IP Library Granted Patent US 9,659,458
Granted Patent B2
US 9,659,458 · App. 14/206,148 · Granted May 23, 2017

Guild-dependent variation of player capabilities in a computer-implemented game

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Quick Facts
Patent No.
US 9,659,458
App. No.
14/206,148
Granted
May 23, 2017
Kind
B2
Abstract

A system and method provide automated guild-dependent variation of in-game capabilities available to player in an computer-implemented game. An in-game capability is made available to the player in inter-guild competitive gameplay, for example comprising an object-specific ability associated with the game object, such as a collectible card. A value for a variable attribute of the in-game capability is dynamically adjusted based at least in part on one or more guild metrics for an associated guild of which the player is a member. The one or more guild metrics may include guild size and activity levels of guild members.

Claims (21)

1. A method comprising:

providing to a player of a computer-implemented online game an in-game capability available to the player in competitive gameplay, the in-game capability being based on the player having an associated game object and comprising an object-specific ability unique to the associated game object, the player being a member of an associated guild having a plurality of members, each member of the guild being a respective human player of the game, with competitive gameplay occurring between members of different guilds;

in an automated operation performed by one or more processors, calculating a guild effect value for the player based at least in part on one or more guild metrics for the associated guild, the one or more guild metrics including a game activity metric that is variable responsive to variation in a count of corresponding guild members who played the game within a predefined preceding time period; and

setting a value for a variable attribute of the in-game capability based at least in part on the calculated guild effect value, the variable attribute of the in-game capability comprising a trigger probability that indicates a probability for actual availability of the object-specific ability during competitive gameplay.

2. The method of claim 1 , wherein the game activity metric is an active member value indicating how many guild members actively played the game within the predefined preceding period.

3. The method of claim 1 , wherein the one or more guild metrics include a guild size metric based on how many players are members of the associated guild.

4. The method of claim 1 , wherein the one or more guild metrics further include a guild size metric based on how many players are members of the associated guild, the calculating of the guild effect value being such that sensitivity of the guild effect value to proportional changes in the game activity metric decreases with an increase in the guild size metric.

5. The method of claim 1 , wherein the player has a plurality of game objects together providing to the player a plurality of object-specific abilities, the method further comprising setting respective values for variable attributes of the plurality of object-specific abilities based at least in part on the calculated guild effect value.

6. The method of claim 5 , further comprising determining the respective variable attributes based on the calculated guild effect value, which applies in common to the plurality of game objects.

7. The method of claim 1 , further comprising executing an in-game action associated with the in-game capability based at least in part on the calculated guild effect value.

8. A system comprising:

a game engine configured to provide to a player of a computer-implemented online game an in-game capability available to the player in competitive gameplay, the in-game capability being based on the player having an associated game object and comprising an object-specific ability unique to the associated game object, the player being a member of an associated guild having a plurality of members, each member of the guild being a respective human player of the game, with competitive gameplay occurring between members of different guilds; and

a guild effect module configured to calculate a guild effect value for the player based at least in part on one or more guild metrics for the associated guild, the one or more guild metrics including a game activity metric that is variable responsive to variation in a count of corresponding guild members who played the game within a predefined preceding time period, and to set a value for a variable attribute of the in-game capability based at least in part on the calculated guild effect value, the variable attribute of the in-game capability comprising a trigger probability that indicates a probability for actual availability of the object-specific ability during competitive gameplay.

9. The system of claim 8 , wherein the game activity metric is an active member value indicating how many guild members actively played the game within the predefined preceding period.

10. The system of claim 8 , wherein the one or more guild metrics include a guild size metric based on how many players are members of the associated guild.

11. The system of claim 8 , wherein the one or more guild metrics further include a guild size metric based on how many players are members of the associated guild, the calculating of the guild effect value being such that sensitivity of the guild effect value to proportional changes in the game activity metric decreases with an increase in the guild size metric.

12. The system of claim 8 , wherein the player has a plurality of game objects together providing to the player a plurality of object-specific abilities, the guild effect module being configured to set respective values for variable attributes of the plurality of object-specific abilities based at least in part on the calculated guild effect value.

13. A non-transitory machine-readable storage medium including instructions to cause a computer, when the instructions are executed by the computer, to perform operations comprising:

providing to a player of a computer-implemented online game an in-game capability available to the player in competitive gameplay, the in-game capability being based on the player having an associated game object and comprising an object-specific ability unique to the associated game object, the player being a member of an associated guild having a plurality of members, each member of the guild being a respective human player of the game, with competitive gameplay occurring between members of different guilds;

calculating a guild effect value for the player based at least in part on one or more guild metrics for the associated guild, the one or more guild metrics including a game activity metric that is variable responsive to variation in a count of corresponding guild members who played the game within a predefined preceding time period;

setting a value for a variable attribute of the in-game capability based at least in part on the calculated guild effect value, the variable attribute of the in-game capability comprising a trigger probability that indicates a probability for actual availability of the object-specific ability during competitive gameplay.

Assignments (5)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 8, 2014
From: TINSMAN, BRIAN REID; ENGLE, MICHAEL J
To: ZYNGA INC.
Reel/Frame 032624/0410 →