KR20030074020A - Game environment storage system of computer games supporting network (Internet) - Google Patents

Game environment storage system of computer games supporting network (Internet) Download PDF

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Publication number
KR20030074020A
KR20030074020A KR1020020014228A KR20020014228A KR20030074020A KR 20030074020 A KR20030074020 A KR 20030074020A KR 1020020014228 A KR1020020014228 A KR 1020020014228A KR 20020014228 A KR20020014228 A KR 20020014228A KR 20030074020 A KR20030074020 A KR 20030074020A
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South Korea
Prior art keywords
game
computer
internet
procedure
gamer
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KR1020020014228A
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Korean (ko)
Inventor
김양식
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주식회사 아카더스
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Priority to KR1020020014228A priority Critical patent/KR20030074020A/en
Publication of KR20030074020A publication Critical patent/KR20030074020A/en

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    • 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
    • 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
    • A63F13/49Saving the game status; Pausing or ending the game
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

PURPOSE: A system for storing a game environment of a computer game for supporting a network is provided to activate an Internet game by solving a game interruption. CONSTITUTION: A gamer connects to an open battle net which is an opened game server using a computer through the Internet(1) and progresses a game on a PC. If the game is terminated, the current game progress state is stored in a storing file of the computer(2). The gamer connects to an independent storing server on the Internet and stores the game progress state stored in the computer(3). When the gamer plays the game using other computer, the gamer connects to the independent storing server(4), downloads a game progress state(5), connects to the open battle net(6), and progresses the game in the other computer continuously. If the game is terminated, the current game progress state is stored in a storing file of the other computer(7). The gamer connects to the independent storing server on the Internet and stores the game progress state progressed in the other computer(8).

Description

네트웍(인터넷)을 지원하는 컴퓨터게임의 게임환경 저장시스템{omitted}Game environment storage system of computer games supporting network (Internet) {omitted}

본 발명은, 네트웍(인터넷)을 지원하는, 컴퓨터게임의 게임환경 저장파일을, 네트웍(인터넷)상의 독립된 파일저장 서버에 저장시켜, 인터넷이 연결되어 있는 곳은 장소나 시간의 제약 없이 언제, 어디서나, 계속 이어서 게임을 진행할 수 있게 지원하는 시스템을 제공한다.The present invention stores a game environment storage file of a computer game, which supports a network (Internet), in an independent file storage server on the network (Internet) so that the place where the Internet is connected is available anytime, anywhere without restriction of place or time. It also provides a system to continue the game.

종래 인터넷게임의 시스템 흐름을 도1의 예로서, 간단하게 설명하면, 갑이라는 게이머가 A컴퓨터로, 공개된 게임용 서버인 오픈베틀넷에 접속(①)하여, 게임을 하다 종료하면, 갑이라는 게이머의 현재 사용컴퓨터인 A컴퓨터에 현재 게임진행 상황(게임레벨, 개인소유 무기등)이 저장(②)된다.A simple description of the system flow of the conventional Internet game, as shown in FIG. 1, is that a game player named A connects to Open Battle.net, an open game server, and plays a game. The current game progress (game level, personally owned weapons, etc.) is stored on the computer A, which is the computer currently used (②).

갑이라는 게이머가, 다시 A컴퓨터로, 공개된 게임용 서버인 오픈베틀넷에 접속(③)하면, (②)의 저장된 게임진행 상황(게임레벨, 개인소유 무기등)을 가지고 이어서 계속게임을 진행 하게되며, 마칠 땐 다시 현재의 게임진행 상황(게임레벨,개인소유 무기등)이 A컴퓨터에 저장(④)된다.When a player named Gap connects to Open Battle.net, which is an open game server, with computer A, he proceeds with the game progress status (game level, personal weapons, etc.) of (②). At the end, the current game progress (game level, personally owned weapons, etc.) is stored on the computer A (④).

그러나, 갑이라는 게이머가 다른 장소에서 다른 컴퓨터, 즉, B장소의 B퓨터, 또는 C장소의 C컴퓨터로 게임을 할려면, A컴퓨터에 저장된 (②), 또는 (④)의 게임진행 상황(게임레벨, 개인소유 무기등)을 가지고 계속 이어서 게임을 할 수 없으며, 맨처음 A컴퓨터로 게임을 시작할 당시의 상황(레벨1 상황)에서 다시 시작할 수 밖에 없다(⑪,⑫).However, if a gamer named Ga is to play a game on another computer at another location, that is, at computer B at location B, or at computer C at location C, the game progress status (②) or (④) stored on computer A (game level) You can't play the game continuously with your own weapon, etc., and you have to start again from the situation (Level 1) when you first started playing with the computer.

본 발명은 상기한 종래의 문제점을 해결하기 위하여 안출 한 것으로서, 본 발명의 목적은, 인터넷을 기반으로 게임을 하는 게이머 들에게 게임단절로 인해 발생하는 불편. 불만을 해결함으로서, 인터넷게임의 활성화를 위한 시스템을 제공한다.The present invention has been made to solve the above-mentioned conventional problems, the object of the present invention, the inconvenience caused by the game disconnection for gamers playing games based on the Internet. By resolving complaints, it provides a system for the activation of Internet games.

이하 본 발명의 시스템 흐름을 첨부 도면에 의거 상세히 설명한다.Hereinafter, the system flow of the present invention will be described in detail with reference to the accompanying drawings.

도1은 종래 인터넷게임의 흐름도.1 is a flowchart of a conventional internet game.

도2는 본 발명에 따른 인터넷게임의 전체적인 시스템 흐름도.2 is an overall system flow chart of an internet game according to the present invention.

상기 목적을 달성하기 위한 본 발명은, 게이머가 네트웍(인터넷)상, 또는 개인용 PC에서 게임을 하고, 사용한 컴퓨터의 게임 저장파일의 내용(게임레벨 개인소유 무기등)를 독립된 파일 저장서버인에 저장한 후, 다른 컴퓨터로 독립된 파일저장 서버의 저장 내용을 Download받아, 계속 이어서 게임을 하는 예를 도2를 참조로 하여 상세히 설명한다.The present invention for achieving the above object, gamers play the game on the network (internet) or on a personal PC, and stores the contents (game level personal possession weapons, etc.) of the game storage file of the computer used in an independent file storage server Next, an example of downloading the contents of the independent file storage server to another computer and continuing to play the game will be described in detail with reference to FIG. 2.

갑이라는 게이머가 A컴퓨터로 인터넷을 통해, 공개된 게임용 서버인 오픈베틀넷에 접속(①), 또는 자신의 PC상에서 게임을 진행한다.A player named Gap connects to Open Battle.net (①), which is an open game server, or plays a game on his PC.

게임을 종료하게 되면, A컴퓨터의 저장파일에 현재의 게임 진행상황(게임fp벨,개인소유 무기등)이 저장된다(②).When the game is finished, the current game progress (game fp bell, personally owned weapons, etc.) is stored in the storage file of computer A (②).

갑 게이머는 인터넷상의 독립된 저장서버에 접속하여 A컴퓨터에 저장된 게임 진행상황(게임레벨, 개인송 무기등)을 저장한다(③).Gamers connect to an independent storage server on the Internet and store game progress (game level, personal transport weapons, etc.) stored on computer A (③).

갑 게이머가 다른 장소(다른 컴퓨터), 즉, B컴퓨터로 게임을 할 때, 인터넷을 통해 독립된 파일저장서버에 접속(④), A컴퓨터에서 진행했던 자신의 게임 진행상황을 Download(⑤)하여, 공개된 게임용 서버인 오픈베틀넷에 접속(⑥), 또는 B컴퓨터 상에서 A컴퓨터에서 진행되던 게임을 계속이어서 진행한다.When gamers play games at different locations (other computers), that is, on computer B, they access an independent file storage server via the Internet (④), and download (⑤) their game progresses on computer A. Connect to Open Battle.net, an open game server (⑥), or continue the game played on computer A on computer B.

게임을 종료하면, B컴퓨터의 저장파일에 현재의 게임진행 상황(게임레벨, 개인소유 무기등)이 저장된다(⑦).When the game is finished, the current game progress status (game level, personally owned weapons, etc.) is stored in the storage file of the computer B (⑦).

A게이머는 독립된 파일저장 서버에 접속, B컴퓨터로 진행한 게임 진행상황(게임레벨, 개인소유 무기등)을 저장한다(⑧).Gamer A connects to an independent file storage server and saves the game progress (game level, personally owned weapons, etc.) played by computer B (⑧).

A게이머는 언제, 어디서나 인터넷을 통해 독립된 파일저장 서버에 접속, 자신의 캐릭터를 클릭 하면 B컴퓨터로 게임 후 저장한 게임진행 상황(게임레벨, 개인소유 무기등)을 Download받아 계속 이어지는 게임을 진행할 수 있다.A gamer can access the independent file storage server through the internet anytime, anywhere, and if he clicks his character, he can download the game progress (game level, personal weapons, etc.) saved after the game on computer B and continue the game. have.

본 발명은 상기와 같은 과정을 거침으로서, 게이머 들이 시간. 장소에 상관없이 인터넷망을 갖춘 곳이라면 어디서나 연속된 게임을 즐길 수 있게 함으로서 게임 단절에 따른 게임유저들의 불편, 불만을 해소하여, 게임산업의 활성화를 위한 시스템을 제공한다.The present invention has gone through the same process as described above, gamers time. Regardless of the location, it is possible to enjoy a continuous game anywhere with an internet network, thereby relieving inconvenience and dissatisfaction among game users due to game disconnection, and providing a system for revitalizing the game industry.

Claims (3)

현재 사용중인 컴퓨터의 게임진행 상황(게임레벨, 개인소유 무기등)을 독립된 파일저장 서버에 저장하는 시스템A system that saves the game progress (game level, personally owned weapons, etc.) of the computer currently in use on an independent file storage server. 독립된 파일저장 서버에 접속하여 저장된 게임진행 상황(게임레벨, 개인소유 무기등)을 Download받는 시스템.A system that downloads stored game progress (game level, personally owned weapons, etc.) by accessing an independent file storage server. 도2에 나타난 수순①, 수순②, 수순③, 수순④, 수순⑤, 수순⑥, 수순⑦, 수순⑧을 실행하기 위한 프로그램을 기록한, 컴퓨터로 읽을 수 있는 기록 매체.A computer-readable recording medium having recorded thereon a program for executing procedure ①, procedure ②, procedure ③, procedure ④, procedure ⑤, procedure ⑥, procedure ⑦, procedure ⑧ shown in FIG.
KR1020020014228A 2002-03-15 2002-03-15 Game environment storage system of computer games supporting network (Internet) KR20030074020A (en)

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100743216B1 (en) * 2004-11-19 2007-07-26 엔에이치엔(주) Internet game service system and method thereof, and recording media storing computer program for the method
KR100793311B1 (en) * 2006-11-08 2008-01-11 에스케이 텔레콤주식회사 Method and system for providing mobile game replay service and mobile communication terminal therefor
KR100819472B1 (en) * 2006-07-28 2008-04-07 주식회사 와이앤케이 코리아 System and its method for transferring gamer's game property to other game server under security configuration of multiple game server
WO2013006351A2 (en) * 2011-07-01 2013-01-10 3G Studios, Inc. Techniques for controlling game event influence and/or outcome in multi-player gaming environments

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100743216B1 (en) * 2004-11-19 2007-07-26 엔에이치엔(주) Internet game service system and method thereof, and recording media storing computer program for the method
KR100819472B1 (en) * 2006-07-28 2008-04-07 주식회사 와이앤케이 코리아 System and its method for transferring gamer's game property to other game server under security configuration of multiple game server
KR100793311B1 (en) * 2006-11-08 2008-01-11 에스케이 텔레콤주식회사 Method and system for providing mobile game replay service and mobile communication terminal therefor
WO2013006351A2 (en) * 2011-07-01 2013-01-10 3G Studios, Inc. Techniques for controlling game event influence and/or outcome in multi-player gaming environments
WO2013006351A3 (en) * 2011-07-01 2013-03-14 3G Studios, Inc. Techniques for controlling game event influence and/or outcome in multi-player gaming environments
US9070242B2 (en) 2011-07-01 2015-06-30 Digital Creations, LLC Techniques for controlling game event influence and/or outcome in multi-player gaming environments

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