System and method for providing continuous gameplay in a multiplayer video game through an unbounded gameplay session
First Claim
1. A computer-implemented method of providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the method being implemented in a host computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer system to perform the method, the method comprising:
- initiating, by the host computer, the unbounded gameplay session with a set of matched players;
adding, by the host computer during the unbounded gameplay session, a new player to the unbounded gameplay session after the unbounded gameplay session has commenced;
generating, by the host computer during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session;
determining, by the host computer during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score;
determining, by the host computer during the unbounded gameplay session, a performance gap based on the first team score and the second team score;
determining, by the host computer during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap;
identifying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch; and
applying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team.
3 Assignments
0 Petitions
Accused Products
Abstract
A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
-
Citations
26 Claims
-
1. A computer-implemented method of providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the method being implemented in a host computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer system to perform the method, the method comprising:
-
initiating, by the host computer, the unbounded gameplay session with a set of matched players; adding, by the host computer during the unbounded gameplay session, a new player to the unbounded gameplay session after the unbounded gameplay session has commenced; generating, by the host computer during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session; determining, by the host computer during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score; determining, by the host computer during the unbounded gameplay session, a performance gap based on the first team score and the second team score; determining, by the host computer during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap; identifying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch; and applying, by the host computer during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
-
-
13. A system for providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the system comprising:
-
a host computer comprising one or more physical processors programmed with one or more computer program instructions which, when executed, programs the computer system to; initiate the unbounded gameplay session with a set of matched players; add a new player to the unbounded gameplay session after the unbounded gameplay session has commenced; generate, during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session; determine, during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score; determine, during the unbounded gameplay session, a performance gap based on the first team score and the second team score; determine, during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap; identify, during the unbounded gameplay session, an adjustment feature based on the mismatch; and apply, during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25)
-
-
26. A computer program product for providing continuous gameplay in a multiplayer video game through an unbounded gameplay session that runs continuously until all players have exited the unbounded gameplay session, the computer program product comprising:
-
one or more tangible, non-transitory computer-readable storage devices; program instructions, stored on at least one of the one or more tangible, non-transitory computer-readable tangible storage devices that, when executed, programs a host computer to; initiate the unbounded gameplay session with a set of matched players; add a new player to the unbounded gameplay session after the unbounded gameplay session has commenced; generate, during the unbounded gameplay session, a first score for at least a first player of the set of matched players and a second score for the new player, wherein the first score and the second score are not dependent on a total length of time the first player or the new player have played the unbounded gameplay session; determine, during the unbounded gameplay session, a first team score for a first team of players from among players participating in the unbounded gameplay session and a second team score for a second team of players from among the players participating in the unbounded gameplay session, wherein the second team score is lower than the first team score; determine, during the unbounded gameplay session, a performance gap based on the first team score and the second team score; determine, during the unbounded gameplay session, a mismatch between the first team of players and second team of players based on the performance gap; identify, during the unbounded gameplay session, an adjustment feature based on the mismatch; and apply, during the unbounded gameplay session, an adjustment feature based on the mismatch in order to provide a playing advantage to the second team.
-
Specification