WO2004030780A1 - ゲームシステム、ゲームシステムの制御方法及びプログラム - Google Patents
ゲームシステム、ゲームシステムの制御方法及びプログラム Download PDFInfo
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- WO2004030780A1 WO2004030780A1 PCT/JP2003/008319 JP0308319W WO2004030780A1 WO 2004030780 A1 WO2004030780 A1 WO 2004030780A1 JP 0308319 W JP0308319 W JP 0308319W WO 2004030780 A1 WO2004030780 A1 WO 2004030780A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
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- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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Definitions
- the present invention relates to a game system, a game system control method, and a program, and more particularly to a game system that provides a plurality of battle games.
- a network game system has been proposed in which a plurality of online games are played and the winner is determined by tournament format or league format. According to such a network game system, it is possible to realize nationwide or world-wide competitions in the fields of baseball games, soccer games, and the like.
- the present invention has been made in view of the above problems, and its purpose is to create a network that can produce the presence of players other than the opponent with a light communication load. It is to provide a network game system, a control method and a program for the network game system. Disclosure of the invention
- a network game system is a game system that includes a game server and a plurality of game terminals, and provides a plurality of battle games.
- the game server transmits a battle game start instruction to the game terminal corresponding to the battle group determined by the battle group determination unit, and a battle group determination unit that determines a battle group in the battle game.
- Including game start instruction means.
- the game terminal is responsive to a parameter storage means for storing a parameter relating to a battle subject corresponding to the game terminal, and a battle game start instruction transmitted by the battle game start instruction section means.
- a battle game process executing means for executing a battle game process based on the parameters stored in the game game, and when a predetermined game event occurs in the battle game process executed by the battle game process execution means,
- event content data transmission means for transmitting event content data representing the content of the predetermined game event to the game server.
- the game server includes an event content receiving unit that receives event content data transmitted by the event content data transmitting unit, and a parameter change corresponding to the event content data received by the event content receiving unit.
- Parameter change instruction destination determination means for determining the destination of the instruction, and a parameter for giving the parameter change instruction to the destination determined by the parameter change instruction destination determination means
- a meter change instruction means for determining the destination of the instruction, and a parameter for giving the parameter change instruction to the destination determined by the parameter change instruction destination determination means.
- the game terminal when the game terminal receives the parameter change instruction from the parameter change instruction means, the game terminal further includes parameter update means for updating the parameter stored in the parameter storage means in accordance with the content of the parameter change instruction. Including.
- a game system control method is a game system control method that includes a game server and a plurality of game terminals, and provides a plurality of battle games, in the game server, in the battle game A battle group determination step for determining a battle group; and a game game start instruction unit step for transmitting a battle game start instruction to each game terminal corresponding to the battle group determined in the battle group determination step in the game server.
- the battle terminal in accordance with the battle game start instruction transmitted in the battle game start instruction unit step, the battle based on the parameters relating to the main battle corresponding to the game terminal stored in the parameter storage means A battle game execution step for executing game processing; and in the game terminal, An event content data transmission step for transmitting event content data representing the content of the predetermined game event to the game server when a predetermined game event occurs in the battle game processing executed in the game processing execution step;
- the event content receiving step for receiving event content data transmitted in the event content data transmitting step, and in the game server, a parameter change instruction corresponding to the event content data received in the event content receiving step is received.
- the game server is a game server used together with a plurality of game terminals in a game system that provides a plurality of battle games, and a battle group determining means for determining a battle group in the battle game.
- a battle game start instruction unit that transmits a battle game start instruction to each game terminal corresponding to the battle group determined by the battle group determination unit, and the game terminal executes in response to the battle game start instruction
- a parameter that determines the destination of a parameter change instruction corresponding to the event content data, when event content data representing the content of the predetermined game event is received when a predetermined game event occurs in the battle game Change the parameter for the destination determined by the change instruction destination determination means and the parameter change instruction destination determination means.
- a parameter change instruction means for giving an instruction.
- the game terminal is a game terminal used together with a game server and other game terminals in a game system that provides a plurality of battle games, and is a parameter related to a battle main body corresponding to the game terminal. And a battle game for executing a battle game process based on the parameters stored in the parameter storage unit in response to the battle game start instruction transmitted by the battle game start instruction unit. A predetermined game in the battle game process executed by the process execution means and the battle game process execution means. Event content data transmission means for transmitting event content data representing the content of the predetermined game event to the game server when the event occurs, and the event content data related to other game terminals.
- Parameter update means for updating the parameter stored in the parameter storage means according to the content of the parameter change instruction when receiving a parameter change instruction corresponding to.
- the program according to the present invention is a program for causing a computer to function as a game server used with a plurality of game terminals in a game system that provides a plurality of battle games.
- a battle group determination means for determining, a battle game start instruction means for transmitting a battle game start instruction to each game terminal corresponding to the battle group determined by the battle group determination means, and in response to the battle game start instruction,
- event content data representing the content of the predetermined game event is received, and a destination of a parameter change instruction corresponding to the event content data is determined.
- Parameter change instruction destination determination means, and parameter change instruction destination determination hand Is the parameter change instruction of the given El parameter change instruction unit, because the program causing a computer to function as the destination determined by.
- the program according to the present invention is a program for causing a computer to function as a game terminal used together with a game server and other game terminals in a game system that provides a plurality of competitive games, and corresponds to the game terminal.
- a parameter game storage means for storing parameter parameters related to the opponent to be played, and a parameter game start instruction transmitted by the game match start instruction means
- the parameter When a predetermined game event occurs in the battle game process execution means for executing the battle game process based on the parameter overnight stored in the overnight storage means, and in the battle game process executed by the battle game process execution means, Event content data representing the content of the predetermined game event — Event content data transmitting means for transmitting the evening to the game server, and receiving a parameter overnight change instruction corresponding to the event content data relating to another game game terminal
- event content data representing the content of the predetermined game event
- the game server determines the destination of the parameter change instruction corresponding to the event content data. For example, when a scoring event occurs in a certain battle group, the battle group associated with the back game is set as the destination of the parameter change instruction.
- the game server gives a parameter change instruction to the destination thus determined.
- the game terminal receives the parameter change instruction and updates the parameters related to the opponent (for example, sports team or athlete) corresponding to the game terminal.
- the parameter change instruction is selectively given from the game server to the game terminal, and the game terminal updates the parameters related to the battle game process in response to this, so the communication load is suppressed, The presence of other users participating in the network game can be suitably produced.
- the game server includes the battle group decision. And further comprising a battle group storage unit for storing the battle group determined by the determination unit, wherein the parameter change instruction destination determination unit is a destination of the parameter change instruction based on the battle group stored in the battle group storage unit. To decide. In this way, for example, a game terminal or the like related to a battle group having a back game can be set as the destination.
- the game server includes: an output instruction destination determining unit that determines a destination of a character, image, or audio output instruction corresponding to the event content data received by the event content receiving unit; Output instruction means for giving the output instruction to the destination determined by the output instruction destination determination means, and the game terminal receives the output instruction when the output instruction means receives the output instruction.
- Output means for outputting characters, images or sounds corresponding to the content data.
- the game server further includes a result storage unit that stores a result regarding each opponent, and the parameter change instruction destination determination unit includes each opponent that is stored in the results storage unit.
- the destination for the parameter overnight change instruction is determined based on the results of the above. In this way, when a predetermined event occurs for a certain battle subject, it is possible to change the parameter related to the battle subject with a close result, and to appropriately produce the close-up situation.
- the parameter change instruction means includes parameter change instruction storage means for storing the parameter change instruction, reads the parameter change instruction from the parameter change instruction storage means, and Determined by parameter change instruction destination decision means
- Event content data transmitting means for transmitting event content data representing the content of the predetermined game event to the game server.
- the game server includes an event content receiving unit that receives event content data transmitted by the event content data transmitting unit, and a character, image, or sound corresponding to the event content data received by the event content receiving unit.
- Output instruction destination determination means for determining the output instruction destination, and output instruction means for giving the output instruction to the destination determined by the output instruction destination determination means.
- the game terminal further includes output means for outputting characters, images or sounds corresponding to the event content data when receiving the output instruction by the output instruction means. Even in this way, the presence of players other than the opponent can be produced with a light communication load.
- FIG. 1 is a diagram showing an overall configuration of a network game system according to an embodiment of the present invention.
- FIG. 2 shows an example of a screen when a baseball game is realized.
- FIG. 3 is a diagram showing an example of a screen when a soccer game is realized.
- FIG. 4 is a functional block diagram of the game server.
- FIG. 5 is a diagram illustrating an example of a user table.
- FIG. 6 shows an example of the team table.
- FIG. 7 shows an example of the ranking table data. 80
- Figure 8 shows an example of ranking data.
- FIG. 9 shows an example of the battle group data.
- FIG. 10 is a functional block diagram of the game terminal.
- FIG. 11 shows an example of parameters stored in the game terminal. BEST MODE FOR CARRYING OUT THE INVENTION
- FIG. 1 is a diagram showing an overall configuration of a network game system according to an embodiment of the present invention.
- the network game system 10 includes a game server 12 and a plurality of game terminals 16 A to 16 Z.
- the game server 1 2 and the game terminal 16 are connected to the Internet 14 which is a data communication network, and data communication is possible between them.
- the game server 12 is realized by a known server computer including a CPU, a memory, a hard disk storage device, a display, an input device, and the like. Has the function to manage.
- the game terminal 16 includes, for example, a known personal computer including a CPU, a memory, a hard disk storage device, a display, an input device, a home game machine, a portable game machine, and an arcade game. It is realized by a machine, a mobile phone, a portable information terminal, etc., and is used by a user to play a network game.
- players who are participants of this network game are divided into a plurality of groups, and game terminals 1 6 A for ball games, fighting games, battle games, race games, etc. ⁇ 16 6 Playing a match using Z, and repeating the match play for a predetermined number of times, the final winner is determined.
- the game server 12 decides the battle group in advance or each time using the tonnage method, league method, etc., and gives a game start instruction to both game terminals 16 related to the battle group. It is summer.
- the game terminal 16 is pre-installed with a common game program, and starts a game in response to the battle game start instruction. Events that occur in both game terminals 16 due to game operations by the players are exchanged via the Internet 14 and shared to realize a battle play. At this time, the evening communication between the game terminals 16 in the battle group may be relayed by the game server 12 or directly between the game terminals 16. In addition, for a part of the battle group, the game operation of one player may be automatically performed on the game server 12 or the game terminal 16. In other words, in a part of the battle group, a battle game may be played against a computer rather than another player.
- this network game system 10 One of the features of this network game system 10 is that the game terminal 16 notifies the game server 12 of events such as scores that occurred in a certain match, and the game related to the other match related to the event.
- the parameter change instruction is sent to the terminal 16 via the Internet 14.
- Another feature is that a message, image and sound related to the event are instructed to game terminals 16 related to other events related to the event.
- the game terminal 16 receives a parameter change instruction, it Accordingly, the parameters related to the opponent (team, player, etc.) are updated. Therefore, depending on the events that occurred in other battles, changes will appear in the opponents of other battles.
- the game terminal 16 receives an output instruction such as a message
- the game terminal 16 displays a message or outputs it by voice, or changes the image of the opponent.
- FIG. 2 shows an example of a game screen that is displayed on the display of the game terminal 16 when the league game or the baseball game is realized in the network game system 10.
- an image related to the opponent (your team player image) is displayed on the display, and an image related to the opponent (the opponent team player image) is displayed. Is displayed.
- an input device such as a game controller
- the opponent player or the combo player competes for the victory or defeat of baseball.
- an event such as a score or hit occurs in another related match, a window appears at the bottom of the screen, and a message indicating the content of the event is displayed there. This message may represent the contents of the event directly or indirectly.
- the player's team player image changes to the other team player image. For example, when a rival player who is fighting for a batting average hits a hit in another match, the player's image is moved so that the player makes a strong swing. In addition, when the rival team win is determined in other matches, the player image is moved so that the player drops his shoulder. It is.
- the present invention can be applied to other than baseball games.
- a rigging or tournament soccer match game as shown in Fig. 3, an image of the ball game field in plan view is displayed on the display of the game terminal 16 and other related games.
- an event such as a score occurs in a match
- a message to notify it is displayed in the window at the bottom of the screen.
- the team of your team or the opponent team changes defensively, or conversely changes aggressively.
- parameters related to strikers who are competing for the top score for example, parameters indicating the success rate of shots.
- FIG. 4 is a functional block diagram showing mainly the functions related to the present invention among the functions realized in the game server 12.
- the functions realized in the game server 12 include a player database 20, a battle group determination unit 2 2, a database update unit 24, a parameter change instruction destination determination unit 26, a message, etc.
- Output instruction destination determination unit 28 Mouth Guin processing unit 30, Competitive game start instruction unit 32, Event content reception unit 34, Parameter change instruction unit 36, Message output instruction unit 38 It is.
- These functions are realized by the game server 12 executing a network game management program.
- the player data base 20 includes a memory such as a RAM, a hard disk storage device, etc., and stores a user table, a team table, a ranking table data, a ranking data, and a battle group data.
- FIG. 5 is a diagram illustrating an example of a user table.
- the user table contains user IDs and login fields.
- the lag is associated with the team ID.
- the user ID is information for identifying a participant of this network game.
- the login flag is a flag indicating whether or not the corresponding user is currently logged in to the game server 12 from the game terminal 16.
- the team ID is information for identifying the baseball team that is a target of the game operation by the corresponding user as the main player in the game terminal.
- FIG. 6 shows an example of a team table.
- the team table associates team IDs with player ID groups.
- the player ID group is a player ID for identifying all members of the baseball team identified by the team ID stored in the same table.
- FIG. 7 shows an example of the ranking table data.
- the ranking table data records the ranking of each user in the network game and its contents (the number of games won, the number of games lost, the number of draws, the winning rate).
- FIG. 8 shows an example of ranking data.
- Ranking data is a record of the rankings and results of the elements (players) that make up the opponents (teams) that the player can operate on, with excellent individual results in a certain field.
- FIG. 9 is a diagram showing an example of the battle group data.
- the competition group data is a combination of the team IDs of the currently playing baseball teams according to the competition group. By referring to the battle group data, the game server 12 can determine which team and which team are currently competing.
- the login processing unit 30 receives a login request accompanied by a user ID and a password when accessed from the game terminal 16, and if it is accompanied by a genuine password, the player associated with the user ID Allow network games to be provided, and Record in the player database 20 that the user is currently logged in. Specifically, the login flag corresponding to the user ID of the login user is updated in the user table recorded in the player database 20 so as to indicate that the login is in progress.
- the battle group determination unit 22 determines a battle group in a tournament format or a league format based on the stored contents of the player database 20. That is, the battle group determination unit 22 sets a pair of two users indicating that the login flag is logged in in the user table. Then, a team ID of a baseball team to be operated by the user as a battle subject is paired to generate battle team data, which is stored in the player database 20.
- the competitive game start instructing unit 3 2 transmits a competitive game start instruction to each game terminal 16 corresponding to the competitive group determined by the competitive group determining unit 2 2 via the internet 14.
- the event content receiving unit 34 receives event content data transmitted from the game terminal 16 via the Internet 14.
- the event contents list shows the ID that identifies the event type and the player ID involved in the event (for example, if a home run event occurs, the player ID of the batter who hit the home run or the pitcher who was hit) Including.
- the parameter change instruction destination determination unit 26 determines the destination of the parameter change instruction corresponding to the event content data received by the event content reception unit 34. For example, the parameter change instruction destination determination unit 26 determines the destination of the parameter change instruction based on the battle group data stored in the player data base 20, for example, a game terminal 1 that is playing a back game. Determined to be 6 mag. In addition, the parameter change instruction destination determination unit 26 is associated with each battle subject stored in the player database 20. Based on the results to be played, that is, the ranking table data, the ranking data, for example, a rival team or a game terminal 16 where a rival player's team is playing is determined. The parameter change instruction unit 36 transmits a parameter change instruction to the destination (game terminal 16) determined by the parameter change instruction destination determination means.
- This parameter change instruction includes an ID that identifies the parameter type. As described above, due to the occurrence of a predetermined game event in a certain battle group, a parameter change instruction is transmitted to another game terminal 16 closely related to the game event.
- the parameter change instruction unit 36 includes a storage means such as a memory so that the parameter change instruction can be temporarily stored in the storage means, and the game that is the destination of the parameter change instruction is stored in the storage means.
- the parameter change instruction is read from the terminal 16 at a timing according to the situation of the terminal 16 (whether or not a game is being played, whether or not the game server 12 is being spoken to), and the destination game terminal 1 You may send to 6.
- the parameter change instruction destination 2 6 determines them as the destination of the parameter change instruction. You can do it.
- the parameter / overnight change instruction determination unit 2 6 receives event content data from the game terminal 16, the parameter / overnight change instruction determination unit 26 must always send a corresponding parameter / overnight change instruction to the game terminal 16. For example, only the event content data for teams with a predetermined grade or higher and the event content data for players with a predetermined grade or higher may be subject to parameter change instructions.
- the message output instruction destination determination unit 28 determines the destination of the output instruction of characters, voices (messages) or images (player images such as swinging) corresponding to the event content data received by the event content reception unit 3 4 To do. Further, the message output instruction unit 38 gives an output instruction to the destination determined by the message output instruction destination determination unit 28.
- FIG. 10 is a functional block diagram showing mainly the functions related to the present invention among the functions realized in the game terminal 16.
- the functions realized in the game terminal 16 include a game database 40, a control unit 42, an operation unit 44, and a communication unit 46.
- the operation unit 44 includes a parameter evening update unit 48, a battle game process execution unit 50, and a message output unit 52. These functions are realized by the game terminal 16 executing a network game program.
- the game database 40 stores the parameters of the baseball team that is the main player.
- FIG. 11 is a diagram showing an example of parameters stored in the game database 40. As shown in the figure, the game database 40 stores various parameters of all players belonging to the team that is the main player. The game database 40 also stores other parameters that determine the behavior of the entire team (not shown).
- the competitive game process execution unit 50 When the competitive game process execution unit 50 receives the competitive game start instruction transmitted from the competitive game start instruction unit 32, the competitive game process execution unit 50 executes the competitive game process based on the parameters stored in the game data base 40. . At this time, the battle game process execution unit 50 displays the battle pattern on the display, and also displays cheers, announcements in the field, hit sounds, etc. Output various sounds from the speaker. In addition, when a predetermined event, specifically a scoring event or a hitting event, occurs in a competitive game, data that identifies the event type (event type identification ID) and the player ID of the player involved in the event Instructs the communication unit 46 to transmit event content data including. Then, the communication unit 46 transmits the event content data to the game server 12.
- event type identification ID data that identifies the event type
- the player ID of the player involved in the event Instructs the communication unit 46 to transmit event content data including. Then, the communication unit 46 transmits the event content data to the game server 12.
- the parameter update unit 48 when the parameter update unit 48 receives a parameter change instruction from the game server 12, the parameter update unit 48 updates the parameter stored in the game database 40 according to the content of the parameter change instruction.
- the parameter overnight update unit 48 is configured to include storage means such as a memory, and the parameter change instruction is stored in the storage means, and the situation of the game terminal 16 (for example, during a battle game)
- the parameter change instruction may be read at a timing according to whether or not the parameter is changed, and the parameters may be changed according to the content.
- the message output unit 52 receives a message output instruction from the game server 12, the message output unit 52 changes the player image accordingly, displays a message indicating the event content, or outputs the message as a voice. Or
- the network game system 10 it is possible to notify a game terminal related to another deeply related player of a game event occurring in a certain battle group and change the game accordingly.
- the competitor's rival parameters change. For example, while increasing the long hit strength parameter overnight, decrease the hit rate parameter. This makes it possible for the player to properly produce a state of being stimulated by the activities of his rivals. Also, if a player hits a home run against a course throw, he will play against that player. It is possible to produce a computer that does not throw on the same course.
- the present invention is not limited to the above embodiment.
- the movement speed parameter of the rival player, the pole capture success rate parameter, the shot success rate parameter, etc. will change. May be.
- a change may be given to the individual parameters of the player, or a change may be given to the parameters given to the entire team.
- changes may be made to the individual parameters of the entire team.
- the present invention may be applied to a fighting game, and when a player is injured in another battle, the other player's parameters may be changed accordingly.
- the parameter change instruction destination determination unit 26 sets a parameter to change the parameter for which team / player when the event occurs for which team / player from the game terminal 16, for example.
- the destination of the parameter change instruction may be determined based on the setting contents. In this way, the player can set a rival relationship and the like.
- the presence of players other than the opponent can be produced with a relatively light communication load by being applied to a game machine.
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Abstract
Description
Claims
Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2003244020A AU2003244020A1 (en) | 2002-09-30 | 2003-07-01 | Game system, game system control method, and program |
| EP03736314A EP1552867A4 (en) | 2002-09-30 | 2003-07-01 | GAME SYSTEM, GAME SYSTEM CONTROL PROCEDURE AND PROGRAM |
| US10/523,793 US20050282635A1 (en) | 2002-09-30 | 2003-07-01 | Game system, game system control method, and program |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2002287983A JP3496150B1 (ja) | 2002-09-30 | 2002-09-30 | ゲームシステム、ゲームシステムの制御方法及びプログラム |
| JP2002-287983 | 2002-09-30 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2004030780A1 true WO2004030780A1 (ja) | 2004-04-15 |
Family
ID=31712369
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2003/008319 Ceased WO2004030780A1 (ja) | 2002-09-30 | 2003-07-01 | ゲームシステム、ゲームシステムの制御方法及びプログラム |
Country Status (8)
| Country | Link |
|---|---|
| US (1) | US20050282635A1 (ja) |
| EP (1) | EP1552867A4 (ja) |
| JP (1) | JP3496150B1 (ja) |
| KR (1) | KR20050067164A (ja) |
| CN (1) | CN1684747A (ja) |
| AU (1) | AU2003244020A1 (ja) |
| TW (1) | TW200405191A (ja) |
| WO (1) | WO2004030780A1 (ja) |
Cited By (1)
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|---|---|---|---|---|
| US7949376B2 (en) | 2004-04-16 | 2011-05-24 | Sony Computer Entertainment Inc. | Advanced power saving in communication terminal, communication system and power control method |
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| US20060183550A1 (en) * | 2005-02-08 | 2006-08-17 | Gagner Mark B | Information transfer to gaming machines |
| US20070037625A1 (en) * | 2005-06-28 | 2007-02-15 | Samsung Electronics Co., Ltd. | Multiplayer video gaming system and method |
| CN100361455C (zh) * | 2005-10-17 | 2008-01-09 | 华为技术有限公司 | 在移动终端中管理游戏客户端单元的方法、系统和装置 |
| US8235822B2 (en) * | 2005-11-14 | 2012-08-07 | Wms Gaming Inc. | Transmitting content in wagering networks |
| JP2007190049A (ja) * | 2006-01-17 | 2007-08-02 | Konami Digital Entertainment:Kk | ゲームプログラム、ゲーム装置及びゲーム方法 |
| CN100452069C (zh) * | 2006-03-17 | 2009-01-14 | 腾讯科技(深圳)有限公司 | 一种网络游戏中防止作弊的方法及系统 |
| KR100876739B1 (ko) * | 2006-03-30 | 2008-12-31 | 삼성전자주식회사 | 다인용 비디오 게임 시스템 및 방법 |
| KR101206034B1 (ko) | 2006-05-19 | 2012-11-28 | 삼성전자주식회사 | 산소결핍 금속산화물을 이용한 비휘발성 메모리 소자 및 그제조방법 |
| JP4130214B2 (ja) * | 2006-12-20 | 2008-08-06 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム装置、通信装置、プログラムおよびデータ管理方法 |
| US20080188277A1 (en) | 2007-02-01 | 2008-08-07 | Ritter Janice E | Electronic Game Device And Method Of Using The Same |
| CA2685353C (en) | 2007-03-07 | 2016-04-26 | Ideaflood, Inc. | Multi-instance, multi-user animation platforms |
| US20100197408A1 (en) * | 2007-06-22 | 2010-08-05 | Youichi Tsurisaki | Match-up game system |
| US8992306B2 (en) | 2007-07-30 | 2015-03-31 | Igt | Gaming system and method providing variable payback percentages |
| JP4729112B2 (ja) * | 2009-02-27 | 2011-07-20 | 株式会社コナミデジタルエンタテインメント | サーバ装置、通信システム、サービス方法、ならびに、プログラム |
| JP5419589B2 (ja) * | 2009-08-07 | 2014-02-19 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| US9192860B2 (en) | 2010-11-08 | 2015-11-24 | Gary S. Shuster | Single user multiple presence in multi-user game |
| US8696466B2 (en) * | 2011-05-25 | 2014-04-15 | Sony Computer Entertainment America Llc | Method and apparatus for implementing nemesis matchmaking |
| JP5571729B2 (ja) | 2012-04-02 | 2014-08-13 | 株式会社 ディー・エヌ・エー | ゲームを提供する装置 |
| JP6067996B2 (ja) * | 2012-04-20 | 2017-01-25 | 任天堂株式会社 | 情報処理システム、情報処理装置、情報処理方法、情報処理プログラムおよびサーバシステム |
| US9524614B2 (en) | 2012-09-25 | 2016-12-20 | Igt | Gaming system and method for permanently increasing the average expected payback percentage of a game for a player |
| JP5950975B2 (ja) * | 2014-10-03 | 2016-07-13 | 株式会社コナミデジタルエンタテインメント | ゲーム管理装置およびゲーム管理プログラム |
| JP6219875B2 (ja) * | 2015-04-10 | 2017-10-25 | 株式会社スクウェア・エニックス | ネットワークゲームシステム、ゲーム装置及びプログラム |
| US11633673B2 (en) | 2018-05-17 | 2023-04-25 | Universal City Studios Llc | Modular amusement park systems and methods |
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- 2003-07-01 KR KR1020057005485A patent/KR20050067164A/ko not_active Ceased
- 2003-07-01 EP EP03736314A patent/EP1552867A4/en not_active Withdrawn
- 2003-07-01 AU AU2003244020A patent/AU2003244020A1/en not_active Abandoned
- 2003-07-01 CN CNA038229730A patent/CN1684747A/zh active Pending
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- 2003-07-09 TW TW092118687A patent/TW200405191A/zh unknown
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Also Published As
| Publication number | Publication date |
|---|---|
| CN1684747A (zh) | 2005-10-19 |
| TW200405191A (en) | 2004-04-01 |
| AU2003244020A1 (en) | 2004-04-23 |
| JP3496150B1 (ja) | 2004-02-09 |
| US20050282635A1 (en) | 2005-12-22 |
| KR20050067164A (ko) | 2005-06-30 |
| EP1552867A4 (en) | 2006-07-12 |
| EP1552867A1 (en) | 2005-07-13 |
| JP2004121420A (ja) | 2004-04-22 |
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