WO2007058089A1 - ネットワークゲームシステム、ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 - Google Patents
ネットワークゲームシステム、ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 Download PDFInfo
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- WO2007058089A1 WO2007058089A1 PCT/JP2006/322188 JP2006322188W WO2007058089A1 WO 2007058089 A1 WO2007058089 A1 WO 2007058089A1 JP 2006322188 W JP2006322188 W JP 2006322188W WO 2007058089 A1 WO2007058089 A1 WO 2007058089A1
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- Prior art keywords
- game
- server
- devices
- game device
- network
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Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/531—Server assignment
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
Definitions
- the present invention relates to a network game system, a game device, a game device control method, and an information storage medium.
- a network game system that includes a plurality of game devices and provides a game played between players according to each of the plurality of game devices by operating at least one game device as a server.
- one of four game devices is operated as a server dual-purpose device that operates as a server and a client, and another game device is operated as a client without operating as a server.
- a network game system that realizes a soccer game, a mahjong game, or the like that is played by a player participating in each of the four game devices by operating as a dedicated device.
- Patent Document 1 Japanese Patent Laid-Open No. 2000-342855
- the present invention has been made in view of the above problems, and an object of the present invention is to operate each of the plurality of game devices by operating at least one of the plurality of game devices as a server.
- a network game system that provides a game played between such players
- a network game system that enables a game device that operates as a server to be appropriately selected from the plurality of game devices.
- Another object is to provide a game device, a game device control method, and an information storage medium.
- a network game system includes a plurality of game devices, and operates at least one of the plurality of game devices as a server, thereby causing the plurality of game devices to operate.
- each of the plurality of game devices includes the game device and another game of the plurality of game devices.
- Data transfer time measuring means for measuring the time taken to exchange predetermined data with the device, and the network game system includes a result of measurement by the data transfer time measuring means of each of the plurality of game devices.
- a game device includes a plurality of game devices, and a player associated with each of the plurality of game devices by operating at least one of the plurality of game devices as a server.
- a game device included in a network game system that provides a game performed between the game device and each of the game devices and another game device of the plurality of game devices.
- a data transfer time measurement result acquisition means for acquiring a measurement result of a time taken to transfer predetermined data between the plurality of games, and the plurality of games based on the measurement result acquired by the data transfer time measurement result acquisition means.
- Server determining means for determining at least one of the devices as a game device to be operated as the server. .
- a control method for a game device includes a plurality of game devices, Control of a game device included in a network game system that provides a game played among players related to each of the plurality of game devices by operating at least one of the plurality of game devices as a server
- a measurement result of time taken to exchange predetermined data between the game device and another game device of the plurality of game devices is acquired.
- a game for operating at least one of the plurality of game devices as the server based on the measurement result acquired by the data transfer time measurement result acquisition step and the data transfer time measurement result acquisition step.
- a server determination step for determining as a device.
- a program according to the present invention includes a plurality of game devices, and each of the plurality of game devices operates by operating at least one of the plurality of game devices as a server.
- game devices included in a network game system that provides games played between, a personal computer, a home game machine, a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), etc.
- PDA personal digital assistant
- a program for causing a computer to function, and for each of the plurality of game devices, exchange of predetermined data between the game device and another game device of the plurality of game devices Data transfer time measurement result acquisition means for acquiring time measurement results and the data transfer time measurement result acquisition means.
- a order of a program makes the computer function as a server determining unit, for determining a game device operating as the server.
- An information storage medium is a computer-readable information storage medium storing the above-described program.
- the program distribution apparatus is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- a program distribution method is a program distribution method that includes an information storage medium storing the above-described program, reads out the program from the information storage medium, and distributes the program.
- the present invention includes a plurality of game devices, and at least one of the plurality of game devices. Is operated as a server, and the present invention relates to a network game system that executes a game performed by each player of each of the plurality of game devices.
- a time required for exchanging predetermined data between the game device and another game device among the plurality of game devices is measured. Then, based on the measurement result in each of the plurality of game devices, at least one of the plurality of game devices is determined as a game device that operates as a power server.
- a network game system for providing a game performed among players related to each of the plurality of game devices by operating at least one of the plurality of game devices as a server, It is possible to appropriately select a game device that operates as a server from the plurality of game devices.
- the data transfer time measuring means includes response request means for transmitting response request data to another game device of the plurality of game devices, and the plurality of game devices Each of the plurality of game devices, when receiving response request data transmitted from the response request means of another game device, the response data corresponding to the response request data is transmitted to the other game device
- the response means measures the time from when the response request data is transmitted by the response request means until the response data corresponding to the response request data is received. Good.
- the measurement by the data transfer time measurement unit is performed a plurality of times, and the network game system obtains statistical information of measurement results by the data transfer time measurement unit.
- the game apparatus includes a game situation information storage unit that stores game situation information indicating the game situation, which is updated based on the operation content in each of the plurality of game devices.
- the measurement by the data transfer time measuring means is repeatedly executed after the game is started, and the server determining means is configured to open the game.
- a game situation determination means for determining whether or not the game situation is a predetermined situation based on game situation information stored in the game situation information storage means, and the game starts Thereafter, at least one of the plurality of game devices is selected as a game device to be operated as the server, based on the measurement result by the data transfer time measuring means of each of the plurality of game devices.
- the server selection means and the game situation determination means determine that the game situation is the predetermined situation
- the game apparatus to be operated as the server is selected as the game apparatus selected by the server selection means. And means for switching.
- the game ends when the game is started and the time limit of the time elapses, and the network game system has a remaining time until the game ends less than a reference time.
- each of the plurality of game devices includes processing speed measurement means for measuring a processing speed of the game device
- the server determination means includes the plurality of game devices. Based on the measurement result by each of the data transfer time measurement means and the measurement result by the processing speed measurement means of each of the plurality of game devices, at least one of the plurality of game devices is transferred to the server. Let's decide as a game device to operate as.
- the present invention includes a game result storage unit that stores past game results in association with identification information for identifying the game device or the player, and the server determination unit includes: At least one of the plurality of game devices is used as the server based on the measurement result of the data transfer time measurement unit of each of the plurality of game devices and the stored content of the game result storage means. Let's decide which game device to operate.
- the communication disconnection count stores the communication disconnection count in the past game in association with the identification information for identifying the game device or the player.
- a storage unit wherein the server determination unit is based on a measurement result of the measurement unit of each of the plurality of game devices and a storage content of the communication disconnection number storage unit. At least one of them may be determined as a game device that operates as the server.
- a game character or a group of game characters corresponding to each of the plurality of game devices appears in the game
- the server determination unit includes the plurality of game devices.
- an attribute parameter of the game character or game character group corresponding to the game device, and an attribute parameter of the game character or game character group corresponding to another game device of the plurality of game devices Parameter comparison means for comparing, and based on the measurement result by the data transfer time measurement means for each of the plurality of game devices and the comparison result by the parameter comparison means, among the plurality of game devices At least one of these may be determined as a game device that operates as the server. ,.
- FIG. 1 is a diagram showing an overall configuration of a network game system according to the present embodiment.
- FIG. 2 is a functional block diagram of a game device included in the network game system according to the present embodiment.
- FIG. 3 is a diagram showing an example of a game device information table.
- FIG. 4 is a flowchart showing response time measurement processing.
- FIG. 5 is a flowchart showing response time measurement processing.
- FIG. 6 is a diagram showing an example of a measurement result table.
- FIG. 7 is a flowchart showing a server concurrent device determination process.
- FIG. 8 is a functional block diagram of a game device included in the network game system according to the present embodiment.
- FIG. 9 is a flowchart showing in-game processing.
- FIG. 10 is a flowchart showing in-game processing.
- FIG. 11 is a diagram showing an example of a game results information table.
- FIG. 12 is a diagram showing an example of a communication disconnection frequency table. BEST MODE FOR CARRYING OUT THE INVENTION
- FIG. 1 is a diagram showing an overall configuration of a network game system according to an embodiment of the present invention.
- the network game system 10 includes a plurality of game devices 12. All of the game apparatuses 12 are connected to a communication network 14 such as the Internet, and can exchange data with each other.
- a communication network 14 such as the Internet
- the game device 12 is a computer system that includes, for example, a microprocessor, a main memory, a hard disk storage device, a disk reading device, a communication interface, a timing unit, an operation unit, an image processing unit, a monitor, and the like.
- the operation unit is, for example, a game controller or a mouse.
- the disk reader is for reading the stored contents of an optical disk (information storage medium) such as a DVD-ROM.
- the communication interface is an interface for connecting the game apparatus 12 to the communication network 14.
- the image processing unit includes a VRAM, and draws a game screen on the VRAM based on image data sent from the microprocessor camera.
- the image processing unit converts the content into a video signal and outputs it to the monitor at a predetermined timing.
- the game apparatus 12 is configured by, for example, a conventionally known home game machine, portable game machine, portable information terminal, mobile phone, personal computer, or the like.
- a game situation (game situation information) common to the main memory of each game apparatus 12 is constructed.
- the game state is updated based on the content of the operation performed on each game device 12.
- a game screen representing the common game situation is displayed on the monitor of each game device 12.
- each game device 12 is provided with a server function and a client function.
- the server function is a function for sharing the game situation held in each game device 12.
- Server functions include, for example, a) a function for managing standard game situation information (correct game situation information), and b) And a function for reflecting the updated contents in the game situation information (sub game situation information) held in the other game device 12.
- the client function includes, for example, a) a function for supplying the operation contents of the player to the server function, and b) a function for updating the game screen based on the game situation updated by the server function.
- each game device 12 is operated as a client, and at least one game device 12 is also operated as a server.
- various types of information for example, operation information and game situation update information
- the state in which game device 12 operates as a server and a client is referred to as a server concurrent state
- game device 12 in the server concurrent state is referred to as a server concurrent device.
- a state where the game apparatus 12 operates as a client and does not operate as a server is described as a client exclusive state
- a game apparatus 12 in the client exclusive state is described as a client exclusive apparatus.
- a network game system 10 provides a competitive soccer game played by four players participating.
- this competitive soccer game is composed of the first half and the second half as well as the actual soccer game.
- the time limit is the sum of a predetermined basic time and a time (loss time) determined according to the game situation.
- each player plays on different game apparatuses 12.
- Each team is operated by two players.
- a common game space in which soccer player characters and ball characters of both teams are arranged is constructed in the main memory of each game device 12.
- Each game device 12 Utah displays a game screen representing the common game space.
- a process for determining a server concurrent device is executed before the game is started. For example, before the first half or the second half of the game is started, a process for determining a server concurrent device is executed. In executing the process for determining the server concurrent device, any game device 12 is temporarily selected as the server concurrent device.
- FIG. 2 is a functional block diagram showing functions related to execution of processing for determining a server concurrent device among the functions realized in each game device 12.
- each game device 12 includes a game device information storage unit 20, a measurement unit 22, a response unit 26, and a server determination unit 28. These functions are realized by each game device 12 executing a game program supplied via an information storage medium such as a DVD-ROM or a communication network 14 such as the Internet.
- the game device information storage unit 20 is realized mainly using the main memory of the game device 12.
- the game device information storage unit 20 stores information (game device information) regarding each game device 12.
- a game device information table as shown in FIG. 3 is stored.
- this game device information table includes a “game device ID” field, a “player ID” field, a “team ID” field, an “access information” field, and a “server concurrent status flag”. Field.
- identification information (game device ID) for uniquely identifying the game device 12 is stored.
- identification information (player ID) for uniquely identifying a player is stored.
- the “team ID” field stores identification information (team ID) for identifying the operation target team of the player.
- access information for example, an IP address
- the contents of the “access information” field are referred to, for example, when response request data is transmitted by the response request unit 24, response data is returned by the response unit 26, and operation information and game situation update information are transmitted.
- server concurrent status flag information (server concurrent status flag) indicating whether or not the game apparatus 12 is in the server concurrent status is stored. Sir The concurrent status flag takes a value of 0 or 1. When the game apparatus 12 is not in the server concurrent state (when it is in the client exclusive state), the server concurrent state flag is 0. On the other hand, when the game apparatus 12 is in the server concurrent state, the server concurrent state flag is 1.
- the storage content of the game device information storage unit 20 of the game device 12 in the server concurrent state is updated by the server determination unit 28 of the game device 12.
- the stored contents of the game device information storage unit 20 of the game device 12 in the client exclusive state are updated by the server determination unit 28 of the game device 12 in the server exclusive state.
- the measuring unit 22 is realized mainly by the microprocessor, the communication interface, and the time measuring unit of the game apparatus 12.
- the measuring unit 22 (data exchange time measuring means) measures the time required for exchanging predetermined data with other game devices 12.
- the measurement unit 22 includes a response request unit 24.
- the response request unit 24 transmits the response request data to the other game device 12.
- This response request data includes transmission time information indicating the transmission time.
- the response unit 26 is mainly realized by the microprocessor and the communication interface of the game apparatus 12.
- the response unit 26 receives the response request data transmitted by the response request unit 24 of the other game device 12.
- the response unit 26 acquires the response request data power transmission time information and generates response data including the transmission time information. Then, the response unit 26 returns the response data to the game device 12 that has transmitted the response request data.
- the measuring unit 22 receives the response data returned by the response unit 26 of the other game device 12. When receiving the response data, the measurement unit 22 calculates the response time based on the transmission time indicated by the transmission time information included in the response data and the current time.
- FIGS. 4 and 5 are flowcharts showing response time measurement processing that is mainly executed by the measurement unit 22 in each game device 12. Note that this process is executed by each game device 12 regardless of the power in the dedicated state of the power client who is also a server. In addition, this processing is performed by, for example, an information storage medium such as a DVD-ROM. The game program supplied via 4 is executed by each game device 12.
- the value of the variable n is initialized to 1 (S101). As will be described later, the variable n is used to indicate the game device ID of the game device 12 to which a response is requested. Next, it is determined whether or not the game device 12 with the game device ID “n” is another game device 12 (S102). This determination is performed to ensure that the response request source and the response request destination are the same game device 12 and that the process of measuring the response time (S103 to S112) is not executed.
- variable i is initialized to 0 (S103).
- the current time tl is acquired (S104).
- response request data including the current time tl as the transmission time is transmitted to the game device 12 with the game device ID “n” (S105).
- the response time (tr) calculated by the measurement unit 22 of each game device 12 is the game device 12 that is the transmission destination of the response request data (game device that is the response request destination). Is supplied to the server determination unit 28 of the game apparatus 12 in the server concurrent state.
- the response request data is transmitted from the game device 12 with the game device ID “1” to the game device 12 with the game device ID “2”, and the game with the game device ID “1” is sent from the game device 12 with the game device ID “2”.
- the response time calculated for the game device 12 with the game device ID “1” is used as a server together with the game device ID “2” of the game device 12 that made the response.
- the value power of the variable n is incremented (S 113), and it is determined whether or not the value is 4 (the number of game devices 12 related to the game) or less ( S114). In other words, it is determined whether or not the force has been measured for the response time with the other game devices 12 as response request destinations. If the value is less than or equal to the value of the variable n, the processing from S102 to S114 is executed again. On the other hand, if it is not less than the value of the variable n, the response time measurement process ends.
- the server determination unit 28 is realized mainly by the microprocessor, main memory, and communication interface of the game apparatus 12.
- the server determination unit 28 determines at least one of the plurality of game devices 12 as a server combined device based on the measurement result by the measurement unit 22 of each game device 12. As described above, the measurement result by the measurement unit 22 of each game device 12 is supplied only to the server determination unit 28 of the game device 12 in the server concurrent state. For this reason, the server determination unit 28 (data exchange time measurement result acquisition means) acquires the measurement result by the measurement unit 22 of each game device 12 only when the game device 12 is in the server concurrent state, and serves as the server concurrent device. The game device 12 to be operated is determined.
- the server determination unit 28 includes a statistical information acquisition unit 30.
- the statistical information acquisition unit 30 acquires statistical information of measurement results obtained by the measurement unit 22 of each game device 12.
- the determination of the server concurrent device by the server determination unit 28 is executed based on the statistical information acquired by the statistical information acquisition unit 30.
- the statistical information acquisition unit 30 stores a measurement result table as shown in FIG. 6, for example.
- this measurement result table shows a history of combinations of game device IDs and response times supplied from the measurement unit 22 of each game device 12.
- the processing of S110 is executed in each game device 12, and the server
- the server determination unit 28 statistic information acquisition unit 30
- a new record is added to the measurement result table, and the record “game”
- the value of game device ID (n) is stored in the “device ID” field, and the value of response time (tr) is stored in the “response time” field.
- the determination of the server concurrent device is made based on this measurement result table.
- FIG. 7 is a flowchart showing a server concurrent apparatus determination process executed mainly by the server determination unit 28. This process is realized by the game device 12 executing a game program that is read from an information storage medium such as a DVD-ROM or a game program supplied via the communication network 14. Further, as described above, this process is executed by the game apparatus 12 in the server concurrent state.
- the average response time is calculated for each game device 12 (for each game device ID).
- the average response time for each game device 12 indicates the average of the response times measured by the game device 12 that is the response request source when that game device 12 is the response request destination. Therefore, it can be said that the game device 12 having a short average response time is a convenient game device 12 that returns a response relatively quickly to the other game devices 12. That is, it can be said that the game device 12 is suitable as a server concurrent device. For this reason, in the case of the present embodiment, the game device 12 having the shortest average response time is selected as the server concurrent device.
- the game device ID of the game device 12 with the shortest average response time is acquired (S202). Then, in the game device information table held in each game device 12, the server concurrent status flag associated with the game device ID is updated to 1, and the server concurrent status flag associated with the other game device IDs. Is updated to 0 (S203). At this time, the game dedicated to the client To the device 12, the game device ID acquired in S202 (the game device ID of the game device 12 determined as the server concurrent device) is transmitted.
- the value of the “server concurrent state flag” field corresponding to the game device ID is updated to 1 in the game device information table, and the game device IDs corresponding to other game device IDs Is updated to the value ⁇ in the "server concurrent status flag” field.
- the response time measurement process (see FIGS. 4 and 5) is repeatedly executed at predetermined time intervals in each game device 12 even after the game is started. It has become. Also, even if the server concurrent device determination process (see FIG. 7) is V, it will be executed at a predetermined timing after the game is started! That is, even after the game is started, the process for determining the server concurrent device is executed. Then, the game device 12 in which the server concurrent status flag is updated to 1 by the server concurrent device determination process starts operation as a server concurrent device, and the server concurrent status flag is updated to 0 by the server concurrent device determination processing. The device 12 starts operating as a client dedicated device. In this way, in the network game system 10, the server concurrent device can be switched to another game device 12 even during the game.
- FIG. 8 is a functional block diagram showing functions related to game execution among the functions realized in each game device 12.
- each game device 12 includes a game device information storage unit 20, a game information storage unit 31, a client function unit 34, and a server function unit 42. These functions are also realized by each game device 12 executing a game program supplied via an information storage medium such as a DVD-ROM or a communication network 14 such as the Internet.
- the game information storage unit 31 is realized mainly using the main memory of the game apparatus 12 or an optical disk.
- the game information storage unit 31 stores various information related to the game.
- the game information storage unit 31 stores, for example, team attribute parameters and attribute parameters of soccer player characters belonging to each team.
- team attribute parameters include Parameters that are numerical values of the attack power and defense power of the robot.
- an attribute parameter of a soccer player character for example, a parameter obtained by numerically calculating a soccer player character's motion ability (such as dribbling power, pass power, shooting power, etc.) can be cited.
- the game information storage unit 31 includes a game situation information storage unit 32.
- the game situation information storage unit 32 is realized mainly using the main memory of the game apparatus 12.
- the game situation information storage unit 32 stores game situation information indicating the game situation.
- the game situation information is, for example, the state of each soccer player character arranged in the game space (position, posture, moving direction, moving speed, for example, action type such as dribbling, passing or shooting). And information indicating the state of the ball character (position, moving direction, moving speed, etc.). Also, for example, information indicating the status of the game, such as the scores of both teams and the elapsed time of the game.
- the storage contents of the game situation information storage unit 32 of the game apparatus 12 in the server concurrent state are updated by the game situation information update unit 44 of the game apparatus 12.
- the storage content of the game situation information storage unit 32 of the game apparatus 12 in the client exclusive state is updated by the game situation information update unit 44 of the game apparatus 12 in the server concurrent state.
- the client function unit 34 realizes the client function of the game apparatus 12.
- the client function unit 34 includes an operation information acquisition unit 36, a display control unit 38, and a display unit 40.
- the operation information acquisition unit 36 is realized including the operation unit of the game apparatus 12.
- the operation information acquisition unit 36 acquires operation information corresponding to the operation content of the player based on the operation signal input from the operation unit cover.
- the operation information is information indicating the operation content of the player determined based on the operation signal input from the operation unit, for example.
- the operation information may be information indicating the operation signal itself input from the operation unit. Further, for example, it may be information indicating an operation instruction content for the player character to be operated.
- the operation instructions are for example It is dribbling, passing, shooting, etc., and is determined based on an operation signal input from the operation unit. As will be described later, the operation information is used as a basis for updating the game status information stored in the game status information storage unit 32.
- the operation information acquisition unit 36 supplies the acquired operation information to the game status information update unit 44 of the server concurrent device. That is, the operation information acquired by the operation information acquisition unit 36 of the game apparatus 12 in the server concurrent state is supplied to the game situation information update unit 44 of the game apparatus 12.
- the operation information acquired by the operation information acquisition unit 36 of the game device 12 in the exclusive client state is supplied via the communication network 14 to the game situation information update unit 44 of the game device 12 in the server exclusive state.
- the display control unit 38 is realized mainly by the image processing unit of the game apparatus 12.
- the display unit 40 is realized mainly as a monitor of the game apparatus 12.
- the display control unit 38 generates a game screen based on the stored contents of the game situation information storage unit 32 and causes the display unit 40 to display the game screen.
- the server function unit 42 implements the server function of the game apparatus 12.
- the operation of the server function unit 42 is allowed in the server dual-purpose device and is inhibited in the client dedicated device.
- the server function unit 42 includes a game situation information update unit 44.
- the game situation information update unit 44 is realized mainly by the microprocessor of the game apparatus 12.
- the game situation information update unit 44 updates the storage contents of the game situation information storage unit 32 of each game device 12 based on the operation information supplied from the operation information acquisition unit 36 of each game device 12! .
- the game situation information update unit 44 based on the operation information supplied from the operation information acquisition unit 36 of each game device 12, positions and postures of soccer player characters to be operated by the player related to the game device 12. Update.
- the attribute parameter of the soccer player character is read, and the moving speed of the soccer player character is set based on the attribute parameter.
- the game apparatus 12 in the server concurrent state is updated with game status information.
- the new unit 44 updates the stored contents of the game situation information storage unit 32 based on the operation information supplied from the operation information acquisition unit 36 of each game device 12.
- the game content information update unit 44 reflects the updated content in the content stored in the game state information storage unit 32 of the other game device 12 (that is, the client dedicated device).
- the game situation update information is transmitted to the other game device 12.
- the game status update information transmitted from the game status information update unit 44 of the server concurrent device is received, and the stored contents of the game status information storage unit 32 are based on the game status update information. Updated.
- the game situation update information for example, all or a part of the game situation information stored in the game situation information storage unit 32 is transmitted. Also, for example, information indicating the update contents of the game situation information may be transmitted as the game situation update information.
- FIGS. 9 and 10 are flowcharts mainly showing processes related to the present invention among the processes executed at predetermined times (1Z60 in this embodiment) by each game device 12 during the game. is there. This processing is realized by executing in each game device 12 a game program that is read from an information storage medium such as a DVD-ROM or a game program supplied via the communication network 14.
- operation information indicating the operation content of the player performed in the game device 12 is acquired by the operation information acquisition unit 36 (S301).
- whether or not the server concurrent status flag of the game device 12 is 1 is determined based on the game device information table stored in the game device information storage unit 20 of the game device 12 (S302). .
- the processing of S307 to S310 is executed. That is, in the game device 12 in the client exclusive state, the operation information acquired in S301 is transmitted to the game device 12 in the server concurrent state (S307). Next, the game situation update information transmitted from the game situation information update unit 44 of the server concurrent device is acquired (S308). Based on the game situation update information, the game situation information stored in the game situation information storage unit 32 is updated (S309). After that, it is recorded in the game status information storage unit 32. A game screen is generated on the VRAM based on the memorized game status information (S310). The game screen formed on the VRAM is displayed and output on the monitor at a predetermined timing.
- the processes of S303 to S306 are executed. That is, in the game device 12 in the server concurrent state, the operation information transmitted from the operation information acquisition unit 36 of the game device 12 in the client exclusive state is acquired (S303). Then, the game status information stored in the game status information storage unit 32 is updated based on the operation information acquired in S301 and the operation information acquired in S303 (S304). In addition, game situation update information indicating the update contents of the game situation information in S304 is transmitted to the client dedicated device (S305). Thereafter, a game screen is generated on the VRAM based on the game situation information stored in the game situation information storage unit 32 (S306). The game screen formed on the VR AM is displayed and output on the monitor at a predetermined timing.
- the game device 1 2 After execution of the response time measurement process is started or when it is determined that the previous execution time force of the response time measurement process has not elapsed (N in S311), the game device 1 2 It is determined whether or not the server concurrent status flag is 1 (S313). This determination is performed in the same manner as in S302.
- the timing for executing the server concurrent device determination process is a timing at which even if the server concurrent device is changed, the execution of the game is not affected.
- the “timing for executing the server concurrent device determination process” means the timing at which the current situation of the game is in a predetermined situation that does not affect the game execution even if the server concurrent device is changed. Is. Therefore, in S314, it is determined whether or not the current situation of the game is the predetermined situation. This determination is performed by, for example, game situation information stored in the game situation information storage unit 32.
- the “timing for executing the server concurrent device determination process” is the timing at which the in-play state power is shifted to the out-of-play state. For this reason, in S314, it is determined whether or not the current state of the game is in an out-of-play state, so that the current state of the game is shifted to the state of out-of-play state. It is determined whether or not it is power.
- “Out-of-play” is when the ball crosses the goal line or touch line, or when the referee stops the competition for an injured person.
- “in play” is a case of “out of play”! Whether or not the current situation of the game is an out-of-play state is determined based on, for example, game situation information (such as the position of the ball character) stored in the game situation information storage unit 32.
- execution of the server concurrent device determination process is started (S315). Then, after the server concurrent device determination process is completed, the game device 12 whose server concurrent status flag is updated to 1 by the server concurrent device determination process starts to operate as a server concurrent device, and the server concurrent device determination process starts the server concurrent server determination process.
- the game device 12 whose status flag is updated to 0 starts to operate as a client dedicated device.
- the response request data is transmitted to the game device 12 that is the response request destination, with each other game device 12 being sequentially set as the response request destination, and the response The time until the response data returned from the requested game device 12 is received is measured. Further, for each game device 12, an average value of response times measured by the response request source game device 12 when the game device 12 becomes a response request destination is calculated. Then, the game device 12 with the shortest average response time is determined as the server combined device.
- the game device 12 having a short average response time can be said to be a convenient game device 12 that returns a response relatively quickly to other game devices 12. That is, it can be said that the game device 12 is suitable as a server concurrent device.
- the game device 12 determined to be more suitable based on the connection status of each game device 12 to the communication network 14, the communication status of the communication network 14, etc. As selected become. As a result, it is ensured that the player can enjoy the game suitably.
- the determination of the server concurrent device as described above is repeatedly executed during the game. For this reason, even if a change occurs in the communication status of the communication network 14 during the game, the server concurrent device can be switched to the game device 12 that is determined to be more suitable based on the changed status. The player can enjoy the game appropriately.
- the execution of switching between server and server devices during a game may be limited when the remaining time until the first half or the second half of the game ends is below a reference time.
- This reference time may be a predetermined time or may be a time determined according to the game situation (for example, loss time)! /.
- the game apparatus 12 in the server concurrent state monitors whether or not the above-mentioned remaining time is equal to or less than the reference time.
- the game apparatus 12 in the server concurrent state suppresses the execution of the process of S315 in FIG.
- each game device 12 monitors the power / failure power when the remaining time is equal to or less than the reference time. Then, when the remaining time becomes equal to or less than the reference time, each game device 12 suppresses the execution of the process of S312 in FIG.
- the server determination unit 28 may determine a server concurrent device based on the measurement result of the data transfer time by the measurement unit 22 of each game device 12 and other information.
- the server determination unit 28 determines that there are a plurality of game devices 12 with good communication conditions from the measurement result of the data transfer time by the measurement unit 22 of each game device 12.
- one of the game devices 12 may be determined as a server concurrent device based on other information.
- the server determination unit 28 first acquires the smallest one (minimum average response time) among the average response times of the game devices 12 calculated in S201. Thereafter, the server determination unit 28 determines, for each game device 12, whether the difference between the average response time of the game device 12 and the minimum average response time is within a predetermined time.
- the server determination unit 28 selects one of these game devices 12 as an average. Selection is made based on information other than the response time, and the game device ID of the game device 12 is acquired. If there is only one game device 12 in which the difference between the average response time and the minimum average response time is within a predetermined time, the server determination unit 28 acquires the game device ID of the game device 12.
- the processing speed of the game apparatus 12 can be used.
- the measurement unit 22 (processing speed measuring means) of each game device 12 also measures the processing speed of the game device 12.
- the processing speed of the game apparatus 12 is obtained by measuring the time required for executing predetermined processing in the game apparatus 12.
- the measurement unit 22 further includes a function of executing the predetermined process and a function of measuring the time taken to complete the execution of the predetermined process.
- the predetermined process is a process performed without going through the communication network 14. Also, the measurement unit 22 should perform measurement of the processing speed multiple times.
- the server dual-purpose device updates the game situation information based on the operation information supplied from each game apparatus 12, and provides other game situation update information indicating the updated contents. It plays a role of replying to the game device 12 of the game. Therefore, the processing load of the server concurrent device is higher than that of the client dedicated device. For this reason, if the game device 12 with a slow processing speed becomes a server concurrent device, the competitive soccer game may not be played smoothly.
- the game device 12 with the fastest processing speed among the game devices 12 is the server concurrent device. Since it is determined, it is possible to make the match soccer game run more smoothly.
- the network game system 10 includes a network game management device separately from the game device 12, and a game result information table as shown in FIG. 11 is stored in the network game management device (game result storage means).
- the game score information table includes a “player ID” field and a “game score information” field.
- the “player ID” field is the same as the game device information table (FIG. 3).
- game result information relating to game results that the player has stored in past games is stored.
- Game results include, for example, wins and losses, points scored, goals lost, number of yellow cards and red cards.
- the server determination unit 28 determines that there are a plurality of game devices in which the difference between the average response time and the minimum average response time is within a predetermined time. In this case, the game result information corresponding to those game devices 12 is also read out and compared. That is, the server determination unit 28 also reads out the game result information stored in association with the player ID of the player related to the game device 12 and compares the game result information. Then, based on the comparison result, the server determination unit 28 acquires the game device ID of the game device 12 of the player with the worst past game results among those game devices 12.
- game result information table “game device” is used instead of the “player ID” field.
- a “position ID” field may be provided.
- game result information related to game results stored by the player who played the game device 12 in the past game may be stored.
- the client dedicated device of the network game system 10 data (operation information and game status update information) is exchanged with the server concurrent device, and thus the client dedicated device performs the operation.
- the game screen corresponding to the selected operation is displayed and output.
- the client dedicated device is inferior in response to the game operation compared with the server dedicated device. Therefore, the player of the client dedicated device has to play the game in a disadvantageous state compared to the player of the server dedicated device.
- the game device 12 of the player with the lowest past game results is It is determined as a server concurrent device. According to this aspect, a low-skilled player can play in an advantageous state, and a highly-skilled player must play in an unfavorable state, so it is possible to excite the battle game. Become.
- attribute parameters of a team (game character group) corresponding to the game device 12 and attributes of soccer player characters (game characters) belonging to the team corresponding to the game device 12 are used. It is also possible to use parameters.
- the server determination unit 28 determines that the difference between the average response time and the minimum average response time is within a predetermined time.
- the server determination unit 28 obtains the game device ID of the game device corresponding to the weaker team among the game devices 12 based on the comparison result.
- the game device 12 corresponding to the weaker team among those game devices 12 is determined as the server / device.
- the player who operates the weaker team is advantageous. It becomes possible to play in the state, strong !, the player who operates the other team will have to play in a disadvantageous state, so it is possible to excite the battle game.
- the server determination unit 28 may limit the determination of the server concurrent device based on information other than the measurement result of the data transfer time by the measurement unit 22 of each game device 12.
- the network game system 10 stores the number of communication disconnections during the past game of the player or the game device 12.
- the network game system 10 includes a network game management device separately from the game device 12, and the network game management device (communication disconnection count storage means) includes a communication disconnection count table as shown in FIG. Is memorized.
- the communication disconnection count table includes a “player ID” field and a “communication disconnection count” field.
- the “player ID” field is the same as the game device information table (FIG. 3).
- the “communication disconnection count” field stores the number of times that the game device 12 of the player has been disconnected in the past game.
- the number of times of communication disconnection is counted as follows, for example. That is, the network game management device stores the game device information table (FIG. 3) when the execution of the competitive soccer game by the four game devices 12 is started. Each game device 12 determines whether or not there is a game device 12 that has not transmitted data (operation information or game status update information) over a certain period of time during the game. Monitor. If such a game device 12 exists, each game device 12 transmits connection state confirmation request data to the network game management device. When the network game management device receives the connection state confirmation request data, the network game management device transmits response request data to each game device 12 based on the game device information table. When each game device 12 receives the response request data, it returns response data to the network game management device.
- the network game management device stores the game device information table (FIG. 3) when the execution of the competitive soccer game by the four game devices 12 is started.
- Each game device 12 determines whether or not there is a game device 12 that has not transmitted data (operation information or game status update information
- the network game management device monitors whether or not response data is returned from each game device 12.
- the network game management device transmits response request data If there is a game apparatus 12 that does not send back response data until the predetermined time elapses, it is determined that the game apparatus 12 is in a communication disconnected state.
- the network game management device adds 1 to the communication disconnection count stored in association with the player ID of the player related to that game device 12.
- the server determination unit 28 corresponds to the game device ID after acquiring the game device ID of the game device 12 with the shortest average response time.
- Read the communication disconnection count table power That is, the server determination unit 28 reads out the player ID stored in association with the game apparatus ID, and also reads out the game apparatus information table power, and then stores the communication disconnection count stored in association with the player ID. Also reads the force.
- the server determination unit 28 determines whether or not the read communication disconnection count is greater than or equal to a predetermined reference count.
- the server determination unit 28 acquires the game device ID of the game device 12 with the next shortest average response time, and repeats the same processing. On the other hand, when the read communication disconnection count is less than the predetermined reference count, the server determination unit 28 executes the processing of S203.
- a “game device ID” field may be provided instead of the “player ID” field.
- the “number of times of communication disconnection” field stores the number of times that the game apparatus 12 has been disconnected during the past game.
- the communication status of the game device 12 or the game device 12 corresponding to the player is good.
- it will not be decided as a server concurrent device. According to this aspect, it is possible to reduce the possibility that it will be difficult to continue the game due to such an undesirable action.
- the present invention is not limited to a network game system that provides a soccer game.
- the present invention is also applicable to a network game system that provides a ball sport game other than a soccer game, a sport game other than a ball sport game, and other types of games (such as fighting games and mahjong games).
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- Engineering & Computer Science (AREA)
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- Information Transfer Between Computers (AREA)
- Computer And Data Communications (AREA)
- Pinball Game Machines (AREA)
Abstract
Description
Claims
Priority Applications (3)
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US12/093,807 US8052531B2 (en) | 2005-11-15 | 2006-11-07 | Network game system, game machine, game machine control method, and information storage medium |
JP2007545200A JP4772058B2 (ja) | 2005-11-15 | 2006-11-07 | ネットワークゲームシステム、ゲーム装置、ゲーム装置の制御方法及びプログラム |
EP06823092A EP1949943A4 (en) | 2005-11-15 | 2006-11-07 | NETWORK GAME SYSTEM, GAMING MACHINE, GAME AUTOMATIC CONTROL PROCEDURE AND INFORMATION STORAGE MEDIUM |
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CN (1) | CN101309733A (ja) |
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WO (1) | WO2007058089A1 (ja) |
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JP2009247479A (ja) * | 2008-04-03 | 2009-10-29 | Konami Digital Entertainment Co Ltd | ゲームシステム、ゲーム装置、ゲーム制御方法及びゲームプログラム |
JP2010115231A (ja) * | 2008-11-11 | 2010-05-27 | Copcom Co Ltd | ゲーム装置、そのゲーム装置を実現するためのゲームプログラム及び記録媒体 |
WO2010103957A1 (ja) * | 2009-03-09 | 2010-09-16 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、動作方法、情報記録媒体、ならびに、プログラム |
JP2010207328A (ja) * | 2009-03-09 | 2010-09-24 | Konami Digital Entertainment Co Ltd | ゲーム装置、動作方法、ならびに、プログラム |
WO2020105287A1 (ja) * | 2018-11-20 | 2020-05-28 | ソニー株式会社 | 情報処理装置、情報処理方法、プログラム |
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TWI321059B (en) | 2010-03-01 |
TW200735941A (en) | 2007-10-01 |
US8052531B2 (en) | 2011-11-08 |
CN101309733A (zh) | 2008-11-19 |
JPWO2007058089A1 (ja) | 2009-04-30 |
KR20080046266A (ko) | 2008-05-26 |
KR100942405B1 (ko) | 2010-02-17 |
JP4772058B2 (ja) | 2011-09-14 |
EP1949943A1 (en) | 2008-07-30 |
EP1949943A4 (en) | 2008-11-26 |
US20090270171A1 (en) | 2009-10-29 |
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