US 12,420,201 B2
System and method for dynamically determining crafting parameters based on user usage rate of a virtual space
Matthew Curtis, Novato, CA (US); James Koh, Mountain View, CA (US); Kellen Christopher Smalley, Pleasanton, CA (US); and Michael C. Caldarone, Palo Alto, CA (US)
Assigned to Kabam, Inc., San Francisco, CA (US)
Filed by Kabam, Inc., San Francisco, CA (US)
Filed on Nov. 30, 2023, as Appl. No. 18/525,263.
Application 18/525,263 is a continuation of application No. 17/880,349, filed on Aug. 3, 2022, granted, now 11,850,516.
Application 17/880,349 is a continuation of application No. 17/021,628, filed on Sep. 15, 2020, granted, now 11,413,540, issued on Sep. 16, 2022.
Application 17/021,628 is a continuation of application No. 16/425,703, filed on May 29, 2019, granted, now 10,799,796, issued on Oct. 13, 2020.
Application 16/425,703 is a continuation of application No. 15/344,362, filed on Nov. 4, 2016, granted, now 10,343,068, issued on Jul. 9, 2019.
Application 15/344,362 is a continuation of application No. 13/862,734, filed on Apr. 15, 2013, granted, now 9,517,416, issued on Dec. 13, 2016.
Prior Publication US 2025/0177867 A1, Jun. 5, 2025
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/63 (2014.01); A63F 13/58 (2014.01); A63F 13/67 (2014.01); A63F 13/69 (2014.01)
CPC A63F 13/63 (2014.09) [A63F 13/58 (2014.09); A63F 13/67 (2014.09); A63F 13/69 (2014.09)] 12 Claims
OG exemplary drawing
 
1. A system configured to dynamically determine crafting parameters based on real-world time spent by users of a computer-implemented game, the system comprising:
one or more processors configured by machine-readable instructions to:
establish one or more network connections with remotely located client computing platforms, wherein the remotely-located client computing platforms are associated with the users of the computer-implemented game;
execute and implement an instance of the computer-implemented game, wherein executing and implementing the instance of the computer-implemented game includes facilitating a presentation of views of the computer-implemented game at the remotely-located client computing platforms via the one or more network connections;
facilitate activities within the instance of the computer-implemented game, wherein the activities include crafting activities initiated based on one or more inputs received from the users, wherein the crafting activities are executed in accordance with crafting activity parameters;
determine for a first user, an amount of real-world time the first user has spent logged into the computer-implemented game;
determine for the first user, an average play session time, wherein the determination is based on averaging the amount of real-world time the first user has spent logged into the computer-implemented game for different play sessions;
determine for the first user, a value of a time parameter that defines an amount of time required to complete a first crafting activity, wherein the value of the time parameter is based on an initial value of the time parameter;
modify the time parameter based on the average play session time of the first user, wherein modifying the value of the time parameter is performed responsive to the initial value being greater than the average play session time; and
execute one or more of the initiated crafting activities in accordance with the crafting activity parameters, wherein the first crafting activity is executed for the first user in accordance with the time parameter as modified.