WO2009065248A1 - Système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et procédé de jeu en réseau pour la fourniture de période de rôle - Google Patents
Système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et procédé de jeu en réseau pour la fourniture de période de rôle Download PDFInfo
- Publication number
- WO2009065248A1 WO2009065248A1 PCT/CN2007/003283 CN2007003283W WO2009065248A1 WO 2009065248 A1 WO2009065248 A1 WO 2009065248A1 CN 2007003283 W CN2007003283 W CN 2007003283W WO 2009065248 A1 WO2009065248 A1 WO 2009065248A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- predetermined
- role
- player
- persistent
- network game
- Prior art date
Links
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
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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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
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
Definitions
- the present invention relates to a network game system and method, and more particularly to a network game system having a role time supply platform and a network game role time supply method.
- RPG Role-playing game
- the server verifies the account and password input by the player to confirm the identity of the player.
- step 106 the server will instruct the character to perform the task or find the monster to be killed by the character to the game map.
- the server will determine whether the monster life ⁇ 1 is zero. If the monster's life value has been zeroed, then step 110 is provided by the server to provide the role feedback experience value, virtual currency or virtual equipment.
- step 108 If it is determined in step 108 that the monster has not died, then jump back to step 106 and the character is searched for another monster to kill.
- step 112 the server provides a role to upgrade the virtual currency, the virtual equipment to the warehouse or the transaction, and the role is upgraded when the player accumulates a certain experience value until the player enters the next time. game. Therefore, the above course can be roughly summarized as a game mode of Daguai ⁇ Sui Bao ⁇ upgrade.
- FIG. 2 is a schematic diagram of a game scene created by the server.
- the character 2 representing the player is usually set by the server to be a fixed-capacity equipment field 21 in the game, wearing protective equipment 25 and equipped with an attack.
- Equip 26 to attack a has a health of 32 Monster 3 with a mana value of 33.
- the life value 22 and the mana value 23 show the vital signs of the character 2
- the experience value 24 indicates the role of the character 2
- the equipment field 21 can be used to accommodate the medicines needed to recover the character 2 vital signs.
- the monster 3 When the monster 3 is attacked by the character 2 to death, it may randomly "spray” the virtual currency, and the virtual equipment (not shown) is picked up by the character 2 to pick up the belonging equipment field 21.
- the character 2 In addition to obtaining the feedback, the character 2 can obtain a certain experience displayed on the experience value 24 as a basis for the role 2 upgrade, and thus the game history is roughly explained.
- Another object of the present invention is to provide a network game system and a network game role time supply method having a role time supply platform for a network game player to jump off the traditional game mode.
- Still another object of the present invention is to provide a network game system having a character time supply platform and a network game role time supply method by playing a mode change and honing game player game operation skills.
- An online game system with a role time supply platform includes: a plurality of network game terminals controlled by a player; at least one database storing data representing the player's virtual characters; and a server connected To the at least one database, Providing, by one of the players, a predetermined right by one of the online game terminals in a predetermined manner, and accepting an application for obtaining the predetermined right by the player through the terminal, in the online game environment Forming a non-persistent role corresponding to the predetermined right, and clearing to the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period a persistent role, and when the predetermined time period expires, the predetermined right player terminal is intercepted to control the non-persistent character.
- a network game role time period supply method wherein the network game is connected to a server by a plurality of players respectively via respective networks, and the server end is formed in the network game environment.
- the predetermined manner of the step a) is a payment transaction; and the feedback mechanism of the step d) is based on the predetermined rights player input.
- the predetermined manner of the step a) provides a random award to the server side.
- the step b) includes a secondary step bl) by the server to confirm that the predetermined rights player performs the predetermined rights period.
- the step e) further includes a secondary step e l) of determining, by the server side, whether the predetermined rights player terminal controls the non-persistent role in advance.
- the feedback mechanism of the step d) is to provide a virtual treasure by the server.
- the feedback mechanism of the step d) is a right for the server to allow the non-persistent role or the persistent role of the predetermined rights player to enter a specific game map.
- the online game role time period supply method of the present invention further includes:
- the step of obtaining the non-player controlled server control role as the alliance role of the non-persistent character by the predetermined rights player under another predetermined condition is in the steps b) and c Between the steps of g) pre-announced by the server side that the predetermined rights holder performs the predetermined right period;
- the server side publicly announces the step h) of notifying the predetermined rights holder of the remaining time of the predetermined right.
- the predetermined right player is synchronized to open the step j) representing the persistent role of the predetermined rights player.
- the network game system and method of the present invention has provided an effective solution for online game manufacturers and game players, and the player can play a role different from the usual role at a small price or even control two characters at the same time to play the game, and substantially increase the game.
- Players have a completely different sense of freshness when playing games with server-side players; game software companies can directly increase revenue and invisible game player support. Therefore, the present invention is indeed an invention that should be incorporated into online games as quickly as possible.
- Figure 1 is a flow chart showing the progress of an existing RPG type online game
- FIG. 2 is a schematic diagram of a game scene of the schematic diagram 1;
- FIG. 3 is a schematic diagram of a network game system with a role time supply platform
- FIG. 4 is a flowchart of a working process of a network game role time period supply method according to the present invention
- FIG. 5 is a schematic diagram of a scenario of a first preferred embodiment of the present invention
- Figure 6 is a schematic view of a second preferred embodiment of the present invention.
- Figure 7 is a schematic diagram of a scene of a third preferred embodiment of the present invention.
- FIG. 3 is a schematic diagram of a network game system with a role time supply platform according to the present invention.
- the network game system 1 of the present invention includes a plurality of network game terminals 15 to 18 controlled by the player.
- the terminals shown in the figure are only schematic, and the number of terminals in actual operation is of course not limited thereto.
- the network game system 1 further includes a database 12 storing data representing the player's virtual character, and a server 14 connected to the database 12; the server 14 is connected to each of the terminals 15 to 18 via the network 10.
- the server 14 accesses through the database 12, for one of the players to obtain a predetermined right in a predetermined manner through one of the network game terminals, for example, the terminal 18, and the server 14 accepts the application for obtaining the predetermined right through the terminal 18 by the player who has obtained the predetermined right.
- a non-persistent angle corresponding to the predetermined right will be formed.
- the server 14 will settle to the persistent role of the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined period of time, and cut off the predetermined rights player terminal when the predetermined time period expires. 18 control over non-persistent roles.
- the initial step 302 authorizes one of the players to obtain a predetermined right by the server in a predetermined manner, and the predetermined manner may be a payment transaction, a bidding transaction or a server.
- the awards offered by the end are changed.
- the next step 304 server accepts the application for the predetermined right of the player to execute the predetermined right, and then the step 306 confirms that the predetermined right player performs the predetermined right period.
- the server side decides to stop the service by a certain mechanism, for example, the predetermined rights player actively cancels the game, and then suspends the game, etc.;
- Step 308 the server side publicizes the notice to reserve the rights to the player. Perform the right part of the predetermined right to attract the rest of the players to participate in the game.
- the server will form a non-persistent role corresponding to the predetermined right in the online game environment, for example, by a predetermined rights player playing a large monster, a master, and the like different from the usual persistent character.
- the non-player controlled server control role may be acquired by the predetermined rights holder as another non-sustainable role in another predetermined condition, for example, by the player paying another fee.
- Another pet or monster that serves as a guard, or a server-side incentive to participate in activities is a gift mode that is often difficult for industry practitioners to refer to; of course, the server allows non-persistent roles. It is also a feasible solution to play with the original continuous character. .
- Step 316 The server end settles to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period to The persistent role of the non-persistent character or the rights player, such as the amount invested by the server in the early subscription of the rights of the player, the virtual equipment, virtual currency, etc. obtained by the non-persistent role, with the corresponding relationship feedback A non-sustainable/sustainable role to the intended rights of the player.
- feedback can be done in the following ways, such as the unparalleled fantasy equipment that can't be obtained according to the normal game process, the huge amount of virtual currency, and the experience value that can be obtained after a long time on weekdays.
- the software can be modified to achieve this feedback as a function of the present invention.
- step 318 it is determined by the server side whether to cut off the predetermined rights of the player terminal in advance to control the non-persistent character, for example, the non-persistent role of the predetermined rights player is attacked and killed, and the server side appoints the non-persistent role of the predetermined right player.
- the task fails, the right to defend the player's non-persistent character, the death of the guard or the predetermined right of the player to actively terminate the service, and the like.
- the final step 320 is to cut off the control of the non-persistent role of the predetermined right player terminal when the predetermined time period expires, and the service is temporarily over.
- FIG. 5 is a schematic diagram of a scenario of a first preferred embodiment of the present invention.
- the player presents a predetermined right by paying for a predetermined right, for example, by purchasing an existing value card such as a stored value card or an online bonus.
- the health value 62 and the mana value 63 respectively show the vital signs of the character 6, and the server side can use the system announcement 8 to announce that the remaining players characters 42, 44 and 46 are invited to challenge, which can also enhance the use of the remaining players.
- the item server side provides interest in playing the role service, and timer 5 displays the remaining time of this play period.
- the character 6 controlled by the predetermined rights player can use the equipment field 61 to receive the winning loot such as the medicament 67, the redundant equipment 68 and the virtual Currency 69 and so on.
- the server-side service mode can provide a relative role level according to the player's input cost, and the player will directly obtain the peer-to-peer feedback; relatively, if the remaining player roles 42, 44, and 46 challenge successfully, the role 6 is killed. , you can get feedback from the role 6 affiliate.
- the present invention can be further changed to increase the player's role in obtaining the operation role while paying another fee to obtain the server control role to assist the defense to become an alliance.
- the mode of protection capability Referring to FIG. 6, which is a schematic diagram of a scenario according to a second preferred embodiment of the present invention, the player pays the first fee to purchase the predetermined rights to play the role 6', the health value 62' and the mana value 63', which respectively display the life of the character 6'. Signs.
- the character 6' controlled by the predetermined rights player can use the equipment field 6 ⁇ to receive the results such as the medicament 67', redundant Equipped with 68' and virtual currency 69' and so on. Conversely, if the remaining player characters 42', 44', and 46' are successful, killing the character 6' and assisting the character 6'defense monster 7', you can get the role 6' affiliated feedback.
- FIG. 7 there is shown a schematic diagram of a scene in accordance with a third preferred embodiment of the present invention, which is another example of the present invention.
- the rights player does not obtain authorization via a payment mechanism, but randomly triggers a task in the game scene to obtain the predetermined rights.
- the game software can also be used as a common defense alliance by the original player of the rights player, adding more fun to the game. Both the offensive and defensive sides can hone more difficult operation skills.
- the concept of the present invention can realize a game mode that is completely different from the online game in the prior art, and the player who pays or obtains the game reward can satisfy the game without affecting the original use rights of each player. Play monsters in the game and get different game experiences and virtual treasures.
- the software company that provides the game service can also obtain the real value of the game player in the industry through the innovative concept of the invention, and of course the benefits and the quality evaluation of the player are self-sufficient. This is a substantial contribution that can be expected to be propagated by the present invention.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
L'invention concerne un système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et un procédé de jeu en réseau pour la fourniture de période de rôle. Le procédé est le suivant : le serveur autorise le joueur à obtenir un droit prédéterminé par l'intermédiaire d'un mode prédéterminé et il accepte la demande du joueur disposant du droit prédéterminé exécutant le droit décrit ci-dessus; ensuite, le terminal serveur constitue un rôle non continu correspondant au droit prédéterminé dans l'environnement de jeu de réseau; dans une période prédéterminée, le terminal serveur bascule vers le rôle non continu ou vers le rôle continu du joueur disposant du droit selon un mécanisme prédéterminé d'informations en retour correspondant au rôle non continu, et le terminal serveur interrompt la commande du terminal du joueur disposant du droit prédéterminé dès que la période prédéterminée est écoulée.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/CN2007/003283 WO2009065248A1 (fr) | 2007-11-20 | 2007-11-20 | Système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et procédé de jeu en réseau pour la fourniture de période de rôle |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/CN2007/003283 WO2009065248A1 (fr) | 2007-11-20 | 2007-11-20 | Système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et procédé de jeu en réseau pour la fourniture de période de rôle |
Publications (1)
Publication Number | Publication Date |
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WO2009065248A1 true WO2009065248A1 (fr) | 2009-05-28 |
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/CN2007/003283 WO2009065248A1 (fr) | 2007-11-20 | 2007-11-20 | Système de jeu en réseau présentant une plate-forme de fourniture de période de rôle et procédé de jeu en réseau pour la fourniture de période de rôle |
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WO (1) | WO2009065248A1 (fr) |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2006136350A (ja) * | 2004-11-10 | 2006-06-01 | Sega Corp | ネットワークゲームシステム |
CN101071457A (zh) * | 2007-04-28 | 2007-11-14 | 腾讯科技(深圳)有限公司 | 一种网络游戏中改变角色形象的方法、装置以及服务器 |
-
2007
- 2007-11-20 WO PCT/CN2007/003283 patent/WO2009065248A1/fr active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2006136350A (ja) * | 2004-11-10 | 2006-06-01 | Sega Corp | ネットワークゲームシステム |
CN101071457A (zh) * | 2007-04-28 | 2007-11-14 | 腾讯科技(深圳)有限公司 | 一种网络游戏中改变角色形象的方法、装置以及服务器 |
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