CLAN WARS
    2.
    发明申请
    CLAN WARS 有权
    结束战争

    公开(公告)号:US20130005480A1

    公开(公告)日:2013-01-03

    申请号:US13244926

    申请日:2011-09-26

    IPC分类号: A63F13/12 A63F13/10

    摘要: A method of implementing clan wars is disclosed. An incentive reward is generated that is to be provided to at least one member of a group of users of a game networking system based on the group exercising a level of influence over a location during a time period that is greater than a level of influence of an additional group of users over the location during the time period. It is determined that the group exercised the level of influence over the location during the time period. The incentive reward is provided to the at least one member of the group based on the determining that the level of influence exercised by the group is greater than the level of influence of the additional group over the location during the time period.

    摘要翻译: 公开了实施部族战争的方法。 产生奖励奖励,该激励奖励将被提供给游戏网络系统的一组用户的至少一个成员,该组合基于在大于某个时间段的影响级别的时间段内对某个位置行使影响级别的组 在该时间段期间,该地点的另外一组用户。 确定该集团在此期间对该地点施加了影响程度。 基于确定该组所影响的影响程度大于在该时间段期间所述附加组对所述位置的影响程度的水平,向所述小组的至少一个成员提供所述激励奖励。

    PROXY GENERATION FOR PLAYERS IN A GAME
    3.
    发明申请
    PROXY GENERATION FOR PLAYERS IN A GAME 有权
    游戏中的玩家代理生成

    公开(公告)号:US20120015746A1

    公开(公告)日:2012-01-19

    申请号:US13244911

    申请日:2011-09-26

    IPC分类号: A63F9/24

    摘要: Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute.

    摘要翻译: 描述了为游戏中的玩家生成代理的系统和方法。 在一些实施例中,一种方法访问与游戏玩家相关联的社交网络信息。 玩家控制游戏中的第一玩家角色,其中第一玩家角色具有某些属性。 该方法还访问与玩家的朋友相关联的简档信息。 玩家的朋友控制游戏中的第二名玩家角色。 创建基于第二播放器角色的代理,并且基于与玩家的朋友相关联的简档信息来包括多个代理属性。 代理与第一个玩家角色相关联。 基于第一玩家角色属性和至少一个代理属性来确定与第一玩家角色相关联的游戏事件结果。

    Generating reminders for game conditions
    7.
    发明授权
    Generating reminders for game conditions 有权
    生成游戏条件提醒

    公开(公告)号:US08974276B2

    公开(公告)日:2015-03-10

    申请号:US13244901

    申请日:2011-09-26

    IPC分类号: A63F9/24 A63F13/30

    摘要: Systems and methods to generate reminders for game conditions are described. In some embodiments, a method accesses a game condition identifier associated with a game condition for a user of an online game. The method further determines a value associated with the game condition identifier and generates a reminder associated with the game condition based on the value of the game condition identifier. The reminder is presented to the user along with a user response interface that allows the user to indicate whether the user has performed a particular action with respect to the game condition. The game condition identifier is updated based on a response received from the user regarding whether the user has performed the particular action with respect to the game condition.

    摘要翻译: 描述了产生游戏条件提醒的系统和方法。 在一些实施例中,一种方法访问与在线游戏的用户的游戏条件相关联的游戏条件标识符。 该方法进一步确定与游戏条件标识符相关联的值,并且基于游戏条件标识符的值生成与游戏条件相关联的提醒。 向用户提供提醒以及允许用户指示用户是否已经针对游戏状况执行特定动作的用户响应界面。 基于从用户接收的关于用户是否已经对游戏状况执行了特定动作的响应来更新游戏条件标识符。

    GENERATING REMINDERS FOR GAME CONDITIONS
    8.
    发明申请
    GENERATING REMINDERS FOR GAME CONDITIONS 有权
    产生游戏条件的提示

    公开(公告)号:US20120015722A1

    公开(公告)日:2012-01-19

    申请号:US13244901

    申请日:2011-09-26

    IPC分类号: A63F9/24

    摘要: Systems and methods to generate reminders for game conditions are described. In some embodiments, a method accesses a game condition identifier associated with a game condition for a user of an online game. The method further determines a value associated with the game condition identifier and generates a reminder associated with the game condition based on the value of the game condition identifier. The reminder is presented to the user along with a user response interface that allows the user to indicate whether the user has performed a particular action with respect to the game condition. The game condition identifier is updated based on a response received from the user regarding whether the user has performed the particular action with respect to the game condition.

    摘要翻译: 描述了产生游戏条件提醒的系统和方法。 在一些实施例中,一种方法访问与在线游戏的用户的游戏条件相关联的游戏条件标识符。 该方法进一步确定与游戏条件标识符相关联的值,并且基于游戏条件标识符的值生成与游戏条件相关联的提醒。 向用户提供提醒以及允许用户指示用户是否已经针对游戏状况执行特定动作的用户响应界面。 基于从用户接收的关于用户是否已经对游戏状况执行了特定动作的响应来更新游戏条件标识符。

    System and method for modifying a game state of a player of a social game
    10.
    发明授权
    System and method for modifying a game state of a player of a social game 有权
    用于修改社交游戏玩家的游戏状态的系统和方法

    公开(公告)号:US09501203B1

    公开(公告)日:2016-11-22

    申请号:US13162027

    申请日:2011-06-16

    IPC分类号: A63F13/00 G06F3/0481

    摘要: A system, computer-readable storage medium storing at least one program, and a computer-implemented method for modifying a game state of a player of a social game are presented. A first location of a first virtual object and a second location of a second virtual object in a virtual world of a social game are identified, where the first virtual object is associated with a first social contact of a player of the social game and the second virtual object is associated with a second social contact of the player of the social game. A location adjacency metric for the first virtual object and the second virtual object is determined using the first location and the second location. A social adjacency metric for the first virtual object and the second virtual object is determined. A game state for the player is modified using the location adjacency metric and the social adjacency metric.

    摘要翻译: 呈现存储至少一个程序的系统,计算机可读存储介质和用于修改社交游戏的玩家的游戏状态的计算机实现的方法。 识别在社交游戏的虚拟世界中的第一虚拟对象的第一位置和第二虚拟对象的第二位置,其中第一虚拟对象与社交游戏的玩家的第一社交联系相关联, 虚拟对象与社交游戏的玩家的第二社交联系相关联。 使用第一位置和第二位置确定第一虚拟对象和第二虚拟对象的位置邻接度量。 确定第一虚拟对象和第二虚拟对象的社交邻接度量。 使用位置邻接度量和社交邻接度量修改玩家的游戏状态。