Social Supply Harvest Mechanic for Interactive Social Games
First Claim
Patent Images
1. A method, comprising:
- receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component;
responsive to the social fulfillment component of the supply order, dispatching, by the computing device, supply fulfillment invitations to one or more second players; and
after the expiration time, allowing, by the computing device, the first player to access the requested in-game asset.
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Abstract
A supply harvest mechanic with a social fulfillment component for online social games.
92 Citations
20 Claims
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1. A method, comprising:
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receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component; responsive to the social fulfillment component of the supply order, dispatching, by the computing device, supply fulfillment invitations to one or more second players; and after the expiration time, allowing, by the computing device, the first player to access the requested in-game asset. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 19, 20)
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9. A non-transitory, computer readable medium comprising instructions operative, when executed, to cause one or more processors to:
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receive a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component; responsive to the social fulfillment component of the supply order, dispatch supply fulfillment invitations to one or more second players; and after the expiration time, allow the first player to access the requested in-game asset. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
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17. A method, comprising:
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receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested amount of in-game virtual goods units, an expiration time and a social fulfillment component, and wherein the in-game virtual goods units are a requirement to initiation of a harvest mechanic implemented within the computer-implemented game; responsive to the social fulfillment component of the supply order, dispatching, by the computing device, supply fulfillment invitations to one or more second players; and after the expiration time, incrementing, by the computing device, a virtual goods unit value of the first player by the requested amount of in-game virtual goods units without regard to receiving responses to the supply fulfillment invitations. - View Dependent Claims (18)
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Specification