WO2008015310A1 - Fourniture de services de jeux - Google Patents

Fourniture de services de jeux Download PDF

Info

Publication number
WO2008015310A1
WO2008015310A1 PCT/FI2006/050352 FI2006050352W WO2008015310A1 WO 2008015310 A1 WO2008015310 A1 WO 2008015310A1 FI 2006050352 W FI2006050352 W FI 2006050352W WO 2008015310 A1 WO2008015310 A1 WO 2008015310A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
client
game server
server
servers
Prior art date
Application number
PCT/FI2006/050352
Other languages
English (en)
Inventor
Antti Hätinen
Original Assignee
Clan Match Exchange Good Game Oy
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Clan Match Exchange Good Game Oy filed Critical Clan Match Exchange Good Game Oy
Priority to PCT/FI2006/050352 priority Critical patent/WO2008015310A1/fr
Publication of WO2008015310A1 publication Critical patent/WO2008015310A1/fr

Links

Classifications

    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • A63F13/12
    • 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
    • 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
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • 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
    • A63F2300/53Features 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
    • A63F2300/531Server assignment
    • 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
    • A63F2300/5513Details of game data or player data management involving billing

Definitions

  • the present invention relates generally to a method and a system for providing game services.
  • the invention also concerns a server, a business method and software means.
  • the invention relates more particularly to allocating playing time of game servers for game clients.
  • the invention relates especially to games which are played in Internet.
  • Each player of a game has a computer wherein usually client software of the game is loaded.
  • the players connect to a game server via Internet, and the players can then play the common game.
  • Players often play in teams, or "clans", against each other.
  • cheat monitor programs available which typically take snap shots from the views of the clients' monitors to reveal possible cheating.
  • Patent application document CA2351799 discloses a typical prior art Internet game system.
  • a user can receive a list of game servers from a master server of a game operator, which also shows the free/reserved status of each game server. The player can then select a free server from the list for a game. In order to start a game the user must make a reservation for a predetermined time and make a payment for the reserved period.
  • the players can generally reserve playing time from game host system. There are generally two main alternatives for making the reservation. It is possible to make a long term reservation for e.g. one or several months. The player thus reserves a server for the whole reserved time period and the player is able to use the game server any time during the reservation period. Another common alternative is to make a short term reservation called "match reservation”. In match reservation the server is reserved for a short, predetermined time in order to play one match. The reservation may typically be e.g. between 30 minutes and 6 hours, but there are no actual limits for this type of reservations. There are certain drawbacks related with the described prior art solutions to reserve game servers.
  • a client might make a reservation for such a period, which is certainly sufficiently long for finishing a game. Such a period might be five hours, for example. But then, if the game is actually finished already in one hour, the client must pay for further for remaining four hours of reservation even if the game server is not used. And such a reservation also prevents other clients to use the game server for playing. So the problem is much the same as when making long term reservations.
  • a further disadvantage of reserving match periods is that it is often difficult to agree the exact play time with team members beforehand in order to make an early reservation. This is because there may often be changes in the players' time tables, or there may also be delays in getting the team ready for starting the game.
  • a match reservation would be made not until the team is ready to start the game, it might happen that there are no free game servers that could be reserved for the match. In such a case the players would have to wait for a free server and to enter web pages of alternative game server providers to wait and monitor the server status information until some server becomes free for reservation.
  • the objective of the present invention is to provide a solution for providing game services for game clients wherein the above mentioned problems of the prior art solutions are reduced or avoided.
  • the objectives of the invention are achieved with an on-demand service mode in which the system may select a game server for the client from a number of servers each time a game is started instead of reserving a fixed server for a client.
  • the system may select a game server for the client from a number of servers each time a game is started instead of reserving a fixed server for a client.
  • the inventive solution has several advantages over the prior art arrangements. Firstly, it is possible to achieve a very good efficiency of use for the game servers.
  • the servers which are not actively in use can be allocated to further clients, and thus there are very minimal idle periods with the servers. When servers are used efficiently, the cost per match becomes lower, and thus it is possible to offer playing time with lower costs. Lower costs will also enable a larger number of users to play games.
  • the players can start a game very easily because it is not necessary for them to make a specific reservation at the start of a game. For example, clicking a start button can be enough for starting a game in the inventive system.
  • the servers are used efficiently and there is very little idle reservation, it is possible to achieve a high probability that a free server is available for clients wishing to start a game. This can be achieved with a relatively small number of game servers.
  • the number of reserved servers can be less than 75%, preferably less than 50% and most preferably less than 25% or even as low as 10% compared to the number of granted rights at a certain moment.
  • a player wishing to start a game can easily check the status situation by clicking start. The new player will get a server as soon as a game is finished in any server in the system, so the waiting time will also be minimal.
  • a method according to the present invention for providing game services for the use of game clients, wherein game servers provide game functionalities for game clients, is characterised in that the method comprises an on-demand service mode further comprising steps of: - granting a right to a client for using a game server for playing a game,
  • a system according to the invention for providing game services for the use of game clients comprising game servers for providing game functionalities for game clients, is characterised in that the system comprises an on-demand service mode further comprising:
  • a master server for managing game services for the use of game clients, is characterised in that the server comprises means for providing an on-demand service mode, further comprising:
  • the invention also concerns software means including stored instructions for controlling a master server according to the invention to perform the functions of the inventive method.
  • the invention further concerns a business method for providing game services for the use of game clients, wherein game servers provide game functionalities for game clients, which business method is characterised in that the method comprises an on-demand service mode further comprising steps of:
  • a “game server” means in this patent application the server functionality for running a match, comprising the necessary software.
  • the hardware for a game server is referred to as “game server equipment”, and one such game server equipment may comprise one or several game servers.
  • a “client” means in this patent application the party, which communicates with the system as a user of game services.
  • the client comprises a person, the person's equipment and/or software.
  • a client typically comprises an equipment identity, IP address, software identity and a user's personal identity. However, some of the technical identities of a client may change over time.
  • Reserving a game server in this patent application can mean that a server is reserved directly for a particular client. However, it may also mean that a server is reserved in order to be assigned for a client later, or that a server, which has been reserved earlier without assigning a client, is further assigned to a client.
  • Fig. 1 is a schematic block diagram illustrating an exemplary game server allocation system according to the invention.
  • Fig. 2 illustrates a flow diagram of an exemplary method according to the invention for providing game services for a client.
  • FIG 1 illustrates an exemplary system according to the invention for providing game services.
  • the system 100 comprises a number of game server equipment 131-133, 141-143 which each host several game servers a-e.
  • the game server equipment are grouped into two groups 130, 140 in Figure 1 , wherein each group illustrates a game server operator.
  • the game servers communicate with the game clients 181- 183 directly via the Internet 190.
  • Each operator of the game servers may have a user interface for the clients, or the clients may use a user interface of a master server 150, which in this embodiment is able to provide services of all game servers of both operators. It is preferable to implement the present invention in such a master server because this way it is possible to select game servers for the clients from a larger number of game servers. Therefore there is a smaller risk that all available game servers would be reserved and it would not be possible to reserve a game server for further clients.
  • the master server has a user interface application 151 for providing a web site where the users can acquire rights to use game servers, make payments and start games.
  • the master server also includes a payment application 152 for handling payments of the clients.
  • the master server further includes an application 153 for managing the game servers.
  • the application may take care of selecting the most suitable game server for a client, make reservations of the game servers and assign reserved game servers for the clients. Reserving and assigning the game servers for the clients includes communicating parameters between the master server, game server and the game client. Such parameters include client specific game parameters, IP addresses, tournament rules and parameters which may be determined by the game manufacturer, operator of the game server or the holder of the master server.
  • the master server also includes an application 154 for storing client information and for authenticating the client. It is preferable that starting the game is quick and straight forward when the client has a right to use game servers. In a typical simple manner starting a game would require just clicking a start icon at the web page of the master server. However, authenticating the client is necessary, and this can preferably be made automatically when the master server has in its store the necessary identification information. One alternative the identification can be made by checking the serial number of the client's game software. Another possibility is using identification by mobile station; a user can send a short message to the master server for identification and starting a game. The master server can check that the short message has been sent from the phone number of the client. It is also possible to use authentication codes for authentication at the master server site.
  • the client information application 154 can also store client specific parameters which are required for starting a game so that it is not necessary for the user to give any parameters at the start of the game.
  • the master server may also comprise a trading agent application 155.
  • the trading agent may be an independent application which makes reservations of game servers and sells the reservations which have been released before the reservation period has ended. Such an agent may make reservations for a client in order to minimise the cost of the reservations. This way it is possible to minimise the costs of the master server holder, and monitor the profitability of each client.
  • the master server may also comprise an independent trade application 155 where the game server reservations can be traded.
  • Figure 2 describes a flow diagram of an exemplary method according to the invention for providing game services 200.
  • a game service may include several service modes. There may be a service mode available where a client may reserve a game server selected by the client for a short period or for a long period.
  • the flow diagram of Figure 2 shows a process when a client selects an on-demand service according to the invention, 210.
  • the client may choose a time period for which a right to use game servers is valid. The time period can be e.g. from one month to several months.
  • a right to use servers is granted, 220, after a payment transaction is actuated from the client to the holder of the game service system.
  • the payment can be made through an electronic bank transaction, GSM short message or other means of payment.
  • information of the client is stored in the system, 230.
  • the information may include personal identity information, information of the client's computer equipment and software etc.
  • the usage can activated by giving a start indication to the system, 240.
  • the system selects a game server for the client. The selecting may be based on several criteria. Firstly, the system checks the status of the game servers, i.e. which game servers are free, and which are reserved or out of function. Thus a free server is selected. Further, the game server is selected only from such game servers which run a game for which the client has a right. The system may also check the load of the server equipment. It is preferable to select a game server which is hosted by server equipment which has lowest load. When the server has a small load, it is able to provide a shorter latency for the clients.
  • the selected game server is reserved for the client, 260. It is preferable to reserve the game server for a time period, which is a normal playing time period for the concerned game. Such a period may be two hours, for example. If the client uses the game server for a longer time, the reservation is extended with further short reservation periods. Such a period may be e.g. 15 minutes. It is preferable that the system monitors the activity of the game server. If the playing is still active when a short, predetermined time is left of the current reservation, the system reserves a new time period. This will continue until the client has stopped playing, i.e. the game server has been idle for a predetermined time, 270. The reservation for the client is then released, 280, and if there is still reserved time left when the client has stopped playing, the unused time of the reservation can be allocated to another client.
  • a time period which is a normal playing time period for the concerned game. Such a period may be two hours, for example. If the client uses the game server for a longer time, the
  • the client can start a further game as long as the right to use game servers is still valid, 245.
  • the client When the right has expired, 290, the client must get a new right in order to use the game servers, 210.
  • the present invention is not in any way restricted to the mentioned communications systems, such as Internet, but it can be applied to any digital communications system with the ability to provide required communications functions.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Software Systems (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

La présente invention a généralement trait à un procédé et à un système permettant de servir d'intermédiaire à des services de jeux. L'invention a plus particulièrement trait à l'attribution de temps de jeux de serveurs de jeux pour des clients de jeux. Les objectifs de l'invention sont atteints au moyen d'un mode de service à la demande (210) dans lequel le système peut sélectionner et réserver un serveur de jeux (250, 260) pour le client à partir d'un certain nombre de serveurs au lieu de réserver un serveur fixe pour un client. Ainsi, il n'est pas nécessaire de maintenir les serveurs de jeux en mode inactif. Dans la mesure où seule une petite partie du jeu du client est active à tout instant, le nombre de serveurs de jeux réservés peut être inférieur au nombre de droits de jeu, qui sont octroyés aux clients.
PCT/FI2006/050352 2006-08-04 2006-08-04 Fourniture de services de jeux WO2008015310A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/FI2006/050352 WO2008015310A1 (fr) 2006-08-04 2006-08-04 Fourniture de services de jeux

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/FI2006/050352 WO2008015310A1 (fr) 2006-08-04 2006-08-04 Fourniture de services de jeux

Publications (1)

Publication Number Publication Date
WO2008015310A1 true WO2008015310A1 (fr) 2008-02-07

Family

ID=37199251

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/FI2006/050352 WO2008015310A1 (fr) 2006-08-04 2006-08-04 Fourniture de services de jeux

Country Status (1)

Country Link
WO (1) WO2008015310A1 (fr)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP3089047A4 (fr) * 2013-12-27 2017-08-16 Sony Interactive Entertainment Inc. Dispositif et systeme de traitement d'informations
US10025644B2 (en) 2013-12-27 2018-07-17 Sony Interactive Entertainment Inc. Information processing device and information processing system
US11277472B2 (en) 2013-12-27 2022-03-15 Sony Interactive Entertainment Inc. Information processing device and information processing system
EP4030304A1 (fr) * 2013-12-27 2022-07-20 Sony Interactive Entertainment Inc. Dispositif de traitement d'informations et système de traitement d'informations

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CA2351799A1 (fr) * 2000-06-30 2001-12-30 Cyop Systems Inc. Methode visant un systeme de paiement en ligne de jeux a multiples joueurs

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CA2351799A1 (fr) * 2000-06-30 2001-12-30 Cyop Systems Inc. Methode visant un systeme de paiement en ligne de jeux a multiples joueurs

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP3089047A4 (fr) * 2013-12-27 2017-08-16 Sony Interactive Entertainment Inc. Dispositif et systeme de traitement d'informations
US10025644B2 (en) 2013-12-27 2018-07-17 Sony Interactive Entertainment Inc. Information processing device and information processing system
US10286312B2 (en) 2013-12-27 2019-05-14 Sony Interactive Entertainment Inc. Information processing device and information processing system
US11277472B2 (en) 2013-12-27 2022-03-15 Sony Interactive Entertainment Inc. Information processing device and information processing system
EP4012562A1 (fr) * 2013-12-27 2022-06-15 Sony Interactive Entertainment Inc. Dispositif et système de traitement d'informations
EP4030304A1 (fr) * 2013-12-27 2022-07-20 Sony Interactive Entertainment Inc. Dispositif de traitement d'informations et système de traitement d'informations

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