IP Library › Granted Patent US 11,541,312
Granted Patent B2
US 11,541,312 · App. 17/322,597 · Granted Jan 3, 2023

Respawn systems and methods in video games

Inventor: Carlos Emmanuel Reyes Pineda (Sherman Oaks, CA)
Assignee: ELECTRONIC ARTS INC.
A63F13/58A63F13/837A63F13/5378
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,541,312
App. No.
17/322,597
Granted
Jan 3, 2023
Kind
B2
Abstract

In a video game, a player's character can start in a normal state, receive first damage, and change to an incapacitated state. The player's character can be revived from the incapacitated state back to the normal state. The player's character can be changed from the incapacitated state to a preliminarily defeated state, and in response, a player respawn activation item can be generated. The player respawn activation item can be used by the player's teammates to respawn the player's character at one or more respawn locations.

Claims (68)

1. A method, implemented by one or more processors, comprising:

executing an instance of a multiplayer gameplay session within a virtual environment of an online video game application, wherein the virtual environment is presented on client computing platforms associated with players, virtual characters are provided to the players to enable interaction of the players with the virtual environment and other virtual characters, wherein the players control the in-game virtual characters interacting within the virtual environment during the instance of the multiplayer gameplay session via user input received over a network from the client computing platforms associated with the users;

during the instance of the multiplayer gameplay session,

changing a state of a first virtual character to a defeated state at a first location in the virtual environment, wherein the first character is controlled by user input provided by a first player;

in response to the change to the defeated state, generating a respawn activation item for the first virtual character, wherein, in the defeated state, the first virtual character is unable to be controlled by the first player within the virtual environment;

receiving user input from a second player controlling a second virtual character to acquire the respawn activation item;

receiving user input to use the respawn activation item at a respawn location different from the first location within the virtual environment; and

in response to using the respawn activation item at the respawn location, respawning the first virtual character at a second location in a normal state, wherein a graphical representation of the first virtual character is generated within the virtual environment at the second location.

2. The method of claim 1 , further comprising:

changing the first virtual character to an incapacitated state before the first virtual character is changed to the defeated state, wherein while the first virtual character is in the incapacitated state, the first virtual character is restricted from at least one of:

using an inventory item otherwise available to the first virtual character while the first virtual character is in the normal state; or

performing an action or movement otherwise available to the first virtual character while the first virtual character is in the normal state.

3. The method of claim 2 , further comprising:

changing the first virtual character from the incapacitated state to the defeated state based at least in part in response to at least one of:

the first virtual character remaining in the incapacitated state for a threshold quantity of elapsed time without recovering to the normal state; or

the first virtual character receiving a threshold amount of damage.

4. The method of claim 1 , wherein the first player and the second player on a first team, and the user input to use the respawn activation item at the respawn location are received from a third player on the first team.

5. The method of claim 1 , further comprising:

in response to the change to the defeated state of the first virtual character, spawning inventory items of the first virtual character within the virtual environment.

6. The method of claim 5 , wherein the first virtual character is respawned at the respawn location without the inventory items.

7. The method of claim 1 , further comprising:

in response to the change to the defeated state of the first virtual character, starting an elimination timer having a threshold time, wherein the first virtual character is unable to be respawned if the threshold time is exceeded.

8. The method of claim 1 , further comprising:

in response to the change to the defeated state of the first virtual character, despawning the first virtual character within the virtual environment at the first location, wherein a graphical representation of the first virtual character is removed from virtual environment.

9. A non-transitory, computer readable medium storing computer-executable instructions configured to be executed by one or more processors to perform operations comprising:

executing an instance of a multiplayer gameplay session within a virtual environment of an online video game application, wherein the virtual environment is presented on client computing platforms associated with players, virtual characters are provided to the players to enable interaction of the players with the virtual environment and other virtual characters, wherein the players control the in-game virtual characters interacting within the virtual environment during the instance of the multiplayer gameplay session via user input received over a network from the client computing platforms associated with the users;

during the instance of the multiplayer gameplay session,

changing a state of a first virtual character to a defeated state at a first location in the virtual environment, wherein the first character is controlled by user input provided by a first player;

in response to the change to the defeated state, generating a respawn activation item for the first virtual character, wherein, in the defeated state, the first virtual character is unable to be controlled by the first player within the virtual environment;

receiving user input from a second player controlling a second virtual character to acquire the respawn activation item;

receiving user input to use the respawn activation item at a respawn location different from the first location within the virtual environment; and

in response to using the respawn activation item at the respawn location, respawning the first virtual character at a second location in a normal state, wherein a graphical representation of the first virtual character is generated within the virtual environment at the second location.

10. The computer readable medium of claim 9 , the operations further comprising:

changing the first virtual character to an incapacitated state before the first virtual character is changed to the defeated state, wherein while the first virtual character is in the incapacitated state, the first virtual character is restricted from at least one of:

using an inventory item otherwise available to the first virtual character while the first virtual character is in the normal state; or

performing an action or movement otherwise available to the first virtual character while the first virtual character is in the normal state.

11. The computer readable medium of claim 10 , the operations further comprising:

changing the first virtual character from the incapacitated state to the defeated state based at least in part in response to at least one of:

the first virtual character remaining in the incapacitated state for a threshold quantity of elapsed time without recovering to the normal state; or

the first virtual character receiving a threshold amount of damage.

12. The computer readable medium of claim 9 , wherein the first player and the second player on a first team, and the user input to use the respawn activation item at the respawn location are received from a third player on the first team.

13. The computer readable medium of claim 9 , the operations further comprising:

in response to the change to the defeated state of the first virtual character, spawning inventory items of the first virtual character within the virtual environment.

14. The computer readable medium of claim 9 , the operations further comprising:

in response to the change to the defeated state of the first virtual character, spawning inventory items of the first virtual character within the virtual environment.

15. The computer readable medium of claim 9 , wherein the first virtual character is respawned at the respawn location without inventory items.

16. The computer readable medium of claim 9 , the operations further comprising:

in response to the change to the defeated state of the first virtual character, despawning the first virtual character within the virtual environment at the first location, wherein a graphical representation of the first virtual character is removed from virtual environment.

17. The computer readable medium of claim 9 , the operations further comprising:

in response to the change to the defeated state of the first virtual character, starting an elimination timer having a threshold time, wherein the first virtual character is unable to be respawned if the threshold time is exceeded.

18. A computer system comprising:

one or more data stores storing computer-executable instructions; and

one or more processors configured to execute the computer executable instructions in order to perform operations comprising:

executing an instance of a multiplayer gameplay session within a virtual environment of an online video game application, wherein the virtual environment is presented on client computing platforms associated with players, virtual characters are provided to the players to enable interaction of the players with the virtual environment and other virtual characters, wherein the players control the in-game virtual characters interacting within the virtual environment during the instance of the multiplayer gameplay session via user input received over a network from the client computing platforms associated with the users;

during the instance of the multiplayer gameplay session,

changing a state of a first virtual character to a defeated state at a first location in the virtual environment, wherein the first character is controlled by user input provided by a first player;

in response to the change to the defeated state, generating a respawn activation item for the first virtual character, wherein, in the defeated state, the first virtual character is unable to be controlled by the first player within the virtual environment;

receiving user input from a second player controlling a second virtual character to acquire the respawn activation item;

receiving user input to use the respawn activation item at a respawn location different from the first location within the virtual environment; and

in response to using the respawn activation item at the respawn location, respawning the first virtual character at a second location in a normal state, wherein a graphical representation of the first virtual character is generated within the virtual environment at the second location.

19. The computer system of claim 18 , the operations further comprising:

changing the first virtual character to an incapacitated state before the first virtual character is changed to the defeated state, wherein while the first virtual character is in the incapacitated state, the first virtual character is restricted from at least one of:

using an inventory item otherwise available to the first virtual character while the first virtual character is in the normal state; or

performing an action or movement otherwise available to the first virtual character while the first virtual character is in the normal state.

20. The computer system of claim 19 , the operations further comprising:

changing the first virtual character from the incapacitated state to the defeated state based at least in part in response to at least one of:

the first virtual character remaining in the incapacitated state for a threshold quantity of elapsed time without recovering to the normal state; or

the first virtual character receiving a threshold amount of damage.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 26, 2021
From: PINEDA, CARLOS EMMANUEL REYES
To: ELECTRONIC ARTS INC.
Reel/Frame 056980/0482 →
Continuity (2)
Continuation 16528377 · Jul 31, 2019
Related Publication 20210339140A1 · Nov 4, 2021
Cited By (1)
US 12,420,198