Invented by Kent Wakeford, Tomi Huttula, Electronic Arts Inc
The Electronic Arts Inc invention works as follows
Embodiments and methods of enabling online gaming, monitoring the user’s interaction with the game or adjusting the user’s gameplay via multiple platforms.” Multiple platforms can include virtual reality platforms as well as non-virtual realities.Background for Systems and Methods for Adjusting Online Game Content and Access for Multiple Platforms
Field of Invention
This disclosure is about systems and methods that determine, implement, and provide platform-specific virtual reality content within an online game, as well as regulating the access to game content.
Description of Related Art
Users can interact with online gaming via multiple platforms. Online games are typically played on non-virtual platforms (e.g. mobile, computer or gaming console). Virtual reality platforms can enhance gaming experiences by providing a more immersive gameplay.
It may be difficult to match users of virtual-reality platforms with those of non-virtual-reality platforms, as users who play on virtual-reality platforms have a greater potential for interaction than those playing on non-virtual-reality platforms. “Systems and methods to increase participation among users on virtual reality platforms could allow for greater interaction between users of these platforms.
The challenge of providing multiplayer games that allow users to play the online game on both non-virtual and virtual reality platforms is that users who are playing through virtual reality platforms have a greater potential for interaction than those playing through non-virtual platforms.
Monetizing an online game on virtual-reality platforms can be difficult because the immersion of playing a virtual reality game may encourage or discourage some users from spending money in the game. Virtual reality can be too immersive for some users, while other users are more willing to invest and spend. “Online game providers face a unique challenge in encouraging users with varying reactions to virtual immersion to play online games in a way that encourages monetization.
Incorporating Virtual-Reality Platforms into Online Games Accessible via Mobile Platforms presents a Challenge because Users may get caught up with virtual reality gameplay and not play the online game through the mobile platforms. Virtual reality is a very immersive and restricted experience, so it’s not something that users will play as often or on the go. It may be that game providers lose money by monetizing the online games via mobile applications because the users will stop playing them once they’ve experienced virtual reality. Online game providers face a unique challenge in balancing the desire to have users experience virtual reality with their mobile platform play.
Incorporating Virtual-Reality Platforms into Online Games Accessible via Mobile Platforms presents a Challenge because Users may be reluctant to try virtual reality or users may become caught up in the virtual reality game and avoid playing the game online via the mobile platform. Virtual reality is not played often or on the go due to its immersive and restrictive nature. Game providers don’t want to lose the mobile app play, as it could reduce the amount of time users spend playing the game or spending money on the game. Virtual reality, on the other hand increases the amount of interaction that a player can have with an online game. “Online game providers face a unique challenge in balancing the desire to have users experience virtual reality with their mobile platform gameplay.
One aspect of the disclosure relates to systems and methods for providing virtual reality content in an online game. A game instance of the online game may be executed. The game instance may include the virtual reality content. Users of the online game may interact with the online game and/or each other via the users’ client computing platforms. The client computing platforms may include virtual reality platforms and non-virtual reality platforms. In one aspect of the disclosure, virtual reality content in an online game may be provided by determining whether the users of the online game are attempting to join the game instance via the virtual reality platforms or the non-virtual reality platforms. Access to the game instance may be provided to users attempting to join the game instance via one or more of the virtual reality platforms. Access to the game instance may be denied to users attempting to join the game instance via one or more of the non-virtual reality platforms.
In an aspect of the disclosure virtual reality content may be provided in an online gaming environment by determining a number of objectives that users must achieve. The set of goals may include one or more objectives that require the users to interact with virtual reality content. The first objective may require users to play the online game on one or more virtual reality platforms over a period of time. Users who play the online game on one or more non-virtual platforms may be required, during a time period, to achieve the first objective.
In an aspect of the disclosure virtual reality content may be provided in an online gaming environment by determining for users who interact with the game online during a certain time period one or more goals that the users must achieve to progress in the game online. One or more of the objectives may require the users to interact with virtual reality content. “The users may have to complete the online game by using the virtual reality platforms in order to meet the objectives.
One or more processors that execute computer program components can provide virtual reality content for an online game. In some implementations the system can include one or multiple servers. Servers may be configured in a client/server architectural design to communicate with a number of client computing platforms. Users may access the system through client computing platforms, for example to play one or more games.
The physical processors may be configured to run one or more computer programs components in order to provide virtual-reality content for an online game. The client computing platform may contain one or more components that are similar or identical to those of the processors to enable in-game actions.
In one aspect, computer program components can include one or more components such as a game instance, a platform, an access component and/or others.
The game instance components may execute an online game. The virtual reality content may be included in the game instance. In some implementations the game instance for the online game can be run during a specific time period. In some implementations the time period can be between 5 PM and 11 PM in a time zone where the majority of users are located. In some implementations the game instance for the online gaming platform may include rewards to users who interact with the game through one or more virtual reality platforms. In some implementations the game instance component can execute another instance online game. “The other game instance might not contain virtual reality content.
The component of the game instance may use the game to generate game state data. The game state data may be sent to client computing platforms via a network. The game state data may be used to facilitate the presentation of online game views to users through client computing platforms. Execution of the game example may allow users to interact with each other and/or the online game by executing operations in the instance in response commands received via the network from client computing platforms. Client computing platforms can include virtual reality platforms or non-virtual realities platforms.
In some implementations the virtual reality platform may include a virtual headset display, motion controllers, haptic generators and/or any other virtual reality platform. In some implementations the virtual reality platform may include non-virtual platforms. A virtual reality platform, for example, may include both a headset display and laptop device. Another example of a virtual platform is a mobile phone that can be configured to function as a head-mounted display device. “Other combinations and configurations are possible of non-virtual platforms that can function as virtual platforms.
The platform component can determine if the online gamers are trying to connect via virtual reality platforms, or non-virtual platforms. Platform component can obtain information about client computing platforms. Information about the client computing platforms may identify virtual reality capabilities (e.g. virtual reality vs. not-virtuality, etc.). The client computing platforms can be classified, or they may have a specific type, or other information that identifies them. Information about the client computing platform may be passively obtained or actively.
The access component can, if it determines that a user is trying to join the game via one or more virtual reality platforms (or other platforms), grant access to the instance of the game to this user. If the access component determines that a user is trying to join a game instance using one or more non-virtual platforms, it may deny the user access to the instance. In some implementations the access component can, in response to the determination that an individual user is trying to join the virtual reality platform via one or more non-virtual platforms, grant access to another game instance to this individual user.
In some implementations the access component can provide one or several rewards from a list of rewards to users who interact with the online games via one or more virtual reality platforms. In some implementations the access component can provide one or multiple rewards to users who interact with the online games via one or several virtual reality platforms. This is in response to users joining the game instances via one or two virtual reality platforms for a certain period of time. In some implementations the access component can provide one or two rewards to users who interact with the online games via one or several virtual reality platforms. This is in response to users engaging with the game instances via one or multiple virtual reality platforms within a specified time frame.
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