Substitution hybrid games
View Patent ↗A network distributed gaming system is disclosed. The system includes a real world engine connected to a game world engine, the real world engine constructed to provide a randomly generated payout of real world credits. The system also includes an entertainment software engine connected to the game world engine by a network, the entertainment software engine configured to execute a multiplayer entertainment game. The system also includes the game world engine constructed to: receive gameplay gambling event occurrences; communicate a trigger of the wager in the gambling game; detect a substitution request; evaluate whether the substitution request involves a substitution of the player by the human player that satisfies at least one substitution standard; and perform a player substitution in accordance with the substitution request when the substitution request satisfies the at least one substitution standard.
1. A network distributed gaming system, comprising:
a real world engine connected to a game world engine, wherein the real world engine is constructed to provide a randomly generated payout of real world credits from one or more wagers in a gambling game;
an entertainment software engine connected to the game world engine by a network, wherein the entertainment software engine is configured to execute a multiplayer entertainment game providing game world credit outcomes upon a player's skillful execution of the multiplayer entertainment game; and
the game world engine connected to the real world engine and connected by the network to the entertainment software engine, wherein the game world engine is constructed to:
receive from the entertainment software engine via the network, gameplay gambling event occurrences based upon the player's consumption of enabling elements in the multiplayer entertainment game that enable the player's play of the multiplayer entertainment game and whose consumption by the player through skillful play of the multiplayer entertainment game triggers a wager in the gambling game;
communicate to the real world engine, based on the gameplay gambling event occurrences, a trigger of the wager in the gambling game;
detect a substitution request from a human player to replace the player of the multiplayer entertainment game during a gameplay session;
evaluate whether the substitution request involves a substitution of the player by the human player that satisfies at least one substitution standard, the at least one substitution standard including allowing the human player to substitute for the player when the human player is attributed with a sufficient amount of real world credit that can be expended to generate enabling elements in the gameplay session, and the human player's demonstrated skill matches the player's skill level as determined on the basis of the accumulation of game world credit accrued by the human player as a function of the human player's demonstrated skill at the multiplayer entertainment game; and
perform a player substitution in accordance with the substitution request when the substitution request satisfies the at least one substitution standard.
2. The network distributed gaming system of claim 1 , wherein:
the substitution request is for the human player to substitute for a computer player engaged in the gameplay session; and
the computer player is generated using a computer player profile that determines a performance of the computer player as the computer player progresses within the gameplay session.
3. The network distributed gaming system of claim 1 , wherein the substitution request is for the human player to substitute for a human player engaged in the gameplay session.
4. The network distributed gaming system of claim 1 , wherein the game world engine is further constructed to:
detect whether a minimum number of players is present; and
add at least one computer player generated using a computer player profile when the minimum number of players is not present, where the computer player profile determines the performance of a computer player as a computer player progresses within the gameplay session.
5. The network distributed gaming system of claim 1 , wherein at least one substitution standard is specified by the human player in the gameplay session.
6. The network distributed gaming system of claim 1 , wherein the requested player substitution is performed by the human player assuming the role of the player that the human player substitutes for in the gameplay session.
7. A method of operating a network distributed gaming system, the method comprising:
providing a real world engine connected to a game world engine, wherein the real world engine is constructed to provide a randomly generated payout of real world credits from one or more wagers in a gambling game;
configuring an entertainment software engine connected to the game world engine by a network, wherein the entertainment software engine is configured to execute a multiplayer entertainment game providing game world credit outcomes upon a player's skillful execution of the multiplayer entertainment game; and
providing the game world engine connected to the real world engine and connected by the network to the entertainment software engine;
receiving from the entertainment software engine via the network, gameplay gambling event occurrences based upon the player's consumption of enabling elements in the multiplayer entertainment game that enable the player's play of the multiplayer entertainment game and whose consumption by the player through skillful play of the multiplayer entertainment game triggers a wager in the gambling game;
communicating to the real world engine, based on the gameplay gambling event occurrences, a trigger of the wager in the gambling game;
detecting by the game world engine, a substitution request from a human player to replace the player of the multiplayer entertainment game during a gameplay session;
evaluating by the game world engine, whether the substitution request involves a substitution of the player by the human player that satisfies at least one substitution standard, the at least one substitution standard including allowing the human player to substitute for the player when the human player is attributed with a sufficient amount of real world credit that can be expended to generate enabling elements in the gameplay session, and the human player's demonstrated skill matches the player's skill level as determined on the basis of the accumulation of game world credit accrued by the human player as a function of the human player's demonstrated skill at the multiplayer entertainment game; and
performing by the game world engine, a player substitution in accordance with the substitution request when the substitution request satisfies the at least one substitution standard.
8. The method of operating a network distributed gaming system of claim 7 , wherein:
the substitution request is for the human player to substitute for a computer player engaged in the gameplay session; and
the computer player is generated using a computer player profile that determines a performance of the computer player as the computer player progresses within the gameplay session.
9. The method of operating a network distributed gaming system of claim 7 , wherein the substitution request is for the human player to substitute for a human player engaged in the gameplay session.
10. The method of operating a network distributed gaming system of claim 7 , wherein:
the human player is engaged in the gameplay session; and
the substitution request is for a player to substitute for the human player.
11. A network distributed gaming system, comprising:
a real world engine connected to a game world engine by a network, wherein the real world engine is constructed to provide a randomly generated payout of real world credits from one or more wagers in a gambling game;
an entertainment software engine connected to the game world engine, wherein the entertainment software engine is configured to execute a multiplayer entertainment game providing game world credit outcomes upon a player's skillful execution of the multiplayer entertainment game; and
the game world engine connected to the real world engine by the network and connected to the entertainment software engine, wherein the game world engine is constructed to:
receive from the entertainment software engine, gameplay gambling event occurrences based upon the player's consumption of enabling elements in the multiplayer entertainment game that enable the player's play of the multiplayer entertainment game and whose consumption by the player through skillful play of the multiplayer entertainment game triggers a wager in the gambling game;
communicate to the real world engine via the network, a trigger of the wager in the gambling game based on the gameplay gambling event occurrences;
detect a substitution request from a human player to replace the player of the multiplayer entertainment game during gameplay session;
evaluate whether the substitution request involves a substitution of the player by the human player that satisfies at least one substitution standard, the at least one substitution standard including allowing the human player to substitute for the player when the human player is attributed with a sufficient amount of real world credit that can be expended to generate enabling elements in the gameplay session, and the human player's demonstrated skill matches the player's skill level as determined on the basis of the accumulation of game world credit accrued by the human player as a function of the human player's demonstrated skill at the multiplayer entertainment game; and
perform a player substitution in accordance with the substitution request when the substitution request satisfies the at least one substitution standard.
12. The network distributed gaming system of claim 11 , wherein:
the substitution request is for the human player to substitute for a computer player engaged in the gameplay session; and
the computer player is generated using a computer player profile that determines a performance of the computer player as the computer player progresses within the gameplay session.
13. The network distributed gaming system of claim 11 , wherein the substitution request is for the human player to substitute for a human player engaged in the gameplay session.
14. The network distributed gaming system of claim 11 , wherein the game world engine is further constructed to:
detect whether a minimum number of players is present; and
add at least one computer player generated using a computer player profile when the minimum number of players is not present, where the computer player profile determines the performance of a computer player as a computer player progresses within the gameplay session.
15. The network distributed gaming system of claim 11 , wherein at least one substitution standard is specified by the human player in the gameplay session.
16. The network distributed gaming system of claim 11 , wherein the requested player substitution is performed by the human player assuming the role of the player that the human player substitutes for in the gameplay session.
17. A method of operating a network distributed gaming system, the method comprising:
providing a real world engine connected to a game world engine by a network, wherein the real world engine is constructed to provide a randomly generated payout of real world credits from one or more wagers in a gambling game;
configuring an entertainment software engine connected to the game world engine, wherein the entertainment software engine is configured to execute a multiplayer entertainment game providing game world credit outcomes upon a player's skillful execution of the multiplayer entertainment game; and
providing the game world engine connected to the real world engine by the network and connected to the entertainment software engine;
communicating by the game world engine to the real world engine, gameplay gambling event occurrences based upon the player's skillful execution of the multiplayer entertainment game that trigger at least one wager in the gambling game, on the basis of consumption by the player of enabling elements that enable the player's play of the multiplayer entertainment game and whose consumption by the player through skillful play of the multiplayer entertainment game triggers a wager in the gambling game;
detecting by the game world engine, a substitution request from a human player to replace the player of the multiplayer entertainment game during gameplay session;
evaluating by the game world engine, whether the substitution request involves a substitution of the player by the human player that satisfies at least one substitution standard, the at least one substitution standard including allowing the human player to substitute for the player when the human player is attributed with a sufficient amount of real world credit that can be expended to generate enabling elements in the gameplay session, and the human player's demonstrated skill matches the player's skill level as determined on the basis of the accumulation of game world credit accrued by the human player as a function of the human player's demonstrated skill at the multiplayer entertainment game; and
performing by the game world engine, a player substitution in accordance with the substitution request when the substitution request satisfies the at least one substitution standard.
18. The method of operating a network distributed gaming system of claim 17 , wherein:
the substitution request is for the human player to substitute for a computer player engaged in the gameplay session; and
the computer player is generated using a computer player profile that determines a performance of the computer player as the computer player progresses within the gameplay session.
19. The method of operating a network distributed gaming system of claim 17 , wherein the substitution request is for the human player to substitute for a human player engaged in the gameplay session.
20. The method of operating a network distributed gaming system of claim 17 , wherein:
the human player is engaged in the gameplay session; and
the substitution request is for a player to substitute for the human player.