`c19) United States
`
`
`c12) Patent Application Publication
`US 2013/0190094 Al
`c10) Pub. No.:
`
`(43) Pub. Date: Jul. 25, 2013
`Ronen et al.
`
`US 20130190094Al
`
`
`
`
`
`(21) Appl. No.: 13/353,779
`
`(22)Filed:Jan.19,2012
`
`(54)ASYNCHRONOUS TEAM-BASED GAME
`(52)U.S. Cl.
`USPC ............................................................
`463/42
`(76)Inventors: Eyal Ronen, Ramat Hasharon (IL);
`
`(57)
`ABSTRACT
`Tel Aviv (IL)
`Doron Nir,
`An asynchronous, multiplayer gaming platform is disclosed
`
`
`
`
`which provides for a collaborative team effort on a shared
`
`
`
`canvas. Shared elements ( e.g., a shared canvas, shared object
`
`
`or a shared inventory) of a game are stored on a computer
`
`
`
`
`
`readable storage medium that is accessible to the players of
`
`
`the team over the network. Data is received from a first player
`
`
`
`of the team which is indicative of gaming activities modifying
`
`
`
`the shared elements. T he shared elements are updated with
`
`
`
`
`the data received from the first player to generate an updated
`
`
`
`game state. Update data representing the updated game state
`
`
`
`is transmitted to at least one other player on the team.
`
`
`
`Publication Classification
`
`(51)Int. Cl.
`A63F 9124
`
`(2006.01)
`
`100
`
`�
`
`125
`Game
`
`130
`Database
`
`Gaming Server
`120-
`
`w
`-----y-------
`--.....
`140
`Network
`_;;;-_
`J\
`
`-�--� ____ ----
`
`110
`110
`110
`Client
`Client
`Client
`
`110
`Client
`
`110
`Client
`
`',
`
`
`115 -
`
`Virtual Team
`
`Supercell
`Exhibit 1005
`Page 1
`
`
`
`Jul. 25, 2013 Sheet 1 of 14
`Patent Application Publication
`
`US 2013/0190094 Al
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`Supercell
`Exhibit 1005
`Page 2
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`US 2013/0190094 Al
`Jul. 25, 2013 Sheet 2 of 14
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`Patent Application Publication
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`Exhibit 1005
`Page 3
`
`
`
`300
`
`�
`
`Figure 3
`
`305
`310
`Asynchronous
`315
`Team
`Shared Canvas
`Team Play
`Controller
`Controller
`Controller
`
`320
`325
`Ghost
`330
`Inventory
`Task Manager
`Controller
`Manager
`
`335
`Content
`Management
`System
`
`345
`340
`Communication
`Socializer
`Adaptor
`
`Memory
`301-
`
`351
`Game
`Data
`
`354
`353
`352
`User
`Shared
`Team
`360
`Profile
`Profiles
`Canvas
`Processor
`
`-Database
`350
`
`-Gaming Server
`120
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`Supercell
`Exhibit 1005
`Page 4
`
`
`
`Jul. 25, 2013 Sheet 4 of 14
`
`Patent Application Publication
`
`
`
`US 2013/0190094 Al
`
`400
`
`\
`
`401
`
`Client loads the game when a user
`
`begins gameplay
`
`405
`Client sends request to server for
`
`
`
`
`
`updated data associated with a game
`
`No
`
`410
`Any
`updates?
`
`Yes
`
`415
`
`
`Retrieve updated data
`
`420
`
`
`
`Update canvas and local data with
`
`retrieved data
`
`
`
`Figure 4
`
`Supercell
`Exhibit 1005
`Page 5
`
`
`
`US 2013/0190094 Al
`Jul. 25, 2013 Sheet 5 of 14
`
`Patent Application Publication
`
`
`
`500
`
`\
`
`505
`Load user game
`
`510
`
`
`
`
`Record user activity during gameplay
`
`No
`
`515
`Send
`updates
`to
`server?
`
`Yes
`
`520
`
`
`Transmit updated data to server
`
`
`
`Figure 5
`
`Supercell
`Exhibit 1005
`Page 6
`
`
`
`
`
`Jul. 25, 2013 Sheet 6 of 14
`Patent Application Publication
`
`
`
`US 2013/0190094 Al
`
`600
`
`\
`
`605
`
`Initialize new game
`
`610
`
`Create team
`
`615
`
`Create multiplayer asynchronous game
`
`
`and initialize gaming settings (e.g.,
`
`
`
`
`shared canvas, shared inventory and
`team tasks)
`
`"
`
`620
`Users play the game asynchronously
`
`w
`
`625
`For each player, continuously transmit
`
`
`
`and store updates to the server
`
`
`throughout the duration of the game
`
`
`
`Figure 6
`
`Supercell
`Exhibit 1005
`Page 7
`
`
`
`US 2013/0190094 Al
`Jul. 25, 2013 Sheet 7 of 14
`
`Patent Application Publication
`
`
`
`700
`
`\
`
`705
`Setup team
`
`710
`
`User selects an option for
`
`modifying team
`
`715
`Hire
`Mercenary
`
`720
`Existing
`team
`member
`
`725
`Add
`member
`
`730
`Remove
`team
`member
`
`735
`Edit team
`member
`
`740
`Send team
`
`invite and
`wait for
`acceptance
`
`745
`
`Create team entity
`
`Yes
`
`750
`Modify
`existing
`team?
`
`No
`
`755
`Team ready
`for
`gameplay
`
`Figure 7
`
`Supercell
`Exhibit 1005
`Page 8
`
`
`
`Jul. 25, 2013 Sheet 8 of 14 US 2013/0190094 Al
`
`Patent Application Publication
`
`
`
`800
`
`\
`
`810
`User X opens game
`
`�
`
`830
`User Y opens game
`
`,1,
`
`' I,
`
`835
`Load info from server
`815
`Load data from server
`
`
`database (canvas+ x,
`
`(canvas, inventory, tasks)
`
`inventory, tasks)
`
`''
`
`' ,
`
`820
`840
`User X makes changes to the User Y makes changes to the
`
`
`
`
`
`canvas ( canvas = canvas + x)
`
`canvas (canvas= canvas+ y)
`
`
`and inventory (inventory= and tasks (tasks =task+ y)
`
`inventory+ x)
`
`• I
`
`''
`
`825 -- Update server
`
`Update server
`
`845
`
`,i,
`
`850
`
`
`Updated server status:
`canvas= canvas+ x + y
`
`
`inventory= inventory+ x
`tasks = tasks + y
`
`
`
`Figure 8
`
`Supercell
`Exhibit 1005
`Page 9
`
`
`
`Jul. 25, 2013 Sheet 9 of 14
`US 2013/0190094 Al
`
`Patent Application Publication
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`Exhibit 1005
`Page 10
`
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`
`US 2013/0190094 Al
`Jul. 25, 2013 Sheet 10 of 14
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`Patent Application Publication
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`Exhibit 1005
`Page 11
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`Jul. 25, 2013 Sheet 11 of 14 US 2013/0190094 Al
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`Exhibit 1005
`Page 12
`
`
`
`Jul. 25, 2013 Sheet 12 of 14
`Patent Application Publication
`
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`
`
`
`US 2013/0190094 Al
`
`1200
`
`\
`
`1205
`
`
`First user plays shared game
`
`t
`
`1210
`As first user plays the game, record and
`
`
`
`
`store data associated with the first user's
`
`
`
`actions to the server (e.g., data
`
`
`
`
`indicating actions taken, location, time
`
`stamp, etc.)
`
`!
`
`1215
`Identify the number and location(s) for
`
`
`
`inserting ghosts associated with the first
`
`
`user on canvases displayed to other
`players
`
`l
`
`1220
`Identify if the first user's ghost(s) is
`
`
`
`
`
`usable for each user
`
`i
`
`1225
`
`
`For each player engaged in a gaming
`
`
`server, load all relevant information
`
`stored on the server
`
`!
`
`1230
`
`
`
`Display ghost(s) on canvas for each user
`
`and configure the ghost to be "usable"
`by other players
`
`
`
`Figure 12
`
`Supercell
`Exhibit 1005
`Page 13
`
`
`
`Jul. 25, 2013 Sheet 13 of 14 US 2013/0190094 Al
`Publication
`Application
`Patent
`
`1300
`
`\
`User X
`
`Figure 13
`
`115 -Team
`UserY ■ I I I I I I User N I
`
`1310
`
`Get new team task
`New team task
`Sub-
`Sub-Sub-
`task 1 task 2 task n
`(X) (Y) (N)
`J,
`team task Complete sub- Load pending
`
`
`task 1
`
`Pending team task
`✓ task 2 task n
`Sub-Sub-
`(Y) (N)
`
`1320
`
`w
`
`1330
`
`,J,
`
`' '
`
`1385
`
`1340
`
`Complete
`
`sub-task 2
`
`1350
`
`Load task
`
`Pending team task
`✓
`✓ task n
`Sub-
`(N}
`
`Notify sub-
`
`task
`complete;
`pending
`tasks
`remain
`Notify task
`- - Complete
`u
`�
`complete
`
`sub-task n
`�
`Team task �
`Yes 1390
`No
`All sub-
`--,, Team task -
`tasks
`complete
`incomplete complete?
`
`... , r
`
`1370
`
`1380
`
`1360
`
`1395
`
`,�
`
`Supercell
`Exhibit 1005
`Page 14
`
`
`
`Jul. 25, 2013 Sheet 14 of 14
`US 2013/0190094 Al
`Patent Application Publication
`
`
`
`
`
`
`1400 Figure 14
`
`115 -Team
`
`UserX
`
`User n
`
`115
`
`Object 1
`
`Object 2
`
`325
`
`Inventory Manager
`
`1420
`
`Object n
`
`Joint Inventory
`
`Supercell
`Exhibit 1005
`Page 15
`
`
`
`
`
`US 2013/0190094 Al
`
`Jul. 25, 2013
`
`
`
`ASYNCHRONOUS TEAM-BASED GAME
`
`
`
`1
`
`
`
`SUMMARY OF THE INVENTION
`
`CROSS-REFERENCE TO RELATED
`
`APPLICATIONS
`
`COPYRIGHT NOTICE
`
`genre of gam[0010] The present disclosure relates a new
`
`
`
`
`
`
`ing which facilitates a novel level of collaboration among
`
`
`
`players that form a virtual team. Amongst other things, mem
`is being filed concurrently [0001] The present application
`
`
`
`
`
`
`bers of the virtual team can cooperate to complete team tasks,
`
`with U.S. patent application Ser. No. [TBD] (Attorney
`
`
`
`exercise joint ownership over virtual goods in a shared inven
`
`
`Docket: 264-003) titled "USABLE GHOSTING FEA
`
`
`
`tory, and jointly earn team accolades. Users may play the
`
`
`TURES IN A TEAM-BASED GAME", the entirety of which
`
`
`
`game asynchronously at different times. Every time a user
`
`
`is herein incorporated by reference.
`
`
`
`plays the game, data associated with the user's gaming ses
`
`
`
`
`
`sion is recorded on a centralized server which is accessible to
`
`
`
`players on the user's team. This data may be utilized to
`
`
`
`
`generate and present ghosting features on a gaming canvas
`of this patent document [0002] A portion of the disclosure
`
`
`
`
`
`
`displayed to other team members. Amongst other things, the
`
`
`
`
`contains material, which is subject to copyright protection.
`
`
`
`
`ghosting features may indicate gaming activities engaged in
`
`
`
`The copyright owner has no objection to the facsimile repro
`
`
`
`by the user, and can be utilized by the other team members in
`
`
`
`
`duction by anyone of the patent document or the patent dis
`
`
`
`various ways (e.g., to complete tasks, obtain objects or earn
`
`
`
`closure, as it appears in the Patent and Trademark Office
`accolades).
`
`
`
`
`patent files or records, but otherwise reserves all copyright
`method principles, a [0011] In accordance with the present
`
`
`
`
`rights whatsoever.
`
`
`
`is disclosed for providing an asynchronous game. Shared
`
`
`
`elements (e.g., a shared canvas, shared object or a shared
`
`
`
`
`inventory) of a game are stored on a computer readable stor
`
`
`
`[0003] The present principles are directed to playing games
`
`
`
`
`age medium that is accessible to the players of the team over
`
`
`
`over a network, and more particularly, to an asynchronous,
`
`
`
`
`
`the network. Data is received from a first player of the team
`
`multiplayer gaming platform.
`
`
`
`which is indicative of gaming activities modifying the shared
`
`
`
`elements. The shared elements are updated with the data
`
`
`
`
`received from the first player to generate an updated game
`
`
`
`state. Update data representing the updated game state is
`[0004] A variety of different game types are currently in use
`
`
`
`
`transmitted to at least one other player on the team.
`
`
`
`that permit users to play as a team. For example, games have
`
`
`
`of the embodiment [0012] In accordance with another
`
`
`
`been developed for personal gaming consoles ( e.g.,
`
`
`
`
`present principles, a system disclosed for providing an asyn
`
`
`Microsoft's Xbox™ , Sony's Playstation™ or Nintendo's
`
`
`
`chronous game. A memory stores shared elements of a game
`
`
`
`
`Wii™ ), personal computers, handheld gaming devices and
`
`
`
`
`that is accessible to players of a team over a network. A server
`
`
`
`
`mobile devices (e.g., cell phones and personal digital assis
`
`
`
`is configured to receive data from a first player of the team
`
`
`
`tants). Many of these games can be played over a network
`
`
`
`indicative of gaming activities altering or modifying the
`
`
`such as the Internet. The games can be classified into different
`
`
`shared elements, and to update the shared elements with the
`categories.
`
`
`
`data received from the first player to generate an updated
`
`
`to as massive [0005] One category of games is referred
`
`
`
`
`game state. The server is further configured to transmit update
`
`
`multiplayer online games (MMO or MMOG). These games
`
`
`
`data representing the updated game state to at least one other
`
`
`
`can support hundreds, or even thousands, of users playing a
`
`
`player on the team.
`
`
`
`game over the Internet, and these games are typically played
`of the present [0013] In accordance with an embodiment
`
`
`
`
`
`
`from a personal computer. An example of such game is the
`
`
`
`princples, a method is disclosed for providing a ghost in an
`
`™ developed by Blizzard
`
`well-known World of Warcraft
`
`
`
`
`asynchronous game. Data indicative of gaming activities
`Entertainment.
`
`
`
`engaged in by a first user is recorded during asynchronous
`
`as Xbox™ and
`[0006] Personal gaming consoles, such
`
`
`
`gameplay. At least one ghost to be displayed to a second user
`
`Playstation 3™ , provide
`
`
`functionalities which permit users to
`
`
`
`is generated with the recorded data associated with the first
`
`
`
`
`connect to a network and play games over the Internet. For
`
`user. The at least one ghost is configured for use by the second
`
`
`
`example, Xbox Live™ is an online multiplayer gaming ser
`
`user in performing at least one action.
`
`
`
`vice offered by Microsoft™ to users at an additional cost.
`
`
`
`
`of the present [0014] In accordance with an embodiment
`
`
`
`another cat[0007] Social networking games represent
`
`
`
`princples, a system is disclosed for providing a ghost in an
`
`egory of games which are played over the Internet. These
`
`
`
`asynchronous game. The system includes a database for stor
`
`
`
`
`types of games are played through social networks. Exem
`
`
`
`ing recorded data indicative of gaming activities engaged in
`
`plary social networking games include Farm Town™ , Green
`
`
`
`
`
`by a first user during asynchronous gameplay. A ghost con
`
`Patch™ , Mob Wars™ and The Sims Social™ .
`
`
`
`data associated the recorded troller is configu red to utilize
`
`
`game as a team may [0008] Although the idea of playing a
`
`
`
`with the first user to generate at least one ghost for display to
`
`
`
`exist on current platforms, existing platforms only permit
`
`a second user, and to configu re the at least one ghost for use by
`
`
`team play in a synchronous manner.
`
`the second user in performing at least one action.
`
`
`
`games [0009] Furthermore, it is pointed that some of the
`
`
`will [0015] These and other features and advantages
`
`
`
`
`described above may implement "ghosting" features. Gener
`
`
`
`
`become apparent from the following detailed description of
`
`
`
`ally speaking, the ghosting features indicate to a user of a
`
`
`
`illustrative embodiments thereof, which is to be read in con
`
`
`team the actions which were engaged in by other players on
`
`
`nection with the accompanying drawings.
`
`
`
`the user's team. However, while the ghosting features pro
`
`
`vided in existing team games may provide some indication as
`
`
`
`
`to the actions taken by other team members, existing team
`figures of the [0016] The invention is illustrated in the
`
`
`
`
`
`
`
`games do not permit users to interact or utilize the ghosting
`
`
`accompanying drawings which are meant to be exemplary
`
`features during gameplay.
`
`
`
`FIELD OF THE INVENTION
`
`BACKGROUND OF THE INVENTION
`
`BRIEF DESCRIPTION OF DRAWINGS
`
`Supercell
`Exhibit 1005
`Page 16
`
`
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`
`
`US 2013/0190094 Al
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`Jul. 25, 2013
`
`2
`
`to the and not limiting, in which like references are intended to refer 140 to play the game 125. Clients 110 may connect
`
`
`
`
`
`
`
`
`to like or corresponding parts, and in which:
`
`
`connection. server 120 using any type of wired or wireless
`[0017] FIG. 1 is a system for implementing an asynchro
`
`
`
`[0033] In an embodiment, the game 125 may be embodied
`
`
`
`nous, team-based gaming platform in accordance with one
`
`
`
`
`as a program, application or module associated that includes
`
`
`embodiment of the present principles.
`
`
`
`a set of instructions that can be executed by a processor. The
`
`
`
`
`
`
`military game, an [0018] FIG. 2 is a detailed view of a client for facilitating game 125 may be any type of game, e.g., a
`
`
`
`asynchronous gaming platform in accordance with an
`
`
`strategy game, puzzle, city building game, simulation game,
`
`
`embodiment of the present principles.
`
`
`etc. The game 125 can be played in variety of different for
`
`
`
`mats including: (1) an "ad-hoc format" in which users join
`
`
`[0019] FIG. 3 is a detailed view of a server for facilitating
`
`
`
`
`
`teams to accomplish a specific task or mission; (2) an "exclu
`
`
`an asynchronous gaming platform in accordance with an
`sive team format" in which each user is a member of a single
`
`
`embodiment of the present principles.
`
`
`team at any time; (3) a "non-exclusive format" in which a user
`
`
`[0020] FIG. 4 is a method for retrieving an updated game
`
`
`
`
`can be part of multiple teams at a given time; ( 4) a "one time
`
`
`
`
`status at a client in accordance with an embodiment of the
`
`
`
`
`format" in which users that are already playing the game can
`
`present principles.
`
`
`
`
`join as a team for a particular session; or (5) a "team vs. team"
`
`
`[ 0021] FIG. 5 is a method for transmitting an updated game
`
`
`format in which a first team of players compete or collaborate
`
`
`
`status to a server in accordance with an embodiment of the
`
`
`
`
`with one or more additional teams. Other formats and game
`
`present principles.
`
`types may also be utilized.
`
`[0022] FIG. 6 is a method for operating an asynchronous,
`play [0034] A plurality of clients 110 may collaboratively
`
`
`
`
`
`
`team-based gaming platform in accordance with an embodi
`
`
`
`
`are as a virtual the game 125 together team 115. Users that
`
`
`ment of the present principles.
`
`
`
`
`to or cooperate part of a virtual team 115 may work together
`
`[0023] FIG. 7 is a method for creating a team in accordance
`
`
`
`
`complete tasks, missions or achievements. In addition, virtual
`
`
`
`with an embodiment of the present principles.
`
`teams 115 may share an inventory ( e.g., weapons or health
`
`[0024] FIG. 8 is a method that illustrates how a shared
`
`
`
`
`elixirs), and exercise joint ownership over virtual goods (e.g.,
`
`
`
`
`environment can be implemented between two players in
`
`
`can buy, sell, upgrade or use items in the inventory). While
`
`
`
`accordance with an embodiment of the present principles.
`
`
`
`each user can still have individual tasks or achievements,
`
`[0025] FIG. 9 is a canvas for a game that illustrates an
`
`
`
`users are part of a larger team-based gameplay progression.
`
`
`
`exemplary manner of using a ghost of a teammate during
`
`
`[0035] A team 115 can move between different games 115.
`gameplay.
`
`Hence, the notion of a team based on a 115 is not necessarily
`
`
`
`is a canvas fora game that includes ghosting
`[0026] FIG.10
`
`
`
`several games specific game. Rather, a team 115 may play
`
`
`
`
`
`features to indicate actions taken by teammates or other play
`
`
`
`
`assothe information 125 together. In certain embodiments,
`
`
`
`
`
`ers in accordance with one embodiment of the present prin
`
`
`and ciated with a team 115 in one game 125 can be accessed
`ciples.
`
`utilized by other games 125.
`is a canvas for a game that includes ghosting
`
`
`[0027] FIG.11
`the team members is [0036] No direct connection between
`
`
`
`
`
`
`
`features to indicate actions taken by teammates or other play
`
`
`
`
`in certain required to create a virtual team 115. However,
`
`
`
`
`ers in accordance with another embodiment of the present
`
`
`
`
`connected each embodiments, the clients 110 may be directly
`principles.
`
`
`
`other ( e.g., using a wired or wireless connection). In addition,
`
`[0028] FIG. 12 a method for inserting a ghost into a canvas
`
`
`
`when playing the game as part of a virtual team 115, it is not
`
`
`
`
`in accordance with an embodiment of the present principles.
`
`
`
`
`necessary for all members of the team to be playing the game
`
`
`a team task that is [0029] FIG. 13 a diagram illustrating
`
`
`
`
`the to play 125 simultaneously. Although users are permitted
`
`
`
`distributed among a plurality of team members in accordance
`
`
`
`gameplay is progame 125 at the same time, asynchronous
`
`
`
`with an embodiment of the present principles.
`
`
`
`
`vided to permit users to play the game at different times. Each
`
`[0030] FIG.14 a system for providing a joint inventory that
`
`
`
`user utilizes a client 110 to connect to the server 120 to play
`
`is shared among a plurality of team members in accordance
`
`
`
`the game 125. When starting the game 125, the client 110
`
`
`
`with an embodiment of the present principles.
`
`
`
`retrieves the current status of the game 125. Amongst other
`
`
`
`
`
`things, the data retrieved includes all of the relevant actions,
`
`
`
`
`
`activities, tasks, achieved progress, outcomes, etc. under
`
`
`
`taken by the user's teammates while the user was not con
`nected to the game 125.
`
`
`
`
`
`to is made description, reference [0031] In the following
`[0037] As the user plays the game 125, all data associated
`
`
`
`
`the accompanying drawings that form a part hereof, and in
`
`
`
`with the user's gaming session may be recorded by the user's
`
`
`which is shown by way of illustration specific embodiments
`
`
`
`on the server client 110 and stored 120. When other users
`
`
`
`in which the invention may be practiced. It is to be understood
`
`
`
`
`data may ( e.g., teammates) play the game 125, the recorded
`
`
`that other embodiments may be utilized and structural
`
`
`
`
`be retrieved and utilized to generate and display ghosting
`
`
`
`
`changes may be made without departing from the scope of the
`
`
`
`
`features on the gaming canvas displayed to other team mem
`
`present invention.
`
`
`bers. Amongst other things, the ghosting features may indi
`
`
`in which like numer[0032] Referring now to the drawings
`
`
`
`cate gaming activities engaged in by the user. The ghosting
`
`
`
`
`
`als represent the same or similar elements and initially to FIG.
`
`
`
`features be utilized by the other team members in various
`
`
`an asynchro1, a system 100 is disclosed for implementing
`
`
`
`
`ways (e.g., to complete tasks, obtain objects or earn acco
`
`
`
`nous, team-based gaming platform in accordance with an
`lades).
`
`
`
`
`
`embodiment of the present principles. As illustrated in this
`session [0038] The data recorded and stored for a user's
`
`
`
`
`
`
`a server figure, the system 100 includes 120 that is connected
`
`
`
`may include data associated with a variety of different gam
`
`
`
`the to a plurality of clients 110 via a network 140 (e.g.,
`
`
`
`ing activities. As used herein, a "gaming activity" generally
`
`
`Internet, a local area network (LAN), intranet or other net
`
`
`
`
`
`refers to any type of action or activity the user engages in
`
`
`
`
`to the server work). Clients 110 connect 120 via the network
`
`DETAILED DESCRIPTION OF THE
`
`EMBODIMENTS
`
`Supercell
`Exhibit 1005
`Page 17
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`
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`US 2013/0190094 Al
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`Jul. 25, 2013
`
`3
`
`within the confines of the game 125. For example,
`
`
`a gaming
`game, or the like. All user interaction with the game 125 is
`
`
`
`
`
`
`
`activity may represent the situation where a user progresses to
`
`
`
`
`locally are handled done through the client 110. Some actions
`
`
`
`an opponent, in battle with a new level in a game 125, engages
`
`
`by the client 110, while other are sent to the server 120 that
`
`
`unlocks an achievement, completes a task or sub-task
`
`
`processes the associated data and returns a response.
`
`
`
`
`assigned to the user, utilizes a virtual good or item in the
`an applica[0043] The content retriever 205 may represent
`
`
`
`
`
`
`
`inventory, or any other activity in which the user engages in
`
`
`
`tion, program routine or software module that is configu red to
`
`while playing the game 125.
`
`
`
`
`
`status of a an updated pull data from the server 120 to obtain
`
`
`that the [0039] As a user plays the game 125, everything
`
`
`game 125, or may be configured to receive data that is pushed
`
`
`user does may be recorded, including all gaming activities
`
`
`
`
`
`
`of the the updated status to the client 110 indicating game 125.
`
`
`
`
`engaged in the user, and the information associated with each
`
`
`The content retriever 205 may be responsible for all commu
`
`
`
`
`recorded session may be stored on the server database
`130
`
`
`
`
`
`the server nication between the client 110 and 120, as well as
`
`
`save this data (although the client 110 may temporarily
`
`
`
`
`any communication with external entities (e.g., the website
`
`
`
`
`for Face book™ or other social network). Data retrieved from
`
`
`
`
`
`locally before transmission to the server 120). When saving
`
`
`
`
`information related to a user's session to the database 130, a
`
`
`the server 120 may be stored in a local memory 215, which
`
`
`
`variety of different parameters may be saved with each activ
`
`
`
`may represent a data structure or collection of data that is
`
`
`
`
`ity including time stamps, information indicating the type of
`
`
`
`
`stored on a storage medium ( e.g., RAM) residing on the same
`
`
`
`activity that took place ( e.g., opened a crate, opened a door or
`
`
`
`device that is running the client
`110.
`
`
`
`
`added a building), specific parameters associated with the
`pro[0044] A merger 220 may represent an application,
`
`
`
`
`
`activity ( e.g., an identification number for a door that was
`
`
`gram routine or software module that is configu red to analyze
`
`
`
`opened), movement data (e.g., vectors and locations), infor
`
`
`
`
`the retrieved content to determine the content that is to be
`
`
`
`mation indicating the speed of an activity or player, outcomes
`
`
`
`the user. Specifically, displayed by the client 110 to the
`
`
`
`
`
`related to the data (e.g., whether a trophy was achieved or
`
`
`
`
`with the data associated merger 220 merges all of the various
`
`
`
`whether a new level was attained), current location of the
`
`
`
`for display. For example, game 125 into a single presentation
`
`
`
`
`
`player or activity, game specific data ( e.g., pertaining to a task
`
`the merger 220 consolidates all the data that may affect the
`
`
`
`
`
`or level), or objects used in performing the activity (e.g., a
`
`
`
`appearance of the canvas and the use of a team's inventory.
`
`
`club or car). Any other data related to a gaming activity may
`
`
`
`This may include consolidating all data associated with pro
`
`
`embodiments, also be saved to the database 130. In certain
`
`
`
`
`
`viding ghosting features ( discussed below) or other elements
`
`
`
`this data may be saved based on time intervals ( e.g., every few
`on the canvas.
`
`
`
`seconds all activity data is uploaded to the server 120) or
`[0045] The merger 220 is also configu red to correctly deter
`
`
`
`
`based on the occurrence of particular actions or activities
`
`mine and present information that is relevant to a particular
`
`
`
`
`
`the user ( e.g., activity data is uploaded to the server 120 after
`
`
`
`user. Certain information may be relevant to one team mem
`
`
`completes particular activities or tasks).
`
`ber, while it is not relevant for other team members. The
`
`[0040] At any moment, the server 120 stores all of the
`merger 220 identifies and incorporates the information which
`
`
`
`
`
`users' gaming activities (except for possibly the last few
`
`
`
`
`
`is relevant for a particular user into a unified presentation. The
`
`
`
`actions that are yet to be transmitted). This information is
`
`
`
`unified presentation produced by the merger 220 is then pro
`
`
`
`
`
`referred to as the "current state" or "current status" of a game.
`vided to be displayed.
`
`
`The current status of a game may be retrieved by a client
`110
`[0046] As a user plays the game 125, data associated with
`
`
`
`
`as a user plays the when starting a game 125 and periodically
`
`
`the users' activities may be recorded in the local memory 215.
`game 125.
`
`
`this data from the local The content updater 210 may retrieve
`
`[0041] FIGS. 2 and 3 illustrate a detailed implementation of
`
`
`
`
`memory 215 and transmit the data to the server 120 as the
`
`with an embodia server 120 and a client 110 in accordance
`
`
`
`
`gaming game 125 is being played or when a user terminates a
`
`
`
`ment of the present invention. While the server 120 and the
`
`
`session. The data may be transmitted periodically or upon the
`
`
`
`be described in terms of modules client 110 may generally
`
`
`
`
`occurrence of particular activities or actions that occur during
`
`
`
`which represent separate and distinct entities, it should be
`the game 125.
`
`
`
`
`
`recognized that the functions performed by the modules may
`[0047] FIG. 4 illustrates an exemplary method 400 for con
`
`
`
`
`overlap and that the modules may be combined in in any
`
`
`205 205. The content retriever figu ring the content retriever
`
`
`
`
`
`manner whatsoever (e.g., all of the modules may be imple
`
`
`
`may represent an application, program routine or software
`
`mented as part of a single program). While the modules may
`module that is configu red to retrieve data from the server
`
`120
`
`
`
`be described as software modules, it should be recognized
`
`
`
`indicating the current status of the game (block 401). As the
`
`
`that each of the modules may be implemented in software,
`
`
`to a user plays the game 125, the client 110 sends a request
`
`
`hardware or any combination of the two. Furthermore, in
`
`
`
`
`with the game associated server 120 for updates 125 (block
`
`
`
`
`
`certain embodiments, components or modules running on the
`
`
`
`(e.g., every few 405). The request may be sent periodically
`
`
`
`
`
`be performed by the client server alternatively 120 may 110,
`
`
`
`
`seconds), in response to certain gaming activities ( e.g., when
`and vice versa.
`
`
`
`
`a new level is achieved), in response to an explicit indication
`[0042] Initially addressing FIG. 2, an exemplary system
`
`
`
`
`by the user ( e.g., the user selects a "retrieve updates" button)
`
`
`
`
`The client 200 for implementing a client 110 is disclosed. 110
`or for other reasons.
`
`
`
`
`may include a content retriever 205, a content updater 210, a
`
`local memory 215 and a merger 220. In certain embodiments,
`updates are [0048] A determination is made as to whether
`
`
`
`
`may be implecomponents the client 110 and its related
`
`
`
`
`then the are available, available (block 410). If no updates
`
`
`mented as a piece of software that is run on a device ( e.g.,
`
`
`if updates method 400 proceeds back to block 405. However,
`
`
`
`
`
`desktop computer, tablet, cell phone, personal digital assis
`
`
`
`are available, then the updated data is retrieved (block 415).
`
`
`tant, laptop, etc.) which is operated by a user. The client
`
`
`
`Any retrieved updates may be stored in a local memory 215
`110
`
`
`
`may represent a website, flash module, game disk, ( e.g., a
`
`
`
`the by the content retriever 205. A merger 220 then analyzes
`
`
`
`compact disk or computer disk), mobile application, console
`
`
`
`
`retrieved data and decides what relevant status needs to be
`
`Supercell
`Exhibit 1005
`Page 18
`
`
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`
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`US 2013/0190094 Al
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`Jul. 25, 2013
`
`4
`
`presented for displaying the current status of the game 125
`
`
`to handle [0054] The team controller 310 is configured
`
`
`
`
`(block 420). The method 400 proceeds back to block 405.
`
`
`
`
`operations related to managing a virtual team 115. Depending
`
`
`of a upon the particular game 125 being played and make-up
`
`[0049] FIG. 5 illustrates an exemplary method 500 of
`
`
`of the team controller particular team 115, the configuration
`
`
`
`
`game operation for the content updater 210. A user loads the
`
`
`to 310 may vary. The team controller 310 may be configured
`
`
`125 via the client 110 to begin gameplay (block 505). As the
`
`from a team add members to a team 115, remove members
`
`
`
`user plays the game 125, all gaming activities associated with
`
`
`115, or edit existing members that are part of a team 115.
`
`
`
`the game 125 are recorded by the client 110 (block 510). Data
`
`
`
`associated with the activities may be stored a local memory
`
`
`
`[0055] Before a user is permitted to play a game 125, the
`
`215 by the client 110.
`
`
`
`user may be required to setup a user profile 353. In other
`
`
`
`cases, the server 120 automatically creates a user profile 353
`
`
`
`there are any [0050] A determination is made as to whether
`
`for a user. For example, the server 120 may automatically
`
`
`updates to be transmitted to the server 120 (block 515). It
`
`
`
`
`generate a user entity and associated user profile 353 when a
`
`
`should be noted that it may not be necessary to transmit all
`
`
`
`
`inforuser enters a game server 125, or the 120 may utilize
`
`
`
`data which is indicative of a user's activities. Rather, in cer
`
`
`
`
`mation from an external entity ( e.g., Facebook™ ) to establish
`
`
`tain embodiments, only certain activities require updates to
`
`
`
`descriptive a user profile 353. The user profile 353 includes
`
`
`
`no updates to be transbe sent to the server 120. If there are
`
`
`
`
`information about a user ( e.g., name, location, user ID, email
`
`
`mitted, the method 500 proceeds back to block 510. On the
`
`
`
`address, etc.) and may also specify gaming content (e.g.,
`
`
`
`
`other hand, if updates are available, then the updates are
`
`
`
`
`avatars) that is to be associated with the user during gameplay.
`
`
`
`transmitted to