METHODS AND SYSTEMS FOR ADAPTIVE TUNING OF GAME EVENTS
First Claim
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 objects by a target player account in a virtual game during a predefined duration of 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; and
causing presentation on a client device associated with the target player account of the virtual game in accordance with the one or more player-specific accumulation parameters.
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Abstract
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for defining an in-game event requiring accumulation of a pre-defined set of virtual objects in a virtual game (or online game) prior to termination of the in-game event. The System Tuner determines a head-start subset from the pre-defined set of virtual objects for a target player account based on a difference between a reference player skill level for the virtual game and a player skill level of the target player account. The System Tuner determines, based on the player skill level of the target player account and a pre-defined duration of the in-game event, a drop rate for virtual objects remaining in the pre-defined set of virtual objects. The System Tuner sends the head-start subset and the drop rate to a client device associated with the target player account.
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Citations
20 Claims
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1. A computer system comprising:
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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 objects by a target player account in a virtual game during a predefined duration of 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; and causing presentation on a client device associated with the target player account of the virtual game in accordance with the one or more player-specific accumulation parameters. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
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defining, at a server computing device, an in-game event requiring accumulation of a pre-defined set of virtual objects by a target player account in a virtual game during a predefined duration of the in-game event; determining, at the server computing device, 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; and causing presentation on a client device associated with the target player account of the virtual game in accordance with the one or more player-specific accumulation parameters. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19)
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20. A computer-implemented method, comprising:
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defining, at a server computing device, an in-game event requiring accumulation of a pre-defined set of virtual objects by a target player account in a virtual game during a predefined duration of the in-game event; determining, at the server computing device, 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; and causing presentation on a client device associated with the target player account of the virtual game in accordance with the one or more player-specific accumulation parameters.
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Specification