TWI482650B - On-line game system existing all the time with a personal virtual space and performing method thereof - Google Patents
On-line game system existing all the time with a personal virtual space and performing method thereof Download PDFInfo
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本發明係關於一種線上遊戲系統與執行方法,尤指一種具有常在私人虛擬空間的線上遊戲系統與執行方法,讓使用者即使處於離線狀態,其常在私人虛擬空間仍可由他人進行瀏覽。The present invention relates to an online game system and execution method, and more particularly to an online game system and execution method that is often in a private virtual space, so that even if the user is offline, they are often browsed by others in a private virtual space.
傳統的線上遊戲中,個別的使用者玩遊戲時,係個別地操縱其角色,並以與其他的使用者及使用者角色無關之方式,只與遊戲伺服器提供的虛擬世界中提供之非扮演角色(Non-Playing Character;後文中簡稱NPC)互動。NPC包括諸如"怪物",而使用者角色應與怪物打鬥,以便繼續進入一次一階段。在某些現有的角色扮演遊戲中,一使用者可產生其自己的多個角色,並發展每一使用者角色的角色能力,以便在虛擬世界中玩遊戲。該能力包括一使用者角色所屬的社會階級(例如平民、騎士、王族等)以及財產(例如虛擬貨幣、武器、及其他項目)等的能力。一使用者角色的能力決定了該使用者角色在一虛擬世界的活動。In traditional online games, when individual users play games, they individually manipulate their characters and play only in the virtual world provided by the game server in a way that is independent of other users and user roles. Role (Non-Playing Character; hereinafter referred to as NPC) interaction. The NPC includes things like "monsters", and the user character should fight with the monsters to continue into one stage. In some existing role-playing games, a user can generate multiple roles of his own and develop the character abilities of each user character to play the game in the virtual world. This ability includes the ability of a social class (such as civilians, knights, royals, etc.) to which the user's role belongs and assets (such as virtual currency, weapons, and other items). The ability of a user character determines the activity of the user character in a virtual world.
諸如Blizard公司所供應的「星海爭霸」(Starcraft)等的網路戰鬥遊戲與線上遊戲類似之處在於多個使用者在虛擬世界遭遇,並可經由連線而同時進行遊戲,但不同之處在於該等遊戲比較像是一次比賽的遊戲且並未接續先前的遊戲。線上遊戲與網路戰鬥遊戲不同,係自一遊戲持續到後續的遊戲。因此,在線上遊戲中,一使用者角色在一虛擬世界的能力通常係由該使用者玩到前一遊戲為止時的遊戲結果所決定,且該能力係繼續存在於次一遊戲。Such as Blizard "Star Wars" (Starcraft) supplied by the company Network battle games, etc., are similar to online games in that multiple users encounter in the virtual world and can play games simultaneously through the connection, but the difference is that the games are more like a game of a match and The previous game was not continued. Online games are different from online battle games, from one game to the next. Thus, in an online game, the ability of a user character to be in a virtual world is typically determined by the outcome of the game when the user plays the previous game, and the ability continues to exist in the next game.
然而,先前技術有某些電玩業界一般所認為的缺點。在傳統的線上遊戲中,可玩遊戲的使用者數目受到伺服器容量的限制。當使用者的數目超過硬體的容量時,熟習此項技術者將選擇複數個伺服器來分擔使用者,以便提供線上遊戲服務。然而,一伺服器所提供的一虛擬世界完全不同於其他伺服器所提供的那些虛擬世界,且與其他伺服器所提供的那些虛擬世界無關。複數個伺服器所提供的各虛擬世界形成了一"平行虛擬世界",其中一伺服器所提供的一虛擬世界不同於一不同的伺服器所提供的另一虛擬世界。因此,在傳統的線上遊戲中,使用不同的伺服器之使用者無法遭遇一虛擬世界中之另一使用者且一起玩遊戲,縱然他們正在玩同一種遊戲也是如此。然而,當使用者增加時,使用者會想要測試其在虛擬世界的能力,以便知道其能力位階,且進一步這些使用者想要其在其他伺服器提供的其他虛擬世界中之能力。但是很不幸,傳統的線上遊戲系統到目前為止仍無法滿足此種要求。然而,並不是像連接各伺服器以解決該問題這麼容易。因為每一伺服器所提供的每一虛擬世界都是一個隔離的世界,且該世界在政治上、經濟上、及社會上都已取得平衡,因而如果在沒有適當的安排下容許不同伺服器中之使用者進行互動,則將會摧毀該世界的秩序。However, prior art has some drawbacks that are generally recognized by the gaming industry. In traditional online games, the number of users who can play games is limited by the server capacity. When the number of users exceeds the capacity of the hardware, those skilled in the art will select a plurality of servers to share the users in order to provide online game services. However, a virtual world provided by a server is completely different from those provided by other servers, and is independent of those virtual worlds provided by other servers. The virtual worlds provided by the plurality of servers form a "parallel virtual world" in which one virtual world provided by one server is different from another virtual world provided by a different server. Thus, in traditional online games, users using different servers cannot encounter another user in a virtual world and play games together, even if they are playing the same game. However, as the user increases, the user will want to test their ability in the virtual world to know their level of capability, and further these users want their ability in other virtual worlds provided by other servers. But unfortunately, the traditional online game system has not been able to meet this requirement so far. However, it is not as easy as connecting servers to solve the problem. Because each virtual world provided by each server is an isolated world, and the world is balanced politically, economically, and socially, so if it is allowed in different servers without proper scheduling The interaction of the users will destroy the order of the world.
因此,發明人特提出一種具有常在私人虛擬空間的線上遊戲系統與執行方法,該常在私人虛擬空間即使在使用者處於離線狀態時,仍可由他人進行瀏覽。並具有一管理伺服器,用以掌控該常在私人虛擬空間的存取,並儲存使用者從該主要伺服器進入到該次要伺服器前的位置及狀態資料,以讓使用者在離開該常在私人虛擬空間時,能夠回復到其進入該次要伺服器前的位置及狀態。Therefore, the inventors have proposed an online game system and execution method that is often in a private virtual space, which is often browsed by others even when the user is offline. And having a management server for controlling the access in the private virtual space and storing the location and status data of the user before entering the secondary server from the primary server, so that the user leaves the Often in a private virtual space, it is able to revert to its position and state before entering the secondary server.
本發明之主要目的在於提供一種具有常在私人虛擬空間的線上遊戲系統,包括:一認證伺服器,用以辨別一使用者的身分;一主要伺服器,用以執行該線上遊戲;一次要伺服器,用以提供該使用者一常在私人虛擬空間,其中該常在私人虛擬空間即使在使用者處於離線狀態時,仍可由他人進行瀏覽;及一管理伺服器,用以掌控該常在私人虛擬空間的存取,並儲存使用者從該主要伺服器進入到該次要伺服器前的位置及狀態資料,以讓使用者在離開該常在私人虛擬空間時,能夠回復到其進入該次要伺服器前的位置及狀態。The main object of the present invention is to provide an online game system having a common virtual space, comprising: an authentication server for identifying the identity of a user; a primary server for executing the online game; The user is often in a private virtual space, wherein the private virtual space is still viewable by others even when the user is offline; and a management server is used to control the private Accessing the virtual space and storing the location and status data of the user before entering the secondary server from the primary server, so that the user can return to the temporary virtual space when they leave the virtual space The location and status before the server.
根據本案構想,該主要伺服器包括複數個主要分流伺服器以分擔該主要伺服器的流量。According to the present concept, the primary server includes a plurality of primary offload servers to share the traffic of the primary server.
根據本案構想,該使用者可對該常在私人虛擬空間進行管理及變更,而他人僅能對該常在私人虛擬空間進行瀏覽。According to the concept of the present case, the user can manage and change the frequently-used virtual space, and others can only browse the frequently-used virtual space.
根據本案構想,該使用者可對該常在私人虛擬空間預先設定一他人使用權限,以避免他人對該常在私人虛擬空間進行非出於該使用者意願的變更。According to the concept of the present invention, the user can pre-set a user's use right in the private virtual space to prevent others from making changes to the user's willingness in the private virtual space.
根據本案構想,該常在私人虛擬空間包括一特定編號或一特定名稱以供該管理伺服器的辨識。According to the present concept, the private virtual space often includes a specific number or a specific name for identification by the management server.
根據本案構想,該次要伺服器包括複數個次要分流伺服器以分擔該次要伺服器的流量。According to the present concept, the secondary server includes a plurality of secondary shunt servers to share the traffic of the secondary server.
根據本案構想,該管理伺服器會依據使用者所欲進入的常在私人虛擬空間,將該使用者連接到該常在私人虛擬空間所在的次要分流伺服器。According to the present concept, the management server connects the user to the secondary shunt server that is often in the private virtual space according to the user's desired private virtual space.
根據本案構想,該使用者可由該常在私人虛擬空間切換到另一常在私人虛擬空間。According to the present concept, the user can switch from the often private virtual space to another often in a private virtual space.
本發明之另一主要目的在於提供一種具有常在私人虛擬空間的線上遊戲的執行方法,該方法包括下列步驟:a)進行使用者的身分認證;b)進入一主要伺服器以執行該線上遊戲;c)由一次要伺服器提供該使用者一常在私人虛擬空間,其中該常在私人虛擬空間即使在使用者處於離線狀態時,仍可由他人進行瀏覽;d)選擇所欲進入的常在私人虛擬空間;e)由一管理伺服器儲存該使用者在主要伺服器的位置及狀態資料;f)存取該常在私人虛擬空間;及g)當該使用者要離開該常在私人虛擬空間時,該管理伺服器將該使用者回復到其進入該次要伺服器前在主要伺服器的位置及狀態。Another main object of the present invention is to provide an execution method for an online game often in a private virtual space, the method comprising the steps of: a) performing identity authentication of the user; b) entering a primary server to execute the online game ; c) provided by the server to the user in a private virtual space, which is often in the private virtual space, even when the user is offline, can be browsed by others; d) select the desired a private virtual space; e) storing, by the management server, the location and status data of the user on the primary server; f) accessing the frequently located private virtual space; and g) when the user wants to leave the often private virtual In the space, the management server returns the user to the location and status of the primary server before entering the secondary server.
根據本案構想,該主要伺服器包括複數個主要分流伺服器以分擔該主要伺服器的流量。According to the present concept, the primary server includes a plurality of primary offload servers to share the traffic of the primary server.
根據本案構想,該使用者可對該常在私人虛擬空間進行管理及變更,而他人僅能對該常在私人虛擬空間進行瀏覽。According to the concept of the present case, the user can manage and change the frequently-used virtual space, and others can only browse the frequently-used virtual space.
根據本案構想,該使用者可對該常在私人虛擬空間預先設定一他人使用權限,以避免他人對該常在私人虛擬空間進行非出於該使用者意願的變更。According to the concept of the present invention, the user can pre-set a user's use right in the private virtual space to prevent others from making changes to the user's willingness in the private virtual space.
根據本案構想,該常在私人虛擬空間包括一特定編號或一特定名稱以供該管理伺服器的辨識。According to the present concept, the private virtual space often includes a specific number or a specific name for identification by the management server.
根據本案構想,該次要伺服器包括複數個次要分流伺服器以分擔該次要伺服器的流量。According to the present concept, the secondary server includes a plurality of secondary shunt servers to share the traffic of the secondary server.
根據本案構想,該管理伺服器會依據使用者所欲進入的常在私人虛擬空間,將該使用者連接到該常在私人虛擬空間所在的次要分流伺服器。According to the present concept, the management server connects the user to the secondary shunt server that is often in the private virtual space according to the user's desired private virtual space.
根據本案構想,該使用者可由該常在私人虛擬空間切換到另一常在私人虛擬空間。According to the present concept, the user can switch from the often private virtual space to another often in a private virtual space.
本案得藉由下列圖式與實施例說明,俾得一更清楚之了解。The case can be explained by the following figures and examples, and a clearer understanding is obtained.
為更近一步了解本發明之特徵及技術內容,請參閱以下有關本發明之細說明與附圖,然而,所附圖式僅供參考與輔助說明之用,並非對本發明加以限制者。For a more detailed description of the present invention, reference should be made to the accompanying claims
第1圖係依據本發明之一較佳實施例所繪示之一種具有常在私人虛擬空間的線上遊戲系統100,其包括一認證伺服器10、一主要伺服器20、一次要伺服器30、及一管理伺服器40。認證伺服器10是用來辨別一使用者的身分,主要伺服器20是用來執行該線上遊戲,而次要伺服器30是用來提供使用者一常在私人虛擬空間。1 is an online game system 100 having a permanent virtual space, which includes an authentication server 10, a primary server 20, and a primary server 30, in accordance with a preferred embodiment of the present invention. And a management server 40. The authentication server 10 is used to identify the identity of a user, the primary server 20 is used to execute the online game, and the secondary server 30 is used to provide the user with a common virtual space.
本發明的主要特徵在於提供使用者一個常在私人虛擬空間,而此常在私人虛擬空間即使在使用者處於離線狀態時,仍可由他人進行瀏覽。舉例來說,當使用者想要拍賣一些商品(如:寶物),則常在私人虛擬空間可視為使用者的一個銷售店面,因此,即使使用者離線,他人仍可以進入其店面進行瀏覽或購物。The main feature of the present invention is to provide a user with a common virtual space, which is often viewed by others in a private virtual space even when the user is offline. For example, when a user wants to auction some goods (such as treasures), they are often seen as a sales storefront of the user in the private virtual space, so even if the user is offline, others can still enter their storefront for browsing or shopping. .
由於每個使用者皆分配到一個屬於自己擁有的常在私人虛擬空間,意即,每個使用者都有自己的店面,因此,使用者除了可以任意進入自己的店面(常在私人虛擬空間)外,使用者也可以去參觀他人的店面進行瀏覽或購物。意即,使用者可由一個常在私人虛擬空間切換到另一個常在私人虛擬空間。Since each user is assigned to a private virtual space that they own, that is, each user has his or her own storefront, so the user can enter his own storefront (usually in a private virtual space). In addition, users can also visit other people's stores for browsing or shopping. That is, the user can switch from one often in a private virtual space to another often in a private virtual space.
為了避免他人任意變更自己的常在私人虛擬空間,例如:竊取寶物,使用者對於其私人虛擬空間仍保有主控權,並可以對常在私人虛擬空間進行管理及變更,因此,使用者可對常在私人虛擬空間預先設定一他人使用權限,以避免他人在未經其許可下,對常在私人虛擬空間進行變更。例如:使用者可以限制他人只能夠對常在私人虛擬空間進行瀏覽或購物,而無法未經付款程序而私自取走商品。In order to prevent others from arbitrarily changing their own private virtual space, for example, stealing treasures, users still have mastership over their private virtual space, and can manage and change frequently in private virtual space. Therefore, users can A private use space is often pre-set in a private virtual space to prevent others from making changes to the private virtual space without their permission. For example, users can restrict others from browsing or shopping in a private virtual space, and cannot take away items without a payment program.
由於每個使用者皆分配到一個屬於自己擁有的常在私人虛擬空間,因此,為了避免記憶體空間不足或存取流量過大造成處理器的負荷過大,而影響讀取速度,儲存有常在私人虛擬空間的次要伺服器30可由多個次要分流伺服器301所構成,以分擔次要伺服器30的流量。同樣地,為了避免該線上遊戲的負荷過大,負責執行該線上遊戲的主要伺服器20,也可由多個主要分流伺服器201所構成,以分擔主要伺服器20的流量。Since each user is assigned to a private virtual space that he or she owns, in order to avoid the memory space is too large or the access traffic is too large, the load on the processor is too large, which affects the reading speed, and the storage is often private. The secondary server 30 of the virtual space may be constituted by a plurality of secondary shunt servers 301 to share the traffic of the secondary server 30. Similarly, in order to avoid excessive load on the online game, the main server 20 responsible for executing the online game may be constituted by a plurality of primary distribution servers 201 to share the traffic of the primary server 20.
此外,管理伺服器40是用來掌控常在私人虛擬空間的存取,並儲存使用者從主要伺服器20進入到次要伺服器30前的位置及狀態資料,以讓使用者在離開常在私人虛擬空間時,能夠回復到其進入次要伺服器30前的位置及狀態,以避免使用者在線上遊戲與常在私人虛擬空間之間進行切換時有不連貫的情況發生。In addition, the management server 40 is used to control the access often in the private virtual space, and store the location and status data of the user before entering the secondary server 30 from the primary server 20, so that the user is away from the usual In the case of a private virtual space, it is possible to revert to its position and state before entering the secondary server 30 to avoid inconsistencies in the user's online game play and switching between private virtual spaces.
如上所述,每個使用者皆分配到一個屬於自己擁有的常在私人虛擬空間,因此,為了讓管理伺服器40方便管理及辨識常在私人虛擬空間,常在私人虛擬空間可以包括一特定編號或一特定名稱。如此,當使用者要進入他人的常在私人虛擬空間時,只要輸入他人的「名稱」或「代碼」,管理伺服器40便可以輕易地判斷要將使用者連接到哪一個次要分流伺服器301。意即,管理伺服器40會依據使用者所欲進入的常在私人虛擬空間,將使用者連接到常在私人虛擬空間所在的次要分流伺服器301。As mentioned above, each user is assigned to a private virtual space that he or she owns. Therefore, in order for the management server 40 to conveniently manage and identify often in a private virtual space, the private virtual space may often include a specific number. Or a specific name. Thus, when the user wants to enter another person's private virtual space, the management server 40 can easily determine which secondary shunt server to connect the user to by inputting the "name" or "code" of the other person. 301. That is, the management server 40 connects the user to the secondary shunt server 301, which is often located in the private virtual space, according to the user's desire to enter the private virtual space.
接下來,請同時參考第1圖及第2圖,其中第2圖顯示執行線上遊戲系統100的流程圖。Next, please refer to both FIG. 1 and FIG. 2, wherein FIG. 2 shows a flowchart of executing the online game system 100.
首先,在使用者登錄該線上遊戲後,認證伺服器10會針對其輸入的帳號及密碼進行身分認證(步驟S201)。確認完成後,線上遊戲系統100才會允許使用者進入主要伺服器20以執行該線上遊戲(步驟S202)。First, after the user logs in to the online game, the authentication server 10 performs identity authentication for the account and password input thereto (step S201). After the confirmation is completed, the online game system 100 will allow the user to enter the main server 20 to execute the online game (step S202).
當使用者申請成為會員後,線上遊戲系統100的次要伺服器30將分配一常在私人虛擬空間給該使用者管理並使用(步驟S203)。如上所述,該常在私人虛擬空間即使在使用者處於離線狀態時,仍可由他人進行瀏覽。When the user applies to become a member, the secondary server 30 of the online game system 100 will allocate a common private space to the user for management and use (step S203). As mentioned above, this is often in a private virtual space that can be viewed by others even when the user is offline.
接下來,當使用者執行該線上遊戲時,其可隨時將畫面由線上遊戲切換到常在私人虛擬空間,如上所述,由於使用者除了可以任意進入自己的常在私人虛擬空間外,使用者也可以去參觀他人的常在私人虛擬空間進行瀏覽或購物。因此,在切換到常在私人虛擬空間之前,負責管理常在私人虛擬空間的管理伺服器40將詢問使用者要進入哪一個常在私人虛擬空間,此時,使用者可以任意選擇所欲進入的常在私人虛擬空間(步驟S204)。Next, when the user executes the online game, it can switch the screen from the online game to the private virtual space at any time. As described above, since the user can enter his or her own private virtual space freely, the user You can also visit other people's private virtual spaces for browsing or shopping. Therefore, before switching to the private virtual space, the management server 40 responsible for managing the often private virtual space will ask the user which one to enter in the private virtual space. At this time, the user can arbitrarily select the desired entry. Often in a private virtual space (step S204).
避免使用者在線上遊戲與常在私人虛擬空間之間進行切換時有不連貫的情況發生,管理伺服器40將預先儲存該使用者在主要伺服器20的位置及狀態資料(步驟S205)。接下來,再將使用者連接到所指定的常在私人虛擬空間進行存取(步驟S206)。The management server 40 will pre-store the location and status data of the user in the primary server 20 in advance (step S205). Next, the user is connected to the designated frequently located private virtual space for access (step S206).
當該使用者要離開該常在私人虛擬空間時,管理伺服器40將把使用者回復到其進入該次要伺服器30前在主要伺服器20的位置及狀態(步驟S207)。When the user wants to leave the often private virtual space, the management server 40 will return the user to the location and status of the primary server 20 before entering the secondary server 30 (step S207).
本案得由熟悉此技藝之人士任施匠思而為諸般修飾,皆不脫如附申請範圍所欲保護者。This case has been modified by people who are familiar with the art, and is not subject to the scope of the application.
100...線上遊戲系統100. . . Online game system
10...認證伺服器10. . . Authentication server
20...主要伺服器20. . . Primary server
201...主要分流伺服器201. . . Primary shunt server
30...次要伺服器30. . . Secondary server
40...管理伺服器40. . . Management server
301...次要分流伺服器301. . . Secondary shunt server
第1圖顯示根據本發明之一種具有常在私人虛擬空間的線上遊戲系統。Figure 1 shows an online gaming system with a constant private virtual space in accordance with the present invention.
第2圖顯示執行該具有常在私人虛擬空間線上遊戲的方法流程圖。Figure 2 shows a flow chart of a method for performing a game with a line that is often in a private virtual space.
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TWI245660B (en) * | 2002-11-13 | 2005-12-21 | Ncsoft Corp | Method and apparatus for providing on-line game |
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TW200916168A (en) * | 2007-10-02 | 2009-04-16 | Easyfun Entertainment Corp | Distributed map servers of on-line game and method thereof |
TW201005664A (en) * | 2008-07-25 | 2010-02-01 | Pc Home Online Inc | Method and server of providing bonus from network purchase |
TW201017565A (en) * | 2008-10-22 | 2010-05-01 | shi-yan Zhang | Online trading method and system |
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TWI274486B (en) * | 2002-04-26 | 2007-02-21 | Sony Comp Entertainment Us | Multi-user application program interface |
TWI245660B (en) * | 2002-11-13 | 2005-12-21 | Ncsoft Corp | Method and apparatus for providing on-line game |
TW200916168A (en) * | 2007-10-02 | 2009-04-16 | Easyfun Entertainment Corp | Distributed map servers of on-line game and method thereof |
TW201005664A (en) * | 2008-07-25 | 2010-02-01 | Pc Home Online Inc | Method and server of providing bonus from network purchase |
TW201017565A (en) * | 2008-10-22 | 2010-05-01 | shi-yan Zhang | Online trading method and system |
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