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Methods and systems for adaptive tuning of game events

  • US 10,456,686 B2
  • Filed: 09/09/2015
  • Issued: 10/29/2019
  • Est. Priority Date: 09/05/2012
  • Status: Active Grant
First Claim
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1. A computer system comprising:

  • a processor;

    a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising;

    defining an in-game event requiring accumulation of a pre-defined set of virtual object types by a target player account in a virtual game, the set of virtual object types having respective drop rates, each drop rate indicating a rate at which objects of the corresponding type become available for accumulation during the in-game event;

    causing presentation on a client device associated with the target player account of the virtual in-game event, each virtual object type in the set becoming available at the corresponding drop rate;

    during the in-game event, determining one or more player-specific accumulation parameters based at least in part on a comparison between a reference gameplay metric and a corresponding gameplay metric for the target player account in the virtual game, the one or more player-specific accumulation parameters including a respective modified drop rate for one or more of the object types in the set, each modified drop rate being different from the drop rate previously employed in the in-game event for the corresponding virtual object type; and

    thereafter, causing presentation on the client device of the virtual in-game event in accordance with the one or more player-specific accumulation parameters, the one or more virtual object types becoming available for accumulation at the respective modified drop rate.

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