Goal-Activated Game Content Access Control via Server-Side Deletion
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Solution Overview
Problem
Massively multiplayer game (MMP) creators face challenges in limiting the dissemination of goal-activated content to ensure that it is only viewed by players who have completed the associated challenges, as existing methods are inadequate in preventing savvy players from accessing or sharing this content prematurely.
Innovation Solution
The method involves hosting and transmitting goal-activated content only upon a player fulfilling a game goal, with the server instructing the client to delete the content locally stored, using a history profile to manage content transmission and deletion, and optionally encrypting the content for secure transmission.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If goal-activated content is transmitted to the client for local storage and viewing, then players can view the content after completing challenges, but savvy players can access or share the content prematurely before completing the challenge
Solution Approach 1:
The server deletes goal-activated content from the client's local storage before the player can access or share it. This preliminary deletion action prevents savvy players from accessing or sharing content prematurely, while still allowing legitimate players to view content after completing challenges. The server maintains control by removing content before potential misuse can occur.
2Productivity
If the server transmits goal-activated content to multiple clients, then more players can access the content, but the content may be disseminated more widely and accessed by unauthorized players
Solution Approach 1:
The server proactively deletes goal-activated content from client storage before unauthorized access or sharing can occur. This preliminary deletion prevents the harmful effect of widespread content dissemination while still allowing efficient distribution to multiple legitimate players who have completed challenges.
Solution Approach 2:
The server monitors client requests and game state, and based on this feedback, determines when to delete content from storage. The server receives feedback about player actions and game progress, then responds by deleting content at appropriate times to prevent unauthorized access while maintaining efficient distribution to legitimate players.
3Ease of operation
If the client stores goal-activated content locally, then content can be viewed without continuous network connection, but the content remains vulnerable to unauthorized access and sharing
Solution Approach 1:
The server deletes content from the client's local storage before the player can access or share it. This preliminary deletion maintains content security while still allowing players to view content after completing challenges. The content is stored temporarily for viewing convenience but removed before unauthorized access can occur.
Data Source
AI summary
Systems, methods, and data structures are described which allow limiting of dissemination of content in a multiplayer game, for example, limiting dissemination of goal-activated content in a massively multiplayer game (MPP).


