Asynchronous Game Messaging via Server Intermediary

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Solution Overview

Problem

Existing network games lack efficient methods for asynchronous communication between real users, where messages can be sent and received outside of simultaneous gaming sessions, limiting convenience and interaction.

Innovation Solution

A system and method for communicating messages within network games that allows real users to send and receive messages even when not logged in simultaneously, using a server system that processes requests for gaming sessions, generates environment data, and facilitates interactions and rewards within the game space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If real users can only communicate simultaneously during gaming sessions, then the communication system is simple to implement, but user convenience and interaction efficiency deteriorate

Engineering Contradiction:
Improveuser convenienceVSAvoidcommunication system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

A server system acts as an intermediary to store and forward messages between users. When User A sends a message, the server stores it and delivers it to User B when online, enabling asynchronous communication without requiring both users to be simultaneously logged in.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system prepares and stores messages in advance when the sender is online, so that when the receiver comes online, the message is already ready for delivery. This preliminary action eliminates the need for simultaneous presence.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If asynchronous communication is enabled between users, then user interaction efficiency improves, but the complexity of the communication system increases

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidcommunication system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The server system serves as a mediator that manages message storage, routing, and delivery. It receives messages from offline users, stores them temporarily, and forwards them to online recipients, enabling efficient asynchronous interaction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The server system performs multiple functions: receiving messages, validating user identities, storing messages, determining online status, and delivering messages. This multi-functionality consolidates complexity into a single centralized component.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Reliability

If messages are stored and delivered asynchronously, then communication availability improves, but message delivery reliability may be affected

Engineering Contradiction:
Improvemessage delivery reliabilityVSAvoidmessage delivery time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The server ensures reliable delivery by validating user identities, storing messages securely, and actively delivering them when recipients are online. The server acts as a trusted intermediary that maintains message integrity throughout the asynchronous process.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system tracks message delivery status and provides feedback mechanisms to ensure messages are successfully transmitted. When a user is offline, the system knows to wait and retry when the user comes online, ensuring eventual delivery.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9662589B2Communicating messages within network games
Publication Date: 2017.05.30 ZYNGA INC
  • US9662589B2 patent drawing
  • US9662589B2 patent drawing
  • US9662589B2 patent drawing

AI summary

Systems and methods for communicating messages within online games are described. One of the methods includes receiving a message post from a first user. The message post is displayed on an in-game object that is configured for sharing message posts between the first user and other users. The method further includes detecting an interfacing action by a second user with the in-game object. The interfacing action is an input that is responsive to request content that is part of the message post. The method further includes validating the interfacing action to meet a threshold. If the threshold is met, the virtual game object is credited to the game space of the first user. The method includes generating a reward to the second user when the interfacing action is validated. The reward is credited to a game space of the second user.