WO2022098707A1 - Replayable activities for interactive content titles - Google Patents

Replayable activities for interactive content titles Download PDF

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Publication number
WO2022098707A1
WO2022098707A1 PCT/US2021/057832 US2021057832W WO2022098707A1 WO 2022098707 A1 WO2022098707 A1 WO 2022098707A1 US 2021057832 W US2021057832 W US 2021057832W WO 2022098707 A1 WO2022098707 A1 WO 2022098707A1
Authority
WO
WIPO (PCT)
Prior art keywords
interactive content
replayable
activity
user account
data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/US2021/057832
Other languages
English (en)
French (fr)
Inventor
Christopher Thielbar
Adil Sherwani
Derek Parker
Matt BLOOM-CARLIN
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sony Interactive Entertainment Inc
Original Assignee
Sony Interactive Entertainment Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sony Interactive Entertainment Inc filed Critical Sony Interactive Entertainment Inc
Priority to EP21889954.0A priority Critical patent/EP4240505A4/en
Priority to JP2023527707A priority patent/JP7630618B2/ja
Priority to CN202180075310.8A priority patent/CN116457066A/zh
Publication of WO2022098707A1 publication Critical patent/WO2022098707A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • A63F13/86Watching games played by other players
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/634Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game

Definitions

  • the present technology pertains to replayable activities for interactive content titles. More specifically, the present technology may create, generate, and/or provide various ways for administering operation of replayable activities for interactive content titles.
  • aspects of the present disclosure include systems and methods for creating and/or administering operation of replay able activities for interactive content titles.
  • the replayable activities may be competitive in nature and may be used to determine a ranking.
  • a first set of data associated with an interactive content title may be received.
  • the first set of data associated with the interactive content title may be received from an interactive content source server.
  • the interactive content title may be is at least partially hosted at the interactive content source server.
  • the first set of data may be associated with a replayable activity for the interactive content title.
  • a score may be determined based on the first set of data for an associated user account.
  • the associated user account may be placed in the ranking based on scores of other user accounts and respective sets of data associated with the replayable activity for the interactive content title.
  • the associated user account may be triggered to play the replayable activity once the associated user account has reached a checkpoint in the interactive content title.
  • the ranking associated wi th the replayable activity may also be generated.
  • the ranking may be a global ranking or a local ranking between friends of the associated user account.
  • the replayable activity may be replayable for a set period of time, and at an end of the set period of time, the ranking may be finalized and rewards may be allocated based on the ranking.
  • a replay able activities menu may be generated for displaying a set of replay able activities available to the associated user account from the interactive content title and at least another interactive content title.
  • An invi tation or notification may be sent to the associated user account to play the replayable activity, where the invitation may be initiated by another user account.
  • the invitation or notification may be sent automatically when another user account beats the user account in the ranking, which alerts to the user account that there has been change in the ranking.
  • a combined gameplay view may be generated to include a first gameplay view associated with the associated user account and a second gameplay view associated with another use account, wherein the combined gameplay view is a playback or displayed synchronously in real-time.
  • An overlay may be generated during gameplay of the replayable activity for the associated user account, wherein the overlay displays completion information regarding the replayable activity.
  • one or more first object files may be associated with the replayable activity.
  • the one or more first object files may comprise object data collected by the interactive content source server.
  • One or more second object files may be recorded through the object recorder.
  • the one or more second object files may comprise associated object data collected by the interactive content source server.
  • One or more replayable activities specific to the interactive content title may be generated, where the one or more second object files may be used for determining scores for the one or more replay able activities.
  • Options may be provided to the interactive content source server to add other replayable activities and associated rewards specific to the interactive content title.
  • An option may be provided, via a graphical user interface associated with the associated user account, for the associated user account to add other replayable activities and associated rewards specific to the interactive content title.
  • a playback of gameplay by the associated user account may be generated, where the playback may display data regarding controller inputs synchronous to the gameplay upon completion of the gameplay of the replayable activity.
  • Various aspects of the present disclosure may include methods for creating and/or administering operation of replayable activities for interactive content titles. Such methods may include receiving, from an interactive content source server, a first set of data associated with an interactive content title at least partially hosted at the interactive content source server, wherein the first set of data is associated with a replayable activity for the interactive content title. Such methods may include determining a score based on the first set of data for an associated user account. Such methods may include placing the associated user account in a ranking based on scores of other user accounts and respective sets of data associated with the replayable activity for the interactive content title. Such methods may include triggering the associated user account to play the replay able activity once the associated user account has reached a checkpoint in the Interactive content title.
  • Such methods may include generating the ranking associated with the replayable activity, wherein the ranking can change between a global ranking and a local ranking between friends of the associated user account.
  • Such methods may include sending an invitation or notification to the associated user account to play the replayable activity, where the invitation or notification may be initiated by another user account.
  • Such methods may include generating an overlay during gameplay of the replayable activity for the associated user account, wherein the overlay displays completion information regarding the replay able activity .
  • Additional aspects of the present disclosure may include systems for creating and/or administering operation of replay able activities for interactive content titles.
  • Such sy stems may include one or more processors that executes instructions stored in memory. Execution of the instructions by the one or more processors may receive, from an interactive content source server, a first set of data associated with an interactive content title at least partially hosted at the interactive content source server, wherein the first set of data is associated with a replayable activi ty for the interactive content title. Execution of the instructions by the one or more processors may determine a score based on the first set of data for an associated user account. Execution of the instructions by the one or more processors may place the associated user account in a ranking based on scores of other user accounts and respective sets of data associated with the replay able activity for the interactive content title.
  • FIG. 1 Further aspects of the present disclosure include non-transitory computer-readable medium or storage media having embodied thereon a program executable by a processor to provide a method for creating and/or administering operation of replayable activities for interactive content titles.
  • FIG. 1 illustrates an example network environment in which a system for creating and/or administering operation of replayable activities for interactive content titles may be implemented, according to an aspect of the present disclosure
  • FIG. 2A illustrates a detailed example network in which a system for binding object data from a universal data system to media content may be implemented, according to an aspect of the present disclosure
  • FIG. 2B illustrates a portion of an example network in which the interactive content title sends object data to various modules at one or more servers, according to an aspect of the present disclosure
  • FIG. 2.C illustrates an example table of various objects and associated events, according to an aspect of the present disclosure
  • FIG. 3 illustrates an example diagram of a gameplay timeline wherein challenges are triggered by the completion of various tasks, according to an aspect of the present disclosure
  • FIGS. 4A and 4B illustrate example graphical user interfaces of a challenge invitation or notification to a replayable activity, according to an aspect of the present disclosure
  • FIG. 4C illustrates an example graphical user interface for selecting user accounts to invite to play a replayable activity, according to an aspect of the present disclosure
  • FIG. 4D illustrates an example graphical user interface of an option to select between viewing a global leaderboard and a friends leaderboard, according to an aspect of the present disclosure
  • F1G.4F. illustrates an example graphical user interfaces of a leaderboard showing friends' ranking for a particular replay able activity, according to an aspect of the present disclosure
  • FIG. 4F illustrates example graphical user interface of an in-game graphical overlap that displays repeatable activity data, according to an aspect of the present disclosure
  • FIG. 4G illustrates an example graphical user interface of a replay notification for a replay able activity indicating the user's score and rank, according to an aspect of the present disclosure
  • FIG. 4H illustrates an example graphical user interface of a replay notification for a replayable activity indicating a user's friend has beat the user's score, according to an aspect of the present disclosure
  • FIG. 41 illustrates an example graphical user interface of a replayable activities menu for displaying a set of replayable activities from one or more interactive content titles, according to an aspect of the present disclosure
  • FIG. 4 illustrates an example graphical user interface of another replayable activities menu for displaying a set of replayable activities from one or more interactive content titles, according to an aspect of the present disclosure
  • FIG. 5 illustrates a flowchart of an example method for generating a gameplay of a replayable activity, according to an aspect of the present disclosure
  • FIG. 6 illustrates Etn example electronic entertainment system that may be used in media-object binding and displaying real-time play data for a streaming media based on one or more objects displaying therein, according to an aspect of the present disclosure.
  • aspects of the present disclosure include systems and methods for creating and/or administering operation of replayable activities for different interactive content titles.
  • a first set of data associated with an interactive content title may be received.
  • the first set of data associated with the interactive content title may be received from an interactive content source server.
  • the interactive content title may be is at least partially hosted at the interactive content source server.
  • a score may be determined based on the first set of data for an associated user account.
  • the associated user account may be placed in a ranking based on scores of other user accounts and respective sets of data associated with the replayable activity for the interactive content title.
  • FIG. 1 illustrates an example network environment 100 in which a system for mediaobject binding and displaying real-time play data for a streaming or live-streaming media based on one or more objects displaying therein.
  • the network environment 100 may include one or more interactive content servers 110 that provide streaming content (e.g., interactive video, podcasts, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.
  • Interactive content servers 110 may maintain, stream, and host interactive media available to stream on a user device 130 over a communication network.
  • Such interactive- content servers 110 may be implemented in the cloud (e.g., one or more cloud servers).
  • Each media may include one or more sets of object data that may be available for participation with (e.g., viewing or interacting with an activity) by a user.
  • Data about the object shown in the media may be stored by the media streaming servers 110, platform servers 120 and/or the user device 130, in an object file 216 ("object file”), as will be discussed in detail with respect to FIGS. 2A and 3.
  • the platform servers 120 may be responsible for communicating with the different interactive content servers 110, databases 140, and user devices 130. Such platform servers 120 may be implemented on one or more cloud servers.
  • the streaming servers 110 may communicate with multiple platform servers 120, though the media streaming servers 110 may be implemented on one or more platform servers 120.
  • the platform servers 120 may also carry out instructions, for example, receiving a user request from a user to stream streaming media (i.e., games, activities, video, podcasts, User Generated Content ("UGC”), publisher content, etc.).
  • the platform servers 120 may further carry out instructions, for example, for streaming the streaming media content titles.
  • Such streaming media may have at least one object set associated with at least a portion of the streaming media. Each set of object data may have data about an object (e.g., activity information, zone information, actor information, mechanic information, game media information, etc.) displayed during at least a portion of the streaming media.
  • the streaming media and the associated at least one set of object data may be provided through an application programming interface (API) 160, which allows various types of media streaming servers 110 to communicate with different platform servers 120 and different user devices 130.
  • API 160 may be specific to the particular computer programming language, operating system, protocols, etc., of the media streaming servers 110 providing the streaming media content titles, the platform servers 120 providing the media and the associated at least one set of object data, and user devices 130 receiving the same.
  • a network environment 100 that includes multiple different types of media streaming servers 110 (or platform servers 120 or user devices 130), there may likewise be a corresponding number of APIs 160.
  • the user device 130 may include a plurality of different types of computing devices.
  • the user device 130 may include any number of different gaming consoles, mobile devices, laptops, and desktops.
  • the user device 130 may be implemented in the cloud (e.g., one or more cloud servers).
  • Such user device 130 may also be configured to access data from other storage media, such as, but not limited to memory cards or disk drives as may be appropriate in the case of downloaded services.
  • Such devices 130 may include standard hardware computing components such as, but not limited to network and media interfaces, non-transitory computer-readable storage (memory), and processors for executing instructions that may be stored in memory.
  • These user devices 130 may also run using a variety of different operating systems (e.g., iOS, Android), applications or computing languages (e.g., C++, JavaScript).
  • An example user device 130 is described in detail herein with respect to FIG. 6.
  • databases 140 may be stored on the platform server 120, the media streaming servers 110, any of the servers 218 (shown in FIG. 2A), on the same server, on different servers, on a single server, across different servers, or on any of the user devices 130.
  • Such databases 140 may store the streaming media and/or an associated set of object data.
  • Such streaming media may depict one or more objects (e.g., activities) that a user can participate in and/or UGG (e.g., screen shots, videos, commentary, mashups, etc.) created by peers, publishers of the media content titles and/or third party publishers.
  • UGG e.g., screen shots, videos, commentary, mashups, etc.
  • Such UGC may include metadata by which to search for such UGC.
  • Such UGC may also include information about the media and/or peer.
  • Such peer information may be derived from data gathered during peer interaction with an object of an interactive content title (e.g., a video game, interactive book, etc.) and may be "bound" to and stored with the UGC. Such binding enhances UGC as the UGG may deep link (e.g., directly launch) to an object, may provide for information about an object and/or a peer of the UGC, and/or may allow a user to interact with the UGC.
  • One or more user profiles may also be stored in the databases 140. Each user profile may include information about the user (e.g., user progress in an activity and/or media content title, user id, user game characters, etc.) and may be associated to media.
  • an example console 228 e.g., a user device 130
  • example servers 218 e.g., streaming server 220, activity feed server 224, DGC server 232, and an object server 2.2.6
  • T he console 228 may be implemented on the platform server 120, a cloud server, or on any of the servers 218.
  • the console 228 may further includes a content recorder 202 and an object recorder 210, described in snore detail below, where content (e.g., media) may be recorded and outputted through the console 228.
  • the interactive various content titles 230 may be executed on the console 228.
  • the content recorder 202 may be implemented on the platform server 120, a cloud server, or on any of the servers 218.
  • Such content recorder 202 may receive and record content (e.g., media) from an interactive content title 230 (e.g., interactive content source servers 110) onto a content ring-buffer 208.
  • Such ring-buffer 208 may store multiple content segments (e.g., vl, v2 and v3), start times for each segment (e.g., V1_START_TS, V2_START_TS,
  • V3_START TS V3_START TS
  • end times for each segment e.g., V1_.END_.TS, V2_.END_.TS, V3_.END_.TS.
  • Such segments may be stored as a media file 212 (e.g., MP4, WebM, etc.) by the console 2.28.
  • Such media file 212 may be uploaded to the streaming server 220 for storage and subsequent streaming or use, though the media file 212 may be stored on any server, a cloud server, any console 228, or any user device 130.
  • the media file 212 may be uploaded periodically and/or in real-time or close to real-time.
  • Such start times and end times for each segment may be stored as a content time stamp file 214 by the console 228.
  • Such content time stamp file 214 may also include a streaming ID, which matches a streaming ID of the media file 212, thereby associating the content time stamp file 214 to the media file 212.
  • Such content time stamp file 214 may be uploaded and stored to the activity feed server 224 and/or the UGC server 232, though the content time stamp file 214 may be stored on any server, a cloud server, any console 228, or any user device 130.
  • an object library 204 receives object data from the interactive content title 230, and an object recorder 2.06 tracks the object data to determine when an object beings and ends. Such object data may be uploaded periodically and/or in real-time or close to real-time.
  • the object library 204 and the object recorder 206 may be implemented on the platform server 120, a cloud server, or on any of the servers 218.
  • the object recorder 206 When the object recorder 206 detects an object beginning, the object recorder 206 receives object data (e.g., if the object were an activity, user interaction with the activity, activity ID, activity start times, activity end times, activity results, activity types, etc.) from the object library 204 and records the activity data onto an object ring-buffer 210 (e.g., ActivitylDl, START_TS; ActivityID2, START_TS; ActivityID3, STARTJTS). Such activity data recorded onto the object ring-buffer 210 may be stored in an object file 216.
  • object file 2.16 may also include activity start times, activity end times, an activity ID, activity results, activity types (eg., competitive match, quest, task, etc.), user or peer data related to the activity.
  • an object file 216 may store data regarding an item used during the activity.
  • Such object file 216 may be stored on the object server 226, though the object file 216 may be stored on any server, a cloud server, any console 228, or any
  • Such object data may be associated with the content data (eg., the media file 2.12 and/or the content time stamp file 214).
  • the object server 226 stores and associates the content time stamp file 214 with the object file 216 based on a match between the streaming ID of the content time stamp file 2.14 and a corresponding activi ty ID of the object file 216.
  • the object server 226 may store the object file 216 and may receive a query from the UGC server 232. for the object file 2.16. Such query may be executed by searching for an activity ID of the object file 216 that matches a streaming ID of a content time stamp file 214 transmitted with the query.
  • a query of stored content time stamp files 214 may be executed by matching a start time and end time of a content time stamp file 214 with a start time and end time of a corresponding object file 216 transmitted with the query.
  • object file 216 may also be associated with the matched content time stamp file 214 by the UGC server 232, though the association may be performed by any server, a cloud server, any console 2.28, or any user device 130.
  • an object file 216 and a content time stamp file 214 may be associated by the console 228 during creation of each file 214, 216.
  • FIG. 2B illustrates an example concentrated view 222 of the example network environment 200, where a challenge module 2.31, which may be implemented on the servers 218 (eg., the platform server 120, a cloud server, or on any of the servers 218), may receive data related to replayable activities from interactive content titles 230.
  • the challenge module 231 may query and/or receive from the interactive content title 2.30 for specific activity data associated with creating replayable activities, scoring gameplay of the replayable activities by user accounts, and displaying challenge-related information with respect to the replayable activities.
  • the Interactive content titles 230 may also send object data to the object library 204, optionally through the object recorder 206, and stored as object files 2.16 at the object server 2.2.6.
  • the challenge module 231 may query, and/or receive from the object server 226, particular object data regarding a particular user account, a particular interactive content title 230, and particular activity in order to provide challenge-related data for user accounts playing replayable activities.
  • the challenge module 231 may include a creation module 233, which may alternatively be separate from the challenge module 231.
  • the creation module 233 may create or institute different levels for creating challenges for respective interactive content titles 2.30.
  • the creation module 233 may institute an ICT-specific challenge module 235.
  • the ICT- specific challenge module 235 may be created for a specific replayable activity for a particular interactive content title 230 and may receive sets of data associated with that replayable activity and the respective interactive content title 2.30 that it was created for.
  • the challenge module 231 or the ICT-specific challenge module 235 may query for or receive a set of activity data that encompasses all the kinds of activity data that the interactive content title 230 may be categorically extrapolating from gameplay. Then, the creation module 233 may define one or more replayable activities based on the set of activity data provided by the interactive content title 230 and create one or more ICT- specific challenge module s235 that are specific to that interactive content title 230 to monitor the associated activities and determine scores.
  • the creation module 233 may create Etn object-compatible challenge module 237 that may use object data from the object server 2.2.6 to create suitable replayable activities and also determine scores and rankings for each gameplay of the replayable activities. Furthermore, the object-compatible challenge module 2.37 may determine and notify the object server 2.26 to forward certain object files to trigger the object-compatible challenge module 237 to respond according with respect to sending challenge-related information for display at the user device 130 and receiving challenge-related activity data for determining an associated score and ranking for the user account playing the replay able activity. The object-compatible challenge module 237, monitoring the replayable activities, provides a hands-off experience for the interactive content source server 110, given that object data Is already automatically sent and generated and eventually sent to the object server 2.2.6.
  • the object-compatible challenge module 237 may further query for additional data not collected at the object server 226 with respect to additional ITC-specific challenges that the interactive content title 230 may have created.
  • the creation module 233 may receive indications, from the interactive content titles 230 (e.g., interactive content source servers 110), such as inputs from users (e.g. developers of the interactive content titles) through a provided graphical user interface, of particular sets of activity data to be analyzed and recorded as replay able activities at the challenge module 231.
  • the object-compatible challenge module 237 may provide a more advanced integration of challenges for interactive content titles 230 that seek to enhance the challenge feature for their respective interactive content title 230 by providing additional or different challenges than the ones created by the object-compatible challenge module 237.
  • the creation module 233 may also institute a user-created integration module 239, optionally for each interactive content title 230, that may query for and/or receive additional data from the interactive content title 230, where the additional data was not collected at the object server 226.
  • the additional data may be related to additional challenges that user accounts may have created that are specific to the interactive content title 230.
  • the creation module 233 may receive, from the user devices 130, such as inputs from a provided graphical user interface, particular sets of activity data to be analyzed and recorded as replayable activities at the challenge module 231.
  • the ICT-specific challenge module 235, the object-compatible challenge module 237, and the user-created integration module 239 may serve as separate modules or part of one or more shared modules.
  • the received activity data may serve to provide various challenge- related information to be displayed at the user devices 130.
  • FIGS. 4A-4H which will be described in more detail below, illustrate different example graphical user interfaces 400 (400/X, 400B, etc,..) that display one of the various challenge-related information at the user devices 130.
  • such object data may be associated with event information regarding activity availability change and may be related to other objects with associated object information.
  • Media-object bindings may form telemetry between the objects shown in at least a portion of the streaming media and the streaming media.
  • object data may be zone data files 252, actor data files 254, mechanics data files 256, game media data tiles 258, and other gameplay-related data files.
  • Such object data may be categorized as in in progress, open- ended, or competitive.
  • Such activity data files 216 may include optional properties, such as a longer description of the activity, an image associated with the activity, if the activity is available to players before launching the game, whether completion of the activity is required to complete the game, whether the activity can be played repeatedly in the game, and whether there are nested tasks or associated child activities.
  • Such activity data files 216 may include an activity availability change event for, which may indicate a list or array of currently available activities for the player. For example, this may be used to dedde what activities to display in a game plan.
  • Such zone data files 252 may Indicate an area of an associated game world with a single coordinate system wherein the zone may have a 2-D map associated with it, and may be used to display locations on the zone. If zone data files 252 are applicable, each zone may include a zone ID and a short localizable name of the Zone. Such zone data files 252 may be associated with a view projection matrix (4x4) to convert from 3-D world coordinates to a 2-D map position. Such zone data files 252 may be associated with a location change event that indicates an update to a current in-game location of the player. Such location change event may be posted regularly, or whenever the player's in-game location changes significantly.
  • the platform server 120 may store a latest value in 'state.
  • Such zone data files 252 may include an x, y, z position of the player's character in the zone as well as an a, b, c vector indicating the player's characters orientation or direction.
  • Such zone data files 252 may be associate with an activity start event and/or an activity end event and for the activity end event, an outcome of completed, failed, or abandoned may be associated to the activity (e.g., activity ID).
  • actor data tiles 254 may be associated with an entity with behaviors in the game, and can be player-controller or game-controlled, and can change dynamically during gameplay.
  • actor data files 254 may include an actor ID for the actor, a localizable name for the actor, an image of the actor, and/or a short description of the actor.
  • actor data files 254 may be associated with an actor select event that indicates that the player's selected actor(s) have changed.
  • the selected actor(s) may represent the actors the player is controlling in the game and may be displayed on the player's profile and other spaces via the platform server 120. There may be more than one actor selected at time and each game may replace its list of actors upon loading save data.
  • Such mechanics data files 256 may be associated with an item, skill, or effect that can be used by the player or the game to impact gameplay (e.g., bow, arrow, stealth attack, fire damage) and may exclude items that do no impact gameplay (e.g., collectibles).
  • Such mechanics data files 256 may include a mechanic ID of the mechanic, a short name of the mechanic, an image of the mechanic, and/or a short description of the mechanic.
  • Such mechanics data files 256 may be associated with a mechanic availability change event that indicates that the mechanics available to the player have changed.
  • Available may mean that the mechanic is available in the game world for the player to use, but may require the player to go through some steps to acquire it into inventory (e.g,, buy from a shop, pick up from the world) before using it.
  • Each game may replace its list of mechanics upon loading save data.
  • Such mechanics data files 256 may be associated with a mechanic inventory change event that indicates that the player's inventory has changed.
  • Inventory may refer to mechanics that are Immediately usable to the player without having to take additional steps in the game before using it. Inventory information is used to estimate a player’s readiness for various activities, which may be forwarded to the platform server 120. Games may replace its list of mechanic inventory upon loading save data. Mechanics on cool down may be considered part of the inventory. Mechanic counts (e.g., ammunition, healing points) with any non-zero value may be treated as "in inventory.” Inventory mechanics may be considered a subset of available mechanics.
  • Such mechanics data files 2.56 may be associated with a mechanic use event that indicates that a mechanic has been used by or against the player and may be used to be displayed as mechanic usage in a UGC context.
  • Such mechanics data files 256 may include a list or array of mechanics that were used (e.g, fire arrow, fire damage) or whether an initiator is the player, such that whether the mechanics were used by or against the player.
  • Such mechanics data files 256 may include an initiator actor ID, a current zone ID of the initiator actor, and/or a current x, y, z position of the initiator actor.
  • Such mechanics data files 256 may be associated with a mechanic impact event that indicates that a mechanic had impact on gameplay (e.g., an arrow hit an enemy) and may be used to display mechanic image in a UGC context. Mechanic use and mechanic image events may be not linked. Such mechanics data files 256 may include the initiator action ID, the current zone ID of the initiator actor, the current x, v, z position of the initiator actor, a target actor ID, a current zone ID of the target actor, a current x, y, z of the target actor, and a mitigation mechanic that may mitigate the initiator mechanic.
  • Such game media data files 258 may be include a game media ID of the game media, a localizable name for the game media, a media format (e.g., image, audio, video, text, etc.), a category or type of media (cut-scene, audiolog, poster, developer commentary, etc.), a URL or a server-provisioned media file, and/or whether the game media is associated with a particular activity.
  • Such game media data files 258 may be associated with a game media start event that indicates that a particular piece of game media has started in the game right now and a game media end event that indicates that the particular piece of game media has ended.
  • FIG. 3 is a flowchart illustrating an example diagram of a gameplay timeline 300 for an example interactive content title 230, where challenging replayable activities are triggered by a completion of various tasks, according to an aspect of the present disclosure.
  • Replayable activities may be unlocked for challenging once a task, completing the replay able activity, is completed. For example, as shown in FIG. 3, if a replayable activity includes finishing a route and then defeating a boss, a first completion of defeating the boss, Task #3 302, may unlock the replayable activity to be replayed as a challenge.
  • a notification 304 indicating the completion of the task may further include a "Play Challenge" option 306 to invite the player replay the replayable activity.
  • FIG. 4A illustrates Etn example graphical user interface 400 A that provides a search option 402, selection options 404 of other players (e.g., individual friends that own the game, an exclusive challenge between a group of friends, etc.) to send a challenge invitation to, and an invite button 406.
  • a player may be able to send such a challenge to another user that does not own the interactive content title 230 in the form of a demo-like experience.
  • the player may also be able to create their own challenges and send invitations to play such challenges as well.
  • FIGS. 4B and 4G illustrate example graphical user interfaces 400B, 400C of challenge invitations, while the challenge invitation 408 may include more details regarding challenge information 410, such as which other user and friends have challenged this particular replayable activity and the rewards associated with playing and/or completing the replay able activity.
  • the rewards may be provided by the interactive content title 230 and/or at the platform-level.
  • the challenge invitation may further illustrate part of a leaderboard 412 with respect to the replay able activity and the highest scores recorded at the ICT-level and/or the platform-level.
  • FIGS. 4D and 4E further illustrate example graphical user interfaces 400D, 400E for displaying a global leaderboard 414 or a friends' leaderboard 416 for a particular replayable activity.
  • the global leaderboard 414 and friends' leaderboard 416 may provide filtering options 418 wherein a player can view a more insular view of particular players, such as players that have similar abilities or characteristics of interest.
  • a player has selected to accept the challenge, as shown in the graphical user interface 400F in FIG. 4F, within a gameplay view 420 of the interactive content title 2.30 may include an in-game graphical overlay 422 that displays data related to the repeatable activity, such as the challenge objectives, percentage of completion, elapsed time, and/or current score.
  • a first notification 424 may be presented to the play er to replay the replayable activity along with the player's score and ranking.
  • a second notification 426 may be presented to other players whose scores were beat by the player to re-challenge and reclaim their ranking for the replayable activity.
  • the second notification 426 may be a push notification on the respective client devices' of those players, such as mobile devices or personal computers while those players are not actively on the platform.
  • a user account menu 428 may include replay able activities information along with other types of summary information regarding one or more interactive content titles 230 associated with the user account.
  • the user account menu 428 may include a "Currently Challenge” indication 430 of a replay able activity the user account is currently playing.
  • a replayable activities menu 432 may include specific information about each replayable activities, including a progress indicator 434, a gameplay length 436, and a reward indicator 438 for each respective replayable activity.
  • All of the information required for display in the graphical user interfaces 400 (400 A, 400B, etc%) described above may be derived through the challenge module 231, which ei ther receives related activity data from the interactive content titles 230 directly, or through the object server 226.
  • FIG. 5 is a flowchart of an example method 500 for generating a gameplay of a replay able activity, according to an aspect of the present disclosure.
  • An optional invite may be sent (502) to an associated user account to play a replayable activity for an interactive content title 230.
  • the invite may be triggered by the associated user account reaching a checkpoint in the interactive content title 2.30.
  • the invite may be sent by another user account to play the replayable activity.
  • the invitation or notification may be sent automatically when the other user account beats the user account in a ranking with respect to the replayable activity.
  • a selection, by the user account may be received (504), the selection to begin gameplay of the replayable activi ty.
  • a combined gameplay view may be generated, including a first gameplay view associated with associated user account, and a second gameplay view associated with the other user account, where in the combined gameplay view may be a playback, or displayed synchronously in real time.
  • the user account may see a ghost view of the other user account overlaid in their gameplay view.
  • the replay able activity may load same or different loadouts (e.g., characters, weapons, abilities, etc%) for each user account that plays the replayable activity, depending on the settings of the replayable activity. Some replay able activities may require all gameplay to start with the same loadout, to making the ranking fair. In other cases, the user account may choose the loadout most favorable to that user account. In a case where a user account may not have the loadout that is required for the replay able activity, the user account may have the option to purchase that loadout, before or after gameplay of the replayable activity . Furthermore, during gameplay, an overlay may be generated for the user account. The overlay may display completion information regarding the replayable activity.
  • loadouts e.g., characters, weapons, abilities, etc.
  • a first set of data associated with the gameplay of the replayable activity may be received (506).
  • the first set of data may be received directly from a respective interactive content source server.
  • one or more first object files may be received, where the one or more object files are associated with the replayable activity and comprise object data collected by the respective interactive content source server.
  • the one or first object files may be recorded through the object recorder external to the interactive content source server.
  • the one or more first object files may be associated with activities designated by the interactive content title 230 and may include timestamps associated with at least one of activity identifications, activity results, and gameplay characteristics.
  • the interactive content source servers may be provided options to add other replayable activities and associated rewards specific to each interactive content title 230.
  • one or more second object files that may be recorded through the object recorder, or obtained directly from the interactive content title 230, may be received.
  • the one or more second object files may comprise associated object data collected by the interactive content source server.
  • One or more replayable activities specific to the interactive content title 230 may be generated, where the one or more second object files are used for determining scores for the one or more replay able activities.
  • an option for the associated user account to create and add their own replayable activities and associated rewards specifics to the interactive content title 230 may be provided via a graphical user interface associated with the associated user account.
  • the associated user account may be provided various settings to choose and create their own replayable activities, such as a goal or tasks, how to score, what loadouts are allowed, etc.
  • the associated user account may create the replayable activity as a private replayable activity shared among friends or as a public replayable activity that any user account may challenge.
  • a score may be determined (508) based on the first set of data associated with the gameplay by an associated user account.
  • the associated user account may be placed (510) in a ranking based on scores of the other user accounts and respective sets of data associated with the replayable activity for the interactive content title 230.
  • the score may be determined based on a time-based completion of the replayable acti vity, which may be calculated based on the first set of data.
  • the score may be determined by the amount of points earned while completely certain tasks in a timed framework.
  • the score may be determined based on the different loadouts such that the more difficult it is to accomplish certain missions or tasks with certain loadouts, the more points is earned.
  • the ranking may be associated and/or change between a global ranking and a ranking between friends or other user accounts of similar game proficiency.
  • a playback may be generated for the gameplay by the associated user account where the playback may display data regarding controller inputs synchronous to the gameplay upon completion of the gameplay of the replay able activity.
  • FIG. 6 Is an example user electronic entertainment system that may be used in launching interactive content and providing dynamic interfaces, according to an aspect of the present disclosure.
  • the entertainment system 600 of FIG. 6 includes a main memory 605, a central processing unit (CPU) 610, vector unit 615, a graphics processing unit 620, an input/output (I/O) processor 625, an I/O processor memory 630, a peripheral interface 635, a memory card 640, a Universal Serial Bus (USB) interface 645, and a communication network interface 650.
  • CPU central processing unit
  • I/O input/output
  • I/O processor memory 630 input/output
  • peripheral interface 635 a peripheral interface 635
  • a memory card 640 a Universal Serial Bus (USB) interface 645
  • USB Universal Serial Bus
  • the entertainment system 600 further includes an operating sy stem read-only memory (OS ROM) 655, a sound processing unit 660, an optical disc control unit 670, and a hard disc drive 665, which are connected via a bus 675 to the I/O processor 625.
  • OS ROM operating sy stem read-only memory
  • sound processing unit 660 sound processing unit
  • optical disc control unit 670 optical disc control unit
  • hard disc drive 665 hard disc drive
  • Entertainment system 600 may be an electronic game console. Alternatively, the entertainment system 600 may be implemented as a general-purpose computer, a set-top box, a hand-held game device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or phone. Entertainment systems may contain more or less operating components depending on a particular form factor, purpose, or design.
  • the CPU 610, the vector unit 615, the graphics processing unit 620, and the I/O processor 625 of FIG. 6 communicate via a system bus 685. Further, the CPU 610 of FIG. 6 communicates with the main memory 605 via a dedicated bus 680, while the vector unit 6'15 and the graphics processing unit 620 may communicate through a dedicated bus 690.
  • the CPU 610 of FIG. 6 executes programs stored in the OS ROM 655 and the main memory 605.
  • the main memory 605 of FIG. 6 may contain pre-stored programs and programs transferred through the I/O Processor 625 from a CD-ROM, DVD-ROM, or other optical disc (not shown) using the optical disc control unit 670.
  • I/O Processor 625 of FIG. 6 may also allow for the Introduction of content transferred over a wireless or other communications network (e.g., 4G, UTE, 1G, and so forth).
  • the I/O processor 625 of FIG. 6 primarily controls data exchanges between the various devices of the entertainment system 600 including the CPU 610, the vector unit 615, the graphics processing unit 620, and the peripheral interface 635.
  • the graphics processing unit 620 of FIG. 6 executes graphics instructions received from the CPU 610 and the vector unit 6'15 to produce images for display on a display device (not shown).
  • the vector unit 615 of FIG. 6 may transform objects from three- dimensional coordinates to two-dimensional coordinates, and send the two-dimensional coordinates to the graphics processing unit 620.
  • the sound processing unit 660 executes instructions to produce sound signals that are outputted to an audio device such as speakers (not shown).
  • Other devices may be connected to the entertainment system 600 via the U SB interface 645, and the communication network interface 650 such as wireless transceivers, which may also be embedded in the system 600 or as a part of some other component such as a processor.
  • peripheral interface 635 provides instructions via the peripheral interface 635 to the CPU 610, which allows for use of a variety of different available peripheral devices (e.g., controllers) known in the art.
  • the user may instruct the CPU 610 to store certain game information on the memory card 640 or other non- transitory computer-readable storage media or instruct a character in a game to perform some specified action.
  • an end user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4® or Sony PlayStation5®), a portable gaming device (e.g., Sony PSP® or Sony Vita®), or a home entertainment system of a different albeit inferior manufacturer.
  • a home entertainment system e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4® or Sony PlayStation5®
  • a portable gaming device e.g., Sony PSP® or Sony Vita®
  • a home entertainment system of a different albeit inferior manufacturer e.g., Sony PSP® or Sony Vita®
  • Non-transitory computer-readable storage media refer to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, nonvolatile and volatile media such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD- ROM disk, digital video disk (DVD), any other optical medium, RAM, PROM, EPROM, a FLASH EPROM, and any other memory chip or cartridge.
  • V arious forms of transmission media may be involved in carrying one or more sequences of one or more instructions to a CPU for execution.
  • a bus carries the data to system RAM, from which a CPU retrieves and executes the instructions.
  • the instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by a CPU.
  • Various forms of storage may likewise be implemented as well as other network interfaces and network topologies to implement the same.
  • computer-readable storage devices, mediums, and memories can include a cable or wireless signal containing a bit stream and the like.
  • non-transitory computer-readable storage media expressly exclude media such as energy, carrier signals, electromagnetic waves, and signals per se.

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