IP Library Granted Patent US 11,192,028
Granted Patent B2
US 11,192,028 · App. 16/686,443 · Granted Dec 7, 2021

Systems and methods for the real-time customization of video game content based on player data

Inventors: Josiah Eatedali (Los Angeles, CA); Robert D. Schonfeld (Sherman Oaks, CA)
Assignee: Activision Publishing, Inc.
A63F13/67
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Quick Facts
Patent No.
US 11,192,028
App. No.
16/686,443
Granted
Dec 7, 2021
Kind
B2
Abstract

The present specification describes systems and methods for customizing a video game to a player defined time period. Content units of a video game are selected based on at least one of multiple pre-defined criteria. Content units are then edited to fit into the player defined time period. Game gear required for playing the selected content units is determined. The edited content units and the selected game gear are provided to the player to play within the player defined time period.

Claims (60)

1. A method for generating, in real-time, a video game tailored to a player-defined time period, the video game having a standard gameplay time greater than the player-defined time period, the method comprising:

receiving the player-defined time period;

selecting one or more content units of the video game based on the player-defined time period, wherein the one or more content units are defined by a collective time period;

editing the selected one or more content units such that the collective time period is equal to or less than the player-defined time period;

selecting one or more game gear items required for playing the selected one or more content units based on at least one of a plurality of pre-defined criteria;

generating a tailored gameplay session comprising the edited one or more content units and selected one or more gear items for the player to play;

dynamically determining if the player is completing the one or more content units within a pre-defined time allocated for each of the one or more content units; and

providing one or more pre-defined options for completing the one or more content units within the player-defined time period if the player is not completing the one or more content units within the pre-defined time allocated for each of the one or more content units.

2. The method of claim 1 further comprising:

determining if the player wants to alter the player-defined time period to a new time period;

if the player wants to alter the player defined time period to a new time period, selecting the one or more content units based on at least one of a plurality of pre-defined criteria;

editing the one or more content units to have a collective time period that is equal to or less than the new time period;

selecting one or more gear items required for playing the one or more content units based on at least one of a plurality of pre-defined criteria; and

generating a new tailored gameplay session comprising the edited one or more content units and one or more gear items for the player for play.

3. The method of claim 2 wherein the new time period is longer than the player defined time period.

4. The method of claim 2 wherein the new time period is shorter than the player defined time period.

5. The method of claim 1 further comprising: selecting the one or more content units based on at least one of a plurality of pre-defined criteria, wherein the plurality of pre-defined criteria comprises at least one of selecting one or more content units rated as providing a best experience while maintaining a narrative of the game; selecting one or more content units rated as being most fun regardless of maintaining cohesion in the narrative of the game; and selecting one or more content units rated as providing a most challenging experience.

6. The method of claim 1 wherein selecting one or more content units further comprises determining an amount of time required for completing each selected of the one or more content units and applying the player-defined time period as a filter to identify all of the one or more content units having the collective time period that is less than or equal to the player-defined time period.

7. The method of claim 6 further comprising editing the one or more content units to provide a linear gameplay experience to the player.

8. The method of claim 1 further comprising adding one or more messages before each of the selected one or more content units for explaining a narrative corresponding to the gameplay session.

9. The method of claim 1 wherein presenting the selected game gear to the player comprises enabling the player to select an extent of game gear ranging from ‘minimum gear’ to ‘maximum gear’.

10. A system for generating, in real-time, a video game tailored to a player-defined time period, the video game having a standard gameplay time greater than the player-defined time period, the system comprising one or more game servers for hosting the game and a plurality of client processors for executing an instance of the game communicated by the one or more game servers via a network coupling the client processors to the game servers, said game servers comprising one or more processors configured to execute a plurality of executable programmatic instructions to generate, in real-time, the video game tailored to a player-defined time period, the programmatic instructions forming:

a user interface module which when executed receives the player-defined time period;

a selection module which when executed selects one or more content units of the video game based on the player-defined time period, and one or more game gear items required for playing the selected one or more content units based on at least one of a plurality of pre-defined criteria, wherein the one or more content units are defined by a collective time period;

an editing module which when executed edits the selected one or more content units such that the collective time period is equal to or less than the player-defined time period for generating a tailored gameplay session comprising the edited one or more content units and selected one or more gear items for the player to play; wherein the selection module when executed further selects a second set of content units based on at least one of a plurality of pre-defined criteria, if the player wants to alter the player defined time period to a new time period, and a second set of game gear items required for playing the second set of content units based on at least one of a plurality of pre-defined criteria, and wherein the editing module when executed further edits the second set of content units to have a collective time period that is equal to or less than the new time period, and generates a new tailored gameplay session comprising the edited second set of content units and the second set of gear items for the player for play.

11. The system of claim 10 wherein the one or more game servers are coupled with at least one database for storing a plurality of video games, each video game comprising discrete content units, each content unit being associated with a metadata tag.

12. The system of claim 11 wherein each metadata tag comprises predefined characteristics of an associated video game content unit.

13. The system of claim 12 wherein the predefined characteristics comprise one or more of: a time to complete playing a portion of the content unit of the video game, a required relationship with one or more other content units, and one or more descriptors indicative of the subject matter of the content unit.

14. The system of claim 13 wherein the one or more descriptors indicative of the subject matter of the content unit comprise one or more of: most fun content, most challenging experience, scariest content, easiest gameplay experience, and liked most by other similar players.

15. The system of claim 11 wherein the metadata tags are used by the selection module for selecting one or more content units of the video game based on the player-defined time period.

16. The system of claim 10 wherein the selection module when executed further dynamically determines if the player is completing the one or more content units within a pre-defined time allocated for each of the one or more content units; and provides one or more pre-defined options for completing the one or more content units within the player-defined time period if the player is not completing the one or more content units within the pre-defined time allocated for each of the one or more content units.

17. The system of claim 10 wherein the one or more game servers are implemented by a cloud of computing platforms operating together as game servers.

18. A method for generating, in real-time, a video game tailored to a player-defined time period, the video game having a standard gameplay time greater than the player-defined time period, the method comprising:

receiving the player-defined time period;

selecting one or more content units of the video game based on the player-defined time period, wherein the one or more content units are defined by a collective time period;

editing the selected one or more content units such that the collective time period is equal to or less than the player-defined time period;

selecting one or more game gear items required for playing the selected one or more content units based on at least one of a plurality of pre-defined criteria;

generating a tailored gameplay session comprising the edited one or more content units and selected one or more gear items for the player to play; and

adding one or more messages before each of the selected one or more content units for explaining a narrative corresponding to the gameplay session.

19. The method of claim 18 further comprising:

determining if the player wants to alter the player-defined time period to a new time period;

if the player wants to alter the player defined time period to a new time period, selecting the one or more content units based on at least one of a plurality of pre-defined criteria;

editing the one or more content units to have a collective time period that is equal to or less than the new time period;

selecting one or more game gear items required for playing the one or more content units based on at least one of a plurality of pre-defined criteria; and

generating a new tailored gameplay session comprising the edited one or more content units and one or more gear items for the player for play.

20. The method of claim 19 , wherein the new time period is longer than the player defined time period.

21. The method of claim 19 , wherein the new time period is shorter than the player defined time period.

22. The method of claim 18 further comprising: selecting the one or more content units based on at least one of a plurality of pre-defined criteria, wherein the plurality of pre-defined criteria comprises at least one of selecting one or more content units rated as providing a best experience while maintaining a narrative of the game; selecting one or more content units rated as being most fun regardless of maintaining cohesion in the narrative of the game; and selecting one or more content units rated as providing a most challenging experience.

23. The method of claim 18 , wherein selecting one or more content units further comprises determining an amount of time required for completing each selected of the one or more content units and applying the player-defined time period as a filter to identify all of the one or more content units having the collective time period that is less than or equal to the player-defined time period.

24. The method of claim 18 , wherein presenting the selected game gear to the player comprises enabling the player to select an extent of game gear ranging from ‘minimum gear’ to ‘maximum gear’.

25. A system for generating, in real-time, a video game tailored to a player-defined time period, the video game having a standard gameplay time greater than the player-defined time period, the system comprising one or more game servers for hosting the game and a plurality of client processors for executing an instance of the game communicated by the one or more game servers via a network coupling the client processors to the game servers, said game servers comprising one or more processors configured to execute a plurality of executable programmatic instructions to generate, in real-time, the video game tailored to a player-defined time period, the programmatic instructions forming:

a user interface module which when executed receives the player-defined time period;

a selection module which when executed selects one or more content units of the video game based on the player-defined time period, and one or more game gear items required for playing the selected one or more content units based on at least one of a plurality of pre-defined criteria, wherein the one or more content units are defined by a collective time period;

an editing module which when executed edits the selected one or more content units such that the collective time period is equal to or less than the player-defined time period for generating a tailored gameplay session comprising the edited one or more content units and selected one or more gear items for the player to play, wherein the selection module when executed further dynamically determines if the player is completing the one or more content units within a pre-defined time allocated for each of the one or more content units and provides one or more pre-defined options for completing the one or more content units within the player-defined time period if the player is not completing the one or more content units within the pre-defined time allocated for each of the one or more content units.

26. The system of claim 25 , wherein the one or more game servers are coupled with at least one database for storing a plurality of video games, each video game comprising discrete content units, each content unit being associated with a metadata tag.

27. The system of claim 26 , wherein each metadata tag comprises predefined characteristics of an associated video game content unit.

28. The system of claim 27 , wherein the predefined characteristics comprise one or more of: a time to complete playing a portion of the content unit of the video game, a required relationship with one or more other content units, and one or more descriptors indicative of the subject matter of the content unit.

29. The system of claim 28 , wherein the one or more descriptors indicative of the subject matter of the content unit comprise one or more of: most fun content, most challenging experience, scariest content, easiest gameplay experience, and liked most by other similar players.

30. The system of claim 26 , wherein the metadata tags are used by the selection module for selecting one or more content units of the video game based on the player-defined time period.

31. The system of claim 25 , wherein the one or more game servers are implemented by a cloud of computing platforms operating together as game servers.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 5, 2020
From: EATEDALI, JOSIAH; SCHONFELD, ROBERT D.
To: ACTIVISION PUBLISHING, INC.
Reel/Frame 053972/0963 →
Continuity (2)
Provisional Application 62769180 · Nov 19, 2018
Related Publication 20200155943A1 · May 21, 2020
Cited By (2)
US 12,551,800 US 12,605,621