Methods and Systems for Improved Player Matching in Multiplayer Gaming Environments
Computer-implemented methods and systems for simulating a multiplayer game environment to allow players of different skill levels to concurrently play the same level of a gaming session, to encourage and incentivize cooperative team behavior, to match players based on subjective variables, such as likeability and a general fun factor, and to tailor gaming content based on the social group itself.
1 . A computer implemented method of matchmaking players for gameplay sessions of a multi-player game, where the players have played together during a prior gameplay session of the multi-player game, the method being implemented in a host computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer to perform the method, the method comprising:
identifying, by the host computer, a potential match of at least a first player and a second player to be placed in a gameplay session to play a game;
obtaining, by the host computer, a plurality of match variables used to assess the potential match, wherein the plurality of match variables includes at least one of a first match variable and a second match variable, wherein the first match variable is an explicit indicator of likeability between the first player and the second player, and the second match variable is an implicit indicator of likeability between the first player and the second player;
generating, by the host computer, a potential match between the first player and the second player, based on the plurality of match variables; and
recommending, by the host computer, to the first player and the second player whether to play together, the recommending based on the potential match.
2 . The method of claim 1 wherein the explicit indicator includes at least one indication of likeability inputted by at least one of the first player towards the second player and the second player towards the first player.
3 . The method of claim 2 wherein the at least one indication of likeability comprises a thumbs-up icon selectable by at least one of the first player and the second player.
4 . The method of claim 2 wherein the at least one indication of likeability comprises a pre-defined text identified from at least one or spoken chat and typed chat by at least one of the first player and the second player.
5 . The method of claim 2 wherein the at least one indication of likeability comprises indications of similar interests identified from a survey taken by the first player and the second player.
6 . The method of claim 1 wherein the implicit indicator includes at least one indication of likeability obtained from one or more parameters tracked during a prior gameplay session.
7 . The method of claim 6 wherein the one or more parameters comprise at least one of a level of cooperation between the first player and the second player, a number of celebratory actions engaged in together by the first player and the second player, one or more instances of positive chatting between the first player and the second player, and one or more instances of winning when the first player and the second player played together.
8 . The method of claim 6 wherein the one or more parameters comprise at least one of opting for similar music by the first player and the second player, opting to buy a similar item from a game store related to the game by the first player and the second player, and choosing to watch a same gameplay sequence in a replay.
9 . The method of claim 1 wherein the method is implemented in real time.
10 . A system for matchmaking players for gameplay sessions of a multi-player game, where the players have played together during a prior gameplay session of the multi-player game, the system comprising: a host computer having one or more physical processors programmed with computer program instructions wherein the host computer is configured to:
identifying a potential match of at least a first player and a second player to be placed in a gameplay session to play a game;
obtaining a plurality of match variables used to assess the potential match, wherein the plurality of match variables includes at least one of a first match variable and a second match variable, wherein the first match variable is an explicit indicator of likeability between the first player and the second player, and the second match variable is an implicit indicator of likeability between the first player and the second player;
generating a potential match between the first player and the second player, based on the plurality of match variables; and
recommending to the first player and the second player whether to play together, the recommending based on the potential match.
11 . The system of claim 10 wherein the explicit indicator includes at least one indication of likeability inputted by at least one of the first player towards the second player and the second player towards the first player.
12 . The system of claim 11 wherein the at least one indication of likeability comprises a thumbs-up icon selectable by at least one of the first player and the second player.
13 . The system of claim 10 wherein the implicit indicator includes at least one indication of likeability obtained from one or more parameters tracked during a prior gameplay session.
14 . The system of claim 13 wherein the one or more parameters comprise at least one of a level of cooperation between the first player and the second player, a number of celebratory actions engaged in together by the first player and the second player, one or more instances of positive chatting between the first player and the second player, and one or more instances of winning when the first player and the second player played together.
15 . A computer readable non-transitory medium comprising a plurality of executable programmatic instructions wherein, when said plurality of executable programmatic instructions are executed by a processor, a process for matchmaking players for gameplay sessions of a multi-player game, where the players have played together during a prior gameplay session of the multi-player game, is performed, said plurality of executable programmatic instructions comprising:
programmatic instructions, stored in said computer readable non-transitory medium, for identifying a potential match of at least a first player and a second player to be placed in a gameplay session to play a game;
programmatic instructions, stored in said computer readable non-transitory medium, for obtaining a plurality of match variables used to assess the potential match, wherein the plurality of match variables includes at least one of a first match variable and a second match variable, wherein the first match variable is an explicit indicator of likeability between the first player and the second player, and the second match variable is an implicit indicator of likeability between the first player and the second player;
programmatic instructions, stored in said computer readable non-transitory medium, for generating a potential match between the first player and the second player, based on the plurality of match variables; and
programmatic instructions, stored in said computer readable non-transitory medium, for recommending to the first player and the second player whether to play together, the recommending based on the potential match.
16 . The computer readable non-transitory medium of claim 15 wherein the explicit indicator includes at least one indication of likeability inputted by at least one of the first player towards the second player and the second player towards the first player.
17 . The method of claim 16 wherein the at least one indication of likeability comprises a thumbs-up icon selectable by at least one of the first player and the second player.
18 . The computer readable non-transitory medium of claim 15 wherein the implicit indicator includes at least one indication of likeability obtained from one or more parameters tracked during a prior gameplay session.
19 . The computer readable non-transitory medium of claim 18 wherein the one or more parameters comprise at least one of a level of cooperation between the first player and the second player, a number of celebratory actions engaged in together by the first player and the second player, one or more instances of positive chatting between the first player and the second player, and one or more instances of winning when the first player and the second player played together.
20 . The computer readable non-transitory medium of claim 15 wherein the plurality of executable programmatic instructions are executed in real time.