WO2023084523A1 - User-generated replayable gaming content utilizing regamification data - Google Patents

User-generated replayable gaming content utilizing regamification data Download PDF

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Publication number
WO2023084523A1
WO2023084523A1 PCT/IL2022/051205 IL2022051205W WO2023084523A1 WO 2023084523 A1 WO2023084523 A1 WO 2023084523A1 IL 2022051205 W IL2022051205 W IL 2022051205W WO 2023084523 A1 WO2023084523 A1 WO 2023084523A1
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WO
WIPO (PCT)
Prior art keywords
game
data
processing circuitry
virtual objects
data indicative
Prior art date
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PCT/IL2022/051205
Other languages
French (fr)
Inventor
Asaf GAZIT
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Ludeo Inc
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Publication of WO2023084523A1 publication Critical patent/WO2023084523A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/88Mini-games executed independently while main games are being loaded
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • the presently disclosed subject matter relates to electronic games, and in particular to implementation of systems of creating and playing new games.
  • a computer system of creating a mini-game derivative of a scenario in a historical play of a computerized game comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receive second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b.
  • PMDS playable mini-game data segment
  • the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters.
  • a computer-implemented method of creating a mini-game derivative of a scenario in a historical play of a computerized game comprising: a) receiving first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receiving second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b.
  • PMDS playable mini-game data segment
  • the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c.
  • a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of creating a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receiving second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a.
  • PMDS playable mini-game data segment
  • fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters.
  • a computer system of providing, to a user, a mini-game derivative of a scenario in a historical play of a computerized game
  • the system comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initialize the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b.
  • a computer-implemented method of providing, to a userm a mini-game derivative of a scenario in a historical play of a computerized game comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initializing the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configuring the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of providing, to a user, a minigame derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initializing the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configuring the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • a digital data product comprising a computer-readable non-transitory storage medium containing playable minigame data segment (PMDS) data enabling providing, to a user, a mini-game derivative of a scenario in a historical play of a computerized game
  • the PMDS data comprising: a) first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by the processing circuitry to initialize the gaming engine to provide a mini-game to a user; and b) second data indicative of one or more time-based game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • PMDS playable minigame data segment
  • a computer system of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) write, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a.
  • each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • a processing circuitry-based method of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b.
  • each time-based game modification comprises at least one of: c. one or more additional virtual objects, and d. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • a processing circuitry-based method of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b.
  • each time-based game modification comprises at least one of: e. one or more additional virtual objects, and f. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of providing, to a user, a minigame derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a.
  • each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
  • FIGs. 1A-1B illustrate logical block diagrams of example gaming systems enabled for creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
  • Fig. 1C illustrates a logical block diagram of an example gaming system enabled for playback of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter
  • Fig. 2 illustrates an example user interface of a system of creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
  • Fig. 3 is a flow diagram of an example method of creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
  • Fig. 4 illustrates an example data structure of a minigame data object enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter
  • Figs. 5A-5E is a flow diagram of an example method of playback of a minigame enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter.
  • Fig. 6 is a flow diagram of an example scenario of initial user creation and secondary user play of a minigame enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter.
  • non-transitory memory and “non-transitory storage medium” used herein should be expansively construed to cover any volatile or non-volatile computer memory suitable to the presently disclosed subject matter.
  • Embodiments of the presently disclosed subject matter are not described with reference to any particular programming language. It will be appreciated that a variety of programming languages may be used to implement the teachings of the presently disclosed subject matter as described herein.
  • Some embodiments of the presently disclosed subject matter provide systems and methods for enabling gamers to identify notable or exciting sequences in their game play, and then to generate shareable “mini-games” based on these game sequences which can enable "re-experiencing" these sequences. These minigames can then be shared e.g. on social media, and can potentially attain a virality of their own.
  • Fig. 6 illustrates a flow chart of an example sequence of a user playing a game, creating a derivative minigame, and sharing it with other users, in accordance with some embodiments of the presently described subject matter.
  • An initial user can play (610) a computer-based game (for example: on a personal computer, smartphone, tablet, dedicated gaming advice etc.).
  • a computer-based game for example: on a personal computer, smartphone, tablet, dedicated gaming advice etc.
  • the term “game” as used herein includes all kinds of computerized games e.g. two-dimensional games and three- dimensional games, first-person and third person games, single player/multi-player games, racing, shooting or turn-based (e.g. chess) games, virtual reality (VR)/augmented reality (AR) games, scored/unscored games etc.
  • the term “game” also includes noncompetitive virtual “experiences” such as a VR/AR musical concert or a VR/AR exploration of a virtual territory etc.
  • the initial user can perform an action to “share” (620) the completed game.
  • the initial user can click (via an input device) on a “minigame share icon” that is part of the game’s user interface.
  • an initial user can - in some embodiments - utilize some kind of suitable interface to begin the ’’minigame sharing” process during game play or before game play.
  • the initial user’s device can then make data of the completed game available (630) to a minigame creation server (e.g. by uploading the completed game to the server). It is noted that the transfer of game data to a minigame creation server can be done concurrently with game play or subsequent to game play, can involve intermediate entities etc.
  • the server can then present (640) a user interface to the initial user.
  • the presented user interface can enable the initial user to select a particular segment of the completed game to be included in the minigame (e.g a 45 second sequence from a 15 minute gaming session).
  • the presented user interface can also enable the initial user to select specific goals for the minigame (e.g. killing a certain number of enemies, moving the protagonist to a particular point on the game terrain, etc.)
  • the server can create (650) a data object that enables playing the minigame, and can make this data object available to other users.
  • the server can maintain a web page that enable users to peruse such data objects, and then download or otherwise access a particular object in order to play the respective minigame.
  • Such “secondary” users can than access the newly-created minigame (e.g. by downloading), and then play (660) the minigame to re-experience the original game scenario - while in fact conducting his or her own original game actions.
  • the experience provided by the minigame to a secondary user playing the game can replicate the experience of the initial user e.g. the secondary user can play the same game protagonist, in the same game terrain, with the same initial configuration of non-player characters (NPCs).
  • NPCs non-player characters
  • certain techniques are utilized to enable the secondary user to experience the original game scenario as experienced by the initial user, while ensuring that the progress of the game actually conforms to the game rules, game physics etc.
  • these techniques include: i) replicating time-based events from the original game in the minigame. For example: if - at a particular time in the initial user’s game play - a new enemy appears, or if an existing enemy spontaneously takes an action, then the minigame system can - based on data included in the minigame data object - replicate these enemy actions at the same time offset of the minigame play as in the original game. ii) replicating event-triggered reactions from the original game in the minigame.
  • Caged/uncaged NPCs for robust minigame behavior, it can be desirable that an NPC in the minigame repeat its behavior in the original game for a certain duration of the minigame, and then behave according to its NPC characteristics after that time.
  • An NPC on a minigame which behaves according to original game behavior is herein termed a “caged NPC”, whereas an NPC which behaves according to its characteristics and/or other factors is herein termed an “uncaged NPC”.
  • the minigame data object can include data that indicates whether an NPC’s initial state is caged or uncaged. In some embodiments, the minigame data object can further include data that indicates that the NPC should transition from its initial state (e.g. caged) to the other state (e.g. uncaged) in response to a particular event.
  • data in the minigame data object can indicate that a particular NPC should transition from caged to uncaged at a certain time into the minigame, or in response to a particular event in the minigame.
  • a secondary user can then share his or her minigame score e.g. by utilizing the website that enables the creation and download of the minigames.
  • FIG. 1A is a block diagram of an example system of creating a playable mini-game data segment (PMDS) that enables a gamer to play a minigame based on a scenario of a historical game play, in accordance with some embodiments of the presently disclosed subject matter.
  • Gaming system enabled for playable creation 100A can be a gaming device such a Sony Tm Playstation 1111 , Microsoft 7 '" Xbox Tl ", etc.
  • gaming system enabled for minigame creation 100A can be a programmable device such as personal computer (PC), smartphone, tablet etc.
  • gaming system enabled for minigame creation 100A can be another suitable platform.
  • Gaming system enabled for minigame creation 100A can include a processing circuitry 110A, which in turn can include processor 120A and memory 130A.
  • Gaming system enabled for minigame creation 100A can be operably connected to e.g. various peripherals (such as gaming-related peripheral devices).
  • peripherals can include e.g. game display/audio system 180 and game controller 170.
  • Peripherals can also include virtual reality/augmented reality headsets, or other kinds of gaming or other peripherals.
  • Processor 120A can be a suitable hardware-based electronic device with data processing capabilities, such as, for example, a general purpose processor, digital signal processor (DSP), a specialized Application Specific Integrated Circuit (ASIC), one or more cores in a multicore processor, etc.
  • DSP digital signal processor
  • ASIC Application Specific Integrated Circuit
  • Processor 120A can also consist, for example, of multiple processors, multiple ASICs, virtual processors, combinations thereof etc.
  • Memory 130A can be, for example, a suitable kind of volatile and/or non-volatile storage, and can include, for example, a single physical memory component or a plurality of physical memory components. Memory 130A can also include virtual memory. Memory 130A can be configured to, for example, store various data used in computation.
  • Storage 160 can be a suitable kind of volatile or non-volatile storage e.g. a hard disk, solid state drive etc.
  • Processing circuitry 110A can be configured to execute several functional modules in accordance with computer-readable instructions implemented on a non-transitory computer-readable storage medium. Such functional modules are referred to hereinafter as comprised in the processing circuitry. These modules can include, for example, gaming engine 150, tracker module 105, and game-specific logic 140. Gaming engine 150 can be a software module which implements general-purpose gaming functionality such as, for example: managing devices such as game display/audio system 180 and game controller 170, including receiving input from (and sending output to) such devices implementing virtual objects (such as game terrains, obstacles etc.) used and displayed in a game. providing an application programming interface (API) for provisioning virtual objects, determining current state of the virtual objects, managing the virtual objects.
  • API application programming interface
  • Gaming engine 150 can be, for example, a commercial gaming engine such as UnrealTM, UnityTM’ etc.
  • Gaming engine 150 can include various submodules which implement “bullet physics”, “vehicle motion” and the like, thereby enabling ongoing changes in game state to take place autonomously within gaming engine 150.
  • Gaming engine 150 can implement changes in game state that are in response to, for example:
  • game controller device events such as a user pressing a game controller device button to fire a weapon
  • characteristics of the virtual objects for example: a vehicle that is moving can have a continuously-updated location within the game terrain
  • Game-specific logic 140 can be a software module that - in conjunction with the gaming engine 150 and peripherals such as game display/audio system 180 and game controller 170 - implements an actual game (e.g. a first person shooter game, a racing game, a turnbased game such as chess etc.). Game-specific logic 140 can interact with gaming engine 150 via an API.
  • an actual game e.g. a first person shooter game, a racing game, a turnbased game such as chess etc.
  • Game-specific logic 140 can interact with gaming engine 150 via an API.
  • game-specific logic 140 initially provisions gaming engine 150 with an initial game scenario.
  • gamespecific logic 140 can initially provision gaming engine 150 with virtual objects including a racetrack with a particular topology, a first-person player car with a location on the racetrack, non-player cars with particular appearances and motion characteristics etc.
  • Game-specific logic 140 can perform the provisioning of the initial game scenario via the API of gaming engine 150.
  • Game-specific logic 140 can include tracker module 105.
  • Tracker module 105 can write tracking data to storage.
  • Tracking data can include data that is indicative of, for example: a) data that was read by the game-specific logic 140 from the gaming engine 150 and describes current characteristics of virtual objects and related game state b) data written (or data to be written) to game-specific logic 140 by gaming engine 150 that describes current characteristics of virtual objects and related game state - as programmed for a particular game
  • Tracker module 105 can write the tracking data in a particular data format (herein termed a “tracking data format”).
  • a tracking data format can reduce complex virtual object definitions to a smaller quantity of data. For example: a large number of virtual object characteristics describing a car (e.g. color, wheel style, height etc.) can be represented by 3 bits identifying one of 8 car types implemented in a racing game.
  • Tracker module 105 can write the tracking data in e.g. 2 groupings: a) a grouping containing data describing initialization data, and b) a grouping containing data describing subsequent changes in the virtual objects and game state events.
  • the data describing subsequent changes in the virtual objects and game state events can include data indicative of when in the game the changes occurred (e.g. timestamps).
  • the data describing subsequent changes in the virtual objects and game state events can include images (e.g. screenshots) or video segments that are e.g. indicative of game events at the time of the changes/events.
  • Game-specific logic 140 can include upload module 105.
  • Upload module 105 can upload e.g. tracking data 125 to e.g. PMDS server 195 via e.g. network link 190.
  • PMDS server 195 can be, for example, a suitable type of physical or cloud-based server that includes processing circuitry HOB, which in turn can include processor 120B and 130B
  • Processor 120B can be a suitable hardware-based electronic device with data processing capabilities, such as, for example, a general purpose processor, digital signal processor (DSP), a specialized Application Specific Integrated Circuit (ASIC), one or more cores in a multicore processor, etc.
  • DSP digital signal processor
  • ASIC Application Specific Integrated Circuit
  • Processor 120B can also consist, for example, of multiple processors, multiple ASICs, virtual processors, combinations thereof etc.
  • Memory 130B can be, for example, a suitable kind of volatile and/or non-volatile storage, and can include, for example, a single physical memory component or a plurality of physical memory components. Memory 130B can also include virtual memory. Memory 130B can be configured to, for example, store various data used in computation.
  • Processing circuitry 110B can be configured to execute several functional modules in accordance with computer-readable instructions implemented on a non-transitory computer-readable storage medium. Such functional modules are referred to hereinafter as comprised in the processing circuitry. These modules can include, for example, minigame creation module 145, and regamification logic 135.
  • Minigame creation module 145 can be a software module which accesses uploaded tracking data 155, presents (for example) a user interface (e.g. a web-based user interface) to a user, and then uses tracking data and (optionally) user input to build a playable minigame data segment.
  • a user interface e.g. a web-based user interface
  • a flow diagram of an example method of outputting a PMDS appears below, with reference to Fig. 3.
  • An example format of a playable minigame data segment appears below, with reference to Fig. 4.
  • Regamification logic 135 can be a software module which receives (for example: via a user interface such as a web-based user interface) data that indicates scoring parameters of the minigame and/or an end-of-game criterion for the minigame.
  • the tracking data may include data describing a full play of a game (e.g. a first-person shooting game) by an initial user.
  • a game e.g. a first-person shooting game
  • the full play of the game there may be a number of scenarios with different types of enemies and targets, different terrains, and different goals.
  • minigame creation module 145 can present the initial user with a web-based interface allowing him or her to select a particular scenario within the longer game that will constitute a basis for a minigame.
  • a selected scenario may involve the protagonist needing to kill a specific number of enemies located at particular positions in a particular terrain.
  • the web-based interface displays still images or video segments (included in uploaded tracking data 155) to aid the user in selecting the scenario.
  • regamification logic 135 can then provide minigame creation module 145 with a number of possible game-specific scoring parameters (e.g. time to kill all enemies, number of enemies killed in 30 seconds etc.) and receives the initial user’s selection.
  • game-specific scoring parameters e.g. time to kill all enemies, number of enemies killed in 30 seconds etc.
  • minigame creation module 145 can next create a playable minigame data segment 115.
  • minigame creation module 145 writes data indicative of one or more virtual objects that are part of the initial state of the selected segment (i.e. the virtual objects are present at the beginning of a replaying user’s play of the game).
  • This data can be derivative of uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format.
  • This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine.
  • minigame creation module 145 can further write data indicative of time-based modifications to the minigame.
  • minigame creation module 145 can write data indicative of one or more virtual objects to be added to the game, or of one or more changes to virtual objects that were already defined.
  • the data indicative of these virtual objects can be derivative of the uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format.
  • the data of the time-based modifications can be accompanied with explicit timestamps indicating time offsets in the minigame when the modifications should occur.
  • the timestamps are implicit (e.g. each time-based modification can represent changes happening at a 10ms interval).
  • This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine at an appropriate time offset.
  • minigame creation module 145 while processing uploaded tracking data 155, can detect virtual object initializations and modifications which occur after the beginning of the part of the game that is being used to create the minigame.
  • minigame creation module 145 can - in some embodiments - examine tracking data from uploaded tracking data 155 which indicates a sudden appearance of a new enemy from a newly visible terrain feature such as a building. Minigame creation module 145 can then accordingly create an time-based modification to the minigame to create the new virtual object corresponding to the new enemy.
  • minigame creation module 145 can further write data indicative of event-based modifications to the minigame.
  • minigame creation module 145 can write data indicative of one or more virtual objects to be added to the game, or of one or more changes to virtual objects that were already defined - responsive to particular events happening the game (for example in response to behavior by the protagonist.
  • the data indicative of these virtual objects can be derivative of the uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format. This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine in response to the indicated event.
  • minigame creation module 145 while processing uploaded tracking data 155, can evaluate which virtual object initializations and modifications are due to actions of the protagonist or due other game events, and which virtual object initializations and modifications are spontaneous i.e. not resulting from a causal sequence of of other virtual objects.
  • minigame creation module 145 can - in some embodiments - examine tracking data from uploaded tracking data 155 which indicates a stationary non-player character (NPC) becomes active (e.g. by attacking the protagonist) in response to being struck by a projectile fired by the protagonist.
  • NPC stationary non-player character
  • minigame creation module 145 can further write data indicative of regamification data to the minigame.
  • minigame creation module 145 can write data indicative of scoring parameters and/or an end-of-game criterion into the PMDS.
  • minigame creation module 145 can write data indicative of a virtual object release criterion associated with a particular virtual object (e.g. in the initialization data, time-based data, or event-based data) into the PMDS.
  • a virtual object release criterion is an event, which causes the replayer - upon occurrence of the event - to halt its ongoing control of the gaming engine to replicate the virtual object behavior of the game played by the initial user. Thereafter the replayer can implement a different behavior for the object as appropriate to the game.
  • the virtual object release criterion can be a time offset into the minigame.
  • Minigame creation module 145 can configure the PMDS so that at a certain time offset into the play of the minigame by the replayer, the car no longer mirrors the behavior of the NPC car virtual object in the game played by the initial player, but rather follows a different behavior.
  • Fig. IB is a block diagram of an example variation of the system of creating a playable mini-game data segment (PMDS), in accordance with some embodiments of the presently disclosed subject matter.
  • the minigame creation functionality is divided by minigame creation module 145A (located in the tracker module of gaming system 100A) and minigame creation module 145B (located in the PMDS server).
  • minigame creation module can be divided in any appropriate manner.
  • minigame creation module 145A can prepare time-based modification data and event-based modification data, and minigame creation module 145B can continue to receive user-selected scoring parameters and prepare the regamification data.
  • FIG. 1C is a block diagram of an example gaming system enabled for playing a minigame, utilizing a mini-game data segment (PMDS) based on a scenario of a historical game play, in accordance with some embodiments of the presently disclosed subject matter.
  • PMDS mini-game data segment
  • a minigame player utilizing system 100B of Fig. 1C can download playable minigame segment 165 - for example from PMDS server 195.
  • PMDS replay module 185 can then utilize playable minigame segment 165 to provide the minigame.
  • a detailed explanation of an example method of providing a minigame from playable minigame segment 165 appears hereinbelow, with reference to Fig. 4.
  • Fig. 2 is an example user interface presented to an initial player of a game, in accordance with some embodiments of the presently disclosed subject matter.
  • the screen illustrated in Fig. 2 includes a selection interface element (210) enabling the initial user to select a time range from the original game which will be the basis of the minigame.
  • This interface also illustrates still frames of the game play, these still frames can be images that were included in uploaded tracking data 155 (after being place in the tracking data 125 by tracker module 105), which were then extracted at PMDS server 195.
  • 2 further includes an scoring parameters interface element (220), which enables the initial user to specify scoring parameters for the minigame, and an end-of-game criterion interface element (230).- which can also be termed a "goal" - which enables the initial user to specify on what conditions the minigame should complete.
  • FIG. 3 illustrates a flow diagram of an example method of creating a playable minigame data segment, in accordance with some embodiments of the presently disclosed subject matter.
  • Processing circuitry HOB of PMDS Server 195 can receive (310) tracking data uploaded from e.g. a gaming system 100A of an initial player.
  • Processing circuitry HOB of PMDS Server 195 can then present (320) the initial player with a user interface (e.g. a web-based interface or a protocol-based interface etc.) to enable the user to specify parameters for creation of a minigame from uploaded tracking data 155.
  • a user interface e.g. a web-based interface or a protocol-based interface etc.
  • Processing circuitry HOB of PMDS Server 195 can receive (or determine) (330) a start time, end criterion, and one or more scoring parameters of the minigame.
  • the initial user can select a start time (e.g. a time offset in the original game, which will serve as the starting point of the minigame) from the user interface.
  • a start time e.g. a time offset in the original game, which will serve as the starting point of the minigame
  • processing circuitry HOB of PMDS Server 195 determines a start time via a different mechanism (e.g. starting from the beginning of uploaded tracking data 155).
  • the initial user can select an end-of-minigame criteria from the user interface.
  • the user might specify a time offset in the original game as the end, or alternatively the user may select a criterion for the end of the game such as the number of enemy killed.
  • processing circuitry HOB of PMDS Server 195 e.g. minigame creation module 145) determines an end-of-game criteria via a different mechanism (e.g. utilizing the end of uploaded tracking data 155).
  • the initial user can select one or more scoring parameters from the user interface. For example, the user might select a scoring parameter from a gamespecific drop-down list that the user interface presents.
  • processing circuitry HOB of PMDS Server 195 determines a scoring parameter via a different mechanism (e.g. utilizing a single, game-appropriate scoring parameter).
  • Processing circuitry HOB of PMDS Server 195 can next write (340) initial virtual objects data to a Playable Minigame Data Segment (PMDS) 115
  • Processing circuitry HOB of PMDS Server 195 can write (350) time-based data - including new virtual objects and/or modified virtual objects - to PMDS 115
  • Processing circuitry HOB of PMDS Server 195 can write (360) event-based data - including trigger events, new virtual objects and/or modified virtual objects - to PMDS 115
  • Processing circuitry HOB of PMDS Server 195 can write (370) regamification data (e.g. end-of-game criterion, scoring parameters) to PMDS 115
  • regamification data e.g. end-of-game criterion, scoring parameters
  • Processing circuitry HOB of PMDS Server 195 can make PMDS 115 available for access (e.g download), enabling others to play the minigame.
  • Playable minigame data segment 400 can include initial virtual objects data 410, which in turn can include zero or more virtual object descriptors 415 A 415B ... 415n.
  • Each virtual object descriptor can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should instantiate at the beginning of the minigame.
  • Playable minigame data segment 400 can include time-based data 420, which in turn can include zero or more time descriptors (e.g. time descriptors 425A 425D) .
  • Each time descriptor can be descriptive of a time offset of the minigame.
  • Each time descriptor can be associated with one or more new virtual object descriptors (e.g. new virtual object descriptor 425C) and/or one or more changed virtual object descriptors (e.g. changed virtual object descriptor 425B).
  • Each new virtual object descriptor can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should instantiate at a time offset in the minigame (as indicated by the associated time descriptor).
  • Each changed virtual object descriptor can include an identifier of an already instantiated virtual object, and can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should apply to the corresponding already instantiated virtual object - at a time offset in the minigame (as indicated by the associated time descriptor).
  • Playable minigame data segment 400 can include event-based data 430, which in turn can include zero or more event descriptors (e.g event descriptors 435A 435C).
  • Each event descriptor can refer to virtual objects within the minigame and be descriptive of an event that can take place within the minigame (e.g. the death of a enemy, a protagonist reaching a target destination etc.).
  • Each event descriptor can be associated with one or more new virtual object descriptors (e.g. new virtual object descriptor 425C) and/or one or more changed virtual object descriptors (e.g. changed virtual object descriptor 425B).
  • each changed virtual object descriptor can include an identifier of an already instantiated virtual object, and can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should apply to the corresponding already instantiated virtual object - in response to an event in the minigame (as indicated by the associated event descriptor).
  • Playable minigame data segment 400 can include regamification data 440, which in turn can include end-of-game criterion 445A and scoring parameters 445B.
  • End-of-game criterion 445A can include data that indicates when a gaming system enabled for minigame play should end the minigame (e.g. at a particular time, after accomplishment of a particular goal such as the protagonist arriving at a point in the terrain or killing a certain number of enemies (or conjunctions of such criteria).
  • Scoring parameters 445B can include data that indicates what a gaming system enabled for minigame play should track and display as a success measurement in the minigame (e.g. number of enemy kills, protagonist strength, etc.).
  • FIGs. 5A-5E illustrates a flow diagram of an example method of providing a minigame from a playable minigame data segment, in accordance with some embodiments of the presently disclosed subject matter.
  • the method illustrated in Figs. 5A-5E can be executed, for example, by gaming system enabled for minigame play 100B.
  • Processing circuitry 110A (e.g. PMDS replay module 185) can receive (510) a PMDS 165.
  • Processing circuitry 110A (e.g. PMDS replay module 185) can then control gaming engine 150 to instantiate the Initial Virtual Objects indicated in the PMDS 165.
  • Processing circuitry 110A can configure (530) the gamespecific logic 140 and gaming engine 150 to e.g. maintain and suitably display the data indicated by the scoring parameters.
  • Processing circuitry 110A e.g. PMDS replay module 185) can initiate (540) play of the minigame e.g. by appropriately controlling game engine 150.
  • processing circuitry 110A can evaluate whether the minigame time offset matches (550) a time-descriptor of time- based data. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (560) the gaming engine 150 instantiate new virtual objects or to modify existing virtual objects in accordance with the new or changed virtual object data in the corresponding time-based data of the PMDS 165.
  • processing circuitry 110A evaluates the time-based data and only controls the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects that are not the protagonist of the game or controlled by the protagonist of the game. In such embodiments, processing circuitry 110A (e.g. PMDS replay module 185) filters out these objects, simply because the minigame behavior of the game protagonist is controlled by the game player and not by events of the historical game (though events of the historical game might be used for comparison purposes). In some other embodiments, virtual objects that are the protagonist of the game or controlled by the protagonist of the game are not present in PMDS 165.
  • a non-player character can initially operate in what is described above as "caged mode". In this state, the NPC can behave as it did in the original historical game played by the initial player.
  • the NPC upon occurrence of a trigger (i.e. an event that the system has chosen to create), the NPC begins to exhibit a change in its behavior - for example: the NPC can hereforward exhibit behavior according to an artificial intelligence decision tree (rather than the behavior in the historical game).
  • processing circuitry 110A evaluates the time-based data and only controls the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects when these objects are not associated a virtual object release criterion that has been fulfilled.
  • fulfillment of a virtual object release criterion indicates that the corresponding virtual object (e.g. NPC etc.) should no longer mirror the behavior in the historical game, but rather should operate according to different (e.g. game-specific) characteristics.
  • Processing circuitry 110A can - on an ongoing basis - evaluate whether a new game event matches (570) an event-descriptor of the event-based data of PMDS 165. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (580) the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects in accordance with the new or changed virtual object data in the corresponding event-based data of the PMDS 165.
  • Processing circuitry 110A e.g. PMDS replay module 185) can - on an ongoing basis - evaluate whether a new game event matches (585) a scoring parameter of the regamification data of PMDS 165. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (588) the gaming engine 150 display updated scoring information.
  • Processing circuitry 110A can - on an ongoing basis - evaluate (590) whether the end-of-game criterion has been met. If so, processing circuitry 110A (e.g. PMDS replay module 185) can end (595) the game. Otherwise game play can continue e.g. processing circuitry 110A (e.g. PMDS replay module 185) can return to again evaluate (550) whether the minigame time offset matches (550) a time-descriptor of time-based data.
  • system according to the invention may be, at least partly, implemented on a suitably programmed computer.
  • the invention contemplates a computer program being readable by a computer for executing the method of the invention.
  • the invention further contemplates a non-transitory computer-readable memory tangibly embodying a program of instructions executable by the computer for executing the method of the invention.

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Abstract

There is provided a system of creating a mini-game derivative of a scenario in a historical play of a computerized game, the system configured to: receive data indicative of virtual objects of configuration of a first gaming engine and associated with the scenario of the historical game play; receive data indicative of a series of time-based game modifications associated with the scenario of the historical game play and comprising at least one of: data indicative of additional virtual objects added to the scenario of the historical game play, and data indicative of functional modifications to respective virtual objects; and write, to a storage medium, a data segment comprising: data indicative of gaming engine configuration parameters of at least one virtual object usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, and data indicative of gaming engine configuration or modification parameters of at least one virtual object usable to configure the second gaming engine to update the mini-game provided to the user.

Description

USER-GENERATED REPLAYABLE GAMING CONTENT UTILIZING REGAMIFICATION DATA
TECHNICAL FIELD
The presently disclosed subject matter relates to electronic games, and in particular to implementation of systems of creating and playing new games.
BACKGROUND
Problems of implementation of electronic games have been recognized in the conventional art and various techniques have been developed to provide solutions.
GENERAL DESCRIPTION
According to one aspect of the presently disclosed subject matter there is provided a computer system of creating a mini-game derivative of a scenario in a historical play of a computerized game, the system comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receive second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b. data indicative of one or more functional modifications to respective virtual objects that were indicated by previously received data; and c) write, to a storage medium, a playable mini-game data segment (PMDS), the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters.
According to another aspect of the presently disclosed subject matter there is provided a computer-implemented method of creating a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receiving second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b. data indicative of one or more functional modifications to respective virtual objects that were indicated by previously received data; and c) writing, to a storage medium, a playable mini-game data segment (PMDS), the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters. According to another aspect of the presently disclosed subject matter there is provided a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of creating a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receiving second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b. data indicative of one or more functional modifications to respective virtual objects that were indicated by previously received data; and c) writing, to a storage medium, a playable mini-game data segment (PMDS), the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters.
According to one aspect of the presently disclosed subject matter there is provided a computer system of providing, to a user, a mini-game derivative of a scenario in a historical play of a computerized game, the system comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initialize the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications. According to another aspect of the presently disclosed subject matter there is provided a computer-implemented method of providing, to a userm a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initializing the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configuring the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to another aspect of the presently disclosed subject matter there is provided a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of providing, to a user, a minigame derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initializing the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configuring the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to another aspect of the presently disclosed subject matter there is provided a digital data product comprising a computer-readable non-transitory storage medium containing playable minigame data segment (PMDS) data enabling providing, to a user, a mini-game derivative of a scenario in a historical play of a computerized game, the PMDS data comprising: a) first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by the processing circuitry to initialize the gaming engine to provide a mini-game to a user; and b) second data indicative of one or more time-based game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to one aspect of the presently disclosed subject matter there is provided a computer system of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game, the system comprising a processing circuitry comprising a process and memory, the processing circuitry being configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) write, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) write, to the storage medium, second data indicative of one or more timebased game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to another aspect of the presently disclosed subject matter there is provided a processing circuitry-based method of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) writing, to the storage medium, second data indicative of one or more timebased game modifications, wherein each time-based game modification comprises at least one of: c. one or more additional virtual objects, and d. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to another aspect of the presently disclosed subject matter there is provided a processing circuitry-based method of providing a user with a mini-game derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) writing, to the storage medium, second data indicative of one or more timebased game modifications, wherein each time-based game modification comprises at least one of: e. one or more additional virtual objects, and f. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
According to another aspect of the presently disclosed subject matter there is provided a computer program product comprising a computer readable non-transitory storage medium containing program instructions, which program instructions when read by a processing circuitry, cause the processing circuitry to perform a method of providing, to a user, a minigame derivative of a scenario in a historical play of a computerized game, the method comprising: a) receiving data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) writing, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receiving data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) writing, to the storage medium, second data indicative of one or more timebased game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
BRIEF DESCRIPTION OF THE DRAWINGS
In order to understand the invention and to see how it can be carried out in practice, embodiments will be described, by way of non-limiting examples, with reference to the accompanying drawings, in which:
Figs. 1A-1B illustrate logical block diagrams of example gaming systems enabled for creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
Fig. 1C illustrates a logical block diagram of an example gaming system enabled for playback of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter; Fig. 2 illustrates an example user interface of a system of creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
Fig. 3 is a flow diagram of an example method of creation of minigames enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
Fig. 4 illustrates an example data structure of a minigame data object enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter;
Figs. 5A-5E is a flow diagram of an example method of playback of a minigame enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter; and
Fig. 6 is a flow diagram of an example scenario of initial user creation and secondary user play of a minigame enabling player reexperience of a scenario of a historical gameplay, in accordance with some embodiments of the presently disclosed subject matter.
DETAILED DESCRIPTION
In the following detailed description, numerous specific details are set forth in order to provide a thorough understanding of the invention. However, it will be understood by those skilled in the art that the presently disclosed subject matter may be practiced without these specific details. In other instances, well-known methods, procedures, components and circuits have not been described in detail so as not to obscure the presently disclosed subject matter.
Unless specifically stated otherwise, as apparent from the following discussions, it is appreciated that throughout the specification discussions utilizing terms such as "processing", "computing", "comparing", "determining", "calculating", “receiving”, “providing”, “obtaining”, “detecting” or the like, refer to the action(s) and/or process(es) of a computer that manipulate and/or transform data into other data, said data represented as physical, such as electronic, quantities and/or said data representing the physical objects. The term “computer” should be expansively construed to cover any kind of hardware-based electronic device with data processing capabilities including, by way of non-limiting example, the processor, mitigation unit, and inspection unit therein disclosed in the present application.
The terms "non-transitory memory" and “non-transitory storage medium” used herein should be expansively construed to cover any volatile or non-volatile computer memory suitable to the presently disclosed subject matter.
The operations in accordance with the teachings herein may be performed by a computer specially constructed for the desired purposes or by a general-purpose computer specially configured for the desired purpose by a computer program stored in a non- transitory computer-readable storage medium.
Embodiments of the presently disclosed subject matter are not described with reference to any particular programming language. It will be appreciated that a variety of programming languages may be used to implement the teachings of the presently disclosed subject matter as described herein.
In recent years, certain moments in gaming have received global attention, in a manner that can be compared to attention given to great moments in the Olympics or in professional sports. Some embodiments of the presently disclosed subject matter provide systems and methods for enabling gamers to identify notable or exciting sequences in their game play, and then to generate shareable “mini-games” based on these game sequences which can enable "re-experiencing" these sequences. These minigames can then be shared e.g. on social media, and can potentially attain a virality of their own.
In some embodiments, the systems and methods taught herein can be applied to a wide variety of games and virtual experiences, as will be described in detail hereinbelow. Attention is now drawn to Fig. 6, which illustrates a flow chart of an example sequence of a user playing a game, creating a derivative minigame, and sharing it with other users, in accordance with some embodiments of the presently described subject matter.
An initial user can play (610) a computer-based game (for example: on a personal computer, smartphone, tablet, dedicated gaming advice etc.). The term “game” as used herein includes all kinds of computerized games e.g. two-dimensional games and three- dimensional games, first-person and third person games, single player/multi-player games, racing, shooting or turn-based (e.g. chess) games, virtual reality (VR)/augmented reality (AR) games, scored/unscored games etc. The term “game” also includes noncompetitive virtual “experiences” such as a VR/AR musical concert or a VR/AR exploration of a virtual territory etc.
After (for example) completion of the game, the initial user can perform an action to “share” (620) the completed game. By way of non-limiting example, the initial user can click (via an input device) on a “minigame share icon” that is part of the game’s user interface. It is noted that alternatively an initial user can - in some embodiments - utilize some kind of suitable interface to begin the ’’minigame sharing” process during game play or before game play.
The initial user’s device can then make data of the completed game available (630) to a minigame creation server (e.g. by uploading the completed game to the server). It is noted that the transfer of game data to a minigame creation server can be done concurrently with game play or subsequent to game play, can involve intermediate entities etc.
The server can then present (640) a user interface to the initial user. The presented user interface can enable the initial user to select a particular segment of the completed game to be included in the minigame (e.g a 45 second sequence from a 15 minute gaming session). The presented user interface can also enable the initial user to select specific goals for the minigame (e.g. killing a certain number of enemies, moving the protagonist to a particular point on the game terrain, etc.) Next, the server can create (650) a data object that enables playing the minigame, and can make this data object available to other users. By way of non-limiting example: the server can maintain a web page that enable users to peruse such data objects, and then download or otherwise access a particular object in order to play the respective minigame.
Such “secondary” users can than access the newly-created minigame (e.g. by downloading), and then play (660) the minigame to re-experience the original game scenario - while in fact conducting his or her own original game actions. In some embodiments, the experience provided by the minigame to a secondary user playing the game can replicate the experience of the initial user e.g. the secondary user can play the same game protagonist, in the same game terrain, with the same initial configuration of non-player characters (NPCs). As the game progresses, the secondary user controls the protagonist and experiences events corresponding to events that took place in the historical play of the game by the initial user.
As will be described in detail hereinbelow, in some embodiments certain techniques are utilized to enable the secondary user to experience the original game scenario as experienced by the initial user, while ensuring that the progress of the game actually conforms to the game rules, game physics etc. In some embodiments, these techniques include: i) replicating time-based events from the original game in the minigame. For example: if - at a particular time in the initial user’s game play - a new enemy appears, or if an existing enemy spontaneously takes an action, then the minigame system can - based on data included in the minigame data object - replicate these enemy actions at the same time offset of the minigame play as in the original game. ii) replicating event-triggered reactions from the original game in the minigame. For example: if - in response initial user’s firing a weapon at an enemy - the enemy changes its position and fires back, then the minigame system can - based on data included in the minigame data object - replicate the enemy behavior in response to the protagonist controlled by the secondary user firing his weapon at the particular enemy. iii) Caged/uncaged NPCs: for robust minigame behavior, it can be desirable that an NPC in the minigame repeat its behavior in the original game for a certain duration of the minigame, and then behave according to its NPC characteristics after that time. An NPC on a minigame which behaves according to original game behavior is herein termed a “caged NPC”, whereas an NPC which behaves according to its characteristics and/or other factors is herein termed an “uncaged NPC”.
In some embodiments, the minigame data object can include data that indicates whether an NPC’s initial state is caged or uncaged. In some embodiments, the minigame data object can further include data that indicates that the NPC should transition from its initial state (e.g. caged) to the other state (e.g. uncaged) in response to a particular event.
For example: data in the minigame data object can indicate that a particular NPC should transition from caged to uncaged at a certain time into the minigame, or in response to a particular event in the minigame.
Finally, after completing play of a minigame, a secondary user can then share his or her minigame score e.g. by utilizing the website that enables the creation and download of the minigames.
Attention is directed to Fig. 1A, which is a block diagram of an example system of creating a playable mini-game data segment (PMDS) that enables a gamer to play a minigame based on a scenario of a historical game play, in accordance with some embodiments of the presently disclosed subject matter. Gaming system enabled for playable creation 100A can be a gaming device such a Sony Tm Playstation1111, Microsoft7'" XboxTl", etc. Alternatively, gaming system enabled for minigame creation 100A can be a programmable device such as personal computer (PC), smartphone, tablet etc. Alternatively, gaming system enabled for minigame creation 100A can be another suitable platform.
Gaming system enabled for minigame creation 100A can include a processing circuitry 110A, which in turn can include processor 120A and memory 130A.
Gaming system enabled for minigame creation 100A can be operably connected to e.g. various peripherals (such as gaming-related peripheral devices). Such peripherals can include e.g. game display/audio system 180 and game controller 170. Peripherals can also include virtual reality/augmented reality headsets, or other kinds of gaming or other peripherals.
Processor 120A can be a suitable hardware-based electronic device with data processing capabilities, such as, for example, a general purpose processor, digital signal processor (DSP), a specialized Application Specific Integrated Circuit (ASIC), one or more cores in a multicore processor, etc. Processor 120A can also consist, for example, of multiple processors, multiple ASICs, virtual processors, combinations thereof etc.
Memory 130A can be, for example, a suitable kind of volatile and/or non-volatile storage, and can include, for example, a single physical memory component or a plurality of physical memory components. Memory 130A can also include virtual memory. Memory 130A can be configured to, for example, store various data used in computation.
Storage 160 can be a suitable kind of volatile or non-volatile storage e.g. a hard disk, solid state drive etc.
Processing circuitry 110A can be configured to execute several functional modules in accordance with computer-readable instructions implemented on a non-transitory computer-readable storage medium. Such functional modules are referred to hereinafter as comprised in the processing circuitry. These modules can include, for example, gaming engine 150, tracker module 105, and game-specific logic 140. Gaming engine 150 can be a software module which implements general-purpose gaming functionality such as, for example: managing devices such as game display/audio system 180 and game controller 170, including receiving input from (and sending output to) such devices implementing virtual objects (such as game terrains, obstacles etc.) used and displayed in a game. providing an application programming interface (API) for provisioning virtual objects, determining current state of the virtual objects, managing the virtual objects.
Gaming engine 150 can be, for example, a commercial gaming engine such as Unreal™, Unity™’ etc.
Gaming engine 150 can include various submodules which implement “bullet physics”, “vehicle motion” and the like, thereby enabling ongoing changes in game state to take place autonomously within gaming engine 150.
Gaming engine 150 can implement changes in game state that are in response to, for example:
• pseudorandomly generated events, such as an enemy pseudorandomly appearing in a first-person shooter game
• game controller device events, such as a user pressing a game controller device button to fire a weapon
• characteristics of the virtual objects - for example: a vehicle that is moving can have a continuously-updated location within the game terrain
Game-specific logic 140 can be a software module that - in conjunction with the gaming engine 150 and peripherals such as game display/audio system 180 and game controller 170 - implements an actual game (e.g. a first person shooter game, a racing game, a turnbased game such as chess etc.). Game-specific logic 140 can interact with gaming engine 150 via an API.
In some examples, game-specific logic 140 initially provisions gaming engine 150 with an initial game scenario. By way of non-limiting example: in a racing game, gamespecific logic 140 can initially provision gaming engine 150 with virtual objects including a racetrack with a particular topology, a first-person player car with a location on the racetrack, non-player cars with particular appearances and motion characteristics etc. Game-specific logic 140 can perform the provisioning of the initial game scenario via the API of gaming engine 150.
Game-specific logic 140 can include tracker module 105. Tracker module 105 can write tracking data to storage. Tracking data can include data that is indicative of, for example: a) data that was read by the game-specific logic 140 from the gaming engine 150 and describes current characteristics of virtual objects and related game state b) data written (or data to be written) to game-specific logic 140 by gaming engine 150 that describes current characteristics of virtual objects and related game state - as programmed for a particular game
Tracker module 105 can write the tracking data in a particular data format (herein termed a “tracking data format”). A tracking data format can reduce complex virtual object definitions to a smaller quantity of data. For example: a large number of virtual object characteristics describing a car (e.g. color, wheel style, height etc.) can be represented by 3 bits identifying one of 8 car types implemented in a racing game.
Tracker module 105 can write the tracking data in e.g. 2 groupings: a) a grouping containing data describing initialization data, and b) a grouping containing data describing subsequent changes in the virtual objects and game state events. The data describing subsequent changes in the virtual objects and game state events can include data indicative of when in the game the changes occurred (e.g. timestamps).
The data describing subsequent changes in the virtual objects and game state events can include images (e.g. screenshots) or video segments that are e.g. indicative of game events at the time of the changes/events.
Game-specific logic 140 can include upload module 105. Upload module 105 can upload e.g. tracking data 125 to e.g. PMDS server 195 via e.g. network link 190.
PMDS server 195 can be, for example, a suitable type of physical or cloud-based server that includes processing circuitry HOB, which in turn can include processor 120B and 130B
Processor 120B can be a suitable hardware-based electronic device with data processing capabilities, such as, for example, a general purpose processor, digital signal processor (DSP), a specialized Application Specific Integrated Circuit (ASIC), one or more cores in a multicore processor, etc. Processor 120B can also consist, for example, of multiple processors, multiple ASICs, virtual processors, combinations thereof etc.
Memory 130B can be, for example, a suitable kind of volatile and/or non-volatile storage, and can include, for example, a single physical memory component or a plurality of physical memory components. Memory 130B can also include virtual memory. Memory 130B can be configured to, for example, store various data used in computation.
Processing circuitry 110B can be configured to execute several functional modules in accordance with computer-readable instructions implemented on a non-transitory computer-readable storage medium. Such functional modules are referred to hereinafter as comprised in the processing circuitry. These modules can include, for example, minigame creation module 145, and regamification logic 135.
Minigame creation module 145 can be a software module which accesses uploaded tracking data 155, presents (for example) a user interface (e.g. a web-based user interface) to a user, and then uses tracking data and (optionally) user input to build a playable minigame data segment. A flow diagram of an example method of outputting a PMDS appears below, with reference to Fig. 3. An example format of a playable minigame data segment appears below, with reference to Fig. 4.
Regamification logic 135 can be a software module which receives (for example: via a user interface such as a web-based user interface) data that indicates scoring parameters of the minigame and/or an end-of-game criterion for the minigame.
By way of non-limiting example, the tracking data may include data describing a full play of a game (e.g. a first-person shooting game) by an initial user. Within the full play of the game there may be a number of scenarios with different types of enemies and targets, different terrains, and different goals.
In some embodiments, minigame creation module 145 can present the initial user with a web-based interface allowing him or her to select a particular scenario within the longer game that will constitute a basis for a minigame. For example: a selected scenario may involve the protagonist needing to kill a specific number of enemies located at particular positions in a particular terrain. In some such embodiments, the web-based interface displays still images or video segments (included in uploaded tracking data 155) to aid the user in selecting the scenario.
In some such embodiments, regamification logic 135 can then provide minigame creation module 145 with a number of possible game-specific scoring parameters (e.g. time to kill all enemies, number of enemies killed in 30 seconds etc.) and receives the initial user’s selection.
In some embodiments, minigame creation module 145 can next create a playable minigame data segment 115. In some such embodiments, minigame creation module 145 writes data indicative of one or more virtual objects that are part of the initial state of the selected segment (i.e. the virtual objects are present at the beginning of a replaying user’s play of the game). This data can be derivative of uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format. This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine. In some embodiments, minigame creation module 145 can further write data indicative of time-based modifications to the minigame. For example minigame creation module 145 can write data indicative of one or more virtual objects to be added to the game, or of one or more changes to virtual objects that were already defined. The data indicative of these virtual objects can be derivative of the uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format.
The data of the time-based modifications can be accompanied with explicit timestamps indicating time offsets in the minigame when the modifications should occur. In some embodiments, the timestamps are implicit (e.g. each time-based modification can represent changes happening at a 10ms interval).
This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine at an appropriate time offset.
By way of non-limiting example: minigame creation module 145, while processing uploaded tracking data 155, can detect virtual object initializations and modifications which occur after the beginning of the part of the game that is being used to create the minigame. By way of a more specific example: minigame creation module 145 can - in some embodiments - examine tracking data from uploaded tracking data 155 which indicates a sudden appearance of a new enemy from a newly visible terrain feature such as a building. Minigame creation module 145 can then accordingly create an time-based modification to the minigame to create the new virtual object corresponding to the new enemy.
In some embodiments, minigame creation module 145 can further write data indicative of event-based modifications to the minigame. For example minigame creation module 145 can write data indicative of one or more virtual objects to be added to the game, or of one or more changes to virtual objects that were already defined - responsive to particular events happening the game (for example in response to behavior by the protagonist. The data indicative of these virtual objects can be derivative of the uploaded tracking data 155, and can be written to a playable minigame data segment 115 in the tracking data format or a different data format. This data can describe the virtual objects in a manner sufficient to enable a replayer to configure the virtual objects into a gaming engine in response to the indicated event.
By way of non-limiting example: minigame creation module 145, while processing uploaded tracking data 155, can evaluate which virtual object initializations and modifications are due to actions of the protagonist or due other game events, and which virtual object initializations and modifications are spontaneous i.e. not resulting from a causal sequence of of other virtual objects. By way of more specific example: minigame creation module 145 can - in some embodiments - examine tracking data from uploaded tracking data 155 which indicates a stationary non-player character (NPC) becomes active (e.g. by attacking the protagonist) in response to being struck by a projectile fired by the protagonist. Minigame creation module 145 can then determine that the NPC behavior is in response to the protagonist behavior, and accordingly create an event-based modification to the minigame.
In some embodiments, minigame creation module 145 can further write data indicative of regamification data to the minigame. For example, minigame creation module 145 can write data indicative of scoring parameters and/or an end-of-game criterion into the PMDS.
In some embodiments, minigame creation module 145 can write data indicative of a virtual object release criterion associated with a particular virtual object (e.g. in the initialization data, time-based data, or event-based data) into the PMDS.
A virtual object release criterion is an event, which causes the replayer - upon occurrence of the event - to halt its ongoing control of the gaming engine to replicate the virtual object behavior of the game played by the initial user. Thereafter the replayer can implement a different behavior for the object as appropriate to the game. In some examples, the virtual object release criterion can be a time offset into the minigame.
By way of non-limiting example: in a racing game, an NPC car virtual object might be present. Minigame creation module 145 can configure the PMDS so that at a certain time offset into the play of the minigame by the replayer, the car no longer mirrors the behavior of the NPC car virtual object in the game played by the initial player, but rather follows a different behavior.
Attention is directed to Fig. IB, which is a block diagram of an example variation of the system of creating a playable mini-game data segment (PMDS), in accordance with some embodiments of the presently disclosed subject matter. In Fig. IB, the minigame creation functionality is divided by minigame creation module 145A (located in the tracker module of gaming system 100A) and minigame creation module 145B (located in the PMDS server). In this case the minigame creation module can be divided in any appropriate manner. For example, in some embodiments, minigame creation module 145A can prepare time-based modification data and event-based modification data, and minigame creation module 145B can continue to receive user-selected scoring parameters and prepare the regamification data.
Attention is directed to Fig. 1C, which is a block diagram of an example gaming system enabled for playing a minigame, utilizing a mini-game data segment (PMDS) based on a scenario of a historical game play, in accordance with some embodiments of the presently disclosed subject matter.
A minigame player utilizing system 100B of Fig. 1C can download playable minigame segment 165 - for example from PMDS server 195. PMDS replay module 185 can then utilize playable minigame segment 165 to provide the minigame. A detailed explanation of an example method of providing a minigame from playable minigame segment 165 appears hereinbelow, with reference to Fig. 4.
Attention is directed to Fig. 2, which is an example user interface presented to an initial player of a game, in accordance with some embodiments of the presently disclosed subject matter. The screen illustrated in Fig. 2 includes a selection interface element (210) enabling the initial user to select a time range from the original game which will be the basis of the minigame. This interface also illustrates still frames of the game play, these still frames can be images that were included in uploaded tracking data 155 (after being place in the tracking data 125 by tracker module 105), which were then extracted at PMDS server 195. The screen illustrated in Fig. 2 further includes an scoring parameters interface element (220), which enables the initial user to specify scoring parameters for the minigame, and an end-of-game criterion interface element (230).- which can also be termed a "goal" - which enables the initial user to specify on what conditions the minigame should complete.
Attention is now directed to Fig. 3, which illustrates a flow diagram of an example method of creating a playable minigame data segment, in accordance with some embodiments of the presently disclosed subject matter.
Processing circuitry HOB of PMDS Server 195 can receive (310) tracking data uploaded from e.g. a gaming system 100A of an initial player.
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can then present (320) the initial player with a user interface (e.g. a web-based interface or a protocol-based interface etc.) to enable the user to specify parameters for creation of a minigame from uploaded tracking data 155.
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can receive (or determine) (330) a start time, end criterion, and one or more scoring parameters of the minigame.
In some embodiments, the initial user can select a start time (e.g. a time offset in the original game, which will serve as the starting point of the minigame) from the user interface.
In some other embodiments, processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) determines a start time via a different mechanism (e.g. starting from the beginning of uploaded tracking data 155).
In some embodiments, the initial user can select an end-of-minigame criteria from the user interface. For example, the user might specify a time offset in the original game as the end, or alternatively the user may select a criterion for the end of the game such as the number of enemy killed. In some other embodiments, processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) determines an end-of-game criteria via a different mechanism (e.g. utilizing the end of uploaded tracking data 155).
In some embodiments, the initial user can select one or more scoring parameters from the user interface. For example, the user might select a scoring parameter from a gamespecific drop-down list that the user interface presents.
In some other embodiments, processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) determines a scoring parameter via a different mechanism (e.g. utilizing a single, game-appropriate scoring parameter).
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can next write (340) initial virtual objects data to a Playable Minigame Data Segment (PMDS) 115
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can write (350) time-based data - including new virtual objects and/or modified virtual objects - to PMDS 115
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can write (360) event-based data - including trigger events, new virtual objects and/or modified virtual objects - to PMDS 115
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can write (370) regamification data (e.g. end-of-game criterion, scoring parameters) to PMDS 115
Processing circuitry HOB of PMDS Server 195 (e.g. minigame creation module 145) can make PMDS 115 available for access (e.g download), enabling others to play the minigame.
Attention is now directed to Fig. 4, which illustrates an example data structure of a playable minigame data segment, in accordance with some embodiments of the presently disclosed subject matter. Playable minigame data segment 400 can include initial virtual objects data 410, which in turn can include zero or more virtual object descriptors 415 A 415B ... 415n. Each virtual object descriptor can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should instantiate at the beginning of the minigame.
Playable minigame data segment 400 can include time-based data 420, which in turn can include zero or more time descriptors (e.g. time descriptors 425A 425D) . Each time descriptor can be descriptive of a time offset of the minigame. Each time descriptor can be associated with one or more new virtual object descriptors (e.g. new virtual object descriptor 425C) and/or one or more changed virtual object descriptors (e.g. changed virtual object descriptor 425B).
Each new virtual object descriptor can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should instantiate at a time offset in the minigame (as indicated by the associated time descriptor).
Each changed virtual object descriptor can include an identifier of an already instantiated virtual object, and can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should apply to the corresponding already instantiated virtual object - at a time offset in the minigame (as indicated by the associated time descriptor).
Playable minigame data segment 400 can include event-based data 430, which in turn can include zero or more event descriptors (e.g event descriptors 435A 435C). Each event descriptor can refer to virtual objects within the minigame and be descriptive of an event that can take place within the minigame (e.g. the death of a enemy, a protagonist reaching a target destination etc.). Each event descriptor can be associated with one or more new virtual object descriptors (e.g. new virtual object descriptor 425C) and/or one or more changed virtual object descriptors (e.g. changed virtual object descriptor 425B).
As before, each changed virtual object descriptor can include an identifier of an already instantiated virtual object, and can be a grouping of data which signifies a group of virtual object parameters that a gaming system enabled for minigame play should apply to the corresponding already instantiated virtual object - in response to an event in the minigame (as indicated by the associated event descriptor).
Playable minigame data segment 400 can include regamification data 440, which in turn can include end-of-game criterion 445A and scoring parameters 445B. End-of-game criterion 445A can include data that indicates when a gaming system enabled for minigame play should end the minigame (e.g. at a particular time, after accomplishment of a particular goal such as the protagonist arriving at a point in the terrain or killing a certain number of enemies (or conjunctions of such criteria). Scoring parameters 445B can include data that indicates what a gaming system enabled for minigame play should track and display as a success measurement in the minigame (e.g. number of enemy kills, protagonist strength, etc.).
. Attention is now directed to Figs. 5A-5E, which illustrates a flow diagram of an example method of providing a minigame from a playable minigame data segment, in accordance with some embodiments of the presently disclosed subject matter.
The method illustrated in Figs. 5A-5E can be executed, for example, by gaming system enabled for minigame play 100B.
Processing circuitry 110A (e.g. PMDS replay module 185) can receive (510) a PMDS 165.
Processing circuitry 110A (e.g. PMDS replay module 185) can then control gaming engine 150 to instantiate the Initial Virtual Objects indicated in the PMDS 165.
Processing circuitry 110A (e.g. PMDS replay module 185) can configure (530) the gamespecific logic 140 and gaming engine 150 to e.g. maintain and suitably display the data indicated by the scoring parameters.
Processing circuitry 110A (e.g. PMDS replay module 185) can initiate (540) play of the minigame e.g. by appropriately controlling game engine 150.
After a certain time interval, processing circuitry 110A (e.g. PMDS replay module 185) can evaluate whether the minigame time offset matches (550) a time-descriptor of time- based data. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (560) the gaming engine 150 instantiate new virtual objects or to modify existing virtual objects in accordance with the new or changed virtual object data in the corresponding time-based data of the PMDS 165.
In some embodiments, processing circuitry 110A (e.g. PMDS replay module 185) evaluates the time-based data and only controls the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects that are not the protagonist of the game or controlled by the protagonist of the game. In such embodiments, processing circuitry 110A (e.g. PMDS replay module 185) filters out these objects, simply because the minigame behavior of the game protagonist is controlled by the game player and not by events of the historical game (though events of the historical game might be used for comparison purposes). In some other embodiments, virtual objects that are the protagonist of the game or controlled by the protagonist of the game are not present in PMDS 165.
Similarly, in some embodiments, a non-player character (NPC) can initially operate in what is described above as "caged mode". In this state, the NPC can behave as it did in the original historical game played by the initial player. In such embodiments, upon occurrence of a trigger (i.e. an event that the system has chosen to create), the NPC begins to exhibit a change in its behavior - for example: the NPC can hereforward exhibit behavior according to an artificial intelligence decision tree (rather than the behavior in the historical game).
More specifically: in such embodiments, processing circuitry 110A (e.g. PMDS replay module 185) evaluates the time-based data and only controls the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects when these objects are not associated a virtual object release criterion that has been fulfilled. As described above, fulfillment of a virtual object release criterion indicates that the corresponding virtual object (e.g. NPC etc.) should no longer mirror the behavior in the historical game, but rather should operate according to different (e.g. game-specific) characteristics.
Processing circuitry 110A (e.g. PMDS replay module 185) can - on an ongoing basis - evaluate whether a new game event matches (570) an event-descriptor of the event-based data of PMDS 165. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (580) the gaming engine 150 to instantiate new virtual objects or to modify existing virtual objects in accordance with the new or changed virtual object data in the corresponding event-based data of the PMDS 165.
Processing circuitry 110A (e.g. PMDS replay module 185) can - on an ongoing basis - evaluate whether a new game event matches (585) a scoring parameter of the regamification data of PMDS 165. If so, then processing circuitry 110A (e.g. PMDS replay module 185) can control (588) the gaming engine 150 display updated scoring information.
Processing circuitry 110A (e.g. PMDS replay module 185) can - on an ongoing basis - evaluate (590) whether the end-of-game criterion has been met. If so, processing circuitry 110A (e.g. PMDS replay module 185) can end (595) the game. Otherwise game play can continue e.g. processing circuitry 110A (e.g. PMDS replay module 185) can return to again evaluate (550) whether the minigame time offset matches (550) a time-descriptor of time-based data.
It is to be understood that the invention is not limited in its application to the details set forth in the description contained herein or illustrated in the drawings. The invention is capable of other embodiments and of being practiced and carried out in various ways. Hence, it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting. As such, those skilled in the art will appreciate that the conception upon which this disclosure is based may readily be utilized as a basis for designing other structures, methods, and systems for carrying out the several purposes of the presently disclosed subject matter.
It will also be understood that the system according to the invention may be, at least partly, implemented on a suitably programmed computer. Likewise, the invention contemplates a computer program being readable by a computer for executing the method of the invention. The invention further contemplates a non-transitory computer-readable memory tangibly embodying a program of instructions executable by the computer for executing the method of the invention.
Those skilled in the art will readily appreciate that various modifications and changes can be applied to the embodiments of the invention as hereinbefore described without departing from its scope, defined in and by the appended claims.

Claims

33
1. A system of creating a mini-game derivative of a scenario in a historical play of a computerized game, the system comprising a processing circuitry comprising a processor and memory, wherein the processing circuitry is configured to: a) receive first data indicative of one or more virtual objects of configuration of a first processing circuitry-based gaming engine, the virtual objects being associated with the scenario of the historical game play; b) receive second data indicative of a series of time-based game modifications, each time-based game modification being associated with the scenario of the historical game play and comprising at least one of: a. data indicative of one or more additional virtual objects added to the scenario of the historical game play, and b. data indicative of one or more functional modifications to respective virtual objects that were indicated by previously received data; and c) write, to a storage medium, a playable mini-game data segment (PMDS), the PMDS comprising: a. third data indicative of gaming engine configuration parameters of at least one virtual object, the third data being usable by a second processing circuitry to initialize a second gaming engine to provide the mini-game to a user, b. fourth data indicative of gaming engine configuration or modification parameters of at least one virtual object, each configuration or 34 modification being associated with a time offset that is equivalent to or greater than a start time offset of the historical game, and the fourth data being usable by the second processing circuitry to configure the second gaming engine to update the mini-game provided to the user, and c. data indicative of an end-of-game criterion, and of one or more scoring parameters. The system of claim 1 , wherein the processing circuitry is additionally configured to, subsequent to b): receive, via a user interface, at least one of: a. data indicative of the start time offset of the historical game, b. data indicative of the end-of-game criterion, and c. data indicative of the one or more scoring parameters. The system of claim 1, wherein at least one of third data and fourth data comprises, for at least one virtual object: data indicative of a virtual object release criterion.
A system of providing, to a user, a mini-game derivative of a scenario in a historical play of a computerized game, the system comprising a processing circuitry comprising a processor and memory, wherein the processing circuitry is configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) initialize the gaming engine to provide a game to a user in accordance with at least one of the one or more virtual objects of configuration; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- initialized virtual objects; and d) configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications. The system of claim 4, wherein the processing circuitry is further configured, subsequent to c), to: determine whether the time-based modification represents an action of a game protagonist, and wherein the configuring the gaming engine in accordance with the time-based modification is responsive to the time-based modification not representing an action of a game protagonist.
6. The system of claim 5, additionally comprising repeating c) - d) for one or more additional iterations.
7. The system of claim 5, wherein the system is configured to receive data indicative of an end-of game criterion, and to halt the game in accordance with the end-of- game criterion.
8. The system of claim 5, wherein the system is configured to receive data indicative of a scoring parameter, and to display a score that is in accordance with the scoring parameter.
9. The system of claim 5, wherein the configuring the gaming engine in accordance with the time-based modification is additionally responsive to non-satisfaction of a respective virtual object release criterion.
10. The system of claim 9, wherein the virtual object release criterion is a time offset.
11. A digital data product comprising a computer-readable non-transitory storage medium containing playable minigame data segment (PMDS) data, the PMDS data comprising: 37 a) first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by the processing circuitry to initialize the gaming engine to provide a mini-game to a user; and b) second data indicative of one or more time-based game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
12. The digital data product of claim 11, wherein at least one of the time-based game modifications comprises an associated time offset value, the time offset value being usable by the processing circuitry to configure the gaming engine to modify the game at a corresponding time.
13. The digital data product of claim 11, wherein at least one of first data and second further comprises, for at least one virtual object: a virtual object release criterion.
14. The digital data product of claim 11, wherein the PMDS data further comprises: 38 c) third data indicative of at least one of: a. one or more end-of-game criteria; and b. one or more scoring parameters. The digital data product of claim 11, wherein the first data is derivative of a scenario of a historic play of the game. The digital data product of claim 11, wherein the second data is derivative of a scenario of a historic play of the game. A system of providing a user with a replayable game, the system comprising a processing circuitry comprising a processor and memory, wherein the processing circuitry is configured to: a) receive data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine; b) write, to a storage medium, first data indicative of one or more virtual objects of configuration of a processing circuitry-based gaming engine, the first data being usable by a second processing circuitry to initialize the gaming engine to provide a game to a user; c) receive data indicative of a time-based game modification, the time-based game modification comprising at least one of: a. one or more additional virtual objects, and 39 b. one or more functional modifications to respective previously- initialized virtual objects; and d) write, to the storage medium, second data indicative of one or more timebased game modifications, wherein each time-based game modification comprises at least one of: a. one or more additional virtual objects, and b. one or more functional modifications to respective previously- configured virtual objects, the second data being usable by the processing circuitry to configure the gaming engine in accordance with the indicated additional virtual objects or functional modifications.
18. The system of claim 17, wherein the processing circuitry is further configured, subsequent to c), to: determine whether the time-based modification represents an action of a game protagonist, and wherein the writing the second data is responsive to the time-based modification not representing an action of a game protagonist.
19. The system of claim 18, additionally comprising repeating c) - d) for one or more additional iterations.
20. The system of claim 17, wherein second data comprises, for at least one virtual object: data indicative of a virtual object release criterion.
PCT/IL2022/051205 2021-11-11 2022-11-11 User-generated replayable gaming content utilizing regamification data WO2023084523A1 (en)

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Citations (2)

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Publication number Priority date Publication date Assignee Title
US20180193742A1 (en) * 2017-01-12 2018-07-12 Machine Zone, Inc. System and method for managing event data in a multi-player online game
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