WO2008018512A1 - Système de jeu en réseau - Google Patents
Système de jeu en réseau Download PDFInfo
- Publication number
- WO2008018512A1 WO2008018512A1 PCT/JP2007/065547 JP2007065547W WO2008018512A1 WO 2008018512 A1 WO2008018512 A1 WO 2008018512A1 JP 2007065547 W JP2007065547 W JP 2007065547W WO 2008018512 A1 WO2008018512 A1 WO 2008018512A1
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- WIPO (PCT)
- Prior art keywords
- game
- client computer
- server
- progress
- image data
- 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.)
- Ceased
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the present invention relates to a network game system in which a large number of players (users) can participate in an online game from a client computer via a communication network line such as the Internet.
- various network game systems are provided in which a player can participate in an online game via a communication line such as the Internet from a client computer in which a client program of the game system is installed.
- a player collects player characters and other characters from the standpoint of the manager of a sports team such as soccer or baseball to form a team, and a team formed by another player or a game server.
- There is a game where you can enjoy the progress of the game and the results of winning or losing.
- Players can improve the ability values of each player character by training and training the player characters of their team, and as a result, improve the overall strength of their team.
- the winning percentage can be increased.
- Japanese Patent Application Laid-Open No. 2005-255 discloses a technique related to a network game system of the above-described format, taking a soccer game as an example.
- a player operates a player character or kicks a ball by operating a button or lever of a client computer or game terminal, that is, a player's motor nerve or reflex nerve.
- a client computer or game terminal that is, a player's motor nerve or reflex nerve.
- client computer refers to a general-purpose personal computer.
- computer is used to include a computer preinstalled with the client program and a game terminal capable of executing the processing of the client program.
- Patent Document 1 JP 2005-255 A
- the present invention has been made in view of such a conventional problem, and a player can advance a considerable number of games without requiring a long time.
- the purpose is to provide a network game system that can enhance the interests of the game.
- the invention according to claim 1 includes a server connected to a communication network, and a client computer capable of transmitting and receiving information to and from the server via the communication network.
- a network game system in which the server automatically executes a progress process of a match by a battle between a player character entered in the server, non-player characters, or between the player character and the non-player character.
- the server determines the schedule of the game, and the progress of the game based on the parameters of the player character set on the client computer according to the schedule determined by the schedule determination means.
- Game progress means for processing, and the game progress The progress process of the game by stage Based on!
- a game image generating means for generating image data of the game for generating image data of the game
- the game progress Terminal device capable of transmitting / receiving information to / from the server after the completion of the progress of the game by means of the game.
- the game image data is played back in response to a game image playback request signal transmitted to the client computer or the client computer.
- the game image reproduction display means to be displayed on the display device of the terminal, and the game result data is displayed on the client computer or the display device of the terminal after completion of the game image reproduction processing by the test image reproduction display means.
- a game result display means for generating image data of the game, a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, and the game progress Terminal device capable of transmitting / receiving information to / from the server after the completion of the progress of the game by means of the game.
- the invention according to claim 2 is the network game system according to claim 1, wherein the server reproduces the game image according to a reproduction processing end signal transmitted from the client computer or the terminal.
- Reproduction processing end means for forcibly terminating the reproduction processing of the game image data by the display means is provided.
- the invention according to claim 3 includes a server connected to a communication network and a client computer capable of transmitting / receiving information to / from the server via the communication network, and a player character that makes an entry in the server
- a network game system in which the server automatically executes a progress process of a match by a battle between each other, between non-player characters, or between the player character and the non-player character, wherein the server determines the schedule of the match Schedule determination means for determining, game progress means for performing the progress process of the game based on the parameters of the player character set in the client computer according to the schedule determined by the schedule determination means, and the game progress Progress process of the game by means
- a game image generating means for generating image data of the game based on the image, image data satisfying a predetermined condition set in advance from the game image data, and a digest of the game based on the extracted image data.
- a digest image generating means for generating image data; a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means; and after completion of the game progress processing by the game progress means.
- a terminal device capable of transmitting and receiving information from the client computer or the server.
- a digest image reproduction display means for reproducing the digest image data in accordance with an image reproduction request signal and displaying the digest image data on the display device of the client computer or the terminal; and the digest image reproduction display means by the digest image reproduction display means And a game result display means for displaying the game result data on the display device of the client computer or the terminal device later.
- the invention according to claim 4 is the network game system according to claim 3, wherein the server reproduces the digest image in response to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by the display means.
- the invention according to claim 5 is characterized in that the player characters that are connected to a client computer for setting the parameters of the player character through a communication network so that information can be transmitted and received, and the player characters that have entered the client computer power are also non-player characters.
- a server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means
- the game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means!
- the image data of the game The game image generating means to be formed; the game result generating means for generating the game result data after the match progress processing by the trial progress means is completed; and the client computer after the match progress processing being completed by the match progress means Or a terminal device capable of transmitting / receiving information to / from the server.
- the game image reproduction display means for reproducing the game image data in response to a transmitted game image reproduction request signal and displaying the game image data on the display device of the client computer or the terminal.
- game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means.
- the invention according to claim 6 is the server according to claim 5, wherein A reproduction processing end means for forcibly ending the reproduction processing of the game image data by the game image reproduction display means in response to a reproduction processing end signal transmitted from a computer or the terminal. To do.
- the player characters connected to the client computer for setting the parameter of the player character so as to be able to transmit and receive information via a communication network, and the player characters having entered the client computer power are also non-player characters.
- a server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means The game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means!
- the image data of the game A match image generating means for generating a digest image for extracting image data satisfying a predetermined condition from the match image data and generating digest image data of the match based on the extracted image data Means, game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means
- Digest image reproduction display means for reproducing the digest image data in accordance with a digest image reproduction request signal transmitted from a terminal capable of transmission and reception and displaying the digest image data on the display device of the client computer or the terminal, and the digest Reproduction of the digest image by the image reproduction display means
- the invention according to claim 8 is the server according to claim 7, in which the digest by the digest image reproduction display means according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising reproduction processing end means for forcibly terminating the reproduction processing of image data.
- the invention according to claim 9 is a client for setting a parameter of a player character. Progress of a game by a battle between the player characters, non-player characters, or the player character and the non-player character, which are connected to a computer via a communication network so that information can be transmitted and received, and the client computer power is also entered.
- the game progress means Based on the player character parameters set by the client computer, the game progress means for executing the game progress process, and the game image data based on the game progress process by the game progress means!
- Generate game image Means a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means
- Game image reproduction display means for reproducing the game image data in response to a game image reproduction request signal transmitted from a terminal capable of transmitting and receiving and displaying the game image data on the display device of the client computer or the terminal, and the game image reproduction The game result data is displayed on the display unit of the client computer or the terminal after the game image reproduction process by the display unit is completed.
- the invention according to claim 10 is the game program according to claim 9, wherein the game is reproduced and displayed in response to a reproduction process end signal transmitted from the client computer or the terminal. It is made to function as a reproduction
- finish means to forcibly complete
- the invention according to claim 11 is connected to a client computer for setting a parameter of a player character so that information can be transmitted and received via a communication network, and the player characters entered from the client computer are connected to each other as non-players.
- a game progress means for performing the progress process of the game based on the parameters of the player character set by a computer, and a game image for generating image data of the game by V based on the progress process of the game by the game progress means.
- digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data, and generating digest image data of the game based on the extracted image data
- game progress means Sent from the client computer or from a terminal capable of transmitting and receiving information to and from the server after the match progress process by the match progress means is completed.
- the digest image data Digest image reproduction display means for reproducing the digest image and displaying the digest result reproduction processing by the digest image reproduction display means after the digest image reproduction processing is completed. It is made to function as a game result display means to display on the said display apparatus of a terminal.
- the invention according to claim 12 is the game program according to claim 11, wherein the computer displays the digest image according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by functioning as a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by means.
- the server determines the schedule of the game and the client according to the schedule determined by the schedule determination unit.
- Game progress means for performing a game progress process based on player character parameters set by the computer, and a game result generation means for generating result data of the game after the game progress process by the game progress means is completed; Therefore, a player character (for example, a soccer team or a baseball team composed of a plurality of player characters, etc.) is operated by a client computer (a general-purpose computer installed with a client program) operated by a player.
- a client computer a general-purpose computer installed with a client program
- Parameters for example, tactical parameters, various ability parameters of each player character, etc.
- the server generates a game image generation unit that generates image data of the game based on the game progress process by the game progress unit, and a client computer after the completion of the game progress process by the game progress unit or
- the game image reproduction display means for reproducing the game image data in accordance with a game image reproduction request signal transmitted from a terminal capable of transmitting / receiving information to / from the server and displaying the game image data on the client computer or the display device of the terminal, Since the game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction process by the reproduction display means is provided, The player sends a game image playback request signal from the client computer or the terminal. By transmitting, the game result data is displayed after the game image of the game has been reproduced and displayed on the display device of the client computer or the terminal, so that the player can fully understand the progress of the game. You can know the result after watching.
- the player can use a terminal device that can send and receive information to / from a server via a communication network (not only a client computer in which a client program of a game system is installed) (for example, a portable computer or a mobile phone). Can also check the status of the finished game, so the progress and result of the game can be checked using commuting and break time at work.
- a communication network not only a client computer in which a client program of a game system is installed
- a portable computer or a mobile phone for example, a portable computer or a mobile phone.
- the game image is displayed by the game image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since there is a playback process end means for forcibly ending the data playback process, the player wants to know the result of the rush game with enough time to watch the displayed game image. The game image playback process. You can forcibly end the reason at any time and check the result of the match
- the server determines the schedule of the game and the client according to the schedule determined by the schedule determination means.
- Game progress means for performing the progress process of the game based on the parameters of the player character set by the computer, and a test result generation means for generating result data of the game after the progress of the game by the game progress means is completed. Therefore, as in the case of the above invention, the server determines the parameters of the player character set by the terminal operated by the player, connected to the server via the communication network, and entered the game. Matches are automatically processed according to the schedule, and game result data is generated. In, there is no forcing to spend a long time in the game execution time to a player one where the player needs to have logged in to the server via the network always ongoing process of game Nag.
- the game image generating means for generating image data of the game based on the game progress processing by the game progress means, and image data satisfying a predetermined condition set in advance from the game image data
- digest image generation means for generating digest image data of the game based on the extracted image data, and transmitted from the client computer or the terminal after completion of the game progress processing by the game progress means
- Digest image reproduction display means for reproducing the digest image data in response to a digest image reproduction request signal and displaying the digest image data on a display device of a client computer or a terminal, and a match result after completion of digest image reproduction processing by the digest image reproduction display means
- Data on the client computer Is provided with a game result display means for displaying on the display device of the terminal, so that the progress of the game has been completed, the player can send a digest image playback request signal from the client computer or terminal to the server.
- the player By transmitting, since the digest image of the game is displayed on the display device of the client computer or terminal, the game result data is displayed. Therefore, compared with the above invention, the player has the ability to start the game. Watch the progress of the game in a short amount of time without having to check the progress of all the trials However, it is the power to lose results.
- the player can check the status of the finished game by using a terminal capable of transmitting and receiving information to and from the server via a communication network, not just a client computer. You can check the progress of the game and the results using breaks at work and at work.
- the server can generate the digest image data by the digest image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since the playback processing end means is provided to forcibly end the playback processing, the player can obtain the digest image when he / she wants to know the result of the rushing game with sufficient time to watch the digest image displayed and displayed. Use force S to forcibly end the playback process at any time and check the result of the match.
- FIG. 1 is a network connection diagram according to one embodiment of the present invention.
- FIG. 2 is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention.
- FIG. 3 is a diagram showing an example of a data table stored in the player DB of FIG.
- FIG. 4 is a diagram showing an example of a data table stored in the schedule management DB of FIG.
- FIG. 5 is a diagram showing an example of a data table stored in the ranking DB of FIG.
- FIG. 6 is a diagram showing an example of a data table stored in the ranking DB of FIG.
- FIG. 7 is a block diagram showing an example of the configuration of a client computer according to an embodiment of the present invention.
- FIG. 8 is a flow chart for explaining the flow of processing of a server in one embodiment of the present invention.
- FIG. 9 is a diagram for explaining processing of a schedule determination unit according to an embodiment of the present invention.
- FIG. 10 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
- FIG. 11 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
- FIG. 12 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
- FIG. 13 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
- FIG. 14 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
- FIG. 15 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
- a player forms a player character team (hereinafter referred to as a "PC team") from the standpoint of a soccer team owner, and the server is connected to a server via a network line such as the Internet.
- PC team player character team
- a network game where players connect and enter (register for participation) in a game and play against non-player character teams (hereinafter referred to as “NPC teams”! /, U) whose parameters are set by other players' PC teams or servers.
- NPC teams non-player character teams
- FIG. 1 is a network connection diagram showing an example of a network configuration of the network game system in the present embodiment.
- the player sets his / her own PC team by setting various necessary parameters by the client computer 3 in which the client program of the game system is installed.
- a number of client computers 3 are connected to a communication network such as the Internet. Is connected to server 2 via token 1.
- the number of servers 2 is not limited to one, but a plurality of computers may be used as necessary to distribute the processing load or to back up various data generated as the game progresses. You may comprise.
- the player collects player characters (PCs) necessary for team management such as player characters, manager characters, coach characters, scout characters, etc. according to the client program installed on the client computer 3, You can participate in network games by setting parameters, configuring a PC team, and entering server 2.
- PCs player characters
- reference numeral 4 indicates a terminal (general-purpose computer or the like) that can transmit / receive information to / from the server 2 via the communication network 1 although no client program is installed.
- Reference numeral 5 indicates the base station 6.
- a mobile terminal such as a mobile phone or PDA (Personal Digital Assistants) that can connect to the communication network 1 via the communication network 1 and transmit / receive information to / from the server 2 via the communication network line 1 is shown.
- the network game system in the present embodiment is configured so that the game situation and results can be browsed from these terminals 4 and portable terminals 5.
- FIG. 2 is an explanatory diagram showing an example of the configuration of the server 2 in the present embodiment.
- the server 2 includes a processing unit 210, a communication unit 220, a storage unit 230, an operation unit 240, and an image / audio output unit 250.
- the server 2 also includes an interface circuit (I / F) 260 for transmitting / receiving information to / from an external device.
- I / F interface circuit
- the communication unit 220, the storage unit 230, the operation unit 240, and the image / audio output unit 250 Via an interface circuit (I / F) 260, an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device such as a display monitor and a speaker 'audio output device 274 It is connected to the.
- the interface circuit (I / F) 260 may be configured on a single board as shown in the figure, and each of the communication unit 220, the storage unit 230, the operation unit 240, and the image / sound output unit 250. Correspondingly, they may be configured independently.
- the processing unit 210 matches the timer 211 that measures the progress of time in the network game system according to the present embodiment and the PC teams that entered the server 2, the NPC team, or the PC team and the NPC team. Processing (processing to determine each other's opponent).
- the schedule determination means 212 that performs the process of determining the schedule of the game, and the progress of the game automatically based on the parameters set for the PC team according to the schedule determined by the schedule determination means 212
- the game progress means 213 for performing the game, the game image generation means 214 for generating the game image data based on the game progress processing of the game progress means 213, and the image data generated by the game image generation means 214 are set in advance.
- the digest image generation means 215 for extracting image data satisfying the predetermined condition and generating the digest image data of the game based on the extracted image data, and after completion of the game progress processing by the game progress means 213 A game result generating means 2 16 for generating game result data is provided.
- the processing unit 210 performs game image generation means in response to a game image reproduction request signal transmitted from the client computer 3 or the terminals 4 and 5 shown in Fig. 1 after completion of the game progress processing by the game progress means 213.
- the game image reproduction display unit 217 that reproduces the game image data generated by the 214 and displays it on the display device of the client computer 3 or the terminal 4 or 5, and the client after the match progress processing by the same game progression means 213 is completed.
- the digest image data generated by the digest image generation means 215 is reproduced and displayed on the client computer 3 or the terminal 4 or 5.
- the digest image reproduction display means 218 displayed on the apparatus and the game image data displayed by the game image reproduction display means 217 are displayed.
- the game result display means for displaying the game result data on the display device of the client computer 3 or the terminals 4 and 5 after completion of the data reproduction process or after completion of the digest image data reproduction process by the digest image reproduction display means 218 219.
- the processing unit 210 performs the client computer 3 or the above terminal during the game image data reproduction process by the game image reproduction display means 217 or during the digest image data reproduction process by the digest image reproduction display means 218.
- Reproduction processing end means 209 is provided for forcibly terminating the reproduction processing of the game image data or digest image data in response to the reproduction processing end signal transmitted from the machines 4 and 5.
- the game result display means 219 is activated and the match result data is collected. A process of displaying on the display device of the ant computer 3 or the terminals 4 and 5 is performed.
- digest image generating means 215 and the digest image reproduction / display means 218 can be provided in the server 2 as needed rather than indispensable means in the network game system and its server 2 according to the present invention. is there.
- the communication unit 220 is connected to the server 2 and an external communication line via an interface circuit (I / F) 260.
- the storage unit 230 includes a ROM (Read Only Memory) 231 that is a read-only storage area in which a system program including a game program of the network game system in the present embodiment is stored, and a game generated by the processing unit 210.
- RAM (Random Access Memory) 232 which is a rewritable storage area that stores data including image data 232A, digest image data 232B, and game result data 232C and is used as a work area for arithmetic processing of the processing unit 210 And.
- the storage unit 230 is connected to the external storage device 272 via the interface circuit (I / F) 260, and refers to and reads data stored in the external storage device 272 in accordance with the processing of the processing unit 210. Perform rewrite processing.
- the external storage device 272 is constituted by an information storage medium drive device such as a node disk drive device, for example, and stores various databases including a game management database (DB) 272A! /.
- DB game management database
- the player DB that stores the player attribute information and various parameters information (Ml) of the PC team set by the player, the schedule that stores information such as match matching and schedule information (M2), etc.
- the game image generation means 214 stores the basic image data, voice data, etc. (M3) used when the game image data is generated.
- DB Player A storage area such as a ranking DB for storing ranking information (M4) for ranking (ranking) is provided.
- the game management DB 272A may be provided in the storage unit 230 of the server 2.
- the operation unit 240 is connected to the server 2 and an external input device via an interface circuit (I / F) 260.
- the image / sound output unit 250 is connected to the server 2 and an image display device / sound output device such as an external display monitor or a speaker via the interface circuit (I / F) 260 to visually check the processing of the server 2. Performs processing to confirm the sound and sound.
- FIG. 3 shows a data table stored (stored) in the player DB of the game management DB 272A.
- Fig. 3 (a) shows an example of a data table of various ability parameters of player characters belonging to the player's PC team
- Fig. 3 (b) shows an example of An example of the data table of the PC team entered in Server 2 is shown below.
- the data table shown in FIG. 3 (a) is stored for each player, and in this embodiment, one player is configured to place a maximum of 20 player characters under control.
- Each player character has a player's name, age parameter, and mental ability parameters such as “contribution”, “command power”, “judgment”, “reading”, “mental power”, “field of view”
- Each parameter of “Area”, “Attack Awareness”, “Defense Awareness” and skill ability parameters are “Decisiveness”, “Pass”, “Cross”, “Dribble”, “Technique”, “FK” (Free kick) technology, heading, tackle, pass cut, saving, high cross, and pop-up parameters, as well as physical parameters such as muscle strength
- the parameters of ⁇ kicking power '', ⁇ running power '', ⁇ instantaneous power '', ⁇ stamina '' and positioning surface performance parameters are ⁇ center appropriate '', ⁇ left side appropriate '', ⁇ right side appropriate '', ⁇ GK, CDF,
- the “parameter total” and “parameter average” data of all the above parameters except for the age parameter are stored as reference values! These parameters cannot be set freely by the player. Based on the parameters that are initially set for each player character, the player trains the player character to perform various exercises and training according to the client program. By doing so, the ability value can be gradually increased.
- the data table shown in Fig. 3 (b) is stored for each league to which each PC team or NPC team belongs, and in this embodiment, as a rule, 16 PC teams or N in each league.
- the PC team is configured to belong.
- this league data table one record is set for each player.
- Each record has “Record No.”, “User ID”, “One Player”, “Team Name”, “Director”, “Coach”, “Player (1)”, “Player (2)” from the left end. ⁇ ⁇ ⁇ ⁇ "Player (20)", “starter” to start in the game, "attack tactics”, “defensive tactics”, “system (formation)” and “other” used in the game Is stored.
- the “user ID” and “password” are given by the player from the server 2 side when the player (user) first enters the server 2.
- “One player” and “Team name” can be arbitrarily set by the player.
- the names of “director”, “coach” and “player (1)” to “player (20)” are set in the game program or client program of the server 2 in advance.
- the “starter”, “attack tactic”, “defensive tactic”, “system” and “other” settings are items that can be arbitrarily set by the player.
- FIG. 4 shows a data table stored (stored) in the schedule management DB of the game management DB272A.
- FIG. 4 It is a figure which shows an example of (M2).
- the data table shown in Fig. 4 is stored for each player, and in this embodiment, the 16 team strengths including the player's PC team, home games and away games are fought in round-robin battles. It is designed to end the first league by digesting 30 games from verse 30 to verse 30.
- the PC team that has entered the server 2 determines the date and time of the match with the opponent by the processing of the schedule determination means 212 described in detail later.
- the game is scheduled to be played against 6 teams a day in real time, and 30 games are consumed in 5 days in real time to finish the first league.
- the entry to the next league is closed at 24:00 on the fifth day of one period, and the next schedule of the team entered on the next day (0th day) is determined and published on Server 2
- the Therefore, the first period is configured to end in 6 days of real time until the 5th day of the 0th day.
- the end of the first period that is, 6 days of real time, Define “1 year” on the system!
- a data table (M2) indicates a data table for storing data of the first league (League name "L7010") with the user ID "A0000001" and the team name "Doddas”. ing.
- this data table (M2) one record is set for each game. In each record, “day”, “hour”, “section”, “opposition team”, “score”, “losing points”, “win / loss”, “winning points”, “score difference”, “ The data of “rank” and “progress” are stored based on the game progress processing by the game progress means 213.
- the data table (M2) shown in Fig. 4 shows that on the first day of the first league, the progress process of the games from the first section to the third section is completed, and the progress process of the fourth section is performed. It shows the state of being broken.
- the bottom row of this data table (M2) shows the current grade information aggregated, and “Doddus” has a total score of “6” at the end of Section 3 and a total score of “ 3 ”, winning and losing 2 wins 0 losses 1 minute, points are“ 7 ”, goal difference is“ +4 ”, ranking power S“ currently 4th ”in the league.
- the rightmost column of the data table (M2) shows the progress of each match.
- FIG. 5 and 6 are diagrams showing an example of the data table (M4) stored (stored) in the ranking DB of the game management DB 272A.
- FIG. 5 is registered in the network game system in the present embodiment.
- 6 is a comprehensive ranking chart showing the rankings of all the leagues (L1001 etc.), and Fig. 6 shows the rankings of the teams in one league consisting of 16 teams (L 7010 in the example shown). It is a league ranking chart which shows.
- the overall ranking of PC teams and NPC teams is published as the ranking of the league to which each team belongs.
- the general ranking chart is set in a hierarchical structure consisting of layer 1 to layer 7. Symbols such as L1001 in each level indicate one league set in that level, and in principle there are 16 teams in each league.
- a ranking chart is constructed in which it is not necessary to increase the number of hierarchies even if the number of registered teams increases.
- Each team in the PC team and NPC team will be assigned to one of these leagues and will compete for ranking with the other 15 teams in the assigned league.
- the rank of each team is changed based on the league ranking at the end of one period.
- the lower six teams from 11th to 16th are demoted to Tier 2.
- Teams that belong to leagues in Tier 2 or Tier 6 are promoted to the top three teams ranked 1st to 3rd in the league, and the lower 6 teams ranked 11th to 16th. Demote down to a lower level.
- Teams belonging to Tier 7 leagues are promoted to Tier 6 by the top three teams from first to third.
- level 8 indicated by a broken line in FIG. 5 is a level in which the PC teams of players newly entered during the league match described later are arranged, and all the PC teams arranged in this level are in the next league. Promoted to level 7.
- the number of leagues arranged in each hierarchy is not limited to the above example, and the same number of leagues may be arranged in each hierarchy.
- the number of teams to be promoted or demoted can be arbitrarily set according to the actual situation.
- the PC team newly entered in the server 2 before the start of the league match is placed in the lowest layer of the overall ranking chart, that is, any one of the leagues in the hierarchy 7 (L70 01 to L7064). It is configured to belong. Therefore, before the service of the network game system in this embodiment is started, all leagues in all layers are N.
- FIG. 6 shows the league rankings that store the rankings of the teams in each league. An example of a chart is shown. This intra-league ranking chart is stored for each league and is updated each time the progress process of one game is completed based on the progress process of the game by the trial progress means 213.
- FIG. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 in the present embodiment.
- the client computer 3 includes a processing unit 310, a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, and an audio output unit 360.
- the client computer 3 also includes an interface circuit (I / F) 370 for transmitting / receiving information to / from an external device, and includes a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit.
- I / F interface circuit
- the 360 is connected via the interface circuit (I / F) 370 to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a mouse, an image display device 384 such as a display monitor, a speaker, etc. Connected to the audio output device 385.
- the interface circuit (I / F) 370 may be configured on a single board as shown in the figure, or may include a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit, You may make it comprise independently corresponding to each 360.
- the processing unit 310 performs parameter setting means 311 for performing processing for setting various parameters of the PC team, and improves various ability parameters by executing practice and training for the player characters that constitute the PC team.
- PC team training means 312 image display means 313 for displaying images such as game images on the image display device 384, and sound output means 314 for outputting sound from the sound output device 385 such as a speaker ing.
- the processing unit 310 includes a game image reproduction request signal output unit 315 for requesting reproduction of a game image of a game for which the game progression process by the game progression unit 213 of the server 2 has been completed,
- the digest image reproduction request signal output means 316 for requesting reproduction of the digest image of the game for which the game progress processing by the means 213 is completed, and the game image or digest image is the game image reproduction display means 217 or digest image reproduction display of the server 2
- Reproduction processing end signal output means 317 for ending the reproduction processing by the game image reproduction display means 217 or digest image reproduction display means 218 when the reproduction processing is performed by the means 218 is provided.
- the communication unit 320 is connected to the client computer 3 via an interface circuit (I / F) 370.
- An external communication line 381 is connected, and processing for controlling transmission / reception of information between the server 2 and the client computer 3 is performed.
- the storage unit 330 is a ROM (Read Only Memory) 3 which is a read-only storage area.
- the storage unit 330 includes an interface circuit (
- I / F I / F 370 is connected to the external storage device 382 and performs processing of referring to, reading, and rewriting data stored in the external storage device 382 in accordance with the processing of the processing unit 310.
- the operation unit 340 connects the client computer 3 and an external input device (keyboard, mouse, touch pen, etc.) via an interface circuit (I / F) 370, and performs various parameter input operations by the player. Data input to the client computer 3 is received and analyzed.
- an external input device keyboard, mouse, touch pen, etc.
- I / F interface circuit
- the image output unit 350 connects the client computer 3 and an external image display device 384 via an interface circuit (I / F) 370, and displays a game replay image, various setting screens, and the like. Processing to display on device 384 is performed.
- I / F interface circuit
- the audio processing unit 360 connects the client computer 3 and an audio output device 385 such as an external speaker via an interface circuit (I / F) 370, and outputs audio such as cheering of the audience during the match. Process to output.
- an audio output device 385 such as an external speaker
- I / F interface circuit
- the server 2 when the server 2 is activated (SA00), the timer 211 of the processing unit 210 of the server 2 is set to start time measurement (SA01), and whether or not there is a newly entered player is determined. Search (SA02).
- SA02 When there is a newly entered player, the server 2 determines the user ID and password of the newly entered player, and sends the user ID and password to the client computer 3 of the player via the communication network 1.
- a data table (Ml) shown in FIGS. 3 (a) and 3 (b) is created, and the player information of the player is registered (stored) in the player DB of the game management DB 272A. (SA03).
- the server 2 waits for the time to determine the game schedule by matching the next game (combination of opponents) (SA04), and closes the new entry at the set time, 210 schedule determination means 212 is operated to determine the game schedule (S AO 5).
- the schedule determination unit 212 determines the game schedule.
- the day 0 power is also counted as one year (1 period) with a time of 6 days of real time until the 5th.
- FIG. 9 (a) is a time table showing a schedule determination method as a general rule.
- server 2 closes the new entry at 04:00 on May 5th, 00:00 of the game time, and performs the process of registering the player information of the player who entered by this time in the player DB.
- the PC teams of the players who entered in the first period are assigned to any league (L7001 to L7064) belonging to level 7 in the overall ranking chart shown in Fig. 5.
- the server 2 creates and publishes a schedule (time table) as shown in Fig. 9 (a) for each player on year 0 of the game time. Actually, the opponent's team name is written in the section 1 to 30 in Figure 9 (a). Since one league consists of 16 teams in principle, one team will play the remaining 15 teams in the home game and away game, so 30 verses (30 games) will be played in the first league match. Go and compete for rank.
- FIGS. 9 (b) to 9 (f) show processing methods when a new player enters the server 2 in the middle of a certain league.
- Figure 9 (b) shows the time table for new entries after 00:00 of N year.
- Players newly entered after 00:00 of N year will be closed at 04:00 of N year 02:00, and player registration and game schedule determination will be performed.
- the schedule determined as shown in Fig. 9 (b) will be released on the 1st N year as the Nth league.
- the PC teams that entered during this day and the NPC team as needed formed a 12-team league. Matches from Section 1 to Section 22 will be held on the schedule shown in b).
- the league consisting of 12 teams is placed in level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7. If a team of 13 teams is configured, the total number of games is 24, but one team is always absent when other teams are playing, as shown in the timetable of Fig. 9 (b). Since the game cannot be digested, 12 teams form a league.
- Figure 9 (c) shows the time table for new entries after 0:00 on the first day of N years.
- Players newly entered after 10:00 on the 1st day of N year will be closed at 24:00 on 1st day of N year, and player registration and game schedule determination will be performed.
- the schedule determined as shown in Fig. 9 (c) will be released on the 2nd N year as the Nth league.
- the PC teams that entered during this day and the NPC teams as needed will form a league of 10 teams, and will be played against verses 1 to 18 on the schedule shown in Figure 9 (c).
- the 10-team league is placed in level 8 of the overall ranking chart shown in Fig. 5, as in the 12-team league above. All PC teams are promoted to level 7 in the next league.
- Figure 9 (d) shows the time table for new entries after 2:00 on the 2nd day of N years.
- Players newly entered after 02:00 on the 2nd day of N year will be closed at 24:00 on the 2nd year of N year, and player registration and game schedule determination will be performed.
- the schedule determined as shown in Fig. 9 (d) will be released on the 3rd N year as the Nth league.
- the PC teams that entered during this day and NPC teams as needed will form a league of 6 teams, and the battles from Section 1 to Section 10 will be played on the schedule shown in Fig. 9 (d).
- the 6-team league is placed on level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7.
- Figure 9 (e) shows the time table for new entries after 3:00 on the third day of year N.
- Players newly entered after 03:00 on the 3rd day of N year will be closed at 24:00 on the 3rd year of N year, and player registration and game schedule determination will be performed.
- the schedule determined as shown in Fig. 9 (e) will be released on the 4th N year as the Nth league.
- the PC teams that have entered during this day and the NPC teams as needed will form a league of four teams, and the battles from Section 1 to Section 6 will be played on the schedule shown in Fig. 9 (e).
- These four team leagues are also Like the team, team 10 and team 6 leagues, it is placed at level 8 in the overall ranking chart shown in Figure 5, and in the next league, all PC teams are promoted to level 7.
- Figure 9 (f) shows the time table for new entries after 0:00 on the 4th of N years.
- Players newly entered after 00:00 on the 4th of N year will be closed at 24:00 on the 4th of N year, and player registration and game schedule determination will be performed.
- the schedule determined as shown in Fig. 9 (f) will be released on the 4th year of N as the Nth period immediately after the above game schedule determination process is completed.
- the PC teams that entered during this day and the NPC team as needed will form a league of four teams, and will play the first through sixth rounds on the schedule shown in Figure 9 (f).
- the four team leagues are placed in level 8 of the overall ranking chart shown in Fig. 5, similar to the above 12 teams and lower leagues, and all PC teams are promoted to level 7 in the next league. .
- the schedule determination means 212 performs the schedule determination process (SA05), and performs the process of disclosing the determined game schedule (SA06). (SA07).
- the match progress means 213 performs a process of automatically progressing the match based on the parameters set for each PC team and NPC team. Do (SA08).
- the game image generation means 214 performs a process of generating game image data (SA09).
- the digest image generation means 215 operates to perform processing for extracting image data satisfying predetermined conditions set in advance from the generated game image data, and based on the extracted image data, a digest of the test is performed. Processing for generating an image is performed (SA10).
- the above digest image data Examples of predetermined conditions to be satisfied by the image data extracted from the game image data in order to generate the game data include “image data for 10 seconds before and after the kick-off image” and “goal scene image”.
- Server 2 may also be configured with a list of conditions that can be set so that the player can select any desired condition from the list.
- the game result generation means 216 performs a process of generating game result data (SA11). Next, a process is performed to determine whether or not the progress of the scheduled trial has been completed (SA12). If there is a match that has not been completed, the process returns to step SA07 to return to the next match. Wait for the start time, and if all the game progress has been completed, the process ends (SA13).
- FIG. 10 and FIG. 11 are sequence charts showing an example of a procedure in which the player browses the replay image and the game result of the game for which the progress process has been completed on the client computer 3 or the terminals 4 and 5, and FIG. FIG. 15 is a diagram showing an example of a screen display displayed on the image display device 384 or the like of the client computer 3 or the terminals 4 and 5 in the above procedures.
- the procedure by the power S and the terminals 4 and 5 that mainly explain the procedure for browsing the replay image and the game result of the game by the client computer 3 is the same.
- the procedure for browsing the digest image and the game results using the client computer 3 or the terminals 4 and 5 is the same.
- FIG. 10 is a sequence chart showing a procedure for confirming the game result after viewing the reproduced image of the game image data (or digest image data) by the client computer 3.
- the player 1 connects the client computer 3 from the client computer 3 to the website of the server 2 via the communication network 1.
- a URL Uniform Resource Locator
- server 2 acquires the login screen 384A shown in FIG. 12 (a) and transmits it to the client computer 3 to identify the player (SS01).
- the login screen 384A is displayed on the image display device 384 of the client computer 3
- the player inputs the user ID from the cursor 393 position of the “user ID” input frame 391 according to the instruction of the login screen 384A, “Password” input box Enter the password with the cursor 393 position force in frame 392 (see Fig. 12 (b)).
- the player performs an operation of inputting the user ID and password, and then presses the “login” button 390 displayed at the bottom of the login screen 3 84A shown in FIG. 12 (b) (ST02). .
- This operation sends the user ID and password to the server 2.
- the server 2 refers to the player DB of the game management DB 272A and compares the user ID and password received from the client computer 3 with the user ID and password registered (stored) in the player DB.
- Process user authentication (SS02). If the user authentication process (SS02) is successful, the server 2 acquires a main menu screen 384B as shown in FIG. 13 (a) (SS03) and performs a process of transmitting it to the client computer 3. If the user authentication process fails, the process of sending the login screen 384A is performed again.
- a main menu screen 384B as shown in FIG. 13 (a) is displayed on the image display device 384 of the client computer 3.
- a player name display section 394 is prepared at the upper left of the main menu screen 384B, and “SEGA CHAN”, the name of the player, is displayed between “Welcome” and “San”.
- the player selects an item from the main menu screen 384B displayed on the image display device 384 and presses the “Send” button 396 displayed at the bottom of the main menu screen 384B. (ST03).
- the selection of items is configured to select items by moving the square fill 395A displayed at the left edge of each item using the up and down direction keys, etc. )
- the “Change Team Settings” item is selected!
- a game image reproduction request signal (or a digest image reproduction request signal) is transmitted to the server 2.
- the selection of the item of “team game situation / result” and the “send” button are the game image reproduction request signal output means (or digest image reproduction request signal output means) in this embodiment, and perform this operation.
- a game image reproduction request signal (or digest image reproduction request signal) is transmitted to the server 2.
- the “logout” button 397 at the upper right of the main menu screen 384B is used when the connection with the server 2 is released.
- the server 2 Upon receiving the game image playback request signal, the server 2 refers to the schedule management DB of the game management DB 272A, acquires the game selection screen 384C as shown in FIG. 14 (a) (SS04), and Send to Yant computer 3.
- the player selects the match selection screen 384C displayed on the image display device 384, fills the game to see the playback image from the match list 398, moves 398A, selects it, and presses the “Send” button at the bottom of the screen 384C. Perform (ST04).
- a game selection signal is transmitted to the server 2.
- This game selection screen 384C is configured so that the image data of the game before the game (start) is generated on the server 2 side! /, So that the player cannot select it! / Being! /
- the server 2 When the server 2 receives the game selection signal, the server 2 acquires the selected game image data 232A (or digest image data 232B) from the RAM 232 of the storage unit 230, and displays the game image reproduction display means 217 (or digest image).
- the game display data 232A is reproduced by the reproduction display means 218) (SS05), and the reproduced image is transmitted to the client computer 3.
- the player 1 views the reproduction image (or digest image) 401 of the game on the reproduction image display screen 384D displayed on the image display device 384 as shown in FIG. 14 (b) (ST05).
- the game image display screen 384D upper center display section 400 has a match of the season (first period), league name (L7010), section (first section), match team name ("Doddas” and "Kyat”), etc. Information that identifies is displayed.
- the “view result” button 399 displayed in the upper left of the screen 384D will be described later.
- the server 2 acquires the game result data 232C from the RAM 232 of the storage unit 230, operates the game result display means 219, and plays the game. Result data 232C to client computer 3 Send (SS06). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST06).
- match result confirmation screen 384E On the match result confirmation screen 384E, a large match result is displayed on the match result display portion 402 in the center of the screen 384E, and in the example shown in FIG. 15 (a), the player team “Doddus” is 3: 1. Is won, so “You Win!” Is displayed in the win / loss display section 403 under the match result display section 402.
- a termination operation signal is transmitted to the server 2, the server 2 performs termination processing (SS07), and the connection between the server 2 and the client computer 3 is released.
- FIG. 11 is a sequence chart showing a procedure for interrupting the reproduced image of the game image data (or digest image data) by the client computer 3 and confirming the game result.
- ST11 to ST14 which are the operation procedures of the client computer 3 or the terminals 4 and 5
- SS11 to SS15 which are the processing procedures of the server 2 are respectively ST01 to ST04 described in FIG. Since this is the same procedure as that of SS01 and SS01 or SS05, the explanation is omitted.
- the client computer 3 When the client computer 3 receives the reproduced image transmitted by the SS15 procedure of the server (same as the SS05 procedure of FIG. 10), it is displayed on the image display device 384 as shown in FIG. 14 (b). Playback image display screen 384D is displayed, and playback image 401 is displayed in the center of screen 384D. Playback image display screen “View result” button 399, which is a playback processing end button, is displayed on the upper left of 384D. When the player performs an operation of pressing the “view result” button 399 (ST15), a playback process end signal is transmitted to the server 2. The “view result” button 399 serves as the reproduction processing signal output means 317 in the present embodiment.
- the server 2 Upon receiving the reproduction processing end signal, the server 2 operates the reproduction processing end means 209 of the processing unit 210 to forcibly end the reproduction processing of the game image data 232A (or the digest image data 232B). Processing is performed, the game result data 2 32C is acquired from the RAM 232 of the storage unit 230, the game result display means 219 is operated, and the game result data 232C is transmitted to the client computer 3 (SS16). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST 16). The ST16 procedure is the same as the ST06 procedure in FIG.
- the ST17 operation procedure performed by the client computer 3 or the terminals 4 and 5 and the SS17 operation procedure performed by the server 2 are the same as the ST07 operation procedure and S S07 operation procedure described in FIG. 10, respectively. Therefore, explanation is omitted.
- the server 2 determines the schedule schedule 212 for determining the schedule of the game, and the client computer 3 according to the schedule determined by the schedule determination module 212.
- the game progress means 213 for performing the progress process of the game based on the parameters of the player character (PC team) set in the above, and the game result data 232C is generated after the progress of the game by the game progress means 213 is completed. Therefore, a player character (for example, a soccer computer composed of a plurality of player characters) is operated by a client computer 3 (a general-purpose computer installed with a client program) operated by the player.
- Parameters eg, tactics, baseball teams, etc.
- Data various ability parameters of each player character, etc.
- the game automatically proceeds according to the schedule determined by the server 2. Since the game result data 232C is generated, it is not necessary for the player to always be logged in to the server 2 via the communication network 1 during the game progress process. Don't force layers to spend a lot of game time.
- the server 2 generates a game image generation unit 214 that generates image data 232A of the test based on the game progress process by the game progress unit 213, and the game progress process by the game progress unit 213.
- the game image data 232A is reproduced according to the game image reproduction request signal transmitted from the client computer 3 or from the terminals 4 and 5 capable of transmitting / receiving information to / from the server, and the client computer 3 or the terminal 4,
- the game image reproduction display means 217 to be displayed on the display device 3 84 of 5 and the game result data 232C after the completion of the reproduction processing of the game image data 232A by the game image reproduction display means 217 are transferred to the client computer 3 or the terminal 4, 5
- the game result display means 219 is displayed on the display device 384.
- the game image of the game is reproduced and displayed on the display device 38 4 of the client computer 3 or the terminal 4 or 5.
- the player can use the power S to lose the result after watching the progress of the game with sufficient interest.
- the player 1 is a terminal capable of transmitting / receiving information to / from the server 2 via the communication network 1 that is not limited to the client computer 3 in which the client program of the game system is installed (for example, a portable other computer 4 or You can also check the status of a game that has ended with a mobile phone 5 etc., so you can check the progress and results of the game using commuting and break time at work.
- image data satisfying a predetermined condition set in advance is extracted from the game image data 232A generated by the game image generating means 214, and based on the extracted image data.
- the digest image reproduction display means 218 Completion of the game progress process, including the game result display means 219 for displaying the game result data 232C on the display device 384 of the client computer 3 or the terminals 4 and 5 after the reproduction process is completed.
- the game is sent to the display device 384 of the client computer 3 or the terminals 4 and 5 by sending a digest image playback request signal from the client computer 3 or the terminals 4 and 5 to the server 2. Since the game result data 232C is displayed after the player's digest image is displayed, the player can sufficiently monitor the progress of the trial in a short time without checking the progress of the entire game from the start to the end of the match. You can watch the game with interest and know the results.
- the server 2 responds to the reproduction processing end signal transmitted from the client computer 3 or the terminals 4 and 5, and the game image reproduction display means 217 or the digest image reproduction display means. 218 is provided with a reproduction processing end means 209 for forcibly terminating the reproduction processing of the game image data 232A or the digest image data 232B according to 218, so that the player watches the game image or digest image to be reproduced and displayed.
- a reproduction processing end means 209 for forcibly terminating the reproduction processing of the game image data 232A or the digest image data 232B according to 218, so that the player watches the game image or digest image to be reproduced and displayed.
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Abstract
La présente invention concerne un système de jeu en réseau dans lequel un joueur peut participer à de nombreuses rencontres sans y passer longtemps et peut ressentir une excitation accrue pour l'état de progression de rencontres terminées. Un serveur comporte : un moyen pour décider la programmation d'une rencontre ; un moyen pour réaliser un traitement de progression de rencontres selon la programmation déterminée ; un moyen pur générer des données d'image sur une rencontre selon l'état de progression de la rencontre ; un moyen pour générer des données de résultat de rencontre à la fin du traitement de progression de la rencontre ; un moyen pour traiter une reproduction des données d'image de la rencontre selon un signal de demande de reproduction d'images de la rencontre transmis depuis un ordinateur ou un terminal client à la fin du traitement de progression de la rencontre et entraîner la présentation des données par un dispositif d'affichage ; et un moyen pour entraîner la présentation des données de résultat de la rencontre à la fin du traitement de reproduction du résultat de la rencontre.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2008528856A JPWO2008018512A1 (ja) | 2006-08-08 | 2007-08-08 | ネットワークゲームシステム |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006216235 | 2006-08-08 | ||
| JP2006-216235 | 2006-08-08 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2008018512A1 true WO2008018512A1 (fr) | 2008-02-14 |
Family
ID=39033042
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2007/065547 Ceased WO2008018512A1 (fr) | 2006-08-08 | 2007-08-08 | Système de jeu en réseau |
Country Status (3)
| Country | Link |
|---|---|
| JP (1) | JPWO2008018512A1 (fr) |
| TW (1) | TW200817071A (fr) |
| WO (1) | WO2008018512A1 (fr) |
Cited By (6)
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| JP2010005038A (ja) * | 2008-06-25 | 2010-01-14 | Yahoo Japan Corp | 仮想空間においてログオフ中の出来事を矛盾なく構成する方法、プログラム及びシステム |
| WO2012029747A1 (fr) * | 2010-09-03 | 2012-03-08 | 株式会社コナミデジタルエンタテインメント | Dispositif et système de jeu |
| JP2012143409A (ja) * | 2011-01-12 | 2012-08-02 | Square Enix Co Ltd | ネットワークゲームシステム、及びサーバ装置 |
| WO2015034098A1 (fr) * | 2013-09-09 | 2015-03-12 | フィールズ株式会社 | Dispositif de traitement de jeu, procédé de traitement de jeu et programme informatique |
| JP2020044118A (ja) * | 2018-09-19 | 2020-03-26 | 株式会社バンダイナムコエンターテインメント | コンピュータシステム、ゲームシステム及びプログラム |
| JP2021097927A (ja) * | 2019-12-23 | 2021-07-01 | 株式会社カプコン | コンピュータプログラムおよびゲームシステム |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| JP2013118967A (ja) * | 2011-12-07 | 2013-06-17 | Namco Bandai Games Inc | サーバ装置、管理サーバシステム、プログラム、及び、通信ゲームシステム |
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- 2007-08-08 WO PCT/JP2007/065547 patent/WO2008018512A1/fr not_active Ceased
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| JP2003175284A (ja) * | 2001-12-11 | 2003-06-24 | Taito Corp | 指示式動画配信システム |
| JP2006108864A (ja) * | 2004-10-01 | 2006-04-20 | Taito Corp | 連続ドラマ放送形ゲームシステムおよびゲーム装置 |
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| JP2010005038A (ja) * | 2008-06-25 | 2010-01-14 | Yahoo Japan Corp | 仮想空間においてログオフ中の出来事を矛盾なく構成する方法、プログラム及びシステム |
| WO2012029747A1 (fr) * | 2010-09-03 | 2012-03-08 | 株式会社コナミデジタルエンタテインメント | Dispositif et système de jeu |
| JP2012050775A (ja) * | 2010-09-03 | 2012-03-15 | Konami Digital Entertainment Co Ltd | ゲーム装置およびゲームシステム |
| JP2012143409A (ja) * | 2011-01-12 | 2012-08-02 | Square Enix Co Ltd | ネットワークゲームシステム、及びサーバ装置 |
| WO2015034098A1 (fr) * | 2013-09-09 | 2015-03-12 | フィールズ株式会社 | Dispositif de traitement de jeu, procédé de traitement de jeu et programme informatique |
| JPWO2015034098A1 (ja) * | 2013-09-09 | 2017-03-02 | フィールズ株式会社 | ゲーム処理装置、ゲーム処理方法及びコンピュータプログラム |
| JP2020044118A (ja) * | 2018-09-19 | 2020-03-26 | 株式会社バンダイナムコエンターテインメント | コンピュータシステム、ゲームシステム及びプログラム |
| JP7256619B2 (ja) | 2018-09-19 | 2023-04-12 | 株式会社バンダイナムコエンターテインメント | コンピュータシステム、ゲームシステム及びプログラム |
| JP2021097927A (ja) * | 2019-12-23 | 2021-07-01 | 株式会社カプコン | コンピュータプログラムおよびゲームシステム |
| JP7014974B2 (ja) | 2019-12-23 | 2022-02-02 | 株式会社カプコン | コンピュータプログラムおよびゲームシステム |
Also Published As
| Publication number | Publication date |
|---|---|
| JPWO2008018512A1 (ja) | 2010-01-07 |
| TW200817071A (en) | 2008-04-16 |
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