WO2013100394A1 - Procédé et serveur de fourniture d'interface d'article dans un jeu en ligne - Google Patents

Procédé et serveur de fourniture d'interface d'article dans un jeu en ligne Download PDF

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Publication number
WO2013100394A1
WO2013100394A1 PCT/KR2012/010100 KR2012010100W WO2013100394A1 WO 2013100394 A1 WO2013100394 A1 WO 2013100394A1 KR 2012010100 W KR2012010100 W KR 2012010100W WO 2013100394 A1 WO2013100394 A1 WO 2013100394A1
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WO
WIPO (PCT)
Prior art keywords
item
game
interface
increase
experience
Prior art date
Application number
PCT/KR2012/010100
Other languages
English (en)
Korean (ko)
Inventor
김정훈
Original Assignee
(주)네오위즈게임즈
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from KR1020110145296A external-priority patent/KR20130083084A/ko
Priority claimed from KR1020110145282A external-priority patent/KR20130083077A/ko
Application filed by (주)네오위즈게임즈 filed Critical (주)네오위즈게임즈
Publication of WO2013100394A1 publication Critical patent/WO2013100394A1/fr

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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
    • A63F13/50Controlling 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
    • A63F13/537Controlling 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 using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention provides a game point increase item or a user's level increase, which is an item that raises a game point at a predetermined ratio from a default acquired game point, which is a point for purchasing any one of at least one item and service available in the game.
  • the interface for the EXP increased item which is an item that increases the EXP, which is a point to be paid for, to be increased by a predetermined ratio than the default EXP, is displayed on the game play result screen so that the user can intuitively check the use of the item.
  • one mission can be cooperatively handled with other people, or content can be enjoyed through competition with other people.
  • contents that induce competition among users. This is because, in order to maintain or increase the utilization rate of the online game, it is necessary to induce competition among the users, thereby allowing the users to continuously access the online game and play the game.
  • Contents that induce competition among users largely include the level of the user character, items that can be applied to the user character, and skills that the user character implements.
  • the level and skill of the user character are items that can be developed while the user executes the game and accumulates the experience value of the character.
  • the technical problem to be solved by the present invention is a game point that is an item that raises a game point, which is a point to purchase any one of at least one item and service that can be used in a game, at a predetermined ratio than a default acquired game point.
  • the gameplay result screen provides an interface for the experience increase item, which is an item that increases or increases the experience value at a predetermined rate than the default experience value on the game play result screen. To make it possible.
  • a method of providing an item interface in an online game Determining whether to apply a game point increase item, which is an item that raises a game point, which is a point at which one can purchase one, at a predetermined ratio than a default acquired game point; And activating an interface indicating whether the game point increase item is applied to a portion of a screen displaying the game play result when the usage period of the game point increase item is equal to or longer than a preset period. It is done.
  • a game point increase item which is an item that raises a game point, which is a point at which one can purchase one, at a predetermined ratio than a default acquired game point
  • the remaining usage period of the game point increase item is displayed on another part of the screen displaying the game play result.
  • the activating step includes activating an interface indicating whether to apply the game point increase item having the highest increase rate to a plurality of the game point increase items. do.
  • a method for providing an item interface in an online game the experience value being paid by the game operation server after the end of a game and paid to increase a user's level. Determining whether to apply an experience value increasing item, which is an item that is raised by a game operation server at a predetermined rate than a default experience value preset; And when the experience increase item is determined to be applied, depending on whether the experience increase item is applied to the experience increase item or more than a usable period preset to the experience increase item, on a portion of a screen displaying the game play result. And controlling activating an interface indicating whether the experience increase item is applied.
  • the controlling of the present invention may include displaying a remaining usage period of the experience value increasing item on another portion of the screen displaying the game play result.
  • the controlling may include: activating an interface indicating whether the experience increase item having the highest predetermined ratio is applied when it is determined that a plurality of experience increase items are applied. Characterized in that.
  • receiving a selection input for the deactivated interface from a user terminal And upon receiving a selection input for the interface, transmitting an item purchase menu to the user terminal as a menu for purchasing the experience increase item.
  • the server for providing an item interface in an online game is paid after the end of the game, and can purchase any one of at least one item and service that can be used in the game.
  • the game point increase item which is a point, an item that raises a game point at a predetermined ratio than the default acquired game point, and the experience point, which is a point paid for increasing a user's level, is higher than the default experience value preset by the game operation server.
  • a determination unit that determines whether to apply any one of the experience value increasing items, which are items to be raised and paid at a set ratio; And a controller configured to activate an interface for displaying whether or not the item determined to be applied is applied to a portion of a screen displaying the game play result when the usage period of the item determined to be applied is equal to or longer than a preset period.
  • control unit may display the remaining usage period of the item determined to be being applied to another part of the screen displaying the game play result.
  • the controller is configured to activate an interface indicating whether or not the item having the highest rising rate is applied to a plurality of items determined to be applied.
  • the controller may deactivate the activated interface on a portion of a screen displaying the game play result when the usage period of the item determined to be applied has expired.
  • control unit receives a purchase input of an item corresponding to the deactivated interface from a user terminal, and extends the usage period of the item corresponding to the deactivated interface.
  • the present invention is an item that raises a game point at a predetermined ratio than a default acquired game point, which is a point at which one of at least one item and a service that can be used in a game can be purchased.
  • the gameplay result screen displays an interface for an experience increase item, which is an item for increasing a game point or an item for increasing a user's level, by increasing the experience value at a predetermined rate than the default experience value on the game play result screen. It is possible to confirm the use can increase the user's satisfaction with the game.
  • FIG. 1 is a flowchart illustrating a method of providing an item interface in an online game according to a first embodiment of the present invention.
  • FIG. 2 is a flowchart illustrating a method of providing an item interface when a plurality of items exist according to a first embodiment of the present invention.
  • FIG. 3 is a flowchart illustrating a method of providing an item interface whose usage period has expired according to a first embodiment of the present invention.
  • FIG. 4 is a configuration diagram of a server that provides an item interface in an online game according to a first embodiment of the present invention.
  • 5 to 7 are examples of game screens applied according to the first embodiment of the present invention.
  • FIG. 8 is a flowchart illustrating a method of providing an item interface in an online game according to a second embodiment of the present invention.
  • FIG. 9 is a flowchart illustrating a method of displaying an item interface when a plurality of items exist according to a second embodiment of the present invention.
  • FIG. 10 is a flowchart illustrating a method of displaying an item interface whose usage period has expired according to a second embodiment of the present invention.
  • FIG. 11 is a block diagram of a server that provides an item interface in an online game according to a second embodiment of the present invention.
  • “communication”, “communication network” and “network” may be used as the same meaning.
  • the three terms refer to wired and wireless local and wide area data transmission and reception networks capable of transmitting and receiving files between a user terminal, a terminal of other users, and a download server.
  • game server refers to a server computer to which users access to use game contents.
  • a game having a small capacity or a small number of users a plurality of game programs may be operated in one game server.
  • game servers for operating one game depending on the function of the game.
  • the game server may be connected to a server that performs middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • the online game means game content that can be used by users by accessing the above-mentioned game server.
  • it refers to a game in which a large number of users can simultaneously access and enjoy the game, and increase the level through actions such as acquiring experience value while nurturing characters through the game.
  • it means a game that can purchase a variety of items.
  • the item means all data that can help the progress of the game and can generally be understood as an item in the game.
  • an experience value obtained when a character on behalf of a user defeats a monster, an item that allows for more gain, an item that can change the appearance of the character, and the like correspond to the item in the present invention. can do.
  • card items that can use the character In addition, in sports games, card items that can use the character, items that increase the character's stats for a certain period of time, items that restore the character's condition, and the characters are equipped to improve the game's stats while modifying the appearance.
  • items that can be used by the character in the progress of the game, or that can be reflected on the game by the user on the web will belong to the items in the present invention.
  • the item may be permanent or limited in duration of use.
  • the same item but different duration means the same item in the present invention.
  • an item called "A:” that raises a character's stats a week and an item called "A1" that raises two weeks may be recognized as another item in the item database, but will be recognized as the same item.
  • FIG. 1 is a flowchart illustrating a method of providing an item interface in an online game according to a first embodiment of the present invention.
  • the method of providing an item interface in an online game when an item interface providing server is finished, at least one of at least one item and service that can be used in the game is provided. Determining whether or not to apply the game point increase item which is an item to raise the game point which is a point for purchasing the game point to a predetermined ratio than the default acquired game point (S11) is performed.
  • the game point is paid to all users who participated in the game play when the game ends, for example, a predetermined game point is given to a user who loses the game, and a higher game point is given to a user who wins the game than a user who loses the game. Is paid. In addition, a higher game point is paid to the user who judges the game score and wins the predetermined score.
  • the game point increase item disclosed in the present invention is used in addition to the game point being paid as described above, the game point is increased at a higher rate than the game point increased at a constant rate as described above.
  • the game point increase item may, for example, increase two or three times the default game point.
  • the game point increase item in the present invention can be confirmed by the user in the item shop, etc., in the inventory screen.
  • the game point increase item may be obtained during game play.
  • the game point increase item has a fixed period of use, for example, 10 games, or a week, and thus cannot be applied when the period of use expires.
  • the server determines whether the game point increase item is in use or expires, and determines whether to apply the game point increase item. If the use period is left, the server may apply the game point increase item. If the expiration date is expired, the game point increase item cannot be applied.
  • the step S13 of controlling the activation of the interface indicating whether the game point increase item is applied to a part of the screen displaying the game play result is performed.
  • the user can intuitively check whether the game point increase item is applied separately on the screen displaying the game play result. Can be.
  • the server may also display the remaining usage period of the game point increase item to allow the user to recognize it.
  • FIG. 2 is a flowchart illustrating a method of providing an item interface when a plurality of items exist according to a first embodiment of the present invention. In the following description, portions that overlap with the description of FIG. 1 will be omitted.
  • the server performs a step S21 of determining whether there are at least two game point increase items purchased by a user or acquired through game play.
  • the server displays an interface indicating whether to apply the game point increase item having the highest game point among the at least two game point increase items. To activate the step (S22).
  • the game point increase item having at least two or more game points may have the same, lower, or higher increase rate, and may have the same, shorter, or longer use period.
  • the server prioritizes the game point increase item having the highest ascent rate, and activates an interface indicating whether to apply the game point increase item having the highest game point to apply the game point having the highest ascent rate. do.
  • the server selects an item that triples game points as a priority and triples game points. Activates the interface that indicates whether or not to apply the item.
  • step S23 of activating an interface indicating whether the current game point increase item is applied.
  • FIG. 3 is a flowchart illustrating a method of displaying an item interface whose usage period has expired according to a first embodiment of the present invention.
  • portions overlapping with the description of FIGS. 1 and 2 will be omitted.
  • the server performs step S31 of determining whether the period of use of the game point increase item has expired.
  • the interface indicating whether the game point increase item is applied or determine whether at least two game point increase items exist, and have the highest percentage of game points. Activates the interface that indicates whether a game point increase item is applied.
  • the server performs a step (S32) of deactivating an interface indicating whether the game point increase item is applied to a portion of the screen displaying the game play result.
  • the server may output a game point increase item purchase available message so as to extend the use period of the game point increase item deactivated to a part of the game screen, so that the user can purchase the game point increase item.
  • the server performs a step S33 of determining whether a selection input of the game point increase item interface is received from the user terminal.
  • the server may confirm that the user intends to purchase the game point increase item by receiving a click of the deactivated game point increase item interface.
  • the server transmits an item purchase menu to the user terminal as a menu for purchasing the corresponding game point increase item (S34).
  • the user can purchase a game point increase item using the game points he / she owns, and the usage period is extended when the purchase of the game point increase item is completed.
  • FIG. 4 is a configuration diagram of a server that provides an item interface in an online game according to a first embodiment of the present invention. In the following description, portions that overlap with the description of FIGS. 1 to 3 will be omitted.
  • a server 20 that provides an item interface in an online game according to a first embodiment of the present invention is connected to a user terminal 10 and an item database 30.
  • the user may access the game server 20 through the user terminal 10 and enjoy the game.
  • the item database 30 may provide information on the reserved item storage space allocated to each user together with information provided and available on the game. The information is stored.
  • the server 20 that provides the item interface may include a determination unit 21 and a control unit 22.
  • Determination unit 21 is paid after the end of the game, the point to purchase any one of the at least one item and service available in the game, an item that raises the game point at a predetermined ratio than the default acquired game point It is determined whether the game point increase item is applied.
  • the controller 22 If it is determined that the game point increase item is applied as a result of the determination by the determination unit 21, the controller 22 according to whether or not the period in which the game point increase item has been applied is a usable period preset for the game point increase item, Increasing the user's game point by activating an interface that indicates whether a game point increase item is applied to a portion of the screen displaying the game play result.
  • the controller 22 may display the remaining usage period of the game point increase item on another part of the screen displaying the game play result so that the user can check it.
  • the controller 22 activates an interface indicating whether to apply the game point increase item having the highest preset ratio to the highest rate. To increase it.
  • the controller 22 deactivates an interface indicating whether to apply the game point increase item to a portion of the screen displaying the game play result.
  • the controller 22 is a menu for purchasing a fraudulent game point increase item upon receiving a selection input for the deactivated game point increase item interface from the user terminal.
  • the item purchase menu is transmitted to the user terminal 10.
  • 5 to 7 are examples of game screens applied according to the first embodiment of the present invention.
  • FIG. 5 an example in which a game point increase item that increases a game point by three times the default game point is activated on a portion of the user terminal screen 11 displaying a game play result. With the activation of the item, a message indicating that the game point is increased by 3 times can be displayed for the user to check.
  • FIG. 6 an example of displaying a remaining period for applying a game point increase item to a portion of the user terminal screen 11 displaying a game play result is illustrated.
  • the user can check the usage period to be left along with the activation of the item as a message.
  • the application period of the game point increase item expires on a portion of the user terminal screen 11 displaying the game play result, and the game point increase item purchase may be extended to extend the use period of the game point increase item.
  • a possible message may be output to allow the user to purchase a game point increase item.
  • FIG. 8 is a flowchart illustrating a method of providing an item interface in an online game according to a first embodiment of the present invention.
  • an item of experience value which is a point which is paid for increasing a user's level when an item interface providing server first ends, is a game
  • the interface providing server may determine whether to apply the experience value increasing item, which is an item to be raised by paying at a predetermined rate rather than the predetermined default experience value.
  • the experience value is paid to all the users who participated in the game play when the game is finished, for example, a predetermined experience value is given to the user who has lost the game, and a higher experience value is given to the user who has won the game. .
  • a user who judges a game score and wins a predetermined score or more is given a higher experience value.
  • the experience value increase item disclosed in the present invention is used in addition to the experience value paid as described above, the experience value is increased at a higher rate than the experience value increased at a constant rate as described above.
  • the experience increase item may, for example, increase 1.5 times, 2 times, or 4 times the default experience.
  • the experience value increasing item may be purchased by the user in the item shop and checked on the inventory screen.
  • the experience increase item may be obtained during game play.
  • the experience increase item has a fixed period of use, for example, 10 games, or a week, and thus cannot be applied when the period of use expires.
  • the server performs a step (S12) of determining whether the expiration time of the experience increase item is remaining or has expired, and determines whether the experience increase item is applied, if the expiration time remains, can apply the experience increase item, use If the period has expired, the experience increase item cannot be applied.
  • a step (S13) of activating an interface indicating whether the experience value increasing item is applied to a portion of the screen displaying the game play result is performed.
  • the experience value increase item is raised to a predetermined ratio than the experience value paid by default after the game ends, the user can intuitively check whether the experience value increase item is separately displayed on the screen displaying the game play result.
  • the server may also display the remaining usage period of the experience value increase item to allow the user to recognize it.
  • FIG. 9 is a flowchart illustrating a method of displaying an item interface when a plurality of items exist according to a second embodiment of the present invention. In the following description, portions that overlap with the description of FIG. 1 will be omitted.
  • the server performs a step S21 of determining whether there are at least two experience value increasing items purchased by a user or acquired through game play.
  • the server activates an interface indicating whether to apply the experience increase item having the highest predetermined ratio among the at least two experience increase items (S22). Perform
  • At least two experience increase items may have the same, lower, or higher rate of increase, and may have the same, shorter, or longer duration.
  • the server activates an interface indicating whether to apply the experience increase item having the highest experience value so that the experience increase item having the highest rise rate is applied as the priority.
  • the server selects the priority value by selecting an item that increases the experience by four times. Activates the interface that indicates whether or not to apply an item that increases by 4 times.
  • the server performs a step S23 of activating an interface indicating whether the current experience increase item is applied.
  • FIGS. 8 and 9 are flowchart illustrating a method of displaying an item interface whose usage period has expired according to a second embodiment of the present invention.
  • portions that overlap with the description of FIGS. 8 and 9 will be omitted.
  • the server performs a step S31 of determining whether the usage period of the experience value increasing item has expired.
  • the server performs a step of deactivating an interface indicating whether the experience increase item is applied to a portion of the screen displaying the game play result (S32).
  • the server may output the experience increase item purchase available message so that the user can purchase the experience increase item so as to extend the period of use of the experience increase item deactivated to a part of the game screen.
  • the server performs a step S33 of determining whether a selection input of the deactivated experience item increase item interface is received from the user terminal.
  • the server may confirm that the user intends to purchase the experience increase item by receiving a click of the deactivated experience item increase interface.
  • the server When receiving the selection input of the deactivated experience item increase interface from the user terminal, the server performs a step (S34) of transmitting the item purchase menu to the user terminal as a menu for purchasing the experience value increase item.
  • the user can purchase the experience point increase item using the game points he has, and the period of use is extended when the purchase of the experience point increase item is completed.
  • FIG. 11 is a block diagram of a server that provides an item interface in an online game according to a second embodiment of the present invention. In the following description, portions that overlap with the description of FIGS. 8 to 10 will be omitted.
  • a server 20 that provides an item interface in an online game according to a second embodiment of the present invention is connected to a user terminal 10 and an item database 30.
  • the user may access the game server 20 through the user terminal 10 and enjoy the game.
  • the item database 30 may provide information on the reserved item storage space allocated to each user together with information provided and available on the game. The information is stored.
  • the server 20 displaying the item interface may include a determination unit 21 and a control unit 22.
  • the determination unit 21 is an item that allows the interface providing server to raise the experience value, which is a point that is paid for increasing the user's level when the game is finished, at a predetermined rate than the default experience value preset by the item interface providing server. It is determined whether the experience increase item is applied.
  • the control unit 22 determines whether the period for which the experience value increasing item is applied is greater than or equal to a usable period preset for the experience value increasing item.
  • the user experience value is increased by activating an interface that indicates whether the experience value increase item is applied to a portion of the screen displaying the result.
  • the controller 22 may display the remaining usage period of the experience value increasing item on another part of the screen displaying the game play result so that the user can check it.
  • controller 22 enables the user to increase the user's experience value to the highest rate by activating an interface indicating whether to apply the experience value increase item having the highest predetermined rate to the plurality of experience value increase items.
  • the controller 22 deactivates the interface indicating whether the experience value increasing item is applied to a portion of the screen displaying the game play result when the usage period of the experience value increasing item has expired.
  • the controller 22 receives the selection input for the deactivated interface from the user terminal 10 and selects an item purchase menu as a menu for purchasing the experience value increasing item. By transmitting to the user terminal 10, the usage period of the experience value increase item is extended.
  • an experience value increasing item that increases an experience value four times the default experience value is activated on a portion of the user terminal screen 11 displaying a game play result.
  • a message indicating that the experience value is increased by 4 times can be displayed for the user to check.
  • FIG. 13 there is shown an example in which a remaining time period for applying an experience value increasing item is displayed on another portion of the user terminal screen 11 displaying a game play result.
  • the user can check the usage period to be left along with the activation of the item as a message.
  • an application for increasing the experience value item may be expired on a portion of the user terminal screen 11 on which the game play result is displayed, and the experience increase item purchase possible message may be extended to extend the use period of the experience increase item. By outputting, the user may purchase an experience increasing item.
  • an application basically installed in a terminal (which may include a program included in a platform, an operating system, etc., which is basically installed in the terminal) It may be executed by the user, or may be executed by an application (ie, a program) installed directly on the terminal by an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • the method for displaying an item interface in an online game according to an embodiment of the present invention described above is implemented as an application (ie, a program) that is basically installed in a terminal or directly installed by a user, and can be read by a computer such as a terminal. It can be recorded on the recording medium.
  • Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
  • the above-described program is executed in a computer language such as C, C ++, JAVA, or machine language, which can be read by a computer processor (CPU). It may include a coded code.
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code means that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless communication module).
  • the communication code may further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • codes and code segments associated therewith may be used in consideration of a system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or changed by.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • a computer-readable recording medium having recorded a program as described above may be distributed to computer systems connected through a network so that computer-readable codes may be stored and executed in a distributed manner.
  • at least one of the plurality of distributed computers may execute some of the functions presented above, and transmit the result to at least one of the other distributed computers, and transmit the result.
  • the receiving computer may also perform some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application which is a program for executing the method of displaying an item interface in an online game, according to an embodiment of the present invention, may include an application store server, an application, or a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a related web server, or the application providing server itself.
  • the computer which can read the recording medium which recorded the application which is the program for executing the method of displaying the item interface in the online game according to each embodiment of the present invention is not only a general PC such as a desktop or a notebook, but also a smart phone and a tablet. It may include a mobile terminal such as a PC, personal digital assistants (PDAs), and mobile communication terminals, but also should be interpreted as all computing devices.
  • a general PC such as a desktop or a notebook, but also a smart phone and a tablet. It may include a mobile terminal such as a PC, personal digital assistants (PDAs), and mobile communication terminals, but also should be interpreted as all computing devices.
  • PDAs personal digital assistants
  • a computer capable of reading a recording medium recording an application which is a program for executing an item interface display method in an online game may be a smart phone, a tablet PC, a personal digital assistant (PDA) and a mobile communication terminal.
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne une technique assurant une confirmation intuitive de l'usage d'article par affichage, sur un écran d'affichage des résultats d'une partie jouée, d'une interface d'article augmentant les points de jeu à un taux accru prédéterminé par comparaison avec des points de jeu acquis par défaut. Ces points permettent d'acheter au moins un article ou un service utilisable dans le jeu. Le procédé de fourniture de l'interface d'article dans le jeu en ligne consiste à: déterminer, par un serveur d'exploitation de jeu, s'il y a lieu de faire intervenir l'article augmentant les points de jeu, qui permet de rétribuer les points de jeu au taux accru prédéterminé par comparaison avec les points de jeu acquis par défaut. Ces points permettent d'acheter au moins un article ou un service utilisable dans le jeu et sont rétribués à l'issue du jeu. Le procédé consiste ensuite à commander l'activation d'une interface pour indiquer, sur une partie d'un écran affichant un résultat d'une partie de jeu, s'il y a lieu de faire intervenir l'article augmentant les points de jeu, selon qu'une durée établie pour ledit article est une durée d'utilisation prédéterminée qui lui est fixée lorsqu'il intervient.
PCT/KR2012/010100 2011-12-28 2012-11-27 Procédé et serveur de fourniture d'interface d'article dans un jeu en ligne WO2013100394A1 (fr)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
KR10-2011-0145282 2011-12-28
KR10-2011-0145296 2011-12-28
KR1020110145296A KR20130083084A (ko) 2011-12-28 2011-12-28 온라인 게임에서의 아이템 인터페이스 제공 방법 및 서버
KR1020110145282A KR20130083077A (ko) 2011-12-28 2011-12-28 온라인 게임에서의 아이템 인터페이스 표시 방법 및 서버

Publications (1)

Publication Number Publication Date
WO2013100394A1 true WO2013100394A1 (fr) 2013-07-04

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20050010427A (ko) * 2003-07-21 2005-01-27 김호창 인터넷 보드게임의 점수/사이버머니 제어 방법 및 장치
KR20060002314A (ko) * 2004-07-01 2006-01-09 주식회사 써니와이앤케이 온라인 게임에서의 마이룸 생성을 통한 마켓팅 방법
KR20110125387A (ko) * 2010-05-13 2011-11-21 (주)네오위즈게임즈 카드배열 아이템 제공 시스템 및 그 방법

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KR20050010427A (ko) * 2003-07-21 2005-01-27 김호창 인터넷 보드게임의 점수/사이버머니 제어 방법 및 장치
KR20060002314A (ko) * 2004-07-01 2006-01-09 주식회사 써니와이앤케이 온라인 게임에서의 마이룸 생성을 통한 마켓팅 방법
KR20110125387A (ko) * 2010-05-13 2011-11-21 (주)네오위즈게임즈 카드배열 아이템 제공 시스템 및 그 방법

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