Dynamic effectiveness for virtual items
An online gaming system allowing for adjustment of the effectiveness of virtual items. The system may comprise one or more processors configured to execute computer program modules. The system may include a game module configured to execute an instance of an online game and to implement the instance of the online game to facilitate participation of users in the online game. The system may include a user module configured to manage user information associated with the users in the online game. The system may include a shop module configured to present virtual items to the users in a virtual shop. The system may include a spend history module configured to obtain user spend information that characterizes past spending by the users on virtual items. The system may include an item effectiveness module configured to determine an effectiveness level of virtual items available in the online game.
1. An online gaming system allowing adjustment of the effectiveness of virtual items, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users in the online game,
manage user information associated with the users in the online game, the user information including inventories of virtual items available for use by the users in the online game, the user information including a first user information including a first inventory of virtual items available for use by a first user;
obtain user spend information that characterizes past spending by the users on virtual items, the user spend information including first user spend information that characterizes past spending by the first user on virtual items;
configured to determine an effectiveness level of virtual items in the online game based on the user spend information characterizing the past spending by the users on virtual items, such that the effectiveness level of a first item in the first inventory is determined based on the first user spend information characterizing the past spending by the first user on virtual items, and wherein the effectiveness level of the first item is different than an effectiveness level determined for a second item such that the first item and the second item are the same item but have one or more differing attributes that affect use during gameplay, and
wherein implementation of the effectiveness level of virtual items determined is imperceptible to the users such that the users are unaware of the implementation, wherein the implementation of the effectiveness level determined for the first item for the first user is imperceptible to the first user such that the first user is unaware of the implementation of the effectiveness level determined for the first item.
2. The system of claim 1 wherein the one or more processors are further configured by machine-readable instructions to:
present the virtual items to the users in a virtual shop within the online game, the virtual shop allowing purchase of one or more virtual items available for use by users of the online game using virtual currency.
3. The system of claim 1 wherein the one or more processors are further configured by machine-readable instructions such that determining the effectiveness level of the first virtual item comprises an adjustment from a base effectiveness level of the first item.
4. The system of claim 3 , wherein the adjustment from the base effectiveness level of the first item is determined by the first user spending information.
5. The system of claim 1 wherein the one or more processors are further configured by machine-readable instructions to:
manage user information comprising second user information including second inventory of virtual items available for use by a second user, the second inventory including a second virtual item;
obtain user spend information including second user spend information that characterizes past spending by the second user on virtual items; and
determine the effectiveness level of the second item based on the second user spend information.
6. The system of claim 5 wherein the one or more processors are configured by machine-readable instructions such that responsive to the first user spend information and the second user spend information indicating a greater spend frequency for the first user than the second user, the first item effectiveness level is determined to be less than the second item effectiveness level.
7. The system of claim 5 wherein the one or more processors are configured by machine-readable instructions such that responsive to the first user spend information and the second user spend information indicating a greater spend velocity for the first user than the second user, the first item effectiveness level is determined to be less than the second item effectiveness level.
8. The system of claim 5 wherein the one or more processors are configured by machine-readable instructions such that responsive to the first user spend information and the second user spend information indicating a greater total spend amount for the first user than the second user, the first item effectiveness level is determined to be less than the second item effectiveness level.
9. The system of claim 1 wherein the one or more processors are further configured by machine-readable instructions such that the determination of the effectiveness of the virtual item implements setting one or more attributes of the virtual item.
10. A computer-implemented method for adjusting the effectiveness of virtual items in an online game based on past user spending, the method being implemented in a computer system that includes one or more physical processors and storage media storing machine-readable instructions, the method comprising:
executing an instance of an online game;
managing first user information including a first inventory of virtual items available for use by a first user;
obtaining a first user spend information that characterizes past spending by the first user on virtual items; and,
determining an effectiveness level of a first item in the first inventory based on the first user spend information characterizing the past spending by the first user on virtual items, wherein the effectiveness level of the first item is different than an effectiveness level determined for a second item such that the first item and the second item are the same item but have one or more differing attributes that affect use during gameplay, and
wherein implementation of the effectiveness level determined for the first item for the first user is imperceptible to the first user such that the first user is unaware of the implementation of the effectiveness level determined for the first item.
11. The method of claim 10 further comprising;
providing a virtual shop configured to present virtual items to users, the virtual shop allowing purchase of one or more virtual items available for use by users of the online game using virtual currency.
12. The method of claim 10 wherein determining the effectiveness level of the first virtual item further comprises;
adjusting the effectiveness level of the first virtual item from a base effectiveness level of the first virtual item.
13. The method of claim 12 wherein the adjustment from the base effectiveness level of the first item is determined by the first user spending information.
14. The method of claim 10 further comprising;
managing second user information including a second inventory of virtual items available for use by a second user;
obtaining a second user spend information that characterizes past spending by the second user on virtual items; and,
determining an effectiveness level of a second item in the second inventory based on the second user spend information.
15. The method of claim 14 further comprising;
responsive to the first user spend information and the second user spend information indicating a greater spend frequency for the first user than the second user, determining the first item effectiveness level to be less than the second item effectiveness level.
16. The method of claim 14 further comprising;
responsive to the first user spend information and the second user spend information indicating a greater spend velocity for the first user than the second user, determining the first item effectiveness level to be less than the second item effectiveness level.
17. The method of claim 14 further comprising;
responsive to the first user spend information and the second user spend information indicating a greater total spend amount for the first user than the second user, determining the first item effectiveness level to be less than the second item effectiveness level.
18. The method of claim 10 wherein determining the effectiveness level of the first virtual item further comprises setting one or more of the attributes of the first virtual item.