Abstract:
Methods, devices, and system for providing anonymous guest players for multiplayer applications are described. In one embodiment, a computer-implemented method includes initiating a game service for playing a multiplayer gaming application on a system, providing with a multiplayer API functionality for defining and adding an anonymous guest player to the system, generating data including a gaming invite that provides an ability to invite one or more friends that are registered with the game service and one or more anonymous guest players that are not registered with the game service. The method further includes receiving an input that identifies or selects an anonymous guest player to invite to play the multi-player gaming application on the system. The computer-implemented method further includes receiving data intended for the anonymous guest player from a different system of the multiplayer gaming application for peer to peer gaming applications.
Abstract:
A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device, The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described.
Abstract:
System of structuring match data updates in multiplayer games includes a plurality of portable electronic devices and a server. Each device may execute a match and store match data. A current device, which is one of the devices, controls the current turn in the match. The current device may establish exchanges that occur during the current turn which includes at least one of: (i) sending a request to at least one of the devices, (ii) receiving a request from at least one of the devices, (iii) receiving a reply to a request from at least one of the devices, and (iv) sending a reply to a request to at least one of the devices. The server is communicatively coupled with the devices to synchronize the match data stored on each of the devices when the current device updates the match data stored on the current device. Other embodiments are described.