The disclosure relates to video games and more specifically, a way of providing in-game bonuses to a user.
Many video games involve a user controlling an on-screen persona. Examples are a character (e.g., Mario in Super Mario Bros. by NINTENDO), a vehicle (e.g., a ship in Galaga by MIDWAY GAMES Inc.), a realm (e.g., a city such as in SimCity by MAXIS, or a military group (e.g., Terrans in StarCraft by BLIZZARD ENTERTAINMENT). Many of these games provide a way for the persona to obtain a bonus to make the persona more powerful or the game easier to play, e.g., through power ups or virtual items, or by developing certain technologies as part of the gameplay.
Described herein is technology for providing a user's in-game persona with one or more bonuses. The bonuses are based on an in-game virtual item that has both quality-based bonuses and level-based bonuses. In some implementations, the bonus conferred may be weighted based on which slot in an interface the virtual item is placed.
One aspect of the disclosure relates to a method, executed on a computer processor, for granting bonuses to a user's in-game persona. The method may involve defining an interface that allows a user to place a virtual item in a slot within the interface. As described above, in one aspect, the virtual item may have a quality value and a level value. The method may also involve receiving input from the user that includes placing the first virtual item in the slot in the interface. The method may also include, in some implementations, establishing, responsive to reception of the input, a set of one or more quality bonuses that are based on the quality value of the virtual item. The method may also include establishing a level bonus for each of the one or more quality bonuses, with the level bonus for each being based on the level value of the virtual item.
In some versions, the method involves causing the interface to offer the user the ability to upgrade the virtual item. Upgrading refers to improving the level of the virtual item. In these versions, the method may include determining, responsive to the user accepting of the offer, whether the virtual item is upgraded or the virtual item becomes broken. If the item is upgraded, the level bonus for each of the one or more quality bonuses may be increased, responsive to the virtual item being upgraded. If the item is broken, each of the one or more quality bonuses and the level bonus for each may be decreased responsive to the virtual item being broken. Then, each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses are provided to the user's in-game persona.
In some implementations, providing each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses (collectively “the bonuses”) involves modifying the bonuses based in part on a bonus weighting value that is associated with the slot that the item is placed in in the interface, and then providing the modified bonuses to the user.
In some implementations, the method may involve causing the interface to offer to the user the ability to enhance the one or more quality bonuses (which is different than upgrading the level value). If the user accepts the offer to enhance the item, the method may include determining whether the virtual item is enhanced or broken. If the item is enhanced, an additional quality bonus is added to the set of one or more quality bonuses. If, the item is broken however, each of the one or more quality bonuses and the level bonus for each of them is decreased, in some versions decreased to the point of being negated.
In some versions, determining whether the virtual item is upgraded/enhanced or broken involves assigning a percentage likelihood of the virtual item being upgraded/enhanced, generating a random number, and then upgrading/enhancing the virtual item if the random number is less than the percentage likelihood of the virtual item being upgraded/enhanced or breaking the virtual item if the random number is greater than the percentage likelihood. In some implementations, the offer to upgrade/enhance the virtual item may include a requirement that the user pay an amount of virtual currency to accept the offer. Additionally or alternatively, the offer to upgrade/enhance the virtual item may include an option for the user to prevent the virtual item from breaking if the user provides a second virtual item. Additionally, or alternatively, the offer to upgrade/enhance the virtual item may include an option for the user to increase the chance of the virtual item being upgraded/enhanced by providing a second virtual item.
In some versions, the interlace may have multiple slots for virtual items. In these versions, the method may include allowing the user to place a second virtual item in a second slot within the interface, with the second virtual item having its own level value and a quality value. If this is done, bonuses may be provided to the user based on the second virtual item's level value and quality value.
In some implementations, the user is offered the ability to repair the virtual item if it is broken. The offer to repair the virtual item may include a requirement that the user pay an amount of virtual currency or virtual items to accept the offer. If the user accepts the offer, the broken item is repaired and the quality bonuses and the level bonus for each quality bonus is increased and/or restored.
In another aspect, there is a method, executed on a computer processor, for granting bonuses to a user's in-game persona. The method may involve defining an interface that allows a user to place a virtual item in a slot within the interface. As described above, in one aspect, the virtual item may have a quality value and a level value. The method may also involve receiving input from the user that includes placing the first virtual item in the slot in the interface. The method may also include, in some implementations, establishing, responsive to reception of the input, a set of one or more quality bonuses that are based on the quality value of the virtual item. The method may also include establishing a level bonus for each of the one or more quality bonuses, with the level bonus for each being based on the level value of the virtual item.
In some versions, the method involves causing the interface to offer the user the ability to enhance the virtual item. Enhancing refers to adding additional quality bonuses to an item, e.g., if an item currently has two quality bonuses, after being enhanced the item may have three quality bonuses. In these versions, the method may include determining, responsive to the user accepting of the offer, whether the virtual item is enhanced or the virtual item becomes broken. If the item is enhanced, an additional quality bonus is added to the set of one or more quality bonuses responsive to the first virtual item being enhanced. If the item is broken, each of the one or more quality bonuses and the level bonus for each may be decreased responsive to the virtual item being broken. Then, each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses are provided to the user's in-game persona.
In another aspect, there may also be a system for an online game, where bonuses may be provided to a user's in-game persona in the online game. The system includes one or more processors configured to execute computer program modules such as an interface module, a bonus module, an upgrade and enhancement resolution module, an item level upgrade module, an item quality enhancement module, an item repairing module, and/or other modules.
In some versions, the interface module may be configured to provide a user with one or more slots in an interface, with each slot configured to store a virtual item. The virtual item may include a quality value, a set of one or more quality bonuses based on the quality value, a level value, and a level bonus for each of the one or more quality bonuses, the level bonus being based on the level value. In some implementations, a bonus module may be configured to provide the quality bonuses and the level bonus for each of the quality bonuses to the user's in-game persona. There may also be an upgrade and enhancement resolution module. The upgrade and enhancement resolution module may be configured to determine whether an upgrade or an enhancement is successful. If the upgrade or enhancement is not successful, the item may be broken.
In some implementations, the item level upgrade module may be configured to offer the user to upgrade the level bonus for each of the quality bonuses. The item level upgrade module may further configured to upgrade the level bonus for each of the one or more quality bonuses if the user accepts the offer to upgrade the virtual item and the upgrade and enhancement module determines the upgrade is successful. In some versions, the item level upgrade module may be further configured to require that the user pay an amount of virtual currency or virtual items to accept the offer. Additionally or alternatively, the item level upgrade module may be further configured to provide an option for the user to prevent the item from breaking by providing virtual currency or a second virtual item. And additionally or alternatively, the item level upgrade module may also be further configured to provide an option for the user to increase the chance of the upgrade being successful by providing a virtual currency or a second virtual item.
In some versions, the item quality enhancement module may be configured to offer the user to enhance the quality bonuses and may further be configured to add an additional quality bonus to the set of quality bonuses if the user accepts the offer to enhance the virtual item and the upgrade and enhancement module determines the enhancement is successful. In some cases, the upgrade and enhancement resolution module includes a percentage likelihood of the upgrade or enhancement being successful, a random number generator, and a resolving module. The random number generator may be configured to generate a random number. The resolving module may be configured to upgrade or enhance the item if the random number is less than or equal to the percentage likelihood of the level value or the quality value being increased while also being configured to break the virtual item if the random number is greater than the percentage likelihood of the upgrade or enhancement being successful.
There may also be an item repairing module. The item repairing module may be configured to offer the user to repair a broken virtual item, in some implementations, for a cost. If the user accepts the offer, the virtual item may be repaired and the quality bonuses and the level bonus for each quality bonus are increased and/or restored.
These and other objects, features, and characteristics of the system and/or method disclosed herein, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.
Server 105 may be configured to execute one or more computer program modules. The one or more computer program modules may include one or more of a space module 125, a user account module 130, a notification module 135, and/or other modules.
Space module 125 may be configured to host a virtual space for access by users via client computing platforms 110. The users may participate in the online game within the virtual space. Hosting the virtual space may include executing an instance of the virtual space, and implementing the instance of the virtual space to determine view information representing views of the virtual space. The view information may then be communicated from server 105 to client computing platforms 110 to facilitate presentation of the views to the users. The views may be presented to the users within user interfaces of applications being executed on client computing platforms 110 (e.g., web browsers). In some implementations, individual client computing platforms 110 may execute instances of the virtual space. In such implementations, client computing platforms 110 may generate views from a locally executed instance, or may receive view information from another client computing platform 110 in a peer-to-peer configuration. Space module 125 may execute an instance of the virtual space used to update, authenticate, confirm results from, and/or work in other ways with the instances of the virtual space executed locally on client computing platforms 110 to provide a virtual space in which users can interact with each other.
In some implementations, the virtual space (and/or the online game) may be accessed through one of a plurality of different social networking platforms provided by one of social network servers 115. The term “social networking platform” is used generally, and the invention is not limited to traditional social networking platforms. Any platform that can provide games or virtual spaces and allows users to interact, e.g., Kabam.com, Steam, Kongregate, and the like, are within the scope of the invention with respect to “social networking platforms.” In such implementations, accessing the virtual space through a given social networking platform may include logging into the virtual space through the given social networking platform, receiving a view of the virtual space within a user interface associated with the given social networking platform (e.g., within a web page hosted by the given social networking platform), and/or other mechanisms for accessing the virtual space from the given social networking platform.
The users may participate in the virtual space (and/or the online game that takes place therein) by inputting input commands to their respective client computing platforms 110 that request an action to be taken within the instance of the virtual space (e.g., manipulate an object, build a building, control a character, and/or other actions). The input commands may then be implemented in the virtual space through the initiation of the requested actions (e.g., by space module 125 on server 105, in one or more instances of the virtual space on client computing platform(s) 110, etc.).
A virtual space may comprise a simulated space that is accessible by users via clients (e.g., client computing platforms 110) that present the views of the virtual space to a user. The simulated space may have a simulated physical layout, express ongoing real-time interaction by one or more users, and/or be constrained by simulated physics that governs interactions between virtual objects in the simulated space. In some instances, the simulated physical layout may be a 2-dimensional layout. In other instances, the simulated physical layout may be a 3-dimensional layout or a 3-dimensional-like but not fully 3-dimensional (i.e., “2.5D”) layout. An instance of a virtual space may be persistent. That is, the instance of the virtual space may continue to exist whether or not any given user (or set of users) is currently logged in and/or receiving view information.
The above description of virtual spaces is not intended to be limiting. Space module 125 may be configured to express the virtual space in a more limited or more rich manner. For example, views of the virtual space presented to the users may be selected from a limited set of graphics depicting an event in a given place within the virtual space. The views may include additional content (e.g., text, audio, pre-stored video content, movable icons, avatars, and/or other content) that describes particulars of the current state of the space, beyond the relatively generic graphics. For example, a view of the virtual space may depict a given location in a relatively static manner that may or may not include representations of the characters, buildings, or a realm present at the location. In some implementations of the online game, buildings or an entire realm may perform actions in a manner similar to the way characters perform actions in other games, e.g., attack other players, other player's characters, other player's buildings, or perform similar defensive actions. Additionally or alternatively, buildings or a realm may generate resources or units of characters that can perform actions on behalf of the user. Text may be used to express the actions of the characters, buildings, or realm present at the location (and/or effects of the actions or properties), and/or actions of the characters, buildings or realm (and/or effects) may be represented with a relatively limited set of still images and/or short animations. For example, a battle, a meeting, a game, and/or other activities at the given location may be depicted in this manner. Other expressions of individual places within the virtual space are contemplated.
Within the instance of the virtual space (or other virtual environment) executed by space module 125, users may control characters, buildings, or a realm to interact with the virtual space and/or each other. As used herein, the terms “character”, “building”, or “realm” may refer to an object (or group of objects) present in the virtual space that represents an individual user as an in-game persona. The in-game persona may be controlled by the user with which it is associated. The in-game persona may interact with the virtual space (e.g., non-player characters in the virtual space, other objects in the virtual space), or the in-game persona may be relatively static visually within views of virtual space. The in-game persona representing a given user may be created and/or customized by the given user. The in-game persona may have an “inventory” of virtual goods and/or currency that the user can use (e.g., by manipulation of a character, a building, or a realm or other user controlled element, and/or other items), display, gift, and/or otherwise interact with within the virtual space.
User account module 130 may be configured to manage user accounts associated with individual users. The user accounts may include information stored by server 105, one or more of the client computing platforms 110, and/or other storage locations. The user accounts may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the virtual space, security login information (e.g., a login code or password), virtual space account information, subscription information, virtual currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between users in the virtual space), virtual space usage information, demographic information associated with users, interaction history among users in the virtual space, information stated by users, purchase information of users, browsing history of users, a client computing platform identification associated with a user, a phone number associated with a user, and/or other information related to users.
As mentioned above, in some implementations, the user account module 130 includes information about one or more inventories of virtual items associated with the user account and available to a user's in-game persona. For a given user, the user account may include information for one or more in-game personas that are associated with the user in the virtual space. The in-game personas may be persistent within the virtual space. The in-game personas may be controllable by the given user in the virtual space. Controlling the in-game personas may enable the given user to advance within the online game (e.g., as the user progress through the game content available in the virtual space). The given user may be able to control a plurality of the in-game persona within the virtual space simultaneously. The given user may only be able to play one of the in-game personas in the online game in the virtual space at a time. Individual ones of the in-game personas may be unique within the virtual space (e.g., have a unique appearance, a unique name, a unique score or inventory, and/or be unique in other ways). The in-game personas for which information is saved in the user profile of the given user may be exclusive to the given user. That is, the given user may be the only user that controls those in-game personas. The information included in the user account for a given in-game persona may include one or more of a progress level, a status, a score, an inventory, and/or other information.
The information included in the user accounts may include social network authentication information. Social authentication information for a given user may include authentication information used to log into a social networking platform (e.g., username, password, and/or other authentication information), an identifier or other authentication information assigned to the given user by a social networking platform (e.g., without disclosing the authentication information to the given user), an authentication token or key, and/or other authentication information. User account module 130 may be configured such that an individual user may have a user account that includes social network authentication information from a plurality of different social networking platforms. This may enable the user to log into the virtual space (and/or the online game) from any one of the plurality of different social networking platforms. This may enhance accessibility to the virtual space (and/or the online game) for the user, in contrast to conventional systems in which a user logging into an online game can only do so from an individual social networking platform.
Notification module 135 may be configured to generate notifications to social networking platforms indicating activity by the users in the online game session. This may include, responsive to a user performing an action in the online game session that triggers a notification, generating notifications of the action to a plurality of social networking platforms on which the user has accounts. The notifications may cause an indication of the action to be displayed on walls (explained below) or similar spaces of the user in the social networking platforms. The notifications may provide indications to users of the social networking platforms that are linked with the user (e.g., through a friend relationship, through a link, and/or other relationships). The notifications may be selectable by the other users to gain access to the virtual space (and/or the online game). Generating the notifications for the individual user to a plurality of social networking platforms may be enabled by the storage by user account module 130 of information related to user accounts of the individual user on the plurality of social networking platforms (e.g., social network authentication information and/or other information).
Social network servers 115 may be configured to host a plurality of social networking platforms. Social networking platforms may include online services or and/or sites that focus on building and reflecting social networks or social relations among people. These services and/or sites may enable users to form connections between each other that signify friendships, kinship, romantic relationships, professional relationships, and/or other relationships. These services and/or sites typically enable communication between users, and may provide individual users with “walls”. A user's wall in a social networking platform may refer to a set of content that is available for viewing by other users (e.g., users that are linked to the user), and pertains to the user. The content on the user's wall may include content posted by the user, content posted by other users (e.g., users linked to the user), and/or other content. Content from the user's wall may be provided to other users (e.g., in their “feeds”) in a broadcast manner.
Interface module 140 may be configured to provide a user with an interface with one or more slots, with each slot configured to store a virtual item. An example of the interface is shown in
The virtual items may also have a level value. The virtual item will also typically have a level bonus for each quality bonuses, with the level bonus being based on the level value. For example, a virtual item with an Uncommon quality may have two quality bonuses and a level value of zero. One quality bonus may be a bonus to a “ranged defense” attribute. Another quality bonus may be to a “ranged life” attribute. With a level value of zero, the quality bonus for “ranged defense” may provide a one percent increase to the user's in-game persona and the quality bonus for “ranged life” may confer a five percent increase to the user's in-game persona. If the item is upgraded, its level value is increased and the existing quality bonuses each get a higher level-based bonus. For example, if the item was upgraded from level zero to level one, there may be a level bonus to the quality bonus for “ranged defense” of one-half percent for a total bonus conferred to the user's in-game persona of one and one-half percent. Also, at a level value of one, there may be a level bonus to the quality bonus for “ranged life” of two percent for a total conferred bonus of seven percent.
The number of quality bonuses an item has and the amount of bonus that each quality bonus provides may change independently of each other. That is, an item may be upgraded several times from level two to level five and yet always have only two quality bonuses. Conversely, an item may be enhanced several times such that the item goes from providing only one quality bonus to providing four quality bonuses, but the item may stay at level two regardless of the number of quality bonuses that are provided. As an example, the “Wondrous Throne of Rage +0” in
Referring back to
In some implementations, there may be an upgrade and enhancement resolution module 150 configured to determine whether an upgrade or an enhancement is successful. The upgrade and enhancement module may in some instances be one module and in other instances be two separate modules, one that resolves upgrades and one that resolves enhancements. In either scenario, the upgrade and enhancement resolution module 150 may include a percentage likelihood of the upgrade or enhancement being successful. In some instances the percentage likelihood decreases as the level value or quality value increases, i.e., the higher the level of the item or the better the quality of the item, the more difficult it may be to increase the level value or quality value, respectively. For example, upgrading an item from level zero to level one may have a likelihood of ninety percent. An upgrade from level four to level five may have a thirty percent likelihood of success. This percentage likelihood may be stored in a database or a spreadsheet file that the upgrade and enhancement resolution module reads from that a game developer or publisher or the like may edit to adjust the game. There may also be a random number generator configured to generate a random number for use in determining whether an upgrade or enhancement is successful. In some implementations, there may be a resolving module configured to upgrade or enhance the item if the random number generated by the random number generator is less than or equal to the percentage likelihood of the level value or the quality value being increased; and break the virtual item if the random number is greater than the percentage likelihood of the upgrade or enhancement being successful.
If an item is “broken,” this may be designated by a flag or variable, e.g., a Boolean variable, associated with, or a property of, the virtual item, whereby if the flag or variable is set to TRUE (or FALSE, depending on implementation), the item is considered “broken.” In some versions, the upgrade and enhancement resolution module 150 breaks an item if the upgrade or enhancement is not successful. In some cases, if the virtual item is broken, all quality bonuses and level bonuses for each of the quality, bonuses are decreased, in some versions decreased to the point of being negated, until the item is repaired. In other implementations, if the item is broken, the quality bonuses and level bonuses for each of the quality bonuses are simply decreased until the item is repaired.
In some versions, there may be an item level upgrade module 155 configured to offer the user to upgrade the level bonus for each of the one or more quality bonuses. This offer is typically made through an interface 200 as shown in
Additionally or alternatively, the user may instead be required to take some form of out-of-game action to pay for the upgrade, e.g., rather than paying in virtual currency or objects, the user may pay for the upgrade by posting something related to the game on the user's wall a social network page (via the notification module 135).
In some implementations, the interface 200 provides an indicator 235 of the likelihood of success, i.e., the success rate, of the upgrade. As discussed above, this success rate may change if the user provides additional virtual goods. Additionally or alternatively, the likelihood of success may change or a bonus to the chance of success may be applied if the user repeatedly attempts the upgrade, e.g., the likelihood of success may increase to incentivize the user to keep spending virtual goods or it may decrease, e.g., as a story element that the item degrades over time. In some implementations the reward for attempting to upgrade several times may be displayed as an “Activity Bonus” 245 where the more the user tries to upgrade the item, the more likely he or she is able to have the next upgrade be successful. In some implementations, there may be a maximum number of attempts that the user is allowed before the item has either a one-hundred percent likelihood of success or alternatively a zero percent chance of success.
If the user chooses to accept the offer, the user may press the “upgrade” button 240. In the example shown, the user may pay for the upgrade and at the same time prevent the item from breaking by paying for the upgrade with seventeen gems. In some implementations the item level upgrade module 155 may be further configured to upgrade the level bonus for each of the one or more quality bonuses if the user accepts the offer to upgrade the virtual item and the upgrade and enhancement module determines the upgrade is successful. In the implementation shown in
Referring back to
If the user chooses to accept the offer, the user may press the “enhance” button 340 to attempt the enhancement. In the example shown, the user may pay for the enhancement and prevent the item from breaking by paying for the enhancement with seventeen gems. In some implementations the item quality enhancement module 160 may be further configured to enhance the set of quality bonuses by adding an additional quality, bonus (or more than one) if the user accepts the offer to enhance the virtual item and the enhancement and enhancement module determines the enhancement is successful. In some versions, the item quality enhancement module 160 and the item upgrade module are the same module. In the implementation shown in
Referring back to
A given client computing platform 110 may include one or more processors, and electronic display, a control interface, and/or other components. The one or more processors may be configured to execute computer program modules. The computer program modules may be configured to enable or user associated with the given client computing platform 110 to interface with system 100, and/or provide other functionality attributed herein to client computing platforms 110. For example, the computer program modules may include a view module configured to receive view information from server 105 (e.g., generated by space module 125), and to present a view of the virtual game environment (e.g., as described above) based on the received view information. This may facilitate participation by the user of the given client computing platform 110 in the game taking place in the virtual game environment. By way of non-limiting example, the given client computing platform 110 may include one or more of a desktop computer, a laptop computer, a handheld computer, a tablet computing platform, a NetBook, a Smartphone, a gaming console, and/or other computing platforms.
Server 105 may include electronic storage 170, one or more processors 175, and/or other components. Server 105 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server 105 in
Electronic storage 170 may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage 170 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server 105 and/or removable storage that is removably connectable to server 105 via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage 170 may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. The electronic storage 170 may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage 170 may store software algorithms, information determined by processor 175, information received from server 105, information received from client computing platforms 110, and/or other information that enables server 105 to function as described herein.
Processor(s) 175 is configured to provide information processing capabilities in server 105. As such, processor 175 may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor 175 is shown in
It should be appreciated that although modules 125, 130, 135, 140, 145, 150, 155, 160, and/or 165 are illustrated in
It will be appreciated that illustration in
In some versions, the quality bonuses and the level bonus for each quality bonus may be modified based in part on a bonus weighting value that is associated with the slot the item is in. For example, the interface may provide a slot for a “throne,” a slot for a “window,” a slot for a “banner”, a slot for a “relic” and a slot for a “seneschal.” An item placed in the throne slot may be given a weight of eighty-five percent, whereas an item placed in the banner slot may be given a weight of sixty five percent. Continuing the example, the item in the throne slot may have one quality bonus be “ranged defense +1%”. Because the throne slot is weighted by eighty five percent, the item may actually confer a bonus of one percent multiplied by eighty five percent, i.e., a +0.85% increase to ranged defense. This in turn may make virtual items for a heavily weighted slot that convey a desirable bonus more valuable in the game.
As described above, the method 500 may also include optional steps (not shown) where the offer to upgrade/enhance the virtual item includes a requirement that the user pay an amount of virtual currency to accept the offer and a step where the virtual currency is received. Additionally or alternatively, the offer to upgrade/enhance the virtual item may also include a step where a second virtual item is received from the user to prevent the first virtual item from breaking. Additionally or alternatively, the method 500 may also include a step where a second virtual item is received to increase the chance of the virtual item being upgraded/enhanced.
The method 500 may also allow a user to place a second virtual item in a second slot within the interface, the second virtual item also including a level value and a quality value. If this happens, responsive to the user placing the second virtual item in the second slot, one or more quality-based bonuses are provided based on the quality of the second virtual item and a level-based bonus for each of the quality-based bonuses is provided to the user's in-game persona based on the level value of the second virtual item.
Although the system(s) and/or method(s) of this disclosure have been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the disclosure is not limited to the disclosed implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present disclosure contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.
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8360867 | Van Luchene | Jan 2013 | B2 |
8366544 | Walker | Feb 2013 | B2 |
8371925 | Bonney | Feb 2013 | B2 |
8376826 | Katz | Feb 2013 | B2 |
8401913 | Alivandi | Mar 2013 | B2 |
8439759 | Mello | May 2013 | B1 |
8512150 | Herrmann | Aug 2013 | B2 |
8636591 | Hawk | Jan 2014 | B1 |
8777754 | Santini | Jul 2014 | B1 |
8790185 | Caldarone | Jul 2014 | B1 |
8821260 | DeSanti | Sep 2014 | B1 |
8851978 | Koh | Oct 2014 | B1 |
8920243 | Curtis | Dec 2014 | B1 |
8961319 | Pieron | Feb 2015 | B1 |
8968067 | Curtis | Mar 2015 | B1 |
9138639 | Ernst | Sep 2015 | B1 |
9257007 | Santini | Feb 2016 | B2 |
20020059397 | Feola | May 2002 | A1 |
20020072412 | Young | Jun 2002 | A1 |
20020095327 | Zumel | Jul 2002 | A1 |
20020165794 | Ishihara | Nov 2002 | A1 |
20030027619 | Nicastro | Feb 2003 | A1 |
20030032476 | Walker | Feb 2003 | A1 |
20030102625 | Katz | Jun 2003 | A1 |
20030109301 | Chudley | Jun 2003 | A1 |
20030157978 | Englman | Aug 2003 | A1 |
20030174178 | Hodges | Sep 2003 | A1 |
20030216167 | Gauselmann | Nov 2003 | A1 |
20040002387 | Grady | Jan 2004 | A1 |
20040068451 | Lenk | Apr 2004 | A1 |
20040215524 | Parkyn | Oct 2004 | A1 |
20040267611 | Hoerenz | Dec 2004 | A1 |
20050096117 | Katz | May 2005 | A1 |
20050114223 | Schneider | May 2005 | A1 |
20050165686 | Zack | Jul 2005 | A1 |
20050192087 | Friedman | Sep 2005 | A1 |
20050209008 | Shimizu | Sep 2005 | A1 |
20050227751 | Zanelli | Oct 2005 | A1 |
20050255914 | McHale | Nov 2005 | A1 |
20050277474 | Barry | Dec 2005 | A1 |
20060030407 | Thayer | Feb 2006 | A1 |
20060063587 | Manzo | Mar 2006 | A1 |
20060116196 | Vancura | Jun 2006 | A1 |
20060155597 | Gleason | Jul 2006 | A1 |
20060200370 | Ratliff | Sep 2006 | A1 |
20060287029 | Yoshinobu | Dec 2006 | A1 |
20070077988 | Friedman | Apr 2007 | A1 |
20070129139 | Nguyen | Jun 2007 | A1 |
20070281285 | Jayaweera | Dec 2007 | A1 |
20080032787 | Low | Feb 2008 | A1 |
20080058092 | Schwartz | Mar 2008 | A1 |
20080113706 | O'Halloran | May 2008 | A1 |
20080113815 | Weingardt | May 2008 | A1 |
20080124353 | Brodeur | May 2008 | A1 |
20080154798 | Valz | Jun 2008 | A1 |
20080194318 | Kralicky | Aug 2008 | A1 |
20080207306 | Higbie | Aug 2008 | A1 |
20080214295 | Dabrowski | Sep 2008 | A1 |
20080227525 | Kelly | Sep 2008 | A1 |
20080234043 | McCaskey | Sep 2008 | A1 |
20080248867 | Englman | Oct 2008 | A1 |
20080275786 | Gluck | Nov 2008 | A1 |
20080300045 | Ratcliff | Dec 2008 | A1 |
20080318668 | Ching | Dec 2008 | A1 |
20090011812 | Katz | Jan 2009 | A1 |
20090017886 | McGucken | Jan 2009 | A1 |
20090036199 | Myus | Feb 2009 | A1 |
20090048918 | Dawson | Feb 2009 | A1 |
20090061982 | Brito | Mar 2009 | A1 |
20090124353 | Collette | May 2009 | A1 |
20090204907 | Finn | Aug 2009 | A1 |
20090210301 | Porter | Aug 2009 | A1 |
20090234710 | Belgaied Hassine | Sep 2009 | A1 |
20100035689 | Altshuler | Feb 2010 | A1 |
20100041472 | Gagner | Feb 2010 | A1 |
20100050088 | Neustaedter | Feb 2010 | A1 |
20100094841 | Bardwil | Apr 2010 | A1 |
20100174593 | Cao | Jul 2010 | A1 |
20100198653 | Bromenshenkel | Aug 2010 | A1 |
20100227675 | Luxton | Sep 2010 | A1 |
20100228606 | Walker | Sep 2010 | A1 |
20100240444 | Friedman | Sep 2010 | A1 |
20100241491 | Eglen | Sep 2010 | A1 |
20100241492 | Eglen | Sep 2010 | A1 |
20110092271 | Nguyen | Apr 2011 | A1 |
20110092273 | Cerbini | Apr 2011 | A1 |
20110113353 | Koh | May 2011 | A1 |
20110145040 | Zahn | Jun 2011 | A1 |
20110151957 | Falciglia | Jun 2011 | A1 |
20110218033 | Englman | Sep 2011 | A1 |
20110263324 | Ganetakos et al. | Oct 2011 | A1 |
20110275438 | Hardy | Nov 2011 | A9 |
20110281638 | Bansi | Nov 2011 | A1 |
20110282764 | Borst | Nov 2011 | A1 |
20110300923 | Van Luchene | Dec 2011 | A1 |
20110319152 | Ross | Dec 2011 | A1 |
20120011002 | Crowe | Jan 2012 | A1 |
20120040743 | Auterio | Feb 2012 | A1 |
20120040761 | Auterio | Feb 2012 | A1 |
20120042282 | Wong | Feb 2012 | A1 |
20120047002 | Patel | Feb 2012 | A1 |
20120059730 | Jensen | Mar 2012 | A1 |
20120101886 | Subramanian | Apr 2012 | A1 |
20120108306 | Munsell | May 2012 | A1 |
20120109785 | Karlsson | May 2012 | A1 |
20120115593 | Vann | May 2012 | A1 |
20120122589 | Kelly | May 2012 | A1 |
20120129590 | Morrisroe | May 2012 | A1 |
20120130856 | Petri | May 2012 | A1 |
20120142429 | Muller | Jun 2012 | A1 |
20120157193 | Arezina | Jun 2012 | A1 |
20120166380 | Sridharan | Jun 2012 | A1 |
20120178515 | Adams | Jul 2012 | A1 |
20120178529 | Collard | Jul 2012 | A1 |
20120197874 | Zatkin | Aug 2012 | A1 |
20120202570 | Schwartz | Aug 2012 | A1 |
20120203669 | Borsch | Aug 2012 | A1 |
20120215667 | Ganz | Aug 2012 | A1 |
20120221430 | Naghmouchi | Aug 2012 | A1 |
20120231891 | Watkins | Sep 2012 | A1 |
20120244945 | Kolo | Sep 2012 | A1 |
20120244950 | Braun | Sep 2012 | A1 |
20120245988 | Pace | Sep 2012 | A1 |
20120289315 | Van Luchene | Nov 2012 | A1 |
20120289330 | Leydon | Nov 2012 | A1 |
20120289346 | Van Luchene | Nov 2012 | A1 |
20120295699 | Reiche | Nov 2012 | A1 |
20120296716 | Barbeau | Nov 2012 | A1 |
20120302329 | Katz | Nov 2012 | A1 |
20120309504 | Isozaki | Dec 2012 | A1 |
20120311504 | Van Os | Dec 2012 | A1 |
20130005437 | Bethke | Jan 2013 | A1 |
20130005466 | Mahajan | Jan 2013 | A1 |
20130005473 | Bethke | Jan 2013 | A1 |
20130005480 | Bethke | Jan 2013 | A1 |
20130006736 | Bethke | Jan 2013 | A1 |
20130012304 | Cartwright | Jan 2013 | A1 |
20130013459 | Kerr | Jan 2013 | A1 |
20130072278 | Salazar | Mar 2013 | A1 |
20130079087 | Brosnan | Mar 2013 | A1 |
20130090173 | Kislyi | Apr 2013 | A1 |
20130095914 | Allen | Apr 2013 | A1 |
20130124361 | Bryson | May 2013 | A1 |
20130173393 | Calman | Jul 2013 | A1 |
20130210511 | Larocca | Aug 2013 | A1 |
20130217489 | Bronstein Bendayan | Aug 2013 | A1 |
20130226733 | Evans | Aug 2013 | A1 |
20130244767 | Barclay | Sep 2013 | A1 |
20130288757 | Guthridge | Oct 2013 | A1 |
20130290147 | Chandra | Oct 2013 | A1 |
20130303726 | Mozzarelli | Nov 2013 | A1 |
20130310164 | Walker | Nov 2013 | A1 |
20140004884 | Chang | Jan 2014 | A1 |
20140033262 | Anders | Jan 2014 | A1 |
20140038679 | Snow | Feb 2014 | A1 |
20140067526 | Raju | Mar 2014 | A1 |
20140067544 | Klish | Mar 2014 | A1 |
20140073436 | Takagi | Mar 2014 | A1 |
20140087864 | Togashi | Mar 2014 | A1 |
20140089048 | Bruich | Mar 2014 | A1 |
20140100020 | Carroll | Apr 2014 | A1 |
20140128137 | Balise | May 2014 | A1 |
20140157314 | Roberts | Jun 2014 | A1 |
20140206452 | Bambino | Jul 2014 | A1 |
20140243072 | Santini | Aug 2014 | A1 |
20140274359 | Helava | Sep 2014 | A1 |
20140295958 | Shono | Oct 2014 | A1 |
20140329585 | Santini | Nov 2014 | A1 |
20140337259 | Lamb | Nov 2014 | A1 |
20150019349 | Milley | Jan 2015 | A1 |
20150031440 | Desanti | Jan 2015 | A1 |
20150306494 | Pieron | Oct 2015 | A1 |
20150335995 | McLellan | Nov 2015 | A1 |
20150352436 | Pieron | Dec 2015 | A1 |
Number | Date | Country |
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1020130137431 | Dec 2013 | KR |
0226333 | Jan 2002 | WO |
2013013281 | Jan 2013 | WO |
2013116904 | Jan 2013 | WO |
2015013373 | Jan 2015 | WO |
2015168187 | Nov 2015 | WO |
2015179450 | Nov 2015 | WO |
2015196105 | Dec 2015 | WO |
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Number | Date | Country | |
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Parent | 13670441 | Nov 2012 | US |
Child | 14331117 | US |