US20090291761A1 - Online game system - Google Patents

Online game system Download PDF

Info

Publication number
US20090291761A1
US20090291761A1 US12/066,375 US6637506A US2009291761A1 US 20090291761 A1 US20090291761 A1 US 20090291761A1 US 6637506 A US6637506 A US 6637506A US 2009291761 A1 US2009291761 A1 US 2009291761A1
Authority
US
United States
Prior art keywords
game
stage
game stage
area
private area
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US12/066,375
Inventor
Shintaro Hata
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Corp filed Critical Sega Corp
Assigned to SEGA CORPORATION reassignment SEGA CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: HATA, SHINTARO
Publication of US20090291761A1 publication Critical patent/US20090291761A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to an online game system in which a plurality of players access and play a game by using their personal computers or likes through a network such as the Internet.
  • FIG. 1 is a diagram showing a transition of stages in a conventional online game such as an online game “PHANTASY STAR ONLINETM” or a like presented by the applicant of the present application.
  • a player searches for a person such as an opponent, a cooperator, or a like to play a game together in a virtual space provided as a public area A 1 , and comes in a lobby which is an area to wait for the person.
  • the player creates a game field in which the player performs a mission charged on the game, for example, a private area A 2 which is a virtual room including a dungeon, and comes in this room after setting a team name, a difficulty level, and a like (step S 1 ).
  • the room provided as the private area A 2 includes a dungeon, and is a completed area.
  • the player plays without getting out from the room until the end of the game.
  • the player goes back to the lobby provided as the public area A 1 (step S 2 ).
  • the room is deleted when all players get out from the room to the lobby.
  • Cross-Reference No. 1 discloses a technology which manages entering to and exiting from the vertical space on the game so as to smoothly enable the entering to the vertical space.
  • the public area is simply a starting point of an adventure (game).
  • the conventional online game is a closed game in which once an adventure has begun, only the party formed by the plurality of players is conducted.
  • the online games are broadly classified into an MMO (Massive Multiplayer Online) type which allows a large number of players to play simultaneously but is a lower action nature, and an MO (Multiplayer Online) type which restricts to a small number of players to simultaneously play but is a higher action nature.
  • MMO Massive Multiplayer Online
  • MO Multiplayer Online
  • the MMO type allows for a greater number of players sharing the same game space more than the MO type, and the main part of a game process is conducted by a server.
  • the server conducts processes concerning actions of characters (movements of the characters, attacks to other characters, usages of items, determinations of collisions with other objects in a virtual three-dimensional space, and the like).
  • a process result is sent to a terminal through the network.
  • a response is degraded and the action nature becomes lower.
  • the main part of the game process is conducted by the terminal, so as to immediately display the process result.
  • the response is well performed, and the action nature becomes higher.
  • the present invention is proposed in view of the above-described problems of the conventional online game system. It is a general object of the present invention to provide an online game system which can direct such as depth and achievement as experienced as the adventure by aggressively mixing and utilizing the public area in an MMO space and a private area in an MO space in the online game.
  • an online game system in which a plurality of players conduct a game play by accessing through a network, including a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • the online game system as claimed in claim 1 may further include a private area generation part dynamically generating control data of the private area control part.
  • the public area control part may make a process transit to the game stage of the private area when a player comes into a game stage entrance of the private area provided at the game stage of the public area, and the private area control part may make the process transit to the game stage of the public area when the player enters a goal area provided at the game stage of the private area after the game stage of the private area is cleared.
  • the public area control part and the private area control part may instruct a stage change to a client of the another player by sending data of a game program, send status data indicating a status of a current game stage to the client of the another player after the stage change is completed, and after that, distribute the client of the another player game stage status data indicating the status of the game stage after the stage change.
  • an online game server which is accessed from terminals of a plurality of players through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • a server control program of an online game system in which a plurality of players conduct a game play by accessing through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • a control method of an online game system in which a plurality of players conduct a game play by accessing through a network, including the steps of: controlling a game stage of a private area which restricts a number of players sharing a same game space; and controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • FIG. 1 is a diagram showing a transition of a stage in a conventional online game.
  • FIG. 2 is a diagram showing a configuration example of the online game system according to an embodiment of the present invention.
  • FIG. 3 is a diagram showing a functional configuration example of a game server group.
  • FIG. 4 is a diagram showing an example of a transition of a game stage.
  • FIG. 5 is a flowchart showing a process example of the transition of the game stage.
  • FIG. 6 is a diagram showing an overview of a game play within the game stage.
  • FIG. 7 is a sequence diagram showing a process example of a creation of the dungeon and entering and exiting (bursts) of another player.
  • FIG. 8 is a diagram showing an example of an entering and exiting process sequence.
  • the entire game space is formed by a game stage of a public area and a game stage of a private area.
  • the game stage of the public area is of an MMO type which allows a large number of player to simultaneously play together but has a lower action nature
  • the game stage of the private area is of an MO type which restricts to a small number of player to simultaneously play together but has a higher action nature
  • a play field is an example of the game stage of the private area such as a dungeon, and is an area to carry out a mission charged to a game.
  • a lobby is an example of the game stage of the public area and is an area to search for a person such as an opponent, a cooperator, or a like to play the game together and to wait for the person.
  • the game stage is one scene (constitutional unit) of the game and is represented by a “stage”, a “round”, a “scene”, or a like.
  • FIG. 2 is a diagram showing an example of a configuration of the online game system according to the embodiment of the present invention.
  • the online game system includes a patch server 3 and a front server group 4 which are accessed from a client 1 such as a personal computer (PC) or a like through a network 2 such as an Internet or a like.
  • the patch server 3 is accessed first from the client 1 , and includes a function which applies a latest patch (revised program) onto a program of the client 1 .
  • the front server group 4 accessed by the client 1 includes a function which encrypts a communication to protect from an illegal access.
  • a game server group 5 for controlling a progress of the online game
  • a my room server 6 for providing a my room which can be customized uniquely by each player and can conduct communications such as an electronic mail, news, and a like
  • a database server 7 for managing account data and saving data
  • a billing server 8 for conducting a billing and an authentication.
  • FIG. 3 is a diagram showing a functional configuration of the game server group 5 .
  • the game server group 5 includes a public area control part 51 for controlling the game stage of the public area including the lobby due to the MMO type which allows the larger number of players to simultaneously play together and is of the lower action nature, a private area control part 53 for controlling the game stage of the private area including the dungeon due to the MO type which restricts to the small number of players to simultaneously play together and is of the higher action nature, and a private area generation part 52 for dynamically generating control data (quest data) of the private area control part 53 .
  • a public area control part 51 for controlling the game stage of the public area including the lobby due to the MMO type which allows the larger number of players to simultaneously play together and is of the lower action nature
  • a private area control part 53 for controlling the game stage of the private area including the dungeon due to the MO type which restricts to the small number of players to simultaneously play together and is of the higher action nature
  • a private area generation part 52 for dynamically
  • the game In progress of the game, the game is started from the game stage of the public area controlled by the public area control part 51 , transits from the game stage of the public area to the game stage of the private area, transits to the game stage of the public area after creating the game stage of the private area, and repeats these steps more than once.
  • FIG. 4 is a diagram showing an example of a transition of the game stage.
  • the game is begun from a game stage L 1 of the public area being the MMO type including the lobby, the adventure (including a battle with enemy game characters) is preformed by the small number of parties in the game stage D 1 of the private area which is the MO type including the dungeon, and the game stage D 1 is transited to the game stage L 2 of the public area which is the MMO type including the lobby after the game is carried out.
  • the game stage L 2 of the public area is different from the game stage L 1 of the public area which is an initial stage. There are other parties who have cleared the game stage D 1 of the private area, in the game stage L 2 of the public area.
  • the player communicates with players other than his party and changes members of his party if necessary, and again starts the adventure with the party of the small number of players in a game stage D 2 of the private area which is the MO type including the dungeon.
  • the game stage D 2 is further transited to a game stage L 3 of another public area which is the MMO type including the lobby after the player clears the game. It should be noted that it is not limited to a count of repeating the public area and the private area as shown in FIG. 4 .
  • FIG. 5 is a flowchart showing a process example of the transition of the game stage.
  • the player enters the lobby of the public area (step S 101 ), and registers to a party experiencing the adventure together (step S 102 ).
  • FIG. 6A shows an example of a display image in a state in that other players P 2 through P 4 agree to a player P 1 being a leader and make up a party.
  • the player selects a quest (task in the adventure) (steps S 103 through S 105 ).
  • a quest task in the adventure
  • the game stage is transited to the private area.
  • FIG. 6B is an example of a display image of a state in that the players P 1 through P 3 come into an entrance G of the dungeon.
  • FIG. 6C shows an example of a display image of a state in which the players P 1 through P 3 fight with enemies E 1 and E 2 .
  • a transmission machine appears (step S 111 ).
  • the transmission machine is a goal area set as a goal beforehand within the quest data.
  • the players enter the transmission machine (YES of step S 112 )
  • the players come out to the lobby of the public area (step S 113 ).
  • FIG. 6D shows an example of a display image of a state in that the players have come out to the lobby. It is assumed that the lobby is provided on a mountaintop.
  • each player can communicate with players of other parties who arrive reach at last in the same lobby as well as players of a party of a proximate dungeon, by using a text chat, a voice chat, a video chat, or a like.
  • the players in the party are changed in the lobby if necessary (steps S 114 and S 115 ), and the players come into the entrance of a next dungeon (YES of step S 116 ).
  • the quest data are downloaded (step S 117 ), and a sequel of the quest starts (step S 118 ).
  • Enemies appear in the dungeon (step S 119 ).
  • the transmission machine appears (step S 121 ).
  • step S 122 The players enter the transmission machine (YES of step S 122 ), and get out to the lobby of the public area (step S 123 ).
  • the game is terminated by logging out (YES of step S 124 ). If the players do not log out, the players go back to select the quest again (step S 103 ).
  • FIG. 7 is a sequence diagram showing a process example of a creation of the dungeon and entering and exiting (bursts) of another player.
  • a client A of a player receives a quest selection (step S 201 )
  • this state is informed to a server (step S 202 ), and the server generates the quest data (step S 203 ).
  • the server sends a quest header corresponding to the entrance of the dungeon to the client A (step S 204 ), and the client A explicitly displays the entrance of the dungeon (step S 205 ).
  • the client A detects that the player comes into the entrance of the dungeon step S 206
  • this state is informed to the server (step S 207 ).
  • a conventional process sequence is proceeded (step S 208 ).
  • FIG. 8 is a diagram showing an example of the entering and exiting process sequence. It is assumed that the player of the client A has already entered the dungeon and a player of a client B bursts (joins) into the dungeon. In FIG. 8 , although packet data indicating a status of the game stage have been distributed (broadcasted) to the player of the client A who has already entered the dungeon, the packet data have not yet been distributed to the player of the client B who attempts to newly burst into the dungeon at this point.
  • the server successively sends a notice indicating an addition of a client (AddClient) and of entering a room (EnterRoom) (step S 209 ), sends the quest data (step S 210 ), and sends a stage change instruction for changing from a current game stage of the player at a side of bursting into the game stage of the player at a side of being burst into (step S 211 ).
  • a game execution time is considered as zero at a side of the server.
  • the client B receives data and loads a stage (step S 212 ), and informs an end of changing the stage to the server when ending loading the stage (step S 213 ).
  • the server receives the end of changing the stage and informs a burst in of another player to the client A (step S 214 ).
  • the server sends a status to the client B (step S 215 ), and sends a player generation packet (steps S 216 and S 217 ).
  • the server generates a player being an intruder with respect to the client A (step S 218 ).
  • the server sends the player generation packets of all players in the game stage to the client B steps S 219 and S 220 ), and informs an end of the player generation packets when completing sending the player generation packets of all players (step S 221 ).
  • the client B generates the players from the received packets, and informs the server a completion of the generation (step S 222 ). Then, the burst is completed.
  • packet data indicating a status of the game stage is begun to distribute to the client B of the intruder in addition to the client A who has already entered the dungeon (step S 223 ).
  • the present invention it is possible to impress to the player a feeling of adventure such that the player enters the dungeon being closed from the lobby being the public area and exits to the lobby being opened again from the dungeon. Accordingly, it is possible to direct a feeling of “proceeding all together” for players of other parties, who encounter at each lobby, as well as other players in the same party, and it is possible to share feelings of accomplishment and achievement due to clearing a last dungeon. Moreover, it is possible to exchange information such as an impression, a conquer method, and a like concerning the last and future adventures at each lobby at halfway of the adventure. Furthermore, since the players conduct an exchange of items acquired or a like, it is possible to increase interest factors.
  • the network is not limited to a wired network and may be a wireless network.
  • a terminal of the player may be a PC, a game console, an arcade game machine, a PDA (Personal Digital Assistant), a mobile phone, and a like.
  • the private area is not limited to the dungeon (subject structuring a labyrinth), and may be a virtual forest, plain, wild land, or like, or a virtual area in the game which intends to hunt for treasure or play a charade such that the enemy game characters do not appear.

Abstract

An online game system is a system in which plurality of players conduct a game play by accessing through a network. The online game system includes a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.

Description

    TECHNICAL FIELD
  • The present invention relates to an online game system in which a plurality of players access and play a game by using their personal computers or likes through a network such as the Internet.
  • BACKGROUND ART
  • FIG. 1 is a diagram showing a transition of stages in a conventional online game such as an online game “PHANTASY STAR ONLINE™” or a like presented by the applicant of the present application. In FIG. 1, first, a player searches for a person such as an opponent, a cooperator, or a like to play a game together in a virtual space provided as a public area A1, and comes in a lobby which is an area to wait for the person. Then, at a counter in the virtual space, the player creates a game field in which the player performs a mission charged on the game, for example, a private area A2 which is a virtual room including a dungeon, and comes in this room after setting a team name, a difficulty level, and a like (step S1).
  • Other players, who are willing to take an adventure together with this player, are allowed to attend to (burst into) the room. A plurality of players coming into the same room make a party and fight with enemy game characters by cooperating with each other. The room provided as the private area A2 includes a dungeon, and is a completed area. In general, the player plays without getting out from the room until the end of the game. In a case of playing from the beginning of the game, the player goes back to the lobby provided as the public area A1 (step S2). The room is deleted when all players get out from the room to the lobby.
  • On the other hand, Cross-Reference No. 1 discloses a technology which manages entering to and exiting from the vertical space on the game so as to smoothly enable the entering to the vertical space.
  • [Cross-Reference No. 1 of Related Application]
  • Japanese Laid-open Patent Application No. 2003-190642
  • DISCLOSURE OF THE INVENTION
  • As described above, there are a public area (lobby) and a private area (dungeon) in the conventional online game. The public area is simply a starting point of an adventure (game). The conventional online game is a closed game in which once an adventure has begun, only the party formed by the plurality of players is conducted.
  • Accordingly, the player spends much of his time for a game play in the private area. There are problems such that the player cannot sufficiently approve “sharing time and space (communication) with the plurality of players” which is a whole point of the online game.
  • In addition, due to a performance limitation of a system (a server, a network, and a like), the online games are broadly classified into an MMO (Massive Multiplayer Online) type which allows a large number of players to play simultaneously but is a lower action nature, and an MO (Multiplayer Online) type which restricts to a small number of players to simultaneously play but is a higher action nature.
  • The MMO type allows for a greater number of players sharing the same game space more than the MO type, and the main part of a game process is conducted by a server. For example, the server conducts processes concerning actions of characters (movements of the characters, attacks to other characters, usages of items, determinations of collisions with other objects in a virtual three-dimensional space, and the like). A process result is sent to a terminal through the network. Thus, a response is degraded and the action nature becomes lower. In the MO type, the main part of the game process is conducted by the terminal, so as to immediately display the process result. Thus, the response is well performed, and the action nature becomes higher.
  • Accordingly, there are features (drawbacks) respective to the public area and the private area in which it is required to apply the MMO type to the public area in which the large number of players exist while lowering the action nature and it is required to apply the MO type to the private area which is a high action nature while suppressing the number of players. In the conventional online game described above, the players are required to “recognize these drawbacks as rules”.
  • The present invention is proposed in view of the above-described problems of the conventional online game system. It is a general object of the present invention to provide an online game system which can direct such as depth and achievement as experienced as the adventure by aggressively mixing and utilizing the public area in an MMO space and a private area in an MO space in the online game.
  • In order to solve the above-described problems, according to the present invention, as claimed in claim 1, there is provided an online game system in which a plurality of players conduct a game play by accessing through a network, including a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • Moreover, as claimed in claim 2, the online game system as claimed in claim 1 may further include a private area generation part dynamically generating control data of the private area control part.
  • Furthermore, as claimed in claim 3, in the online game system as claimed in claim 1 or 2, the public area control part may make a process transit to the game stage of the private area when a player comes into a game stage entrance of the private area provided at the game stage of the public area, and the private area control part may make the process transit to the game stage of the public area when the player enters a goal area provided at the game stage of the private area after the game stage of the private area is cleared.
  • Moreover, as claimed in claim 4, in the online game system as claimed in any one of claims 1 through 3, when another player attempts to join to a game stage in which the player exists, the public area control part and the private area control part may instruct a stage change to a client of the another player by sending data of a game program, send status data indicating a status of a current game stage to the client of the another player after the stage change is completed, and after that, distribute the client of the another player game stage status data indicating the status of the game stage after the stage change.
  • Furthermore, as claimed in claim 5, there is provided an online game server which is accessed from terminals of a plurality of players through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • Moreover, as claimed in claim 6, there is provided a server control program of an online game system in which a plurality of players conduct a game play by accessing through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • Furthermore, as claimed in claim 7, there is provided a control method of an online game system in which a plurality of players conduct a game play by accessing through a network, including the steps of: controlling a game stage of a private area which restricts a number of players sharing a same game space; and controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
  • In the online game system according to the present invention, by aggressively mixing and utilizing two modes in which a limitation of the number of players is different: the public area by the MMO space and the private area by the MO space, a fully new communication field is generated in the game. In the communication field, it is possible to share various feelings and information with another player, regardless of my party and other parties. Thus, it is possible to direct a depth and achievement regarded as an adventure.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a diagram showing a transition of a stage in a conventional online game.
  • FIG. 2 is a diagram showing a configuration example of the online game system according to an embodiment of the present invention.
  • FIG. 3 is a diagram showing a functional configuration example of a game server group.
  • FIG. 4 is a diagram showing an example of a transition of a game stage.
  • FIG. 5 is a flowchart showing a process example of the transition of the game stage.
  • FIG. 6 is a diagram showing an overview of a game play within the game stage.
  • FIG. 7 is a sequence diagram showing a process example of a creation of the dungeon and entering and exiting (bursts) of another player.
  • FIG. 8 is a diagram showing an example of an entering and exiting process sequence.
  • DESCRIPTION OF REFERENCE NUMERALS
    • 1 client
    • 2 network
    • 3 patch server
    • 4 front server group
    • 5 game server group
    • 51 public area control part
    • 52 private area generation part
    • 53 private area control part
    • 6 my room server
    • 7 database server
    • 8 billing server
    BEST MODE FOR CARRYING OUT THE INVENTION
  • Preferred embodiments of the present invention are described below.
  • In an online game system according to an embodiment of the present invention, the entire game space is formed by a game stage of a public area and a game stage of a private area.
  • The game stage of the public area is of an MMO type which allows a large number of player to simultaneously play together but has a lower action nature, and the game stage of the private area is of an MO type which restricts to a small number of player to simultaneously play together but has a higher action nature.
  • A play field is an example of the game stage of the private area such as a dungeon, and is an area to carry out a mission charged to a game. Also, a lobby is an example of the game stage of the public area and is an area to search for a person such as an opponent, a cooperator, or a like to play the game together and to wait for the person.
  • The game stage is one scene (constitutional unit) of the game and is represented by a “stage”, a “round”, a “scene”, or a like.
  • FIG. 2 is a diagram showing an example of a configuration of the online game system according to the embodiment of the present invention. In FIG. 2, the online game system includes a patch server 3 and a front server group 4 which are accessed from a client 1 such as a personal computer (PC) or a like through a network 2 such as an Internet or a like. The patch server 3 is accessed first from the client 1, and includes a function which applies a latest patch (revised program) onto a program of the client 1. Subsequently, the front server group 4 accessed by the client 1 includes a function which encrypts a communication to protect from an illegal access.
  • Moreover, at a later stage of the front server group 4, a game server group 5 for controlling a progress of the online game, a my room server 6 for providing a my room which can be customized uniquely by each player and can conduct communications such as an electronic mail, news, and a like, a database server 7 for managing account data and saving data, and a billing server 8 for conducting a billing and an authentication.
  • FIG. 3 is a diagram showing a functional configuration of the game server group 5. The game server group 5 includes a public area control part 51 for controlling the game stage of the public area including the lobby due to the MMO type which allows the larger number of players to simultaneously play together and is of the lower action nature, a private area control part 53 for controlling the game stage of the private area including the dungeon due to the MO type which restricts to the small number of players to simultaneously play together and is of the higher action nature, and a private area generation part 52 for dynamically generating control data (quest data) of the private area control part 53. In progress of the game, the game is started from the game stage of the public area controlled by the public area control part 51, transits from the game stage of the public area to the game stage of the private area, transits to the game stage of the public area after creating the game stage of the private area, and repeats these steps more than once.
  • FIG. 4 is a diagram showing an example of a transition of the game stage. The game is begun from a game stage L1 of the public area being the MMO type including the lobby, the adventure (including a battle with enemy game characters) is preformed by the small number of parties in the game stage D1 of the private area which is the MO type including the dungeon, and the game stage D1 is transited to the game stage L2 of the public area which is the MMO type including the lobby after the game is carried out. The game stage L2 of the public area is different from the game stage L1 of the public area which is an initial stage. There are other parties who have cleared the game stage D1 of the private area, in the game stage L2 of the public area.
  • In the game stage L2 of the public area, the player communicates with players other than his party and changes members of his party if necessary, and again starts the adventure with the party of the small number of players in a game stage D2 of the private area which is the MO type including the dungeon. The game stage D2 is further transited to a game stage L3 of another public area which is the MMO type including the lobby after the player clears the game. It should be noted that it is not limited to a count of repeating the public area and the private area as shown in FIG. 4.
  • FIG. 5 is a flowchart showing a process example of the transition of the game stage. In FIG. 5, the player enters the lobby of the public area (step S101), and registers to a party experiencing the adventure together (step S102). FIG. 6A shows an example of a display image in a state in that other players P2 through P4 agree to a player P1 being a leader and make up a party.
  • Returning to FIG. 5, the player selects a quest (task in the adventure) (steps S103 through S105). For example, when the player comes into an entrance of a dungeon by selecting a quest 1 (YES of step S106), the game stage is transited to the private area. It should be noted that it is not required to create a room like a conventional method, and the player is smoothly let to enter a closed dungeon. FIG. 6B is an example of a display image of a state in that the players P1 through P3 come into an entrance G of the dungeon.
  • Returning to FIG. 5, when the player comes in the entrance of the dungeon, the quest data are downloaded (step S107), and the quest starts (step S108). Enemies (enemy game characters) appear in the dungeon (step S109), and members of the party sharing the adventure fight by cooperating with each other. FIG. 6C shows an example of a display image of a state in which the players P1 through P3 fight with enemies E1 and E2.
  • Returning to FIG. 5, when the enemies are eradicated (YES of step S110), a transmission machine appears (step S111). The transmission machine is a goal area set as a goal beforehand within the quest data. When the players enter the transmission machine (YES of step S112), the players come out to the lobby of the public area (step S113). FIG. 6D shows an example of a display image of a state in that the players have come out to the lobby. It is assumed that the lobby is provided on a mountaintop. In this lobby, each player can communicate with players of other parties who arrive reach at last in the same lobby as well as players of a party of a proximate dungeon, by using a text chat, a voice chat, a video chat, or a like.
  • Returning to FIG. 5, the players in the party are changed in the lobby if necessary (steps S114 and S115), and the players come into the entrance of a next dungeon (YES of step S116). When the players come into the entrance of the dungeon, the quest data are downloaded (step S117), and a sequel of the quest starts (step S118). Enemies appear in the dungeon (step S119). When the players of the party sharing the adventure fight with the enemies by cooperating with each other and the enemies are eradicated (YES of step S120), the transmission machine appears (step S121). The players enter the transmission machine (YES of step S122), and get out to the lobby of the public area (step S123). The game is terminated by logging out (YES of step S124). If the players do not log out, the players go back to select the quest again (step S103).
  • Next, FIG. 7 is a sequence diagram showing a process example of a creation of the dungeon and entering and exiting (bursts) of another player. In FIG. 7, when a client A of a player receives a quest selection (step S201), this state is informed to a server (step S202), and the server generates the quest data (step S203). The server sends a quest header corresponding to the entrance of the dungeon to the client A (step S204), and the client A explicitly displays the entrance of the dungeon (step S205). Then, when the client A detects that the player comes into the entrance of the dungeon (step S206), this state is informed to the server (step S207). After that, a conventional process sequence is proceeded (step S208).
  • FIG. 8 is a diagram showing an example of the entering and exiting process sequence. It is assumed that the player of the client A has already entered the dungeon and a player of a client B bursts (joins) into the dungeon. In FIG. 8, although packet data indicating a status of the game stage have been distributed (broadcasted) to the player of the client A who has already entered the dungeon, the packet data have not yet been distributed to the player of the client B who attempts to newly burst into the dungeon at this point.
  • With respect to the player of the client B who newly attempts to burst into, the server successively sends a notice indicating an addition of a client (AddClient) and of entering a room (EnterRoom) (step S209), sends the quest data (step S210), and sends a stage change instruction for changing from a current game stage of the player at a side of bursting into the game stage of the player at a side of being burst into (step S211). During these processes, a game execution time is considered as zero at a side of the server.
  • The client B receives data and loads a stage (step S212), and informs an end of changing the stage to the server when ending loading the stage (step S213). The server receives the end of changing the stage and informs a burst in of another player to the client A (step S214).
  • After that, the server sends a status to the client B (step S215), and sends a player generation packet (steps S216 and S217). In addition, the server generates a player being an intruder with respect to the client A (step S218). Moreover, the server sends the player generation packets of all players in the game stage to the client B steps S219 and S220), and informs an end of the player generation packets when completing sending the player generation packets of all players (step S221). The client B generates the players from the received packets, and informs the server a completion of the generation (step S222). Then, the burst is completed. After that, packet data indicating a status of the game stage is begun to distribute to the client B of the intruder in addition to the client A who has already entered the dungeon (step S223).
  • As described above, according to the present invention, it is possible to impress to the player a feeling of adventure such that the player enters the dungeon being closed from the lobby being the public area and exits to the lobby being opened again from the dungeon. Accordingly, it is possible to direct a feeling of “proceeding all together” for players of other parties, who encounter at each lobby, as well as other players in the same party, and it is possible to share feelings of accomplishment and achievement due to clearing a last dungeon. Moreover, it is possible to exchange information such as an impression, a conquer method, and a like concerning the last and future adventures at each lobby at halfway of the adventure. Furthermore, since the players conduct an exchange of items acquired or a like, it is possible to increase interest factors.
  • In the above-described embodiment, the network is not limited to a wired network and may be a wireless network. In addition, a terminal of the player may be a PC, a game console, an arcade game machine, a PDA (Personal Digital Assistant), a mobile phone, and a like.
  • Moreover, the private area is not limited to the dungeon (subject structuring a labyrinth), and may be a virtual forest, plain, wild land, or like, or a virtual area in the game which intends to hunt for treasure or play a charade such that the enemy game characters do not appear.
  • The present invention is described above in terms of preferred embodiments. Although the present invention is described above with reference to specific embodiments, it will be apparent that changes and modifications can be made without departing from the spirit and scope of the present invention as set forth in the appended claims. The present invention is not limited to the description of the specific embodiments and the attached drawings.

Claims (7)

1. An online game system in which a plurality of players conduct a game play by accessing through a network, comprising:
a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
2. The online game system as claimed in claim 1, further comprising a private area generation part dynamically generating control data of the private area control part.
3. The online game system as claimed in claim 1, wherein:
the public area control part makes a process transit to the game stage of the private area when a player comes into a game stage entrance of the private area provided at the game stage of the public area; and
the private area control part makes the process transit to the game stage of the public area when the player enters a goal area provided at the game stage of the private area after the game stage of the private area is cleared.
4. The online game system as claimed in claim 1,
wherein when another player attempts to join to a game stage in which the player exists, the public area control part and the private area control part instruct a stage change to a client of the another player by sending data of a game program, sends status data indicating a status of a current game stage to the client of the another player after the stage change is completed, and after that, distributes the client of the another player game stage status data indicating the status of the game stage after the stage change.
5. An online game server which is accessed from terminals of a plurality of players through a network, comprising:
a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
6. A computer-readable recording medium storing server control program of an online game system in which a plurality of players conduct a game play by accessing through a network, the server control program causing the online game system to function as:
a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
7. A control method of an online game system in which a plurality of players conduct a game play by accessing through a network, comprising the steps of:
controlling a game stage of a private area which restricts a number of players sharing a same game space; and
controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
US12/066,375 2005-09-14 2006-09-13 Online game system Abandoned US20090291761A1 (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2005-267672 2005-09-14
JP2005267672 2005-09-14
PCT/JP2006/318113 WO2007032364A1 (en) 2005-09-14 2006-09-13 Online game system

Publications (1)

Publication Number Publication Date
US20090291761A1 true US20090291761A1 (en) 2009-11-26

Family

ID=37864956

Family Applications (1)

Application Number Title Priority Date Filing Date
US12/066,375 Abandoned US20090291761A1 (en) 2005-09-14 2006-09-13 Online game system

Country Status (7)

Country Link
US (1) US20090291761A1 (en)
EP (1) EP1925349A4 (en)
JP (1) JPWO2007032364A1 (en)
KR (1) KR101205501B1 (en)
CN (1) CN101262915B (en)
TW (1) TW200727962A (en)
WO (1) WO2007032364A1 (en)

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110014960A1 (en) * 2009-07-14 2011-01-20 Liang Tzu-Ling Game blog platform system
US20130296045A1 (en) * 2012-05-04 2013-11-07 Alec Dun Cross-realm zones for interactive gameplay
US20140081988A1 (en) * 2012-09-19 2014-03-20 United Video Properties, Inc. Systems and methods for facilitating communication between users receiving a common media asset
US20140228118A1 (en) * 2011-09-08 2014-08-14 Paofit Holdings Pte Ltd. System and Method for Visualizing Synthetic Objects Within Real-World Video Clip
US9550122B2 (en) 2011-04-04 2017-01-24 Maslow Six Entertainment, Inc. System and method for dynamically determining paths between destinations in a virtual space
US20170209791A1 (en) * 2014-08-14 2017-07-27 Sony Interactive Entertainment Inc. Information processing apparatus and user information displaying method
US20170216721A1 (en) 2014-08-14 2017-08-03 Sony Interactive Entertainment Inc. Information processing apparatus, information displaying method and information processing system
US10810798B2 (en) 2015-06-23 2020-10-20 Nautilus, Inc. Systems and methods for generating 360 degree mixed reality environments
US10905952B2 (en) 2014-08-14 2021-02-02 Sony Interactive Entertainment Inc. Information processing apparatus, information displaying method and information processing system providing multiple sharing modes in interactive application processing
US11358055B2 (en) * 2006-10-03 2022-06-14 Pfaqutruma Research Llc Virtual environment for computer game
US20220212101A1 (en) * 2020-03-13 2022-07-07 Google Llc Peer-to-peer multiplayer cloud gaming architecture
US11642596B2 (en) * 2019-04-29 2023-05-09 Bunch Live, Inc. Game mediation infrastructure for establishment of multiplayer gaming sessions
US11701576B2 (en) 2018-01-12 2023-07-18 Bunch Live, Inc. Mediating multiplayer electronic game sessions
US11865462B2 (en) 2017-06-13 2024-01-09 Nintendo Co., Ltd. Communication system, server and information-processing method

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4125762B2 (en) 2006-07-06 2008-07-30 株式会社スクウェア・エニックス Online video game control server
US10489458B2 (en) 2016-12-30 2019-11-26 DISH Technologies L.L.C. Normative process of interaction with a registry of virtual spaces
KR20240001566A (en) 2022-06-27 2024-01-03 한국공학대학교산학협력단 Smart tic-tak-toe game system
KR20240001572A (en) 2022-06-27 2024-01-03 한국공학대학교산학협력단 smart jumping game device

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020183117A1 (en) * 2001-05-29 2002-12-05 Konami Computer Entertainment Osaka, Inc. Server device for net game, net game management method, net game management program and recording medium which stores net game management program
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20040198498A1 (en) * 1999-12-08 2004-10-07 Kabushiki Kaisha Sega Enterprises Communication game system and communication game processing method
US20050026696A1 (en) * 1999-01-28 2005-02-03 Hirotada Hashimoto Network game system, and game terminal device and storage medium used therefor
US20050043097A1 (en) * 2003-08-21 2005-02-24 Spidermonk Entertainment, Llc Interrelated game and information portals provided within the context of an encompassing virtual world
US20080220875A1 (en) * 2007-03-07 2008-09-11 Barry Sohl Multiplayer Platform for Mobile Applications

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001224865A (en) * 1999-12-08 2001-08-21 Sega Corp Communication game system and communication game processing method
JP2001259229A (en) * 2000-03-16 2001-09-25 Enix Corp Cellular phone communication game system and game method
JP2003088685A (en) * 2001-09-20 2003-03-25 Hiitoshinku:Kk Game information providing method, game information providing information, information memory medium, and game information providing server
JP2003190642A (en) 2001-12-27 2003-07-08 Square Co Ltd Server apparatus for online game system, virtual space controlling method, virtual space controlling program and storage medium that stores virtual space controlling program
JP4206231B2 (en) * 2002-07-11 2009-01-07 株式会社バンダイナムコゲームス Game management system
JP3883480B2 (en) 2002-08-23 2007-02-21 株式会社バンダイナムコゲームス PROGRAM, INFORMATION STORAGE MEDIUM, AND GAME DEVICE
KR20040042121A (en) * 2002-11-13 2004-05-20 주식회사 엔씨소프트 A method and apparatus for providing on-line game

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050026696A1 (en) * 1999-01-28 2005-02-03 Hirotada Hashimoto Network game system, and game terminal device and storage medium used therefor
US20040198498A1 (en) * 1999-12-08 2004-10-07 Kabushiki Kaisha Sega Enterprises Communication game system and communication game processing method
US20020183117A1 (en) * 2001-05-29 2002-12-05 Konami Computer Entertainment Osaka, Inc. Server device for net game, net game management method, net game management program and recording medium which stores net game management program
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20050043097A1 (en) * 2003-08-21 2005-02-24 Spidermonk Entertainment, Llc Interrelated game and information portals provided within the context of an encompassing virtual world
US20080220875A1 (en) * 2007-03-07 2008-09-11 Barry Sohl Multiplayer Platform for Mobile Applications

Cited By (25)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11358055B2 (en) * 2006-10-03 2022-06-14 Pfaqutruma Research Llc Virtual environment for computer game
US20110014960A1 (en) * 2009-07-14 2011-01-20 Liang Tzu-Ling Game blog platform system
US9550122B2 (en) 2011-04-04 2017-01-24 Maslow Six Entertainment, Inc. System and method for dynamically determining paths between destinations in a virtual space
US9586141B2 (en) * 2011-09-08 2017-03-07 Paofit Holdings Pte. Ltd. System and method for visualizing synthetic objects within real-world video clip
US20140228118A1 (en) * 2011-09-08 2014-08-14 Paofit Holdings Pte Ltd. System and Method for Visualizing Synthetic Objects Within Real-World Video Clip
US9566517B2 (en) 2011-09-08 2017-02-14 Paofit Holdings Pte Ltd. System and method for visualizing synthetic objects within real-world video clip
US10828570B2 (en) 2011-09-08 2020-11-10 Nautilus, Inc. System and method for visualizing synthetic objects within real-world video clip
US9220982B2 (en) * 2012-05-04 2015-12-29 Blizzard Entertainment, Inc. Cross-realm zones for interactive gameplay
US20160121212A1 (en) * 2012-05-04 2016-05-05 Blizzard Entertainment, Inc. Cross-realm zones for interactive gameplay
WO2013165784A1 (en) * 2012-05-04 2013-11-07 Blizzard Entertainment, Inc. Cross-realm zones for interactive gameplay
US20130296045A1 (en) * 2012-05-04 2013-11-07 Alec Dun Cross-realm zones for interactive gameplay
US10086279B2 (en) * 2012-05-04 2018-10-02 Blizzard Entertainment, Inc. Cross-realm zones for interactive gameplay
US9069764B2 (en) * 2012-09-19 2015-06-30 Rovi Guides, Inc. Systems and methods for facilitating communication between users receiving a common media asset
US20140081988A1 (en) * 2012-09-19 2014-03-20 United Video Properties, Inc. Systems and methods for facilitating communication between users receiving a common media asset
US20170216721A1 (en) 2014-08-14 2017-08-03 Sony Interactive Entertainment Inc. Information processing apparatus, information displaying method and information processing system
US10668373B2 (en) 2014-08-14 2020-06-02 Sony Interactive Entertainment Inc. Information processing apparatus, information displaying method and information processing system for sharing content with users
US10632374B2 (en) * 2014-08-14 2020-04-28 Sony Interactive Entertainment Inc. Information processing apparatus and user information displaying method
US10905952B2 (en) 2014-08-14 2021-02-02 Sony Interactive Entertainment Inc. Information processing apparatus, information displaying method and information processing system providing multiple sharing modes in interactive application processing
US20170209791A1 (en) * 2014-08-14 2017-07-27 Sony Interactive Entertainment Inc. Information processing apparatus and user information displaying method
US10810798B2 (en) 2015-06-23 2020-10-20 Nautilus, Inc. Systems and methods for generating 360 degree mixed reality environments
US11865462B2 (en) 2017-06-13 2024-01-09 Nintendo Co., Ltd. Communication system, server and information-processing method
US11701576B2 (en) 2018-01-12 2023-07-18 Bunch Live, Inc. Mediating multiplayer electronic game sessions
US11642596B2 (en) * 2019-04-29 2023-05-09 Bunch Live, Inc. Game mediation infrastructure for establishment of multiplayer gaming sessions
US20220212101A1 (en) * 2020-03-13 2022-07-07 Google Llc Peer-to-peer multiplayer cloud gaming architecture
US11752426B2 (en) * 2020-03-13 2023-09-12 Google Llc Peer-to-peer multiplayer cloud gaming architecture

Also Published As

Publication number Publication date
KR20080046189A (en) 2008-05-26
CN101262915B (en) 2012-03-28
EP1925349A1 (en) 2008-05-28
TW200727962A (en) 2007-08-01
WO2007032364A1 (en) 2007-03-22
JPWO2007032364A1 (en) 2009-03-19
KR101205501B1 (en) 2012-11-27
CN101262915A (en) 2008-09-10
EP1925349A4 (en) 2008-12-10

Similar Documents

Publication Publication Date Title
US20090291761A1 (en) Online game system
US7955175B1 (en) Role based game play on a social network
US9242174B2 (en) System and method for dynamically distributing game data
US20080125226A1 (en) Online Gaming
US20120077580A1 (en) Dynamic asset and obstacle generation in online games
US20070060232A1 (en) Guard condition system
US10449458B2 (en) Skill matching for a multiplayer session
NZ562131A (en) Server and method for computer communication for automatically performing and administrating a comparison
US20200147494A1 (en) Massively single-playing online game
US9076292B1 (en) Encouraging player socialization using a nemesis and avenger system
JP5255716B1 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM
JP2002239237A (en) Game system and game reward distributing program
US7559842B2 (en) Game system, game control method, and recording medium for the same
JP5250133B1 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM
JP5250132B1 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM
JP2011034590A (en) Program, information storage medium, game progress management system, and game system
JP7093386B2 (en) Video game processing program and video game processing system
JP4741106B2 (en) Program, information storage medium, game progress management system, and game system
JP2017202000A (en) Video game processing program and video game processing system
JP2012040055A (en) Game system, game device, game processing method, and program
JP2018103053A (en) Video game processing program and video game processing system
JP5629347B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, AND PROGRAM
KR20110100412A (en) Game system and method for creating dungeons owned by game users
KR20030014041A (en) Method for playing game by using client system connected through internet

Legal Events

Date Code Title Description
AS Assignment

Owner name: SEGA CORPORATION, JAPAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:HATA, SHINTARO;REEL/FRAME:020681/0554

Effective date: 20080303

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION