WO2012081302A1 - Game system, method for controlling game system, program, and information storage medium - Google Patents

Game system, method for controlling game system, program, and information storage medium Download PDF

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Publication number
WO2012081302A1
WO2012081302A1 PCT/JP2011/073861 JP2011073861W WO2012081302A1 WO 2012081302 A1 WO2012081302 A1 WO 2012081302A1 JP 2011073861 W JP2011073861 W JP 2011073861W WO 2012081302 A1 WO2012081302 A1 WO 2012081302A1
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WO
WIPO (PCT)
Prior art keywords
game
player
operation input
situation data
setting
Prior art date
Application number
PCT/JP2011/073861
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French (fr)
Japanese (ja)
Inventor
俊哉 池長
Original Assignee
株式会社ソニー・コンピュータエンタテインメント
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Publication of WO2012081302A1 publication Critical patent/WO2012081302A1/en

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    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

Definitions

  • the present invention relates to a game system, a game system control method, a program, and an information storage medium.
  • a game system in which a plurality of game devices are connected via a network and a player participating in the game operates his / her own game device to enjoy a game (multiplayer game) in which the plurality of players participate. To do.
  • Patent Document 1 discloses a friendship mode in which a player who has been killed by an enemy character can be rescued by achieving a predetermined purpose and clearing the area, and a battle between the opponent player and the player character.
  • a game device is disclosed that can enjoy two types of multiplayer, an adversary mode that can rescue a player who has died by being beaten by an enemy character when winning.
  • the present invention has been made in view of the above problems, and when restarting a multi-play game, not only the situation of the game is reproduced, but also the situation regarding the output source of the operation input of the player participating in the game. It is an object to provide a game system, a game system control method, a program, and an information storage medium that can be reproduced.
  • the game system relates to game situation data indicating the situation of a game in which a plurality of players are participating, and sets the player identifier for each player participating in the game.
  • setting means for performing setting to handle as an operation input from the player associated with the output source of the operation input, and a game stored in the storage means
  • a plurality of programs whose identifiers are stored in the storage means are associated with the game situation data.
  • Ear is characterized in that it comprises a game execution means for executing according to the setting by the setting means the game to participate.
  • a player identifier for each player participating in the game is stored in association with game situation data indicating the situation of a game in which a plurality of players are participating.
  • the storage device that stores the game situation data acquired by a device including a game execution unit that executes the game in which a plurality of players whose identifiers are stored in the storage unit participates according to the setting by the setting unit
  • a player identifier for each player participating in the game is stored in association with game situation data indicating a situation of a game in which a plurality of players are participating.
  • the game system control method relates to game situation data indicating the situation of a game in which a plurality of players are participating, and stores the player identifier for each player participating in the game in the storage means.
  • game situation data indicating the situation of a game in which a plurality of players are participating
  • the operation input accepted for each player participating in the game is output to the player and the operation input.
  • the source there is a setting step for performing setting to handle as an operation input from the player associated with the output source of the operation input, and game situation data stored in the storage means
  • Ya is characterized in that it comprises a game execution step of executing in accordance with the setting in said setting step the game to participate.
  • a player identifier for each player participating in the game is stored in association with game situation data indicating a situation of a game in which a plurality of players are participating.
  • Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data stored in the storage means, and participating in the game For each player, setting is made so that the operation input to be received is handled as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other.
  • the storage device includes an output step of outputting the game situation data associated with the identifier of each player participating in the game.
  • a player identifier for each player participating in the game is associated with game situation data indicating a situation of a game in which a plurality of players are participating. Acquiring game situation data associated with the identifier of the player when executing a game from the situation indicated by the game situation data stored in the storage means from the storage means stored; For each participating player, the operation input received is set to be handled as an operation input from the player associated with the output source of the operation input in the information associated with the player and the output source of the operation input.
  • the program according to the present invention relates to game situation data indicating the situation of a game in which a plurality of players are participating, and outputs means for outputting a player identifier for each player participating in the game to the storage means.
  • the operation input to be accepted corresponds to the player and the output source of the operation input
  • the setting means for performing the setting to handle as the operation input from the player associated with the output source of the operation input, the situation indicated by the game situation data stored in the storage means.
  • Game execution means for executing according to the setting by the serial setting means, characterized by causing a computer to function as a.
  • another program is a memory in which an identifier of a player is stored for each player participating in the game in association with game situation data indicating a situation of a game in which a plurality of players are participating.
  • a setting unit configured to perform a setting for handling the received operation input as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other; and
  • the game status data stored in the storage means is associated with the game status data.
  • the storage device for storing the game situation data acquired by a device including game execution means for executing the game in which a plurality of players whose identifiers are stored in the storage means participate according to the setting by the setting means
  • the computer is caused to function as output means for outputting the game situation data associated with an identifier of each player participating in the game.
  • another program stores a player identifier for each player participating in the game in association with game situation data indicating the situation of a game in which a plurality of players are participating.
  • Setting means for performing setting for handling the received operation input as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other; From the situation indicated by the game situation data stored in the storage means, it is associated with the game situation data.
  • a plurality of player identifier is stored is characterized by causing a computer to function as a game execution means, for executing according to the setting by the setting means the game to participate in the storage means.
  • any of the above programs can be stored in a computer-readable information storage medium.
  • the operation input received for each player participating in the game is output by the output source information associated with the game situation data. Since the setting is handled as an operation input from the player associated with the original, when the multiplayer game is resumed, not only the game situation is reproduced, but also the operation input of the player participating in the game The situation regarding the output source can also be reproduced.
  • the output means in response to a request received during execution of the game, displays information indicating an output source of an operation input handled as an operation input from the player in the game being executed. It is output to the said memory
  • the plurality of players are notified of the fact. Notification means.
  • the notification means may notify the plurality of players to that effect.
  • the setting unit performs the setting in response to a request received from at least a part of the plurality of players, and the game executing unit executes the game. .
  • the setting is performed in response to a request received from at least some of the plurality of players.
  • Means may perform the setting, and the game execution means may execute the game.
  • the output source information indicates a controller operated by each player
  • the setting means executes a game from a situation indicated by game situation data stored in the storage means.
  • the operation signal received from the controller is set to be handled as the operation signal from the controller operated by the player indicated as the player operating the controller in the output source information associated with the game situation data. It is characterized by.
  • FIG. 1 is a diagram showing an example of the overall configuration of a computer network according to an embodiment of the present invention.
  • a cloud service 10 and clients 12 (12-1 to 12-n) each composed mainly of a computer are connected to a computer network 14 such as the Internet.
  • the cloud service 10 and the client 12 can communicate with each other.
  • the client 12 is a computer used by the user of the cloud service 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like.
  • the client 12 is, for example, a control device such as a CPU, a storage device such as a ROM or RAM, a storage device such as a hard disk drive, an output device such as a display or a speaker, a game controller, a touch pad, a mouse, a keyboard, or a microphone.
  • An input device, a communication device such as a network board, an optical disc drive for reading an optical disc (computer-readable information storage medium) such as a DVD-ROM or a Blu-ray (registered trademark) disc, and the like are provided.
  • the client 12 has a web browser and a client program installed in advance, and these application programs are executed.
  • the cloud service 10 is, for example, a distributed computing environment, and includes a plurality of Web application servers, a plurality of database servers, a plurality of storage devices, and the like that are connected so as to communicate with each other.
  • the server included in the cloud service 10 includes, for example, a control unit such as a CPU, a storage unit such as a ROM or RAM, a storage unit such as a hard disk drive, and a communication unit that is a communication interface such as a network board. Yes. These elements are connected via a bus.
  • the client 12 using the cloud service 10 can use various services provided by the cloud service 10 without being particularly aware of the location of resources such as servers and storage devices existing in the cloud service 10.
  • the client 12 accesses the cloud service 10 through a web browser, inputs a user ID and password, logs in, and then accesses a predetermined URL, the client 12 displays the predetermined URL on the display. The corresponding screen is displayed.
  • the cloud service 10 can specify the user ID of the user who uses the client 12 by referring to a cookie, for example.
  • the saved data list screen 20 illustrated in FIG. 2 is displayed on the display of the client 12.
  • the save data list screen 20 includes at least one individual save information 22 associated with a game that can be resumed by the user.
  • FIG. 2 is a diagram illustrating an example of the save data list screen 20 displayed on the display of the client 12 of the user A when the user A logs in to the cloud service 10.
  • the individual save information 22 is generated based on the save data 24 illustrated in FIG.
  • FIG. 3 is a diagram showing an example of the save data 24 corresponding to the individual save information 22. Details of the save data 24 will be described later.
  • the user issues a new game start request from the client 12 to start a game that participates as a player (multiplayer game) from the cloud service 10.
  • a game resumption request for resuming the execution of the multiplayer game from the game situation corresponding to the individual save information 22 may be transmitted from the client 12 to the cloud service 10.
  • the cloud service 10 when each of the user A, the user B, and the user C transmits a game new start request from the client 12, the cloud service 10 has three users (user A, user B, and user C) as players. Run the participating multiplayer game from the beginning.
  • the cloud service 10 is a multiplayer game in which three users, the user A, the user B, and the user C, participate as players. Is resumed from the game situation corresponding to the individual save information 22.
  • the cloud service 10 when the above-described game is being executed in the cloud service 10, for example, when the user A performs a save operation such as pressing the save button on the controller, the user A client 12 sends a save request to the cloud Send to service 10. Then, the cloud service 10 includes at least save status information indicating the game status when the save request is received, and output source information corresponding to the output sources of the operation inputs for each of the user A, the user B, and the user C. Data 24 is generated and saved.
  • the cloud service 10 restarts the game from the situation indicated by the game situation data included in the save data 24 described above, and the output source included in the save data 24. Based on the information, the connection relationship between the controller used by each user and the cloud service 10 is reproduced. In this way, in the present embodiment, the game can be resumed from the state of the game at the time of saving while maintaining the connection relationship between the controller used by each user and the cloud service 10 at the time of saving.
  • FIG. 4 is a conceptual diagram showing an example of the relationship between the cloud service 10 and the client 12 according to the present embodiment.
  • a management process 30, a service providing process 32, and an emulator 34 are executed.
  • image files of various game programs are stored in advance in a storage device such as a storage device included in the cloud service 10.
  • a game ID which is a game title and a game identifier, is associated with the game program.
  • the service providing process 32 is, for example, a process generated when a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
  • a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
  • SNS Social Networking Service
  • the management process 30 is a process generated when, for example, a server included in the cloud service 10 starts a management program installed in a server or storage device included in the cloud service 10, and the location management of the emulator 34 is performed. Processing, startup processing and termination processing of the emulator 34, connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12, and the like are executed.
  • the emulator 34 includes a plurality of virtual controller ports.
  • the client 12 includes a plurality of controller ports. Then, when the management process 30 connects the client 12 and the emulator 34, the controller port of the client 12 to which the controller to which the user performs operation input is connected is assigned to the virtual controller port of the emulator 34.
  • the emulator 34 is a process that functions as a virtual machine for executing a game program stored in a server or storage device included in the cloud service 10, for example.
  • the emulator 34 is generated when the management process 30 starts an emulator program installed in a server or storage device included in the cloud service 10 in response to a request from the client 12.
  • the management process 30 reads an image file of a game program designated by the client 12 and loads it into the emulator 34.
  • the game program is executed on the emulator 34.
  • the emulator 34 may load the game program designated by the client 12 into its own process.
  • the emulator 34 operates on the emulator 34, for example, an emulated memory image or register (for example, a program counter) managed by the emulator 34 in response to a request from the client 12 or the management process 30.
  • An input / output access log by the game program, a log of CPU instructions and GPU instructions executed on the emulator 34, and the like are output.
  • one emulator 34 can be exclusively used by one client 12 (see game program P1).
  • a plurality of clients 12 can be connected to one emulator 34 (see game program P2).
  • a plurality of game programs can be executed on one emulator 34 (see game programs P3 and P4).
  • the management process 30 instructs the client 12 to start the emulator 34 in response to a request from the client 12.
  • the client 12 activates the emulator program installed in the client 12 in response to the activation instruction received from the management process 30. Further, the client 12 stops the emulator 34 being executed in response to the stop instruction received from the management process 30.
  • stored in the client 12 can also be run with the emulator 34 currently run by the client 12 (refer game program P5). Further, the emulator 34 running on the client 12 can be connected from another client 12 (see the game program P6).
  • one client 12 can be connected to a plurality of emulators 34 (see game programs P7 and P8).
  • each of the plurality of controller ports included in one client 12 may be assigned to a different virtual controller port.
  • FIG. 5 is a functional block diagram showing an example of functions realized by the cloud service 10 according to the present embodiment. Note that FIG. 5 only shows functions that are particularly related to the following description. In the cloud service 10 according to the present embodiment, functions other than the functions shown in FIG. 5 are also realized.
  • the cloud service 10 includes an account data storage unit 40, a user status management data storage unit 42, a save data storage unit 44, a data reception unit 46, a login process execution unit 48, and save data. It includes a list screen generation unit 50, a data transmission unit 52, an emulator management unit 54, a game execution unit 56, and a save data management unit 58.
  • the account data storage unit 40, the user status management data storage unit 42, and the save data storage unit 44 are mainly realized by a storage device such as a memory, a hard disk drive, or a storage device included in a server included in the cloud service 10, for example. .
  • the data receiving unit 46 and the data transmitting unit 52 are mainly realized by a communication interface such as a network board provided in the cloud service 10.
  • the game execution unit 56 corresponds to a function realized by the emulator 34, for example.
  • the other elements correspond to functions realized by the management process 30, for example.
  • the cloud service 10 is configured mainly with a computer as described above, and by executing a program, each functional element that the cloud service 10 bears in FIG. 5 is realized. Further, this program is supplied to the cloud service 10 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet.
  • the account data storage unit 40 stores user account data including a user ID, password, user name, address, telephone number, e-mail address, and the like.
  • the user status management data storage unit 42 stores user status management data 60 illustrated in FIG.
  • the user status management data 60 is data indicating the usage status of the cloud service 10 by the user, for example, whether the user is logged in or not.
  • the user status management data 60 includes, for example, a user ID and user status data.
  • the value of the user status data is, for example, “online” indicating that the user is logged in to the cloud service 10 or “offline” indicating that the user is not logged in to the cloud service 10. It is set to either.
  • the save data storage unit 44 stores save data 24 illustrated in FIG.
  • the save data 24 is, for example, a save data ID that is an identifier of the save data 24, a game ID of a game to be saved, and a game at the time when a save request is received, which is an example of the above-described game situation data.
  • Snapshot data indicating the contents of the memory image and the register values managed by the emulator 34 executing the save, save date / time data indicating the date / time when the save data 24 was generated, and the user (save data) that output the save request
  • the owned user ID which is a user ID of 24).
  • Participating player management data for managing users participating in the saved game as players hereinafter referred to as participating users). .
  • one save data 24 includes at least one participating player management data.
  • the participating player management data includes a participating user ID, which is a user ID of the participating user, player number information indicating the player number of the participating user in the game, and a port of the virtual controller of the emulator 34 assigned to the participating user.
  • the virtual port number information indicating the number and the output source information for identifying the device or controller that is the output source of the operation input of the participating user are included.
  • the output source information includes client IP address information indicating the IP address of the client 12 used by the participating user, and the port of the controller port to which the controller used by the user in the client 12 is connected. And port number information indicating a number.
  • the save data 24 includes output source information indicating the output source of the operation input associated with each participating user.
  • the login process executing unit 48 sets the password associated with the received user ID to the user ID in the account data.
  • a login process for determining whether or not the associated password is met is executed. If they match (login is successful), the login process execution unit 48 updates the value of the user status data associated with the user ID of the user who has successfully logged in from “offline” to “online”, and
  • the save data list screen generation unit 50 generates the save data list screen 20 based on the save data 24 stored in the save data storage unit 44 and set as the owned user ID of the logged-in user. Then, the data transmission unit 52 transmits the saved data list screen 20 to the client 12.
  • the client 12 receives the save data list screen 20 and displays it on the display.
  • the data transmitting unit 52 logs in. The client 12 is notified of the failure.
  • the cloud service 10 that is, the value of the user status data of the user A, the user B, and the user C is “online”.
  • three users execute a multiplayer game in which players participate as players from the beginning, save the game status in the middle of the game, and each user ends the game and logs out of the cloud service 10, and The operation of the client 12 will be described.
  • the data receiving unit 46 receives a new game associated with the game ID of the game to be played (for example, “015” in the present embodiment) from the client 12 of each of the user A, the user B, and the user C.
  • the emulator management unit 54 activates the emulator 34 in response to the game new start request, and the emulator 34 that has started up receives the game image file corresponding to the game ID associated with the game new start request. Load it.
  • the emulator management unit 54 assigns each user a player number.
  • the player number “1P” is assigned to the user A
  • the player number “2P” is assigned to the user B
  • the player number “3P” is assigned to the user C.
  • the emulator management unit 54 assigns the operation input of the controller operated by the user to the virtual controller port of the emulator 34.
  • the emulator management unit 54 for example, the port number of the controller port of the client 12 to which the IP address “xx.xx.xx.xx” of the client 12 of the user A and the controller used by the user A are connected.
  • the combination of “2” is associated with the virtual controller port (virtual first port) whose virtual port number is 1.
  • the emulator management unit 54 also combines the IP address “1yy.y.yy.yyyyy” of the client B of the user B and the port number “1” of the controller port of the client 12 to which the controller used by the user B is connected.
  • the emulator management unit 54 combines the IP address “2zz.zz.zz.zz” of the client 12 of the user C and the port number “1” of the controller port of the client 12 to which the controller used by the user C is connected. To the virtual controller port (virtual third port) whose virtual port number is 3.
  • the game execution unit 56 starts execution of the loaded game from the first scene in the game.
  • the game execution unit 56 updates and updates game situation data indicating game situation every predetermined game update time (for example, 1/60 seconds) after the game starts.
  • These three processes are executed in the order of a frame image generation process for generating a frame image representing game play content based on the subsequent game situation data and a frame image transmission process for transmitting the generated frame image to the client 12. . That is, the game execution unit 56 repeatedly executes a process of sequentially executing the above three processes at a game update time interval.
  • the game execution unit 56 performs a process of updating game situation data indicating the position and orientation of a character object such as a player object or an enemy object in the game in the game situation update process.
  • the game execution unit 56 also executes a collision determination process between updated objects, a game stage clear determination process, a mistake determination process, and the like based on the collision determination result in the game situation update process. To do.
  • the game execution unit 56 performs a process of generating a frame image based on game situation data indicating the position and orientation of the updated object group in the frame image generation process, for example.
  • the game execution unit 56 transmits the generated frame images to the client 12 in association with frame IDs that are identifiers of frame images that are ordered in the order of generation time.
  • the game execution unit 56 transmits a frame image corresponding to the user who uses the client 12 to each client 12.
  • the client 12 receives frame images sequentially transmitted from the cloud service 10. Then, the client 12 displays and outputs a game screen including the received frame image on the display. In the present embodiment, the client 12 displays and outputs frame images in the order of associated frame IDs. The frame images to be displayed and output are sequentially updated. In this way, a moving image representing a state of playing a game is streamed from the cloud service 10 to the client 12.
  • the client 12 when the client 12 receives a key input such as a button press by the user during the game execution, the key information corresponding to the input (for example, an operation signal corresponding to the controller operation by the user). (A signal indicating the type of the pressed button)) is transmitted to the cloud service 10. Then, the data receiving unit 46 receives key information. Then, the game execution unit 56 updates (for example, presses) the game situation data corresponding to the key information, assuming that the operation input corresponding to the key information is input from the virtual controller port of the emulator 34 assigned to the user. The player object is moved in the direction indicated by the button.
  • a key input such as a button press by the user during the game execution
  • the game execution unit 56 updates the game situation data from the controller connected to the controller port of the port number “2” of the client 12 whose IP address is “xx.xx.xx.xx”.
  • the operation input is handled as the operation input input to the virtual first port, and the operation from the controller connected to the controller port of the port number “1” of the client 12 whose IP address is “1yy.yy.yy.yy”.
  • the data receiving unit 46 accepts the save request.
  • the save data management unit 58 generates, for example, the save data 24 illustrated in FIG. 3 in response to the save request and outputs it to the save data storage unit 44.
  • a new value “001” is set as the save data ID value in the save data 24 generated by the save data management unit 58 in this situation, and the save data ID value is saved.
  • the save data 24 includes three participating player management data respectively corresponding to participating users.
  • the user ID of the participating user is set as the value of the participating user ID
  • the player number assigned to the participating user is set as the value of the player number information
  • the virtual controller port assigned to the participating user is set as the value of the virtual port number information
  • the port number of the virtual controller port assigned to the participating user is set as the value of the virtual port number information
  • the IP address of the client 12 used by the participating user is the output destination information
  • the port number of the controller port of the client 12 to which the controller operated by the participating user is connected is set as the value of the port number information of the output destination information.
  • snapshot data indicating the game status at the time of saving is stored in association with output source information for identifying the client 12 or controller used by each user participating in the game.
  • the Rukoto is stored in association with output source information for identifying the client 12 or controller used by each user participating in the game.
  • the data receiving unit 46 receives the game end request, and the game executing unit 56 manages the emulator.
  • the unit 54 is instructed to end the game. Then, the emulator management unit 54 executes a process of disconnecting the connection between the emulator 34 in which the game has been executed and the client 12, and executes a process for stopping the emulator 34 in which the game has been executed.
  • the data receiving unit 46 receives the logout request. Then, the emulator management unit 54 disconnects the connection between the client 12 and the cloud service 10, and in the user status management data 60, the value of the user status data associated with the user ID of the user is changed from “online” to “ Update to "Offline”.
  • the save data list screen 20 shown in FIG. 2 is displayed on the client 12 of the user A.
  • the save data list screen 20 includes individual save information 22 corresponding to save data 24 in which the user ID of the user who uses the client 12 is set as the value of the owned user ID.
  • the individual save information 22 includes a game title specified based on the game ID included in the save data 24, the date and time indicated by the save date and time data included in the save data 24, and each user ID of each participating user ID included in the save data 24. Name and an icon indicating the login status of the user (an icon indicating whether the user is online or offline).
  • the individual save information 22 is associated with a save data ID.
  • the save data list screen generation unit 50 determines whether or not the user indicated by the participating user ID is logged in based on the user status data.
  • the saved data list screen generation unit 50 includes the user A, the user B, A circle icon is placed to the right of the user name of each user C.
  • the save data list screen generation unit 50 uses the user names of the user D and the user E, respectively. Place the cross icon to the right of.
  • the save data list screen generation unit 50 includes the individual save information 22 in which all of the users corresponding to the participating user IDs in the save data list screen 20 are online. Is highlighted (display of a frame line, display of a color different from other individual save information 22).
  • the user A performs an operation of selecting the highlighted individual save information 22 (individual save information 22 corresponding to a game in which all of the participating users are logged in) on the controller of the client 12.
  • the client 12 of the user A transmits a game restart request to the cloud service 10.
  • the data receiving unit 46 receives a game resumption request.
  • a save data ID associated with the selected individual save information 22 is associated with the game restart request.
  • the data transmission part 52 transmits a game resumption request
  • the user B's client 12 and the user C's client 12 accept the game game restart request acceptance notification.
  • the client 12 pops up a screen for selecting whether or not to approve the resumption of the game on the display of the client 12 in response to the game resumption request acceptance notification.
  • the data reception unit 46 receives the game resumption request.
  • the emulator management unit 54 activates the emulator 34 in response to the game restart request.
  • the save data management unit 58 acquires the save data 24 including the save data ID associated with the game restart request in the save data 24 from the save data storage unit 44.
  • the emulator management unit 54 loads the game image file corresponding to the game ID included in the acquired save data 24 to the activated emulator 34.
  • the save data management unit 58 assigns the player number “1P” to the user A, assigns the player number “2P” to the user B, and assigns the player number “2P” to the user C based on the player number information included in the acquired save data 24.
  • the number “3P” is assigned.
  • the save data management unit 58 creates the IP address “xx.xx.xx.xx” and the port number “2” of the controller port based on the virtual port number information and the output source information included in the acquired save data 24.
  • the combination is assigned to the virtual first port
  • the combination of the IP address “1yy.y.yy.yyyyy” and the port number “2” of the controller port is assigned to the virtual second port
  • a combination of “zz” and the port number “1” of the controller port is assigned to the virtual third port.
  • the game execution unit 56 starts executing the shooting game from the situation indicated by the snapshot data included in the save data 24 acquired by the save data management unit 58. Specifically, the game execution unit 56 sets the contents of the memory image and the register values managed by the emulator 34 executing the game, for example, according to the snapshot data included in the save data 24. Then, the execution of the above game is started.
  • the game execution unit 56 is connected to the controller port connected to the controller port of the port number “2” of the client 12 having the IP address “xx.xx.xx.xx” while the game is being executed.
  • the operation input from the controller connected to the controller port of the port number “2” of the client 12 of the IP address “1yy.yy.yy.yy” is handled as the operation input input to the virtual first port.
  • an operation input input from the controller connected to the controller port of the port number “1” of the client 12 having the IP address “2zz.zz.zz.zz” It is handled as an operation input input to the third port.
  • the user A, the user B, and the user C resume the game while maintaining the connection relationship between the controller used by each user and the cloud service 10 from the game situation at the time of saving. be able to.
  • FIG. 7 is a diagram showing an example of the save data 24 in this embodiment.
  • FIG. 8 is a diagram showing an example of the user status management data 60 in this embodiment.
  • the output source information included in the save data 24 in this embodiment does not include client IP address information indicating the IP address of the client 12 used by the participating user. Only port number information indicating the port number of the controller port to which the controller used by is connected is included.
  • the user status management data 60 in this embodiment includes, for example, a user ID, user status data, and client IP address information.
  • the IP address of the client 12 currently used by the user is set as the client IP address information. That is, for the user who has successfully logged in, the login processing execution unit 48 updates the value of the user status data associated with the user ID of the user from “offline” to “online”, and the user ID and password
  • the IP address of the output source client 12 is set as the value of the client IP address information associated with the user ID of the user.
  • the save data management unit 58 sets the user ID of the participating user as the value of the participating user ID, and assigns the player number assigned to the participating user. Is set as the value of the player number information, the port number of the virtual controller port assigned to the participating user is set as the value of the virtual port number information, and the port number of the virtual controller port assigned to the participating user is the virtual port number information.
  • the save data 24 is generated in which the port number of the controller port of the client 12 to which the controller operated by the participating user is connected is set as the value of the port number information of the output destination information.
  • the emulator managing unit 54 activates the emulator 34, the save data managing unit 58 obtains the save data 24, and the emulator managing unit 54 The game program is loaded. Then, the save data management unit 58 assigns the player number “1P” to the user A, assigns the player number “2P” to the user B, and assigns the player number “2P” to the user C based on the player number information included in the acquired save data 24. The number “3P” is assigned.
  • the save data management unit 58 determines that the IP address of the client 12 currently used by the user A is “xx.xx.xx.xx” based on the user status management data 60, and that the user B currently uses The IP address of the client 12 currently operating is “1yy.yy.yy.yy” and the IP address of the client 12 currently used by the user C is “2zz.zz.zz.zz” , Specify.
  • the save data management unit 58 determines the IP address “xx.xx.xx.xx” and the controller based on the virtual port number information and the output source information included in the acquired save data 24 and the specified IP address.
  • the combination of the port number “2” of the port is assigned to the virtual first port
  • the combination of the IP address “1yy.yy.yy.yy” and the port number “2” of the controller port is assigned to the virtual second port
  • the IP A combination of the address “2zz.zz.zz.zz” and the port number “1” of the controller port is assigned to the virtual third port.
  • the client 12 used when saving the game is different from the client 12 used when restarting the game, the client 12 used by the player can be specified. Therefore, when the multi-play game is resumed, the reproduction accuracy of the situation regarding the output source of the operation input of the player participating in the game is also improved.
  • the individual save information corresponding to the save data 24 in which the user ID of the user who uses the client 12 as the transmission destination of the save data list screen 20 is set as the value of the owned user ID by the save data list screen generation unit 50
  • the save data 24 in which the user ID of the user who uses the client 12 as the transmission destination of the save data list screen 20 is set as the value of the participating user ID.
  • the save data list screen 20 including the individual save information 22 corresponding to may be generated. In this way, the user selects the individual save information 22 of the game that participated as a player, and issues a game restart request associated with the save data ID associated with the selected individual save information 22 from the client 12 to the cloud service. 10 can be transmitted.
  • the user selects the individual save information 22 and associates it with the selected individual save information 22.
  • the game restart request associated with the saved data ID that is associated may be transmitted from the client 12 to the cloud service 10.
  • the data transmission unit 52 may transmit a game resumption request acceptance notification to the participating user's client 12 in response to the game resumption request.
  • the data transmission unit 52 may transmit a game resumption request acceptance notification by e-mail to the client 12 (for example, the offline user's client 12) in response to the accepted game resumption request.
  • the save data management unit 58 may monitor the value of the user status data of the user corresponding to each participating player management data included in the save data 24.
  • the save data management unit 58 detects that the value of the user status data is “online” for a predetermined number or more of the users corresponding to the participating user IDs included in the save data 24 (for example, When it is detected that the value of the user status data is “online” for all the users corresponding to the participating user IDs included in the save data 24), the data transmitting unit 52 informs each participating user. The client 12 may be notified.
  • the client 12 may not have a plurality of controller ports.
  • the output source information may include only the address of the client 12, for example.
  • the cloud service 10 acquires the save data 24 stored in the storage device, and for each player participating in the game, the IP address of the client 12 and the controller operated by the player with respect to the port number of the virtual controller It is also possible to provide only a function (so-called load function) for executing a game from the situation indicated by the save data 24 after assigning the port number combinations. Further, for example, the cloud service 10 provides the save data 24 illustrated in FIG. 3 and FIG. 7 to the device having the load function described above (the device having the load function can read the data (accessible). It is also possible to provide only the function (so-called save function) for outputting the save data 24 to the storage device.
  • a function so-called load function
  • the game situation data may be data indicating parameters and status in the game.
  • the function realized by the cloud service 10 may be realized by a single server.
  • the game program does not need to be executed on the emulator 34, and may be executed on the system software (operating system or the like) of the cloud service 10 or the client 12, for example.
  • the division of roles between the cloud service 10 and the client 12 is not limited to the above example.

Abstract

Provided is a game system in which it is possible, when a multi-play game is restarted, not only to restage the situation of the game, but also to restage the situation relating to the source from which output was made by the operation input of a player participating in the game. A saved data managing unit (58) creates an association with game situation data and outputs, to a saved data storage unit (44), a player identifier for each of the players participating in the game. When the game is to be executed from a situation indicated by the game situation data, the saved data managing unit (58) performs, for each of the players participating in the same, a setting operation to handle a received operation input as an operation input from a player associated with the source from which output was made by the operation input. This involves information in which players and sources from which output is made by the operation input are associated with each other. A game execution unit (56) executes the game in accordance with the setting performed by the saved data managing unit (58) and from the situation indicated by the game situation data.

Description

ゲームシステム、ゲームシステムの制御方法、プログラム及び情報記憶媒体GAME SYSTEM, GAME SYSTEM CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM
 本発明は、ゲームシステム、ゲームシステムの制御方法、プログラム及び情報記憶媒体に関する。 The present invention relates to a game system, a game system control method, a program, and an information storage medium.
 ネットワークを介して複数のゲーム装置を接続して、ゲームに参加するプレイヤが自分のゲーム装置を操作することで、複数のプレイヤが参加するゲーム(マルチプレイのゲーム)を楽しむことができるゲームシステムが存在する。 There is a game system in which a plurality of game devices are connected via a network and a player participating in the game operates his / her own game device to enjoy a game (multiplayer game) in which the plurality of players participate. To do.
 特許文献1には、所定の目的を達成してエリアをクリアすることで、敵キャラクタに倒されるなどして死亡したプレイヤを救済することができる友好モードと、相手のプレイヤのプレイヤキャラクタとの対戦に勝利したときに、敵キャラクタに倒されるなどして死亡したプレイヤを救済することができる敵対モードと、の2種類のマルチプレイを楽しむことができるゲーム装置が開示されている。 Patent Document 1 discloses a friendship mode in which a player who has been killed by an enemy character can be rescued by achieving a predetermined purpose and clearing the area, and a battle between the opponent player and the player character. A game device is disclosed that can enjoy two types of multiplayer, an adversary mode that can rescue a player who has died by being beaten by an enemy character when winning.
特開2010-88694号公報JP 2010-88694 A
 マルチプレイのゲームを楽しむことができるゲームシステムにおいては、マルチプレイのゲームを複数のプレイヤが楽しんでいる途中に、ゲームの状況を保存できることが望ましい。そして、同じプレイヤの組合せによりゲームを再開させようとした場合に、保存されているデータを用いて、セーブ時点におけるゲームの状況だけでなく、各プレイヤに割り当てられているコントローラの接続状況、などといった、各プレイヤについての操作入力の出力元に関する状況も再現できることができれば便利である。 In a game system in which a multiplayer game can be enjoyed, it is desirable that the game situation can be saved while a plurality of players are enjoying the multiplayer game. Then, when trying to restart the game with the same player combination, using the stored data, not only the game status at the time of saving, but also the connection status of the controller assigned to each player, etc. It is convenient if the situation concerning the output source of the operation input for each player can be reproduced.
 本発明は上記課題に鑑みてなされたものであって、マルチプレイでのゲームを再開する際に、ゲームの状況が再現されるだけではなく、ゲームに参加するプレイヤの操作入力の出力元に関する状況も再現することができるゲームシステム、ゲームシステムの制御方法、プログラム及び情報記憶媒体を提供することを目的とする。 The present invention has been made in view of the above problems, and when restarting a multi-play game, not only the situation of the game is reproduced, but also the situation regarding the output source of the operation input of the player participating in the game. It is an object to provide a game system, a game system control method, a program, and an information storage medium that can be reproduced.
 上記課題を解決するために、本発明に係るゲームシステムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力手段と、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段と、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段と、を含むことを特徴とする。 In order to solve the above-mentioned problem, the game system according to the present invention relates to game situation data indicating the situation of a game in which a plurality of players are participating, and sets the player identifier for each player participating in the game. An operation input to be received for each player participating in the game when the game is executed from the situation indicated by the game situation data stored in the storage means and the game situation data stored in the storage means. In the information associated with the output source of the input, setting means for performing setting to handle as an operation input from the player associated with the output source of the operation input, and a game stored in the storage means Based on the situation indicated by the situation data, a plurality of programs whose identifiers are stored in the storage means are associated with the game situation data. Ear is characterized in that it comprises a game execution means for executing according to the setting by the setting means the game to participate.
 また、本発明に係る別のゲームシステムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力手段、を含むことを特徴とする。 In another game system according to the present invention, a player identifier for each player participating in the game is stored in association with game situation data indicating the situation of a game in which a plurality of players are participating. Means for acquiring game situation data associated with an identifier of a player upon execution of a game from the situation indicated by the game situation data stored in the storage means from the storage means, and each player participating in the game Setting means for performing setting for handling the received operation input as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other; And from the situation indicated by the game situation data stored in the storage means, The storage device that stores the game situation data acquired by a device including a game execution unit that executes the game in which a plurality of players whose identifiers are stored in the storage unit participates according to the setting by the setting unit Output means for outputting the game situation data associated with the identifier of each player participating in the game.
 また、本発明に係るさらに別のゲームシステムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段と、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段と、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段と、を含むことを特徴とする。 In addition, in another game system according to the present invention, a player identifier for each player participating in the game is stored in association with game situation data indicating a situation of a game in which a plurality of players are participating. Means for acquiring game situation data associated with the player's identifier when executing a game from the situation indicated by the game situation data stored in the storage means, and each participating in the game Setting for the player to accept the operation input to be accepted as the operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. From the situation indicated by the means and the game situation data stored in the storage means, Put communication, characterized in that it comprises a game execution means for executing according to the setting by the setting means the game in which a plurality of players participate the identifier is stored in the storage means.
 また、本発明に係るゲームシステムの制御方法は、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力ステップと、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定ステップと、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定ステップでの設定に従って実行するゲーム実行ステップと、を含むことを特徴とする。 In addition, the game system control method according to the present invention relates to game situation data indicating the situation of a game in which a plurality of players are participating, and stores the player identifier for each player participating in the game in the storage means. When the game is executed from the output step to output and the situation indicated by the game situation data stored in the storage means, the operation input accepted for each player participating in the game is output to the player and the operation input. In the information in which the source is associated, there is a setting step for performing setting to handle as an operation input from the player associated with the output source of the operation input, and game situation data stored in the storage means A plurality of pre-stored identifiers stored in the storage means in association with the game situation data. Ya is characterized in that it comprises a game execution step of executing in accordance with the setting in said setting step the game to participate.
 また、本発明に係る別のゲームシステムの制御方法は、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力ステップ、を含むことを特徴とする。 In addition, in another game system control method according to the present invention, a player identifier for each player participating in the game is stored in association with game situation data indicating a situation of a game in which a plurality of players are participating. Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data stored in the storage means, and participating in the game For each player, setting is made so that the operation input to be received is handled as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. From the situation indicated by the setting means and the game situation data stored in the storage means, Storing the game situation data acquired by an apparatus including game execution means for executing the game in which a plurality of players whose identifiers are stored in the storage means in association with the game are executed according to the setting by the setting means The storage device includes an output step of outputting the game situation data associated with the identifier of each player participating in the game.
 また、本発明に係るさらに別のゲームシステムの制御方法は、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得するステップと、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定ステップと、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定ステップでの設定に従って実行するゲーム実行ステップと、を含むことを特徴とする。 Further, according to another control method of the game system according to the present invention, a player identifier for each player participating in the game is associated with game situation data indicating a situation of a game in which a plurality of players are participating. Acquiring game situation data associated with the identifier of the player when executing a game from the situation indicated by the game situation data stored in the storage means from the storage means stored; For each participating player, the operation input received is set to be handled as an operation input from the player associated with the output source of the operation input in the information associated with the player and the output source of the operation input. From the setting step of performing the game and the situation indicated by the game situation data stored in the storage means, Characterized in that it comprises a game execution step in which a plurality of players identifiers in said storage means is stored in association with the over arm status data is performed according to the setting in said setting step the game to participate, the.
 また、本発明に係るプログラムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力手段、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、としてコンピュータを機能させることを特徴とする。 Further, the program according to the present invention relates to game situation data indicating the situation of a game in which a plurality of players are participating, and outputs means for outputting a player identifier for each player participating in the game to the storage means. When the game is executed from the situation indicated by the game situation data stored in the storage means, for each player participating in the game, the operation input to be accepted corresponds to the player and the output source of the operation input In the attached information, the setting means for performing the setting to handle as the operation input from the player associated with the output source of the operation input, the situation indicated by the game situation data stored in the storage means, The game in which a plurality of players whose identifiers are stored in the storage means in association with situation data participate Game execution means for executing according to the setting by the serial setting means, characterized by causing a computer to function as a.
 また、本発明に係る別のプログラムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力手段、としてコンピュータを機能させることを特徴とする。 Further, another program according to the present invention is a memory in which an identifier of a player is stored for each player participating in the game in association with game situation data indicating a situation of a game in which a plurality of players are participating. Means for obtaining game situation data associated with an identifier of the player when executing a game from the situation indicated by the game situation data stored in the storage means, and for each player participating in the game, A setting unit configured to perform a setting for handling the received operation input as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other; and The game status data stored in the storage means is associated with the game status data. In the storage device for storing the game situation data acquired by a device including game execution means for executing the game in which a plurality of players whose identifiers are stored in the storage means participate according to the setting by the setting means, The computer is caused to function as output means for outputting the game situation data associated with an identifier of each player participating in the game.
 また、本発明に係るさらに別のプログラムは、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、としてコンピュータを機能させることを特徴とする。 Further, another program according to the present invention stores a player identifier for each player participating in the game in association with game situation data indicating the situation of a game in which a plurality of players are participating. Means for acquiring game situation data associated with an identifier of a player upon execution of a game from the situation indicated by the game situation data stored in the storage means from the storage means, and each player participating in the game Setting means for performing setting for handling the received operation input as an operation input from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other; From the situation indicated by the game situation data stored in the storage means, it is associated with the game situation data. A plurality of player identifier is stored is characterized by causing a computer to function as a game execution means, for executing according to the setting by the setting means the game to participate in the storage means.
 また、上記のいずれのプログラムもコンピュータ読み取り可能な情報記憶媒体に記憶することもできる。 Further, any of the above programs can be stored in a computer-readable information storage medium.
 本発明によると、ゲーム状況データが示す状況からのゲームの実行の際に、ゲームに参加する各プレイヤについて、受け付ける操作入力を、ゲーム状況データに関連付けられている出力元情報でこの操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定が行われるので、マルチプレイでのゲームを再開する際に、ゲームの状況が再現されるだけではなく、ゲームに参加するプレイヤの操作入力の出力元に関する状況も再現することができる。 According to the present invention, when the game is executed from the situation indicated by the game situation data, the operation input received for each player participating in the game is output by the output source information associated with the game situation data. Since the setting is handled as an operation input from the player associated with the original, when the multiplayer game is resumed, not only the game situation is reproduced, but also the operation input of the player participating in the game The situation regarding the output source can also be reproduced.
 本発明の一態様では、前記出力手段は、前記ゲームの実行中に受け付ける要求に応じて、実行中のゲームにおいてプレイヤからの操作入力として取り扱っている操作入力の出力元を示す情報を、当該プレイヤに対応付けられる出力元情報として前記記憶手段に出力することを特徴とする。 In one aspect of the present invention, in response to a request received during execution of the game, the output means displays information indicating an output source of an operation input handled as an operation input from the player in the game being executed. It is output to the said memory | storage means as the output source information matched with this.
 また、本発明の一態様では、前記記憶手段に識別子が記憶されている複数のプレイヤのうちの所定数以上が前記ゲームシステムにログインしている際に、当該複数のプレイヤにその旨を通知する通知手段、をさらに含むことを特徴とする。 In one aspect of the present invention, when a predetermined number or more of a plurality of players whose identifiers are stored in the storage means are logged in to the game system, the plurality of players are notified of the fact. Notification means.
 この態様では、前記通知手段は、前記複数のプレイヤのすべてが前記ゲームシステムにログインしている際に、当該複数のプレイヤにその旨を通知してもよい。 In this aspect, when all of the plurality of players are logged in to the game system, the notification means may notify the plurality of players to that effect.
 また、本発明の一態様では、前記複数のプレイヤのうちの少なくとも一部から受け付ける要求に応じて、前記設定手段が前記設定を行い、前記ゲーム実行手段が前記ゲームを実行することを特徴とする。 In one aspect of the present invention, the setting unit performs the setting in response to a request received from at least a part of the plurality of players, and the game executing unit executes the game. .
 この態様では、前記記憶手段に識別子が記憶されている複数のプレイヤのすべてが前記ゲームシステムにログインしている際に、当該複数のプレイヤのうちの少なくとも一部から受け付ける要求に応じて、前記設定手段が前記設定を行い、前記ゲーム実行手段が前記ゲームを実行してもよい。 In this aspect, when all of the plurality of players whose identifiers are stored in the storage unit are logged in to the game system, the setting is performed in response to a request received from at least some of the plurality of players. Means may perform the setting, and the game execution means may execute the game.
 また、本発明の一態様では、前記出力元情報は、各プレイヤが操作するコントローラを示しており、前記設定手段は、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、コントローラから受け付ける操作信号を、前記ゲーム状況データに関連付けられている出力元情報で当該コントローラを操作するプレイヤとして示されているプレイヤが操作するコントローラからの操作信号として取り扱う設定を行うことを特徴とする。 In one aspect of the present invention, the output source information indicates a controller operated by each player, and the setting means executes a game from a situation indicated by game situation data stored in the storage means. The operation signal received from the controller is set to be handled as the operation signal from the controller operated by the player indicated as the player operating the controller in the output source information associated with the game situation data. It is characterized by.
本実施形態に係るコンピュータネットワークの全体構成の一例を示す図である。It is a figure which shows an example of the whole structure of the computer network which concerns on this embodiment. セーブデータ一覧画面の一例を示す図である。It is a figure which shows an example of a save data list screen. セーブデータの一例を示す図である。It is a figure which shows an example of save data. 本実施形態に係るクラウドサービスとクライアントとの関係の一例を示す概念図である。It is a conceptual diagram which shows an example of the relationship between the cloud service which concerns on this embodiment, and a client. 本実施形態に係るクラウドサービスで実現される機能の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of the function implement | achieved by the cloud service which concerns on this embodiment. ユーザステータス管理データの一例を示す図である。It is a figure which shows an example of user status management data. セーブデータの一例を示す図である。It is a figure which shows an example of save data. ユーザステータス管理データの一例を示す図である。It is a figure which shows an example of user status management data.
 以下、本発明の一実施形態について図面に基づき詳細に説明する。 Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
 図1は、本発明の一実施形態に係るコンピュータネットワークの全体構成の一例を示す図である。図1に示すように、インターネットなどのコンピュータネットワーク14には、いずれもコンピュータを中心に構成されたクラウドサービス10、クライアント12(12-1~12-n)、が接続されている。そして、クラウドサービス10、クライアント12は、互いに通信可能になっている。 FIG. 1 is a diagram showing an example of the overall configuration of a computer network according to an embodiment of the present invention. As shown in FIG. 1, a cloud service 10 and clients 12 (12-1 to 12-n) each composed mainly of a computer are connected to a computer network 14 such as the Internet. The cloud service 10 and the client 12 can communicate with each other.
 クライアント12は、クラウドサービス10のユーザが利用するコンピュータであり、例えば、パーソナルコンピュータ、ゲームコンソール、テレビ受像器、携帯型ゲーム装置、携帯情報端末、などである。そして、クライアント12は、例えば、CPU等の制御装置、ROMやRAM等の記憶素子やハードディスクドライブ等の記憶装置、ディスプレイ、スピーカ等の出力装置、ゲームコントローラ、タッチパッド、マウス、キーボード、マイク等の入力装置、ネットワークボード等の通信装置、DVD-ROMやBlu-ray(登録商標)ディスクなどの光ディスク(コンピュータ読み取り可能な情報記憶媒体)を読み取る光ディスクドライブ、等を備えている。 The client 12 is a computer used by the user of the cloud service 10, and is, for example, a personal computer, a game console, a television receiver, a portable game device, a portable information terminal, or the like. The client 12 is, for example, a control device such as a CPU, a storage device such as a ROM or RAM, a storage device such as a hard disk drive, an output device such as a display or a speaker, a game controller, a touch pad, a mouse, a keyboard, or a microphone. An input device, a communication device such as a network board, an optical disc drive for reading an optical disc (computer-readable information storage medium) such as a DVD-ROM or a Blu-ray (registered trademark) disc, and the like are provided.
 また、本実施形態に係るクライアント12は、ウェブブラウザ及びクライアントプログラムが予めインストールされており、これらのアプリケーションプログラムが実行される。 Further, the client 12 according to the present embodiment has a web browser and a client program installed in advance, and these application programs are executed.
 クラウドサービス10は、例えば、分散コンピューティング環境であり、互いに通信可能に接続されている複数台のWebアプリケーションサーバ、複数台のデータベースサーバ、複数台のストレージデバイス、などを含んで構成されている。クラウドサービス10に含まれるサーバは、例えば、CPU等の制御部、ROMやRAM等の記憶素子やハードディスクドライブなどである記憶部、ネットワークボードなどの通信インタフェースである通信部、を含んで構成されている。これらの要素は、バスを介して接続される。 The cloud service 10 is, for example, a distributed computing environment, and includes a plurality of Web application servers, a plurality of database servers, a plurality of storage devices, and the like that are connected so as to communicate with each other. The server included in the cloud service 10 includes, for example, a control unit such as a CPU, a storage unit such as a ROM or RAM, a storage unit such as a hard disk drive, and a communication unit that is a communication interface such as a network board. Yes. These elements are connected via a bus.
 クラウドサービス10を利用するクライアント12は、クラウドサービス10内に存在するサーバやストレージデバイスなどのリソースの所在を特に意識することなく、クラウドサービス10が提供する各種サービスを利用することができる。 The client 12 using the cloud service 10 can use various services provided by the cloud service 10 without being particularly aware of the location of resources such as servers and storage devices existing in the cloud service 10.
 本実施形態では、クライアント12が、ウェブブラウザを通じてクラウドサービス10にアクセスし、ユーザID及びパスワードを入力してログインしてから、その後に所定のURLにアクセスすると、クライアント12のディスプレイに所定のURLに対応する画面が表示される。なお、ユーザID及びパスワードを入力した後は、クラウドサービス10は、例えば、クッキーを参照することによりクライアント12を利用するユーザのユーザIDを特定することができるようになっている。 In this embodiment, when the client 12 accesses the cloud service 10 through a web browser, inputs a user ID and password, logs in, and then accesses a predetermined URL, the client 12 displays the predetermined URL on the display. The corresponding screen is displayed. In addition, after inputting a user ID and a password, the cloud service 10 can specify the user ID of the user who uses the client 12 by referring to a cookie, for example.
 本実施形態では、例えば、ユーザA、ユーザB、ユーザCが、クラウドサービス10にログインしており、ユーザD、ユーザEが、クラウドサービス10にログインしていないこととする。以下、ユーザA、ユーザB、ユーザC、ユーザD、ユーザEのユーザIDは、それぞれ、「001」、「002」、「003」、「004」、「005」であることとする。本実施形態では、ユーザがクラウドサービス10にログインすると、クライアント12のディスプレイに、図2に例示するセーブデータ一覧画面20が表示される。セーブデータ一覧画面20には、ユーザにより再開することができるゲームに対応づけられる、個別セーブ情報22が少なくとも1つ含まれている。図2は、ユーザAがクラウドサービス10にログインした際にユーザAのクライアント12のディスプレイに表示されるセーブデータ一覧画面20の一例を示す図である。個別セーブ情報22は、図3に例示するセーブデータ24に基づいて生成される。図3は、個別セーブ情報22に対応するセーブデータ24の一例を示す図である。セーブデータ24の詳細については後述する。 In this embodiment, for example, it is assumed that user A, user B, and user C are logged in to the cloud service 10, and that user D and user E are not logged in to the cloud service 10. Hereinafter, it is assumed that user IDs of user A, user B, user C, user D, and user E are “001”, “002”, “003”, “004”, and “005”, respectively. In the present embodiment, when the user logs in to the cloud service 10, the saved data list screen 20 illustrated in FIG. 2 is displayed on the display of the client 12. The save data list screen 20 includes at least one individual save information 22 associated with a game that can be resumed by the user. FIG. 2 is a diagram illustrating an example of the save data list screen 20 displayed on the display of the client 12 of the user A when the user A logs in to the cloud service 10. The individual save information 22 is generated based on the save data 24 illustrated in FIG. FIG. 3 is a diagram showing an example of the save data 24 corresponding to the individual save information 22. Details of the save data 24 will be described later.
 ここで、ユーザは、クライアント12のディスプレイにセーブデータ一覧画面20が表示されている際に、プレイヤとして参加するゲーム(マルチプレイのゲーム)をはじめから開始するゲーム新規開始要求をクライアント12からクラウドサービス10に送信しても、個別セーブ情報22に対応するゲームの状況からマルチプレイのゲームの実行を再開するゲーム再開要求をクライアント12からクラウドサービス10に送信してもよい。 Here, when the save data list screen 20 is displayed on the display of the client 12, the user issues a new game start request from the client 12 to start a game that participates as a player (multiplayer game) from the cloud service 10. Alternatively, a game resumption request for resuming the execution of the multiplayer game from the game situation corresponding to the individual save information 22 may be transmitted from the client 12 to the cloud service 10.
 本実施形態では、ユーザA、ユーザB、ユーザCのそれぞれが、クライアント12からゲーム新規開始要求を送信すると、クラウドサービス10は、3人のユーザ(ユーザA、ユーザB、ユーザC)がプレイヤとして参加するマルチプレイのゲームをはじめから実行する。一方、ユーザA、ユーザB、ユーザCのそれぞれが、クライアント12からゲーム再開要求を送信すると、クラウドサービス10は、ユーザA、ユーザB、ユーザCの3人のユーザがプレイヤとして参加するマルチプレイのゲームを、個別セーブ情報22に対応するゲームの状況から再開する。 In this embodiment, when each of the user A, the user B, and the user C transmits a game new start request from the client 12, the cloud service 10 has three users (user A, user B, and user C) as players. Run the participating multiplayer game from the beginning. On the other hand, when each of the user A, the user B, and the user C transmits a game restart request from the client 12, the cloud service 10 is a multiplayer game in which three users, the user A, the user B, and the user C, participate as players. Is resumed from the game situation corresponding to the individual save information 22.
 本実施形態では、クラウドサービス10で上述のゲームが実行されている際に、例えば、ユーザAがコントローラのセーブボタンを押下するなどのセーブ操作を行うと、ユーザAのクライアント12はセーブ要求をクラウドサービス10に送信する。すると、クラウドサービス10は、セーブ要求を受け付けた際におけるゲームの状況を示すゲーム状況データ、ユーザA、ユーザB、ユーザCそれぞれについての操作入力の出力元に対応する出力元情報、を少なくとも含むセーブデータ24を生成して保存する。 In the present embodiment, when the above-described game is being executed in the cloud service 10, for example, when the user A performs a save operation such as pressing the save button on the controller, the user A client 12 sends a save request to the cloud Send to service 10. Then, the cloud service 10 includes at least save status information indicating the game status when the save request is received, and output source information corresponding to the output sources of the operation inputs for each of the user A, the user B, and the user C. Data 24 is generated and saved.
 そして、本実施形態では、上述のユーザA、ユーザB、ユーザCがクラウドサービス10にログインしているが、クラウドサービス10で上述のゲームが実行されていない際に、ユーザA、ユーザB、ユーザCがゲーム再開要求をクライアント12からクラウドサービス10に送信すると、クラウドサービス10は、上述のセーブデータ24に含まれるゲーム状況データが示す状況からゲームを再開するとともに、セーブデータ24に含まれる出力元情報に基づいて、各ユーザが使用するコントローラと、クラウドサービス10との接続関係を再現する。このようにして、本実施形態では、セーブ時点におけるゲームの状況から、各ユーザが使用するコントローラと、クラウドサービス10とのセーブ時点における接続関係が維持されたままゲームを再開することができる。 And in this embodiment, although the above-mentioned user A, user B, and user C are logging in to the cloud service 10, when the above-mentioned game is not performed by the cloud service 10, the user A, user B, user When C transmits a game restart request from the client 12 to the cloud service 10, the cloud service 10 restarts the game from the situation indicated by the game situation data included in the save data 24 described above, and the output source included in the save data 24. Based on the information, the connection relationship between the controller used by each user and the cloud service 10 is reproduced. In this way, in the present embodiment, the game can be resumed from the state of the game at the time of saving while maintaining the connection relationship between the controller used by each user and the cloud service 10 at the time of saving.
 図4は、本実施形態に係るクラウドサービス10とクライアント12との関係の一例を示す概念図である。本実施形態に係るクラウドサービス10では、例えば、管理プロセス30、サービス提供プロセス32、エミュレータ34が実行される。また、クラウドサービス10に含まれるストレージデバイス等の記憶装置には、予め、各種ゲームプログラムのイメージファイルが記憶されている。ゲームプログラムには、ゲームタイトル及びゲームの識別子であるゲームIDが関連付けられている。 FIG. 4 is a conceptual diagram showing an example of the relationship between the cloud service 10 and the client 12 according to the present embodiment. In the cloud service 10 according to the present embodiment, for example, a management process 30, a service providing process 32, and an emulator 34 are executed. In addition, image files of various game programs are stored in advance in a storage device such as a storage device included in the cloud service 10. A game ID, which is a game title and a game identifier, is associated with the game program.
 サービス提供プロセス32は、例えば、クラウドサービス10に含まれるサーバが、ショッピングサイトやSNS(Social Networking Service)等、クラウドサービス10が提供する種々のサービスを実現するプログラムを起動することで生成されるプロセスである。 The service providing process 32 is, for example, a process generated when a server included in the cloud service 10 starts a program that implements various services provided by the cloud service 10 such as a shopping site or SNS (Social Networking Service). It is.
 管理プロセス30は、例えば、クラウドサービス10に含まれるサーバが、クラウドサービス10に含まれるサーバやストレージデバイスにインストールされている管理プログラムを起動することで生成されるプロセスであり、エミュレータ34の所在管理処理、エミュレータ34の起動処理及び停止処理、クライアント12からの要求に応じたクライアント12とエミュレータ34との接続処理及び切断処理、などを実行する。 The management process 30 is a process generated when, for example, a server included in the cloud service 10 starts a management program installed in a server or storage device included in the cloud service 10, and the location management of the emulator 34 is performed. Processing, startup processing and termination processing of the emulator 34, connection processing and disconnection processing between the client 12 and the emulator 34 in response to a request from the client 12, and the like are executed.
 本実施形態では、エミュレータ34は、複数の仮想コントローラポートを備えている。また、クライアント12は、複数のコントローラポートを備えている。そして、管理プロセス30が、クライアント12とエミュレータ34とを接続する際に、ユーザが操作入力を行うコントローラが接続されるクライアント12のコントローラポートを、エミュレータ34の仮想コントローラポートに割り当てる。 In the present embodiment, the emulator 34 includes a plurality of virtual controller ports. The client 12 includes a plurality of controller ports. Then, when the management process 30 connects the client 12 and the emulator 34, the controller port of the client 12 to which the controller to which the user performs operation input is connected is assigned to the virtual controller port of the emulator 34.
 エミュレータ34は、例えば、クラウドサービス10に含まれるサーバやストレージデバイスに記憶されているゲームプログラムを実行するための仮想マシンとして機能するプロセスである。エミュレータ34は、管理プロセス30が、クライアント12からの要求に応じて、クラウドサービス10に含まれるサーバやストレージデバイスにインストールされているエミュレータプログラムを起動することにより生成される。そして、管理プロセス30は、クライアント12からの要求に応じて、クライアント12により指定されたゲームプログラムのイメージファイルを読み込み、エミュレータ34にロードする。このことによって、エミュレータ34上でゲームプログラムが実行されることとなる。なお、エミュレータ34が、クライアント12により指定されたゲームプログラムを自プロセスにロードするようにしてもよい。 The emulator 34 is a process that functions as a virtual machine for executing a game program stored in a server or storage device included in the cloud service 10, for example. The emulator 34 is generated when the management process 30 starts an emulator program installed in a server or storage device included in the cloud service 10 in response to a request from the client 12. In response to a request from the client 12, the management process 30 reads an image file of a game program designated by the client 12 and loads it into the emulator 34. As a result, the game program is executed on the emulator 34. The emulator 34 may load the game program designated by the client 12 into its own process.
 また、エミュレータ34は、例えば、クライアント12や管理プロセス30からの要求に応じて、エミュレータ34が管理しているエミュレートされたメモリイメージやレジスタ(例えば、プログラムカウンタ等)、エミュレータ34上で動作するゲームプログラムによる入出力アクセスログ、エミュレータ34上で実行されるCPU命令やGPU命令のログなどを出力する。 Further, the emulator 34 operates on the emulator 34, for example, an emulated memory image or register (for example, a program counter) managed by the emulator 34 in response to a request from the client 12 or the management process 30. An input / output access log by the game program, a log of CPU instructions and GPU instructions executed on the emulator 34, and the like are output.
 本実施形態では、図4に示すように、1つのエミュレータ34を1つのクライアント12が専有することができる(ゲームプログラムP1参照)。また、1つのエミュレータ34に対して複数のクライアント12が接続可能となっている(ゲームプログラムP2参照)。また、1つのエミュレータ34上で複数のゲームプログラムが実行可能となっている(ゲームプログラムP3、P4参照)。 In the present embodiment, as shown in FIG. 4, one emulator 34 can be exclusively used by one client 12 (see game program P1). In addition, a plurality of clients 12 can be connected to one emulator 34 (see game program P2). A plurality of game programs can be executed on one emulator 34 (see game programs P3 and P4).
 また、本実施形態では、図4に示すように、クライアント12にエミュレータプログラムがインストールされている場合は、管理プロセス30は、クライアント12からの要求に応じて、クライアント12にエミュレータ34の起動指示や停止指示を出力する。クライアント12は、管理プロセス30から受け付ける起動指示に応じて、クライアント12にインストールされているエミュレータプログラムを起動する。また、クライアント12は、管理プロセス30から受け付ける停止指示に応じて、実行中のエミュレータ34を停止する。そして、クライアント12に記憶されているゲームプログラムをクライアント12で実行されているエミュレータ34で実行することもできるようになっている(ゲームプログラムP5参照)。また、クライアント12で実行されているエミュレータ34に対して他のクライアント12から接続できるようになっている(ゲームプログラムP6参照)。 In this embodiment, as shown in FIG. 4, when an emulator program is installed in the client 12, the management process 30 instructs the client 12 to start the emulator 34 in response to a request from the client 12. Output a stop instruction. The client 12 activates the emulator program installed in the client 12 in response to the activation instruction received from the management process 30. Further, the client 12 stops the emulator 34 being executed in response to the stop instruction received from the management process 30. And the game program memorize | stored in the client 12 can also be run with the emulator 34 currently run by the client 12 (refer game program P5). Further, the emulator 34 running on the client 12 can be connected from another client 12 (see the game program P6).
 また、本実施形態では、図4に示すように、1つのクライアント12が複数のエミュレータ34に接続することもできる(ゲームプログラムP7、P8参照)。 In the present embodiment, as shown in FIG. 4, one client 12 can be connected to a plurality of emulators 34 (see game programs P7 and P8).
 また、本実施形態では、クライアント12が複数のコントローラポートを備えているので、1つのクライアント12が備える複数のコントローラポートのそれぞれが互いに異なる仮想コントローラポートに割り当てられることがある。 In the present embodiment, since the client 12 includes a plurality of controller ports, each of the plurality of controller ports included in one client 12 may be assigned to a different virtual controller port.
 図5は、本実施形態に係るクラウドサービス10で実現される機能の一例を示す機能ブロック図である。なお、図5には、以下の説明と特に関係がある機能が示されているにすぎず、本実施形態に係るクラウドサービス10では、図5に示す機能以外の機能も実現されている。 FIG. 5 is a functional block diagram showing an example of functions realized by the cloud service 10 according to the present embodiment. Note that FIG. 5 only shows functions that are particularly related to the following description. In the cloud service 10 according to the present embodiment, functions other than the functions shown in FIG. 5 are also realized.
 図5に示すように、本実施形態に係るクラウドサービス10は、アカウントデータ記憶部40、ユーザステータス管理データ記憶部42、セーブデータ記憶部44、データ受信部46、ログイン処理実行部48、セーブデータ一覧画面生成部50、データ送信部52、エミュレータ管理部54、ゲーム実行部56、セーブデータ管理部58、を含んで構成される。アカウントデータ記憶部40、ユーザステータス管理データ記憶部42、セーブデータ記憶部44は、例えば、クラウドサービス10に含まれるサーバに含まれるメモリやハードディスクドライブ、ストレージデバイス、などといった記憶装置を主として実現される。データ受信部46、データ送信部52は、クラウドサービス10が備えるネットワークボードなどの通信インタフェースを主として実現される。ゲーム実行部56は、例えば、エミュレータ34で実現される機能に対応する。その他の要素は、例えば、管理プロセス30で実現される機能に対応する。 As shown in FIG. 5, the cloud service 10 according to the present embodiment includes an account data storage unit 40, a user status management data storage unit 42, a save data storage unit 44, a data reception unit 46, a login process execution unit 48, and save data. It includes a list screen generation unit 50, a data transmission unit 52, an emulator management unit 54, a game execution unit 56, and a save data management unit 58. The account data storage unit 40, the user status management data storage unit 42, and the save data storage unit 44 are mainly realized by a storage device such as a memory, a hard disk drive, or a storage device included in a server included in the cloud service 10, for example. . The data receiving unit 46 and the data transmitting unit 52 are mainly realized by a communication interface such as a network board provided in the cloud service 10. The game execution unit 56 corresponds to a function realized by the emulator 34, for example. The other elements correspond to functions realized by the management process 30, for example.
 クラウドサービス10は、上述のようにコンピュータを中心に構成されており、プログラムを実行することにより、図5においてクラウドサービス10が担う各機能要素が実現されるようになっている。また、このプログラムは、例えば、CD-ROM、DVD-ROMなどのコンピュータ読み取り可能な情報記憶媒体を介して、あるいは、インターネットなどの通信ネットワークを介してクラウドサービス10に供給される。 The cloud service 10 is configured mainly with a computer as described above, and by executing a program, each functional element that the cloud service 10 bears in FIG. 5 is realized. Further, this program is supplied to the cloud service 10 via a computer-readable information storage medium such as a CD-ROM or DVD-ROM, or via a communication network such as the Internet.
 アカウントデータ記憶部40には、ユーザID、パスワード、ユーザ名、住所、電話番号、メールアドレス、などが含まれる、ユーザのアカウントデータが記憶されている。 The account data storage unit 40 stores user account data including a user ID, password, user name, address, telephone number, e-mail address, and the like.
 ユーザステータス管理データ記憶部42には、図6に例示するユーザステータス管理データ60が記憶されている。ユーザステータス管理データ60は、例えば、ユーザがログインしているか否かなどといった、ユーザによるクラウドサービス10の利用状況を示すデータである。本実施形態では、ユーザステータス管理データ60は、例えば、ユーザIDと、ユーザステータスデータと、を含む。本実施形態では、ユーザステータスデータの値は、例えば、ユーザがクラウドサービス10にログインしている状態を表す「オンライン」、又は、ユーザがクラウドサービス10にログインしていない状態を表す「オフライン」のいずれかに設定されている。 The user status management data storage unit 42 stores user status management data 60 illustrated in FIG. The user status management data 60 is data indicating the usage status of the cloud service 10 by the user, for example, whether the user is logged in or not. In the present embodiment, the user status management data 60 includes, for example, a user ID and user status data. In the present embodiment, the value of the user status data is, for example, “online” indicating that the user is logged in to the cloud service 10 or “offline” indicating that the user is not logged in to the cloud service 10. It is set to either.
 セーブデータ記憶部44には、図3に例示するセーブデータ24が記憶されている。セーブデータ24は、本実施形態では、例えば、セーブデータ24の識別子であるセーブデータID、セーブされるゲームのゲームID、上述のゲーム状況データの一例である、セーブ要求を受け付けた時点における、ゲームを実行しているエミュレータ34が管理しているメモリイメージの内容やレジスタの値を示すスナップショットデータ、セーブデータ24が生成された日時を示すセーブ日時データ、セーブ要求の出力元のユーザ(セーブデータ24の所有ユーザとなる。)のユーザIDである所有ユーザID、セーブされるゲームにプレイヤとして参加しているユーザ(以下、参加ユーザと呼ぶ。)を管理する参加プレイヤ管理データ、を含んでいる。 The save data storage unit 44 stores save data 24 illustrated in FIG. In this embodiment, the save data 24 is, for example, a save data ID that is an identifier of the save data 24, a game ID of a game to be saved, and a game at the time when a save request is received, which is an example of the above-described game situation data. Snapshot data indicating the contents of the memory image and the register values managed by the emulator 34 executing the save, save date / time data indicating the date / time when the save data 24 was generated, and the user (save data) that output the save request The owned user ID, which is a user ID of 24). Participating player management data for managing users participating in the saved game as players (hereinafter referred to as participating users). .
 本実施形態では、1つのセーブデータ24には、少なくとも1つの参加プレイヤ管理データが含まれている。本実施形態では、参加プレイヤ管理データには、参加ユーザのユーザIDである参加ユーザID、ゲームにおける参加ユーザのプレイヤ番号を示すプレイヤ番号情報、参加ユーザに割り当てられているエミュレータ34の仮想コントローラのポート番号を示す仮想ポート番号情報、参加ユーザの操作入力の出力元となる装置やコントローラを識別する出力元情報が含まれる。また、本実施形態では、出力元情報には、参加ユーザが利用するクライアント12のIPアドレスを示すクライアントIPアドレス情報と、クライアント12においてユーザが使用しているコントローラが接続されているコントローラポートのポート番号を示すポート番号情報と、が含まれている。このように、本実施形態では、セーブデータ24に、各参加ユーザに対応付けられる操作入力の出力元を示す出力元情報が含まれている。 In this embodiment, one save data 24 includes at least one participating player management data. In this embodiment, the participating player management data includes a participating user ID, which is a user ID of the participating user, player number information indicating the player number of the participating user in the game, and a port of the virtual controller of the emulator 34 assigned to the participating user. The virtual port number information indicating the number and the output source information for identifying the device or controller that is the output source of the operation input of the participating user are included. In this embodiment, the output source information includes client IP address information indicating the IP address of the client 12 used by the participating user, and the port of the controller port to which the controller used by the user in the client 12 is connected. And port number information indicating a number. As described above, in this embodiment, the save data 24 includes output source information indicating the output source of the operation input associated with each participating user.
 本実施形態では、例えば、データ受信部46が、クライアント12からユーザID及びパスワードを受け付けると、ログイン処理実行部48が、受け付けたユーザIDに関連付けられているパスワードが、アカウントデータにおいてそのユーザIDに関連付けられているパスワードに合致するか否かを判断するログイン処理を実行する。合致した場合(ログインに成功した場合)は、ログイン処理実行部48が、ログインに成功したユーザのユーザIDに関連付けられているユーザステータスデータの値を「オフライン」から「オンライン」に更新するとともに、セーブデータ一覧画面生成部50が、セーブデータ記憶部44に記憶されている、ログインしたユーザのユーザIDが所有ユーザIDとして設定されているセーブデータ24に基づいてセーブデータ一覧画面20を生成する。そして、データ送信部52は、セーブデータ一覧画面20をクライアント12に送信する。すると、クライアント12が、セーブデータ一覧画面20を受信して、ディスプレイに表示出力する。データ受信部46が受け付けたユーザIDに関連付けられているパスワードが、アカウントデータにおいてそのユーザIDに関連付けられているパスワードに合致しない場合(ログインに失敗した場合)は、データ送信部52が、ログインに失敗した旨をクライアント12に通知する。 In this embodiment, for example, when the data receiving unit 46 receives a user ID and password from the client 12, the login process executing unit 48 sets the password associated with the received user ID to the user ID in the account data. A login process for determining whether or not the associated password is met is executed. If they match (login is successful), the login process execution unit 48 updates the value of the user status data associated with the user ID of the user who has successfully logged in from “offline” to “online”, and The save data list screen generation unit 50 generates the save data list screen 20 based on the save data 24 stored in the save data storage unit 44 and set as the owned user ID of the logged-in user. Then, the data transmission unit 52 transmits the saved data list screen 20 to the client 12. Then, the client 12 receives the save data list screen 20 and displays it on the display. When the password associated with the user ID received by the data receiving unit 46 does not match the password associated with the user ID in the account data (when login fails), the data transmitting unit 52 logs in. The client 12 is notified of the failure.
 ここで、ユーザA、ユーザB、ユーザCがクラウドサービス10にログインしている(すなわち、ユーザA、ユーザB、ユーザCのユーザステータスデータの値が「オンライン」になっている)状況で、この3人のユーザがプレイヤとして参加するマルチプレイのゲームをはじめから実行し、ゲームの途中でゲームの状況をセーブし、各ユーザがゲームを終了し、クラウドサービス10からログアウトする場面における、クラウドサービス10及びクライアント12の動作について説明する。 Here, in a situation where the user A, the user B, and the user C are logged in to the cloud service 10 (that is, the value of the user status data of the user A, the user B, and the user C is “online”), In the scene where three users execute a multiplayer game in which players participate as players from the beginning, save the game status in the middle of the game, and each user ends the game and logs out of the cloud service 10, and The operation of the client 12 will be described.
 まず、データ受信部46が、ユーザA、ユーザB、ユーザCそれぞれのクライアント12から、プレイの対象となるゲームのゲームID(本実施形態では、例えば、「015」)に関連付けられた、ゲーム新規開始要求を受け付けると、エミュレータ管理部54が、ゲーム新規開始要求に応じて、エミュレータ34を起動し、起動したエミュレータ34に、ゲーム新規開始要求に関連付けられたゲームIDに対応するゲームのイメージファイルをロードする。 First, the data receiving unit 46 receives a new game associated with the game ID of the game to be played (for example, “015” in the present embodiment) from the client 12 of each of the user A, the user B, and the user C. When the start request is accepted, the emulator management unit 54 activates the emulator 34 in response to the game new start request, and the emulator 34 that has started up receives the game image file corresponding to the game ID associated with the game new start request. Load it.
 そして、エミュレータ管理部54が、各ユーザにプレイヤ番号に割り当てる。本実施形態では、例えば、ユーザAにプレイヤ番号「1P」を割り当て、ユーザBにプレイヤ番号「2P」を割り当て、ユーザCにプレイヤ番号「3P」を割り当てる。 The emulator management unit 54 assigns each user a player number. In this embodiment, for example, the player number “1P” is assigned to the user A, the player number “2P” is assigned to the user B, and the player number “3P” is assigned to the user C.
 そして、エミュレータ管理部54が、エミュレータ34の仮想コントローラポートに、ユーザが操作するコントローラの操作入力を割り当てる。エミュレータ管理部54は、具体的には、例えば、ユーザAのクライアント12のIPアドレス「xx.xx.xx.xx」とユーザAが使用するコントローラが接続されているクライアント12のコントローラポートのポート番号「2」の組合せを、仮想ポート番号が1番である仮想コントローラポート(仮想第1ポート)に関連付ける。また、エミュレータ管理部54は、ユーザBのクライアント12のIPアドレス「1yy.yy.yy.yy」とユーザBが使用するコントローラが接続されているクライアント12のコントローラポートのポート番号「1」の組合せを、仮想ポート番号が2番である仮想コントローラポート(仮想第2ポート)に関連付ける。また、エミュレータ管理部54は、ユーザCのクライアント12のIPアドレス「2zz.zz.zz.zz」とユーザCが使用するコントローラが接続されているクライアント12のコントローラポートのポート番号「1」の組合せを、仮想ポート番号が3番である仮想コントローラポート(仮想第3ポート)に関連付ける。 Then, the emulator management unit 54 assigns the operation input of the controller operated by the user to the virtual controller port of the emulator 34. Specifically, the emulator management unit 54, for example, the port number of the controller port of the client 12 to which the IP address “xx.xx.xx.xx” of the client 12 of the user A and the controller used by the user A are connected. The combination of “2” is associated with the virtual controller port (virtual first port) whose virtual port number is 1. The emulator management unit 54 also combines the IP address “1yy.yy.yy.yy” of the client B of the user B and the port number “1” of the controller port of the client 12 to which the controller used by the user B is connected. Are associated with the virtual controller port (virtual second port) whose virtual port number is 2. In addition, the emulator management unit 54 combines the IP address “2zz.zz.zz.zz” of the client 12 of the user C and the port number “1” of the controller port of the client 12 to which the controller used by the user C is connected. To the virtual controller port (virtual third port) whose virtual port number is 3.
 そして、ゲーム実行部56は、ロードされたゲームの実行を、ゲームにおける最初の場面から開始する。ゲーム実行部56は、本実施形態では、ゲームの開始以降、所定のゲーム更新時間(例えば、1/60秒)毎に、ゲームの状況を示すゲーム状況データを更新するゲーム状況データ更新処理、更新後のゲーム状況データに基づいてゲームのプレイ内容を表すフレーム画像を生成するフレーム画像生成処理、生成されたフレーム画像をクライアント12に送信するフレーム画像送信処理、の順に、これら3つの処理を実行する。すなわち、ゲーム実行部56は、ゲーム更新時間間隔で、上述の3つの処理を順次実行するという処理を繰り返し実行する。 Then, the game execution unit 56 starts execution of the loaded game from the first scene in the game. In this embodiment, the game execution unit 56 updates and updates game situation data indicating game situation every predetermined game update time (for example, 1/60 seconds) after the game starts. These three processes are executed in the order of a frame image generation process for generating a frame image representing game play content based on the subsequent game situation data and a frame image transmission process for transmitting the generated frame image to the client 12. . That is, the game execution unit 56 repeatedly executes a process of sequentially executing the above three processes at a game update time interval.
 本実施形態では、ゲーム実行部56は、ゲーム状況更新処理において、ゲームにおけるプレイヤオブジェクトや敵オブジェクトといったキャラクタオブジェクトなどの位置や向きを示すゲーム状況データを更新する処理を実行する。また、本実施形態では、ゲーム実行部56は、ゲーム状況更新処理において、更新後のオブジェクト間の衝突判定処理や、衝突判定結果に基づく、ゲームステージクリア判定処理、ミス判定処理なども併せて実行する。 In the present embodiment, the game execution unit 56 performs a process of updating game situation data indicating the position and orientation of a character object such as a player object or an enemy object in the game in the game situation update process. In the present embodiment, the game execution unit 56 also executes a collision determination process between updated objects, a game stage clear determination process, a mistake determination process, and the like based on the collision determination result in the game situation update process. To do.
 また、本実施形態では、ゲーム実行部56は、フレーム画像生成処理において、例えば、更新後のオブジェクト群の位置や向きを示すゲーム状況データに基づいてフレーム画像を生成する処理を実行する。また、本実施形態では、ゲーム実行部56は、フレーム画像送信処理において、例えば、生成されたフレーム画像を生成時刻順に順序付けられているフレーム画像の識別子であるフレームIDに関連付けてクライアント12に送信する。なお、本実施形態では、ゲーム実行部56は、各クライアント12に、そのクライアント12を利用するユーザに対応するフレーム画像を送信する。 In the present embodiment, the game execution unit 56 performs a process of generating a frame image based on game situation data indicating the position and orientation of the updated object group in the frame image generation process, for example. In the present embodiment, in the frame image transmission process, for example, the game execution unit 56 transmits the generated frame images to the client 12 in association with frame IDs that are identifiers of frame images that are ordered in the order of generation time. . In the present embodiment, the game execution unit 56 transmits a frame image corresponding to the user who uses the client 12 to each client 12.
 本実施形態では、クライアント12は、クラウドサービス10から順次送信されるフレーム画像を受信する。そして、クライアント12は、受信したフレーム画像が含まれるゲーム画面をディスプレイに表示出力する。本実施形態では、クライアント12は、関連付けられているフレームID順にフレーム画像を表示出力する。そして、表示出力されるフレーム画像は、順次更新される。このようにして、ゲームをプレイする様子を表す動画像がクラウドサービス10からクライアント12へストリーミング配信される。 In this embodiment, the client 12 receives frame images sequentially transmitted from the cloud service 10. Then, the client 12 displays and outputs a game screen including the received frame image on the display. In the present embodiment, the client 12 displays and outputs frame images in the order of associated frame IDs. The frame images to be displayed and output are sequentially updated. In this way, a moving image representing a state of playing a game is streamed from the cloud service 10 to the client 12.
 また、本実施形態では、ゲームの実行中に、クライアント12が、ユーザによるボタンの押下などのキー入力を受け付けた際に、入力に応じたキー情報(例えば、ユーザによるコントローラ操作に応じた操作信号(押下されたボタンの種別を示す信号など))を、クラウドサービス10に送信する。そして、データ受信部46は、キー情報を受け付ける。そして、ゲーム実行部56は、キー情報に対応する操作入力が、ユーザに割り当てられたエミュレータ34の仮想コントローラポートから入力されたものとして、キー情報に応じたゲーム状況データの更新(例えば、押下されたボタンが示す方向へのプレイヤオブジェクトの移動等)を実行する。本実施形態では、ゲーム実行部56は、ゲーム状況データの更新にあたって、IPアドレスが「xx.xx.xx.xx」であるクライアント12のポート番号「2」のコントローラポートに接続されたコントローラからの操作入力を、仮想第1ポートに入力された操作入力として取り扱い、IPアドレスが「1yy.yy.yy.yy」であるクライアント12のポート番号「1」のコントローラポートに接続されたコントローラからの操作入力を、仮想第2ポートに入力された操作入力として取り扱い、IPアドレスが「2zz.zz.zz.zz」であるクライアント12のポート番号「1」のコントローラポートに接続されたコントローラからの操作入力を、仮想第3ポートに入力された操作入力として取り扱う。 In the present embodiment, when the client 12 receives a key input such as a button press by the user during the game execution, the key information corresponding to the input (for example, an operation signal corresponding to the controller operation by the user). (A signal indicating the type of the pressed button)) is transmitted to the cloud service 10. Then, the data receiving unit 46 receives key information. Then, the game execution unit 56 updates (for example, presses) the game situation data corresponding to the key information, assuming that the operation input corresponding to the key information is input from the virtual controller port of the emulator 34 assigned to the user. The player object is moved in the direction indicated by the button. In this embodiment, the game execution unit 56 updates the game situation data from the controller connected to the controller port of the port number “2” of the client 12 whose IP address is “xx.xx.xx.xx”. The operation input is handled as the operation input input to the virtual first port, and the operation from the controller connected to the controller port of the port number “1” of the client 12 whose IP address is “1yy.yy.yy.yy”. The input is handled as the operation input input to the virtual second port, and the operation input from the controller connected to the controller port of the port number “1” of the client 12 whose IP address is “2zz.zz.zz.zz” Are handled as operation inputs input to the virtual third port.
 そして、クラウドサービス10によるゲームの実行中に、ゲームに参加するユーザのクライアント12が、クラウドサービス10にセーブ要求を送信すると、データ受信部46は、セーブ要求を受け付ける。そして、セーブデータ管理部58は、セーブ要求に応じて、例えば、図3に例示するセーブデータ24を生成して、セーブデータ記憶部44に出力する。図3に示すように、この状況においてセーブデータ管理部58が生成するセーブデータ24には、例えば、セーブデータIDの値として新規の値である「001」が設定され、ゲームIDの値としてセーブの対象となるゲームのゲームIDである「015」が設定され、セーブ要求を受け付けた時点のスナップショットデータが含まれ、セーブ日時データの値としてセーブ要求を受け付けた日時が設定され、所有ユーザIDの値としてセーブ要求の要求元のユーザのユーザID「001」が設定されている。そして、このセーブデータ24には、それぞれ参加ユーザに対応する3つの参加プレイヤ管理データが含まれている。参加プレイヤ管理データには、参加ユーザのユーザIDが参加ユーザIDの値として設定され、参加ユーザに割り当てられたプレイヤ番号がプレイヤ番号情報の値として設定され、参加ユーザに割り当てられた仮想コントローラポートのポート番号が仮想ポート番号情報の値として設定され、参加ユーザに割り当てられた仮想コントローラポートのポート番号が仮想ポート番号情報の値として設定され、参加ユーザが利用するクライアント12のIPアドレスが出力先情報のクライアントIPアドレス情報の値として設定され、参加ユーザが操作するコントローラが接続されるクライアント12のコントローラポートのポート番号が出力先情報のポート番号情報の値として設定されている。 Then, when the client 12 of the user participating in the game transmits a save request to the cloud service 10 during execution of the game by the cloud service 10, the data receiving unit 46 accepts the save request. Then, the save data management unit 58 generates, for example, the save data 24 illustrated in FIG. 3 in response to the save request and outputs it to the save data storage unit 44. As shown in FIG. 3, for example, a new value “001” is set as the save data ID value in the save data 24 generated by the save data management unit 58 in this situation, and the save data ID value is saved. “015”, which is the game ID of the game to be stored, is set, the snapshot data at the time when the save request is accepted is included, the date and time when the save request is accepted is set as the value of the save date and time, and the owning user ID Is set to the user ID “001” of the user who requested the save request. The save data 24 includes three participating player management data respectively corresponding to participating users. In the participating player management data, the user ID of the participating user is set as the value of the participating user ID, the player number assigned to the participating user is set as the value of the player number information, and the virtual controller port assigned to the participating user The port number is set as the value of the virtual port number information, the port number of the virtual controller port assigned to the participating user is set as the value of the virtual port number information, and the IP address of the client 12 used by the participating user is the output destination information The port number of the controller port of the client 12 to which the controller operated by the participating user is connected is set as the value of the port number information of the output destination information.
 このようにして、本実施形態では、セーブ時点におけるゲームの状況を示すスナップショットデータが、ゲームに参加している各ユーザが利用するクライアント12やコントローラを識別する出力元情報と関連付けられて記憶されることとなる。 In this way, in the present embodiment, snapshot data indicating the game status at the time of saving is stored in association with output source information for identifying the client 12 or controller used by each user participating in the game. The Rukoto.
 本実施形態では、ゲームに参加しているユーザのクライアント12が、ゲームの終了要求をクラウドサービス10に送信すると、データ受信部46がゲームの終了要求を受信して、ゲーム実行部56がエミュレータ管理部54に、ゲームの終了を指示する。そして、エミュレータ管理部54は、ゲームが実行されていたエミュレータ34とクライアント12との接続を切断する処理を実行して、ゲームが実行されていたエミュレータ34の停止処理を実行する。 In this embodiment, when a client 12 of a user participating in a game transmits a game end request to the cloud service 10, the data receiving unit 46 receives the game end request, and the game executing unit 56 manages the emulator. The unit 54 is instructed to end the game. Then, the emulator management unit 54 executes a process of disconnecting the connection between the emulator 34 in which the game has been executed and the client 12, and executes a process for stopping the emulator 34 in which the game has been executed.
 また、本実施形態では、ユーザがクライアント12からログアウト要求をクラウドサービス10に送信すると、データ受信部46は、このログアウト要求を受信する。そして、エミュレータ管理部54が、クライアント12とクラウドサービス10との接続を切断するとともに、ユーザステータス管理データ60において、そのユーザのユーザIDに関連付けられているユーザステータスデータの値を「オンライン」から「オフライン」に更新する。 In this embodiment, when the user transmits a logout request from the client 12 to the cloud service 10, the data receiving unit 46 receives the logout request. Then, the emulator management unit 54 disconnects the connection between the client 12 and the cloud service 10, and in the user status management data 60, the value of the user status data associated with the user ID of the user is changed from “online” to “ Update to "Offline".
 次に、ユーザA、ユーザB、ユーザCがクラウドサービス10にログインしている(すなわち、ユーザA、ユーザB、ユーザCのユーザステータスデータの値が「オンライン」になっている)状況で、この3人のユーザがプレイヤとして参加するマルチプレイのゲームを、セーブデータ24が示すゲームの状況から再開する際における、クラウドサービス10及びクライアント12の動作について説明する。 Next, in a situation where user A, user B, and user C are logged in to the cloud service 10 (that is, the values of user status data of user A, user B, and user C are “online”), The operations of the cloud service 10 and the client 12 when a multiplayer game in which three users participate as players are resumed from the game status indicated by the save data 24 will be described.
 ここでは、ユーザAのクライアント12に、図2に示すセーブデータ一覧画面20が表示されていることとする。セーブデータ一覧画面20には、クライアント12を利用するユーザのユーザIDが所有ユーザIDの値として設定されているセーブデータ24に対応する個別セーブ情報22が含まれている。個別セーブ情報22には、セーブデータ24に含まれるゲームIDに基づいて特定されるゲームタイトル、セーブデータ24に含まれるセーブ日時データが示す日時、セーブデータ24に含まれる各参加ユーザIDそれぞれのユーザ名と、そのユーザのログイン状況を示すアイコン(オンラインであるかオフラインであるかを示すアイコン)、が含まれている。また、本実施形態では、個別セーブ情報22には、セーブデータIDが関連付けられている。 Here, it is assumed that the save data list screen 20 shown in FIG. 2 is displayed on the client 12 of the user A. The save data list screen 20 includes individual save information 22 corresponding to save data 24 in which the user ID of the user who uses the client 12 is set as the value of the owned user ID. The individual save information 22 includes a game title specified based on the game ID included in the save data 24, the date and time indicated by the save date and time data included in the save data 24, and each user ID of each participating user ID included in the save data 24. Name and an icon indicating the login status of the user (an icon indicating whether the user is online or offline). In the present embodiment, the individual save information 22 is associated with a save data ID.
 本実施形態では、セーブデータ一覧画面生成部50は、ユーザステータスデータに基づいて、参加ユーザIDが示すユーザがログインしているか否かを判断する。ここでは、ユーザA、ユーザB、ユーザCは、クラウドサービス10にログインしており、ユーザステータスデータの値が「オンライン」であるので、セーブデータ一覧画面生成部50は、ユーザA、ユーザB、ユーザCそれぞれのユーザ名の右に丸印のアイコンを配置する。また、ユーザD、ユーザEは、クラウドサービス10にログインしておらず、ユーザステータスデータの値が「オフライン」であるので、セーブデータ一覧画面生成部50は、ユーザD、ユーザEそれぞれのユーザ名の右にバツ印のアイコンを配置する。 In this embodiment, the save data list screen generation unit 50 determines whether or not the user indicated by the participating user ID is logged in based on the user status data. Here, since the user A, the user B, and the user C are logged in to the cloud service 10 and the value of the user status data is “online”, the saved data list screen generation unit 50 includes the user A, the user B, A circle icon is placed to the right of the user name of each user C. In addition, since the user D and the user E are not logged in to the cloud service 10 and the value of the user status data is “offline”, the save data list screen generation unit 50 uses the user names of the user D and the user E, respectively. Place the cross icon to the right of.
 また、本実施形態では、図2に示すように、セーブデータ一覧画面生成部50は、セーブデータ一覧画面20内の、参加ユーザIDに対応するユーザのすべてがオンラインになっている個別セーブ情報22を強調表示(枠線の表示、他の個別セーブ情報22とは異なる色の表示等)させる。 In the present embodiment, as shown in FIG. 2, the save data list screen generation unit 50 includes the individual save information 22 in which all of the users corresponding to the participating user IDs in the save data list screen 20 are online. Is highlighted (display of a frame line, display of a color different from other individual save information 22).
 そして、ユーザAが、クライアント12のコントローラで、強調表示されている個別セーブ情報22(参加していたユーザのすべてがログインしているゲームに対応する個別セーブ情報22)を選択する操作を行うと、ユーザAのクライアント12は、ゲーム再開要求をクラウドサービス10に送信する。すると、データ受信部46は、ゲーム再開要求を受け付ける。ゲーム再開要求には、選択された個別セーブ情報22に関連付けられているセーブデータIDが関連付けられている。そして、データ送信部52は、ユーザA以外の参加ユーザである、ユーザB、ユーザCのクライアント12にゲーム再開要求受付通知を送信する。 Then, when the user A performs an operation of selecting the highlighted individual save information 22 (individual save information 22 corresponding to a game in which all of the participating users are logged in) on the controller of the client 12. The client 12 of the user A transmits a game restart request to the cloud service 10. Then, the data receiving unit 46 receives a game resumption request. A save data ID associated with the selected individual save information 22 is associated with the game restart request. And the data transmission part 52 transmits a game resumption request | requirement reception notification to the client 12 of the user B and the user C who are participating users other than the user A. FIG.
 すると、ユーザBのクライアント12、及び、ユーザCのクライアント12は、ゲームゲーム再開要求受付通知を受け付ける。そして、クライアント12は、ゲーム再開要求受付通知に応じて、ゲームの再開を承認するか否かを選択する画面をクライアント12のディスプレイにポップアップ表示させる。 Then, the user B's client 12 and the user C's client 12 accept the game game restart request acceptance notification. Then, the client 12 pops up a screen for selecting whether or not to approve the resumption of the game on the display of the client 12 in response to the game resumption request acceptance notification.
 ここで、ユーザB、ユーザCのクライアント12が、ゲーム再開要求をクラウドサービス10に送信すると、データ受信部46が、ゲーム再開要求を受け付ける。このようにして、クラウドサービス10が、セーブデータ24に対応するゲームの参加ユーザ全員からゲーム再開要求を受け付けると、エミュレータ管理部54は、ゲーム再開要求に応じて、エミュレータ34を起動する。そして、セーブデータ管理部58は、セーブデータ24においてゲーム再開要求に関連付けられたセーブデータIDを含むセーブデータ24をセーブデータ記憶部44から取得する。そして、エミュレータ管理部54は、起動したエミュレータ34に、取得したセーブデータ24に含まれるゲームIDに対応するゲームのイメージファイルをロードする。そして、セーブデータ管理部58は、取得したセーブデータ24に含まれるプレイヤ番号情報に基づいて、ユーザAにプレイヤ番号「1P」を割り当て、ユーザBにプレイヤ番号「2P」を割り当て、ユーザCにプレイヤ番号「3P」を割り当てる。また、セーブデータ管理部58は、取得したセーブデータ24に含まれる仮想ポート番号情報及び出力元情報に基づいて、IPアドレス「xx.xx.xx.xx」とコントローラポートのポート番号「2」の組合せを、仮想第1ポートに割り当て、IPアドレス「1yy.yy.yy.yy」とコントローラポートのポート番号「2」の組合せを、仮想第2ポートに割り当て、IPアドレス「2zz.zz.zz.zz」とコントローラポートのポート番号「1」の組合せを、仮想第3ポートに割り当てる。 Here, when the client 12 of the user B and the user C transmits a game resumption request to the cloud service 10, the data reception unit 46 receives the game resumption request. In this way, when the cloud service 10 receives a game restart request from all the users participating in the game corresponding to the save data 24, the emulator management unit 54 activates the emulator 34 in response to the game restart request. Then, the save data management unit 58 acquires the save data 24 including the save data ID associated with the game restart request in the save data 24 from the save data storage unit 44. Then, the emulator management unit 54 loads the game image file corresponding to the game ID included in the acquired save data 24 to the activated emulator 34. Then, the save data management unit 58 assigns the player number “1P” to the user A, assigns the player number “2P” to the user B, and assigns the player number “2P” to the user C based on the player number information included in the acquired save data 24. The number “3P” is assigned. Further, the save data management unit 58 creates the IP address “xx.xx.xx.xx” and the port number “2” of the controller port based on the virtual port number information and the output source information included in the acquired save data 24. The combination is assigned to the virtual first port, the combination of the IP address “1yy.yy.yy.yy” and the port number “2” of the controller port is assigned to the virtual second port, and the IP address “2zz.zz.zz. A combination of “zz” and the port number “1” of the controller port is assigned to the virtual third port.
 そして、ゲーム実行部56は、セーブデータ管理部58が取得したセーブデータ24に含まれるスナップショットデータが示す状況からのシューティングゲームの実行を開始する。ゲーム実行部56は、具体的には、例えば、セーブデータ24に含まれるスナップショットデータに応じた、ゲームを実行しているエミュレータ34が管理しているメモリイメージの内容やレジスタの値の設定を行った上で、上述のゲームの実行を開始する。そして、本実施形態では、ゲーム実行部56は、ゲームが実行されている間、IPアドレス「xx.xx.xx.xx」のクライアント12のポート番号「2」のコントローラポートに接続されたコントローラからの操作入力を、仮想第1ポートに入力された操作入力として取り扱い、IPアドレス「1yy.yy.yy.yy」のクライアント12のポート番号「2」のコントローラポートに接続されたコントローラからの操作入力を、仮想第2ポートに入力された操作入力として取り扱い、IPアドレス「2zz.zz.zz.zz」のクライアント12のポート番号「1」のコントローラポートに接続されたコントローラからの操作入力を、仮想第3ポートに入力された操作入力として取り扱う。 Then, the game execution unit 56 starts executing the shooting game from the situation indicated by the snapshot data included in the save data 24 acquired by the save data management unit 58. Specifically, the game execution unit 56 sets the contents of the memory image and the register values managed by the emulator 34 executing the game, for example, according to the snapshot data included in the save data 24. Then, the execution of the above game is started. In this embodiment, the game execution unit 56 is connected to the controller port connected to the controller port of the port number “2” of the client 12 having the IP address “xx.xx.xx.xx” while the game is being executed. The operation input from the controller connected to the controller port of the port number “2” of the client 12 of the IP address “1yy.yy.yy.yy” is handled as the operation input input to the virtual first port. As an operation input input to the virtual second port, and an operation input from the controller connected to the controller port of the port number “1” of the client 12 having the IP address “2zz.zz.zz.zz” It is handled as an operation input input to the third port.
 このようにして、ユーザA、ユーザB、ユーザCは、セーブ時点におけるゲームの状況から、各ユーザが使用するコントローラと、クラウドサービス10とのセーブ時点における接続関係が維持されたままゲームを再開することができる。 In this manner, the user A, the user B, and the user C resume the game while maintaining the connection relationship between the controller used by each user and the cloud service 10 from the game situation at the time of saving. be able to.
 なお、本発明は上述の実施形態に限定されるものではない。以下、本発明の別の実施形態について、上述の実施形態とは異なる点を中心に説明する。なお、この実施形態において、以下の説明で特に触れていない点については、上述の実施形態と同様であることとする。 Note that the present invention is not limited to the above-described embodiment. Hereinafter, another embodiment of the present invention will be described focusing on differences from the above-described embodiment. In this embodiment, points not particularly mentioned in the following description are the same as those in the above-described embodiment.
 図7は、この実施形態におけるセーブデータ24の一例を示す図である。そして、図8は、この実施形態におけるユーザステータス管理データ60の一例を示す図である。 FIG. 7 is a diagram showing an example of the save data 24 in this embodiment. FIG. 8 is a diagram showing an example of the user status management data 60 in this embodiment.
 図7に示すように、この実施形態におけるセーブデータ24に含まれる出力元情報には、参加ユーザが利用するクライアント12のIPアドレスを示すクライアントIPアドレス情報が含まれておらず、クライアント12においてユーザが使用しているコントローラが接続されているコントローラポートのポート番号を示すポート番号情報だけが含まれている。 As shown in FIG. 7, the output source information included in the save data 24 in this embodiment does not include client IP address information indicating the IP address of the client 12 used by the participating user. Only port number information indicating the port number of the controller port to which the controller used by is connected is included.
 また、図8に示すように、この実施形態におけるユーザステータス管理データ60は、例えば、ユーザIDと、ユーザステータスデータと、クライアントIPアドレス情報と、が含まれている。本実施形態では、ユーザステータスデータの値が「オンライン」であるユーザについては、そのユーザが現在使用しているクライアント12のIPアドレスが、クライアントIPアドレス情報として設定される。すなわち、ログイン処理実行部48は、ログインに成功したユーザについては、そのユーザのユーザIDに関連付けられているユーザステータスデータの値を「オフライン」から「オンライン」に更新するとともに、ユーザID及びパスワードの出力元のクライアント12のIPアドレスを、そのユーザのユーザIDに関連付けられているクライアントIPアドレス情報の値として設定する。 Further, as shown in FIG. 8, the user status management data 60 in this embodiment includes, for example, a user ID, user status data, and client IP address information. In the present embodiment, for a user whose user status data value is “online”, the IP address of the client 12 currently used by the user is set as the client IP address information. That is, for the user who has successfully logged in, the login processing execution unit 48 updates the value of the user status data associated with the user ID of the user from “offline” to “online”, and the user ID and password The IP address of the output source client 12 is set as the value of the client IP address information associated with the user ID of the user.
 そして、この実施形態では、データ受信部46がセーブ要求を受け付けた際に、セーブデータ管理部58は、参加ユーザのユーザIDが参加ユーザIDの値として設定され、参加ユーザに割り当てられたプレイヤ番号がプレイヤ番号情報の値として設定され、参加ユーザに割り当てられた仮想コントローラポートのポート番号が仮想ポート番号情報の値として設定され、参加ユーザに割り当てられた仮想コントローラポートのポート番号が仮想ポート番号情報の値として設定され、参加ユーザが操作するコントローラが接続されるクライアント12のコントローラポートのポート番号が出力先情報のポート番号情報の値として設定されたセーブデータ24を生成する。 In this embodiment, when the data receiving unit 46 receives the save request, the save data management unit 58 sets the user ID of the participating user as the value of the participating user ID, and assigns the player number assigned to the participating user. Is set as the value of the player number information, the port number of the virtual controller port assigned to the participating user is set as the value of the virtual port number information, and the port number of the virtual controller port assigned to the participating user is the virtual port number information. The save data 24 is generated in which the port number of the controller port of the client 12 to which the controller operated by the participating user is connected is set as the value of the port number information of the output destination information.
 そして、この実施形態では、データ受信部46が、ゲーム再開要求を受け付けた際には、エミュレータ管理部54によるエミュレータ34の起動、セーブデータ管理部58によるセーブデータ24の取得、エミュレータ管理部54によるゲームプログラムのロードが行われる。そして、セーブデータ管理部58は、取得したセーブデータ24に含まれるプレイヤ番号情報に基づいて、ユーザAにプレイヤ番号「1P」を割り当て、ユーザBにプレイヤ番号「2P」を割り当て、ユーザCにプレイヤ番号「3P」を割り当てる。 In this embodiment, when the data receiving unit 46 receives a game resumption request, the emulator managing unit 54 activates the emulator 34, the save data managing unit 58 obtains the save data 24, and the emulator managing unit 54 The game program is loaded. Then, the save data management unit 58 assigns the player number “1P” to the user A, assigns the player number “2P” to the user B, and assigns the player number “2P” to the user C based on the player number information included in the acquired save data 24. The number “3P” is assigned.
 また、セーブデータ管理部58は、ユーザステータス管理データ60に基づいて、ユーザAが現在使用しているクライアント12のIPアドレスが「xx.xx.xx.xx」であること、ユーザBが現在使用しているクライアント12のIPアドレスが「1yy.yy.yy.yy」であること、及び、ユーザCが現在使用しているクライアント12のIPアドレスが「2zz.zz.zz.zz」であること、を特定する。 Further, the save data management unit 58 determines that the IP address of the client 12 currently used by the user A is “xx.xx.xx.xx” based on the user status management data 60, and that the user B currently uses The IP address of the client 12 currently operating is “1yy.yy.yy.yy” and the IP address of the client 12 currently used by the user C is “2zz.zz.zz.zz” , Specify.
 そして、セーブデータ管理部58は、取得したセーブデータ24に含まれる仮想ポート番号情報及び出力元情報、並びに、特定されたIPアドレスに基づいて、IPアドレス「xx.xx.xx.xx」とコントローラポートのポート番号「2」の組合せを、仮想第1ポートに割り当て、IPアドレス「1yy.yy.yy.yy」とコントローラポートのポート番号「2」の組合せを、仮想第2ポートに割り当て、IPアドレス「2zz.zz.zz.zz」とコントローラポートのポート番号「1」の組合せを、仮想第3ポートに割り当てる。 Then, the save data management unit 58 determines the IP address “xx.xx.xx.xx” and the controller based on the virtual port number information and the output source information included in the acquired save data 24 and the specified IP address. The combination of the port number “2” of the port is assigned to the virtual first port, the combination of the IP address “1yy.yy.yy.yy” and the port number “2” of the controller port is assigned to the virtual second port, and the IP A combination of the address “2zz.zz.zz.zz” and the port number “1” of the controller port is assigned to the virtual third port.
 この実施形態では、ゲームをセーブする際に使用していたクライアント12と、ゲームを再開する際に使用しているクライアント12が異なっていても、プレイヤが使用しているクライアント12を特定することができるので、マルチプレイでのゲームを再開する際における、ゲームに参加するプレイヤの操作入力の出力元に関する状況も再現精度が向上することとなる。 In this embodiment, even if the client 12 used when saving the game is different from the client 12 used when restarting the game, the client 12 used by the player can be specified. Therefore, when the multi-play game is resumed, the reproduction accuracy of the situation regarding the output source of the operation input of the player participating in the game is also improved.
 なお、本発明は上述の実施形態にも限定されるものではない。 Note that the present invention is not limited to the above-described embodiment.
 例えば、セーブデータ一覧画面生成部50が、セーブデータ一覧画面20の送信先となるクライアント12を利用するユーザのユーザIDが所有ユーザIDの値として設定されているセーブデータ24に対応する個別セーブ情報22が含まれているセーブデータ一覧画面20を生成する代わりに、セーブデータ一覧画面20の送信先となるクライアント12を利用するユーザのユーザIDが参加ユーザIDの値として設定されているセーブデータ24に対応する個別セーブ情報22が含まれているセーブデータ一覧画面20を生成してもよい。こうすれば、ユーザは、プレイヤとして参加したゲームの個別セーブ情報22を選択して、選択された個別セーブ情報22に関連付けられているセーブデータIDが関連付けられたゲーム再開要求をクライアント12からクラウドサービス10に送信することができる。 For example, the individual save information corresponding to the save data 24 in which the user ID of the user who uses the client 12 as the transmission destination of the save data list screen 20 is set as the value of the owned user ID by the save data list screen generation unit 50 Instead of generating the save data list screen 20 including 22, the save data 24 in which the user ID of the user who uses the client 12 as the transmission destination of the save data list screen 20 is set as the value of the participating user ID. The save data list screen 20 including the individual save information 22 corresponding to may be generated. In this way, the user selects the individual save information 22 of the game that participated as a player, and issues a game restart request associated with the save data ID associated with the selected individual save information 22 from the client 12 to the cloud service. 10 can be transmitted.
 また、例えば、所定数のユーザ以上がオンラインになっている(ログインしている)個別セーブ情報22については、ユーザは、その個別セーブ情報22を選択して、選択された個別セーブ情報22に関連付けられているセーブデータIDが関連付けられたゲーム再開要求をクライアント12からクラウドサービス10に送信できるようにしてもよい。そして、データ送信部52が、このゲーム再開要求に応じて、参加ユーザのクライアント12にゲーム再開要求受付通知を送信するようにしてもよい。 Further, for example, for the individual save information 22 in which a predetermined number of users or more are online (logged in), the user selects the individual save information 22 and associates it with the selected individual save information 22. The game restart request associated with the saved data ID that is associated may be transmitted from the client 12 to the cloud service 10. Then, the data transmission unit 52 may transmit a game resumption request acceptance notification to the participating user's client 12 in response to the game resumption request.
 また、例えば、データ送信部52は、受け付けるゲーム再開要求に応じて、クライアント12(例えば、オフラインであるユーザのクライアント12)に電子メールでゲーム再開要求受付通知を送信してもよい。 Also, for example, the data transmission unit 52 may transmit a game resumption request acceptance notification by e-mail to the client 12 (for example, the offline user's client 12) in response to the accepted game resumption request.
 また、例えば、セーブデータ管理部58が、セーブデータ24に含まれる参加プレイヤ管理データそれぞれに対応するユーザのユーザステータスデータの値を監視するようにしてもよい。そして、セーブデータ管理部58が、セーブデータ24に含まれる参加ユーザIDに対応するユーザのうち所定数以上のユーザについて、ユーザステータスデータの値が「オンライン」であることを検出した際に(例えば、セーブデータ24に含まれる参加ユーザIDに対応するすべてのユーザについて、ユーザステータスデータの値が「オンライン」であることを検出した際に)、データ送信部52が、その旨を、各参加ユーザのクライアント12に通知するようにしてもよい。 Further, for example, the save data management unit 58 may monitor the value of the user status data of the user corresponding to each participating player management data included in the save data 24. When the save data management unit 58 detects that the value of the user status data is “online” for a predetermined number or more of the users corresponding to the participating user IDs included in the save data 24 (for example, When it is detected that the value of the user status data is “online” for all the users corresponding to the participating user IDs included in the save data 24), the data transmitting unit 52 informs each participating user. The client 12 may be notified.
 また、クライアント12に複数のコントローラポートを備えていなくてもよい。そして、出力元情報が、例えば、クライアント12のアドレスだけを含んでいてもよい。 In addition, the client 12 may not have a plurality of controller ports. The output source information may include only the address of the client 12, for example.
 また、例えば、クラウドサービス10は、記憶装置に記憶されているセーブデータ24を取得して、ゲームに参加する各プレイヤについて、仮想コントローラのポート番号に対する、クライアント12のIPアドレス及びプレイヤが操作するコントローラのポート番号の組合せを割り当てた上で、セーブデータ24が示す状況からのゲームの実行を行う機能(いわゆるロード機能)だけを備えていてもよい。また、例えば、クラウドサービス10は、上述のロード機能を備えた装置に、図3や図7に例示するセーブデータ24を提供する(ロード機能を備えた装置がデータを読み取ることができる(アクセス可能な)記憶装置にセーブデータ24を出力する)機能(いわゆるセーブ機能)だけを備えていてもよい。 Further, for example, the cloud service 10 acquires the save data 24 stored in the storage device, and for each player participating in the game, the IP address of the client 12 and the controller operated by the player with respect to the port number of the virtual controller It is also possible to provide only a function (so-called load function) for executing a game from the situation indicated by the save data 24 after assigning the port number combinations. Further, for example, the cloud service 10 provides the save data 24 illustrated in FIG. 3 and FIG. 7 to the device having the load function described above (the device having the load function can read the data (accessible). It is also possible to provide only the function (so-called save function) for outputting the save data 24 to the storage device.
 また、例えば、ゲーム状況データは、ゲームにおけるパラメータやステータスを示すデータでもよい。また、例えば、クラウドサービス10で実現されている機能が単一のサーバにより実現されていてもよい。また、ゲームプログラムはエミュレータ34上で実行される必要はなく、例えば、クラウドサービス10やクライアント12のシステムソフトウェア(オペレーティングシステム等)上で実行されてもよい。また、クラウドサービス10とクライアント12の役割分担は上述の例には限定されない。 Further, for example, the game situation data may be data indicating parameters and status in the game. Further, for example, the function realized by the cloud service 10 may be realized by a single server. Further, the game program does not need to be executed on the emulator 34, and may be executed on the system software (operating system or the like) of the cloud service 10 or the client 12, for example. Further, the division of roles between the cloud service 10 and the client 12 is not limited to the above example.
 また、上記の具体的な数値や文字列や図面中の具体的な数値や文字列は例示であり、これらの数値や文字列には限定されない。 In addition, the specific numerical values and character strings described above and the specific numerical values and character strings in the drawings are examples, and are not limited to these numerical values and character strings.

Claims (17)

  1.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力手段と、
     前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段と、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段と、
     を含むことを特徴とするゲームシステム。
    Output means for outputting to the storage means an identifier of the player for each player participating in the game in association with game situation data indicating the situation of the game in which a plurality of players are participating;
    When a game is executed from the situation indicated by the game situation data stored in the storage means, for each player participating in the game, the operation input to be accepted is associated with the player and the output source of the operation input. Setting means for performing settings for handling as an operation input from a player associated with the output source of the operation input
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means Game execution means;
    A game system comprising:
  2.  前記出力手段は、複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子及び当該プレイヤに対応付けられる操作入力の出力元を示す出力元情報を記憶手段に出力し、
     前記設定手段は、前記ゲームに参加する各プレイヤについて、受け付ける操作入力を、当該ゲーム状況データに関連付けて前記記憶手段に記憶されている出力元情報で当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う、
     ことを特徴とする請求項1に記載のゲームシステム。
    The output means relates to game situation data indicating the situation of a game in which a plurality of players are participating, and for each player participating in the game, an output source of an operation input associated with the player identifier and the player Is output to the storage means,
    The setting means associates an operation input received for each player participating in the game with an output source of the operation input in output source information stored in the storage means in association with the game situation data. Set to handle as operation input from the player,
    The game system according to claim 1.
  3.  前記出力手段は、前記ゲームの実行中に受け付ける要求に応じて、実行中のゲームにおいてプレイヤからの操作入力として取り扱っている操作入力の出力元を示す情報を、当該プレイヤに対応付けられる出力元情報として前記記憶手段に出力する、
     ことを特徴とする請求項2に記載のゲームシステム。
    The output means outputs information indicating an output source of an operation input handled as an operation input from the player in the game being executed in response to a request received during the execution of the game. Output to the storage means as
    The game system according to claim 2.
  4.  前記記憶手段に識別子が記憶されている複数のプレイヤのうちの所定数以上が前記ゲームシステムにログインしている際に、当該複数のプレイヤにその旨を通知する通知手段、をさらに含む、
     ことを特徴とする請求項1に記載のゲームシステム。
    A notification means for notifying the plurality of players when a predetermined number or more of the plurality of players whose identifiers are stored in the storage means are logged in to the game system;
    The game system according to claim 1.
  5.  前記通知手段は、前記複数のプレイヤのすべてが前記ゲームシステムにログインしている際に、当該複数のプレイヤにその旨を通知する、
     ことを特徴とする請求項4に記載のゲームシステム。
    The notifying means notifies the plurality of players to that effect when all of the plurality of players are logged in to the game system.
    The game system according to claim 4.
  6.  前記複数のプレイヤのうちの少なくとも一部から受け付ける要求に応じて、前記設定手段が前記設定を行い、前記ゲーム実行手段が前記ゲームを実行する、
     ことを特徴とする請求項1に記載のゲームシステム。
    In response to a request received from at least a part of the plurality of players, the setting unit performs the setting, and the game execution unit executes the game.
    The game system according to claim 1.
  7.  前記記憶手段に識別子が記憶されている複数のプレイヤのすべてが前記ゲームシステムにログインしている際に、当該複数のプレイヤのうちの少なくとも一部から受け付ける要求に応じて、前記設定手段が前記設定を行い、前記ゲーム実行手段が前記ゲームを実行する、
     ことを特徴とする請求項6に記載のゲームシステム。
    When all of the plurality of players whose identifiers are stored in the storage unit are logged in to the game system, the setting unit performs the setting in response to a request received from at least a part of the plurality of players. And the game execution means executes the game,
    The game system according to claim 6.
  8.  前記出力元情報は、各プレイヤが操作するコントローラを示しており、
     前記設定手段は、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、コントローラから受け付ける操作信号を、当該ゲーム状況データに関連付けて前記記憶手段に記憶されている出力元情報で当該コントローラを操作するプレイヤとして示されているプレイヤが操作するコントローラからの操作信号として取り扱う設定を行う、
     ことを特徴とする請求項2に記載のゲームシステム。
    The output source information indicates a controller operated by each player,
    The setting means stores an operation signal received from the controller in association with the game situation data when the game is executed from the situation indicated by the game situation data stored in the storage means in association with the game situation data. A setting that is handled as an operation signal from a controller operated by a player indicated as a player operating the controller in the output source information;
    The game system according to claim 2.
  9.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、
     前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力手段、
     を含むことを特徴とするゲームシステム。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. Setting means for setting to handle as, and
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means In the storage device for storing the game situation data acquired by a device including game execution means,
    Output means for outputting the game situation data associated with an identifier of each player participating in the game;
    A game system comprising:
  10.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段と、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段と、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段と、
     を含むことを特徴とするゲームシステム。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Means for obtaining game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. Setting means for setting to handle as,
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means Game execution means;
    A game system comprising:
  11.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力ステップと、
     前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定ステップと、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定ステップでの設定に従って実行するゲーム実行ステップと、
     を含むことを特徴とするゲームシステムの制御方法。
    An output step of outputting, to the storage means, an identifier of the player for each player participating in the game in association with game situation data indicating the situation of the game in which a plurality of players are participating;
    When a game is executed from the situation indicated by the game situation data stored in the storage means, for each player participating in the game, the operation input to be accepted is associated with the player and the output source of the operation input. A setting step for performing setting to handle as an operation input from a player associated with the output source of the operation input in the information being
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting in the setting step A game execution step,
    A game system control method comprising:
  12.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、
     前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力ステップ、
     を含むことを特徴とするゲームシステムの制御方法。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. Setting means for setting to handle as, and
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means In the storage device for storing the game situation data acquired by a device including game execution means,
    An output step of outputting the game situation data associated with an identifier of each player participating in the game;
    A game system control method comprising:
  13.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得するステップと、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定ステップと、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定ステップでの設定に従って実行するゲーム実行ステップと、
     を含むことを特徴とするゲームシステムの制御方法。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Obtaining game situation data associated with the player's identifier when executing the game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. A setting step for setting to handle as
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting in the setting step A game execution step,
    A game system control method comprising:
  14.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子を記憶手段に出力する出力手段、
     前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、
     としてコンピュータを機能させることを特徴とするプログラム。
    An output means for outputting to the storage means an identifier of the player for each player participating in the game in association with game situation data indicating the situation of the game in which a plurality of players are participating;
    When a game is executed from the situation indicated by the game situation data stored in the storage means, for each player participating in the game, the operation input to be accepted is associated with the player and the output source of the operation input. Setting means for performing a setting to be handled as an operation input from a player associated with the output source of the operation input
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means Game execution means,
    A program characterized by causing a computer to function.
  15.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、及び、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、を含む装置により取得される前記ゲーム状況データを記憶する前記記憶装置に、
     前記ゲームに参加する各プレイヤの識別子に関連付けられた前記ゲーム状況データを出力する出力手段、
     としてコンピュータを機能させることを特徴とするプログラム。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. Setting means for setting to handle as, and
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means In the storage device for storing the game situation data acquired by a device including game execution means,
    Output means for outputting the game situation data associated with an identifier of each player participating in the game;
    A program characterized by causing a computer to function.
  16.  複数のプレイヤが参加しているゲームの状況を示すゲーム状況データに関連付けて、当該ゲームに参加する各プレイヤについての、プレイヤの識別子が記憶されている記憶手段から、前記記憶手段に記憶されているゲーム状況データが示す状況からのゲームの実行の際に、プレイヤの識別子に関連付けられたゲーム状況データを取得する手段、
     当該ゲームに参加する各プレイヤについて、受け付ける操作入力を、プレイヤと、操作入力の出力元と、が対応付けられている情報において、当該操作入力の出力元に対応付けられているプレイヤからの操作入力として取り扱う設定を行う設定手段、
     前記記憶手段に記憶されているゲーム状況データが示す状況から、当該ゲーム状況データに関連付けて前記記憶手段に識別子が記憶されている複数のプレイヤが参加する前記ゲームを前記設定手段による設定に従って実行するゲーム実行手段、
     としてコンピュータを機能させることを特徴とするプログラム。
    In association with game situation data indicating the situation of a game in which a plurality of players are participating, the storage means stores the player identifier for each player participating in the game. Means for acquiring game situation data associated with an identifier of a player when executing a game from the situation indicated by the game situation data;
    For each player participating in the game, the operation input received from the player associated with the output source of the operation input in the information in which the player and the output source of the operation input are associated with each other. Setting means for setting to handle as
    From the situation indicated by the game situation data stored in the storage means, the game in which a plurality of players whose identifiers are stored in the storage means in association with the game situation data participates is executed according to the setting by the setting means Game execution means,
    A program characterized by causing a computer to function.
  17.  請求項14から16のいずれか一項に記載のプログラムを記憶したコンピュータ読み取り可能な情報記憶媒体。 A computer-readable information storage medium storing the program according to any one of claims 14 to 16.
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