| CPC A63F 13/52 (2014.09) [A63F 13/58 (2014.09)] | 20 Claims |

|
1. A computer-implemented method of generating a gameplay session of a video game, the method being implemented by a computing device having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computing device to perform the method, the method comprising:
receiving data from a human player, wherein the data is indicative of how the human player wants to control a virtual character in the video game and wherein the virtual character has two or more desired attributes; and
generating a plurality of virtual training areas in the video game, wherein, when the virtual character is subjected to training in a first of the plurality of virtual training areas, one of the two or more desired attributes is improved, wherein, when the virtual character is subjected to training in a second of the plurality virtual training areas, a second of the two or more desired attributes is improved, wherein said improvement in the one of the two or more desired attributes training increases or decreases at least one of the two or more desired attributes using a non-linear function, and wherein improving one of the two or more desired attributes causes a detriment in the second of the two or more desired attributes.
|