WO2008018513A1 - Système de jeu en réseau - Google Patents

Système de jeu en réseau Download PDF

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Publication number
WO2008018513A1
WO2008018513A1 PCT/JP2007/065548 JP2007065548W WO2008018513A1 WO 2008018513 A1 WO2008018513 A1 WO 2008018513A1 JP 2007065548 W JP2007065548 W JP 2007065548W WO 2008018513 A1 WO2008018513 A1 WO 2008018513A1
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WO
WIPO (PCT)
Prior art keywords
game
progress
player
server
client computer
Prior art date
Application number
PCT/JP2007/065548
Other languages
English (en)
Japanese (ja)
Inventor
Yuuji Takii
Original Assignee
Sega Corporation
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 Sega Corporation filed Critical Sega Corporation
Priority to JP2008528857A priority Critical patent/JPWO2008018513A1/ja
Publication of WO2008018513A1 publication Critical patent/WO2008018513A1/fr

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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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present invention relates to a network game system in which a large number of players (users) can participate in an online game from a client computer via a communication network line such as the Internet.
  • various network game systems are provided in which a player can participate in an online game via a communication line such as the Internet from a client computer in which a client program of the game system is installed.
  • a player collects player characters and other characters from the standpoint of the manager of a sports team such as soccer or baseball to form a team, and a team formed by another player or a game server.
  • There is a game where you can enjoy the progress of the game and the results of winning or losing.
  • Players can improve the ability values of each player character by training and training the player characters of their team, and as a result, improve the overall strength of their team.
  • the winning percentage can be increased.
  • Japanese Patent Application Laid-Open No. 2005-255 discloses a technique related to a network game system of the above-described format, taking a soccer game as an example.
  • a player operates a player character or kicks a ball by operating a button or lever of a client computer or game terminal, that is, a player's motor nerve or reflex nerve.
  • a client computer or game terminal that is, a player's motor nerve or reflex nerve.
  • client computer refers to a general-purpose personal computer.
  • computer is used to include a computer preinstalled with the client program and a game terminal capable of executing the processing of the client program.
  • Patent Document 1 JP 2005-255 A
  • the present invention has been made in view of such conventional problems, and it is an object of the present invention to provide a network game system in which the interest of cultivating player characters that are always rich in change is enhanced even if the game is continued for a long time. Objective.
  • the invention according to claim 1 includes a server connected to a communication network and a client computer capable of transmitting and receiving information to and from the server via the communication network.
  • a network game system in which the server automatically executes a progress process of a match by a battle between a player character entered in the server, non-player characters, or between the player character and the non-player character.
  • the server includes a time progress measuring unit that measures the progress of virtual time in the network game system, and a time progress measuring unit.
  • a schedule determination means for determining the schedule of the game based on the virtual time progress measured more and parameters of the player character set on the client computer according to the schedule determined by the schedule determination means
  • the game progress means for performing the progress of the game based on the game
  • the game result generation means for generating the game result data after the progress of the game by the game progress means
  • the age parameter of the player character An age parameter updating unit that automatically updates every predetermined period based on the virtual time progress, and the age parameter can be set and changed only by the age parameter updating unit.
  • the progress of the game based on the parameters set by the client computer Management is performed, wherein the game result data is generated.
  • the age parameter may be set and updated for each player character.
  • the invention according to claim 2 is characterized in that the player characters that are connected to a client computer for setting the parameters of the player character through a communication network so that information can be transmitted and received, and the player characters that have entered the client computer power are also non-player characters.
  • a network system server for automatically executing a game progress process by a battle between tractors or between the player character and the non-player character, the time for measuring the progress of virtual time in the network game system.
  • Progress measurement means schedule determination means for determining the schedule of the game based on the virtual time progress measured by the time progress measurement means, and the client computer according to the schedule determined by the schedule determination means so Based on the determined parameters of the player character, the game progress means for performing the progress process of the game, and the game result generation for generating the game result data after the progress of the game by the game progress means is completed.
  • age parameter updating means for automatically updating the age parameter of the player character every predetermined period based on the virtual time progress.
  • the invention according to claim 3 is a client for setting a parameter of a player character. Progress of a game by a battle between the player characters, non-player characters, or the player character and the non-player character, which are connected to a computer via a communication network so that information can be transmitted and received, and the client computer power is also entered.
  • Game progress means for performing the progress process of the game based on the parameters of the ear character, match result generating means for generating result data of the game after completion of the game progress process by the game progress means, age of the player character It is characterized by functioning as an age parameter updating means for automatically updating the parameter every predetermined period based on the virtual time progress.
  • the server measures time progress measuring means for measuring the progress of virtual time in the network game system, and is measured by the time progress measuring means.
  • a schedule determination means for determining the schedule of the game based on the virtual time progress, and a player character parameter set on the client computer according to the schedule determined by the schedule determination means,
  • the game progress means for performing the game progress process, the game result generation means for generating the game result data after the match progress process by the game progress means, and the age parameter of the player character based on the virtual time progress
  • Age parameter updating means that automatically updates every predetermined period, The age parameter can be changed only by the age parameter updating means, and the game progress process is performed based on the age parameter and the parameter set by the client computer, and the game result data is generated.
  • the player can enjoy the development of the player character while being conscious of the age parameter of his player character. Thereby, even if it continues playing for a long period of time, it can enjoy the game rich in change.
  • the age parameter of the player character exceeds a predetermined value
  • the ability of each parameter other than the age parameter can be set so that the player character having the highest level of ability can be set.
  • the ability value will eventually decrease with the progress of the virtual time in the game system, one player is responsible for each character (for example, a plurality of the above-described multiple characters) constituting a player character (for example, a team including a plurality of player characters). It is possible to enjoy the game for a long time while nurturing the player character by changing the player character, etc.).
  • FIG. 1 is a network connection diagram according to one embodiment of the present invention.
  • FIG. 2 is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention.
  • FIG. 3 is a diagram showing an example of a data table stored in the player DB of FIG.
  • FIG. 4 is a diagram showing an example of a data table stored in the schedule management DB of FIG.
  • FIG. 5 is a diagram showing an example of a data table stored in the ranking DB of FIG.
  • FIG. 6 is a diagram showing an example of a data table stored in the ranking DB of FIG.
  • FIG. 7 is a block diagram showing an example of the configuration of a client computer according to an embodiment of the present invention.
  • FIG. 8 is a flow chart for explaining the processing flow of the server in one embodiment of the present invention.
  • FIG. 9 is a diagram for explaining processing of a schedule determination unit according to an embodiment of the present invention.
  • FIG. 10 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
  • FIG. 11 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
  • FIG. 12 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 13 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 14 is displayed on the display device of the client computer according to the embodiment of the present invention. It is a figure which shows an example of a structure of a screen.
  • FIG. 15 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 16 is a sequence chart for explaining an operation procedure of a client computer and a processing procedure of a server according to an embodiment of the present invention.
  • FIG. 17 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 18 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 19 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • a player forms a player character team (hereinafter referred to as “PC team”) from the viewpoint of the owner of a soccer team, and the server is connected to a server via a network line such as the Internet.
  • PC team player character team
  • a network game where you connect and enter a game (participation registration) and play against a non-player character team (hereinafter referred to as "NPC team"! /, U) whose parameters are set by another player's PC team or server.
  • NPC team non-player character team
  • FIG. 1 is a network connection diagram showing an example of a network configuration of the network game system in the present embodiment.
  • the player sets his / her own PC team by setting various necessary parameters using the client computer 3 in which the client program of the game system is installed.
  • a large number of client computers 3 are connected to a server 2 via a communication network 1 such as the Internet.
  • the number of servers 2 is not limited to one, but a plurality of computers may be used as necessary to distribute the processing load or to back up various data generated as the game progresses. You may comprise.
  • the player follows the client program installed on the client computer 3.
  • player characters PCs
  • team management such as player characters, manager characters, coach characters, scout characters, etc.
  • setting parameters for each PC configuring the PC team, and entering the server 2 Can participate in network games.
  • reference numeral 4 indicates a terminal (general-purpose computer or the like) that can transmit / receive information to / from the server 2 via the communication network 1 although no client program is installed.
  • Reference numeral 5 indicates the base station 6.
  • a mobile terminal such as a mobile phone or PDA (Personal Digital Assistants) that can connect to the communication network 1 via the communication network 1 and transmit / receive information to / from the server 2 via the communication network line 1 is shown.
  • the network game system in the present embodiment is configured so that the game situation and results can be browsed from these terminals 4 and portable terminals 5.
  • FIG. 2 is an explanatory diagram showing an example of the configuration of the server 2 in the present embodiment.
  • the server 2 includes a processing unit 210, a communication unit 220, a storage unit 230, an operation unit 240, and an image / audio output unit 250.
  • the server 2 also includes an interface circuit (I / F) 260 for transmitting / receiving information to / from an external device.
  • I / F interface circuit
  • the communication unit 220, the storage unit 230, the operation unit 240, and the image / audio output unit 250 Via an interface circuit (I / F) 260, an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device such as a display monitor and a speaker 'audio output device 274 It is connected to the.
  • the interface circuit (I / F) 260 may be configured on a single board as shown in the figure, and each of the communication unit 220, the storage unit 230, the operation unit 240, and the image / sound output unit 250. Correspondingly, they may be configured independently.
  • the processing unit 210 includes a timer 211 serving as a time progress measuring unit that measures time progress in the network game system according to the present embodiment, PC teams entered in the server 2, NPC teams, or PC A schedule determination unit 212 that performs a matching process between the team and the NPC team (a process for determining each other's opponents) and determines a schedule for the game based on the virtual time progress measured by the timer 211.
  • a timer 211 serving as a time progress measuring unit that measures time progress in the network game system according to the present embodiment, PC teams entered in the server 2, NPC teams, or PC
  • a schedule determination unit 212 that performs a matching process between the team and the NPC team (a process for determining each other's opponents) and determines a schedule for the game based on the virtual time progress measured by the timer 211.
  • the game progress means 213 automatically performs the game progress processing based on the parameters set for the PC team, and the game progress means 213
  • Game image generating means 214 for generating game image data based on the game progress processing, and extracting image data satisfying predetermined conditions from the image data generated by the game image generating means 214,
  • a digest image generating means 215 for generating game digest image data based on the extracted image data
  • a game result generating means 216 for generating game result data after completion of the game progress processing by the game progress means 213 I have.
  • the processing unit 210 includes an age parameter updating unit 208 that is a feature of the present invention.
  • the age parameter updating means 208 automatically updates the age parameters initially set for the player character and the like together with the parameters set by the client computer 3 at predetermined intervals based on virtual time progress in the game system by the timer 211. Perform the process.
  • This age parameter is configured to be changeable only by the age parameter updating means 208 irrespective of the setting of various parameters by the player and the progress of the match by the match progress means 213.
  • the processing unit 210 performs game image generation means in response to a game image reproduction request signal transmitted from the client computer 3 or the terminals 4 and 5 shown in FIG. 1 after completion of the game progress processing by the game progress means 213.
  • the game image reproduction display unit 217 that reproduces the game image data generated by the 214 and displays it on the display device of the client computer 3 or the terminal 4 or 5, and the client after the match progress processing by the same game progression means 213 is completed.
  • the digest image data generated by the digest image generation means 215 is reproduced and displayed on the client computer 3 or the terminal 4 or 5.
  • the digest image reproduction display means 218 displayed on the apparatus and the game image data displayed by the game image reproduction display means 217 are displayed.
  • the game result display means for displaying the game result data on the display device of the client computer 3 or the terminals 4 and 5 after completion of the data reproduction process or after completion of the digest image data reproduction process by the digest image reproduction display means 218 219.
  • the processing unit 210 performs the client computer 3 or the above terminal during the game image data reproduction process by the game image reproduction display means 217 or during the digest image data reproduction process by the digest image reproduction display means 218.
  • Sent from machine 4, 5 Reproduction processing end means 209 is provided for forcibly terminating the reproduction processing of the game image data or digest image data in response to the received reproduction processing end signal.
  • the game result display means 219 is activated, and the game result data is transmitted to the client computer 3 or the terminal 4, The process of displaying on the display device 5 is performed.
  • digest image generating means 215 and the digest image reproduction / display means 218 can be provided in the server 2 as needed rather than indispensable means in the network game system and the server 2 according to the present invention. is there.
  • the communication unit 220 is connected to the server 2 and an external communication line via an interface circuit (I / F) 260.
  • the storage unit 230 includes a ROM (Read Only Memory) 231 that is a read-only storage area in which a system program including a game program of the network game system in the present embodiment is stored, and a game generated by the processing unit 210 RAM (Random Access Memory) 232, which is a rewritable storage area that stores data including image data 232A, digest image data 232B, and game result data 232C and is used as a work area for arithmetic processing of the processing unit 210 And.
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the storage unit 230 is connected to the external storage device 272 via the interface circuit (I / F) 260, and refers to and reads data stored in the external storage device 272 according to the processing of the processing unit 210. Perform rewrite processing.
  • the external storage device 272 is constituted by an information storage medium drive device such as a node disk drive device, for example, and stores various databases including a game management database (DB) 272A! /.
  • DB game management database
  • the player DB that stores the player attribute information and various parameters information (Ml) of the PC team set by the player, the schedule that stores information such as match matching and schedule information (M2), etc.
  • the game image generation means 214 stores the basic image data, voice data, etc. (M3) used when the game image data is generated.
  • the age parameter of the player character (PC) is stored in the player DB, and for each predetermined period (for example, virtual “1 year”) based on the virtual time progress by the timer 211 that is a time progress measuring means. Automatically updated by the age parameter updating means 208 (incremented by “1” in the age parameter) and stored.
  • the game management DB 272A may be provided in the storage unit 230 of the server 2.
  • the operation unit 240 is connected to the server 2 and an external input device via an interface circuit (I / F) 260.
  • the image / sound output unit 250 is connected to the server 2 and an image display device / sound output device such as an external display monitor or a speaker via the interface circuit (I / F) 260, and visually processes the server 2. Performs processing to confirm the sound and sound.
  • FIG. 3 shows a data table stored (stored) in the player DB of the game management DB272A.
  • Fig. 3 (a) shows an example of a data table of various ability parameters of player characters belonging to the player's PC team
  • Fig. 3 (b) shows an example of An example of the data table of the PC team entered in Server 2 is shown below.
  • the data table shown in Fig. 3 (a) is stored for each player, and in this embodiment, the player is configured to place a maximum of 20 player characters under control.
  • Each player character has a player's name, age parameter, and mental ability parameters such as “contribution”, “command power”, “judgment”, “reading”, “mental power”, “field of view”
  • Each parameter of “Area”, “Attack Awareness”, “Defense Awareness” and skill ability parameters are “Decisiveness”, “Pass”, “Cross”, “Dribble”, “Technique”, “FK” (Free kick) technology, heading, tackle, pass cut, saving, high cross, and pop-up parameters, as well as physical parameters such as muscle strength
  • the parameters of ⁇ kicking power '', ⁇ running power '', ⁇ instantaneous power '', ⁇ stamina '' and positioning surface performance parameters are ⁇ center appropriate '', ⁇ left side appropriate '', ⁇ right side appropriate '', ⁇ GK, CDF
  • the “parameter total” and “parameter average” data of all the above parameters except for the age parameter are stored as reference values! These parameters cannot be set freely by the player. Based on the parameters that are initially set for each player character, the player trains the player character to perform various exercises and training according to the client program. By doing so, the ability value can be gradually increased.
  • the age parameter of the player character is configured to be changeable (update processing) only by the age parameter updating means 208 of the processing unit 210 of the server 2.
  • the data table shown in Fig. 3 (b) is stored for each league to which each PC team or NPC team belongs, and in this embodiment, in principle, 16 PC teams or N PC teams belong to one league. It is configured as follows.
  • this league data table one record is set for each player.
  • Each record has “Record No.”, “User ID”, “One Player”, “Team Name”, “Director”, “Coach”, “Player (1)”, “Player (2)” from the left end. ⁇ ⁇ ⁇ ⁇ "Player (20)", "starter” to start in the game, "attack tactics”, “defensive tactics”, “system (formation)” and “other” used in the game Is stored.
  • the “user ID” and “password” are given by the player from the server 2 side when the player (user) first enters the server 2.
  • “One player” and “Team name” can be arbitrarily set by the player.
  • the names of “director”, “coach” and “player (1)” to “player (20)” are set in the game program or client program of the server 2 in advance.
  • the "starter”, “attack tactics”, “defensive tactics”, “system” and “other” settings are items that can be arbitrarily set by the player, and the arrangement and use tactics of these first player characters The power to select the most important point of the game of the type as in this embodiment. For example, in this embodiment, in the “Other” setting, “If the tie is lost or lost at the end of the first half, change the attack strategy in the second half to a counter” (Setting A), “10 minutes in the second half. If you win by more than 2 points at the time, change player (1) to player (7) and change defensive tactics to zone press ”(Setting B), etc. It is configured to be able to set. FIG.
  • FIG. 4 is a diagram showing an example of a data table (M2) stored (stored) in the schedule management DB of the game management DB 272A.
  • the data table shown in Fig. 4 is stored for each player, and in this embodiment, the 16 team strengths including the player's PC team, home games and away games are fought in round-robin battles. It is designed to end the first league by digesting 30 games from verse 30 to verse 30.
  • the PC team that has entered the server 2 determines the date of the match with the opponent by the processing of the schedule determination means 212 described in detail later.
  • the game is scheduled to be played against 6 teams a day in real time, and 30 games are consumed in 5 days in real time to finish the first league.
  • the entry to the next league is closed at 24:00 on the fifth day of one period, and the next schedule of the team entered on the next day (0th day) is determined and published on Server 2. Therefore, the first period is configured to end in 6 days of real time until the 5th day of the 0th day.
  • the end of the first period that is, 6 days of real time, Define “1 year” on the system!
  • the data tape nore (M2) shows a data table for storing data of the first league (league name “L7010”) with the user ID “A0000001” and the team name “Doddas”. ing.
  • this data table (M2) one record is set for each game. In each record, “day”, “hour”, “section”, “opposition team”, “score”, “losing points”, “win / loss”, “winning points”, “score difference”, “ The data of “rank” and “progress” are stored based on the game progress processing by the game progress means 213.
  • the data table (M2) shown in Fig. 4 shows that the progress process of the game from the first to the third section is completed on the first day of the first league, and the progress process of the game of the fourth section is performed. It shows the state of being broken.
  • the bottom row of this data table (M2) shows the current grade information aggregated, and “Doddus” has a total score of “6” at the end of Section 3 and a total score of “ 3 ”, winning and losing 2 wins 0 losses 1 minute, points are“ 7 ”, goal difference is“ +4 ”, ranking power S“ currently 4th ”in the league.
  • the rightmost column of the data table (M2) shows the progress of each match.
  • FIG. 5 and FIG. 6 are diagrams showing an example of the data table (M4) stored (stored) in the ranking DB of the game management DB 272A, and FIG. 5 shows the network game in this embodiment.
  • M4 data table
  • FIG. 5 shows the network game in this embodiment.
  • Fig. 6 shows one league consisting of 16 teams (L 7010 league in the example shown). It is a ranking chart in a league which shows the ranking of the team to which it belongs.
  • the overall ranking of PC teams and NPC teams is published as the ranking of the league to which each team belongs.
  • the general ranking chart is set in a hierarchical structure consisting of layer 1 to layer 7. Symbols such as L1001 in each level indicate one league set in that level, and in principle there are 16 teams in each league.
  • Level 8 indicated by a broken line in FIG. 5 is a level in which the PC teams of players newly entered during the league match described later are arranged, and all the PC teams arranged in this level are in the next league. Promoted to level 7. Also, even if the rank is lower in hierarchy 7 at the end of the period, it will not be demoted to hierarchy 8.
  • the same number of NPC teams belonging to Tier 7 as the number of PC teams promoted from Tier 8 to Tier 7 are deleted from the overall ranking chart.
  • the number of leagues arranged in each hierarchy is not limited to the above example, and the same number of leagues may be arranged in each hierarchy.
  • the number of teams to be promoted or demoted can be arbitrarily set according to the actual situation.
  • the PC team newly entered in the server 2 before the start of the league match is placed in the lowest layer of the overall ranking chart, that is, any one of the leagues in the hierarchy 7 (L70 01 to L7064). It is configured to belong. Therefore, before the service of the network game system in this embodiment is started, all leagues in all layers are N.
  • FIG. 6 shows an example of an in-league ranking chart that stores the rankings of teams belonging to each league. This intra-league ranking chart is stored for each league and is updated each time the progress process of one game is completed based on the progress process of the game by the trial progress means 213.
  • FIG. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 in the present embodiment.
  • the client computer 3 includes a processing unit 310, a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, and an audio output unit 360.
  • the client computer 3 also includes an interface circuit (I / F) 370 for transmitting / receiving information to / from an external device, and includes a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit.
  • I / F interface circuit
  • the 360 is connected to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a mouse, an image display device such as a display monitor, and a speaker via the interface circuit (I / F) 370.
  • the interface circuit (I / F) 370 may be configured on a single board as shown in the figure, or the communication unit 320, the storage unit 330, the operation unit 340, the image output unit 350, and the audio output. It may be configured independently corresponding to each part 360.
  • the processing unit 310 executes parameter setting means 311 for performing processing for setting various parameters of the PC team, and exercises and trainings for the player characters constituting the PC team.
  • PC team training means 312 to improve various ability parameters
  • image display means 313 to display images such as game images on the image display device 384
  • sound output device 385 such as speakers output sound Voice output means 314 is provided.
  • the processing unit 310 includes a game image reproduction request signal output unit 315 for requesting reproduction of a game image of a game for which the game progression process by the game progression unit 213 of the server 2 has been completed,
  • the digest image reproduction request signal output means 316 for requesting reproduction of the digest image of the game for which the game progress processing by the means 213 is completed, and the game image or digest image is the game image reproduction display means 217 or digest image reproduction display of the server 2
  • Reproduction processing end signal output means 317 for ending the reproduction processing by the game image reproduction display means 217 or digest image reproduction display means 218 when the reproduction processing is performed by the means 218 is provided.
  • the processing unit 310 updates the age parameter of the player character (PC) stored in the player DB of the server 2 by the age parameter updating means 208 of the server 2, and then the client computer 3
  • an age parameter update storage means 318 for performing a process of updating and storing a PC age parameter (332A) stored in a RAM 332 (to be described later) of the client computer 3.
  • Communication unit 320 connects client computer 3 and external communication line 381 via interface circuit (I / F) 370, and performs processing for controlling transmission and reception of information between server 2 and client computer 3. .
  • the storage unit 330 stores various parameters including a ROM (Read Only Memory) 331, which is a read-only storage area, and an age parameter 332A of each player character of the client program and PC in the present embodiment. And a RAM (Random Access Memory) 332, which is a rewritable storage area used as a work area for arithmetic processing of the processing unit 310.
  • the storage unit 330 is connected to the external storage device 382 via the interface circuit (I / F) 370, and refers to, reads, and rewrites data stored in the external storage device 382 in accordance with the processing of the processing unit 310. I do.
  • the operation unit 340 connects the client computer 3 and an external input device (keyboard, mouse, touch pen, etc.) via an interface circuit (I / F) 370, and allows each player to Receives and analyzes the data input to the client computer 3 by the seed parameter input operation.
  • an external input device keyboard, mouse, touch pen, etc.
  • I / F interface circuit
  • the image output unit 350 connects the client computer 3 and an external image display device 384 via an interface circuit (I / F) 370, and displays a game replay image, various setting screens, and the like. Processing to display on device 384 is performed.
  • I / F interface circuit
  • the audio processing unit 360 connects the client computer 3 and an audio output device 385 such as an external speaker via an interface circuit (I / F) 370, and outputs audio such as cheering of the audience during the match. Process to output.
  • an audio output device 385 such as an external speaker
  • I / F interface circuit
  • the server 2 when the server 2 is started (SA00), the timer 211 of the processing unit 210 of the server 2 is set to start time measurement (SA01), and whether or not there is a newly entered player is determined. Search (SA02).
  • SA01 start time measurement
  • SA02 search
  • the server 2 determines the user ID and password of the newly entered player, and sends the user ID and password to the client computer 3 of the player via the communication network 1.
  • a data table (Ml) shown in FIGS. 3 (a) and 3 (b) is created, and the player information of the player is registered (stored) in the player DB of the game management DB 272A (SA03).
  • the server 2 waits for the time to determine the game schedule by matching the next game (combination of opponents) (SA04), and closes the new entry at the set time, 210 schedule determination means 212 is operated to determine the game schedule (S AO 5).
  • the schedule determination unit 212 determines the game schedule.
  • the timer 211 which is a time progressing type means, measures the power of day 0 as one year (one period) with a time of 6 days up to 5 days.
  • FIG. 9 (a) is a time table showing a schedule determination method in principle.
  • This network At the beginning of the game system, an appropriate period (1 week to 1 month in real time) is set to announce the start of the service, and new entries for players in the first period (first year) are invited.
  • Server 2 closes the new entry at 04:00 on May 5th, 00:00 of the game time, and performs the process of registering the player information of the player who entered by this time in the player DB.
  • the PC teams of the players who entered in the first period are assigned to any league (L7001 to L7064) belonging to level 7 in the overall ranking chart shown in Fig. 5.
  • the server 2 creates and publishes a schedule table (time table) as shown in Fig. 9 (a) for each player on year 0 of game time. Actually, the opponent's team name is written in the section 1 to 30 in Figure 9 (a). Since one league consists of 16 teams in principle, one team will play the remaining 15 teams in the home game and away game, so 30 verses (30 games) will be played in the first league match. Go and compete for rank.
  • FIGS. 9 (b) to 9 (f) show the processing method when a new player enters the server 2 in the middle of a certain league.
  • Figure 9 (b) shows the time table when a new entry is made after 0:00:00 of N year.
  • Players newly entered after 00:00 of N year will be closed at 04:00 of N year 02:00, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (b) will be released on the 1st N year as the Nth league.
  • the PC teams that have entered during this day and the NPC teams as needed will form a 12-team league, and will be played against verses 1 to 22 on the schedule shown in Figure 9 (b).
  • the league consisting of 12 teams is placed in level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7. If a team of 13 teams is configured, the total number of games is 24, but one team is always absent when other teams are playing, as shown in the timetable of Fig. 9 (b). Since the game cannot be digested, 12 teams form a league.
  • Figure 9 (c) shows the time table for new entries after 0:00 on the first day of N years.
  • Players newly entered after 10:00 on the 1st day of N year will be closed at 24:00 on 1st day of N year, and player registration and game schedule determination will be performed.
  • the determined schedule will be released on the 2nd N year as the Nth league.
  • the PC teams that entered during this day and the NPC teams as needed will form a league of 10 teams, and will be played against verses 1 to 18 on the schedule shown in Figure 9 (c).
  • the 10-team league is placed in level 8 of the overall ranking chart shown in Fig. 5, as in the 12-team league above. All PC teams are promoted to level 7 in the next league.
  • Figure 9 (d) shows the time table for new entries after 00:00 on the 2nd day of year N.
  • Players newly entered after 02:00 on the 2nd day of N year will be closed at 24:00 on the 2nd year of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (d) will be released on the 3rd N year as the Nth league.
  • the PC teams that entered during this day and NPC teams as needed will form a league of 6 teams, and the battles from Section 1 to Section 10 will be played on the schedule shown in Fig. 9 (d).
  • the 6-team league is placed on level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7.
  • Fig. 9 (e) shows the time table for new entries after 3:00 on the third day of year N.
  • Players newly entered after 03:00 on the 3rd day of N year will be closed at 24:00 on the 3rd year of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (e) will be released on the 4th N year as the Nth league.
  • the PC teams that have entered during this day and the NPC teams as needed will form a league of four teams, and the battles from Section 1 to Section 6 will be played on the schedule shown in Fig. 9 (e).
  • the four-team league is placed in hierarchy 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are placed in hierarchy 7. Promote.
  • Figure 9 (f) shows the time table for new entries after 00:00 on the 4th of N years.
  • Players newly entered after 00:00 on the 4th of N year will be closed at 24:00 on the 4th of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (f) will be released on the 4th year of N as the Nth period immediately after the above game schedule determination process is completed.
  • the PC teams that entered during this day and the NPC team as needed will form a league of four teams, and will play the first through sixth rounds on the schedule shown in Figure 9 (f). These four team leagues are also the above 12 teams and less leagues. Similarly, all PC teams are promoted to level 7 in the next league.
  • the schedule determination means 212 performs the schedule determination process (SA05), and performs the process of disclosing the determined game schedule (SA06). (SA07).
  • the match progress means 213 performs a process of automatically progressing the match based on the parameters set for each PC team and NPC team. Do (SA08).
  • the game image generation means 214 performs a process of generating game image data (SA09).
  • the digest image generation means 215 operates to perform processing for extracting image data satisfying predetermined conditions set in advance from the generated game image data, and based on the extracted image data, a digest of the test is performed. Processing for generating an image is performed (SA10).
  • Examples of the predetermined conditions that should be satisfied by the image data extracted from the game image data to generate the digest image data described above include, for example, “image data for 10 seconds before and after the kick-off image”, ⁇ Image data for 10 seconds before and after the goal scene image '', ⁇ Image data for 10 seconds before and after the shoot scene image '', ⁇ Image data for 10 seconds before and after the free kick image '', ⁇ Red card or yellow card declared
  • Server 2 may also be configured with a list of conditions that can be set so that the player can select any desired condition from the list.
  • the game result generator Stage 216 performs processing to generate game result data (SA11).
  • a process is performed to determine whether or not the progress of the scheduled trial has been completed (SA12). If there is a match that has not been completed, the process returns to step SA07 to return to the next match. Wait for the start time, and repeat the steps up to SA11.
  • the SA12 step if all of the trials have been completed! /, Wait for the virtual game time to be passed by the timer 211!
  • the age parameter update means 208 is stored in the player DB! /, And all PC age parameters are incremented by “1”. Then, the update process is performed! /, (SA14), and the process ends (SA15).
  • FIG. 10 and FIG. 11 are sequence charts showing an example of a procedure in which the player browses the replay image and the game result of the game for which the progress process has been completed on the client computer 3 or the terminals 4 and 5, and FIG. FIG. 15 is a diagram showing an example of a screen display displayed on the image display device 384 or the like of the client computer 3 or the terminals 4 and 5 in the above procedures.
  • the procedure using the power S and the terminals 4 and 5 that mainly explain the procedure for browsing the replay image and the game result of the game by the client computer 3 is the same.
  • the procedure for browsing the digest image and the game results using the client computer 3 or the terminals 4 and 5 is the same.
  • FIG. 10 is a sequence chart showing a procedure for confirming the game result after viewing the reproduced image of the game image data (or digest image data) by the client computer 3.
  • the player 1 connects the client computer 3 to the server via the communication network 1.
  • the URL Uniform Resource Locator
  • the server 2 receives the URL transmitted from the client computer 3 to the server 2 (ST01).
  • the server 2 acquires the login screen 384A shown in FIG. 12 (a) and transmits it to the client computer 3 to identify the player (SS01).
  • Log in to image display device 384 on client computer 3 When the screen 384A is displayed, the player 1 inputs the user ID from the cursor 393 position of the “user ID” input frame 391 according to the instruction of the login screen 384A, and the cursor 393 position force of the “password” input frame 392. Enter the password (see Fig. 12 (b)).
  • the player performs an operation of inputting the user ID and password, and then presses the “login” button 390 displayed at the bottom of the login screen 3 84A shown in FIG. 12 (b) (ST02). .
  • This operation sends the user ID and password to the server 2.
  • the server 2 refers to the player DB of the game management DB 272A and compares the user ID and password received from the client computer 3 with the user ID and password registered (stored) in the player DB. Process user authentication (SS02). Subsequently, the server 2 updates the age parameter of the PC stored in the server 2 side by the server 2 age parameter updating means 208 between the time when this player logs out of the server 2 and the time of this login. A process for confirming whether or not the process has been performed is performed (SS03). Note that the example described in FIGS. 10 and 11 is a process in which the age parameter update unit 208 of the server 2 updates the age parameter of the PC stored on the server 2 side from the previous logout to the current login. The procedure when the age parameter update process is performed during this period will be described later.
  • a main menu screen 384B as shown in FIG. 13 (a) is displayed on the image display device 384 of the client computer 3.
  • a player name display section 394 is prepared at the upper left of the main menu screen 384B, and “SEGA CHAN”, the name of the player, is displayed between “Welcome” and “San”.
  • the player selects an item from the main menu screen 384B displayed on the image display device 384 and presses the “Send” button 396 displayed at the bottom of the main menu screen 384B. (ST03).
  • To select an item for example, use the up and down arrow keys to fill the rectangular fill displayed on the left edge of each item. The item is selected by moving the item.
  • the “Change team setting” item is selected as shown in FIG.
  • a game image reproduction request signal (or digest image reproduction request signal) is transmitted to the server 2 by pressing the “send” button 396 at the bottom of the screen 384.
  • the selection of the item of “team game status / result” and the “send” button are the game image reproduction request signal output means (or digest image reproduction request signal output means) in this embodiment, and perform this operation.
  • the game image reproduction request signal (or digest image reproduction request signal) is transmitted to the server 2.
  • the “mouth out” button 397 in the upper right of the main menu screen 384B is used when the connection with the server 2 is released.
  • the server 2 Upon receiving the game image playback request signal, the server 2 refers to the schedule management DB of the game management DB 272A, obtains a game selection screen 384C as shown in FIG. Send to Yant computer 3. The player selects the match selection screen 384C displayed on the image display device 384, fills the game to see the playback image from the match list 398, moves 398A, selects it, and presses the “Send” button at the bottom of the screen 384C. Perform (ST04). By this operation, a game selection signal is transmitted to the server 2. This game selection screen 384C is configured so that the image data of the game before the game (start) is generated on the server 2 side! /, So that the player cannot select it! / Being! /
  • the server 2 When the server 2 receives the game selection signal, the server 2 acquires the game image data 232A (or digest image data 232B) selected from the RAM 232 of the storage unit 230, and displays the game image reproduction display means 217 (or digest image).
  • the game display data 232A is reproduced by the reproduction display means 218) (SS06), and the reproduced image is transmitted to the client computer 3.
  • the player 1 views the reproduction image (or digest image) 401 of the game displayed on the image display device 384 on the reproduction image display screen 384D as shown in FIG. 14 (b) (ST05). ).
  • the game image display screen 384D upper center display section 400 has a match of the season (first period), league name (L7010), section (first section), match team name ("Doddas” and "Kyat”), etc. Information that identifies is displayed.
  • the “view result” button 399 displayed in the upper left of the screen 384D will be described later.
  • the server 2 acquires the game result data 232C from the RAM 232 of the storage unit 230, operates the game result display means 219, and plays the game. Send the result data 232C to the client computer 3 (SS07). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST06).
  • match result confirmation screen 384E On the match result confirmation screen 384E, a large match result is displayed on the match result display portion 402 in the center of the screen 384E.
  • the player team “Doddus” is 3: 1. Is won, so “You Win!” Is displayed in the win / loss display section 403 under the match result display section 402.
  • FIG. 11 is a sequence chart showing a procedure for confirming the game result by interrupting the reproduced image of the game image data (or digest image data) in the middle by the client computer 3. Yat.
  • ST11 to ST14 which are operation procedures of the client computer 3 or the terminals 4 and 5
  • SS11 to SS16 which are processing procedures of the server 2 are respectively ST01 to ST04 described in FIG. Since this is the same procedure as that of SS01 and SS01 or SS06, the explanation is omitted.
  • the client computer 3 When the client computer 3 receives the playback image transmitted by the SS16 procedure of the server (same as the SS06 procedure of Fig. 10), the client computer 3 displays the playback image as shown in Fig. 14 (b) on the image display device 384. Screen 384D is displayed, and playback image 401 is displayed in the center of screen 384D. Playback image display screen The “View Result” button 399 is displayed at the top left of the 384D! When the player performs an operation of pressing the “view result” button 399 (ST15), a reproduction processing end signal is transmitted to the server 2. The “view result” button 399 serves as the reproduction processing signal output means 317 in the present embodiment.
  • the server 2 Upon receiving the playback process end signal, the server 2 operates the playback process end means 209 of the processing unit 210 to forcibly end the playback process of the game image data 232A (or the digest image data 232B). Processing is performed, the game result data 2 32C is acquired from the RAM 232 of the storage unit 230, the game result display means 219 is operated, and the game result data 232C is transmitted to the client computer 3 (SS17). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST 16). The ST16 procedure is the same as the ST06 procedure in FIG.
  • the ST17 operation procedure by the client computer 3 or the terminals 4 and 5 and the SS18 operation procedure by the server 2 are the same as the ST07 operation procedure and the SS07 operation procedure described in FIG. 10, respectively. Therefore, explanation is omitted.
  • FIG. 16 shows that the age parameter 332A stored in the client computer 3 is synchronized with the age parameter stored in the server 2.
  • FIG. 17 is a sequence chart showing a procedure for updating so that FIG. 17 is a diagram showing an example of a screen display displayed on the image display device 384 of the client computer 3 in each procedure. is there.
  • the player sends the URL of the website of the server 2 to the server 2 via the communication network 1 from the client computer 3 to connect to the server 2 (ST21), and the server 2 connects to the login screen 384A (FIG. 12). (see (a)) and send it to the client computer 3 (S S21), and the player enters the user ID and password in the login screen 384A displayed on the image display device 384 of the client computer 3 to “login”
  • pressing button 390 ST22
  • the user ID and password are sent to server 2 and server 2 performs user authentication (SS22).
  • the operation procedure and the processing procedure of SS01 and SS02 of server 2 are the same.
  • the age parameter update means 208 of the server 2 continues until the player logs out from the previous server 2 and logs in this time. Then, the process of confirming whether or not the process of updating the age parameter of the PC stored on the server 2 side has been performed is performed (SS23). If the age parameter update process is not performed in this confirmation process (SS23), as described in the procedure shown in FIG. 10, the server 2 displays the main menu screen 384B shown in FIG. 13 (a). Is acquired (step SS04 in FIG. 10) and transmitted to the client computer 3.
  • a main menu screen including a message prompting the player to update the age parameter 332A stored on the client computer 3 side is acquired (SS24) and transmitted to the client computer 3.
  • a main menu screen 384B as shown in FIG. 17 (a) is displayed.
  • the message display area 405 of this main menu screen 384B indicates that the server's age parameter has been updated.
  • the message prompting the player to update the age parameter on the client side is displayed, saying, “You must change the age parameter on the client side to change other parameter settings!”.
  • the item group “395” is selected by default by the fill 395A on the left edge of each item.
  • step ST23 The player performs an operation of pressing the “send” button 396 displayed on the lower part of the screen 384B in the state of the main menu screen 384B shown in FIG. 17A (ST23).
  • the client computer 3 transmits an age parameter update information request signal to the server 2.
  • the server 2 When the server 2 receives the age parameter update information request signal, the server 2 acquires the age parameter update information from the player DB, acquires the age parameter update screen (S S25), and transmits it to the client computer 3.
  • the image display device 384 of the client computer 3 displays an age parameter update screen 384F as shown in FIG. 17 (b). In the message display area 406 in the center of this screen 384F, “Update information of age parameter has been received. Click the “Update” button to update the client settings. Is displayed.
  • the player performs an operation of pressing the “Update” button displayed on the lower part of the screen 384F! / (ST24).
  • the age parameter update storage means 318 of the client computer 3 updates and stores the age parameter 332A on the client computer 3 side stored in the RAM 332 based on the received update information on the age parameter on the server 2 side. (ST25). While the age parameter update storage means 318 of the client computer 3 is performing the processing of step ST25, as shown in FIG. 18 (a), the message display area 408 in the upper part of the age parameter update screen 384F includes “!
  • step ST25 by the age parameter update storage means 318 of the client computer 3 is completed, as shown in FIG. 18 (b), the display power of the message display unit 406 in the upper part of the age parameter update screen 384F is displayed as “! The message changes to "Updated on the side! And the "Send” button 396 at the bottom of the screen 384F becomes operable.
  • the player performs an operation of pressing the “found” button 396 in FIG. 18B (ST25)
  • the update information updated and stored on the client computer 3 side is transmitted to the server 2.
  • the server 2 compares the received update information of the age parameter 332A on the client computer 3 side with the age parameter on the server 2 side, and confirms that the age parameter 332A on the client computer 3 side has been successfully updated. After confirmation, an update completion screen is acquired (SS2 6) and transmitted to the client computer 3. The player confirms “! Client setting update on the server” displayed on the message display area 409 of the age parameter update end screen 3 84G displayed on the image display device 384 of the client computer 3 as shown in FIG. Confirmed that the update processing of the age parameter 332A on the client computer 3 side has been completed normally (ST26).
  • the player is displayed in the upper right part of the age parameter update end screen 384G shown in FIG. 19! /, The “Logout” button 397, or displayed in the lower part of the screen 384G! /, “Main Menu”.
  • the “return to one screen” button 410 is selected to end or continue the process (ST27).
  • ST27 a continuation operation signal is transmitted to the server 2, and the server 2 performs continuation processing (S S27) as shown in FIG.
  • the main menu screen 384B shown in (a) is transmitted to the client computer 3, and the player selects the desired item from the item group 395 on the screen 384B and continues the operation.
  • the server 2 includes the time progress measurement unit 211 (timer) for measuring the progress of virtual time in the network game system, and the time progress measurement. Based on the virtual time progress measured by the means 211! /, The schedule determining means 212 for determining the game schedule, and the client computer 3 is set according to the schedule determined by the schedule determining means 212.
  • the age parameter of each time period based on the virtual time progression by the time progression type means 21 1 for example, virtual one year And age parameter updating means 208 that automatically updates, and this age parameter can only be changed (updated) by the age parameter updating means 208, and the age parameter and the client computer 3 can set the age parameter. Since the game progress process is performed based on the parameters to be played and the game result data 232C is generated, the player can enjoy the development of the player character while being aware of the age parameter of his player character (PC). I can do it. This allows you to enjoy a variety of games even if you have been playing for a long time.
  • PC age parameter of his player character
  • the ability of each parameter other than the age parameter can be set to decrease, so the player character having the highest level of ability
  • one player is responsible for each character (for example, a plurality of the above-described multiple characters) constituting a player character (for example, a team including a plurality of player characters). Can be enjoyed for a long period of time while nurturing one player character (such as new player scouts or trades).

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

La présente invention concerne un système de jeu en réseau permettant à un joueur de se divertir en suivant l'évolution d'un personnage joueur avec excitation même si le joueur poursuit le jeu pendant longtemps. Un serveur comporte : un moyen de mesure du passage de temps pour mesurer le temps virtuel; un moyen de détermination de programmation pour déterminer la programmation de la rencontre selon le passage du temps virtuel; un moyen de progression de rencontre pour réaliser un traitement de progression de rencontre selon un paramètre du personnage joueur établi par un ordinateur client selon la programmation déterminée; un moyen de génération de résultat de rencontre pour générer des données de résultat de rencontre à la fin du traitement de progression de rencontre; et un moyen de mise à jour de paramètre d'âge pour la mise à jour automatique du paramètre d'âge du personnage joueur à un intervalle prédéterminé en fonction du passage de temps virtuel.
PCT/JP2007/065548 2006-08-08 2007-08-08 Système de jeu en réseau WO2008018513A1 (fr)

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WO2009104342A1 (fr) * 2008-02-20 2009-08-27 株式会社コナミデジタルエンタテインメント Dispositif de jeu, procédé de commande du dispositif de jeu, programme et support de stockage d'informations
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WO2013176002A1 (fr) * 2012-05-21 2013-11-28 株式会社コナミデジタルエンタテインメント Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu
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WO2023103617A1 (fr) * 2021-12-10 2023-06-15 腾讯科技(深圳)有限公司 Procédé et appareil d'affichage d'interface utilisateur, dispositif, support et produit-programme

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