US2014243101A1PendingUtilityA1

Game supply delivery systems and methods

Assignee: ZYNGA INCPriority: Nov 16, 2010Filed: May 5, 2014Published: Aug 28, 2014
Est. expiryNov 16, 2030(~4.3 yrs left)· nominal 20-yr term from priority
A63F 2300/575A63F 2300/572A63F 2300/5533A63F 2300/407A63F 13/80A63F 13/335A63F 13/795A63F 13/85A63F 2300/5553A63F 13/533A63F 13/92A63F 13/44A63F 13/87A63F 13/12
60
PatentIndex Score
0
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Claims

Abstract

Systems and methods that deliver game supplies are described. In some embodiments, a method receives a request for in-game supplies from a first player in an interactive social game. The method presents multiple supply options where each supply option has an associated processing time. A supply option selection is received from the first player that indicates selection of one of the multiple supply options. A supply fulfillment invitation is distributed to a second player of the interactive social game. An in-game benefit is provided to the second player in response to acceptance of the supply fulfillment invitation. The first player is notified upon completion of the processing time for the selected supply option, which indicates availability of the requested in-game supplies to the first player.

Claims

exact text as granted — not AI-modified
1 - 20 . (canceled) 
     
     
         21 . A computer-implemented method, comprising:
 during an initiation phase of a harvest mechanic, receiving a selection by a first player of an amount of in-game supplies in a game environment belonging to the first player;   receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic;   during a wait time associated with the wait phase of the harvest mechanic:
 sending a supply fulfillment request to a second player for the amount of the in-game supplies based on the selection of the incentivized social fulfillment component; and 
 providing an in-game benefit to the second player based on an acceptance of the supply fulfillment request by the second player; and 
   during a collection phase of the harvest mechanic, providing to the first player access to the amount of in-game supplies.   
     
     
         22 . The computer-implement method as in  claim 21 , receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the wait time in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         23 . The computer-implement method as in  claim 21 , wherein receiving a selection by the first player of an amount of in-game supplies comprises:
 receiving a selection by the first player of an amount of in-game supplies associated with a cost.   
     
     
         24 . The computer-implement method as in  claim 23 , wherein receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the cost in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         25 . The computer-implement method as in  claim 21 , wherein providing the first player access to the amount of in-game supplies further comprises:
 providing to the first player access to the amount of in-game supplies upon detecting expiration of the wait phase prior to acceptance of the supply fulfillment request by the second player.   
     
     
         26 . The computer-implement method as in  claim 21 , further comprising:
 presenting the incentivized social fulfillment component to the first player based on the first player having made an in-game contact with the second player.   
     
     
         27 . The computer-implement method as in  claim 21 , further comprising:
 modifying the wait time of the wait phase based on the acceptance of the supply fulfillment request by the second player.   
     
     
         28 . A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
 during an initiation phase of a harvest mechanic, receiving a selection by a first player of an amount of in-game supplies in a game environment belonging to the first player;   receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic;   during a wait time associated with the wait phase of the harvest mechanic:
 sending a supply fulfillment request to a second player for the amount of the in-game supplies based on the selection of the incentivized social fulfillment component; and 
 providing an in-game benefit to the second player based on an acceptance of the supply fulfillment request by the second player; and 
   during a collection phase of the harvest mechanic, providing to the first player access to the amount of in-game supplies.   
     
     
         29 . The non-transitory computer-readable medium as in  claim 28 , receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the wait time in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         30 . The non-transitory computer-readable medium as in  claim 28 , wherein receiving a selection by the first player of an amount of in-game supplies comprises:
 receiving a selection by the first player of an amount of in-game supplies associated with a cost.   
     
     
         31 . The non-transitory computer-readable medium as in  claim 30 , wherein receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the cost in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         32 . The non-transitory computer-readable medium as in  claim 28 , wherein providing the first player access to the amount of in-game supplies further comprises:
 providing to the first player access to the amount of in-game supplies upon detecting expiration of the wait phase prior to acceptance of the supply fulfillment request by the second player.   
     
     
         33 . The non-transitory computer-readable medium as in  claim 28 , further comprising:
 presenting the incentivized social fulfillment component to the first player based on the first player having made an in-game contact with the second player.   
     
     
         34 . The non-transitory computer-readable medium as in  claim 28 , further comprising:
 modifying the wait time of the wait phase based on the acceptance of the supply fulfillment request by the second player.   
     
     
         35 . A computer system comprising:
 a processor;   a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising:   during an initiation phase of a harvest mechanic, receiving a selection by a first player of an amount of in-game supplies in a game environment belonging to the first player;   receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic;   during a wait time associated with the wait phase of the harvest mechanic:
 sending a supply fulfillment request to a second player for the amount of the in-game supplies based on the selection of the incentivized social fulfillment component; and 
 providing an in-game benefit to the second player based on an acceptance of the supply fulfillment request by the second player; and 
   during a collection phase of the harvest mechanic, providing to the first player access to the amount of in-game supplies.   
     
     
         36 . The computer system as in  claim 35 , receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the wait time in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         37 . The computer system as in  claim 35 , wherein receiving a selection by the first player of an amount of in-game supplies comprises:
 receiving a selection by the first player of an amount of in-game supplies associated with a cost.   
     
     
         38 . The computer system as in  claim 37 , wherein receiving a selection from the first player of an incentivized social fulfillment component for a wait phase of the harvest mechanic comprises:
 modifying the cost in exchange for receipt of the selection of the incentivized social fulfillment component.   
     
     
         39 . The computer system as in  claim 35 , wherein providing the first player access to the amount of in-game supplies further comprises:
 providing to the first player access to the amount of in-game supplies upon detecting expiration of the wait phase prior to acceptance of the supply fulfillment request by the second player.   
     
     
         40 . The computer system as in  claim 35 , further comprising:
 presenting the incentivized social fulfillment component to the first player based on the first player having made an in-game contact with the second player; and   modifying the wait time of the wait phase based on the acceptance of the supply fulfillment request by the second player.

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