发明名称 SYSTEMS AND METHODS FOR SEGMENTED COLLECTION MECHANICS
摘要 Systems and methods are provided for playing a video game in which a user is associated with a particular gaming level in a plurality of gaming levels and is subjected to one or more challenges in an action format. The user responds to the challenges. The user is provided with a first mechanism for acquiring a first subpart, from among a plurality of subparts, at a time when the user has collected none of the subparts. The subparts collectively define a virtual composite item that has functional value within the game and the subparts do not have functionality within the game until the user has collected the entire plurality of subparts. Subsequently, the user is provided with a second mechanism for acquiring a second subpart from among the plurality of subparts. Use of the virtual composite item is enabled when the user has collected all the subparts.
申请公布号 US2016256782(A1) 申请公布日期 2016.09.08
申请号 US201514639059 申请日期 2015.03.04
申请人 Glu Mobile, Inc. 发明人 Tucker Spencer;Sullivan Dennis
分类号 A63F13/58 主分类号 A63F13/58
代理机构 代理人
主权项 1. A computing system for playing a video game, the computing system comprising one or more processors and memory storing one or more programs for execution by the one or more processors, the one or more programs singularly or collectively executing a method comprising: (A) subjecting a user to one or more challenges in an action format in a first gaming level retrieved from a game level database, wherein an identity of the first game level is obtained from a profile associated with the user retrieved from a user profile database stored in the memory, wherein the game level database is stored in the memory and comprises a plurality of discrete gaming levels associated with the video game, wherein a level of difficulty of each gaming level is different; (B) receiving instructions from the user responsive to the one or more challenges; (C) providing the user with a first mechanism for acquiring a first subpart from among a plurality of subparts at a stage in the video game in which the user has collected none of the subparts in the plurality of subparts, wherein the subparts in the plurality of subparts collectively define a virtual composite item that has a value within the video game,the subparts do not have functionality within the video game until the user has collected the entire plurality of subparts, andthe first mechanism is a chance to acquire the first subpart by: (i) displaying a plurality of representations, each respective representation in the plurality of representations corresponding to an item in a plurality of items stored in an item database in the memory, wherein each respective item in the plurality of items has a corresponding item characteristic grade in a plurality of item characteristic grades, and wherein each respective item in the plurality of items is associated with a probability of being awarded that is determined, at least in part, by the characteristic grade of the respective item, and wherein at least one item in the plurality of items is the first subpart and at least one item in the plurality of items is not the first subpart,(ii) displaying a cost for the chance, and(iii) responsive to the user selecting an affordance that commits the user to paying the cost, awarding the user with a single item from among the plurality of items, wherein the selected single item that is awarded to the user is chosen in accordance with the probability associated with each item in the plurality of items; (D) subsequent to the providing (C), providing the user with a second mechanism for acquiring a second subpart from among the plurality of subparts; and (E) enabling use of the virtual composite item when the user has collected the entire plurality of subparts and is in the profile associated with the user.
地址 San Francisco CA US