IP Library Granted Patent US 10,937,277
Granted Patent B2
US 10,937,277 · App. 16/566,094 · Granted Mar 2, 2021

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

Inventors: Brian Reid Tinsman (Austin, TX); Michael J. Engle (Daly City, CA)
Assignee: Zynga Inc.
G07F17/3274
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Quick Facts
Patent No.
US 10,937,277
App. No.
16/566,094
Granted
Mar 2, 2021
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 (43)

1. A method comprising:

hosting a computer-implemented online game in which multiple players are organized in a plurality of guilds, with competitive gameplay occurring between members of different guilds;

for each of a plurality of predefined special objects possessed by a player within the game, making available to the player via a game user interface a respective object-specific ability associated with the corresponding one of the plurality of special objects, each object-specific ability being available to the player in competitive gameplay, the plurality of special objects including at least two different types of special objects, each type of special object having a unique respective object-specific ability whose gameplay behavior is governed by at least in part by an associated variable attribute;

in an automated operation performed by one or more processors configured therefore, calculating a guild effect value for the player based at least in part on one or more guild metrics for an associated guild, the associated guild being that one of the plurality of guilds of which the player is a member;

for each of the plurality of special objects, based at least in part on the calculated guild effect value, calculating a value for the respectively associated variable attribute of the corresponding object-specific ability; and

providing competitive gameplay in which the object-specific abilities of the plurality of special objects are available to the player for deployment according to their respective calculated variable attribute values.

2. The method of claim 1 , wherein the one or more guild metrics include a game activity metric based on a level of game activity by members of the associated guild.

3. The method of claim 2 , wherein the calculating of the guild effect value is such that sensitivity of the guild effect value to changes in the level of game activity decreases with an increase in a guild size metric, which guild size metric is based on how many players are members of the associated guild.

4. The method of claim 2 , wherein the level of game activity comprises an active member value indicating how many guild members actively played the game within a predefined preceding period.

5. 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.

6. The method of claim 1 , wherein the variable attribute of each object-specific ability comprises a trigger probability that indicates a probability for actual deployment of the object-specific ability during competitive gameplay responsive to selection thereof by the player, wherein the calculating of the respective variable attribute values are such that the calculated variable attribute value for the at least two different types of special objects are different when based on an identical guild effect value.

7. The method of claim 1 , further comprising:

receiving selection via the game user interface of one of the plurality of special objects;

executing the object-specific ability of the selected special object based at least in part on the respective calculated variable attribute value.

8. The method of claim 1 , wherein the object-specific ability of each of the plurality of special objects is unavailable during regular gameplay absent possession of the respective type of special object.

9. A system comprising:

a processor; and

memory storing instructions that, when executed by the processor, configure the system to perform operations comprising:

hosting a computer-implemented online game in which multiple players are organized in a plurality of guilds, with competitive gameplay occurring between members of different guilds;

for each of a plurality of predefined special objects possessed by a player within the game, making available to the player via a game user interface a respective object-specific ability associated with the corresponding special objects, each object-specific ability being available to the player in competitive gameplay, the plurality of special objects including at least two different types of special objects, each type of special object having a unique respective object-specific ability whose gameplay behavior is governed by at least in part by an associated variable attribute;

calculating a guild effect value for the player based at least in part on one or more guild metrics for an associated guild, the associated guild being that one of the plurality of guilds of which the player is a member;

for each of the plurality of special objects, based at least in part on the calculated guild effect value, calculating a value for the respectively associated variable attribute of the corresponding object-specific ability; and

providing competitive gameplay in which the object-specific abilities of the plurality of special objects are available to the player for deployment according to their respective calculated variable attribute values.

10. The system of claim 9 , wherein the one or more guild metrics include a game activity metric based on a level of game activity by members of the associated guild.

11. The system of claim 10 , wherein the instructions configure the processor to calculate the guild effect value such that sensitivity of the guild effect value to changes in the level of game activity decreases with an increase in a guild size metric, which guild size metric is based on how many players are members of the associated guild.

12. The system of claim 10 , wherein the level of game activity comprises an active member value indicating how many guild members actively played the game within a predefined preceding period.

13. The system of claim 9 , wherein the one or more guild metrics include a guild size metric based on how many players are members of the associated guild.

14. The system of claim 9 , wherein the variable attribute of each object-specific ability comprises a trigger probability that indicates a probability for actual deployment of the object-specific ability during competitive gameplay responsive to selection thereof by the player, wherein the calculating of the respective variable attribute values are such that the calculated variable attribute value for the at least two different types of special objects are different when based on an identical guild effect value.

15. The system of claim 9 , wherein the instructions further configure the system to:

receive selection via the game user interface of one of the plurality of special objects; and

execute the object-specific ability of the selected special object based at least in part on the respective calculated variable attribute value.

16. The system of claim 9 , wherein the object-specific ability of each of the plurality of special objects is unavailable during regular gameplay absent possession of the respective type of special object.

17. A non-transitory computer-readable storage medium having stored thereon instructions that, when executed by one or more computer processor devices, cause the one or more computer processor devices to perform operations comprising:

hosting a computer-implemented online game in which multiple players are organized in a plurality of guilds, with competitive gameplay occurring between members of different guilds;

for each of a plurality of predefined special objects possessed by a player within the game, making available to the player via a game user interface a respective object-specific ability associated with the corresponding special objects, each object-specific ability being available to the player in competitive gameplay, the plurality of special objects including at least two different types of special objects, each type of special object having a unique respective object-specific ability whose gameplay behavior is governed by at least in part by an associated variable attribute;

calculating a guild effect value for the player based at least in part on one or more guild metrics for an associated guild, the associated guild being that one of the plurality of guilds of which the player is a member;

for each of the plurality of special objects, based at least in part on the calculated guild effect value, calculating a value for the respectively associated variable attribute of the corresponding object-specific ability; and

providing competitive gameplay in which the object-specific abilities of the plurality of special objects are available to the player for deployment according to their respective calculated variable attribute values.

18. The computer-readable storage medium of claim 17 , wherein the one or more guild metrics include a game activity metric based on a level of game activity by members of the associated guild.

19. The computer-readable storage medium of claim 17 , wherein the variable attribute of each object-specific ability comprises a trigger probability that indicates a probability for actual deployment of the object-specific ability during competitive gameplay responsive to selection thereof by the player, wherein the calculating of the respective variable attribute values are such that the calculated variable attribute value for the at least two different types of special objects are different when based on an identical guild effect value.

20. The computer-readable storage medium of claim 17 , wherein the instructions further configure the computer to:

receive selection via the game user interface of one of the plurality of special objects; and

execute the object-specific ability of the selected special object based at least in part on the respective calculated variable attribute value.

Assignments (3)
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 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 10, 2019
From: TINSMAN, BRIAN REID; ENGLE, MICHAEL J.
To: ZYNGA INC.
Reel/Frame 050331/0360 →
Continuity (4)
Continuation 15476666 · Mar 31, 2017
Continuation 14206148 · Mar 12, 2014
Provisional Application 61777856 · Mar 12, 2013
Related Publication 20200005601A1 · Jan 2, 2020