Patent Publication Number: US-2018036639-A1

Title: Story-driven game creation and publication system

Description:
CROSS-REFERENCE TO RELATED APPLICATION(S) 
     This application claims the benefit of U.S. Provisional Patent Application No. 62/371,552 filed on Aug. 5, 2016, entitled “SOFTWARE PLATFORM ENABLING CREATION AND SELF-PUBLISHING OF STORY-DRIVEN GAMES FOR COMPUTERS AND MOBILE DEVICES,” which is incorporated herein by reference in its entirety. 
    
    
     BACKGROUND 
     Story-driven games, such as adventure games, generally refer to a category of video or computer games in which a player assumes a role in an interactive story involving exploration, puzzle-solving, battling, or other actions. Story-driven games can be modeled after narrative-based media such as literature and movies. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates a networked environment that includes a game creation system for creating and publishing story-driven games, in accordance with some embodiments of the presently disclosed technology. 
         FIG. 2  illustrates components of the game creation system in accordance with some embodiments of the presently disclosed technology. 
         FIGS. 3A-3C  illustrate the logical branching of game storyline, a user interface for constructing a frame of the game, and the presentation of the frame within an executable game, in accordance with some embodiments of the presently disclosed technology. 
         FIG. 4  is a flowchart illustrating a process for creating and publishing a story-driven game in accordance with some embodiments of the presently disclosed technology. 
         FIGS. 5-13  illustrates various user interfaces implemented in accordance with some embodiments of the presently disclosed technology. 
         FIG. 14  is a block diagram illustrating an example of the architecture for a computer system or device that can be utilized to implement various functionalities in the networked environment of  FIG. 1 . 
     
    
    
     The figures depict various embodiments of this disclosure for purposes of illustration only. One skilled in the art will readily recognize from the following discussion that alternative embodiments of the structures and methods illustrated herein may be employed without departing from the principles of embodiments described herein. 
     DETAILED DESCRIPTION 
     The ever-expanding scope of the Internet and the proliferation of network-connected computing devices have enabled millions of people to share stories or other creative content. However, most writers lack the technical skills to turn their words into fully fledged, interactive story-driven games. Typically, game creation systems are not designed from the perspective of a writer, who likely prefers to focus primarily on the narrative of storylines and may lack other game building skills. Typically, professional art creation and computer programming are required to create and publish story-driven games. For example, a typical game creation system may require a game creator to build art and other assets, and may require the game creator to have programming skills such as code or script writing. Writers who want to turn their narrative into games need to collaborate with or hire artists, audio designers, engineers, programmers, and/or other professionals. This process can introduce high cost, communication error, development inefficiency, and other adverse factors that can discourage many creative minds. 
     The system disclosed herein provides user interfaces that enable writers to input narratives that drive the storyline of games, obtain visual content (e.g., still images, animation, or video), audio content (e.g., music or sound effects), or other multimedia content to accompany the narratives, straightforwardly specify development and/or branching of storyline without code or script programming, concretely examine the logical flow of a game as it is being built, and self-publish an executable game to various digital marketplaces for access to game consumers. In short, the presently disclosed technology enables anyone who can write a story to make and publish a story-driven game with art, audio, and/or an embedded rules engine, without technical or artistic skills required. The system can also enable the establishment of a content marketplace where content contributors can upload multimedia content for incorporation into story-driven games and for sharing profits with game creators. 
       FIGS. 1-14  are provided to illustrate representative embodiments of the presently disclosed technology. Unless provided for otherwise, the drawings are not intended to limit the scope of the claims in the present application. 
     Many embodiments of the technology described below may take the form of computer-executable instructions, including routines executed by one or more programmable computers or controllers. Those skilled in the relevant art will appreciate that the technology can be practiced on computer systems other than those shown and described below. For example, the technology can be embodied in one or more special-purpose computers or data processors that are specifically programmed, configured or constructed to perform one or more of the computer-executable instructions described below. As another example, at least some portion of the technology can be implemented by virtual machines provided by networked computing resources (commonly referred to as cloud computing resources). Accordingly, the terms “computer,” “computer system,” or “computing device” as generally used herein refer to any data processor and can include Internet appliances and mobile devices (including palm-top computers, wearable computing devices, cellular or mobile phones, multi-processor systems, processor-based or programmable consumer electronics, network computers, mini computers, tablet computers, smart televisions, video game consoles, augmented reality (AR) and virtual reality (VR) devices, and the like). Information handled by these computers, computer systems, or computing devices can be presented at any suitable display medium, including an LCD (liquid crystal display). Instructions for performing computer-executable tasks can be stored in or on any suitable computer-readable medium, including hardware, firmware or a combination of hardware and firmware. Instructions can be contained in any suitable memory device, including, for example, a flash drive, USB (universal serial bus) device, and/or other suitable medium. 
       FIG. 1  illustrates a networked environment  100  that includes a game creation system  104  for creating and publishing story-driven games, in accordance with some embodiments of the presently disclosed technology. As illustrated in  FIG. 1 , the environment  100  includes one or more game creators  102 , the game creation system  104 , one or more content contributors  106 , and one or more game marketplaces  108  that are communicatively connected with one another via connections  110 . The connections  110  can include any combination of local area and/or wide area networks, using both wired and wireless communication systems. In some embodiments, the connections  110  use standard communications technologies and/or protocols. Thus, the connections  110  can include links using technologies such as Ethernet, 802.11, worldwide interoperability for microwave access (WiMAX), 3G, 4G, CDMA, digital subscriber line (DSL), etc. The networking protocols used can include multiprotocol label switching (MPLS), transmission control protocol/Internet protocol (TCP/IP), User Datagram Protocol (UDP), hypertext transport protocol (HTTP), simple mail transfer protocol (SMTP) and file transfer protocol (FTP). Data exchanged over the connections  110  can be represented using technologies and/or formats including hypertext markup language (HTML) or extensible markup language (XML). In addition, all or some of the links can be encrypted using conventional encryption technologies such as secure sockets layer (SSL), transport layer security (TLS), and Internet Protocol security (IPsec). 
     The game creators  102  include narrative writers or storyline authors of a game. The game creators  102  use associated computing devices (e.g., workstations, personal computers, palm-top computers, smartphones, tablet computers, or the like) to access the game creation system  104  via connections  110 . In some embodiments, the associated computing devices implement dedicated front end software or generic user interface software (e.g., web browsers) for presenting user interfaces generated by the game creation system  104 , receiving user inputs and interactions via the presented user interfaces, and communicating the interactive data with the game creation system  104 . Illustratively, one or more game creators  102  can use the user interfaces to write narratives for multiple frames of a game, and map out the game&#39;s storyline with multiple branches and/or outcomes. The multiple branches and/or outcomes can be deterministic (e.g., based on explicit choices of the player) or non-deterministic (e.g., including a level of randomness based on various attributes associated with the player, the frame, and/or the storyline development history). In some embodiments, for each interactive element of the game (e.g., a player&#39;s choice from a range of options such as fight or flee from an enemy, selecting one of several possible paths in an intersection of corridors, or the like), the game creator  102  uses the user interfaces to browse and search various multimedia content repositories for applicable content, and incorporate them to add more narrative depth and ambience to the element. In some embodiments, the game creator  102  requests content contributors  106  to submit candidate multimedia content through the game creation system  104  for specific frames and/or elements. 
     As will be discussed in further detail below with reference to  FIG. 2 , the game creation system  104  can include multiple components implemented on one or more computing devices. In some embodiments, the game creation system  104  generates user interfaces, processes user input or interaction data, maintains (e.g., store, classify, facilitate search and retrieval, or the like) multimedia content data, compiles or otherwise builds games to become computer-executable software, publishes executable games to game marketplaces, processes accounting and compensation for multiple parties, and/or performs other functionalities in accordance with the presently disclosed technology. 
     In various embodiments, the content contributors  106  include painters, sketchers, digital artists, musicians, audio engineers, or other professionals or amateurs who can provide multimedia content for incorporation into games. The content contributors  106  can use associated computing devices (e.g., workstations, personal computers, palm-top computers, smartphones, or the like) to access the game creation system  104  via connections  110 . Illustratively, the content contributors  106  can upload multimedia content as well as associated metadata (e.g., keywords, subject, description, restrictions on use or compensation, or the like) to the game creation system  104 . In some embodiments, the system enables the content contributors  106  to upload content in response to specific content requests as discussed above. 
     In various embodiments, the game marketplaces  108  include network-based software or app stores such as Apple App Store, Google Play, Steam, Amazon, or the like. Once the game creator  102  completes the creation of a game with various frames, the game creation system  104  can compile the game into one or more executable software suitable for distribution via one or more game marketplaces  108 . Once consumers purchase, play, or otherwise access the game in accordance with a particular game marketplace system, the game marketplace  108  can further communicate accounting and compensation data with the game creation system  104 . 
       FIG. 2  illustrates components of the game creation system  104  in accordance with some embodiments of the presently disclosed technology. As illustrated in  FIG. 2 , the game creation system  104  includes a user interface (UI) module  202 , a game building module  204 , and a content repository  206 . In some embodiments, The UI module  202  is implemented as software executed by one or more computing devices for generating various user interfaces to facilitate frame construction, narrative input, content selection and/or requesting, storyline branching, game marketplace selection, game publication, content uploading, or other related functionalities as disclosed herein. The UI module  202  can communicate data with the game creator(s)  102  and/or content contributor(s)  106  via the connections  110 , cause generated user interfaces to be presented and updated, and process user interactions received from the game creator(s)  102  and/or content contributor(s)  106 . 
     In some embodiments, the game building module  204  is implemented as software executed on one or more computing devices for communicating with the UI module  202  (e.g., exchanging game configuration and content data), compiling game into executable software in accordance with various game marketplace specifications or standards, communicating with the game marketplace(s)  108  to publish the executable games, or other related functionalities as disclosed herein. In some embodiments, at least some portion of the game building module  204  and some portion of the UI module  202  are implemented by different computing devices or systems. In some embodiments, the game building module  204  and UI module  202  correspond to a same software component of the game creation system  104 . 
     In some embodiments, the game building module  204  implements one or more embedded rules engines, game player user interface schemes or templates, and/or other settings that are predefined based on various themes or contexts (e.g., derived from literature, movies, or other licensed material). These settings enable different look and feel, dynamics, or other game player experience for different games to be created. For example, each set of settings can be associated a distinct set of art, audio, monsters, treasures, and/or other content assets appropriate for a particular theme or context (e.g., “Star Wars Adventures,” “Harry Potter Adventures,” “Tunnels and Trolls Adventures,” etc.) Similarly, each set of setting can include a distinct rule set (e.g., implemented as a specific embedded rules engine) for adjudicating combat, saving rolls, or other non-deterministic events in accordance with the particular theme or context. Additionally, each set of settings can be associated with a distinct set of game player user interface scheme or templates (e.g., distinct colors, fonts, button shapes, button functions, button placements, combinations of the same or the like). With these different settings, a game creator can create one or more interactive story-driven games, each associated with a distinct look and feel, dynamics, and/or other game player experience in accordance with a corresponding theme or context. 
     In some embodiments, the content repository  206  includes one or more databases or data stores implemented on any type of computer-readable media that can store data accessible by the UI module  202 , game building module  204 , and/or other game creation system components (not shown). Such computer-readable media can include, for example, magnetic hard and floppy disk drives, optical disk drives, magnetic cassettes, tape drives, flash memory cards, digital video disks (DVDs), Bernoulli cartridges, RAM, ROM, smart cards, etc. In some embodiments, at least some portion of the content repository  206  can be implemented via network-based data storage (commonly referred to as cloud storage). The content repository  206  can be configured to support searching, classifying, clustering, sorting, prioritizing, filtering, or otherwise organizing the multimedia content uploaded by the content contributor(s)  106  based, for example, on metadata associated with the content or an analysis of the content. 
     In some embodiments, the game creation system  104  further includes an application programming interface (API) request module, a web server module, network interfaces, security mechanisms, load balancers, failover servers, management and network operations consoles, or additional, fewer, or different modules for various applications. These possible components are not shown so as to not obscure the details of the system. 
       FIG. 3A  illustrates the logical branching of a game storyline including multiple frames in accordance with some embodiments of the presently disclosed technology;  FIG. 3B  illustrates a user interface for constructing a frame in accordance with some embodiments of the presently disclosed technology; and  FIG. 3C  shows presentation of the frame of  FIG. 3B  within an executable game, in accordance with some embodiments of the presently disclosed technology. 
     With reference to  FIG. 3A , the storyline of a story-driven game includes multiple frames (e.g., frames  302   a - 302   c ) that are connected with one another by directed links  304 , which branch based on logic or rules specified by the game creator(s)  102 . As will be discussed in further detail below, the logic or rules can be deterministic (e.g., based directly on explicit choices of the player, in a manner that is consistent across multiple game executions in which the same explicit player choices are made) or non-deterministic (e.g., including a level of randomness based on various attributes associated with the player, the frame, and/or the storyline development while the game is played, in a manner that can vary across multiple game executions in which the same explicit player choices are made). 
     With reference to  FIG. 3B , the system disclosed herein provides a user interface for constructing frames. Illustratively, the user interface of  FIG. 3B  corresponds to a user interface for constructing frame  302   a  in the storyline of  FIG. 3A . As will be discussed in further detail below, the user interface can facilitate straightforward, natural language based input of logics or rules for storyline branching (i.e., dropdown menus for condition setting and/or destination frame(s) selection) without the need for any code or script writing. 
     As will be discussed in further detail below, the system can compile a game including multiple frames into executable software.  FIG. 3C  shows presentation of the frame (e.g., corresponding to frame  302   a  of  FIG. 3A ) constructed using the interface of  FIG. 3B  when the executable game is played on a computing device (e.g., a smart phone, tablet, or laptop computer). Illustratively, the lower portion of the display shows storyline branching choices  306  and various player attributes  308 . 
       FIG. 4  is a flowchart illustrating a process  400  for creating and publishing a story-driven game in accordance with some embodiments of the presently disclosed technology. Illustratively, the process  400  can be implemented by the game creation system  104 . At block  405 , the game creation system  104  starts creation of a game. Illustratively, game creation is triggered by an interaction (e.g., selecting a “creating a new game” button) with the game creation system  104  by a game creator  102 . In response to the user interaction, the game creation system  104  generates and causes presentation of a user interface (e.g., user interface  500  as illustrated in  FIG. 5 ) to the game creator  102  via an associated computing device. For example, the user interface can include one or more text boxes (e.g., text boxes  502  as illustrated in  FIG. 5 ) for the game creator  102  to enter, in natural language, information about the author, the story to be created, or other game related aspects. The user interface can also facilitate selection of multimedia content, such as images for cover and title, for example, via selection areas  504  and  506  as illustrated in  FIG. 5 . In some embodiments, the user interface enables selection of one or more settings (e.g., selection of content asset set, rules engine, and/or game player user interface scheme) for the game, for example, via one or more drop-down menus. 
     In some embodiments, the user interface also facilitates switching to other functionalities of the game creation system  104 . For example, with reference to  FIG. 5 , in response to a selection of a “Main Menu” button  512 , the game creation system  104  generates and causes presentation of a user interface for overall functional control of the system; in response to a selection of a “Map View” button  514 , the game creation system  104  generates and causes presentation of a user interface (e.g., the user interface illustrated in  FIG. 3A  or  FIG. 12 ) for a map-styled overview of various frames and their interconnections that are currently included in the game; in response to a selection of an “Outline View” button  516 , the game creation system  104  generates and causes presentation of a user interface (e.g., the user interface illustrated in  FIG. 13 ) for an outline-styled overview of various frames currently included in the game; in response to a selection of a “Preview” button  518 , the game creation system  104  generates and causes presentation of a preview (e.g., in a form that will be present to a game player when a corresponding executable game is played) of the game feature or portion current being edited (e.g., cover, title, frame, etc.); in response to a selection of an “Export” button  520 , the game creation system  104  generates a data file including all the game information (e.g., including frames, connections, configuration, features, selected art and audio assets, etc.) for saving to a local or network-based data storage; and in response to a selection of an “Achievements” button  522 , “Monsters” button  524 , or “Treasure Table” button  526 ,  104  generates and causes presentation of a user interface for editing various features, attributes and/or elements of the game. At least some of the above mentioned buttons are also included in other applicable user interfaces described herein. 
     At block  410 , the game creation system  104  constructs a frame for the game. Illustratively, in response to the game creator  102 &#39;s interaction (e.g., selecting a “new frame” or “add frame” button) with a user interface, the game creation system  104  generates and causes presentation of a user interface (e.g., user interface  600  as illustrated in  FIG. 6 ) to the game creator  102  via an associated computing device. For example, the user interface can include one or more text boxes (e.g., text boxes  602  as illustrated in  FIG. 6 ) for the game creator  102  to enter, in natural language, title, narratives, or other story text specific to the frame. 
     At block  415 , the game creation system  104  obtains multimedia content for the frame. Illustratively, the user interface presented at block  410  can also facilitate selection of multimedia content, such as images and audio, from the content repository  206 , to be included in the frame. As previously discussed, each third party content contributor  106  whose multimedia content is selected for inclusion in the game can receive proceeds when the game publishes and generates sales revenue. 
     More specifically, in response to the game creator  102 &#39;s interaction (e.g., selecting a “choose image” button  604  or “choose sound &amp; music” button  606  as illustrated in  FIG. 6 ) with the user interface for selection of a type of content, the game creation system  104  can generate and cause presentation of another user interface (e.g., user interface  700  as illustrated in  FIG. 7  or user interface  800  as illustrated in  FIG. 8 ) to the game creator  102  via an associated computing device. 
     Illustratively, via user interface  700 , a game creator  102  can browse through one or more image archives maintained by the content repository  206 , use a search bar  702  to find a specific image, or click a “random” button  704  to select an image at random. Each frame can accommodate one or more images. The images can be black-and-white, grayscale, or colored. In some embodiments, the game creation system  104  can automatically analyze the narratives of the frame or other associated story text and search the image archive(s) for a selected set of images that are likely to fit into the frame. For example, the game creation system  104  can perform keyword based matching between frame narratives and applicable information included in image metadata. The game creation system  104  can sort or order the images in the selected set based on a measurement of the match and present the ordered image set to the game creator  102  via the user interface  700 . In response to a selection made by the game creator  102 , the selected image can be displayed in a “Current Selection” area  706  with contributor identification information  708 , and/or use restrictions or other information derived from associated metadata. 
     Illustratively, via user interface  800 , a game creator  102  can browse through one or more audio archives maintained by the content repository  206 , and/or use a search bar  802  to find one or more pieces of audio content. Audio content can be classified, for example, into music tracks, ambient tracks, and sound effects via the user interface  800 . Music tracks can correspond to musical scores for overall tone (e.g., suspenseful, celebratory, etc.), ambient tracks can reflect the specific environment of the frame (e.g., a loud tavern, inside a cave, alongside a river, etc.), and sound effects can be used for specific moments in an adventure (e.g., a monster&#39;s roar, a weapon striking, footsteps, etc.) The user interface  800  further enables the game creator  102  to “preview” the audio content prior to choosing one or more pieces for the frame. In some embodiments, the game creation system  104  can automatically analyze the narratives of the frame or other associated story text and search the audio archive(s) for a selected set of audio content that are likely to fit into the frame. For example, the game creation system  104  can perform keyword based matching between frame narratives and applicable information included in the audio content metadata. The game creation system  104  can sort or order the audio content in the selected set based on a measurement of the match and present the ordered audio set to the game creator  102  via user interface  800 . 
     In some embodiments, the game creator  102  can request all or a selected group of content contributors  106  to submit candidate multimedia content for the frame, using the game creation system  104 . Illustratively, in response to a game creator  102 &#39;s request, the game creation system  104  can send information regarding the frame (e.g., narratives) to the content contributors  106 , or allow the content contributors  106  limited access (e.g., read-only) to the current frame and possibly one or more connected frames in the storyline. The content contributor(s)  106  can in turn submit candidate content for the frame within a prescribed time period for selection by the game creator  102 . 
     At block  420 , the game creation system  104  obtains rules for deterministic and/or non-deterministic branching of storyline that connects the current frame to other frame(s). As discussed above, transitioning from the current frame to another frame can be deterministic (e.g., where the choice of a next frame to proceed to is made by the player of the game based on a storyline predetermined by the game creator  102 ). Illustratively, the game creation system  104  can generate and cause presentation of a user interface (e.g., user interface  900  as illustrated in  FIG. 9 ) to the game creator  102  via an associated computing device. The user interface enables the game creator  102  to create deterministic branching via one or more choice inputs (e.g., choice inputs  902  of user interface  900 ). 
     As discussed above, transitioning from the current frame to another frame can be non-deterministic (e.g., based on the outcome of random number generation for game mechanics such as combat or saving rolls). In some embodiments, the non-deterministic randomness is implemented via one or more computer-simulated dice-rolls, spinners, coin-flips, combination of the same or the like. Illustratively, the game creation system  104  can generate and cause presentation of a user interface (e.g., user interface  1000  for branching via a “saving roll” as illustrated in  FIG. 10  or user interface  1100  for branching via “combat” as illustrated in  FIG. 11 ) to the game creator  102  via an associated computing device. The user interface enables the game creator  102  to create non-deterministic branching via one or more conditional inputs (e.g., conditional input  1002  of user interface  1000  or conditional input  1102  of user interface  1100 ). 
     The conditional inputs can include one or more text input areas where the game creator  102  can describe the context or other related information of a non-deterministic branching. The conditional inputs can also include various straightforward, natural language based input areas for the game creator  102  to set rules for the non-deterministic branching. For example, the game creator  102  can set rules, such as “if the player has the gold key, then the gold door can be opened; otherwise the gold door cannot be opened,” “if the player has a rope, they can tie the rope and climb down into a pit; otherwise they cannot;” and “if the player has an attribute value higher than X, they can use a particular item A; if the attribute value is between X and Y (Y lower than X), they can use a particular item B; if the attribute value is lower than Y, they cannot use any of the particular items.” In other words, the rules can include evaluation (e.g., numerical and/or Boolean based) of one or more attribute values associated or unassociated with a player or a group of players (e.g., one or more players&#39; level, equipment, power, collection, energy, and/or other attributes), the type or nature of the current frame (e.g., whether the current frame advances or impedes the player, whether the current frame is informational or investigatory, etc.), the type or nature of frames that the player(s) has visited within a recent period of time (e.g., a percentage of deterministic and/or non-deterministic frames that the player visited during the past hour, a ratio between advancing and impeding frames that the player visited during the past week, etc.), combination of the same or the like, which can be weighted or otherwise associated with one or more randomly generated numbers, and then compared to one or more threshold values for branching into multiple existing or new frames based on the comparison(s). 
     At block  425 , the game creation system  104  determines whether more frames need to be constructed. Illustratively, the game creation system  104  can generate and cause presentation of a user interface (e.g., user interface  1200  as illustrated in  FIG. 12 ) to the game creator  102  via an associated computing device. The user interface can show some or all of frames currently included in the game and their inter-connections (deterministic and/or non-deterministic), for example, as a network or map of nodes and directed edges. Illustratively, different colors and/or shapes of the edges can be used to indicate a deterministic path  1202  (e.g., magenta colored straight line indicating a path where the player makes a choice and progresses to a frame which the game creator  102  has pre-determined) or different types of non-deterministic paths (e.g., green curved line indicating a path where the player has successfully overcome a challenge such as a combat, saving roll, coin flip, etc., or red curved line indicating a path where the player has failed to overcome a challenge). In some embodiments, the user interface shows edge(s) (e.g., dashed line edge  1206 ), whether a deterministic or non-deterministic type, that is only connected to one existing frame, which means that a destination frame for the edge has not been constructed. In these embodiments, the game creation system  104  can prompt the game creator  102  to construct the destination frame. In some embodiments, another user interface (e.g., user interface  1300  as illustrated in  FIG. 13 ) can be generated and presented to enable the game creator  102  to view or edit some or all of frames currently included in the game. 
     If more frames need to be constructed, the process  400  proceeds to block  410 . Otherwise, the process  400  proceeds to block  430 . Illustratively, the game creator  102  can signal or indicate to the game creation system  104  that all frames for the game have been completed (e.g., by clicking a “complete” or “compile” button via a user interface). If the game creation system  104  determines that no additional frames need to be constructed, the process  400  proceeds to block  430  where the game creation system  104  compiles the game into one or more executable software in accordance with the specification or standard of one or more pre-selected game marketplaces  108 . In some embodiments, the non-compiled and/or compiled game can be exported to a local save file, and/or to a cloud storage. 
     At block  435 , the game creation system  104  proceeds to communicate with the pre-selected game marketplace(s)  108  and publish the executable game software, with or without additional interactions with the game creator  102 . At block  440 , the game creation system  104  divides revenue received from the game marketplace(s)  108  for the game. Illustratively, the game creation system  104  performs accounting of the revenue, calculates shares for the game creator(s)  102  who created one or more frames of the game, content contributor(s)  106  whose work were incorporated in one or more frames of the game, and potentially any other parties involved in the creation, compiling, or publishing of the game, in accordance with applicable rules or agreements. The game creation system  104  can then transfer funds (e.g., via electronic payment services such as PayPal) to all relevant parties in accordance with the calculated shares. 
     While processes or blocks are presented in a given order, alternative embodiments may perform routines having steps, or employ systems having blocks, in a different order, and some processes or blocks may be deleted, moved, added, subdivided, combined, and/or modified to provide alternative or subcombinations. Each of these processes or blocks may be implemented in a variety of different ways. In addition, while processes or blocks are at times shown as being performed in series, these processes or blocks may instead be performed in parallel, or may be performed at different times. When a process or step is “based on” a value or a computation, the process or step should be interpreted as based at least on that value or that computation. 
       FIG. 14  is a block diagram illustrating an example of the architecture for a computer system or device  1400  that can be utilized to implement various functionalities in the networked environment  100  of  FIG. 1 . As illustrated in  FIG. 14 , the computer system  1400  includes one or more processors  1405  and memory  1410  connected via an interconnect  1425 . The interconnect  1425  may represent any one or more separate physical buses, point to point connections, or both connected by appropriate bridges, adapters, or controllers. The interconnect  1425 , therefore, may include, for example, a system bus, a Peripheral Component Interconnect (PCI) bus, a HyperTransport or industry standard architecture (ISA) bus, a small computer system interface (SCSI) bus, a universal serial bus (USB), IIC (I2C) bus, or an Institute of Electrical and Electronics Engineers (IEEE) standard 674 bus, sometimes referred to as “Firewire.” 
     The processor(s)  1405  may include central processing units (CPUs) to control the overall operation of, for example, the host computer. In certain embodiments, the processor(s)  1405  accomplish this by executing software or firmware stored in memory  1410 . The processor(s)  1405  may be, or may include, one or more programmable general-purpose or special-purpose microprocessors, digital signal processors (DSPs), programmable controllers, application specific integrated circuits (ASICs), programmable logic devices (PLDs), or the like, or a combination of such devices. 
     The memory  1410  is or includes the main memory of the computer system. The memory  1410  represents any form of random access memory (RAM), read-only memory (ROM), flash memory (as discussed above), or the like, or a combination of such devices. In use, the memory  1410  may contain, among other things, a set of machine instructions which, when executed by processor  1405 , causes the processor  1405  to perform operations to implement embodiments of the presently disclosed technology. 
     Also connected to the processor(s)  1405  through the interconnect  1425  is a network adapter  1415 . The network adapter  1415  provides the computer system  1400  with the ability to communicate with remote devices, such as the storage clients, and/or other storage servers, and may be, for example, an Ethernet adapter or Fiber Channel adapter. 
     The techniques introduced herein can be implemented by, for example, programmable circuitry (e.g., one or more microprocessors) programmed with software and/or firmware, or entirely in special-purpose hardwired circuitry, or in a combination of such forms. Special-purpose hardwired circuitry may be in the form of, for example, one or more application-specific integrated circuits (ASICs), programmable logic devices (PLDs), field-programmable gate arrays (FPGAs), etc. 
     Software or firmware for use in implementing the techniques introduced here may be stored on a machine-readable storage medium and may be executed by one or more general-purpose or special-purpose programmable microprocessors. A “machine-readable storage medium,” as the term is used herein, includes any mechanism that can store information in a form accessible by a machine (a machine may be, for example, a computer, network device, cellular phone, personal digital assistant (PDA), manufacturing tool, any device with one or more processors, etc.). For example, a machine-accessible storage medium includes recordable/non-recordable media (e.g., read-only memory (ROM); random access memory (RAM); magnetic disk storage media; optical storage media; flash memory devices; etc.), etc. 
     The term “logic,” as used herein, can include, for example, programmable circuitry programmed with specific software and/or firmware, special-purpose hardwired circuitry, or a combination thereof. 
     Some embodiments of the disclosure have other aspects, elements, features, and steps in addition to or in place of what is described above. These potential additions and replacements are described throughout the rest of the specification. Reference in this specification to “various embodiments,” “certain embodiments,” or “some embodiments” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the disclosure. These embodiments, even alternative embodiments (e.g., referenced as “other embodiments”) are not mutually exclusive of other embodiments. Moreover, various features are described which may be exhibited by some embodiments and not by others. Similarly, various requirements are described which may be requirements for some embodiments but not other embodiments.