Issued June 14, 2016, to Activision Publishing, Inc.

Summary:

This invention relates to how players can unlock new locations in a video game. Often a video game’s content is divided into separate locations. Generally, how a video game presents content to players is somewhat rigid, and often a predetermined set of tasks must be accomplished in a predetermined order. This patent tries to make the order in which locations and events may be unlocked controlled somewhat by players. In this patent, there are a number of locations, and a group of players may be associated with each location (either real of NPCs). Players may progress through the videogame by moving from one location to the next, performing objectives, and interacting with the players at the locations. Access to the different locations may not be provided initially to a real player. The player may be provided with a given location once the real player has fulfilled the predetermined criteria associated with each location. This may include the performance of tasks or the successful completion of events at one or more locations that are available to the player. This may provide the real player greater flexibility to experience and interact with the video game than games with more rigid predetermined orders.

Abstract:

A system and method are configured to provide a videogame to one or more players. The videogame may involve a series of different sets of content within which players perform activities. A group of players may be associated with the content sets. The players may include virtual players controlled by artificial intelligence and one or more real world players. Players may progress through the videogame by moving from content sets to content sets, performing objectives in the various content sets, and interacting with the players within those content sets.

Illustrative Claim:

1. A system for providing a player with a videogame, the system comprising: one or more physical processors programmed to execute computer program instructions which, when executed, cause the one or more physical processors to: manage multiple virtual geographic locations within the videogame, wherein the multiple virtual geographic locations include a first virtual geographic location that is accessible to the player engaging in the videogame and a second virtual geographic location and a third virtual geographic location that are not accessible to the player initially within the videogame, the second virtual geographic location is associated with a first set of criteria, and the third virtual geographic location is associated with a second set of criteria different from the first set of criteria; unlock the second virtual geographic location for the player to enable the player to access the second virtual geographic location responsive to the player fulfilling the first set of criteria, wherein the first set of criteria includes one or more of performance of one or more first tasks available via the first virtual geographic location or successful participation in one or more first events available via the first virtual geographic location; unlock the third virtual geographic location for the player to enable the player to access the third virtual geographic location responsive to the player fulfilling the second set of criteria, wherein the second set of criteria includes one or more of performance of one or more second tasks available via the first virtual geographic location or successful participation in one or more second events available via the first virtual geographic location; implement artificial intelligence to control one or more virtual players within the videogame, wherein the one or more virtual players includes a first virtual player at the first virtual geographic location; wherein the first set of criteria further includes achievement of a disposition mode for a relationship between the player and the first virtual player; and wherein unlocking the second virtual geographic location for the player further comprises unlocking the second virtual geographic location for the player responsive to the player achieving the disposition mode for the relationship between the player and the first virtual player.