Asynchronous social events in computer-implemented games
First Claim
Patent Images
1. A method comprising:
- notifying a plurality of players that a multiplayer event is to occur in a game instance of a computer-implemented multiplayer game in which gameplay by a plurality of players comprises controlling behavior of respective player characters inhabiting a virtual world;
in an automated operation performed by one or more computer devices configured to perform the automated operation, generating the multiplayer event and causing display of the multiplayer event on a first user device associated with a first player, which display of the multiplayer event on the first user device includes;
display of simulated behavior at the multiplayer event by respective player characters of a group of originally non-attending players comprising at least a subset of the plurality of players, the simulated behavior of the respective player characters being uncontrolled by any of the plurality of players, anddisplay of controlled behavior at the multiplayer event of the first player character responsive to user input received at the first user device; and
at a later time, subsequent to completion of the display on the first user device of the multiplayer event;
causing display of the multiplayer event on a second user device associated with a second player who is a member of the group of originally non-attending players, the display of the multiplayer event including display of the controlled behavior of the first player character responsive to the user input received at the first user device;
receiving from the second user device input for controlling a particular player character associated with the second player; and
based on the user input received from the second user device, causing display on the second user device of controlled behavior of the particular player character at the multiplayer event.
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Accused Products
Abstract
This disclosure generally relates to systems and methods to provide an asynchronous social event in a computer-implemented game. The social event may for example be a virtual party that is staged in a game instance of a host player and may comprise automated attendance of player characters associated with one or more guest players. An event invitation may be sent to the guest players, with the player characters of guest players who accept the invitation being displayed as automatically attending the social event. The social event may be played back to the guest players asynchronously upon request.
17 Citations
19 Claims
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1. A method comprising:
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notifying a plurality of players that a multiplayer event is to occur in a game instance of a computer-implemented multiplayer game in which gameplay by a plurality of players comprises controlling behavior of respective player characters inhabiting a virtual world; in an automated operation performed by one or more computer devices configured to perform the automated operation, generating the multiplayer event and causing display of the multiplayer event on a first user device associated with a first player, which display of the multiplayer event on the first user device includes; display of simulated behavior at the multiplayer event by respective player characters of a group of originally non-attending players comprising at least a subset of the plurality of players, the simulated behavior of the respective player characters being uncontrolled by any of the plurality of players, and display of controlled behavior at the multiplayer event of the first player character responsive to user input received at the first user device; and at a later time, subsequent to completion of the display on the first user device of the multiplayer event; causing display of the multiplayer event on a second user device associated with a second player who is a member of the group of originally non-attending players, the display of the multiplayer event including display of the controlled behavior of the first player character responsive to the user input received at the first user device; receiving from the second user device input for controlling a particular player character associated with the second player; and based on the user input received from the second user device, causing display on the second user device of controlled behavior of the particular player character at the multiplayer event. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system comprising:
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a game engine comprising one or more computer processor devices configured to generate a game instance associated with a first player of a computer-implemented multiplayer game in which gameplay by a plurality of players comprises controlling behavior of respective player characters inhabiting a virtual world; an event invitation module comprising at least one computer processor configured to notify a plurality of players that a multiplayer event is to occur in the game instance associated with the first player; an event module comprising one or more computer processors configured to generate the multiplayer event and to cause display of the multiplayer event on a first user device associated with the first player, the display on the first user device of the multiplayer event including; display of simulated behavior at the multiplayer event by respective player characters of a group of originally non-attending players comprising at least a subset of the plurality of players, the simulated behavior of the respective player characters being uncontrolled by any of the plurality of players; and display of controlled behavior at the multiplayer event of the first player character responsive to user input received at the first user device; and a playback module comprising at least one computer device configured to, at a later time subsequent to the display on the first user device of the multiplayer event; cause display of the multiplayer event on a second user device associated with a second player who is a member of the group of originally non-attending players, the display of the multiplayer event including display of the controlled behavior of the first player character responsive to the user input received at the first user device; receive from the second user device input for controlling a particular player character associated with the second player; and based on the user input received from the second user device, cause display on the second user device of controlled behavior of the particular player character at the multiplayer event. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A non-transitory computer readable storage medium storage instructions for causing a machine, in response to execution of the instructions, to perform operations comprising:
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notifying a plurality of players that a multiplayer event is to occur in a game instance of a computer-implemented multiplayer game in which gameplay by a plurality of players comprises controlling behavior of respective player characters inhabiting a virtual world; generating the multiplayer event and causing display of the multiplayer event on a first user device associated with a first player, which display of the multiplayer event on the first user device includes; display of simulated behavior at the multiplayer event by respective player characters of a group of originally non-attending players comprising at least a subset of the plurality of players, the simulated behavior of the respective player characters being uncontrolled by any of the plurality of players, and display of controlled behavior at the multiplayer event of the first player character responsive to user input received at the first user device; and at a later time, subsequent to completion of the display on the first user device of the multiplayer event; causing display of the multiplayer event on a second user device associated with a second player who is a member of the group of originally non-attending players, the display of the multiplayer event including display of the controlled behavior of the first player character responsive to the user input received at the first user device; receiving from the second user device input for controlling a particular player character associated with the second player; and based on the user input received from the second user device, causing display on the second user device of controlled behavior of the particular player character at the multiplayer event.
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Specification