Patent ID: 12233346

A better understanding of the disclosed technology will be obtained from the following detailed description of the preferred embodiments taken in conjunction with the drawings and the attached claims.

DETAILED DESCRIPTION

The method and system herein provides for a computerized method and processing system for supplementing multi-player gameplay.

FIG.1illustrates one embodiment of a system100having a plurality of users102A-102N operating a computing systems104A-104N for engaging in videogame gameplay via a game engine106across a network connection108, where N can be any suitable integer. The game engine106includes at least two gaming modules, a multi-player gaming module110and a mini-game gaming module112.

The users102can be one of any number of users engaging in multi-player gameplay via the game server108. Typically the users102are geographically dispersed and engaged in multi-player gameplay via the engine106. The users102can form teams and compete as teams.

The users102can also all cooperate together towards a common goal, competing against one or more computer-controlled players or elements. For example, in one embodiment described below, the users can all play different humans and the killer clowns are all computer controlled, creating the multi-player game of humans versus killer clowns.

The computing systems or devices104can be any suitable devices for engaging in videogame gameplay. For example, the device104can be a laptop computer, a desktop computer, a tablet computer, a smart phone, a gaming console, augmented reality/virtual reality headset and/or console, or any other suitable device for facilitating gameplay.

In one embodiment, the gameplay operations can be executed via local execution, for example running a local executable. For example, one embodiment may include running a local version of a videogame off an executable downloaded and executing at the local processing device104. Execution operations can include network connectivity for multi-player functionality.

As used herein, computer readable medium may be any suitable non-transitory medium capable of having computer instructions stored thereon, said instructions transferrable and readable by one or more processing devices for performing processing operations therewith. The computer readable medium may be a single medium or a plurality of media disposed in a single or distributed environment.

In another embodiment, the gameplay operations can be executed via a networked, portal, or browser application with the gameplay operations being executed via server-based operations. For example, the computing device104may execute a portal application or a browser application on the local device and the gameplay executable is run in a cloud-based processing environment, with limited local software execution.

In another embodiment, the gameplay operations can be distributed across local processing and networking processing, including game control operations running off a locally-executed application but interactions and coordinating multi-player game being facilitated at the server or network side.

The network108can be one or more networks, as recognized by a skilled artisan. For example, in a typical embodiment the network108is the Internet. Whereas further embodiments may include additional network layers for connectivity. For example, a first network may be a wireless or wired connection to a router, the router engaged to the network108. For example, a first network may be a cellular network accessible via a radio communication signal, the user connecting to the Internet via the cellular network. For example, a first network may be a virtual private network or other network for facilitating secure communication.

The gaming engine106can be any suitable network-based processing environment for hosting multi-player gaming engagement. The engine106can be a distributed computing system, for example a cloud-based system of multiple distributed computing systems distributing or sharing computation load. In another embodiment, the engine106can be a single or group of dedicated servers for performing gaming operations and supplementing operations as noted herein.

As illustrated inFIG.1, the engine106includes two processing modules, a multi-player gaming module110and a mini-game gaming module112. It is recognized by a skilled artisan, these modules may be disposed within the engine106or can be executed external or complimentary to the engine106.

The multi-player gaming module110represents one or more executables for hosting and maintaining a multi-player videogame. Various operations of the module110can be consistent with known multi-player gaming operations, as recognized by a skilled artisan, for onboarding multi-players, engaging in numerous gaming events, and generally managing user interactions.

Multi-player gameplay can include any suitable type of multi-player environments. One embodiment includes all players on the same team in a common competition against computer-controlled enemies. One embodiment can include symmetrical teams in competition against one or more symmetrical teams. For example, one game may include a first team of 5 players in a contest against a second team of 5 players. For example, one game may include three or more teams, each having 5 players, competing against all other teams. For example, one game may include asymmetric teams in competition. For example, a first team may have 3 players competing against a second team having 7 players. One embodiment can include all players competing on an individual basis against all other players.

As described in greater detail below, the gaming module110includes additional functionality allowing for supplementing multi-player gameplay with interactions and events occurring via the mini-game gaming module112.

The mini-game gaming module112includes software executables for offering users one or more mini-games. The module112can include interaction with the engine106for onboarding of players into the mini-games, as well as managing rewards and other benefits.

FIG.2illustrates a flowchart of methodology steps for supplementing multi-player gameplay. The method steps can be performed by the system100ofFIG.1or any other suitable processing system or environment as recognized by a skilled artisan.

Step200is recognizing user ending multi-player gameplay engagement. This step may include processing operations to detect when a player has ended or otherwise disengaged from gameplay. For example, this could include the user's character being killed or otherwise eliminated in the multi-player game. For example, this can include a player aborting gameplay. For example, this can be where a user is glitched out of a game over a connection issue. Where prior solutions allowed for the user to become a spectator, the gaming engine106can therein detect the user's status and launch or otherwise redirect the user's platform engagement to a mini-game, step202.

For example, one embodiment can include a pop-up screen or other display operation offering the user to play one or more mini-games while the multi-player gameplay continues. In one embodiment, mini-game engagement can be optional, allowing the user to decline a mini-game. For example, should a user decline a mini-game option, the engine106may track user engagements.

The mini-game gaming module (112ofFIG.1) therein presents the user with at least one mini-game. As used herein, mini-game is a stand-alone and/or self-contained game, competition, sequence of events, or other user experience. The mini-game may be related to the multi-player game or can be a fully stand-alone and unrelated event. For example, the multi-player game can be a multi-team shooter game and the mini-game can be related, e.g. a shooting competition mini-game, or unrelated such as logic puzzles, game of chance, game of skill etc.

In one embodiment, the mini-game can be presented in a user interface screen concurrent with the multi-player gameplay. Here, the user can both spectate the gameplay and perform the minigame.

As part of the mini-game gaming module, users can be presented with rewards or other incentives. The rewards can be presented to the user prior to gameplay and/or rewards can be based on mini-game factors (e.g. speed of completion of game, efficiency, score, etc.) or other factors (e.g. multi-player game activities, other rewards available or remaining from other mini-games, user status relative to the gaming engine, etc.). For example, one embodiment can include a secondary user interaction upon mini-game completion for reward collection. One embodiment can include the user presented with multiple cards (e.g.3options) and the user selects one of the options. Upon selection, the user is presented with the selected option.

Step204is upon achieving a positive outcome in the mini-game, the user receives the reward, also referred to as a gaming asset. In one embodiment, this reward relates to or can be usable within the multi-player game. For example, the reward can be a health benefit usable in the game. For example, the reward can be a weapon or power benefit usable in the game. For example, the reward can be any suitable electronic asset or operation for improving or advancing gameplay.

Herein, the mini-game may be unrelated the multi-player game, but the reward can be related thereto. In another embodiment, the mini-game may have a consistent theme with the multi-player game, for example of the multi-player game is a contest against killer clowns, the mini-game can be a timed game of whacking clowns with a virtual mallet.

Step206is facilitating distribution of the reward to the multi-player gameplay. As noted inFIG.1, the engine106operates between the modules110and112, therefore where the reward is earned by the module112, the engine106can include processing instructions for making the reward usable within the multi-player gaming module110.

The reward can be presented to the user for the user to keep the reward. If the user selects to keep the reward, this game asset can be included in account data associated with the user. The reward can be gifted by the user to another user, for example gifted to a user currently active in gameplay. In one example, the user receiving the game asset can gift the asset to a teammate still active in gameplay. In this embodiment, the game asset is then added to the account data of the recipient user.

FIG.3provides a sample embodiment of user interactions and processing system functions for the present method and system.

The user dies or otherwise exits from active competition in the multi-player game. For example, if the multi-player game is a team of players against the computer, the user may be defeated by the computer. The user then enters into spectator mode, no longer actively engaging in gameplay. In spectator mode, the user may be able to still watch gameplay and communicate with other players and/or teammates.

FIG.4illustrates a sample screenshot of a multi-player game with multiple players, each player represents an in-game character being controlled by different users (e.g. users102ofFIG.1). In this game each user plays a human character, all users are on the same time, fighting a common enemy controlled by the computer.

FIG.5illustrates a sample screenshot of the multi-player game including the computer-controlled character, in this embodiment being a killer clown. Where the users controls humans to fight against the killer clowns, there are gameplay scenarios where users characters are killed within the game. The user is then removed from the multi-player game and enters spectator mode. Under prior art solutions, the user would then simply watch the gameplay continue, risking user dis-engagement.

In the present method and system, while in spectator mode, the user is presented with a mini-game prompt. This prompt asks the user if he or she would like to engage in a mini-game either instead of or complimentary to being spectator mode. In one embodiment, the mini-game prompt may include other information such as possible reward(s) of the mini-game.

If the prompt is accepted, the user is presented with the mini-game. This came be within a pop-up window or other partial window display allowing for continuance of spectating the multi-player gameplay. In one embodiment, the mini-game can be a full window or fully immersive engagement, the user no longer actively aware of the multi-player gameplay. In another embodiment, winning the mini-game can include winning based on achieved a pre-set point level, winning a game or other contest, remaining active or alive in the mini-game for a period of time, or any other suitable engagement for the user to beat or at least not lose the mini-game.

FIG.6illustrates a sample screenshot of a mini-game display. In this example, the mini-game is a game called “Repeat the Beat,” where the user has to repeat a sequence of beeps by selecting corresponding keys. Also visible, the mini-game display is an overlay relative to spectating active gameplay. The on-going spectating within the mini-game can include routines for selecting what the user views, for example tracking teammates or other settings. In another embodiment, the on-going spectating can be controlled by the user, for example the user selecting to view a designed player still active in the multi-player gameplay. In another embodiment, the user can additionally change users to watch during the spectating mode, whereby spectating controls may be executed concurrent with mini-game operations.

FIG.3illustrates the embodiments of multiple reward options. The present method and system can utilize any number of available techniques for selecting the reward. The reward may be predetermined. The reward may be chosen from a set-up of available rewards based on additional factors or conditions, including but not limited factors or conditions of the multi-player gameplay. The reward may be limited to a type of reward based on the user's status or level within the gaming engine.

The user completes the mini-game and is thus presented with a reward. In one example,FIG.7illustrates a sample screenshot of a successfully completed mini-game, e.g. in theFIG.6embodiment the user either repeats enough beats to win the game or stays active in the game without losing until a clock winds down. In this exemplary embodiment, the user is presented with three cards and the instruction to “choose a card.” Also visible, the overlay of the mini-game display can include a display of a user's existing inventory as well as any other suitable game-related content or information.

FIG.8illustrates an exemplary screenshot where the user selected a card and the prize is revealed to include a Health Points in the form of a hamburger usable within the multi-player gameplay.

The user can then be presented with a gameplay decision upon acquiring the reward. The user can keep the reward, which if chosen, the reward is stored in a local inventory. The methodology reverts back the user being spectator mode, which may in some embodiments include additional mini-game(s).

The user can also choose to give away an item. The method can include notifying the gaming engine110and spawning the item for a teammate. The user can revert back to spectator mode.

For example, if the mini-game reward is a health booster, the user can choose to grant the reward to a teammate still active in the multi-player game. Here, the user, if eliminated earlier, can still contribute to teammates by completing mini-game activities for rewards and sharing the rewards back into the multi-player game. Similarly, for example of the user receives a health booster and all teammates are eliminated (or the user wishes to engage in selfish gameplay), the user can seek to keep the reward for his or her personal use in later rounds of multi-player gameplay.

FIGS.9-12illustrate further examples, this embodiment being a mini-game entitled “Whack-A-Klown.” The user controls a virtual mallet to whack clowns when they emerge from various holes. Here the user wins if they achieve a high enough score in a set time period.FIG.10illustrates gameplay andFIG.11illustrates winning and being offered to choose a card.FIG.12illustrates a prize awarded to the user available for donating to a teammate or keeping for oneself.

Therefore, the present method and system supplements multi-player gameplay by offering mini-game event(s) or other activities to users in spectator mode or more generally not actively engaged in the multi-player gameplay. The generation of rewards or other benefits can then be presented back into the multi-player gameplay, further incentivizing players to remain active and engaged in the game environment.

One embodiment includes the player (user) being in a “win” or “lose” state spectating the other players in the main game. While spectating the main game, they are prompted to play a mini-game. If selected, the mini-game is overlaid on top of the screen so that the player is still able to spectate the other players, while playing the mini-game. For example, the mini-game can be an 8-bit style 2D game that visually looks different from the main game, and is relatively simple (e.g. whack-a-mole game). Successfully completing the mini-game shortens the timer for a reward. Once the timer runs out, the player can choose one of three cards. The chosen card reveals an item that they can choose to keep for themselves if/when they are brought back into the main game OR they can gift the item to another player that they are spectating in the game. The intention is that the item that is kept or given to another player will provide an advantage to the player who has it in the main game.

Rewards can be determined relative to gameplay or dynamically accounted for or generated by the gaming engine110or another suitable engine. For example, let's say team A is eliminating a lot of team B players. This means that a lot more Team B players are playing mini-games and providing potentially useful items to Team B players, thus increasing their odds of success. One embodiment can include tracking team A versus team B users and changing the odds of receiving each item in the main game as well as the mini-game. In one embodiment, this tracking can be based on predetermined parameters and in another embodiment can be dynamically tracked and modified to avoid unfair advantages to multi-player gameplay from mini-game rewards.

FIGS.1-12herein are conceptual illustrations allowing for an explanation of the present invention. Notably, the figures and examples above are not meant to limit the scope of the present invention to a single embodiment, as other embodiments are possible by way of interchange of some or all of the described or illustrated elements. Moreover, where certain elements of the present invention can be partially or fully implemented using known components, only those portions of such known components that are necessary for an understanding of the present invention are described, and detailed descriptions of other portions of such known components are omitted so as not to obscure the invention. In the present specification, an embodiment showing a singular component should not necessarily be limited to other embodiments including a plurality of the same component, and vice-versa, unless explicitly stated otherwise herein. Further, the present invention encompasses present and future known equivalents to the known components referred to herein by way of illustration.

The foregoing description of the specific embodiments so fully reveals the general nature of the invention that others can, by applying knowledge within the skill of the relevant art(s) (including the contents of the documents cited and incorporated by reference herein), readily modify and/or adapt for various applications such specific embodiments, without undue experimentation, without departing from the general concept of the present invention. Such adaptations and modifications are therefore intended to be within the meaning and range of equivalents of the disclosed embodiments, based on the teaching and guidance presented herein.