JP5078830B2 - Game control program, game device, game server, and game control method - Google Patents

Game control program, game device, game server, and game control method Download PDF

Info

Publication number
JP5078830B2
JP5078830B2 JP2008262295A JP2008262295A JP5078830B2 JP 5078830 B2 JP5078830 B2 JP 5078830B2 JP 2008262295 A JP2008262295 A JP 2008262295A JP 2008262295 A JP2008262295 A JP 2008262295A JP 5078830 B2 JP5078830 B2 JP 5078830B2
Authority
JP
Japan
Prior art keywords
game
player
character
data
position
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.)
Active
Application number
JP2008262295A
Other languages
Japanese (ja)
Other versions
JP2010088695A (en
Inventor
健 梶井
Original Assignee
株式会社ソニー・コンピュータエンタテインメント
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 株式会社ソニー・コンピュータエンタテインメント filed Critical 株式会社ソニー・コンピュータエンタテインメント
Priority to JP2008262295A priority Critical patent/JP5078830B2/en
Priority claimed from PCT/JP2009/003042 external-priority patent/WO2010041359A1/en
Publication of JP2010088695A publication Critical patent/JP2010088695A/en
Application granted granted Critical
Publication of JP5078830B2 publication Critical patent/JP5078830B2/en
Application status is Active legal-status Critical
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a game control technique, and more particularly to a game control program, a game device, a game server, and a game control method for controlling a game executed by a plurality of players.

  Network games are gaining popularity. The player can use the matching function provided by the server to find an opponent and enjoy the battle game.

  In a network-matching game, there is a problem that cannot be achieved by playing alone, that is, external stimulation, but there is also a problem that the game may not be able to proceed at its own pace.

  The present invention has been made in view of such circumstances, and an object thereof is to provide a game control technique with higher entertainment.

  Another aspect of the present invention also relates to a game control program. This game control program controls a game that advances a game field by operating a player's character, play data indicating the progress of the game in the game field, or other players displayed in the game field. When the player character is within a predetermined range from the position where the play data or the message is registered, from the game server that manages the message of A function of displaying play data or the message is realized by a computer.

  One embodiment of the present invention relates to a game control program. This game control program is a game device that controls a game that advances a game field by operating a player's character. And a player database that stores information indicating the positions of the player characters of the plurality of game devices in the game field, and the position of the player character displays the play data or the message. A computer realizes a function of selecting a player within a predetermined range from a position in a game field to be played and a function of distributing the play data or the message to a game device of the selected player And wherein the door.

  It should be noted that any combination of the above-described constituent elements and a representation of the present invention converted between a method, an apparatus, a system, etc. are also effective as an aspect of the present invention.

  According to the present invention, a more entertaining game control technique can be provided.

  In the embodiment, a technology will be described that provides a function of directly or indirectly affecting another player when each player executes a game in parallel. In this embodiment, a player operates a player's character to advance through a game field composed of a plurality of areas, fight against enemy characters, pick up items, and clear various events. A role-playing game that aims to achieve this goal will be described as an example.

  If a player's character dies by being killed by an enemy character before achieving a predetermined purpose, the item that was obtained is lost, and the game is restarted from a predetermined point in the area with the health value halved. Be started. At this time, the game server provides means for resuming the game without losing items. That is, the player can request the game server to relieve the player's character. The game server prepares two methods as a relief method. One is a method in which a player's character is revived by advancing a game in cooperation with a player who is a rescue partner, achieving a predetermined purpose and clearing an area. This method is hereinafter referred to as “friendly mode”. The other is a method in which the player's character is revived by fighting and defeating the player's character of the player who is the rescue partner. This method is hereinafter referred to as “hostile mode”.

  In the friendship mode, when the game server requests the player to rescue the player's character, the game server recruits the opponent player to be rescued. If a rescue partner is found, the game server displays the rescue opponent's game field in the player's game field. Place the player's player character. In the hostile mode, the game server automatically selects a rescue partner and intrudes the player's player character who requested the rescue into the game field of the selected player. When the player's character dies, the player can select one of the methods to challenge the player's character to be revived.

  Players can run the game independently without being connected to the game server, but when playing a game while connected to the game server, the player has the opportunity to enjoy multiplayer as described above. It is done. Multiplayer in friendship mode does not occur unless you request relief or accept someone else's relief, so you can enjoy multiplayer at your own pace. In addition, sometimes other player's characters may intrude unexpectedly in the hostile mode, so you can enjoy the fun of tension.

  In the present embodiment, various functions are also provided for indirect communication between players. For example, while the game is in progress, you can play other players' play data, display the position where the other player is over the game, leave a message to other players on the field, Provides a function to display messages left by. Thereby, since each player can acquire information that serves as a hint for the progress of the game, the convenience of the player can be improved. Also, by confirming the status of other players or watching messages, a sense of solidarity is created between the players, and fresh fun can be provided.

  FIG. 1 shows a configuration of a game system 1 according to the embodiment. In the game system 1, a game device 100 in which a player executes a game and a game server 10 that controls a game executed in the plurality of game devices 100 are connected by the Internet 20, which is an example of a network. Send and receive data via

  The game server 10 includes a communication unit 30, a control unit 40, a player database 60, a message database 62, and a play data holding unit 64. In terms of hardware components, these configurations are realized by a CPU of a computer, a memory, a program loaded in the memory, and the like, but here, functional blocks realized by their cooperation are illustrated. Accordingly, those skilled in the art will understand that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.

  The player database 60 stores information on players who use services provided by the game server 10. FIG. 2 shows an example of internal data in the player database 60. In the player database 60, a player ID column 70, an authentication data column 71, an IP address column 72, a level column 73, an area ID column 74, a play data column 75, a game over position column 76, and a status column 77 are provided. . The player ID column 70 stores the player ID. The authentication data column 71 stores data for authenticating the corresponding player. The IP address column 72 stores the IP address of the game device of the corresponding player. The level column 73 stores the level of the player's character of the corresponding player. The area ID column 74 stores the ID of the area of the game field that the corresponding player is playing. The play data column 75 stores the name of the data file that stores the play data of the corresponding player. The game over position column 76 stores the position where the player's character of the corresponding player has died. The status column 77 stores the game status of the corresponding player. The status includes, for example, “normal mode is being executed”, “friendly mode is being requested”, “friendly mode is being executed”, “hostile mode is being requested”, and “hostile mode is being executed”.

  The message database 62 stores messages registered by the player. FIG. 3 shows an example of internal data of the message database 62. The message database 62 includes a message ID column 80, an area ID column 81, a position column 82, a player ID column 83, a message column 84, and an evaluation column 85. The message ID column stores the message ID. The area ID column 81 stores the ID of the area of the game field where the corresponding message is registered. The position column 82 stores the position in the area where the corresponding message is registered. The player ID column 83 stores the ID of the player who registered the corresponding message. The message column 84 stores the content of the corresponding message. The evaluation column 85 stores evaluations given by other players for the corresponding message.

  The authentication unit 41 authenticates a player connected to the game server 10. When the connection is requested from the game device 100 of the player, the authentication unit 41 requests the player ID and authentication data and refers to the player database 60 to authenticate the acquired player ID and authentication data. If the player ID is not registered in the player database 60, the authentication unit 41 accepts a new player registration and registers the player ID and authentication data in the player database 60. If the authentication unit 41 succeeds in authenticating the player, the authentication unit 41 acquires the IP address of the game apparatus 100 and registers it in the player database 60. Also, the player level and the ID of the area being played are acquired and registered in the player database 60.

  The multiplayer request receiving unit 42 receives a multiplayer execution request from the game device 100 of the player. As described above, in this embodiment, multiplayer is prepared as a rescue means when the player's character dies. The multiplayer request receiving unit 42 receives a multiplayer request in the friendly mode or the hostile mode from the game device 100 of the player who desires to restore the dead player's character.

  The friendship mode matching unit 43 selects a player who is a partner of multiplay when the multiplay request receiving unit 42 receives a request for multiplayer in the friendship mode. The friendly mode matching unit 43 acquires the level and area ID of the player who requested multiplayer in the friendly mode from the player database 60, and searches the player database 60 for players having the same level while playing the same area. The friendship mode matching unit 43 selects a player from the searched players under a predetermined condition or randomly, and transmits data for calling to the multiplayer in the friendship mode to the game device 100 of the selected player. The friendship mode matching unit 43 determines a multiplayer partner from among the game devices 100 that have accepted the invitation to multiplayer among the game devices 100 that have been invited to multiplayer. The friendly mode matching unit 43 notifies the determined game device 100 of the player and the game device 100 of the requesting player of the IP address of the opponent game device 100.

  In order to improve the success rate of the player's character rescue in the friendship mode, a player having a higher level than the level of the player who requested the rescue may be selected as the rescue partner. Thereby, the convenience of a player can be improved. Conversely, a player whose level is lower than the level of the player who requested the rescue may be selected as the rescue partner. Thereby, the difficulty of a game can be kept high and amusement can be improved.

  The hostile mode matching unit 44 selects a player who is a multiplayer partner when the multiplay request receiving unit 42 receives a multiplay request in the hostile mode. The hostile mode matching unit 44 acquires the level and area ID of the player who requested multiplayer in the hostile mode from the player database 60, and searches the player database 60 for players having the same level while playing the same area. The hostile mode matching unit 44 selects a player from the searched players under a predetermined condition or randomly, and notifies the game device 100 of the selected player of the start of multiplayer in the hostile mode. That is, in the hostile mode, regardless of the intention of the opponent player, the requesting player's character forcibly enters the requested game field and multiplay is started. The hostile mode matching unit 44 notifies the IP address of the opponent game device 100 to each of the game device 100 of the request destination player and the game device 100 of the request source player.

  In order to improve the success rate of the player's character rescue in the hostile mode, a player having a level lower than the level of the player who requested the rescue may be selected as the opponent. Thereby, the convenience of a player can be improved. Conversely, a player with a higher level than the level of the player who requested relief may be selected as the opponent. Thereby, the difficulty of a game can be kept high and amusement can be improved.

  The friendly mode matching unit 43 and the hostile mode matching unit 44 may select a plurality of players as multiplayer opponents. In this case, in order to reduce the processing load of the game apparatus 100 and communication congestion, an upper limit value of players who can participate in multiplayer may be provided.

  After the multiplayer partner is determined, data transmission / reception between the game apparatuses 100 participating in the multiplay may be mediated by the game server 10 or may be performed between the game apparatuses 100 using P2P communication or the like. Good. In the latter case, data may be directly transmitted / received between participating game devices 100, or a certain game device 100, for example, the requesting game device 100 serves as a host, and other game devices 100 may be hosted. Data transmission / reception may be mediated.

  The play data acquisition unit 45 acquires data indicating the status of the game being executed from the game device 100 of the player and stores the data in the play data holding unit 64. The play data to be acquired may be moving image data that captures the screen and sound of the game that is being executed, data that indicates the player's operation history, or game control parameters. Good. Also, so-called replay data may be recorded in which coordinate data indicating the position of the player's character and data indicating the posture of the player's character are recorded for each frame or for each predetermined number of frames. In short, it is only necessary that the game device 100 of another player can reproduce the acquired play data. The play data includes data when the player's character dies due to being killed by an enemy.

  The play data distribution unit 46 distributes the play data held in the play data holding unit 64 to the game device 100 of the player at a predetermined timing. The play data distribution unit 46 may read the play data held in the play data holding unit 64, select the game device 100 to which the play data is to be distributed, and distribute the play data. The game device 100 may be determined and play data to be distributed to the game device 100 may be selected and distributed.

  In the former case, first, the play data distribution unit 46 selects and reads the play data held in the play data holding unit 64 under a predetermined condition or randomly. Subsequently, the play data distribution unit 46 refers to the player database 60, acquires the level and area ID of the player who transmitted the read play data, and plays players of the same level while playing the same area. Search from the player database 60. The play data distribution unit 46 selects a distribution destination player from the searched players under a predetermined condition or randomly, acquires the IP address of the game device 100 of the selected player from the player database 60, and plays. Send data.

  In the latter case, the play data distribution unit 46 first selects the game device 100 to which the play data is to be distributed under a predetermined condition or randomly. Subsequently, the play data distribution unit 46 refers to the player database 60, acquires the level and area ID of the player of the selected game device 100, plays the same area, and selects players of the same level as the player. Search from database 60. The play data distribution unit 46 selects a player from the searched players under a predetermined condition or at random, and reads the play data of the selected player from the play data holding unit 64 and transmits it.

  The play data distribution unit 46 may regularly distribute the play data to the game apparatus 100, or may distribute the play data to the game apparatus 100 of another player when the play data acquisition unit 45 acquires the play data. Then, when the player starts playing in a certain area, the play data in that area may be distributed collectively. The play data distribution unit 46 may provide an upper limit for the number of game devices 100 that distribute play data at a time in order to reduce the load on the game server 10.

  The message registration receiving unit 47 receives a message registration request from the game apparatus 100 and registers the received message in the message database 62. The message registration receiving unit 47 acquires the ID and position of the area in which the message is registered in addition to the content of the message from the game apparatus 100 and registers the acquired message ID in the message database 62.

  The message delivery unit 48 delivers the message registered in the message database 62 to the game device 100 of the player. When the player starts playing a certain area, the message distribution unit 48 reads a message registered in the area from the message database 62, and sends data indicating the content of the message and the registered position to the distribution destination game. Delivered to the device 100. Thereby, the game device 100 can display a message on the game field. The message distribution unit may further read the ID of the player who registered the message and the evaluation for the message from the message database 62 and distribute them to the game apparatus 100. Thereby, the player can objectively determine the authenticity of the registered message.

  In consideration of the load on the game apparatus 100, an upper limit value of the number of messages to be distributed may be provided. The message distribution unit 48 may select the message to be distributed in consideration of the level of the player who registered the message and the level of the player who distributes the message. For example, a message registered by a player whose difference from the level of the player who delivers the message is a level equal to or lower than a predetermined value may be preferentially selected. This makes it possible to provide the player with a message such as a hint left by a player of the same level, so that the convenience of the player can be improved.

  The message evaluation unit 49 evaluates messages registered in the message database 62. The message evaluation unit 49 may acquire an evaluation for the message from the game device 100 when the registered message is distributed to the game device 100. The message evaluation unit 49 digitizes the evaluation for the message and registers it in the message database 62.

  FIG. 4 shows a configuration of the game apparatus 100 according to the embodiment. The game device 100 includes a controller 120, an input reception unit 122, a communication unit 130, a control unit 140, a parameter holding unit 160, a screen generation unit 166, and a display device 168. These configurations can also be realized in various forms by hardware only, software only, or a combination thereof.

  The input receiving unit 122 receives a control signal input from the controller 120 operated by the player. Based on the operation input from the player received by the input receiving unit 122, the control unit 140 moves the player character within the area constituting the game field and advances the game. The parameter holding unit 160 holds various parameters necessary for the progress of the game, such as the position of the player's character and the event flag. The screen generation unit 166 generates a game screen controlled by the control unit 140 and causes the display device 168 to display the game screen. The communication unit 130 controls communication with the game server 10 via the Internet 20.

  The single play control unit 141 executes a game program and controls a normal mode game by a single player. The single play control unit 141 moves the player's character within the area, and controls the battle with the enemy character and the execution of the event. In addition, the single play control unit 141 manages the disposal and use of items and the increase / decrease of the player's character's health value. When the player's character's health value becomes zero, the acquired item is deleted and the health value is maximized. Set to half of the value, move the player's character to a predetermined place in the area where the game was played and restart the game.

  The multi-play request transmission unit 142 transmits data requesting multi-play with other players to the game server 10. As described above, in this embodiment, multiplayer is required for the purpose of reviving a dead player character. The multi-play request transmission unit 142 may request the game server 10 to execute multi-play when the player's character dies during execution of single play by the single-play control unit 141, or requests multi-play after restarting the game. When the player requests multiplayer by using an item for performing, for example, the game server 10 may be requested to execute multiplay. The multiplayer request transmission unit 142 receives an instruction from the player whether to request multiplayer in the friendly mode or to request multiplayer in the hostile mode, and notifies the game server 10 of the multiplayer mode.

  The multiplayer control unit 143 controls execution of multiplayer with the game device 100 of a player who is a multiplayer opponent. The multiplayer control unit 143 executes multiplayer with the game device 100 notified from the game server 10. Multiplayer is not only when the player requests the game server 10 to play multiplayer in the friendly mode or the hostile mode with the multiplayer request transmission unit 142, but also in response to a call for multiplayer in the friendly mode by another player, or other Starts when another player's character intrudes due to multiplayer in hostile mode.

  When the own device requests the start of multiplay by the multiplay request transmission unit 142, in the friendly mode, the multiplay control unit 143 ends multiplay when the player's character achieves a predetermined purpose in the area. At this time, the player's character that has died is restored and returns to single play. In the hostile mode, the multiplayer control unit 143 ends the multiplayer when the player's character wins a battle with the player's character of the opponent player of the multiplayer. At this time, the player's character that has died is restored and returns to single play. If the player's character dies again during multiplayer, it is the same as when the player's character dies in single play.

  The play data transmission unit 144 transmits game play data to the game server 10 at a predetermined timing during execution of the game. The play data transmission unit 144 may transmit play data periodically at predetermined time intervals, or may transmit play data when a predetermined trigger occurs, such as occurrence or clearing of an event.

  The play data receiving unit 145 receives play data of another game device 100 from the game server 10. The play data reproducing unit 146 reproduces the play data of the other game device 100 received by the play data receiving unit 145. For example, when the play data receiving unit 145 receives replay data in which coordinate data indicating the position of the player's character of another game device 100 and data indicating the posture of the player's character are recorded for each frame, the play data is reproduced. The unit 146 reads out the shape data of the player's character based on the data indicating the posture, generates an image of the player's character, and arranges it on the game field based on the coordinate data.

  When the play data receiving unit 145 receives the play data, the play data reproducing unit 146 may reproduce the received play data, or the received play data is once held in the parameter holding unit 160 and played. When the player's character passes the position where the data is recorded, the data may be read from the parameter holding unit 160 and reproduced. Thereby, the player can feel that other players are playing the game in parallel and have a sense of solidarity, so that the entertainment of the game can be improved. Further, by playing the play of another player, a guideline for progressing the game can be obtained, so that the convenience of the player can be improved.

  When the play data reproducing unit 146 receives data on the position where the player character of another player has died, the play data reproducing unit 146 displays a mark such as a blood stain at a corresponding position on the game field. When the player's character approaches the mark, the play data reproducing unit 146 inquires of the player whether or not to reproduce the play data corresponding to the blood stain, and receives an instruction to reproduce, the corresponding one from the parameter holding unit 160. Read and play the play data. Thereby, while being able to grasp | ascertain the position where the other player was game over and to be able to know under what circumstances the game was over, the convenience of the player can be improved.

  The message registration unit 147 receives a message registration request from the player and requests the game server 10 to register a message. When the message registration unit 147 receives a message registration request from the player while the game is in progress, the message registration unit 147 presents a message input screen. A message template may be stored in the parameter holding unit 160, and a template may be presented to accept input of a message, or a free sentence may be accepted. The message registration unit 147 transmits the received message, the ID of the area in the game field where the message is displayed, and information indicating the position in the area to the game server 10.

  The message receiving unit 148 receives a message registered in the game server 10 from the game server 10. The message receiving unit 148 may receive a message registered in the area from the game server 10 before entering a certain area, or may receive the message at a predetermined timing while the game is in progress. The message receiving unit 148 stores the received message in the parameter holding unit 160.

  The message display unit 149 displays the message received by the message receiving unit 148. When the screen generation unit 166 generates a screen, the message display unit 149 reads the position where the message is registered from the parameter holding unit 160 and notifies it. If the screen generated by the screen generation unit 166 includes a position where a message is registered, an icon indicating that the message is registered is displayed on the screen near the position. When the message display unit 149 receives a message display request from the player, the message display unit 149 reads the corresponding message from the parameter holding unit 160 and displays it. Thereby, since the message which the other player left can be read, the guideline for advancing a game can be obtained, and the convenience of a player can be improved. Traditionally, information exchange between players has been done on a dedicated bulletin board, etc., but by providing a function to exchange messages in the game, you can read messages without having to open the bulletin board while the game is in progress In addition to being able to read a message related to the position in the game, convenience can be further improved. The message display unit 149 may display only messages whose evaluation is higher than a predetermined value. Thereby, the reliability of a message can be improved.

  After displaying the message to the player, the message display unit 149 receives an evaluation for the message from the player and transmits it to the game server 10. The displayed message is often related to a game field ahead of the point where the message is displayed. In this case, the player cannot evaluate the authenticity of the message when the message is displayed. Therefore, the message display unit 149 may receive, for example, an evaluation for a message displayed so far from the player when a predetermined point in the game field is reached or when the area is cleared. Thereby, the authenticity of the message can be accurately reflected in the evaluation.

  FIG. 5 shows an example of a screen displayed on the display device 168. In addition to the player character 90 and enemy characters, the display screen includes a player character 91 of another player, a blood stain 92 indicating the position where the other player character has died, an icon 93 indicating a message left by another player, and the like. A blood stain 94 or the like indicating that the player's character requests multiplayer in the friendship mode is displayed.

  The play data reproducing unit 146 displays the other player's player character 91 in a display mode such as translucent so that the player's character 91 of the other player can be visually distinguished from the player's character 90 of the own device when reproducing the play data of the other player. indicate.

  When the player's character 91 approaches the blood stain 92, the play data reproducing unit 146 inquires of the player whether or not to reproduce the play data when the player's character corresponding to the blood stain 92 dies. When the player instructs reproduction, the play data reproduction unit 146 reads out the play data from the parameter holding unit 160 and reproduces it.

  When the player character 91 approaches the message icon 93, the message display unit 149 inquires of the player whether or not to display a message corresponding to the icon 93. When the player instructs display, the message display unit 149 reads out the message from the parameter holding unit 160 and displays it. At this time, the player may be inquired about the evaluation of the message. The message evaluation by the player is transmitted to the game server 10 by the message registration unit 147.

  When the player character 91 approaches the blood stain 94, the multiplayer control unit 143 inquires of the player whether or not to accept the invitation to the multiplayer in the friendship mode. When the player instructs execution of multiplayer, the multiplayer control unit 143 notifies the game server 10 that the multiplayer is accepted. When the IP address of the opponent game device 100 is notified from the game server 10, the multiplayer control unit 143 starts multiplayer.

  In the above, this invention was demonstrated based on the Example. This embodiment is an exemplification, and it will be understood by those skilled in the art that various modifications can be made to each component and combination of processing processes, and such modifications are within the scope of the present invention.

It is a figure which shows the structure of the game system which concerns on embodiment. It is a figure which shows the example of the internal data of a player database. It is a figure which shows the example of the internal data of a message database. It is a figure which shows the structure of the game device which concerns on embodiment. It is a figure which shows the example of the screen displayed on a display apparatus.

Explanation of symbols

  10 game servers, 20 Internet, 30 communication units, 40 control units, 41 authentication units, 42 multiplayer request reception units, 43 friendly mode matching units, 44 hostile mode matching units, 45 play data acquisition units, 46 play data distribution units, 47 Message registration reception unit, 48 message distribution unit, 49 message evaluation unit, 60 player database, 62 message database, 64 play data holding unit, 100 game device, 140 control unit, 141 single play control unit, 142 multiplayer request transmission unit, 143 Multi-play control unit, 144 play data transmission unit, 145 play data reception unit, 146 play data reproduction unit, 147 message registration unit, 148 message reception unit, 149 message display unit, 160 Parameter holding unit, 166 screen generation unit, 168 display unit.

Claims (13)

  1. A function to control a game that advances a game field by operating a player's character;
    From the game server which manages Pureide data indicating the status of progress of the game in the game field, a function of acquiring information on a position where the play data and the play data is registered in the other players,
    The player's character is when the Pureide data is within a predetermined range from the registered position, and displaying the Pureide data,
    A game control program for causing a computer to realize the above.
  2. The play data includes data for displaying the behavior of a player's character of another game device,
    2. The display function according to claim 1, wherein when displaying the behavior of the player character of another game apparatus, the player character of the other game apparatus is displayed in a display mode different from the player character of the own apparatus. The game control program described in 1.
  3. The play data includes replay data in which data indicating positions of player characters of other game devices is recorded at predetermined intervals,
    The display function is to display the player character of the other game device by arranging the player character of the other game device on the game field based on the data indicating the position. The game control program according to claim 1 or 2.
  4. The play data includes data indicating the position of the player's character when the game is over in another game device,
    The game control program according to claim 1, wherein the display function displays a mark indicating that at the position of the player's character when the game is over in another game device.
  5. The game control program according to claim 4, wherein the play data further includes data for displaying a behavior of a player character immediately before the game is over in another game device.
  6. A control unit for controlling a game that advances a game field by operating a player's character;
    From the game server which manages Pureide data indicating the status of progress of the game in the game field, an acquisition unit that acquires information about a position where play data and the play data is registered in the other players,
    The player's character is when you're from a position where the Pureide data is registered within a predetermined range, and a display unit that displays the Pureide data,
    A game apparatus comprising:
  7. A step of controlling a game in which the control unit provided in the computer operates the player's character to advance the game field;
    Step acquiring unit provided in the computer, to get from the game server which manages Pureide data indicating the status of progress of the game, information about the position where the play data and the play data of another player is registered in the game field When,
    Display unit provided in the computer, when the player's character is within a predetermined range from the position where the Pureide data is registered, and displaying the Pureide data,
    A game control method comprising:
  8.   A computer-readable recording medium on which the game control program according to any one of claims 1 to 5 is recorded.
  9. A function of acquiring play data indicating the progress of the game in the game field and information on the position where the play data is registered , from a game device that controls a game that advances a game field by operating a player's character;
    A game field in which the play data obtained by the function of obtaining the position of the player's character is registered with reference to a player database storing information indicating the position of the player's character in the game field of a plurality of game devices. A function for selecting a player within a predetermined range from the position at
    To the selected player of the game device, and the function of distributing the Pureide data that has been acquired by the function that said to get,
    A game control program for causing a computer to realize the above.
  10. The player database further stores player levels,
    The ability to select a game control program according to claim 9 in which the difference between the level of the player acquired the Pureide data to and selects the player is below a predetermined value.
  11. An acquisition unit that acquires play data indicating the progress of the game in the game field and information on a position where the play data is registered , from a game device that controls a game that advances a game field by operating a player's character;
    A game field in which the play data obtained by the function of obtaining the position of the player's character is registered with reference to a player database storing information indicating the position of the player's character in the game field of a plurality of game devices. A selection unit for selecting a player within a predetermined range from the position at
    To selected player of the game device and delivering the said Pureide data acquired by the function which the acquiring,
    A game server comprising:
  12. An acquisition unit provided in the computer relates to play data indicating the progress of the game in the game field and a position where the play data is registered from a game device that controls a game that advances the game field by operating a player's character. Obtaining information ,
    The selection unit provided in the computer refers to a player database that stores information indicating the positions of the player characters of a plurality of game devices in the game field, and the position of the player characters is acquired by the acquiring function. Selecting a player having a position within a predetermined range from a position in the game field in which the play data is registered ;
    A step distribution unit provided in the computer, the game apparatus of the selected, to deliver the Pureide data acquired by the function which the acquiring,
    A game control method comprising:
  13.   The computer-readable recording medium which recorded the game control program of Claim 9 or 10.
JP2008262295A 2008-10-08 2008-10-08 Game control program, game device, game server, and game control method Active JP5078830B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2008262295A JP5078830B2 (en) 2008-10-08 2008-10-08 Game control program, game device, game server, and game control method

Applications Claiming Priority (5)

Application Number Priority Date Filing Date Title
JP2008262295A JP5078830B2 (en) 2008-10-08 2008-10-08 Game control program, game device, game server, and game control method
PCT/JP2009/003042 WO2010041359A1 (en) 2008-10-08 2009-06-30 Game control program, game device, game server and method for controlling game
US12/744,241 US8550919B2 (en) 2008-10-08 2009-06-30 Game control program, game device, game server, and game control method
EP09815465.1A EP2335790A4 (en) 2008-10-08 2009-06-30 Game control program, game device, game server and method for controlling game
US14/010,845 US9522334B2 (en) 2008-10-08 2013-08-27 Game control program, game device, game server, and game control method

Publications (2)

Publication Number Publication Date
JP2010088695A JP2010088695A (en) 2010-04-22
JP5078830B2 true JP5078830B2 (en) 2012-11-21

Family

ID=42252019

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2008262295A Active JP5078830B2 (en) 2008-10-08 2008-10-08 Game control program, game device, game server, and game control method

Country Status (1)

Country Link
JP (1) JP5078830B2 (en)

Families Citing this family (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5562123B2 (en) * 2010-06-03 2014-07-30 株式会社ソニー・コンピュータエンタテインメント Information processing device
CN102473144B (en) 2010-06-03 2015-02-11 索尼计算机娱乐公司 Information processing device
JP5264959B2 (en) * 2011-05-11 2013-08-14 株式会社コナミデジタルエンタテインメント Game system, game system control method, and program
JP6022215B2 (en) 2012-05-31 2016-11-09 任天堂株式会社 Posting information sharing system, information processing system, information processing method, program, and computer platform
JP6159511B2 (en) * 2012-06-01 2017-07-05 任天堂株式会社 Information processing system, information processing apparatus, and information processing method
JP6586278B2 (en) * 2015-03-25 2019-10-02 任天堂株式会社 Information processing program, information processing apparatus, information processing system, and information processing method
JP6099727B1 (en) 2015-11-27 2017-03-22 株式会社コーエーテクモゲームス Game program and recording medium
JP6154516B1 (en) * 2016-05-17 2017-06-28 株式会社ドワンゴ Comment distribution device, game server device, comment distribution method, and program
JP6416952B2 (en) * 2017-02-22 2018-10-31 株式会社スクウェア・エニックス Program and system
JP6458094B1 (en) * 2017-07-19 2019-01-23 株式会社コロプラ Game program, method, and information processing device

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002219280A (en) * 2001-01-25 2002-08-06 Square Co Ltd Videogame system, method of controlling it, program of videogame, and computer readable storage medium
JP2004008764A (en) * 2002-06-11 2004-01-15 Square Enix Co Ltd Communication game system, recording medium and program
JP2006149671A (en) * 2004-11-29 2006-06-15 Aruze Corp Game program and server
JP2007135791A (en) * 2005-11-16 2007-06-07 Chun Soft:Kk Game system, game program and game apparatus

Also Published As

Publication number Publication date
JP2010088695A (en) 2010-04-22

Similar Documents

Publication Publication Date Title
TWI296937B (en) Systems and methods for delivering content over a network
US8157653B2 (en) Automatic player information generation for interactive entertainment
US7530895B2 (en) Method for advancing network game by group competition
JP5457146B2 (en) Server system and item management method
JP3699660B2 (en) Game device and network game system
JP2005505358A (en) System and method for storing game data
US20070060343A1 (en) Role play system
JP2009526603A (en) Promptly provide the right match
US20070191102A1 (en) Tournament matchups for a multiplayer environment
JP5105497B1 (en) Game control device, item lottery method, item lottery program, game system
US9878252B2 (en) Video game system with spectator mode HUD
US10421019B2 (en) System and method for enabling players to participate in asynchronous, competitive challenges
US9155963B2 (en) Collaborative online ranking
US7354345B2 (en) Multilevel online tournament
US9089777B2 (en) Restoring gameplay by replaying past inputs
KR20040095749A (en) Method and apparatus for handling game data
US7500916B2 (en) Game strategy analysis tool generating a two dimensional image overlaid with telemetry data
US8882582B2 (en) Interactive computer game refresher elements
US7632186B2 (en) Spectator mode for a game
US20140038721A1 (en) Method and system for facilitating online social interactions via cooperative gameplay
KR100781201B1 (en) Network game system, client device and server device
US8025572B2 (en) Dynamic spectator mode
CN101199901A (en) Game device, game advancing method, program, and recording medium
US8556715B2 (en) Personalized client-side visualization in a multiplayer network video game
CN101835516A (en) Method of providing player status and ability to join games

Legal Events

Date Code Title Description
A711 Notification of change in applicant

Free format text: JAPANESE INTERMEDIATE CODE: A712

Effective date: 20101125

RD03 Notification of appointment of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7423

Effective date: 20110128

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20110628

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20110824

TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20120821

A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20120828

R150 Certificate of patent or registration of utility model

Ref document number: 5078830

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150

Free format text: JAPANESE INTERMEDIATE CODE: R150

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20150907

Year of fee payment: 3

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250