented. In order to do well in a given online game, a player may spend real or virtual currency to attain in-game items. The ability to then reward those who place highly in these online games can further the monetization opportunities for the game’s provider. The computer system will hold the online event and also keep track of player parameters before and after competing in order to rank the participants. The ‘433 Patent can increase engagement and playtime of a game by providing new opportunities for competitive gameplay. This also can extend a video game’s lifespan because players will be drawn to the prospect of rewards for their gameplay.

Abstract:
A system and method for providing event rewards within an online game are disclosed. A secondary game may be provided to facilitate players to win awards provided by the secondary game. The secondary game may be exclusive to players who achieve ranks in an event at the end of event period. Individual rewards may be determined based on such player ranks. The individual rewards may include a quantity of free turns to play the secondary game, a quantity of optional turns to play the secondary game in exchange for consideration from the ranked players and/or other reward features. Notification may be presented to the ranked players notifying the optional turns must be acquired by the players before a point of time or else they will be offered to lower ranked players.

Illustrative Claim:
1. A system for rewarding players participating in events within an online game, the system comprising one or more processors configured by machine-readable instructions to: execute an instance of online game, to implement the instance of the online game by receiving commands over a network from client computing platforms and executing the commands in the instance of the online game to facilitate player participation in the online game, and to facilitate presentation of the online game on the client computing platforms by causing displays associated with the client computing platforms to present views of the online game; manage player accounts associated with individual players of the online game, the individual player accounts containing player parameters, wherein the player accounts include a first player account associated with a first player, the first player account containing a first set of player parameters associated with the first player; selectively provide access to the players of a secondary game to facilitate player turns in the secondary game, and for an individual turn in the secondary game, to: obtain a set of potential awards and a set of award probabilities for the set of potential awards, the individual awards including virtual items usable in the online game; stochastically or quasi-stochastically, select one of the potential awards as an actual award for distribution based on the award probabilities; and effectuate distribution of the actual award in the online game; run events within the online game, wherein the events include a first event that runs for a first event period; rank the players based on changes in one or more of the player parameters during the first event period such that the first player achieves a first rank at the end of the first event period; and determine rewards for the players for the events run based on the ranks achieved by the players as determined such that a first reward is determined for the first player for achieving the first rank at the end of the first event period, the first reward including a first quantity of player turns of the secondary game to be provided to the first player for free and a second quantity of player turns of the secondary game to be provided to the first player in exchange for consideration from the first player, whereby access to turns of the secondary game for the first player are limited to the first quantity and the second quantity.

Illustrative Figure

Abstract

A system and method for providing event rewards within an online game are disclosed. A secondary game may be provided to facilitate players to win awards provided by the secondary game. The secondary game may be exclusive to players who achieve ranks in an event at the end of event period. Individual rewards may be determined based on such player ranks. The individual rewards may include a quantity of free turns to play the secondary game, a quantity of optional turns to play the secondary game in exchange for consideration from the ranked players and/or other reward features. Notification may be presented to the ranked players notifying the optional turns must be acquired by the players before a point of time or else they will be offered to lower ranked players.

Description

DETAILED DESCRIPTION FIG. 1illustrates a system100for providing event rewards within an online game. Providing the online game/environment may include hosting the online game/environment over a network. Providing the online game may include hosting the online game over a network. The players may access system100and/or the online game via client computing platforms104. In some implementations, system100may include a server102. The server102may be configured to communicate with one or more client computing platforms104according to a client/server architecture. The players may access system100and/or the online game via client computing platforms104. The computer program modules may include one or more of a game module112, user module114, secondary game module116, event module118, reward module120and/or other modules. The game module112may be configured to execute an instance of the online game in which an online game takes place. Within the instance of the online game, the players may participate in the online game to experience gameplays provided by the online game. The gameplays may include role-playing, first-person shooter, real-time strategy, turn-based strategy, simulation, music or rhythm playing, social interaction, twitching and/or any other gameplays. For facilitating the user participation in the online game, the game module112may be configured to determine states of the online game communicated (e.g., via streaming visual data, via object/position data, and/or other state information) from server102to client computing platforms104for presentation to players. A given online game state determined and transmitted to a given client computing platform104may correspond to a view for a user character being controlled by a user via the given client computing platform104at a point of time in the online game. The given state determined and transmitted to a given client computing platform104may correspond to a location in the online game. The view described by the given state for the given client computing platform may correspond, for example, to the location ...

DETAILED DESCRIPTION

FIG. 1illustrates a system100for providing event rewards within an online game. Providing the online game/environment may include hosting the online game/environment over a network. Providing the online game may include hosting the online game over a network. The players may access system100and/or the online game via client computing platforms104.

In some implementations, system100may include a server102. The server102may be configured to communicate with one or more client computing platforms104according to a client/server architecture. The players may access system100and/or the online game via client computing platforms104. The computer program modules may include one or more of a game module112, user module114, secondary game module116, event module118, reward module120and/or other modules.

The game module112may be configured to execute an instance of the online game in which an online game takes place. Within the instance of the online game, the players may participate in the online game to experience gameplays provided by the online game. The gameplays may include role-playing, first-person shooter, real-time strategy, turn-based strategy, simulation, music or rhythm playing, social interaction, twitching and/or any other gameplays. For facilitating the user participation in the online game, the game module112may be configured to determine states of the online game communicated (e.g., via streaming visual data, via object/position data, and/or other state information) from server102to client computing platforms104for presentation to players. A given online game state determined and transmitted to a given client computing platform104may correspond to a view for a user character being controlled by a user via the given client computing platform104at a point of time in the online game. The given state determined and transmitted to a given client computing platform104may correspond to a location in the online game. The view described by the given state for the given client computing platform may correspond, for example, to the location from which the view is taken, the location the view depicts, and/or other locations, a zoom ratio, a dimensionality of objects, a point-of-view, and/or view parameters of the view. One or more of the view parameters may be selectable by the user.

The instance of the online game may comprise a simulated space that is accessible by players via clients (e.g., client computing platforms104) that present the views of the online game to a user. The simulated space may have a topography, express ongoing real-time interaction by one or more players, and/or include one or more objects positioned within the topography that are capable of locomotion within the topography. In some instances, the topography may be a 2-dimensional topography. In other instances, the topography may be a 3-dimensional topography. The topography may include dimensions of the space, and/or surface features of a surface or objects that are “native” to the space. In some instances, the topography may describe a surface (e.g., a ground surface) that runs through at least a substantial portion of the space. In some instances, the topography may describe a volume with one or more bodies positioned therein (e.g., a simulation of gravity-deprived space with one or more celestial bodies positioned therein). The instance executed by the computer modules may be synchronous, asynchronous, and/or semi-synchronous.

The instance of the online game may comprise automatically controlled entities not associated with any user. As such, the automatically controlled online game entities may be generated, controlled, evolved, customized, developed and/or otherwise provided by artificial intelligence configured into the server102by a provider, administrator, moderator, and/or any other entities related to the online game. Such automatically controlled entities may interact with entities controlled by or associated with the players, other automatically controlled entities and as well as the topography of the online game. Certain traits, attributes and/or characteristics may be manifested by, possessed by and/or otherwise associated with the automatically controlled entities and evolved in the online game in accordance with the artificial intelligence. As an illustration, such evolving characteristics of the automatically controlled online game entities may include skills, abilities, powers, strength, stamina, physical appearances such as age, attire, facial expression, speech style and pattern, response style in reaction to user's interaction, gesture and/or any other traits. Examples of the automatically controlled entities in the online game may include characters, objects, components of the topography, phenomena (e.g., rains, storms, snow), and/or any other automatically controlled elements within the online game. As used herein, such automatically controlled entities in the instance of the online game are referred to as “AI entities”.

The above description of the manner in which state of the online game is determined by game module112is not intended to be limiting. The game module112may be configured to express the online game in a more limited, or richer, manner. For example, views determined for the online game representing the state of the instance of the online game may be selected from a limited set of graphics depicting an event in a given place within the online game. The views may include additional content (e.g., text, audio, pre-stored video content, and/or other content) that describes particulars of the current state of the place, beyond the relatively generic graphics. For example, a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other expressions of individual places within the online game are contemplated.

Within the instance(s) of the online game executed by game module112, the players may participate in the instance of the online game by controlling one or more of an element in the online game. The user controlled elements may include user controlled entities such as avatars, characters, units (e.g., troops) and/or any other user controlled entities, user controlled objects such as weaponry, vehicle, artillery, medicine, decorative items and/or other user controlled online game objects, simulated physical phenomena such as wind, rain, earthquakes, and/or other phenomena, and/or other user controlled elements. The user controlled avatars may represent the players in the online game. The user controlled characters (herein referred to as “user characters”) may include heroes, knights, commanders, leaders, generals and/or any other individualized characters that may be trained, recruited, captured, and/or otherwise acquired by the players. The online game units controlled by the user may include troops, armies, cohorts, and/or any other online game entities that may be trained, recruited, captured, and/or otherwise acquired by the players in groups or en mass. Unlike user characters, individual members of an online game unit controlled by a given user may not be individualized (e.g., individual soldiers may share attributes associated with the troop they are members of).

In any case, the user controlled elements may move through and interact with AI entities, elements controlled by other players and/or topography in the online game. The elements controlled by a given user may be created and/or customized by the given user. The given user may have an “inventory” of virtual goods and/or currency that the given user can use (e.g., by manipulation of a user character or other user controlled elements, and/or other items) within the online game.

Controls to the online game may be exercised through commands input by the players through client computing platforms104. The players may interact with each other through communications exchanged within the online game. Such communications may include one or more of textual chat, instant messages, private messages, voice communications, and/or other communications. Communications may be received and entered by the players via their respective client computing platforms104. Communications may be routed to and from the appropriate players through server102(e.g., through game module112).

A given user may input commands with specific parameters through a client computing platform104associated with the given user to initiate user actions or sphere of actions, to undertake specific deeds, to perform functions and/or initiate any other types of interactions within the online game or with other players. For example, the given user may input commands to construct, upgrade and/or demolish virtual buildings, harvest and/or gather virtual resources, heal virtual user controlled elements, AI entities and/or elements controlled by other players, train, march, transport, reinforce, reassign, recruit, and/or arrange troops, attack, manage, create, demolish and/or defend cities, realms, kingdoms, and/or any other online game locations controlled by or associated with the players, craft or transport virtual items, interact with, compete against or along with AI entities and/or online game elements controlled by other players in combats, research technologies and/or skills, mine and/or prospect for virtual resources, complete missions, quests, and/or campaigns, exercise magic power and/or cast spells, and/or perform any other specific deeds, actions, functions, or sphere of actions within the online game. In some examples, the given user may input commands to compete against elements in an environment within the online game—i.e., PvE activities. In some examples, the given user may input commands to compete against each other within the online game—i.e., PvP activities.

The game module112may be configured to execute user actions to facilitate interaction of the players with the online game and/or each other in response to receiving online game commands input by the players. Execution of the user actions by the game module112may produce changes to the online game state, which may reflect progresses and/or results of the user actions. In some examples, state changes caused by the execution of the user actions may be recorded in the electronic storage122to facilitate persistency throughout the instance of the game space. In some examples, execution of the user actions may not produce persistent changes to the online game state (e.g., a user character jumping forward and backward successively may not produce any perceivable game state changes to other players).

The instance the online game executed by the game module112may include complete activities of a given player within the online game, from the very first action when the given player joins the online game for the first time to the last action before the given player stops participating in the online game for good. The given player may undertake the complete activities (directly or indirectly) through different play sessions. That is, the time for the given player to undertake the complete activities within the online game may be divided into several different occasions—i.e., different play sessions. In some examples, a play session may start from when the given player logs into and finish when the given player logs off system100in one occurrence. However, this is not necessary the only case. A player session may be determined by provider, administrator, moderator, and/or any other entities related to the online game in however measurements as desired. For example, in some instances, a play session may be measured by frequencies of user participation in activities within the online game such that a play session finishes when the user stops participating the activities for a period of time over a predetermined threshold.

The user module114may be configured to access and/or manage one or more player accounts associated with individual players of the system100. The one or more player accounts may be stored by server102, one or more of the client computing platforms104, and/or other storage locations. The one or more player accounts may contain player parameters associated with the individual players. For a given player, the player account associated with the given player may include a set of player parameters associated with the given player. The set of parameters may include parameters reflecting the given player progression in the online game, such as, but not limited to, experience points, skills acquired, strength level, magic powers acquired, technologies achieved, wonders built, numbers and types of enemies killed, quest completed, and/or any other player parameters that may reflect the given player progression in the online game. The set of parameters associated with the given players may include resource parameters that indicate various statistics about virtual resources that have been amassed by the given player in the online game, such as, but not limited to, types of resources, quantities of the resources, time when the resources are amassed, locations where the resources are amassed, and/or any other resource parameters. The set of player parameters associated with the given player may include parameters indicating various statistics about the player performance in competitions, such as PvP and PvE activities, such as but not limited to, types of the competitions engaged in by the given players, number of such competitions, number of victories achieved by the given in such competitions, and/or any other parameters indicating the given player performance in such competitions. The set of parameters associated with the given user may include parameters indicating various statistics about relationships achieved by the given player in and/or outside of the online game, such as, but not limited to, a number of friends connected, a number of opponents made, a number and types of alliances participated in, score quantifying reputation of the given player within the online game, and/or any other parameters regarding relationships achieved by the given player in and/or outside of the online game. It should be understood that the above examples of player parameters that may be contained in individual player accounts are merely illustrative, and thus are not intended to be limiting.

The player accounts managed by the user module114may include, for example, information identifying players (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the online game, security login information (e.g., a login code or password), online game account information, subscription information, virtual currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between players in the online game), online game usage information, demographic information associated with players, interaction history among players in the online game, information stated by players, purchase information of players, browsing history of players, a client computing platform identification associated with a user, a phone number associated with a user, and/or other information related to players.

The player accounts managed by the user module114may include player information associated with individual players. Such player information may include information indicating levels of interaction with the online game by individual players. The interaction level of an individual player as indicated in such information may reflect an amount of interaction with the online game by the individual player. The player information may indicate inventories available to the individual players in the online game. An inventory associated with a given user may list virtual items, virtual resources, online game elements associated with the given user or under control of the given player and/or any other online game components of the given player at a time of inventory inquiry.

The secondary game module116may be configured to selectively provide access to the players of a secondary game to facilitate player turns the secondary game. The secondary game facilitated by the secondary game module116may be exclusive such that it is not accessible to general public of the online game, and is accessible to only those players invited, e.g., by the provider, administrator, moderator, and/or any other administrative entities related to online game (e.g., via the reward module120). Within such a secondary game, the participating players may take turns to engage in gameplays provided by the secondary game. In some examples, the secondary game may have a finite number of turns of gameplays as determined by the provider, administrator, moderator, and/or any other administrative entities related to the online game. In some examples, the secondary game facilitated by the secondary game module116may be open ended until the provider, administrator, moderator, and/or any other administrative entities related to online determines to stop the secondary game.

In any case, for executing individual turns of the secondary game, the secondary game module118may be configured to obtain a set of potential awards to be provided by the secondary game and a set of award probabilities associated with individual ones of the potential awards in the set. Such potential awards may include premium items highly sought after in the online game, items that may be used to augment and/or enhance other items, such as items rewarded by the events within the online game, improvements to one or more player parameters, virtual services (e.g., enhanced graphics of the online game provided to the players), and/or any other awards that may be provided through the secondary game. The individual potential awards for the secondary game may be predetermined by the provider, administrator, moderator, and/or any other entities related to the online game at a configuration stage of the system. Simultaneously or alternatively, the individual potential awards may be determined dynamically during the instance of the online by the provider, administrator, moderator, and/or any other entities related to online game. In some examples, the potential awards of the secondary game may be dynamically determined based on one or more items rewarded by events in the online game as determined by the reward module120.

In an individual turn of the secondary game, a given player may engage in the gameplay provided by the secondary game to win one or more of the potential awards. For determining an outcome of the individual turn of the secondary game, the secondary game module116may be configured to stochastically or quasi-stochastically select one of the potential awards as an actual award for distribution to the given player as a result of the gameplay engaged in by the given player based on the award probabilities with the individual ones of the potential awards. In some examples, the gameplay provided by the secondary game may include chance-based gameplay, such as dice, wheel spinning, roulette, spinning tops, card drawing, lottery, and/or any other chance-based gameplays. By way of a non-limiting example, in one instance, the secondary game may include a wheel spin gameplay, wherein for an individual turn, a player may spin the wheel (as simulated by the secondary game module116) to win potential awards provided by the secondary game. In that instance, to simulate the wheel spin gameplay for the individual turn, the secondary game module116obtains a set of award probabilities associated with the individual potential rewards (e.g., 10% of chance the wheel stops at a top award, 20% stops at the second top award, and so on). With the obtained award probabilities and the potential awards, the secondary game module116may simulate the wheel spin for the individual turn and select an actual award from the potential awards according to the stopping point of the wheel. In some exemplary implementations, the secondary game module116may employ a dice function for effectuating such simulation such that the inputs of the dice function are the potential award set and the award probabilities and the output is an actual award.

In response to the selection of the actual award for the individual turn, the secondary game module116may be configured to effectuate distribution of the selected actual award to the player engaging in the individual turn. This may involve distributing the actual award to the inventory of the player.

The event module118may be configured to run events to facilitate players to compete against each other and/or against AI entities individually or in teams during event periods within the online game. An event period in the online game may be any time period during the instance of the online game. For example, the event period may be a one-hour period, wherein a PvP tournament event may take place within the online game. As another example, the event period may be one or more weeks for a quest and/or any other extended challenges.

The events run by the event module118may comprise one or more event objectives. The event objectives may include one or more of player objectives, player-versus-player objectives, player-versus-environment objectives, and collecting and/or harvesting objectives. Player objectives may specify changes in one or more player parameters during the event period. Player-versus-player event objectives may specify total number of kills, defeating other players, obtaining specified virtual items (e.g., such as a virtual item hidden somewhere in the online game), and/or other player-versus-player event objectives. Player-versus-environment objectives may include total number of AI entity kills, defeating one or more specified non-player characters, obtaining specified values of game parameters, and/or other player-versus-environment event objectives. Harvesting objectives may include obtaining a specified amount of a resource by harvesting, gathering, cultivating or other methods for obtaining in-game resources.

In some examples, the event objectives described above may be competitive such that the players participating in the given event are incentivized to achieve the event objective in ways that will defeat other participating players. For example, the players may be incentivized to achieve highest, second highest and so on number of kills during the event, number of victories in PvP activities, number of experience points and/or any other statistical event objective at the end of the event period. In another example, the player may be incentivized to achieve the event objectives in shortest amount of time during the event period (e.g., be the first to find one of 3 rare virtual plants somewhere in the online game), in second shortest amount of time, and so on. For so incentivizing the players, rewards, e.g., such as the rewards determined by the reward module120may be announced to the players prior to the given event.

At the end of the event, the event module118may be configured to rank the players who participated in the event based on ranking criteria determined by the provider, administrator, moderator, and/or any other administrative entities related to the online game. The ranking criteria may include ranking the participating players based on changes in one or more of the player parameters associated with those players during the event period. Such changes may include the those players' progression in the online game during the event period, a quantity of resources amassed by those players during the event period, a number of competition victories achieved by those players during the event period, a number of relationships established by the individual players within and/or outside of the online game during the event period, a number of virtual items acquired by the individual players during the event period and/or any other achievements by the players in accordance with the event objects described above. For example, in one exemplary event wherein ranking criteria is number of dragon kills, a player with the greatest number of dragon kills at the end of event period may appear higher in the event ranking than a player with less number of dragon kills. It should be appreciated the examples of ranking criteria provided above are merely illustrative. It is understood that the event module118may be configured to rank any number of participating players in accordance with however ranking criteria as desired by the provider, administrator, moderator, and/or any other entities related to the online game.

The reward module120may be configured to determine rewards for the players participating in the events run by the event module118based on the ranks achieved by the players as determined by the event module. In some examples, this may involve dynamically determining for a given player for achieving a given rank at the end of the event period a reward based on the given rank. For example, in a case where a given player achieves a fourth place rank at the end of the event period, a reward may be determined dynamically for the player's achievement of such a rank; and, by comparison, if the given player achieves a second place rank at the end of that event period, a different reward may be determined dynamically by the reward module120for rewarding the given player achieving the second place rank; and so on. In some examples, the reward determined by the reward module120may be in accordance with one or more reward tables, conversion tables, and/or any other reward schemes predetermined by the provider, administrator, moderator, and/or any other entities related to the online game. For example, a reward table may be predetermined by the provider of the online game to specify different rewards for the first place rank, second place rank, third place rank, and so on.

In some examples, the reward module120may be configured to facilitate notification of the reward schemes for a given event prior to the commencement of the given event. For example, a broadcast message may be prepared and sent to the players through game interfaces implemented on the client computing platforms104associated with the players to notify of the determined reward scheme.

An individual reward determined by the reward module120for a given player for achieving a given rank in an event as determined by the event module may include a quantity of free turns for the given user to play the secondary game. The secondary game may take place concurrently with the given event in the online game, or may take place after the given even in the online game. For example, a reward may be determined by the reward module120for a player who achieved a 3rdplace in the given event such that the reward includes 3 turns for the player to play the secondary game for free. In some examples, the quantity of free turns to be provided to the given player may be determined by the reward module120based on the rank achieved by the given player at the end of the event. For example, in some instances, the number of free turns to play the secondary game provided to the players for free may increase along with the ranks of the players. For instance, a first place ranked player may be rewarded with 5 turns to play the secondary game for free; a second place ranked player may be rewarded with 4 turns for free; a third place ranked player may be rewarded with 3 turns for free and so on.

An individual reward determined by the reward module120for the given player for achieving a given rank in an event as determined by the event module may include a quantity of optional turns for the given player to play the secondary game in exchange for consideration from the given player. The consideration may include virtual currency, real-world currency, virtual items, play sessions, and/or any other consideration. For example, the reward for the given user may include a quantity of the optional turns to play the secondary game in exchange for certain amount of real-world currency from the user. In another example, such optional turns may be provided to the given player in exchange for the given player's commitment to engage in a number of play sessions; and so on.

In some examples, the reward module120may determine a point of time for the given player such that the given player must acquire the optional turns included in the reward by that point of time. By way of a non-limiting example, as illustration only, the reward module120may determine that the optional turns may be purchased by the given user during a period immediately after the given event completes and one day before the secondary game takes place within the online game and the given player may not purchase the optional turns after that period. In another example, it may be determined that the optional turns may be purchased by the given player any time before the secondary game completes.

In some examples, the reward module120may be configured to facilitate notifying the give player, prior to the point of time by which the given player must acquire the optional turns, that if the given player does not acquire the optional turns to play the secondary game as included in the reward by that point of time, the optional turns will be offered to another player who ranks lower than the given player in the event at the end of the event period in exchange for consideration from that player. For example, the reward module120may facilitate generation of a notification through an in-game message to a first place ranked player that he/she has been rewarded 5 turns to play the secondary game for free, and extra 5 operational turns to play the secondary game for purchase and the purchase must be made 1 day prior to the commencement of the secondary game; and if the first place ranked player does not purchase the optional extra 5 turns to play the secondary game by that point of time, the optional 5 turns will be offered to lower ranked players for purchase.

In some examples, features of individual turns rewarded to the players may be determined by the reward module120. In one example, such features may include prioritized turns such that the turns (i.e., the free and/or optional turns) rewarded to higher ranked players may be have higher priorities for playing the secondary game than those rewarded to lower ranked players. For instance, some of or the entire 5 turns rewarded to the first place ranked player may have the highest priority in the secondary game such that the first place player will play those turns before any other players may play the secondary games. Similarly, some or all of the 4 turns rewarded to the second place ranked player may have second highest priority in the secondary game such that the second place ranked player may play those turns after the first place ranked player has played the highest priority turns and before other players play their turns; and so on.

The server102, client computing platforms104, and/or external resources106may 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 servers102, client computing platforms104, and/or external resources106may be operatively linked via some other communication media.

A given client computing platform104may include one or more processors configured to execute computer program modules. The computer program modules may be configured to enable an expert or user associated with the given client computing platform104to interface with system100and/or external resources106, and/or provide other functionality attributed herein to client computing platforms104. By way of non-limiting example, the given client computing platform104may 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.

The external resources106may include sources of information, hosts and/or providers of virtual environments outside of system100, external entities participating with system100, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources106may be provided by resources included in system100.

The server102may include electronic storage110, one or more processors108, and/or other components. The server102may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server102inFIG. 1is not intended to be limiting. The server102may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server102. For example, server102may be implemented by a cloud of computing platforms operating together as server102.

Electronic storage110may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage110may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server102and/or removable storage that is removably connectable to server102via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage110may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. The electronic storage110may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage110may store software algorithms, information determined by processor108, information received from server102, information received from client computing platforms104, and/or other information that enables server102to function as described herein.

Processor(s)108is configured to provide information processing capabilities in server102. As such, processor108may 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 processor108is shown inFIG. 1as a single entity, this is for illustrative purposes only. In some implementations, processor108may include a plurality of processing units. These processing units may be physically located within the same device, or processor108may represent processing functionality of a plurality of devices operating in coordination. The processor108may be configured to execute modules112,114,116,118,120. Processor108may be configured to execute modules112,114,116,118,120by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor108.

It should be appreciated that although modules112,114,116,118,120are illustrated inFIG. 1as being co-located within a single processing unit, in implementations in which processor108includes multiple processing units, one or more of modules112,114,116,118,120may be located remotely from the other modules. The description of the functionality provided by the different modules112,114,116,118,120described below is for illustrative purposes, and is not intended to be limiting, as any of modules112,114,116,118,120may provide more or less functionality than is described. For example, one or more of modules112,114,116,118,120may be eliminated, and some or all of its functionality may be provided by other ones of modules112,114,116,118,120. As another example, processor108may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules112,114,116,118,120.

FIG. 2illustrates one example of using system100shown inFIG. 1for providing event rewards within an online game. It will be described with references toFIG. 1. As shown inFIG. 2, events202(e.g., E1, E2, . . . En) may be run in the instance of the online game provided by the system100during different event periods throughout the timeline200of the instance of the online game. Also shown in G2are secondary games204(e.g., G1, G2. . . Gn) that may be provided to facilitate players of the secondary games204to take turns to engage in gameplay provided by the secondary games204to win awards. It should be appreciated, the temporal relationships between E1, E2, . . . En and G1, G2, . . . Gn illustrated inFIG. 2are merely illustrative and thus not intended to be limiting. The temporal relationships between E1, E2, . . . En and G1, G2, . . . Gn may vary in other examples. For example, G2may be provided in the online game concurrently with E2, and G1may last for the entire period of the online game instance.

In any case, as shown in this example, the events202and the secondary games204may run for periods that are associated with starting points (e.g., T1, T3, T5, T7, T9, . . . Tn, Tn+2) and end points (e.g., T2, T4, T6, T8. . . Tn−1, Tn+3). For an individual event202, rewards for participating players may be provided based on the ranks achieved by those players at the end of the event period of the individual event202. Illustrated inFIG. 2is a ranking of players who participated in the event E1at the end of the event period of E1(i.e., at T2). As also shown, rewards that include a quantity of free turns for the ranked players (e.g. W1, W2. . . , Wn) may be determined. As illustrated, the rewards for E1may include a number of free turns to play the secondary game G1based on the player ranks at T2and a number of optional turns to play G1also based on the player ranks at T2. Also illustrated in this example is that a number of awards may be provided by G1to the participants of G1(i.e., the ranked players of E1—W1, W2, . . . Wn). As shown, the awards provided by G1may include virtual items (e.g., premium items highly sought after in the online game, items that may augment and/or enhance the items rewarded by events202, and/or any other virtual items), and improvements to player parameters within the online game.

FIG. 3illustrates an example of a secondary game provided by the system100shown inFIG. 1. It will be described with references toFIGS. 1-2. As shown in this example, the secondary game300implemented by server102(e.g., via a secondary game module) may provide a set of potential rewards302(e.g., A1, A2, A3, A4. . . An). As also shown, the individual ones of the potential rewards302may be associated with award probabilities by which an actual award may be selected in an individual turn of the secondary game300.

FIG. 4illustrates an example of using the system100shown inFIG. 1to notify the players of the online game a reward scheme of an event prior to the commencement of the event. It will be described with references toFIGS. 1-3. As shown in this example, a notification404may be presented in an interface400implemented on the client computing platform104associated with a given user X402before the commencement of event E1shown inFIG. 2. As illustrated, the notification404may notify the given user X402that free turns to play secondary game G1may be provided to the participants of E1based on their ranks at the end of E1. As also illustrated, the notification404may notify the given user X402that optional turns to play the secondary game G1may be purchased as a part of the rewards of E1.

FIG. 5illustrates an example of using system100shown inFIG. 1to notify a player who achieves a rank at the end of an event period of an event about free turns and optional turns to play a secondary game being rewarded to the player. It will be described with references toFIGS. 1-4. As illustrated, notification504may be presented to a ranked player of E1, e.g., W1(User5)502(also described inFIG. 2), in an interface500implemented on client computing platform104associated with the W1502at or shortly after the end of E1(i.e., T2as shown inFIG. 2). As illustrated, W1is notified by notification504that W1has won 5 free turns to play G1and may purchase 5 extra turns to play G1for $5.99 before T2n(i.e., some point of time before commencement of G1as shown inFIG. 2). As also illustrated, the notification504also notifies W1502that if W1does not purchase the optional turns before T2n, then the optional turns will be offered to other lower ranked players in E1.

FIG. 6illustrates one exemplary method600for in accordance with the disclosure. The operations of method600presented below are intended to be illustrative. In some embodiments, method600may 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 method600are illustrated inFIG. 6and described below is not intended to be limiting.

In some embodiments, method600may 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 method600in 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 method600.

At an operation602, an instance of an online game may be executed and implemented to determine view information for transmission to one or more client computing platforms associated with players. The players may interact with the online game by initiating online game commands to perform user actions. The user actions may be executed in the online game. In some implementations, operation602may be performed by a space module the same as or similar to game module112(shown inFIG. 1and described herein).

At an operation604, player accounts associated with the players may be managed. The user accounts may include a first account associated with a first player. The first account may include a set of player parameters associated with the first player. In some implementations, operation604may be performed by a user module the same as or similar to user module114(shown inFIG. 1and described herein).

At an operation606, a reward scheme of for an event within the online game may be determined. The reward scheme may specify rewards that may be provided to players who achieve ranks at the end of the event period of the event. The rewards may include a quantity of free turns to play a secondary game, a quantity of optional turns to the play the secondary game for purchase, and/or other reward features based on the player ranks achieved at the end of the event period of the event. In some implementations, operation606may be performed by a reward module the same as or similar to reward module120(shown inFIG. 1and described herein).

At an operation608, the reward scheme determined in operation610may be notified to the players. Such a notification may be provided to the players prior to the commencement of the event. In some implementations, operation608may be performed by an event module the same as or similar to event module118(shown inFIG. 1and described herein).

At an operation610, the event may be run within the online game. The event may be run for an event period. Event objectives may be established for the event. During the event period of the event, players may compete with or against each other individually or in teams achieve towards the event objectives. In some implementations, operation610may be performed by an event module the same as or similar to event module118(shown inFIG. 1and described herein).

At an operation612, player rankings in the event run in operation610may be determined at the end of the event period of the event. The player rankings may be determined based on ranking criteria, which may include changes in one or more player parameters during the event period of the event. Based on such ranking criteria, a given player may be determined to achieve a given rank in the event at the end of the event period. In some implementations, operation612may be performed by an event module the same as or similar to event module118(shown inFIG. 1and described herein).

At an operation614, a quantity of free turns to play the secondary game may be determined for the given player based on the given rank achieved by the given player at the end of the event period as determined in operation612. In some implementations, operation614may be performed by a reward module the same as or similar to reward module120(shown inFIG. 1and described herein).

At operation616, a quantity of optional turns to play the secondary game in exchange for consideration from the given player may be determined for the given player based on the given rank achieved by the given player at the end of the event period as determined in operation612. The consideration may include virtual currency and/or real-world currency from the given player. In some implementations, operation616may be performed by a reward module the same as or similar to reward module120(shown inFIG. 1and described herein).

At operation618, the given user may be notified about the free turns and the operational turns determined in operations614and616respectively. In some examples, the notification may notify the given player that the given player must acquire the optional turns to play the secondary game as included in the reward by a point of time (e.g., before the commencement of the secondary game within the online game) or else the optional turns will be offered to lower ranked players in the event for purchase. In some implementations, operation618may be performed by a reward module the same as or similar to reward module120(shown inFIG. 1and described herein).

At operation620, the secondary game may be run. In some implementations, operation620may be performed by a secondary game module the same as or similar to reward module secondary game module116(shown inFIG. 1and described herein).

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.

Claims

  1. A system for rewarding players participating in events within an online game, the system comprising one or more processors configured by machine-readable instructions to: execute an instance of online game, to implement the instance of the online game by receiving commands over a network from client computing platforms and executing the commands in the instance of the online game to facilitate player participation in the online game, and to facilitate presentation of the online game on the client computing platforms by causing displays associated with the client computing platforms to present views of the online game;manage player accounts associated with individual players of the online game, the individual player accounts containing player parameters, wherein the player accounts include a first player account associated with a first player, the first player account containing a first set of player parameters associated with the first player;selectively provide access to the players of a secondary game to facilitate player turns in the secondary game, and for an individual turn in the secondary game, to: obtain a set of potential awards and a set of award probabilities for the set of potential awards, the individual awards including virtual items usable in the online game;stochastically or quasi-stochastically, select one of the potential awards as an actual award for distribution based on the award probabilities;and effectuate distribution of the actual award in the online game;run events within the online game, wherein the events include a first event that runs for a first event period;rank the players based on changes in one or more of the player parameters during the first event period such that the first player achieves a first rank at the end of the first event period;and determine rewards for the players for the events run based on the ranks achieved by the players as determined such that a first reward is determined for the first player for achieving the first rank at the end of the first event period, the first reward including a first quantity of player turns of the secondary game to be provided to the first player for free and a second quantity of player turns of the secondary game to be provided to the first player in exchange for consideration from the first player, whereby access to turns of the secondary game for the first player are limited to the first quantity and the second quantity.
  1. The system of claim 1 , wherein the one or more processors are further configured by machine-readable instructions: such that the player accounts include a second player account associated with a second player;such that the second player achieves a second rank at the end of the first event period, the second rank being higher than the first rank;and to determine a second reward for the second player for achieving the second rank at the end of the first event period, the second reward including a third quantity of turns of the secondary game to be provided to the second player for free and a fourth quantity of turns of the secondary game to be provided to the second player in exchange for consideration from the second player, whereby the third quantity is greater than the first quantity and the fourth quantity is greater than the second quantity, and access to turns of the secondary game for the second player is limited to the third quantity and the fourth quantity.
  2. The system of claim 1 , wherein the one or more processors are further configured by machine-readable instructions such that the second quantity of player turns of the secondary game as included in the first reward is provided to the first player in exchange for virtual currency and/or real currency of the first player.
  3. The system of claim 1 , wherein the one or more processors are s further configured by machine-readable instructions to determine a point of time by which the first player must acquire the second quantity of player turns of the secondary game as included in the first reward.
  4. The system of claim 4 , wherein the point of time is between the end of first event period and the beginning of a second event.
  5. The system of claim 4 , wherein the one or more processors are further configured by machine-readable instructions to facilitate a notification, prior to the point of time, notifying the first player that if the first player does not acquire the second quantity of player turns as included in the first reward by the point of time, the second quantity of player turns of the secondary game will be provided to another player who ranks lower than the first player in the first event at the end of the first event period in exchange for consideration from that player.
  6. The system of claim 1 , wherein one or more processors are further configured by machine-readable instructions such that the determination of the first reward includes an examination of a reward table specifying that the first reward is to be provided to the player who achieves the first rank in the first event at the end of the first even period, the one or more processors are being further configured by machine-readable instructions to notify the players of the online game about the reward table prior to the commencement of the first event period.
  7. The system of claim 1 , wherein the one or more processors are is further configured by machine-readable instructions such that the set of potential awards include improvements to player parameters.
  8. The system of claim 1 , wherein the one or more processors are further configured by machine-readable instructions such that the changes in one or more of the player parameters based on which the individual players are ranked include individual players progression in the online game during the first event period, a quantity of resources amassed by the individual players within the online game during the first event period, a number of competition victories achieved by the individual players within the online game during the first event period, a number of relationships established by the individual players within and/or outside of the online game during the first event period, and/or a number of virtual items acquired by the individual players during the first event period.
  9. A method for rewarding players participating in events within an online game, the method being executed in one or more physical processors configured by machine-readable instructions, the method comprising: executing an instance of online game, implementing the instance of the online game by receiving commands over a network from client computing platforms and executing the commands in the instance of the online game to facilitate player participation in the online game, and facilitating presentation of the online game on the client computing platforms by causing displays associated with the client computing platforms to present views of the online game;managing player accounts associated with individual players of the online game, the individual player accounts containing player parameters, wherein the player accounts include a first player account associated with a first player, the first player account containing a first set of player parameters associated with the first player;selectively providing access to the players of a secondary game to facilitate player turns in the secondary game, wherein, for an individual turn in the secondary game: obtaining a set of potential awards and a set of award probabilities for the set of potential awards, the individual awards including virtual items usable in the online game;stochastically or quasi-stochastically, selecting one of the potential awards as an actual award for distribution based on the award probabilities;and effectuating distribution of the actual award in the online game;running events within the online game, wherein the events include a first event that runs for a first event period, ranking the players based on changes in one or more of the player parameters during the first event period such that the first player achieves a first rank at the end of the first event period;and determining rewards for the players for the events based on the ranks achieved by the players such that determining a first reward for the first player for achieving the first rank at the end of the first event period, the first reward including a first quantity of player turns of the secondary game to be provided to the first player for free and a second quantity of player turns of the secondary game to be provided to the first player in exchange for consideration from the first player, whereby access to turns of the secondary game for the first player are limited to the first quantity and the second quantity.
  10. The method of claim 10 , further comprising: managing a second player account associated with a second player;determining that the second player achieves a second rank at the end of the first event period, the second rank being higher than the first rank;and determining a second reward for the second player for achieving the second rank at the end of the first event period, the second reward including a third quantity of turns of the secondary game to be provided to the second player for free and a fourth quantity of turns of the secondary game to be provided to the second player in exchange for consideration from the second player, whereby the third quantity is greater than the first quantity and the fourth quantity is greater than the second quantity, and access to turns of the secondary game for the second player is limited to the third quantity and the fourth quantity.
  11. The method of claim 10 , wherein the second quantity of player turns of the secondary game as included in the first reward is provided to the first player in exchange for virtual currency and/or real currency of the first player.
  12. The method of claim 10 , further comprising determining a point of time by which the first player must acquire the second quantity of player turns of the secondary game as included in the first reward.
  13. The method of claim 13 , wherein the point of time is between the end of first event period and the beginning of a second event.
  14. The method of claim 10 , further comprising facilitating a notification, prior to the point of time, notifying the first player that if the first player does not acquire the second quantity of player turns as included in the first reward by the point of time, the second quantity of player turns of the secondary game will be provided to another player who ranks lower than the first player in the first event at the end of the first event period in exchange for consideration from that player.
  15. The method of claim 10 , wherein the determination of the first reward includes an examination of a reward table specifying that the first reward is to be provided to the player who achieves the first rank in the first event at the end of the first even period, and wherein the method further comprises notifying the players of the online game about the reward table prior to the commencement of the first event period.
  16. The method of claim 10 , wherein the set of potential awards include improvements to player parameters.
  17. The method of claim 10 , wherein the changes in one or more of the player parameters based on which the individual players are ranked include individual players progression in the online game during the first event period, a quantity of resources amassed by the individual players within the online game during the first event period, a number of competition victories achieved by the individual players within the online game during the first event period, a number of relationships established by the individual players within and/or outside of the online game during the first event period, and/or a number of virtual items acquired by the individual players during the first event period.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.