Replayable activities for interactive content titles
Patent Information
- Application Number
- JP2023527707
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-11-09
- Filing Date
- 2021-11-03
- Publication Date
- 2025-02-17
- Estimated Expiration
- 2041-11-03
Smart Images

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Abstract
Description
[Technical field]
[0001] 1. CROSS-REFERENCE TO RELATED APPLICATIONS This application claims the benefit of U.S. Provisional Application No. 63 / 111,528, filed November 9, 2020, which is expressly incorporated by reference in its entirety.
[0002] 2.Technical Field The present technology relates to replayable activities of interactive content titles. More specifically, the present technology can create, generate, and / or provide various methods for managing the operation of replayable activities of interactive content titles. [Background technology]
[0003] 3.Background Replaying a particular activity as a form of competitive gaming on platform-based gameplay (e.g., Sony Playstation®) has become an increasingly common form of gameplay for game players. For example, speedrunning has become a competitive gaming phenomenon where game players replay a particular activity on various interactive content titles to achieve the highest score in terms of speed, score, or distance.
[0004] Currently available gaming media or platforms do not provide in-game or in-platform functionality that provides a way for game players to record and compare scores for specific activities within a game. Typically, game players participate in such challenges and determine scores for challenging these activities outside of the functionality provided by the gaming media or platform.
[0005] Thus, there is a need in the art for systems and methods for creating, generating, and / or providing various methods for managing the operation of replayable activities of interactive content titles. Summary of the Invention
[0006] Aspects of the disclosure include systems and methods are provided for creating and / or managing the operation of a replayable activity of an interactive content title. The replayable activity may be competitive in nature and may be used to determine a ranking. A first data set associated with the interactive content title may be received. The first data set associated with the interactive content title may be received from an interactive content source server. The interactive content title may be at least partially hosted on the interactive content source server. The first data set may be associated with the replayable activity of the interactive content title. A score may be determined based on a set of the first data set for an associated user account. The associated user account may be placed in a ranking based on scores of other user accounts and their respective data sets associated with the replayable activity of the interactive content title.
[0007] The associated user account may be triggered to play the replayable activity when the associated user account reaches a checkpoint of the interactive content title. A ranking associated with the replayable activity may also be generated. The ranking may be a global ranking or a local ranking among friends of the associated user account. The replayable activity may be replayable for a set period of time, and a ranking may be established at the end of the set period, and rewards may be assigned based on the ranking. A replayable activity menu may be generated to display a set of replayable activities available to the associated user account from the interactive content title and at least another interactive content title.
[0008] An invitation or notification may be sent to the associated user account to play the replayable activity, and the invitation may be initiated by another user account. When another user account surpasses the user account in the rankings, an invitation or notification is automatically sent to alert the user account that there has been a change in the rankings. 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 the other user account, and the combined gameplay view is replayed or displayed synchronously in real time. An overlay may be generated during gameplay of the replayable activity of the associated user account, and the overlay displays completion information regarding the replayable activity.
[0009] Further, one or more first object files can be associated with the replayable activity. The one or more first object files can include object data collected by the interactive content source server. One or more second object files can be recorded via the object recorder. The one or more second object files can include associated object data collected by the interactive content source server. One or more replayable activities specific to the interactive content title can be generated, and the one or more second object files can be used to determine a score for the one or more replayable activities. An option can be provided to the interactive content source server to add other replayable activities and associated rewards specific to the interactive content title.
[0010] Options can be provided for the associated user account to add other replayable activities and associated rewards specific to the interactive content title via a graphical user interface associated with the associated user account. A playback of gameplay by the associated user account can be generated, and the playback can display data regarding controller inputs synchronized with the gameplay upon completion of gameplay of the replayable activity.
[0011] Various aspects of the disclosure may include a method for creating and / or managing the operation of a replayable activity of an interactive content title. Such a method may include receiving, from an interactive content source server, a first data set associated with an interactive content title hosted at least in part at the interactive content source server, the first data set associated with the replayable activity of the interactive content title. Such a method may include determining a score based on the first data set for an associated user account. Such a method may include placing the associated user account in a ranking based on the scores of other user accounts and the respective data sets associated with the replayable activity of the interactive content title. Such a method may include triggering the associated user account to play the replayable activity upon the associated user account reaching a checkpoint of the interactive content title. Such a method may include generating a ranking associated with the replayable activity, the ranking may change between a global ranking and a local ranking among friends of the associated user account. Such a method may include sending an invitation or notification to the associated user account to play the replayable activity, the invitation or notification may be initiated by another user account. Such a method may include generating an overlay during gameplay of a replayable activity for an associated user account, the overlay displaying completion information regarding the replayable activity.
[0012] Further aspects of the disclosure may include a system for creating and / or managing the operation of a replayable activity of an interactive content title. Such a system may include one or more processors executing instructions stored in a memory. Execution of the instructions by the one or more processors may receive, from an interactive content source server, a first data set associated with an interactive content title hosted at least in part at the interactive content source server, the first data set associated with the replayable activity of the interactive content title. Execution of the instructions by the one or more processors may determine a score based on the first data set 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 the respective data sets associated with the replayable activity of the interactive content title.
[0013] Further aspects of the present disclosure include a non-transitory computer-readable medium or storage medium having embodied thereon a program executable by a processor to provide a method for creating and / or managing the operation of a replayable activity of an interactive content title. [Brief description of the drawings]
[0014] [Figure 1] 1 illustrates an exemplary network environment in which a system for creating and / or managing the operation of replayable activities of interactive content titles according to an aspect of the present disclosure may be implemented. [Figure 2A] 1 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 aspects of the present disclosure. [Figure 2B]1 illustrates a portion of an exemplary network in which interactive content titles transmit object data to various modules of one or more servers, according to one aspect of the present disclosure. [Figure 2C] 1 illustrates an example table of various objects and associated events according to an aspect of the present disclosure. [Diagram 3] 1 illustrates an example diagram of a gameplay timeline in which challenges are triggered by the completion of various tasks, according to aspects of the present disclosure. [Figure 4]4A and 4B show example graphical user interfaces for a challenge invitation or notification to a replayable activity according to an embodiment of the present disclosure. FIG. 4C shows an example graphical user interface for selecting a user account to invite to play a replayable activity according to an embodiment of the present disclosure. FIG. 4D shows an example graphical user interface for an option to select whether to display a global leaderboard or a friendly leaderboard according to an embodiment of the present disclosure. FIG. 4E shows an example graphical user interface for a leaderboard showing a friend's ranking for a particular replayable activity according to an embodiment of the present disclosure. FIG. 4F shows an example graphical user interface for an in-game graphical overlap displaying repeatable activity data according to an embodiment of the present disclosure. FIG. 4G shows an example graphical user interface for a replay notification of a replayable activity showing a user's score and rank according to an embodiment of the present disclosure. FIG. 4H shows an example graphical user interface for a replay notification of a replayable activity showing a friend of the user has beaten the friend's score according to an embodiment of the present disclosure. 4I illustrates an exemplary graphical user interface of a replayable activity menu for displaying a set of replayable activities from one or more interactive content titles according to an embodiment of the present disclosure. FIG. 4J illustrates another exemplary graphical user interface of a replayable activity menu for displaying a set of replayable activities from one or more interactive content titles according to an embodiment of the present disclosure. [Diagram 5] 1 illustrates a flowchart of an example method for generating gameplay for a replayable activity according to an aspect of the present disclosure. [Figure 6] 1 illustrates an exemplary electronic entertainment system that may be used in media object binding and displaying real-time play data of streaming media based on one or more objects displayed therein, in accordance with an aspect of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] The following detailed description is intended as a description of various configurations of the subject technology, and is not intended to represent the only configurations in which the technology may be practiced. The accompanying drawings are incorporated in this specification and constitute a part of the detailed description. The detailed description includes specific details to provide a more thorough understanding of the technology. However, it is clear and apparent that the technology is not limited to the specific details set forth herein, and may be practiced without these details. In some instances, structures and components are shown in block diagram form in order to avoid obscuring the concepts of the subject technology.
[0016] Aspects of the present disclosure include systems and methods for creating and / or managing operations of replayable activities of different interactive content titles are provided. A first data set associated with the interactive content title may be received. The first data set associated with the interactive content title may be received from an interactive content source server. The interactive content title may be at least partially hosted on the interactive content source server. A score may be determined based on the first data set of associated user accounts. The associated user accounts may be placed in a ranking based on scores of other user accounts and their respective data sets associated with the replayable activities of the interactive content title.
[0017] 1 illustrates an exemplary network environment 100 that is a system for binding media objects and displaying real-time playback data of streaming or live streaming media based on one or more objects displayed therein. The network environment 100 can include one or more interactive content servers 110 providing streaming content (e.g., interactive videos, podcasts, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.
[0018] The interactive content server 110 can maintain, stream, and host interactive media available for streaming on user devices 130 over a communications network. Such an interactive content server 110 can be implemented in a cloud (e.g., one or more cloud servers). Each media can include one or more object data sets available for participation by a user (e.g., viewing or interacting with an activity). Data regarding objects shown in the media can be stored in object files 216 ("object files") by the media streaming server 110, the platform server 120, and / or the user devices 130, as discussed in detail with respect to FIGS. 2A and 3.
[0019] The platform server 120 may be capable of communicating with different interactive content servers 110, databases 140, and user devices 130. Such platform server 120 may be implemented in one or more cloud servers. While the streaming server 110 may communicate with multiple platform servers 120, the media streaming server 110 may be implemented in one or more platform servers 120. The platform server 120 may also execute instructions such as, for example, receiving a user request from a user to stream streaming media (i.e., games, activities, videos, podcasts, user-generated content ("UGC"), publisher content, etc.). Furthermore, the platform server 120 may execute instructions such as, for example, streaming a streaming media content title. 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 regarding an object displayed during at least a portion of the streaming media (e.g., activity information, zone information, actor information, mechanic information, game media information, etc.).
[0020] The streaming media and at least one associated object data set may be provided by 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. The API 160 may be specific to a particular computer programming language, operating system, protocol, etc. of the media streaming server 110 providing the streaming media content title, the platform server 120 providing the media and at least one associated object data set, and the user device 130 receiving the object data. In a network environment 100 including multiple different types of media streaming servers 110 (or platform servers 120 or user devices 130), there may be a corresponding number of APIs 160 as well.
[0021] The user devices 130 may include multiple different types of computing devices. For example, the user devices 130 may include any number of different gaming consoles, mobile devices, laptops, and desktops. In another example, the user devices 130 may be implemented in the cloud (e.g., one or more cloud servers). Such user devices 130 may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives, which may be appropriate for downloaded services. Such devices 130 may include standard hardware computing components, such as, but not limited to, network interfaces, media interfaces, non-transitory computer-readable storage (memory), and processors that execute instructions that may be stored in the 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 exemplary user device 130 is described in detail herein with respect to FIG. 6.
[0022] The database 140 can be stored on the platform server 120, on the media streaming server 110, on 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 the user device 130. Such a database 140 can store a set of streaming media and / or associated object data. Such streaming media can depict one or more objects (e.g., activities) in which a user can participate, and / or UGC (e.g., screenshots, videos, interpretations, mashups, etc.) created by peers, publishers of media content titles, and / or third-party publishers. Such UGC can include metadata for searching such UGC. Such UGC can also include information about the media and / or peers. Such peer information can be derived from data collected during peers' interactions with objects of interactive content titles (e.g., video games, interactive books, etc.) and can be "bound" to and stored with the UGC. Such binding extends the UGC because it can deep link (e.g., directly initiate) to objects, provide information about the objects and / or peers of the UGC, and / or allow the user to interact with the UGC. One or more user profiles can also be stored in database 140. Each user profile can include information about a user (e.g., activities and / or user progress within a media content title, a user ID, the user's game character, etc.) and can be associated with media.
[0023] In the exemplary network environment 200 of FIG. 2A, an exemplary console 228 (e.g., user device 130) and exemplary servers 218 (e.g., streaming server 220, activity feed server 224, UGC server 232, and object server 226) are shown. The console 228 may be implemented in either the platform server 120, the cloud server, or the server 218. The console 228 may further include a content recorder 202 and an object recorder 210, described in more detail below, where content (e.g., media) may be recorded and output via the console 228. Various interactive content titles 230 may be executed on the console 228. Alternatively or in addition, the content recorder 202 may be implemented in the platform server 120, the cloud server, or any server 218. Such a content recorder 202 may receive content (e.g., media) from an interactive content title 230 (e.g., interactive content source server 110) and record it in a content ring buffer 208. Such a ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), a start time for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and an end time for each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments may be stored by the console 228 as media files 212 (e.g., MP4, WebM, etc.). Such media files 212 (e.g., portions of streaming media) may be uploaded to a streaming server 220 for storage and subsequent streaming or use, although the media files 212 may be stored on any server, cloud server, any console 228, or any user device 130. The media files 212 may be uploaded periodically and / or in real-time or near real-time. Such start and end times for each segment may be stored by the console 228 as a content timestamp file 214.Such content timestamp files 214 may also include a stream ID that matches the stream ID of the media file 212, thereby associating the content timestamp files 214 with the media file 212. Such content timestamp files 214 may be uploaded and stored on the activity feed server 224 and / or the UGC server 232, although the content timestamp files 214 may be stored on any server, cloud server, any console 228, or any user device 130.
[0024] At the same time that the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives object data from the interactive content title 230, and the object recorder 206 tracks the object data to determine the start and end times of the objects. Such object data may be uploaded periodically and / or in real-time or near real-time. The object library 204 and the object recorder 206 may be implemented on either the platform server 120, the cloud server, or the server 218. When the object recorder 206 detects the start of an object, it receives the object data (e.g., data if the object was an activity, the activity, user interaction with the activity, activity ID, activity start time, activity end time, activity result, activity type, etc.) from the object library 204 and records this activity data (e.g., ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS) in the object ring buffer 210. Such activity data recorded in the object ring buffer 210 may be stored in an object file 216. Such object files 216 may also include activity start time, activity end time, activity ID, activity result, activity type (e.g., competitive match, quest, task, etc.), user or peer data associated with the activity. For example, the object file 216 may store data regarding items used during the activity. Such object files 216 may be stored on the object server 226, although the object files 216 may be stored on any server, cloud server, any console 228, or any user device 130.
[0025] Such object data (e.g., object files 216) may be associated with content data (e.g., media files 212 and / or content timestamp files 214). In one example, the object server 226 stores and associates the content timestamp files 214 with the object files 216 based on a match between the streaming ID of the content timestamp files 214 and the corresponding activity ID of the object files 216. In another example, the object server 226 may store the object files 216 and receive queries for the object files 216 from the UGC server 232. Such queries may be performed by searching for an activity ID of the object files 216 that matches the streaming ID of the content timestamp files 214 sent with the query. In yet another example, a query of the stored content timestamp files 214 may be performed by matching the start and end times of the content timestamp files 214 with the start and end times of the corresponding object files 216 sent with the query. Such object files 216 may also be associated with matching content timestamp files 214 by the UGC server 232, although this association may be performed by any server, cloud server, any console 228, or any user device 130. In another embodiment, the object files 216 and content timestamp files 214 may be associated by the console 228 during the creation of each file 216, 214.
[0026] 2B illustrates an exemplary centralized view 222 of an exemplary network environment 200, in which a challenge module 231, which may be implemented on a server 218 (e.g., either the platform server 120, a cloud server, or the server 218), may receive data related to a replayable activity from an interactive content title 230. The challenge module 231 may query and / or receive from the interactive content title 230 specific activity data associated with creating a replayable activity, scoring gameplay of the replayable activity by a user account, and displaying challenge-related information related to the replayable activity. The interactive content title 230 may also optionally transmit object data via the object recorder 206 to the object library 204, which may be stored as an object file 216 on the object server 226. The challenge module 231 may query and / or receive from the object server 226 specific object data related to a particular user account, a particular interactive content title 230, and a particular activity to provide the challenge-related data to a user account playing the replayable activity.
[0027] 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 establish different levels to create challenges for each interactive content title 230. For example, the creation module 233 may establish an ICT-specific challenge module 235. The ICT-specific challenge module 235 may be created for a particular replayable activity of a particular interactive content title 230 and may receive a set of data associated with that replayable activity and the respective interactive content title 230 for which it was created. For example, in the case of the ICT-specific challenge module 235, the challenge module 231 or the ICT-specific challenge module 235 itself may query or receive a set of activity data encompassing all kinds of activity data that the interactive content title 230 may categorically extrapolate from gameplay. The creation module 233 may then 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 modules s235 specific to that interactive content title 230 to monitor and score the associated activities.
[0028] The creation module 233 can create an appropriate replayable activity using object data from the object server 226 and can create an object compatible challenge module 237 that can also determine scores and rankings for each gameplay of the replayable activity. Additionally, the object compatible challenge module 237 can determine and notify the object server 226 to transfer a specific object file to trigger the object compatible challenge module 237 to respond with sending challenge related information for display on the user device 130 and receiving challenge related activity data for determining associated scores and rankings for the user account playing the replayable activity. The object compatible challenge module 237 monitors the replayable activity and provides a hands-off experience to the interactive content source server 110, assuming that the object data has already been automatically sent and generated and ultimately sent to the object server 226. The object compatible challenge module 237 can further query additional data not collected by the object server 226 for additional ITC-specific challenges that the interactive content title 230 may have created. The creation module 233 may receive indications of a particular activity data set from an interactive content title 230 (e.g., interactive content source server 110), such as input from a user (e.g., a developer of the interactive content title) via a provided graphical user interface, which is analyzed and recorded as a replayable activity by the challenge module 231. The object compatible challenge module 237 may provide greater integration of challenges for the interactive content titles 230 that seeks to enhance the challenge functionality of each interactive content title 230 by providing additional or different challenges than those created by the object compatible challenge module 237.
[0029] The creation module 233 may also establish a user creation integration module 239, optionally for each interactive content title 230, that may query and / or receive additional data from the interactive content title 230 if the additional data was not collected by the object server 226. The additional data may be related to additional challenges that the user account may have created that are specific to the interactive content title 230. The creation module 233 may receive a particular set of activity data from the user device 130, such as input from a provided graphical user interface, that is analyzed and recorded as a replayable activity by the challenge module 231.
[0030] The ICT-specific challenge module 235, the object-compatible challenge module 237, and the user-created integration module 239 can function as separate modules or as part of one or more shared modules. The received activity data can help provide various challenge-related information for display at the user device 130. Figures 4A-4H illustrate different exemplary graphical user interfaces 400 (400A, 400B, etc.), described in more detail below, for displaying one of the various challenge-related information at the user device 130.
[0031] As shown in the example table 250 of FIG. 2C, such object data (e.g., object files 216) may be associated with event information regarding activity availability changes and may be associated with other objects having associated object information. The media-object binding may form telemetry between the objects displayed in at least a portion of the streaming media and the streaming media. For example, such object data may be zone data files 252, actor data files 254, mechanic data files 256, game media data files 258, and other gameplay related data files.
[0032] Such object data (e.g., object files 216) may be categorized as in-progress, open-ended, or competitive. Such activity data files 216 may include optional properties such as a more detailed description of the activity, an image associated with the activity, if the activity is available to the player before starting the game, whether completion of the activity is required to complete the game, whether the activity can be played repeatedly within the game, whether there are nested tasks or associated child activities, etc. Such activity data files 216 may include an activity availability change event that may indicate a list or array of activities currently available to the player. For example, this may be used to determine which activities to display in the game plan.
[0033] Such zone data files 252 may indicate an area of the relevant game world with a single coordinate system, and the zone may have a 2D map associated with it and may be used to display locations on the zone. If applicable, each zone may include a zone ID and a short, localizable name for the zone. Such zone data files 252 may be associated with a view projection matrix (4x4) to convert from 3D world coordinates to 2D map locations. Such zone data files 252 may be associated with position change events indicating updates to the player's current in-game location. Such position change events may be posted periodically or whenever the player's in-game location has changed significantly. The platform server 120 may store the latest values in a "state". Such zone data files 252 may include the x, y, z location of the player's character within the zone, and a, b, c vectors indicating the player's character's orientation or direction. Such zone data files 252 may be associated with activity start events and / or activity end events, where in the case of activity end events, a completion, failure, or abandon outcome may be associated with the activity (eg, activity ID).
[0034] Such actor data files 254 may be associated with entities with in-game behaviors, may be player controllers, or may be game controlled, and may change dynamically during gameplay. Such actor data files 254 may include the actor's actor ID, the actor's localizable name, the actor's image, and / or a brief description of the actor. Such actor data files 254 may be associated with an actor selection event that indicates that the player's selected actor(s) have changed. The selected actor(s) may represent the actor the player is controlling in the game, and may be displayed in the player's profile and other spaces via the platform server 120. Multiple actors may be selected at a time, and each game may replace the list of actors upon save data load.
[0035] Such mechanic data files 256 may be associated with items, skills, or effects that may be used by the player or game to affect gameplay (e.g., bows, arrows, stealth attacks, fire damage) and may exclude items that do not affect gameplay (e.g., collectibles). Such mechanic data files 256 may include the mechanic ID of the mechanic, the short name of the mechanic, an image of the mechanic, and / or a brief description of the mechanic. Such mechanic data files 256 may be associated with a mechanic availability change event that indicates that a mechanic available to the player has changed. Available may mean that the mechanic is available to the player in the game world, but the player may need to take some steps to get it in their inventory (e.g., buy from a shop, receive from the world) before it can be used. Each game may replace its list of mechanics when loading save data.
[0036] Such a mechanic data file 256 may be associated with a mechanic inventory change event that indicates that a player's inventory has changed. Inventory may refer to mechanics that are immediately available to a player without the need to take additional steps in the game before using the mechanic. Inventory information is used to estimate a player's readiness for various activities that may be transferred to the platform server 120. A game may replace the list of mechanic inventory when loading a save. Cooldown mechanics may be considered part of the inventory. Mechanic counts with any non-zero value (e.g., ammo, recovery points, etc.) may be treated as "in inventory". Inventory mechanics may be considered a subset of available mechanics.
[0037] Such mechanic data files 256 may be associated with a mechanic use event indicating that a mechanic was used by or against a player and may be used to display as a mechanic use in a UGC context. Such mechanic data files 256 may include a list or sequence of mechanics used (e.g., fire arrow, fire damage), or whether the initiator is a player, whether the mechanic was used by or against a player, etc. Such mechanic 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 mechanic data files 256 may be associated with a mechanic impact event indicating that a mechanic affected gameplay (e.g., an arrow hits an enemy) and may be used to display a mechanic image in a UGC context. Mechanic use and mechanic image events may not be linked. Such a mechanics data file 256 may include an initiator action ID, the initiator actor's current zone ID, the initiator actor's current x, y, z position, the target actor ID, the target actor's current zone ID, the target actor's current x, y, z position, and a mitigation mechanic that may mitigate the initiator mechanic.
[0038] Such game media data files 258 may include the game media ID of the game media, a localizable name for the game media, the media format (e.g., image, audio, video, text, etc.), the category or type of media (cutscene, audio log, poster, developer commentary, etc.), a URL or 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, which indicates that a particular piece of game media has just started in the game, and a game media end event, which indicates that a particular piece of game media has ended.
[0039] FIG. 3 is a flow chart illustrating an example diagram of a gameplay timeline 300 of an example interactive content title 230 according to an aspect of the disclosure, where challenging replayable activities are triggered by the completion of various tasks. Replayable activities may be unlocked to be challenged once a task is completed and the replayable activity is completed. For example, as shown in FIG. 3, if a replayable activity involves completing a route and then defeating a boss, the initial completion of defeating the boss, task #3302, may unlock the replayable activity to be replayed as a challenge. A notification 304 indicating the completion of a task may further include a "play challenge" option 306 to invite the player to replay the replayable activity.
[0040] Once a replayable activity is unlocked, a player may send and receive challenge invitations (i.e., notifications) relating to that replayable activity. FIG. 4A illustrates an exemplary graphical user interface 400A providing a search option 402 for sending challenge invitations, a selection option 404 for other players (e.g., individual friends who own the game, exclusive challenges between groups of friends, etc.), and an invite button 406. Some challenge invitations may allow a player to send such challenges to another user who does not own the interactive content title 230 in the form of a demo-like experience. Although not shown in FIG. 4A, a player may also create their own challenges and send invitations to play such challenges.
[0041] 4B and 4C show exemplary graphical user interfaces 400B, 400C of a challenge invitation, where the challenge invitation 408 can include more details regarding challenge information 410, such as which other users and friends have challenged this particular replayable activity and rewards associated with playing and / or completing the replayable activity. Rewards can be provided by the interactive content title 230 and / or at the platform level. The challenge invitation can further show a portion of a leaderboard 412 for the replayable activity and the highest scores recorded at the ICT level and / or platform level. FIGs. 4D and 4E further show exemplary 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 the friends' leaderboard 416 can provide filtering options 418, allowing players to see a more parochial view of certain players, such as players with similar abilities or characteristics of interest.
[0042] As shown in graphical user interface 400F of FIG. 4F, when a player selects to accept the challenge, an in-game graphic overlay 422 may be included within the gameplay view 420 of the interactive content title 230 that displays data related to the repeatable activity, such as the challenge goal, percentage of completion, time elapsed, and / or current score. Upon completion of the challenge, a first notification 424 may be presented to the player to replay the replayable activity along with the player's score and ranking, as shown in graphical user interface 400G of FIG. 4G. Additionally, as shown in graphical user interface 400H of FIG. 4F, a second notification 426 may be presented to other players whose scores were beaten by the player to try again and regain their ranking in the replayable activity. The second notification 426 may be a push notification on those players' respective client devices, such as mobile devices or personal computers, while those players are not active on the platform.
[0043] Additionally, as shown in the graphical user interface 400I of FIG. 4I, the user account menu 428 may include replayable activity information along with other types of summary information regarding one or more interactive content titles 230 associated with the user account. For example, the user account menu 428 may include a “current challenge” display 430 of the replayable activity that the user account is currently playing. Additionally, as shown in the graphical user interface 400J of FIG. 4J, the replayable activity menu 432 may include specific information regarding each replayable activity, including, for each replayable activity, a progress indicator 434, a gameplay length 436, and a reward indicator 438. All information required for display in the graphical user interface 400 (400A, 400B, etc.) described above may be derived via the challenge module 231, which receives the relevant activity data directly from the interactive content titles 230 or via the object server 226.
[0044] FIG. 5 illustrates a flowchart of an example method 500 for generating a gameplay of a replayable activity according to an aspect of the disclosure. An optional invitation may be sent (502) to an associated user account to play a replayable activity of the interactive content title 230. The invitation may be triggered by the associated user account reaching a checkpoint of the interactive content title 230. Alternatively, an invitation may be sent from another user account to play the replayable activity. In some cases, an invitation or notification may be sent automatically when the other user account surpasses the user account in a ranking for the replayable activity. A selection by the user account, i.e., a selection to start a gameplay of the replayable activity, may be received (504). During gameplay, if the user account challenges another user account, a combined gameplay view may be generated that includes a first gameplay view associated with the associated user account and a second gameplay view associated with the other user account, and the combined gameplay view may be replayed or displayed synchronously in real time. In some cases, a ghost view of the other user account may be overlaid on the gameplay view of the user account.
[0045] Additionally, a replayable activity may load the same or different loadouts (e.g., characters, weapons, abilities, etc.) for each user account playing the replayable activity, depending on the settings of the replayable activity. Some replayable activities may require all gameplays to begin with the same loadout to make rankings fair. In other cases, a user account may choose a loadout that is most advantageous for that user account. If a user account may not have a loadout required for a replayable activity, the user account may have the option to purchase that loadout before or after gameplay of the replayable activity. Additionally, an overlay may be generated for the user account during gameplay. The overlay may display completion information regarding the replayable activity.
[0046] A first data set associated with gameplay of the replayable activity may be received (506). The first data set may be received directly from the respective interactive content source server. Alternatively or additionally, one or more first object files may be received, the one or more object files being associated with the replayable activity and including object data collected by the respective interactive content source server. The one or more first object files may be recorded via an object recorder external to the interactive content source server. The one or more first object files may be associated with the activity specified by the interactive content title 230 and may include a timestamp associated with at least one of an activity identification, an activity result, and a gameplay characteristic.
[0047] Alternatively or in addition, the interactive content source server may be provided with an option to add other replayable activities and associated rewards specific to each interactive content title 230. In doing so, it may receive one or more second object files that may be recorded via an object recorder or may be obtained directly from the interactive content title 230. The one or more second object files may include 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, and the one or more second object files may be used to determine the score of the one or more replayable activities. Additionally, an option to add details of rewards associated with replayable activities created by the associated user account and specific 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 with various settings for selecting and creating its own replayable activities, such as goals and tasks, scoring methods, allowed loadouts, etc. The associated user accounts can create a replayable activity as a private replayable activity shared among friends, or as a public replayable activity that can be challenged by any user account.
[0048] A score may be determined based on a first data set associated with gameplay by the associated user account (508). The associated user account may be placed in a ranking based on scores of other user accounts and respective data sets associated with the replayable activity of the interactive content title 230 (510). The score may be determined based on a time-based completion of the replayable activity, which may be calculated based on the first data set. Alternatively or in addition, the score may be determined by the number of points earned while performing a particular task entirely within a time-limited framework. Alternatively or additionally, the score may be determined based on different loadouts, such that the more difficult it is to accomplish a particular mission or task with a particular loadout, the more points are earned. Rankings may be associated and / or modified between a global ranking and rankings among friends or other user accounts of similar game proficiency. Additionally, a playback may be generated for gameplay by the associated user account, and the playback may display data regarding controller inputs that sync with the gameplay upon completion of gameplay of the replayable activity.
[0049] 6 is an exemplary user electronic entertainment system that may be used in initiating interactive content and providing dynamic interfaces according to aspects of the present disclosure. The entertainment system 600 of FIG. 6 includes a main memory 605, a central processing unit (CPU) 610, a 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. The entertainment system 600 further includes an operating system read-only memory (OS ROM) 655, an audio processing unit 660, an optical disk control unit 670, and a hard disk drive 665, which are connected to the I / O processor 625 via a bus 675.
[0050] Entertainment system 600 may be an electronic game console. Alternatively, entertainment system 600 may be implemented as a general purpose computer, a set-top box, a handheld gaming device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or phone. Entertainment systems may include more or fewer operating components depending on the particular form factor, purpose, or design.
[0051] The CPU 610, vector unit 615, graphics processing unit 620, and I / O processor 625 of FIG. 6 communicate via a system bus 685. Additionally, the CPU 610 of FIG. 6 may communicate with the main memory 605 via a dedicated bus 680, and the vector unit 615 and graphics processing unit 620 may communicate via 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 include pre-stored programs and programs transferred via the I / O processor 625 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 670. The I / O processor 625 of FIG. 6 may also enable the introduction of content transferred over wireless or other communication networks (e.g., 4G, LTE, 1G, etc.). The I / O processor 625 in FIG. 6 primarily controls data exchange between various devices in the entertainment system 600 , including the CPU 610 , the vector unit 615 , the graphics processing unit 620 , and the peripheral interface 635 .
[0052] The graphics processing unit 620 of FIG. 6 executes graphic instructions received from the CPU 610 and the vector unit 615 to generate images for display on a display device (not shown). For example, the vector unit 615 of FIG. 6 may transform an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 620. Additionally, the audio processing unit 660 executes instructions to generate audio signals that are output to an audio device, such as a speaker (not shown). Other devices may be connected to the entertainment system 600 via the USB interface 645 and a communication network interface 650, such as a wireless transceiver, which may also be embedded within the system 600 or as part of some other component, such as a processor.
[0053] 6 provides instructions to CPU 610 via peripheral interface 635, which enables the use of a variety of different available peripheral devices (e.g., controllers) known in the art. For example, the user may instruct CPU 610 to store certain game information on memory card 640 or other non-transitory computer-readable storage medium, or may direct a character in a game to perform some specified action.
[0054] The present invention relates to applications that may be operable by a variety of end user devices. For example, the 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 lower level but different manufacturer. It is fully contemplated that the methods described herein are operable on a variety of devices. Aspects of the present disclosure may also be implemented with cross-title neutrality and / or utilized across a variety of titles from a variety of publishers.
[0055] Aspects of the present disclosure may be implemented in applications that may be operable using a variety of devices. A non-transitory computer-readable storage medium refers to any medium or media involved in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including but not limited to non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.
[0056] Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to the CPU for execution. A bus carries the data to a system RAM, and the CPU retrieves and executes the instructions from the system RAM. The instructions received by the system RAM may optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage may be implemented as well, along with other network interfaces and network topologies to implement storage.
[0057] In some aspects of the present disclosure, computer readable storage devices, media, and memories may include cables or wireless signals containing bit streams, etc. However, when mentioned, non-transitory computer readable storage media explicitly excludes media such as energy, carrier signals, electromagnetic waves, and the signals themselves.
[0058] The above detailed description of the technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. Many modifications and variations are possible in light of the above teachings. The described aspects of the disclosure were selected to adequately explain the principles of the technology, its practical application, and to enable those skilled in the art to utilize the technology, with various modifications suited to the particular use contemplated. It is intended that the scope of the technology be defined by the claims.
Claims
1. 1. A computer-implemented method for creating a replayable activity of an interactive content title, comprising: storing in a memory of the object server one or more first object files recorded by the object recorder during playing of the interactive content title, each of the one or more first object files being associated with an activity of the interactive content title; receiving an input from an associated user account selecting one or more settings, the selected settings being applicable to customizing the activity of the interactive content title and one or more loadouts associated with the activity; querying the object server for a set of data associated with the associated user account, the user account including the one or more selected settings, the set of data being queried from among a plurality of files recorded for the interactive content title; generating a custom replayable activity for the interactive content title defined by the set of data received based on the selected settings, the custom replayable activity including the one or more loadouts customized by the selected settings, the custom replayable activity being made playable by one or more other user accounts; presenting one or more loadout options to one of the other user accounts in accordance with the selected settings, the loadout options including an option to obtain one of the loadouts if the other user account does not have the loadout; and loading one of the loadouts for play of the custom replayable activity by the other user account, wherein the same or a different loadout is loaded for play of the custom replayable activity according to the settings selected by the associated user account and one or more loadout options selected by the other user account.
2. 2. The computer-implemented method of claim 1, further comprising unlocking a challenge invitation for the custom replayable activity when the associated user account completes one or more tasks associated with the custom replayable activity of the interactive content title.
3. 2. The computer-implemented method of claim 1 , wherein the selected settings specify how the custom replayable activity in the interactive content title is scored, and further comprising determining a score for the associated user account according to the selected settings and the set of data indicative of completion of the custom replayable activity.
4. 2. The computer-implemented method of claim 1, further comprising generating a ranking associated with the same loadout for the custom replayable activity, the ranking being capable of varying between a global ranking and a friends ranking among friends of the associated user account.
5. 4. The computer-implemented method of claim 3, wherein the selected setting further specifies that the custom replayable activity is scored further based on a difficulty level associated with the loaded loadout.
6. 2. The computer-implemented method of claim 1, further comprising generating a replayable activities menu displaying a set of replayable activities available to the associated user account from the interactive content title and at least another interactive content title.
7. The computer-implemented method of claim 1 , further comprising sending a notification to play the custom replayable activity to a device associated with the other user account.
8. The computer-implemented method of claim 7 , wherein the notification is sent automatically.
9. 8. The computer-implemented method of claim 7, further comprising: generating a combined gameplay view including a first gameplay view associated with the associated user account and a second gameplay view associated with the other user account, the combined gameplay view being a playback or being displayed synchronously in real-time.
10. The computer-implemented method of claim 1 , wherein the input from the associated user account specifies that the custom replayable activity is private to the other user accounts designated as friends.
11. 2. The computer-implemented method of claim 1, further comprising receiving the one or more first object files associated with the custom replayable activity, the one or more first object files being associated with an activity specified by the interactive content title and including a timestamp associated with at least one of an activity identification, an activity result, and a game play characteristic.
12. receiving one or more second object files recorded via the object recorder, the one or more second object files including associated object data collected by an interactive content source server, the object recorder being external to the interactive content source server; and 12. The computer-implemented method of claim 11, further comprising generating one or more replayable activities specific to the interactive content title, wherein the one or more second object files are used to determine a score for the one or more replayable activities.
13. The computer-implemented method of claim 1 , further comprising providing an option to generate custom replayable activities and associated rewards specific to the interactive content title.
14. The computer-implemented method of claim 1 , wherein the selected settings specify how one or more tasks in the custom replayable activity are scored.
15. The computer-implemented method of claim 1 , wherein the selected settings specify which loadouts are allowed for the custom replayable activity.
16. 2. The computer-implemented method of claim 1, further comprising generating an overlay during gameplay of the custom replayable activity for the associated user account, the overlay displaying one or more objectives and completion information regarding the custom replayable activity.
17. 1. A system comprising: one or more processors; at least one memory having instructions stored thereon that, when executed, cause the one or more processors to storing in a memory of the object server one or more first object files recorded by the object recorder during playing of the interactive content title, each of the one or more first object files being associated with an activity of the interactive content title; receiving an input from an associated user account selecting one or more settings, the selected settings being applicable to customizing the activity of the interactive content title and one or more loadouts associated with the activity; querying the object server for a set of data associated with the associated user account, the user account including the one or more selected settings, the set of data being queried from among a plurality of files recorded for the interactive content title; generating a custom replayable activity for the interactive content title defined by the set of data received based on the selected settings, the custom replayable activity including the one or more loadouts customized by the selected settings, the custom replayable activity being made playable by one or more other user accounts; presenting one or more loadout options to one of the other user accounts in accordance with the selected settings, the loadout options including an option to obtain one of the loadouts if the other user account does not have the loadout; the system including the memory causing loading of one of the loadouts for play of the custom replayable activity by the other user account, wherein the same or a different loadout is loaded for play of the custom replayable activity according to the settings selected by the associated user account and one or more loadout options selected by the other user account.
18. A non-transitory computer readable medium having instructions stored thereon, the instructions being executed to cause a system to: storing in a memory of the object server one or more first object files recorded by the object recorder during playing of the interactive content title, each of the one or more first object files being associated with an activity of the interactive content title; receiving an input from an associated user account selecting one or more settings, the selected settings being applicable to customizing the activity of the interactive content title and one or more loadouts associated with the activity; querying the object server for a set of data associated with the associated user account, the user account including the one or more selected settings, the set of data being queried from among a plurality of files recorded for the interactive content title; generating a custom replayable activity for the interactive content title defined by the set of data received based on the selected settings, the custom replayable activity including the one or more loadouts customized by the selected settings, the custom replayable activity being made playable by one or more other user accounts; presenting one or more loadout options to one of the other user accounts in accordance with the selected settings, the loadout options including an option to obtain one of the loadouts if the other user account does not have the loadout; and loading one of the loadouts for play of the custom replayable activity by the other user account, wherein the same or a different loadout is loaded for play of the custom replayable activity according to the settings selected by the associated user account and one or more loadout options selected by the other user account.
19. 2. The computer-implemented method of claim 1, wherein the loadout options include different loadouts specified by the selected settings, and further comprising receiving a selection from the other user account regarding one or more of the different loadouts among the presented loadout options.
20. storing in the memory of the object server a set of content title data associated with a plurality of interactive content titles, the plurality of interactive content titles including the interactive content title; The computer-implemented method of claim 1 , further comprising: querying the object server for the content title data associated with the interactive content title.
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