KR101468035B1 - network game system - Google Patents

network game system Download PDF

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Publication number
KR101468035B1
KR101468035B1 KR1020080036077A KR20080036077A KR101468035B1 KR 101468035 B1 KR101468035 B1 KR 101468035B1 KR 1020080036077 A KR1020080036077 A KR 1020080036077A KR 20080036077 A KR20080036077 A KR 20080036077A KR 101468035 B1 KR101468035 B1 KR 101468035B1
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South Korea
Prior art keywords
player character
team
player
means
server
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KR1020080036077A
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Korean (ko)
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KR20080094606A (en
Inventor
요노스케 미키
히로아키 사노
쓰토무 세키모토
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가부시키가이샤 세가
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Priority to JPJP-P-2007-00110897 priority Critical
Priority to JP2007110897A priority patent/JP5250830B2/en
Application filed by 가부시키가이샤 세가 filed Critical 가부시키가이샤 세가
Publication of KR20080094606A publication Critical patent/KR20080094606A/en
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Publication of KR101468035B1 publication Critical patent/KR101468035B1/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • 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
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game

Abstract

An object of the present invention is to provide a network game system in which a player can advance a large number of competitions without having to spend a long period of time, and a team that is left unregistered in a server for a long period of time is difficult to maintain an upper rank.
The present invention is a network game system in which a server automatically executes a game progress process by competition of a PC team, wherein the client computer has means for organizing a PC team and means for entering the organized PC team into the server The server includes means for storing the entered PC team in the storage means, means for updating the team cost for each entered PC team, means for resetting the team cost to an initial value, means for resetting the player cost And means for erasing the image data.

Description

Network game system {NETWORK GAME SYSTEM}

The present invention relates to a network game system in which a plurality of players (users) can participate in an online game from a client computer through a communication network line such as the Internet.

2. Description of the Related Art Conventionally, various network game systems in which a player can participate in an online game through a communication line such as the Internet from a client computer installed with a client program of the game system are provided. In these network game systems, a player collects player characters and other characters from the viewpoint of the owner or supervisor of a sports team such as a soccer or baseball team to form a team, performs a competition match with a team formed by another player or a game server, I enjoyed the progress of the game and the result of the win and loss. By allowing the player to practice or train his / her team player character, it is possible to improve the various ability values of each player character, and as a result, it is possible to improve the collective power of his / her team and increase the winning percentage in the game.

For example, Japanese Patent Application Laid-Open No. 2005-255 discloses a technology relating to a network game system of the above-described type, taking a soccer game as an example.

In this type of game, a player operates a button or a lever of a client computer or a game terminal to make a player character run or to kick a ball, that is, It is different from what is influenced, and it is structured so that it can enjoy the game intelligently by playing a strategy and tactics, and it is enough to enjoy not only the younger generation but also the general society of the old age sufficiently.

However, in the above-described game system disclosed in Japanese Patent Laid-Open No. 2005-255, since a busy society can spend a game on a game for a limited period of time, for example, There is a problem that a long period of time is needed to perform a match of one season (dozens of matches) or the like and to produce a result, for example, when planning an event of a league game involving several dozens of teams.

In view of the above problems, the applicant of the present invention has proposed in Japanese Patent Application No. 2006-216235 a server connected to a communication network and a client computer capable of transmitting and receiving information to and from the server through the communication network, A proposal has been made for a network game system in which a server automatically executes processing for a competition between characters, between non-player characters, or between a player character and a non-player character.

According to the network game system disclosed in Japanese Patent Application No. 2006-216235, it is possible to provide a network game system in which a player character (e.g., a game character composed of a plurality of player characters or the like) (Tactical parameters, various ability parameters of each player character, and the like) of the player character (e.g., a soccer team, a baseball team, etc.) The result of the game is automatically generated so that the player does not have to be always logged into the server through the network during the progress of the game and does not force the player to spend a long time in the game .

Hereinafter, the " client computer " means a computer including a computer installed with the client program of the network game system in the general purpose personal computer, a computer preinstalled with the client program, and a game terminal capable of executing the processing of the client program .

[Patent Document 1] Japanese Patent Application Laid-Open No. 2005-255

[Patent Document 2] Japanese Patent Application No. 2006-216235

However, in the game system disclosed in Japanese Patent Application No. 2006-216235, since the player character constituting a team can be used semi-permanently in a game, a team having a high ability (high strength) Is likely to become a team composed of player characters similar to each other, and there is a problem that the player's interest in the game is halved.

In addition, if the player organizes a team and enters the server once, then the game is automatically processed even if the player does not log in to the server for a long time. Therefore, after the superior enters the team having high ability, It is very difficult for a beginner to study a team formation or a strategy and it is very difficult to raise a good overall score even when logging into a server frequently, and there is a problem of narrowing the base of the participants of the game.

SUMMARY OF THE INVENTION The present invention has been made in view of such conventional problems, and it is an object of the present invention to provide a network game system in which a player can advance a large number of matches for a long period of time, The purpose is to provide.

In order to solve the above-mentioned problems, the invention described in claim 1 is characterized in that player character information including a player name of a plurality of player characters, a cost set in a dictionary, and a player's life (life span) for constituting a player character team is stored And a client computer capable of transmitting and receiving information through the communication network with the server, wherein the progress processing of the competition by the competition of the player character team entered in the server from the client computer is performed by the server Wherein the client computer comprises a team organizing unit for organizing the player character team whose sum of costs of the player characters selected by the player is equal to or less than a maximum cost usable for organizing a team, Player character team to the server Wherein the server comprises: a second entry means for storing the player character team in the storage means; and a second entry means for allowing the player character team A team maximum cost updating means for updating the maximum cost based on the total information of the competition stored in the total information storage unit of the storage means, and a maximum cost updating means for updating the maximum cost available for the player character team A team maximum cost initializing means for resetting the player character to the initial value, and a player character erasing means for erasing the player character whose lifetime of the player has expired for each of the entered player character teams.

The invention according to claim 2 is characterized in that, in the network game system according to claim 1, the team organizing means is formed by organizing the player character team by a predetermined number of the player characters determined in advance.

According to a third aspect of the present invention, in the network game system according to the second aspect, when the team maximum cost initializing means resets the maximum cost usable for combination of the player character team to the initial value, When the player character whose lifetime of the player has expired is erased by the player character erasing means and the number of the player characters becomes less than the predetermined number, a preliminary player character not constituting the player character team is supplemented to the player character team And a player character replenishing means for performing player character replenishment.

According to a fourth aspect of the present invention, in the network game system according to the third aspect, the attribute parameter is set in the player character, and the character supplementing means further comprises: When the number of player characters becomes less than the predetermined number, the player character team is preferentially added to the player character team in which the same attribute parameter as the attribute parameter set in the erased player character is set.

According to a fifth aspect of the present invention, in the network game system according to the first or second aspect, when the team maximum cost initialization means resets the maximum cost usable for the combination of the player character team to the initial value And a player character replacing means for replacing part or all of the player character with the preliminary player character when a sum of the costs of the player character exceeds a maximum cost available for combination of the player character team .

According to a sixth aspect of the present invention, in the network game system according to the fifth aspect, the player character team is organized from a starting player character and a waiting player character, and the player character replacing means includes: And the standby player character is preferentially replaced with the standby player character when the maximum cost that can be used for combination of the player character team is exceeded.

According to a seventh aspect of the present invention, in the network game system according to the fifth or sixth aspect, the player character replacing means is preferentially replaced with the preliminary player character whose cost is set to a predetermined value or less do.

The invention according to claim 8 is characterized in that it comprises storage means in which player character information including a player name of a plurality of player characters for constituting a player character team, a cost set in the dictionary, and a player life is stored for each player character, A server which is connected to a client computer through which information can be transmitted and received via the communication network and which carries out a game progress process by competition of the player character team entered from the client computer, An entry means for storing the player character team in the storage means, and a maximum cost available for the combination of the player character team for each of the entered player character teams, based on the total information of the competition stored in the total information storage portion of the storage meansA team maximum cost updating means for resetting the maximum cost that can be used for combination of the player character team for each entered player character team to an initial value; And a player character erasing means for erasing the player character that has expired.

According to the network game system of the present invention, there is provided a network game system comprising: a server having storage means in which player character information including a player name, a cost set in advance, and a player life of a plurality of player characters for constituting a player character team is stored for each player character; A network game system comprising a client computer capable of transmitting and receiving information through a communication network with a server and in which a server executes a game progress process by competition of a player character team entered from a client computer, And a first entry means for entering the player character team formed by the player character team into the server, wherein the player character team includes a player character team whose total of the cost of the player character selected by the player character team is less than a maximum cost available for the team, The server, in turn, And a second entry means for storing the character team in the storage means. Therefore, the player character team (for example, a baseball team composed of a plurality of player characters, a soccer team, etc.) is organized by the client computer operated by the player It is not necessary for the player to always log in to the server via the network during the game progress process because the server executes the game progress process by accessing the server through the communication network and registering (registering) The user does not have to forcibly consume the game execution time of the game.

The server may further comprise a team maximum cost updating means for updating, for each of the entered player character teams, a maximum cost usable for the combination of the player character team, based on the match information stored in the total information storage unit of the storage means A team maximum cost initializing means for resetting the maximum cost usable for the combination of the player character team to an initial value for each of the player character teams that have been entered; The maximum cost that can be used for the formation of the player character team can be increased by the team maximum cost updating means in accordance with the number of matches and the number of matches, Of the player character with high cost (high ability value) The maximum cost that can be used for the combination of the player character team is reset to the initial value by the team maximum cost initializing means, for example, at the end of the predetermined number of matches, Since the same player character can not continue to be used by erasing the player character whose lifespan has expired by the player character erasing means, the player characters of the team with higher overall capability are likely to be equal or left unattended for a long period of time A team can provide a network game system that can not maintain its comprehensive capability.

In addition, since the team organizing means can be configured to organize the player character team by a predetermined number of player characters determined in advance, it is possible to use a predetermined number of player characters within the maximum cost usable for organizing a team You can give the fun of teaming, organizing a player character team.

In addition, when the server resets the maximum cost that can be used for combination of the player character team by the team maximum cost initializing means to the initial value, the player character whose lifetime has expired by the player character erasing means is erased and the number of player characters Player character replenishment means for supplementing the player character team with the preliminary player character in the case where the number of the player characters whose number of players has expired is less than a predetermined number, The player can continue the automatic progress of the game even if the player does not know that the number is less than the number. At this time, attribute parameters such as a main defensive position and a backing plate type are set in each player character, and a preliminary player character set with the same attribute parameter as the attribute parameter set in the erased player character is preferentially set to the player character team The player can easily use the player character supplemented by the server as the same attribute parameter as the erased player character.

When the server resets the maximum cost available for combination of the player character team to the initial value by the team maximum cost initializing means, the total cost of the player character exceeds the maximum cost available for the combination of the player character team And a player character replacing means for replacing part or all of the player character with the reserve player character in the case where the maximum cost is set to the initial value, Even if the player does not know, the automatic progress of the game can be continued. At this time, since the player character team can be configured from the starting player character and the waiting player character, and the standby player character can be replaced with the supplementary character with priority, the player character team selected by the player can be kept in a state of as long as possible The player character can be replaced to suppress the sum of the cost of the player character within the maximum cost. In addition, by allowing a player character having a lot of opportunities to enter the game in the game to remain in priority, like the starting player character, it is possible to prevent the game progress in the team formation intended by the player from being significantly changed.

Further, when the player character is replaced, the preliminary player character whose cost is set to a predetermined value or less (for example, cost 3 or less) is preferentially supplemented, so that the total cost of the player character of the player character team is reduced can do. As a result, the cost total of the player character can be suppressed to within the maximum cost, so that the number of times the player character selected by the player is replaced is reduced, thereby making it possible to bring the player into a state close to the team formation intended by the player.

Hereinafter, with respect to an embodiment of the present invention, a player combines a player character team (hereinafter referred to as a " PC team ") in the standpoint of a manager of a baseball team, connects to a server via a network line such as the Internet, A network game system in which an entry (participation registration) is performed and a match between a non-player character team (hereinafter referred to as "NPC team") formed by another player's PC team or server is described.

In this embodiment, the player organizes his or her PC team by a predetermined number (hereinafter, 25 in this embodiment) player characters by the client computer 3 in which the client program of the game system is installed. Costs are set in advance for each player character in the range of 1 to 10. Generally, high cost is set for a player character having a high ability. In addition, the maximum cost that can be used to organize the PC team (hereinafter referred to as " team cost ") is set, and the player organizes the PC team so that the total cost of the 25 player characters is within the team cost. The team cost is updated in accordance with the total information of the digested match, and the details thereof will be described later.

1 is a network connection diagram showing an example of a network configuration of a network game system in this embodiment.

1, a plurality of client computers 3 are connected to a server 2 via a communication network 1 such as the Internet. The server 2 is not limited to one, and may be constituted by a plurality of computers as necessary in order to distribute the load of the processing, or to back up various data generated by progress processing of the game. The player can participate in the network game by collecting the player character according to the client program installed in the client computer 3 and organizing the PC team and entering the server 2.

1, reference numeral 4 denotes a terminal unit (general-purpose computer or the like) which does not have a client program installed but can transmit and receive information to and from the server 2 via the communication network 1, and reference numeral 5 denotes a base station 6 And a portable terminal device such as a portable telephone or PDA (Personal Digital Assistants) capable of connecting to the communication network 1 and transmitting / receiving information to / from the server 2 via the communication network line 1. [ In the network game system of the present embodiment, the situation and result of the match can be read from these terminal devices 4 and portable terminal devices 5 as well.

Fig. 2 is an explanatory view showing an example of the configuration of the server 2 in this embodiment. In the figure, 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 is also provided with an interface circuit I / F 260 for transmitting and receiving information to and from an external device and includes a communication unit 220, a storage unit 230, an operation unit 240, The output unit 250 is connected to an external communication line 271, an external storage device 272, an input device 273 such as a keyboard or a mouse, and an external device such as a display monitor or a speaker And an audio output apparatus 274 such as a personal computer. The interface circuit I / F 260 may be configured on one board as shown in the drawing. The interface circuit I / F 260 may be connected to the communication unit 220, the storage unit 230, the operation unit 240, and the image / audio output unit 250 Or may be configured independently of each other.

The processing unit 210 includes an entry means 201 (second entry means) for storing player character information or the like of a PC team entered from the client computer 3 in the storage unit 230, A timer 211 for counting the progress of time in the system, a matching process (a process for determining each other's opponent) between the PC teams that enter the server 2, between the NPC teams, or between the PC team and the NPC team, (212) for performing a process of determining a schedule of the match, and a match (212) for automatically performing a match progress process based on a parameter set in the PC team according to a schedule determined by the schedule determining means A match image generating means 214 for generating match image data based on progress of the match progress of the match progress means 213 and an image generated by the match image generating means 214 Pre-configured from data A digest image generation means 215 for extracting image data satisfying a predetermined condition and generating digest image data of a match on the basis of the extracted image data, And a match result generating means 216 for generating result data of the game result.

The processing unit 210 may also be configured to determine whether or not the game is to be played after the progress of the game by the game progress means 213 in response to the match game image playback request signal transmitted from the client computer 3 or the terminal devices 4, A match image reproduction display means 217 for reproducing the match image data generated by the image generation means 214 and causing the display of the client computer 3 or the terminal devices 4 and 5 to reproduce the match image data, The digest image data generated by the digest image generation means 215 is reproduced in accordance with the digest image reproduction request signal transmitted from the client computer 3 or the terminal devices 4 and 5 after completion of the progress of the game by the means 213 A digest image reproduction display means 218 for displaying the digest image on the display device of the client computer 3 or the terminal devices 4 and 5, And a game result display means 219 for displaying game result data on the display device of the terminal devices 4, 5.

In addition, in the present embodiment, the processing unit 210 includes a team maximum cost updating unit 202 for updating the team cost of the PC team based on the total information of the competition for each entered PC team, A team maximum cost initializing means 202 for resetting the team cost of the PC team to an initial value at the end of a match for each team, for example, a preset number of times (135 × 3 = 405 matches in the present embodiment) Likewise, a player character erasing unit 204 for erasing a player character whose player lifetime has expired for each entered PC team, a player character erasing unit 204 for erasing the player character of the PC team from a predetermined number (for example, less than 25 players) A player character supplementing means 205 for supplementing the group 2 preliminary player characters to the PC team, and a player character supplementing means 205 for supplementing part or all of the player characters of the PC team when the sum of the costs of the player characters exceeds the team cost Player character replacing player character And a character replacement means 206. The preliminary player character is a player character of a player who is not a first-class player character participating in the game, a player character that the player owns as a second-class player, a player character of a supplementary player pack provided by the server 2 as needed And the like.

The digest image generation means 215 and the digest image reproduction display means 218 are not essential means in the network game system according to the present invention but can be provided to the server 2 as required.

The communication unit 220 connects the server 2 and the external communication line 271 via the interface circuit I / F 260 and connects the client computer 3 or the terminal devices 4 and 5 and the server 2, And the like.

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 this embodiment is stored, Which is a rewritable storage area that stores data including player character data 232A, match image data 232B and match result data 232C and which is used as a work area for the arithmetic processing of the processing unit 210, (Access Memory) 232.

The storage unit 230 is connected to the external storage device 272 via the interface circuit I / F 260 and refers to the data stored in the external storage device 272 in accordance with the processing of the processing unit 210, Reading, and rewriting. The external storage device 272 is constituted by, for example, an information storage medium drive device such as a hard disk drive device, and stores various databases including the game management database 272A. The game management DB 272A is provided with a player DB in which attribute information of the player and various parameter information of the PC team organized by the player are stored, a schedule management DB in which information on matching and schedule of matches is stored, (The ranking of the player) in which the basic image data and the audio data to be used when the match image generating means 214 performs the process of generating match image data based on the match progress process by the match image generating means 213, And a ranking DB for storing ranking information and the like for performing the ranking) for performing the ranking. The game management DB 272A may be provided in the storage unit 230 of the server 2.

The operation unit 240 connects the server 2 and an external input device (keyboard, mouse, touch pen, etc.) via the interface circuit I / F 260, and when the server 2 is maintained, 2 are received and analyzed.

The image / audio output unit 250 is connected to the server 2 via the interface circuit I / F 260 and an image display apparatus / audio output apparatus such as an external display monitor or a speaker, In order to confirm visually and audibly.

3 is a diagram showing an example of a data table stored (stored) in the player DB of the game management DB 272A. FIG. 3A shows data of various parameters of a player character belonging to the PC team of the player FIG. 3B shows an example of a league data table to which the PC team entered by the player into the server belongs.

The data table shown in FIG. 3 (a) is stored for each player, and in this embodiment, the player organizes one PC team by 25 player characters. The first-tier player order that can be played in the game is composed of 14 fielder characters and 11 pitcher characters. In addition to the player's name, each player character has a "cost" for registering in the first group, a "life" indicating the player's time limit, a "team" that the player actually belongs to, a " , "Age", "place of origin", "personality", "blood type", "batting suitability", and parameters of the fielder character, "defense position" indicating the attributes such as shortsight and outfield numbers, Type " indicating attributes such as selection, intermediate striking, etc., as parameters of the ability parameters of "pitching ability", "batting power", "batting power", "main power", "bunt", "defensive power" , "Strength", "restraint", "power of the ball", "breaking ball", "control power", and "mental power" expressed by numerical values are set.

The data table shown in FIG. 3 (b) is stored for each league belonging to each PC team or NPC team. In this embodiment, as a general rule, 16 league PC teams or NPC teams belong to one league. In this league data table, one record is set for each player. In each record, setting data of "record No.", "user ID", "player name", "team name", "fielder", "pitcher", and "total information" are stored from the left end. Of these data, "user ID" and "password" are those given by the player from the server 2 side when the player (user) first enters the server 2. The " player name " can be arbitrarily set on the player side. The names of "fielder" and "pitcher" are set in the game program or the client program of the server 2 in advance.

The " total information " is a numerical value indicating the number of matches, the number of victories, the number of defeats, the number of draws, the odds (ratio unit), and the rank in the league currently being held in the pennant. In this embodiment, the area in which the " total information " of the game management DB 272A is stored constitutes the total information storage unit.

4 is a diagram showing an example of a data table stored (stored) in the game management DB 272A. In this embodiment, the schedule determining means 212 of the server 2 determines a schedule so that each PC team per day in real time digests 9 matches. Each PC team performs 9 matches with each of the other 15 teams in the league consisting of 16 teams (the game progress process is automatically executed by the match progress means 213 of the processing unit 210 of the server 2) ), And the total of 135 matches is set so that the first pennant (regular season series) ends. That is, one penny ends on the 15th day in real time (actual schedule in FIG. 4). The league to which the PC team belongs belongs to a rank of any one of "major", "minor", "rookie", or "beginner". The PC team that first enters the server 2 belongs to the league belonging to the beginner's rank not shown first. A beginner's rank is a test league that gives players a tutorial. When the test league ends, all PC teams in the beginner rank are promoted to league rank leagues. Then, when the first pennant (135 matches) ends, the upper team in the league rank league is promoted from the next pennant to the league belonging to the lower rank. And once it becomes a rookie rank, it is not downgraded to a beginner's rank. Also, at the end of the pennant in the league of the minor rank, the upper team is promoted to the league belonging to the uppermost major rank in the next pennant, and the lower team is downgraded to the league rank league. At the end of the pennant in the major league, the lower team is downgraded to the minor league. As shown in Fig. 4, in this embodiment, when the first pennant, the second pennant, and the third pennant are completed, the game of one cycle is set to end.

The data table shown in Fig. 4 is a table in which the update of the team cost of the PC team belonging to the league belonging to each rank of the major, minor and rookies and the update of the team cost of 25 first- Average cost. In FIG. 4, the table shown at the top shows the team cost and the average cost simulating a case where the win rate is maintained at 7.5 percent from the first pennant through the third pennant, Shows the simulated value when the winning percentage is kept at 25%. Actually, since the odds ratios change each time one match is over, the team maximum cost updating means 202 of the processing unit 210 of the server 2 calculates the update value at the end of each match and outputs the updated value to the RAM 232 A process of remembering is performed.

In the present embodiment, the team cost is increased in accordance with the number of matches and the winning percentage. Further, as described above, when one penny ends, rank is promoted or replaced by downgrading according to the rank in the league to which each PC team belongs. At this time, in order to prevent the degraded PC team from having to replace the player character due to a reduction in the team cost due to downgrading of the team formed in the last pennant match of the previous pennant, Is equal to the team cost of the first match of the next pennant of the downgraded rank.

The team cost of the first day of the first penny in Fig. 4 is the initial value of the team cost in this embodiment. That is, the initial value of the team cost of the major rank is set to 110, the initial value of the team cost of the minor rank is set to 100, and the initial value of the team cost of the rookie rank is set to 90. [

In this embodiment, when the game of one cycle ends, the team maximum cost initialization means 203 of the processing unit 210 of the server 2 operates, and the team costs of all the PC teams are initialized to the initial Value is reset. In addition, the player lifetime of all player characters is set to two cycles from when the player obtained the player character. This does not depend on whether or not the player character acquired by the player is used as a group of player characters constituting the PC team, and the life of the player expires in two cycles from the time of acquisition.

5 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 is provided with an interface circuit I / F 370 for transmitting and receiving information to and from an external device and includes a communication unit 320, a storage unit 330, an operation unit 340, Unit 350 and audio output unit 360 are connected to an external communication line 381, an external storage device 382, and an input device 383 such as a keyboard or a mouse via the interface circuit I / ), An image display device 384 such as a display monitor, and an audio output device 385 such as a speaker. The interface circuit I / F 370 may be formed on one substrate as shown in the drawing. The interface circuit I / F 370 may include a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, And 360 may be configured independently of each other.

The processing unit 310 includes a team organizing means 311 for organizing a PC team so that the sum of the costs of a total of 25 player characters is within the team cost by selecting 14 beast characters and 11 pitcher characters, An entry means 312 for entering a PC team organized by the means 311 to the server 2 and an image display means for displaying an image such as a team organizing image and a match image in the image display device 384 313 for outputting audio from the audio output device 385 such as a speaker, and audio output means 314 for outputting audio from the audio output device 385 such as a speaker. The processing unit 310 further includes a match image reproduction request signal output means 315 for requesting reproduction of the match image of the match whose progress of the match has been completed by the match progress means 213 of the server 2, And a digest image reproduction request signal outputting means 316 for requesting reproduction of the digest image of the match whose progress of the game has been completed by the match progressing means 213 of the match control means 2 in the second embodiment.

The communication unit 320 connects the client computer 3 and the external communication line 381 via the interface circuit I / F 370 and controls transmission and reception of information between the server 2 and the client computer 3 Processing is performed.

The storage unit 330 includes a ROM (Read Only Memory) 331 that is a read-only storage area and a rewritable storage unit 331 that stores the client program in this embodiment and is used as a work area for the arithmetic processing of the processing unit 310 And a RAM (Random Access Memory) 332, which is a storage area. The storage unit 330 is connected to the external storage device 382 via the interface circuit I / F 370 and refers to and stores data stored in the external storage device 382 in accordance with the processing of the processing unit 310 And performs rewriting processing.

The operation unit 340 connects the client computer 3 and an external input device (keyboard, mouse, touch pen, etc.) via the interface circuit I / F 370, And performs processing for receiving and interpreting data input to the computer 3. [

The image output unit 350 connects the client computer 3 and the external image display apparatus 384 via the interface circuit I / F 370 and displays the reproduced image of the match and various setting screens on the image display apparatus ( 384 of the display device.

The audio processing unit 360 connects the client computer 3 and the audio output device 385 such as an external speaker through the interface circuit I / F 370 and outputs audio such as cheering of the audience during the game Processing is performed.

Next, with reference to Fig. 6, the steps up to the player's participation in the network game system according to the present invention and starting the game will be described.

The player participating in the game downloads the client software or downloads it from the Internet and installs it in the player's computer (step S1). Next, the client software is activated, connected to the server via the communication network 1 such as the Internet, and an ID is acquired to create an account (step S2).

Next, the client computer 3 selects the "player name", "club name", "home page", "uniform", "logo mark", "secretary", etc. of the PC team to create a profile (step S3) . Then, a player character such as a starter pack or player pack is purchased (step S4). The starter pack contains a total of 25 player characters including 14 fielders and 11 pitchers, and is provided as a virtual card from the server 2 and can be operated by the player. By purchasing this starter pack, at least you can organize a PC team to participate in the game, but you can purchase a player pack as needed and increase your reserve player character.

The player character card includes a fielder character card shown in Fig. 7A and a pitcher character card shown in Fig. 7B. On the surface side shown on the left side of Fig. 7A, , Mental power, and other various ability parameters and costs are indicated by the number of stars. On the back side shown on the right side of Fig. 7A, this season and past performance data are displayed along with profiles of faces, age, blood type, and the like. On the surface side shown on the left side of the pitcher character card shown in FIG. 7B, various ability parameters such as a photograph of a player character, a name, a physical strength, a ball speed, a ball power, a ball, have. On the back side shown on the right side of Fig. 7B, there are displayed profiles of faces, age, blood type and the like, as well as their own pitch types, this season and past performance data.

The player displays the team organization screens 384A and 384B shown in Fig. 8 on the image display device 384 of the client computer 3 and organizes the team (step S5). 8A shows an example of display of the fielder order screen 384A for determining the order of the fielder character. On the upper right side of the beast order screen 384A, a point display unit 400 is provided, and points of the current player are displayed. At the top of the screen, a fielder order screen selection tab 401 and a pitcher order screen selection tab 402 for switching between the fielder order screen 384A and the pitcher order screen 384B shown in FIG. 8B are provided. And a team cost display unit 403 are provided. In the team cost display unit 403, the sum of the cost of the player character currently used is displayed on the left side of "/", and the maximum usable cost is displayed on the right side of "/". On the left side of the field of beast order screen 384A, there is provided a rank display section 409 of the league to which the PC team belongs. At the lower part of the beast order screen 384A, various command button display portions 410 are provided.

A starting order knitting section 404 for knitting a selection order (starting order) is provided below the team cost display section 403 in the beast order screen 384A, A bench knitting section 405 for knitting a player character (bench) is provided. The starting order knitting section 404 and the bench knitting section 405 are initially in a blank state as indicated by reference numeral 407. The starting order knitting section 404 and the bench knitting section 405 The mini-card 408 of the player character is selected from the fielder holder 415 of the second group of player holders 384C, which is a storage place of the preliminary player character shown in Fig. 9, and the fielder character is registered in the first group .

In the pitcher order screen 384B, a selection rotation knitting section 411 is provided below the team cost display section 403 and a four-person middle gap-pervious pitch knitting section 411 from the left below the selection rotation knitting section 411 412, a set-up man knitting section 413, and a finishing pitcher knitting section 414 are provided. The first rotation rotation knitting section 411, the middle gapping pitching knitting section 412, the set-up man knitting section 413 and the finishing pitcher knitting section 414 are all initially blank, The pitcher character is selected and placed from the pitcher holder 416 of the player character 384D to register the pitcher character in the first group.

The teaming is performed in the order described above in step S5 of Fig. 6, and entry is made to the server 2 by the entry means 312 of the processing unit 310 (step S6). The entry means 201 of the processing unit 210 of the server 2 performs a process of accepting an entry of the client computer 3 and enters a state where the game can be started (step S7).

Next, with reference to FIG. 10, the flow of the processing of the server 2 from the start of the first pennant of the game to the end of the game of one cycle in the embodiment of the network game system according to the present invention will be described.

First, when the server 2 is started and the first pennant is started (step S10), the timer 211 of the processing unit 210 of the server 2 is set to start time measurement (step S11) 1 " is stored in an area for storing the number of pennants of the RAM 232 of the RAM 230 (step S12).

Next, the server 2 operates a predetermined determination means 212 of the processing section 210 to perform matching processing (combination of opponents) to determine a schedule of the match (step S13).

In the next step S14, the start time of the match is awaited. When the match start time comes (affirmative determination is made in step S14), the match progressing means 213 performs the process of automatically proceeding the match according to the parameters set in the PC teams and the NPC teams (step S15).

Next, based on the progress of the match by the match progressing means 213 (Step S15), the match image generating means 214 performs a process of generating match image data (Step S16). Subsequently, the digest image generating means 215 is operated, and processing for extracting image data satisfying a predetermined condition set in advance from the generated match image data is performed, and a digest image of the match is generated based on the extracted image data (Step S17). Examples of predetermined conditions that should be satisfied by the image data extracted from the match image data to generate the above-described digest image data include, for example, " image data for 10 seconds before and after the play ball image ", " Image data for 10 seconds before and after the strike scene image "," image data for 10 seconds before and after the home run scene image "," image data for 10 seconds before and after the tie point scene or inverted scene image " Quot; image data for 10 seconds before and after the fine play scene image ", " image data for 10 seconds before and after the supervisor, coach, Can be set. Further, the server 2 may be provided with a list of these settable conditions, and the player may arbitrarily select a desired condition from the list.

When the proceeding process of the match (step S15) by the match progress means 213 ends, the match result generation means 216 performs a process of generating the result data of the match (Step S18). Next, a process of determining whether or not all of the proceedings of the scheduled pennant 1's match is finished (step S19) is performed, and if there is a match which has not been completed, the process returns to step S14 to return to the next match The process waits for the start time and proceeds to step S20 when the progress process of all the matches is finished.

In step S20, since the first pennant ends (in this embodiment, 135 matches), the process of replacing the rank of the league belonging to the next pennant is performed in accordance with the ranking in the league to which each PC team belongs Is done. In other words, in the league that belongs to the rookie league, the top team in the league is promoted from the next pennant to the league belonging to the minor rank. At the end of a pennant in a minor league, the top team is promoted from the next pennant to the league belonging to the top-ranked major rank, and the lower team is downgraded to the league rank league. At the end of the pennant in the major league, the lower team is downgraded to the league in the minor league.

Next, the processing unit 210 of the server 2 refers to the area where the number of pennants of the RAM 232 is stored, and performs processing for determining whether or not the number of pennants is " 3 " (step S21). If an affirmative determination is made in step S21, the process proceeds to step S23, and a game end process of one cycle is performed. When a negative determination is made in step S21, the process advances to step S22 to perform processing to increase the area in which the pennant count of the RAM 232 is stored by " 1 ", and the process returns to step S13. A preparatory process is performed.

Next, the processing of the server 2 after one cycle, which is a feature of the present invention, will be described with reference to Fig.

10, the processing unit 210 of the server 2 operates the team maximum cost initialization unit 203 to perform a process of resetting the team costs of all the PC teams to the initial values (Step S24). That is, the team costs of all the PC teams are reset to the team cost in the first match of the first pennant shown in FIG. 4 of the rank belonging to the league to which each PC team belongs at the end of the cycle.

Next, the processing unit 210 of the server 2 performs a process of reducing the player lifetime of all the player characters by "1", activates the player character erasure unit 204, 0 "in all the players including the player character stored in the RAM 232 (232) of the storage unit 230 of the server 2 in the server 2 (Step S25). After storing the attribute parameters of the player character whose player life span is "0" in the process of this step S25 (the defense position in the case of the fielder character and the fielder type in the case of the pitcher character) in the storage unit 230 of the server 2, The character data is erased.

Then, the processing unit 210 of the server 2 determines whether or not there is a player character that has been deleted due to expiration of the player's lifetime in the player character registered in the first player's order for each PC team (step S26) . If it is determined in step S26 that there is an erased player character due to expiration of the player's life in the first group, the process proceeds to step S27, and if it is determined that there is no erased player character in the first group, Go ahead.

In step S27, the processing unit 210 of the server 2 operates the player character replenishing means 205 to execute a process of supplementing the player character from the preliminary player character stored in the two sets of player holders to the player order of the first group . At this time, the two groups of preliminary player characters in which the same attribute parameters as the attribute parameters set for the erased player character are set in the group 1 held in step S25 are preferentially selected. At this time, when there are a plurality of player characters having the same attribute parameters set, the player character having the lowest cost set for the player character is selected. Processing for storing data of various parameters of the selected athlete character is performed in a place where data of various parameters of the athlete character erased from the data table is stored. In this step S27, the number of pieces of water erased from the first group is supplemented, and when the number of players in the first group is 25, the process proceeds to the next step S28. In the present embodiment, when there is no player character set with the same attribute parameter as the erased player character among the group 2 player characters, the server 2 provides the player with the player character having the same attribute parameter. At this time, the provided player character is stored in the supplementary pack in advance, and the supplementary pack includes 14 beast character and 11 pitcher character in which attribute parameters are distributed and set. Accordingly, even when the player does not possess the second group of player characters and all of the first group of player characters are erased, the player character of the supplementary pack is supplemented to continue the game.

In step S28, the processing unit 210 of the server 2 performs processing for determining whether or not the sum of the costs of the 25 player characters of one group constituting the PC team is equal to or less than the team cost. If an affirmative determination is made in step S28, the process proceeds to step S40, and the player order of the first pennant in the next cycle is determined. If an affirmative determination is made in the process of step S28, the process goes to step S29.

Steps S29 to S39 show the step of replacing the first group of player characters and the second group of player characters by the player character replacement means 206 of the processing unit 210 of the server 2. Here, the player character replacement process is to delete various parameters of one player character from the data table of various parameters of the player character belonging to the PC team of the player shown in Fig. 3 (a) Insert the parameter data.

In step S29, the processing unit 210 of the server 2 activates the player character replacing means 206, and first of all, the player character changing unit 206, which is the most expensive among the player characters registered in the waiting (bench) This high player character is set such that the player character lower than the cost of the player character registered in the game waiting queue 405 at the lowest cost among the player character stored in the game player's holder 415 of the group player's player And the process goes to step S30.

In step S30, similarly to step S28, a process of determining whether or not the sum of the costs of the 25 player characters of the first group constituting the PC team is equal to or less than the team cost is performed. When the affirmative determination is made, the process proceeds to step S40, If the player order of the first pennant of the cycle is determined and the negative determination is made in the process of step S30, the process goes to step S31.

In step S31, the processing section of the server 2 performs processing for determining whether or not there is a player character that does not perform the replacement process in step S29, on the player character registered in the wait field 405 in the field. If an affirmative determination has been made in this step S31, the process returns to step S29, and if a negative determination has been made, the process proceeds to step S32.

In step S32, even if all the waiting characters (405) of the five players are replaced with the player characters of the second group of beast holders (415), the sum of the costs of the first group of player characters exceeds the team cost. The player character 206 having the highest cost among the player characters registered with the middle-range pitcher 412 of the pitcher order of the first group is selected from among the preliminary player characters stored in the pitcher holder 416 of the group 2 player holder The process of replacing the player character with the lowest cost is performed, and the process proceeds to step S33.

In step S33, as in steps S28 and S30, a process of determining whether or not the sum of the costs of the 25 player characters of the first group constituting the PC team is equal to or less than the team cost is performed. If the affirmative determination is made, the process proceeds to step S40 , The player order of the first pennant of the next cycle is determined, and if the negative determination is made in the process of step S33, the process proceeds to step S34.

In step S34, the processing unit of the server 2 performs processing for determining whether or not there is a player character that does not perform the replacement process in step S32, on the player character registered with the pitcher number 412 in the pitcher order. If an affirmative determination has been made in this step S34, the process returns to the step S32. If a negative determination has been made, the process proceeds to a step S35.

In step S35, even if all the five waiting player characters (405) and the four middle pitcher (412) player characters are replaced with the player characters of the two groups of fielder holders 415 and pitcher holders 416, The player character replacing means 206 selects one group of beast order selection 404, a pitcher order selection 411, a setup man 413, and a finishing 414) with the player character having the lowest cost among the reserve player characters stored in the ball holder 415 or the pitcher holder 416 of the group 2 player holder And the process proceeds to step S36.

In step S36, a process of determining whether or not the sum of the costs of the 25 player characters in the first group constituting the PC team is equal to or less than the team cost is performed in step S36, and in the case where the affirmative determination is made, If the player order of the first pennant of the cycle is determined and the negative determination is made in the process of step S36, the process goes to step S37.

The processing section of the server 2 in step S37 determines whether or not the player character registered in the selection of the group of beast order 444, the selection of pitcher order 411, the setup man 413 and the finish 414 in step S37 It is determined whether or not there is a player character that does not perform processing. If an affirmative determination has been made in this step S37, the process returns to step S35, and if negative determination is made, the process proceeds to step S38.

In the step S38, even if all the player characters of the first group are replaced with the player characters of the second group of the fielder holders 415 and the pitcher holder 416, the sum of the costs of the first group of player characters exceeds the team cost. The replacing means 206 replaces the player character having the highest cost among the player characters registered in the first group with the player character having the lowest cost among the player characters of the replenishing pack prepared by the server 2 described in step S27 And proceeds to step S39.

In step S39, as in step S28, a process of determining whether or not the sum of the costs of 25 player characters of one group constituting the PC team is equal to or less than the team cost is performed. When the affirmative determination is made, the process proceeds to step S40, The player order of the first pennant of the cycle is determined, and when the negative determination is made in the process of step S36, the process returns to step S38.

As described above, according to the network game system according to the present invention, a large number of matches can be progressed even if the player does not require a long time, and a team left unregistered in the server for a long period of time maintains a higher rank It is possible to provide a difficult network game system.

1 is a network connection diagram according to an embodiment of the present invention.

2 is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention.

3 is a diagram showing an example of a data table stored in the game management database of Fig.

4 is a diagram showing an example of a data table stored in the game management database of Fig.

5 is a block diagram showing an example of a configuration of a client computer according to an embodiment of the present invention.

FIG. 6 is a flowchart for explaining steps up to a player starting a game by participating in a network game system according to an embodiment of the present invention.

7A and 7B are views showing an example of a player character card used in a network game system according to an embodiment of the present invention.

8A and 8B are views showing an example of a team organization screen in a network game system according to an embodiment of the present invention.

9 is a view for explaining a configuration of a player order and a player holder in a network game system according to an embodiment of the present invention.

10 is a flowchart for explaining a processing procedure of a server according to an embodiment of the present invention.

11 is a flowchart for explaining a processing procedure of a server according to an embodiment of the present invention.

[Description of Symbols]

1: communication network

2: Server

3: Client computer

4, 5: Terminal machine

201: Entry means (second entry means)

202: Team Maximum Cost Update Means

203: Team Max Cost Initialization Means

204: Player character erasure Sudan

205: Player character supplement means

206: Player character replacement means

211: Timer

212: means for determining a schedule

213: means of proceeding

214: match image generating means

215: Digest image generating means

216: Match result generating means

217: match game image display means

218: Digest image reproduction display means

219: Match result display means

220:

230: storage unit (storage means)

231: ROM

232: RAM

232A: Player character data

232B: match image data

232C: Match result data

310:

311: team organization means

312: Entry means (first entry means)

384: Image display device

384A: Beast Order Creation Screen

384B: pitcher's ordering screen

Claims (8)

  1. A server having storage means in which player character information including a player name of a plurality of player characters for constituting a player character team, a cost set in advance, and a player life (life span) is stored for each player character; A network game system having a client computer capable of transmitting and receiving information and for processing progress of a match by competition of the player character team entered in the server from the client computer,
    The client computer,
    A team organizing unit for organizing the player character team whose total cost of the player character selected by the player is equal to or less than a maximum cost usable for organizing a team;
    And first entry means for entering the organized player character team into the server,
    The server comprises:
    Second entry means for storing the entered player character team in the storage means,
    A team maximum cost updating means for updating, for each of the player character teams entered, the maximum cost that can be used for the combination of the player character team, based on total match information stored in the total information storage unit of the storage means;
    A team maximum cost initialization means for resetting the maximum cost usable for combination of the player character team to an initial value for each of the entered player character teams,
    A player character erasing unit for erasing the player character whose lifetime has expired,
    The network game system comprising:
  2. The method according to claim 1,
    Wherein the team organizing means is formed by organizing the player character team by a predetermined number of player characters predetermined in advance.
  3. 3. The method of claim 2,
    Wherein the server erases the player character whose lifetime has expired by the player character erasing unit when the team maximum cost initializing unit resets the maximum cost usable for combination of the player character team to the initial value, And a player character supplementing means for supplementing the player character team with a preliminary player character that does not constitute the player character team when the number of player characters becomes less than the predetermined number.
  4. The method of claim 3,
    An attribute parameter is set in the player character,
    Wherein the character supplementing means includes a character replenishing means for adding the same attribute parameter as the attribute parameter set to the player character erased when the player character whose expiration date has expired by the player character erasing means is erased and the number of player characters becomes less than the predetermined number Wherein the player character team is preferentially supplemented with the parameter of the preliminary player character.
  5. 3. The method according to claim 1 or 2,
    Wherein when the team maximum cost initializing means resets the maximum cost available for combination of the player character team to the initial value, the server calculates a sum of the cost of the player character based on a maximum cost A player character replacing means for replacing part or all of the player character with a spare player character not constituting the player character team.
  6. 6. The method of claim 5,
    The player character team is organized from a starting player character and a waiting player character,
    Wherein the player character replacing means preferentially replaces the standby player character with the preliminary player character when the sum of the costs of the player characters exceeds a maximum cost usable for combination of the player character team, .
  7. 6. The method of claim 5,
    Wherein the player character replacing means preferentially replaces the preliminary player character whose cost is set to a predetermined value or less.
  8. A client computer capable of transmitting and receiving information through a communication network and having storage means in which player character information including a player name of a plurality of player characters for constituting a player character team, cost set in advance, and player life span is stored for each player character A server which is connected via the communication network and which carries out a game progress process by competition of the player character team entered from the client computer,
    Entry means for storing the player character team entered from the client computer into the storage means;
    A team maximum cost updating means for updating, for each of the player character teams entered, the maximum cost that can be used for the combination of the player character team, based on total match information stored in the total information storage unit of the storage means;
    A team maximum cost initializing means for resetting, for each of the player character teams entered, the maximum cost usable for the combination of the player character team to an initial value;
    A player character erasing unit for erasing the player character whose lifetime has expired,
    And a server.
KR1020080036077A 2007-04-19 2008-04-18 network game system KR101468035B1 (en)

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