SYSTEM AND METHOD FOR CROSS-PLATFORM ACCESS TO IN-GAME OBJECTS - Patent application

JP7645305B2Active Publication Date: 2025-03-13SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2023061750
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2018-10-25
Filing Date
2023-04-05
Publication Date
2025-03-13
Estimated Expiration
2039-10-23

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Abstract

To provide a computer execution system and method for cross platform consumption of an in-game object.SOLUTION: A data platform receives game object data found by a user during play of a video game related to the data platform from at least one first device, the data platform allows a cross platform identifier to belong to game object data, the data platform stores meta data related to game object data in a database related to the data platform, and the data platform receives a request for access to game object data and meta data from a second device related to the data platform.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS This application claims the benefit of U.S. Provisional Patent Application No. 62 / 750,616, filed October 25, 2018.

[0002] The present technology relates generally to remote networked gaming services, and more particularly to systems and methods for cross-platform consumption of in-game objects. [Background technology]

[0003] The approaches described in this section have been pursued, but are not necessarily approaches that have been previously recognized or pursued, and thus, unless otherwise indicated, it should not be presumed that any of the approaches described in this section qualify as prior art by merely their inclusion in this section.

[0004] Video games are becoming more complex and the time allotted to play them is more limited than ever before. Players want to be involved and immersed in the video games they play from start to finish. However, these players often have questions about the games they are playing, and to get answers to their questions, the players must leave the game and engage with third party sites. This is because in-game state and video game activity are not aggregated and analyzed across multiple video games and video game players. It is a significant amount of work for game developers to implement all the features necessary to provide players with game help and reduce player frustration within the context of a single game. Thus, a data model and developer-friendly APIs are needed to support multiple players and gaming environments across a uniform data platform.

[0005] Moreover, players who are deeply invested and immersed in a game world may be very passionate about consuming all the lore that game developers need to provide in and around that world to increase their immersion and understanding of the game world and its characters. However, it may be extremely difficult to keep track of all discovered lore and determine which lore has yet to be discovered. In addition, most games require that lore consumption be done in-game, requiring players to pause game action to consume the lore via cut scenes, audio logs, in-game books, etc. In terms of how users spend their scarce and valuable play time, this may force players to choose between continuing game action and discovering lore.

[0006] There is a long-felt need for a method that allows a player to review or consume lore that the player discovers while playing a video game without interrupting the player's participation in the interactive video game environment. Summary of the Invention

[0007] This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.

[0008] Generally, the present disclosure relates to cross-platform consumption of in-game objects discovered while playing a video game. The technology disclosed herein enables consumption or review of in-game objects (also referred to as "game lore" or simply "lore") at a platform level across multiple games and / or devices associated with a data platform.

[0009] According to one example embodiment of the present disclosure, a computer-implemented system for cross-platform consumption of in-game objects is provided. The system may include a data platform configured to: receive, from at least one first device, game object data discovered by at least one user while playing a video game associated with the data platform; attributing, by the data platform, a cross-platform identifier to the game object data, the cross-platform identifier being associated with the user; storing, by the data platform, metadata associated with the game object data in a database associated with the data platform, the metadata indicating that the user discovered one or more game objects; receiving, by the data platform, a request for access to the game object data and metadata from a second device associated with the data platform, the request including the cross-platform identifier; authenticating, by the data platform, the request based on the cross-platform identifier; and selectively providing, by the data platform, access to the game object data and metadata based on the authentication.

[0010] The system may also include a database configured to store metadata associated with game object data associated with the data platform. The one or more game objects may include a video game state, a video game progress, text, images, books, audio books, audio logs, and video clips. The game object data may be consumed outside the game environment. The discovery of the game object data may include at least one of: encountering a new character or creature, collecting an artifact or item, identifying an enemy's weakness, hearing information from a non-player character (NPC), watching a cut scene, progressing to a next stage of the game, identifying a previously undiscovered area, and selecting one of a plurality of story branches. The device on which the game is played may include a game console, a mobile device, a desktop computer, a laptop computer, a table, a phablet, and a smart television. Upon discovery of the game object data, the game object data may be reviewed or consumed via a second device, which may be the same or a different device than the first device. The video game may include a multiplayer game, a player versus environment (PvE) game, or a cooperative PvE game. The game object data may be discovered while interacting with a number of video games associated with the data platform. The game object data may be reviewed or consumed in a snap mode. The snap mode may include a picture-in-picture mode, a dual screen mode, or a different device.

[0011] In accordance with another example embodiment of the disclosure, a method for cross-platform consumption of in-game objects is provided. The method may include receiving, by a data platform, from at least one first device, game object data discovered while playing a video game associated with the data platform, associating, by the data platform, a cross-platform identifier with the game object data, the cross-platform identifier being associated with a user, storing, by the data platform, metadata associated with the game object data in a database associated with the data platform, the metadata indicating that the user discovered one or more game objects, receiving, by the data platform, a request for access to the game object data and metadata from a second device associated with the data platform, the request including the cross-platform identifier, authenticating, by the data platform, the request based on the cross-platform identifier, and selectively providing, by the data platform, access to the game object data and metadata based on the authentication.

[0012] The method may further include generating a user interface based on the game object data and the metadata. The user interface may include at least one game object discovered by the user. The user interface may be selectively filtered based on one or more of the type of game object, an associated in-game entity, an associated in-game activity, a discovered state, a video game from which the game object originates, and a not yet seen state. Additionally, the user interface may display at least one game object in a timeline in which the at least one game object was discovered. The user interface may further include a placeholder for at least one game object not discovered by the user. In various embodiments, the method may include updating previously stored metadata with the newly discovered information. In certain embodiments, metadata associated with a particular game object is always marked as unlocked. The method may further include receiving a request for help with discovering the game object and in response to receiving the request, launching a help system with the selected game object. Additionally, the game object data may be reviewed or consumed in a snap mode, the snap mode including picture-in-picture, dual screen, or additional devices.

[0013] In accordance with another example embodiment of the present disclosure, the steps of a method for cross-platform consumption of in-game objects are stored on a non-transitory machine-readable medium including instructions that, when executed by one or more processors, perform the described steps.

[0014] Other example embodiments and aspects of the disclosure will become apparent from the following description taken in conjunction with the following drawings.

[0015] Embodiments are illustrated by way of example and not limitation in the figures of the accompanying drawings in which like reference symbols refer to similar elements and in which: [Brief description of the drawings]

[0016] [Figure 1] 1 illustrates an exemplary system architecture for providing a user with contextual information regarding available gaming activities according to one example embodiment. [Diagram 2] 1 illustrates another exemplary system architecture according to one example embodiment. [Diagram 3] 1 illustrates an exemplary system for providing a data model for a uniform data platform according to one example embodiment. [Figure 4] 1 illustrates an exemplary game object according to one example embodiment. [Diagram 5] 1 illustrates a flowchart of a method for cross-platform consumption of in-game objects according to one example embodiment. [Figure 6] 1 is a diagrammatic representation of an example machine in the form of a computer system upon which a set of instructions for the machine to perform any one or more of the methodologies discussed herein may be executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] The following detailed description includes references to the accompanying drawings, which form a part of the detailed description. The drawings show illustrations according to example embodiments. These example embodiments, also referred to herein as "examples", are described in sufficient detail to enable those skilled in the art to practice the subject matter. The embodiments may be combined, other embodiments may be utilized, or structural, logical, and electrical changes may be made without departing from the scope of the claims. Therefore, the following detailed description is not to be taken in a limiting sense, and the scope is defined by the appended claims and their equivalents.

[0018] The technology disclosed herein allows users (e.g., game players) to track and consume game lore that they unlock through out-of-game platform experiences, so that the users can consume the lore anytime and anywhere (including off-console), so that the users can keep track of lore items that remain unlocked. Video games provide a wealth of lore content in the form of cut scenes, audio logs, in-game books, in-game journal entries, and the like. Unlocking lore may directly impact gameplay and may provide useful context to gameplay (e.g., providing background for the video game). Users may want to engage with this content without interrupting their game action.

[0019] The technology disclosed herein allows users to consume this content when away from their consoles, so that users can focus their console time on active gameplay and immerse themselves deeply in the game world. In accordance with the present disclosure, users can discover game objects while playing video games on the web or via mobile applications. A uniform data platform can track collected game objects and show previously unlocked game objects if the game objects are relevant to the user's activities.

[0020] 1 is an exemplary system architecture 100 that provides a user with contextual information regarding available gaming activities according to one example embodiment. In some embodiments, the exemplary system architecture 100 includes a game client 105, a uniform data system (UDS) software development kit (SDK) 110, console system software 115, a local rules engine 120, a UDS server 125, a game server 130, processed data 135, and one or more other remote networked services including a help service 140, a game plan 145, user generated content (UGC) tagging 150, and other service(s) 155. The help service 140 may also receive information from other data source(s) 160.

[0021] The game client 105 and the game server 130 provide context information for multiple applications to the UDS server 125 via a Uniform Data System (UDS) data model that describes the logical structure of UDS data used by the UDS SDK 110. The UDS data model allows the platform to realize remote networked services such as help services 140, game plans 145, UGC tagging 150, and other service(s) 155 that require game data, without each game having to be separately patched to support each service. The UDS data model assigns context information to each piece of information in a uniform manner across games. The context information from the game client 105 and the UDS SDK 110 is provided to the UDS server 125 via the console system software 115. It will be appreciated that the game client 105, the UDS SDK 110, the console system software 115, and the local rules engine 120 may run on a computer or other suitable hardware for executing multiple applications.

[0022] UDS server 125 receives and stores context information from multiple applications, game clients 105 and game servers 130. Indeed, UDS server 125 may receive context information from multiple game clients and game servers for multiple users. The information may be uniformly processed (135) and then received by multiple remote networked services 140, 145, 150, and 155.

[0023] 2 illustrates another exemplary embodiment of a system architecture according to the present disclosure. Game clients 205 send context information to a UDS server 210, which provides the context information in a unified data model to multiple remote networked services, including profile statistics 215, game plans 220, sessions 225, tournaments 230, presence 235, and a help system 240.

[0024] FIG. 3 illustrates an example system for providing a data model for a uniform data platform 310 in accordance with an embodiment of the disclosed examples. 3003 illustrates a system 300 that includes at least one device 330 configured to execute at least one of a plurality of applications 332, each having an application data structure. The uniform data platform 310 may execute on one or more servers. The uniform data platform 310 may include a data model that is uniform across the plurality of application data structures. The data model may include metadata 312 corresponding to at least one object depicted in the data model, and events 314 corresponding to trigger conditions associated with at least one metadata entry. Values ​​of the metadata 312 and events 314 may be associated with a user profile. The uniform data platform 310 may be configured to receive application data from the at least one device 330 and store the application data in the data model. The system 300 may also include a plurality of remote networked services 320 configured to access the application data from the uniform data platform 310 using the data model.

[0025] In various embodiments, metadata 312 may include a list of all activities the user can perform in the application, the activity name, a description of the activity, the status of the activity (available, started, or completed), whether the activity is required to complete a goal or campaign, a completion reward for the activity, an intro or outro cutscene, an in-game location, one or more conditions that must be met before the activity becomes available, and parent activities that subsume the activity as a sub-activity. Metadata 312 may further include a list of abilities that can be exercised by the user, the effect of each action, telemetry indicating when the actions and effects are performed including corresponding timestamps and locations, an in-game coordinate system, a list of in-game branching states, and telemetry indicating when the branching states are encountered and which option is selected by the user. A list of in-game statistics, items, lore, in-game zones, and corresponding attributes for each stat, item, lore, or zone may also be included in metadata 312. Additionally, metadata 312 may indicate whether a particular activity, entity (character, item, ability, etc.), setting, result, action, effect, location, or attribute should be marked as hidden.

[0026] Events 314 may occur in response to a number of different trigger conditions. For example, such trigger conditions may include a previously unavailable activity becoming available, a user starting an activity, a user finishing an activity, an opening or ending cutscene for an activity starting or ending, a user's in-game location or zone changing, an in-game statistic changing, an item or lore being acquired, an action being performed, an effect occurring, a user interacting with a character, item, or other in-game entity, and an activity, entity, setting, result, action, effect, location, or attribute being discovered. Events 314 may also include information about the state of the application when the event 314 was triggered, such as a timestamp when a user started or finished the activity, a difficulty setting, and character statistics, the success or failure of the activity, or a score or duration associated with a completed activity.

[0027] FIG. 4 illustrates an exemplary game object 400 according to an embodiment of the disclosed examples. Game objects (also referred to as "game lore" or simply "lore") may include objects that a user discovers while playing a video game. Game objects may provide valuable information about the game world and may include video game state, video game progress, text, images, books, audio books, audio logs, or video clips. In response to the user discovering a game object, the game client may send a request or notification to the UDS server indicating that the user has discovered the game object. The UDS server may then update metadata associated with the game object and the user indicating that the user has discovered or otherwise unlocked the game object.

[0028] In one or more embodiments, the displayed information also includes out-of-game media related to the game or a particular game object, such as concept art for a game character, developer commentary about a game level, etc. It will be appreciated that in response to an associated game object being discovered or otherwise unlocked, associated out-of-game media may also be discovered or otherwise unlocked. The out-of-game media may be stored on a UDS server, or other suitable server or third party repository. The server or repository may be queried when information is needed so that the most current available out-of-game media related to the game object is presented.

[0029] It will be appreciated that there are various ways in which a user may discover game objects during gameplay. For example, a user may encounter a new character or creature, collect artifacts or items, identify an enemy's weakness, hear information from a non-player character (NPC), watch a cutscene, progress to the next stage of the game, identify previously undiscovered areas, and select one of multiple story branches. Alternatively, certain game objects may be manually marked by a developer as always being unlocked, which allows all users to consume the lore even before playing the game. Discovering a game object may also trigger an update of an existing piece of lore, as opposed to unlocking a new piece of lore. For example, a user may gradually learn more about an NPC's background over the course of a game. In response to discovering more information about an NPC, an unlock event may update the portion of lore associated with that in-game entity, instead of adding a new entry for each piece of background.

[0030] Additionally, each game object may be associated with one or more related entities. For example, a particular cutscene may involve various characters or items, each of which are listed as related entities for the cutscene game object. Each game object may also indicate in which in-game activity the game object was acquired.

[0031] As shown in Figure 4, unlocking the Earth Elemental (character) game object can provide valuable information about the character. This information is valuable and may also be consumed by the user later in an out-of-game environment without affecting the user's ability to play the interactive game. Allowing the user to review and consume the information associated with this character at the platform level (on-console and off-console), along with all of the other in-game lore the user has discovered thus far across games associated with the platform, provides the user with the ability to focus on interactive gameplay rather than consuming passive media.

[0032] In various embodiments, the user interface includes each game object that the user has discovered across one or more games associated with the platform. The user may access and consume each available piece of lore through the user interface in an in-game or out-of-game environment, either through the game client or a separate device. In certain embodiments, the discovered game objects may be displayed in the chronological order in which the lore was discovered, regardless of which game each game object is associated with. In this way, the user has instant access to all relevant recent user activity. Alternatively, the discovered game objects may be displayed by associated game title. The user may efficiently manage and view the discovered game objects by presenting a subset of the game objects for viewing. The subset may be defined by the in-game activity in which the game object was discovered, the in-game entity to which the game object is associated, the type of game object (e.g., audio log, cutscene, book, etc.), the unread or unseen state, or the discovered state of the game object.

[0033] The technology may also enable a user to determine how many pieces of lore a user has not yet discovered for each section of a game, so that the user can continue to explore the lore until the user has played and experienced the full range of content the game has to offer. Additionally, a user may request help on acquiring undiscovered lore via a help option. In response to receiving a request for help on a particular piece of lore, the data platform may initiate a help system with the particular identified piece of selected lore. Game objects may be accessed cross-platform, remotely and offline for all games associated with the data platform.

[0034] In further embodiments, in response to a user interacting with an in-game entity, the game client may display to the user a list of discovered lore associated with the in-game entity, and the game client may present the discovered lore via a user interface in a snap mode, an overlay, or other suitable mode.

[0035] It will be appreciated that the game lore accessible to a user may be associated with a particular user account or user profile, such that each user is presented with a customized user interface based on which in-game objects the user has or has not discovered.

[0036] FIG. 5 is a process flow diagram illustrating a method 500 for cross-platform consumption of in-game objects. Method 500 may be performed by processing logic including hardware (e.g., decision logic, dedicated logic, programmable logic, application specific integrated circuit), software (such as software running on a general purpose computer system or dedicated machine), or a combination of both. In an example embodiment, processing logic refers to one or more elements of system architectures 100 and 200 of FIGS. 1 and 2, respectively. The operations of method 500 described below may be implemented in an order different from the order described and shown in the figures. Moreover, method 500 may have additional operations not shown herein but that may be apparent to one of ordinary skill in the art from the disclosure. Method 500 may also have fewer operations than shown in FIG. 5 and described below.

[0037] In accordance with one example embodiment of the disclosure, a method 500 for cross-platform consumption of in-game objects may begin at operation 510 by receiving, by a data platform, from at least one first device, game object data discovered by a user while playing a video game associated with the data platform.

[0038] At operation 520, the method 500 may continue with ascribing, by the data platform, a cross-platform identifier to the game object data, the cross-platform identifier being associated with the user. At operation 530, the method 500 may store, by the data platform, metadata associated with the game object data in a database associated with the data platform, the metadata indicating that the user has discovered one or more game objects. At operation 540, the method 500 may receive, by the data platform, a request to access the game object data and metadata from a second device associated with the data platform, the request including the cross-platform identifier. At operation 550, the method 500 may authenticate, by the data platform, the request based on the cross-platform identifier. At operation 560, the method 500 may selectively provide, by the data platform, access to the game object data and metadata based on the authentication.

[0039] FIG. 6 illustrates a diagrammatic representation of a computing device for a machine in an example electronic form computer system 600 that can execute a set of instructions to cause the machine to perform any one or more of the methodologies discussed herein. In an example embodiment, the machine may operate as a standalone device or may be connected (e.g., networked) to other machines. In a networked arrangement, the machine may operate in the capacity of a server, a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a tablet PC, a game console, a gaming device, a set-top box (STB), a television device, a mobile phone, a portable music player (e.g., a portable hard drive audio device), a web appliance, or any machine capable of executing a set of instructions (serialized or otherwise) that specify actions to be taken by the machine. Furthermore, while only a single machine is shown, the term "machine" shall also be construed to include any collection of machines that separately or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein. The computer system 600 may be, for example, at least one instance of a console (see, for example, FIG. 1), a game server 130, or a UDS server 125.

[0040] The example computer system 600 includes a processor or processors 605 (e.g., a central processing unit (CPU), a graphic processing unit (GPU), or both), as well as a main memory 610 and a static memory 615, which communicate with each other via a bus 620. The computer system 600 may further include a video display unit 625 (e.g., a liquid crystal display (LCD)). The computer system 600 also includes at least one input device 630, such as an alphanumeric input device (e.g., a keyboard), a cursor control device (e.g., a mouse), a microphone, a digital camera, and a video camera. The computer system 600 also includes a disk drive unit 635, a signal generating device 640 (e.g., a speaker), and a network interface device 645.

[0041] Drive unit 635 (also referred to as disk drive unit 635) includes a machine-readable medium 650 (also referred to as computer-readable medium 650) having stored thereon one or more sets of instructions and data structures (e.g., instructions 655) that embody or are utilized by any one or more of the methodologies or functions described herein. The instructions 655 may also reside, completely or partially, within main memory 610 and / or within processor(s) 605 during execution thereof by computer system 600. Main memory 610 and processor(s) 605 also constitute machine-readable media.

[0042] The instructions 655 may further be transmitted or received over a communications network 660 via a network interface device 645 utilizing one of several well-known transfer protocols (e.g., Hyper text Transfer Protocol (HTTP), CAN, Serial, and Modbus). Communications network 660 may include the Internet, a local intranet, a personal area network (PAN), a local area network (LAN), a wide area network (WAN), a metropolitan area network (MAN), a virtual private network (VPN), a storage area network (SAN), a frame relay connection, an advanced intelligence network (AIN) connection, a synchronous optical network (SONET) connection, a digital T1, T3, E1, or E3 line, a digital data service (DDS) connection, a digital subscriber line (DSL) connection, an Ethernet connection, an integrated services digital network (ISDN) line, a cable modem, an asynchronous transfer mode (ATM) connection, or a Fiber Distributed Data Interface (FDDI) or Copper Distributed Data Interface (CDDI) connection. Additionally, the communications network 660 may also include links to any of a variety of wireless networks, including Wireless Application Protocol (WAP), General Packet Radio Service (GPRS), Global System for Mobile Communications (GSM), Code Division Multiple Access (CDMA) or Time Division Multiple Access (TDMA), cellular telephone networks, Global Positioning System (GPS), Cellular Digital Packet Data (CDPD), Research in Motion Limited (RIM) dual paging network, Bluetooth radio, or IEEE 802.11 based radio frequency networks.

[0043] While the machine-readable medium 650 is shown in the example embodiment as being a single medium, the term "computer-readable medium" should be interpreted to include a single medium or multiple media (e.g., a centralized or distributed database, and / or associated caches and servers) that store one or more sets of instructions. The term "computer-readable medium" should also be interpreted to include any medium capable of storing, encoding, or carrying a set of instructions for execution by a machine, causing a machine to execute any one or more of the methodologies of the present application, or capable of storing, encoding, or carrying data structures utilized by or associated with such set of instructions. Thus, the term "computer-readable medium" should be interpreted to include, but is not limited to, solid-state memory, optical and magnetic media. Such media may also include, but are not limited to, hard disks, floppy disks, flash memory cards, digital video disks, random access memory (RAM), read-only memory (ROM), and the like.

[0044] Example embodiments described herein may be implemented in an operating environment that includes computer-executable instructions (e.g., software) installed on a computer, in hardware, or in a combination of software and hardware. The computer-executable instructions may be written in a computer programming language or embodied in firmware logic. When written in a programming language that conforms to a recognized standard, such instructions may be executed on a variety of hardware platforms and may interface to a variety of operating systems. A computer software program for implementing the methods may be written in any number of suitable programming languages, such as, for example, but not limited to, HyperText Markup Language (HTML), Dynamic HTML, XML, Extensible Stylesheet Language (XSL), Document Style Semantic Specification Language (DSSSL), Cascading Style Sheets (CSS), Synchronized Multimedia Integration Language (SMIL), Wireless Markup Language (WML), Java, Jini, C, C++, C#, .NET, Adobe Flash, Perl, UNIX Shell, Visual Basic or Visual Basic Script, Virtual Reality Markup Language (VRML), ColdFusion, or other compilers, assemblers, interpreters, or other computer languages ​​or platforms.

[0045] Thus, techniques for cross-platform consumption of in-game objects have been disclosed. While embodiments have been described with reference to certain example embodiments, it will be apparent that various modifications and changes may be made thereto without departing from the broader spirit and scope of the present application. The specification and drawings are therefore to be regarded in an illustrative rather than a restrictive sense.

Claims

1. A computer-implemented method for cross-platform consumption of game objects, the computer-implemented method comprising: receiving, by a data platform from at least one first device, game object data discovered by a user while playing a video game associated with said data platform, said data platform having a uniform data model across a plurality of application data structures; associating, by the data platform, a cross-platform identifier with the game object data, the cross-platform identifier being associated with the user; storing, by the data platform, metadata associated with the game object data in a database, the metadata indicating that the user has discovered one or more game objects; receiving, by the data platform, a request for access to the game object data and the metadata, the request including the cross-platform identifier; authenticating, by the data platform, the request based on the cross-platform identifier; selectively providing, by the data platform, access to the game object data and the metadata based on the authentication, wherein the game object data may be consumed in an out-of-game environment; Equipped with The game object provides information about the game world; The computer-implemented method, wherein the data model includes the metadata and events corresponding to trigger conditions associated with entries of the metadata.

2. generating and displaying, by the data platform, a user interface based on the game object data and the metadata, the user interface comprising at least one game object discovered by the user; 2. The computer-implemented method of claim 1.

3. the user interface is selectively filtered based on one or more of a type of game object, an associated in-game entity, an associated in-game activity, a discovered state, a video game from which the game object originates, and an unseen state; 3. The computer-implemented method of claim 2.

4. the user interface displays each of the discovered game objects in a chronological order in which each game object was discovered.

3. The computer-implemented method of claim 2.

5. the user interface includes a placeholder for at least one game object that the user has not discovered; 3. The computer-implemented method of claim 2.

6. storing the metadata includes updating previously stored metadata with newly discovered information.

2. The computer-implemented method of claim 1.

7. Metadata associated with one or more game objects indicates that the one or more game objects are unlocked.

2. The computer-implemented method of claim 1.

8. receiving a request for help with finding a game object; and in response to receiving the request, initiating a help system with the selected game object.

2. The computer-implemented method of claim 1.

9. the game object data is reviewed or consumed in a snap mode, the snap mode including picture-in-picture, dual screen, or additional device modes; 2. The computer-implemented method of claim 1.

10. A computer-implemented system for cross-platform consumption of game objects, the computer-implemented system comprising: A data platform, receiving, from at least one first device, game object data discovered by a user while playing a video game associated with said data platform, said data platform having a uniform data model across a plurality of application data structures; attributing, by the data platform, a cross-platform identifier to the game object data, the cross-platform identifier being associated with the user; storing, by the data platform, metadata associated with the game object data in a database, the metadata indicating that the user has discovered one or more game objects; receiving, by the data platform, a request for access to the game object data and the metadata, the request including the cross-platform identifier; authenticating, by the data platform, the request based on the cross-platform identifier; selectively providing, by the data platform, access to the game object data and the metadata based on the authentication, wherein the game object data may be consumed in an out-of-game environment; The data platform configured to: a database configured to store the metadata associated with the game object data; Equipped with The game object provides information about the game world; The computer-implemented system, wherein the data model includes the metadata and events corresponding to trigger conditions associated with entries of the metadata.

11. the one or more game objects include at least one of a state of the video game, a progress of the video game, text, an image, a book, an audio book, an audio log, and a video clip; 11. The computer-implemented system of claim 10.

12. Discovering the game object data includes at least one of: encountering a new character or creature, collecting an artifact or item, identifying an enemy's weakness, hearing information from a non-player character (NPC), watching a cutscene, progressing to a next stage of the game, identifying a previously undiscovered area, and selecting one of a plurality of story branches.

11. The computer-implemented system of claim 10.

13. the first device comprises at least one of a game console, a mobile device, a desktop computer, a laptop computer, a table, a phablet, and a smart television; 11. The computer-implemented system of claim 10.

14. the request for access to the game object data and the metadata is received from the at least one first device.

11. The computer-implemented system of claim 10.

15. the request for access to the game object data and the metadata is received from a second device; 11. The computer-implemented system of claim 10.

16. the video games include at least one of a multiplayer game, a PvE game, and a cooperative PvE game, and the game object data is discovered during interaction with a plurality of video games associated with the data platform; 11. The computer-implemented system of claim 10.

17. The game object data is reviewed and consumed in snap mode.

11. The computer-implemented system of claim 10.

18. The snap mode includes picture-in-picture, dual screen, or additional device modes; 20. The computer-implemented system of claim 17.

19. A computer program which, when executed by a processor, receiving, by a data platform from at least one first device, game object data discovered by a user while playing a video game associated with said data platform, said data platform having a uniform data model across a plurality of application data structures; attributing, by the data platform, a cross-platform identifier to the game object data, the cross-platform identifier being associated with the user; storing, by the data platform, metadata associated with the game object data in a database, the metadata indicating that the user has discovered one or more game objects; receiving, by the data platform, a request for access to the game object data and the metadata, the request including the cross-platform identifier; authenticating, by the data platform, the request based on the cross-platform identifier; selectively providing, by the data platform, access to the game object data and the metadata based on the authentication, wherein the game object data may be consumed in an out-of-game environment; Run The game object provides information about the game world; The data model includes the metadata and events corresponding to trigger conditions associated with entries of the metadata.

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