Asynchronous interactive game play
Abstract
Systems and methods of asynchronous interactive game play are described. In some embodiments, a method permits a first player to access a first game instance of a multiplayer online game and access a second game instance of the multiplayer online game. The second game instance is accessed at a first time. The first game instance is associated with the first player and the second game instance is associated with a second player. The method receives an identification of an in-game action performed by the first player in the second game instance while the first player accesses the second game instance. The second player is permitted to access the second game instance at a second time, which is later than the first time. The method causes display to the second player an identification of the in-game action performed by the first player in the second game instance.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A computer-implemented method comprising:
permitting a first player to access a first game instance of a multiplayer online game, the first game instance associated with the first player; permitting the first player to access a second game instance of the multiplayer online game at a first time, the second game instance associated with a second player; receiving an identification of an in-game action performed by the first player in the second game instance while the first player accesses the second game instance; permitting the second player to access the second game instance at a second time, the second time being later than the first time; and causing display to the second player, using one or more processors, an identification of the in-game action performed by the first player in the second game instance.
2 . The computer-implemented method of claim 1 , further comprising:
the second player receiving an in-game asset responsive to the first player performing the in-game action in the second game instance.
3 . The computer-implemented method of claim 2 , the in-game asset having value to the second player in the second game instance.
4 . The computer-implemented method of claim 1 , further comprising:
displaying to the second player, using one or more processors, an option to accept the in-game action performed by the first player in the second game instance.
5 . The computer-implemented method of claim 4 , further comprising:
responsive to receiving a confirmation from the second player to accept the in-game action performed by the first player, performing the in-game action in the second game instance.
6 . The computer-implemented method of claim 4 , further comprising:
responsive to receiving a confirmation from the second player to accept the in-game action performed by the first player, displaying a result of performing the in-game action in the second game instance.
7 . The computer-implemented method of claim 1 , further comprising:
displaying to the second player, using one or more processors, an option to reject the in-game action performed by the first player in the second game instance.
8 . The computer-implemented method of claim 1 , wherein the second player is not accessing the game instance at the first time.
9 . The computer-implemented method of claim 1 , wherein the first player is not accessing the game instance at the second time.
10 . The computer-implemented method of claim 1 , further comprising modifying a state of the second game instance responsive to receiving a confirmation from the second player to accept the in-game action performed by the first player.
11 . The computer-implemented method of claim 1 , the causing display to the second player being responsive to detecting that the second player accesses the second game instance.
12 . A computer-implemented method comprising:
permitting a first player to access a first game instance of a multiplayer online game, the first game instance associated with the first player; permitting a second player to access a second game instance of the multiplayer online game, the second game instance associated with the second player; permitting the first player to access the second game instance at a first time; receiving an identification of an in-game action performed by the first player in the second game instance while the first player accesses the second game instance; detecting, using one or more processors, access to the second game instance by the second player at a second time, the second time being later than the first time; and responsive to detecting access to the second game instance by the second player, causing display to the second player an identification of the in-game action performed by the first player in the second game instance.
13 . The computer-implemented method of claim 12 , further comprising:
the second player receiving an in-game asset responsive to the first player performing the in-game action in the second game instance.
14 . The computer-implemented method of claim 13 , the in-game asset having value to the second player in the second game instance.
15 . The computer-implemented method of claim 12 , further comprising:
displaying to the second player, using one or more processors, an option to accept the in-game action performed by the first player in the second game instance.
16 . The computer-implemented method of claim 15 , further comprising:
responsive to receiving a confirmation from the second player to accept the in-game action performed by the first player, performing the in-game action in the second game instance.
17 . The computer-implemented method of claim 15 , further comprising:
responsive to receiving a confirmation from the second player to accept the in-game action performed by the first player, displaying a result of performing the in-game action in the second game instance.
18 . The computer-implemented method of claim 12 , wherein the second player is not accessing the game instance at the first time.
19 . The computer-implemented method of claim 12 , wherein the first player is not accessing the game instance at the second time.
20 . An apparatus comprising:
an interface to communicate with players of a game; a memory to store data associated with the game; and one or more processors coupled to the interface and the memory, the one or more processors configured to:
permit a first player to access a first game instance of a multiplayer online game, the first game instance associated with the first player;
permit the first player to access a second game instance of the multiplayer online game at a first time, the second game instance associated with a second player;
receive an identification of an in-game action performed by the first player in the second game instance while the first player accesses the second game instance;
permit the second player to access the second game instance at a second time, the second time being later than the first time; and
cause display to the second player an identification of the in-game action performed by the first player in the second game instance.Join the waitlist — get patent alerts
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