WO2009065248A1 - Network game system having role period providing platform and network game method for role period providing - Google Patents
Network game system having role period providing platform and network game method for role period providing Download PDFInfo
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- WO2009065248A1 WO2009065248A1 PCT/CN2007/003283 CN2007003283W WO2009065248A1 WO 2009065248 A1 WO2009065248 A1 WO 2009065248A1 CN 2007003283 W CN2007003283 W CN 2007003283W WO 2009065248 A1 WO2009065248 A1 WO 2009065248A1
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- Prior art keywords
- predetermined
- role
- player
- persistent
- network game
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Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
Definitions
- the present invention relates to a network game system and method, and more particularly to a network game system having a role time supply platform and a network game role time supply method.
- RPG Role-playing game
- the server verifies the account and password input by the player to confirm the identity of the player.
- step 106 the server will instruct the character to perform the task or find the monster to be killed by the character to the game map.
- the server will determine whether the monster life ⁇ 1 is zero. If the monster's life value has been zeroed, then step 110 is provided by the server to provide the role feedback experience value, virtual currency or virtual equipment.
- step 108 If it is determined in step 108 that the monster has not died, then jump back to step 106 and the character is searched for another monster to kill.
- step 112 the server provides a role to upgrade the virtual currency, the virtual equipment to the warehouse or the transaction, and the role is upgraded when the player accumulates a certain experience value until the player enters the next time. game. Therefore, the above course can be roughly summarized as a game mode of Daguai ⁇ Sui Bao ⁇ upgrade.
- FIG. 2 is a schematic diagram of a game scene created by the server.
- the character 2 representing the player is usually set by the server to be a fixed-capacity equipment field 21 in the game, wearing protective equipment 25 and equipped with an attack.
- Equip 26 to attack a has a health of 32 Monster 3 with a mana value of 33.
- the life value 22 and the mana value 23 show the vital signs of the character 2
- the experience value 24 indicates the role of the character 2
- the equipment field 21 can be used to accommodate the medicines needed to recover the character 2 vital signs.
- the monster 3 When the monster 3 is attacked by the character 2 to death, it may randomly "spray” the virtual currency, and the virtual equipment (not shown) is picked up by the character 2 to pick up the belonging equipment field 21.
- the character 2 In addition to obtaining the feedback, the character 2 can obtain a certain experience displayed on the experience value 24 as a basis for the role 2 upgrade, and thus the game history is roughly explained.
- Another object of the present invention is to provide a network game system and a network game role time supply method having a role time supply platform for a network game player to jump off the traditional game mode.
- Still another object of the present invention is to provide a network game system having a character time supply platform and a network game role time supply method by playing a mode change and honing game player game operation skills.
- An online game system with a role time supply platform includes: a plurality of network game terminals controlled by a player; at least one database storing data representing the player's virtual characters; and a server connected To the at least one database, Providing, by one of the players, a predetermined right by one of the online game terminals in a predetermined manner, and accepting an application for obtaining the predetermined right by the player through the terminal, in the online game environment Forming a non-persistent role corresponding to the predetermined right, and clearing to the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period a persistent role, and when the predetermined time period expires, the predetermined right player terminal is intercepted to control the non-persistent character.
- a network game role time period supply method wherein the network game is connected to a server by a plurality of players respectively via respective networks, and the server end is formed in the network game environment.
- the predetermined manner of the step a) is a payment transaction; and the feedback mechanism of the step d) is based on the predetermined rights player input.
- the predetermined manner of the step a) provides a random award to the server side.
- the step b) includes a secondary step bl) by the server to confirm that the predetermined rights player performs the predetermined rights period.
- the step e) further includes a secondary step e l) of determining, by the server side, whether the predetermined rights player terminal controls the non-persistent role in advance.
- the feedback mechanism of the step d) is to provide a virtual treasure by the server.
- the feedback mechanism of the step d) is a right for the server to allow the non-persistent role or the persistent role of the predetermined rights player to enter a specific game map.
- the online game role time period supply method of the present invention further includes:
- the step of obtaining the non-player controlled server control role as the alliance role of the non-persistent character by the predetermined rights player under another predetermined condition is in the steps b) and c Between the steps of g) pre-announced by the server side that the predetermined rights holder performs the predetermined right period;
- the server side publicly announces the step h) of notifying the predetermined rights holder of the remaining time of the predetermined right.
- the predetermined right player is synchronized to open the step j) representing the persistent role of the predetermined rights player.
- the network game system and method of the present invention has provided an effective solution for online game manufacturers and game players, and the player can play a role different from the usual role at a small price or even control two characters at the same time to play the game, and substantially increase the game.
- Players have a completely different sense of freshness when playing games with server-side players; game software companies can directly increase revenue and invisible game player support. Therefore, the present invention is indeed an invention that should be incorporated into online games as quickly as possible.
- Figure 1 is a flow chart showing the progress of an existing RPG type online game
- FIG. 2 is a schematic diagram of a game scene of the schematic diagram 1;
- FIG. 3 is a schematic diagram of a network game system with a role time supply platform
- FIG. 4 is a flowchart of a working process of a network game role time period supply method according to the present invention
- FIG. 5 is a schematic diagram of a scenario of a first preferred embodiment of the present invention
- Figure 6 is a schematic view of a second preferred embodiment of the present invention.
- Figure 7 is a schematic diagram of a scene of a third preferred embodiment of the present invention.
- FIG. 3 is a schematic diagram of a network game system with a role time supply platform according to the present invention.
- the network game system 1 of the present invention includes a plurality of network game terminals 15 to 18 controlled by the player.
- the terminals shown in the figure are only schematic, and the number of terminals in actual operation is of course not limited thereto.
- the network game system 1 further includes a database 12 storing data representing the player's virtual character, and a server 14 connected to the database 12; the server 14 is connected to each of the terminals 15 to 18 via the network 10.
- the server 14 accesses through the database 12, for one of the players to obtain a predetermined right in a predetermined manner through one of the network game terminals, for example, the terminal 18, and the server 14 accepts the application for obtaining the predetermined right through the terminal 18 by the player who has obtained the predetermined right.
- a non-persistent angle corresponding to the predetermined right will be formed.
- the server 14 will settle to the persistent role of the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined period of time, and cut off the predetermined rights player terminal when the predetermined time period expires. 18 control over non-persistent roles.
- the initial step 302 authorizes one of the players to obtain a predetermined right by the server in a predetermined manner, and the predetermined manner may be a payment transaction, a bidding transaction or a server.
- the awards offered by the end are changed.
- the next step 304 server accepts the application for the predetermined right of the player to execute the predetermined right, and then the step 306 confirms that the predetermined right player performs the predetermined right period.
- the server side decides to stop the service by a certain mechanism, for example, the predetermined rights player actively cancels the game, and then suspends the game, etc.;
- Step 308 the server side publicizes the notice to reserve the rights to the player. Perform the right part of the predetermined right to attract the rest of the players to participate in the game.
- the server will form a non-persistent role corresponding to the predetermined right in the online game environment, for example, by a predetermined rights player playing a large monster, a master, and the like different from the usual persistent character.
- the non-player controlled server control role may be acquired by the predetermined rights holder as another non-sustainable role in another predetermined condition, for example, by the player paying another fee.
- Another pet or monster that serves as a guard, or a server-side incentive to participate in activities is a gift mode that is often difficult for industry practitioners to refer to; of course, the server allows non-persistent roles. It is also a feasible solution to play with the original continuous character. .
- Step 316 The server end settles to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period to The persistent role of the non-persistent character or the rights player, such as the amount invested by the server in the early subscription of the rights of the player, the virtual equipment, virtual currency, etc. obtained by the non-persistent role, with the corresponding relationship feedback A non-sustainable/sustainable role to the intended rights of the player.
- feedback can be done in the following ways, such as the unparalleled fantasy equipment that can't be obtained according to the normal game process, the huge amount of virtual currency, and the experience value that can be obtained after a long time on weekdays.
- the software can be modified to achieve this feedback as a function of the present invention.
- step 318 it is determined by the server side whether to cut off the predetermined rights of the player terminal in advance to control the non-persistent character, for example, the non-persistent role of the predetermined rights player is attacked and killed, and the server side appoints the non-persistent role of the predetermined right player.
- the task fails, the right to defend the player's non-persistent character, the death of the guard or the predetermined right of the player to actively terminate the service, and the like.
- the final step 320 is to cut off the control of the non-persistent role of the predetermined right player terminal when the predetermined time period expires, and the service is temporarily over.
- FIG. 5 is a schematic diagram of a scenario of a first preferred embodiment of the present invention.
- the player presents a predetermined right by paying for a predetermined right, for example, by purchasing an existing value card such as a stored value card or an online bonus.
- the health value 62 and the mana value 63 respectively show the vital signs of the character 6, and the server side can use the system announcement 8 to announce that the remaining players characters 42, 44 and 46 are invited to challenge, which can also enhance the use of the remaining players.
- the item server side provides interest in playing the role service, and timer 5 displays the remaining time of this play period.
- the character 6 controlled by the predetermined rights player can use the equipment field 61 to receive the winning loot such as the medicament 67, the redundant equipment 68 and the virtual Currency 69 and so on.
- the server-side service mode can provide a relative role level according to the player's input cost, and the player will directly obtain the peer-to-peer feedback; relatively, if the remaining player roles 42, 44, and 46 challenge successfully, the role 6 is killed. , you can get feedback from the role 6 affiliate.
- the present invention can be further changed to increase the player's role in obtaining the operation role while paying another fee to obtain the server control role to assist the defense to become an alliance.
- the mode of protection capability Referring to FIG. 6, which is a schematic diagram of a scenario according to a second preferred embodiment of the present invention, the player pays the first fee to purchase the predetermined rights to play the role 6', the health value 62' and the mana value 63', which respectively display the life of the character 6'. Signs.
- the character 6' controlled by the predetermined rights player can use the equipment field 6 ⁇ to receive the results such as the medicament 67', redundant Equipped with 68' and virtual currency 69' and so on. Conversely, if the remaining player characters 42', 44', and 46' are successful, killing the character 6' and assisting the character 6'defense monster 7', you can get the role 6' affiliated feedback.
- FIG. 7 there is shown a schematic diagram of a scene in accordance with a third preferred embodiment of the present invention, which is another example of the present invention.
- the rights player does not obtain authorization via a payment mechanism, but randomly triggers a task in the game scene to obtain the predetermined rights.
- the game software can also be used as a common defense alliance by the original player of the rights player, adding more fun to the game. Both the offensive and defensive sides can hone more difficult operation skills.
- the concept of the present invention can realize a game mode that is completely different from the online game in the prior art, and the player who pays or obtains the game reward can satisfy the game without affecting the original use rights of each player. Play monsters in the game and get different game experiences and virtual treasures.
- the software company that provides the game service can also obtain the real value of the game player in the industry through the innovative concept of the invention, and of course the benefits and the quality evaluation of the player are self-sufficient. This is a substantial contribution that can be expected to be propagated by the present invention.
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Abstract
Description
具有角色时段供应平台的网络游戏系统 Online game system with role time supply platform
及网络游戏角色时段供应方法 And online game role time supply method
【技术领域】 [Technical Field]
本发明涉及一种网络游戏系统和方法, 特别是一种具有角色时段 供应平台的网络游戏系统及网络游戏角色时段供应方法。 The present invention relates to a network game system and method, and more particularly to a network game system having a role time supply platform and a network game role time supply method.
【背景技术】 【Background technique】
随着因特网的普及以及国内外软件公司的推波助澜, 网络游戏俨 然成为青少年甚至扩及各年龄层的休闲娱乐模式之一。 通过因特网与 远程玩者一较高下或通过游戏中安排历程打怪练功, 角色扮演类游戏 With the popularity of the Internet and the help of software companies at home and abroad, online games have become one of the leisure and entertainment modes for teenagers and even for all ages. Play against the remote players through the Internet or through the in-game scheduling process, role-playing games
RPG (Role-playing game)由单机版进化至在线游戏(On-line game)后 平添更多游戏乐趣, 坊间提供的游戏历程大同小异。 请参见图 1说明 的现有技术中 RPG类型在线游戏进行过程的流程图, 步骤 102中服务 器端验证玩者输入的账号、 密码以确认玩者身份。 RPG (Role-playing game) evolved from a stand-alone version to an online game (On-line game) to add more game fun, and the game history provided by the workshop is similar. Referring to the flowchart of the RPG type online game in the prior art illustrated in FIG. 1, in step 102, the server verifies the account and password input by the player to confirm the identity of the player.
由于一般网络游戏代理公司往往同时代理多种不同游戏, .且每一 位玩者可能在不同游戏中, 分别登录有代表所述玩者的角色; 因此, 步骤 104验证通过后, 服务器端将形成玩者选择账号中单一角色进入 游戏。 Since a general online game agency company often simultaneously acts on a plurality of different games, and each player may be in a different game, respectively, a character representing the player is registered; therefore, after the step 104 is verified, the server side will be formed. The player selects a single character in the account to enter the game.
步骤 106中, 服务器端将指示角色执行任务或由角色至游戏地图 中寻找怪物击杀。 在步骤 108中, 服务器端将判断怪物生命^ 1是否归 零, 若怪物生命值已归零, 即进行步骤 110由服务器端提供角色回馈 经验值、 虚拟货币或虚拟装备。 In step 106, the server will instruct the character to perform the task or find the monster to be killed by the character to the game map. In step 108, the server will determine whether the monster life ^ 1 is zero. If the monster's life value has been zeroed, then step 110 is provided by the server to provide the role feedback experience value, virtual currency or virtual equipment.
若于步骤 108中判断怪物尚未死亡, 即跳回步骤 106由角色另寻 怪物击杀。 而步骤 110服务器端提供相关回馈后, 于步骤 112由服务 器端再提供角色将虚拟货币、 虚拟装备归仓或交易、 与角色累积一定 经验值时得以提升等级的服务, 直至玩者下次再进入游戏。 由此, 上 述历程大致可归纳为打怪→捡宝→升级的游戏模式。 If it is determined in step 108 that the monster has not died, then jump back to step 106 and the character is searched for another monster to kill. After the server 110 provides the relevant feedback, in step 112, the server provides a role to upgrade the virtual currency, the virtual equipment to the warehouse or the transaction, and the role is upgraded when the player accumulates a certain experience value until the player enters the next time. game. Therefore, the above course can be roughly summarized as a game mode of Daguai → Sui Bao → upgrade.
另请参见图 2所示, 其为服务器端所营造游戏场景的示意图, 代 表玩者的角色 2在游戏中通常被服务器端设定为拥有固定容量的装备 字段 21,穿戴防护装备 25并配备攻击装备 26以攻击一具有生命值 32 与法力值 33的怪物 3。 图 2中生命值 22与法力值 23显示角色 2的生 命征象, 经验值 24则表示角色 2的打怪历练, 装备字段 21中可供容 纳必要时使用以恢复角色 2生命征象的药剂 27、未穿着于身上或已获 得的多余装备 28与虚拟货币 29。 当怪物 3遭角色 2攻击至死亡后, 可能随机 「喷出」 虚拟货币、 虚拟装备(图未示)由角色 2拾取归进装 备字段 21收纳。角色 2除获得所述回馈外, 尚可获得一定的显示于经 验值 24的历练以作为角色 2升级的依据, 至此大致说明游戏历程。 Please also refer to FIG. 2 , which is a schematic diagram of a game scene created by the server. The character 2 representing the player is usually set by the server to be a fixed-capacity equipment field 21 in the game, wearing protective equipment 25 and equipped with an attack. Equip 26 to attack a has a health of 32 Monster 3 with a mana value of 33. In FIG. 2, the life value 22 and the mana value 23 show the vital signs of the character 2, and the experience value 24 indicates the role of the character 2, and the equipment field 21 can be used to accommodate the medicines needed to recover the character 2 vital signs. Excess equipment 28 and virtual currency 29 worn on the body or obtained. When the monster 3 is attacked by the character 2 to death, it may randomly "spray" the virtual currency, and the virtual equipment (not shown) is picked up by the character 2 to pick up the belonging equipment field 21. In addition to obtaining the feedback, the character 2 can obtain a certain experience displayed on the experience value 24 as a basis for the role 2 upgrade, and thus the game history is roughly explained.
然而, 遍视目前市面提供的在线游戏服务, 各家游戏历程大同小 异, 除可借故事情节、角色造型与游戏配乐区分各游戏的不同点之外, 打怪练功的本质依然不变。 在最基本的人性需求考虑下, 消费其中任 意一款游戏软件以进行娱乐并无太大差别, 如此进行网络游戏将不再 具有新鲜感, 而在更多在线游戏轮番上市后, 依旧无法提供玩者们更 超值的选择。 在线游戏的商机将在这种现象下迅速消逝, 无论对在线 游戏公司或消费者而言, 实有必要提供一双赢方案以打破僵局。 However, by looking at the online game services currently available in the market, the history of each game is similar. In addition to distinguishing the differences between games by storyline, character modeling and game soundtrack, the essence of the game is still unchanged. Under the most basic human needs, there is not much difference in consuming any one of the game software for entertainment. Therefore, online games will no longer be fresh, and after more online games are listed, it is still not available. More value for money. The business opportunities of online games will quickly disappear under this phenomenon, and it is necessary for online game companies or consumers to provide a win-win solution to break the deadlock.
【发明内容】 [Summary of the Invention]
因此, 本发明的目的之一, 在于提供一种具有绝对新颖性, 立即 提升网络游戏玩者参与游戏意愿的具有角色时段供应平台的网络游戏 系统及网络游戏角色时段供应方法。 Accordingly, it is an object of the present invention to provide a network game system and a network game role time supply method having a character time supply platform that has absolute novelty and immediately enhances the willingness of a network game player to participate in a game.
本发明的另一目的, 在于提供一种饶具变化, 使网络游戏玩者得 以跳脱传统游戏模式的具有角色时段供应平台的网络游戏系统及网络 游戏角色时段供应方法。 Another object of the present invention is to provide a network game system and a network game role time supply method having a role time supply platform for a network game player to jump off the traditional game mode.
本发明的再一目的, 在于提供一种通过扮演模式变化, 磨练游戏 玩者游戏操作技巧的具有角色时段供应平台的网络游戏系统及网络游 戏角色时段供应方法。 Still another object of the present invention is to provide a network game system having a character time supply platform and a network game role time supply method by playing a mode change and honing game player game operation skills.
本发明的又一目的, 在于提供一种区隔在线游戏的相似性, 凸显 游戏软件的特异性, 进而增加在线游戏商机的具有角色时段供应平台 的网络游戏系统及网络游戏角色时段供应方法。 It is still another object of the present invention to provide a network game system having a character time supply platform and a network game role time supply method that distinguishes the similarity of online games, highlights the specificity of the game software, and thereby increases the online game business opportunity.
按照本发明提供的具有角色时段供应平台的网络游戏系统,包括: 多个由玩者控制的网络游戏终端; 至少一个储存有代表所述玩者虚拟 角色数据的数据库; 及一台服务器, 其连接至所述至少一个数据库, 供所述玩者之一通过网络游戏终端之一以一种预定方式取得一个预定 权利, 并接受取得所述预定权利玩者通过所述终端执行所述预定权利 的申请, 在所述网络游戏环境中形成一对应所述预定权利的一非持续 性角色, 在一预定时段中根据对应所述非持续性角色的一预定回馈机 制结算至所述非持续性角色或所述权利玩者的所述持续性角色, 并待 所述预定时段截止时截断所述预定权利玩者终端对所述非持续性角色 控制。 An online game system with a role time supply platform provided according to the present invention includes: a plurality of network game terminals controlled by a player; at least one database storing data representing the player's virtual characters; and a server connected To the at least one database, Providing, by one of the players, a predetermined right by one of the online game terminals in a predetermined manner, and accepting an application for obtaining the predetermined right by the player through the terminal, in the online game environment Forming a non-persistent role corresponding to the predetermined right, and clearing to the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period a persistent role, and when the predetermined time period expires, the predetermined right player terminal is intercepted to control the non-persistent character.
按照本发明提供的网络游戏角色时段供应方法, 其中所述网络游 戏是由多个玩者分别以各自的终端经网络联机至一服务器端, 且所述 服务器端在所述网络游戏环境中, 形成有分别代表各所述玩者的多个 持续性角色及非玩者控制的服务器控制角色,所述方法包括下列步骤: a)由所述服务器端以一预定方式授权所述玩者之一,取得一预定权利; b)所述服务器端接受所述预定权利玩者执行所述预定权利的申请; c) 服务器端在所述网络游戏环境中形成一对应所述预定权利的一非持续 性角色; d)所述服务器端在一预定时段中, 根据对应所述非持续性角 色的一预定回馈机制结算至所述非持续性角色或所述权利玩者的所述 持续性角色; 及 e)待所述预定时段截止时, 截断所述预定权利玩者终 端对所述非持续性角色的控制。 According to the present invention, a network game role time period supply method is provided, wherein the network game is connected to a server by a plurality of players respectively via respective networks, and the server end is formed in the network game environment. There are a plurality of persistent roles and non-player controlled server control roles respectively representing each of the players, the method comprising the steps of: a) authorizing one of the players by the server in a predetermined manner, Obtaining a predetermined right; b) the server end accepts the predetermined right of the player to execute the predetermined right application; c) the server side forms a non-persistent role corresponding to the predetermined right in the online game environment d) the server side settles to the non-persistent character or the persistent role of the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role for a predetermined period of time; and e) When the predetermined time period expires, the control of the non-persistent character by the predetermined rights player terminal is truncated.
作为本发明的网络游戏角色时段供应方法的一种优选实施方式, 所述步骤 a)的所述预定方式为付费交易;所逑步骤 d)的回馈机制为根 据所述预定权利玩者投入的所述预定权利付费等比例回馈的机制。 As a preferred implementation manner of the network game role time period supply method of the present invention, the predetermined manner of the step a) is a payment transaction; and the feedback mechanism of the step d) is based on the predetermined rights player input. A mechanism for paying a proportional return for a predetermined right to pay.
作为本发明的网络游戏角色时段供应方法的另一种优选实施方 式, 所述步骤 a)的所述预定方式为服务器端提供一随机奖项。 As another preferred implementation manner of the network game role time period supply method of the present invention, the predetermined manner of the step a) provides a random award to the server side.
所述步骤 b)包括一由所述服务器端确认所述预定权利玩者执行 所述预定权利时段的次步骤 bl )。 The step b) includes a secondary step bl) by the server to confirm that the predetermined rights player performs the predetermined rights period.
所述步骤 e)还包括由服务器端判断是否提前截断所述预定权利 玩者终端对所述非持续性角色控制的次步骤 e l )。 The step e) further includes a secondary step e l) of determining, by the server side, whether the predetermined rights player terminal controls the non-persistent role in advance.
所述步骤 d)的回馈机制是由服务器端提供一虚拟宝物。 The feedback mechanism of the step d) is to provide a virtual treasure by the server.
所述步骤 d)的回馈机制是由服务器端允许所述预定权利玩者的 所述非持续性角色或持续性角色进入特定游戏地图的权利。 本发明的网络游戏角色时段供应方法还包括: The feedback mechanism of the step d) is a right for the server to allow the non-persistent role or the persistent role of the predetermined rights player to enter a specific game map. The online game role time period supply method of the present invention further includes:
在所述步骤 d)之前, 由所述预定权利玩者以另一预定条件取得一 非玩者控制的服务器控制角色作为所述非持续性角色的同盟角色的步 在所述步骤 b)与 c)之间,由所述服务器端公开预告所述预定权利 玩者执行所述预定权利的时段的步骤 g) ; 以及 Before the step d), the step of obtaining the non-player controlled server control role as the alliance role of the non-persistent character by the predetermined rights player under another predetermined condition is in the steps b) and c Between the steps of g) pre-announced by the server side that the predetermined rights holder performs the predetermined right period; and
在步骤 c)与 e)之间,由所述服务器端公开通知所述预定权利玩者 执行所述预定权利的剩余时间的步骤 h)。 Between steps c) and e), the server side publicly announces the step h) of notifying the predetermined rights holder of the remaining time of the predetermined right.
自步骤 c)至 e)时,同步开放所述预定权利玩者操控代表所述预定 权利玩者的持续性角色的步骤 j)。 From steps c) to e), the predetermined right player is synchronized to open the step j) representing the persistent role of the predetermined rights player.
本发明的网络游戏系统和方法, 已给在线游戏厂商与游戏玩者提 供了一种有效解决方案, 玩者可以少量的代价扮演不同于平日的角色 甚至同时操控两个角色以进行游戏, 大幅增添玩者与同服务器端玩者 进行游戏时截然不同的新鲜感; 而游戏软件公司则可以直接提升收益 与无形的游戏玩者支持度。 因此本发明确实是一应以最快速度融入在 线游戏的发明创作。 The network game system and method of the present invention has provided an effective solution for online game manufacturers and game players, and the player can play a role different from the usual role at a small price or even control two characters at the same time to play the game, and substantially increase the game. Players have a completely different sense of freshness when playing games with server-side players; game software companies can directly increase revenue and invisible game player support. Therefore, the present invention is indeed an invention that should be incorporated into online games as quickly as possible.
【附图说明】 [Description of the Drawings]
图 1是现有 RPG类型在线游戏进行过程的流程图; Figure 1 is a flow chart showing the progress of an existing RPG type online game;
图 2是示意图 1的游戏场景的示意图; 2 is a schematic diagram of a game scene of the schematic diagram 1;
图 3是具有角色时段供应平台的网络游戏系统示意图; 3 is a schematic diagram of a network game system with a role time supply platform;
. 图 4是本发明的网络游戏角色时段供应方法运作过程的流程图; 图 5是本发明第一优选实施例的场景示意图; 4 is a flowchart of a working process of a network game role time period supply method according to the present invention; FIG. 5 is a schematic diagram of a scenario of a first preferred embodiment of the present invention;
图 6是本发明第二优选实施例的场景示意图; 及 Figure 6 is a schematic view of a second preferred embodiment of the present invention; and
图 7是本发明第三优选实施例的场景示意图。 Figure 7 is a schematic diagram of a scene of a third preferred embodiment of the present invention.
主要组件符号说明 Main component symbol description
1…网络游戏系统 1... online game system
10…网络 10...network
12…数据库 12...database
14…服务器 14...server
15〜18…终端 2、 2"、 6、 6,、 6" …角色 15~18...terminal 2, 2", 6, 6, 6" ... role
3、 7, …怪物 3, 7, ... monster
5、 5'、 5" …定时器 5, 5', 5" ... timer
8、 8'、 8" …系统公告 8, 8', 8" ... system announcement
21、 21"、 61、 6Γ、 61" …装备字段 21, 21", 61, 6Γ, 61" ... equipment field
22、 22"、 32、 62、 62,、 62" …生命值 22, 22", 32, 62, 62, 62" ... health
23、 23"、 33、 63、 63,、 63" …法力值 23, 23", 33, 63, 63, 63" ... mana
24、 24" …经验值 24, 24" ...experience value
25、 25" …防护装备 25, 25" ... protective equipment
26、 26" …攻击装备 26, 26" ... attack equipment
27、 27"、 67、 67,、 67' …药剂 27, 27", 67, 67,, 67' ... pharmacy
28、 28"、 68、 68,、 68 ; …多余装备 28, 28", 68, 68, 68 ; ... redundant equipment
29、 29"、 69、 69,、 69; …虚拟货币 29, 29", 69, 69,, 69 ; ... virtual currency
42、 44、 46、 42,、.44,- 46,、 42"、 44 ; 46"其余玩者角色 102〜112、 302〜320…步骤 42, 44, 46, 42, , .44, - 46,, 42", 44 ; 46" remaining player roles 102~112, 302~320...steps
【具体实施方式】 【detailed description】
有关本发明的技术内容、 特点与功效, 配合附图所示的优选实施 例的详细说明, 将可清楚的呈现。 此外在各实施例中, 相同的组件将 以相似的标号标示。 The detailed description of the preferred embodiments of the invention will be apparent from Further, in the various embodiments, the same components will be denoted by like reference numerals.
首先请参见图 3, 其为本发明的具有角色时段供应平台的网络游 戏系统示意图。 本发明的网络游戏系统 1包括多个由玩者控制的网络 游戏终端 15〜18, 图中所示终端仅为示意, 实际操作时终端数量当然 不受此限。 First, please refer to FIG. 3, which is a schematic diagram of a network game system with a role time supply platform according to the present invention. The network game system 1 of the present invention includes a plurality of network game terminals 15 to 18 controlled by the player. The terminals shown in the figure are only schematic, and the number of terminals in actual operation is of course not limited thereto.
网络游戏系统 1还包括储存有代表所述玩者虚拟角色数据的数据 库 12, 及连接数据库 12的服务器 14; 服务器 14则通过网络 10与各 终端 15〜18连接。 The network game system 1 further includes a database 12 storing data representing the player's virtual character, and a server 14 connected to the database 12; the server 14 is connected to each of the terminals 15 to 18 via the network 10.
服务器 14通过数据库 12存取, 供玩者之一通过网络游戏终端之 一例如终端 18以一种预定方式取得一个预定权利, 服务器 14接受取 得预定权利的玩者通过终端 18执行预定权利的申请。 The server 14 accesses through the database 12, for one of the players to obtain a predetermined right in a predetermined manner through one of the network game terminals, for example, the terminal 18, and the server 14 accepts the application for obtaining the predetermined right through the terminal 18 by the player who has obtained the predetermined right.
接着, 在网络游戏环境中将形成一对应预定权利的一非持续性角 色,服务器 14将在一预定时段中根据对应非持续性角色的一预定回馈 机制结算至所述非持续性角色或权利玩者的持续性角色, 并等预定时 段截止时截断预定权利玩者终端 18对非持续性角色的控制。 Then, in the online game environment, a non-persistent angle corresponding to the predetermined right will be formed. Color, the server 14 will settle to the persistent role of the non-persistent character or the rights player according to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined period of time, and cut off the predetermined rights player terminal when the predetermined time period expires. 18 control over non-persistent roles.
请继续参见图 4, 其为本发明代表的运作过程流程图, 初始步骤 302 由服务器端以一预定方式授权玩者之一取得一预定权利, 而此预 定方式可为付费交易、 竞标交易或服务器端提供的奖项等变化方式。 Please refer to FIG. 4, which is a flowchart of the operation process of the representative of the present invention. The initial step 302 authorizes one of the players to obtain a predetermined right by the server in a predetermined manner, and the predetermined manner may be a payment transaction, a bidding transaction or a server. The awards offered by the end are changed.
次一步骤 304服务器端接受预定权利玩者执行预定权利的申请, 接着步骤 306则由服务器端确认预定权利玩者执行预定权利时段。 当 然也可变化为无预定时段中止点, 而由服务器端以一定机制判定停止 本项服务, 例如预定权利玩者主动注销游戏即告中止等等; 步骤 308 则由服务器端公开预告预定权利玩者执行预定权利的对段, 以拢络人 气吸引其余玩者参与游戏。 The next step 304 server accepts the application for the predetermined right of the player to execute the predetermined right, and then the step 306 confirms that the predetermined right player performs the predetermined right period. Of course, it can also be changed to a stop point without a predetermined time period, and the server side decides to stop the service by a certain mechanism, for example, the predetermined rights player actively cancels the game, and then suspends the game, etc.; Step 308, the server side publicizes the notice to reserve the rights to the player. Perform the right part of the predetermined right to attract the rest of the players to participate in the game.
于步骤 310服务器端于网络游戏环境中将形成一对应预定权利的 一非持续性角色, 例如由预定权利玩者扮演一与平常持续性角色不同 的大型怪物、 关主等等。 如步骤 302般, 于步骤 312中当然也可由预 定权利玩者以另一预定条件取得一非玩者控制的服务器控制角色作为 非持续性角色的同盟角色, 例如由玩者支付另一笔费用获得另一担任 护卫的宠物或怪物、 或因服务器端举办鼓励各玩者参与活动, 以赠品 方式为的, 亦为技术领域业者常不难引用的活动模式; 当然, 由服务 器端允许非持续性角色与原持续性角色同台演出进行游戏亦为可行方 案。 . . In step 310, the server will form a non-persistent role corresponding to the predetermined right in the online game environment, for example, by a predetermined rights player playing a large monster, a master, and the like different from the usual persistent character. As in step 302, in step 312, of course, the non-player controlled server control role may be acquired by the predetermined rights holder as another non-sustainable role in another predetermined condition, for example, by the player paying another fee. Another pet or monster that serves as a guard, or a server-side incentive to participate in activities, is a gift mode that is often difficult for industry practitioners to refer to; of course, the server allows non-persistent roles. It is also a feasible solution to play with the original continuous character. .
进行步骤 314时由服务器端公开通知预定权利玩者执行预定权利 的剩余时间, 提醒参与玩者掌控时间; 步骤 316服务器端于一预定时 段中, 根据对应非持续性角色的一预定回馈机制结算至非持续性角色 或权利玩者的持续性角色, 例如由服务器端依早先预定权利玩者付费 时投入的金额, 将扮演非持续性角色所获得的虚拟装备、 虚拟货币等 等, 以对应关系回馈至预定权利玩者的非持续性 /持续性角色。 When the step 314 is performed, the server may publicly notify the remaining time that the predetermined rights holder performs the predetermined right, and remind the participating players to control the time; Step 316: The server end settles to a predetermined feedback mechanism corresponding to the non-persistent role in a predetermined time period to The persistent role of the non-persistent character or the rights player, such as the amount invested by the server in the early subscription of the rights of the player, the virtual equipment, virtual currency, etc. obtained by the non-persistent role, with the corresponding relationship feedback A non-sustainable/sustainable role to the intended rights of the player.
当然, 如所有网络游戏玩者所期待, 回馈可以下列方式行的, 例 如依正常游戏流程无法取得的举世无双梦幻装备、 金额庞大的虚拟货 币、 平日需苦练多时方可获得的历练值、 赋予角色特殊能力、 赠送提 升角色属性的宠物或坐骑、 长效的生命或法力药剂, 亦或进入另一特 定游戏地图的通关密码或权利或全新的游戏环境的指引地图, 甚或再 次享有扮演关主的机会等等, 均可以修改软件达成此项回馈作为, 以 发挥本发明的概念。 Of course, as all online game players expect, feedback can be done in the following ways, such as the unparalleled fantasy equipment that can't be obtained according to the normal game process, the huge amount of virtual currency, and the experience value that can be obtained after a long time on weekdays. Role special ability, gift A character-oriented pet or mount, a long-lasting life or mana potion, or a pass-through password or right to another specific game map or a new map of the game environment, or even a chance to play the role of the owner, etc. The software can be modified to achieve this feedback as a function of the present invention.
进行步骤 318时将由服务器端判断是否提前截断预定权利玩者终 端对非持续性角色控制, 例如预定权利玩者的非持续性角色遭攻击死 亡、 服务器端任命预定权利玩者的非持续性角色的任务失败、 预定权 利玩者的非持续性角色的护卫死亡或预定权利玩者主动终止此项服务 等等。 When step 318 is performed, it is determined by the server side whether to cut off the predetermined rights of the player terminal in advance to control the non-persistent character, for example, the non-persistent role of the predetermined rights player is attacked and killed, and the server side appoints the non-persistent role of the predetermined right player. The task fails, the right to defend the player's non-persistent character, the death of the guard or the predetermined right of the player to actively terminate the service, and the like.
最终步骤 320待预定时段截止时, 截断预定权利玩者终端对非持 续性角色的控制, 此项服务至此暂告一段落。 The final step 320 is to cut off the control of the non-persistent role of the predetermined right player terminal when the predetermined time period expires, and the service is temporarily over.
为更进一步说明, 敬请参见图 5本发明第一优选实施例的场景示 意图, 玩者藉由付费购买预定权利例如通过购买储值卡、 在线加值等 现有付费途径以角色 6现身, 生命值 62与法力值 63分别显示角色 6 的生命征象, 而服务器端可利用系统公告 8公告周知吸引其余玩者角 色 42、 44及 46等前来挑战, 此举同时可提升其余玩者使用此项服务 器端提供扮演角色服务的兴趣, 定时器 5显示此项扮演时段的剩余时 间。 For further explanation, please refer to FIG. 5, which is a schematic diagram of a scenario of a first preferred embodiment of the present invention. The player presents a predetermined right by paying for a predetermined right, for example, by purchasing an existing value card such as a stored value card or an online bonus. The health value 62 and the mana value 63 respectively show the vital signs of the character 6, and the server side can use the system announcement 8 to announce that the remaining players characters 42, 44 and 46 are invited to challenge, which can also enhance the use of the remaining players. The item server side provides interest in playing the role service, and timer 5 displays the remaining time of this play period.
经过各批次的挑战, 若前来挑战的其余玩者角色 42、 44及 46战 败,由预定权利玩者操控的角色 6可利用装备字段 61接收获胜的战利 品如药剂 67、 多余装备 68与虚拟货币 69等。 当然, 服务器端的服 务模式可根据玩者投入的费用提供相对的扮演角色等级, 玩者也将直 接地获得对等的回馈;相对如果其余玩者角色 42、 44及 46挑战成功, 击垮角色 6, 即可获得角色 6附属的回馈。 After each batch of challenges, if the remaining player characters 42, 44 and 46 who are coming to challenge are defeated, the character 6 controlled by the predetermined rights player can use the equipment field 61 to receive the winning loot such as the medicament 67, the redundant equipment 68 and the virtual Currency 69 and so on. Of course, the server-side service mode can provide a relative role level according to the player's input cost, and the player will directly obtain the peer-to-peer feedback; relatively, if the remaining player roles 42, 44, and 46 challenge successfully, the role 6 is killed. , you can get feedback from the role 6 affiliate.
当然, 如本技术领域中所能轻易思及, 也可将本发明进一步变化 为当玩者付费获得操作扮演角色的同时, 通过付出另一笔费用获得协 助防卫的服务器控制角色以成为同盟而提升防护能力的模式。 参见图 6,其为本发明第二优选实施例的场景示意图,玩者付出第一笔费用购 买预定权利扮演角色 6 ', 生命值 62 ' 与法力值 63 ', 这些分别显示角 色 6 ' 的生命征象。 此外, 付出另一笔费用获得一防卫同盟的服务器 控制角色如怪物 7 ' , 服务器端利用系统公告 8 ' 公告周知吸引其余玩 者角色 42'、 44' 及 46' 等参与挑战, 定时器 5' 显示此项扮演时段 的剩余时间以提醒参与人员掌控进度。 Of course, as can be easily considered in the art, the present invention can be further changed to increase the player's role in obtaining the operation role while paying another fee to obtain the server control role to assist the defense to become an alliance. The mode of protection capability. Referring to FIG. 6, which is a schematic diagram of a scenario according to a second preferred embodiment of the present invention, the player pays the first fee to purchase the predetermined rights to play the role 6', the health value 62' and the mana value 63', which respectively display the life of the character 6'. Signs. In addition, pay another fee to get a defensive alliance server control role such as monster 7 ', server-side use system announcement 8 ' announcement known to attract the rest to play The roles 42', 44' and 46' are involved in the challenge, and the timer 5' displays the remaining time of the play period to remind the participants to control the progress.
在攻防进行后, 如果前来挑战的其余玩者角色 42'、 44' 及 46' 无法取胜而前功尽弃, 由预定权利玩者操控的角色 6' 可利用装备字 段 6Γ接收战果如药剂 67'、多余装备 68' 与虚拟货币 69' 等。反之, 如果其余玩者角色 42'、 44' 及 46' 挑战成功, 击垮角色 6' 与协助 角色 6' 防卫的怪兽 7', 即可获得角色 6' 附属的回馈。 After the offense and defense, if the remaining players characters 42', 44' and 46' who come to challenge are unable to win and do not win, the character 6' controlled by the predetermined rights player can use the equipment field 6Γ to receive the results such as the medicament 67', redundant Equipped with 68' and virtual currency 69' and so on. Conversely, if the remaining player characters 42', 44', and 46' are successful, killing the character 6' and assisting the character 6'defense monster 7', you can get the role 6' affiliated feedback.
参见图 7, 其为本发明第三优选实施例的场景示意图, 这是本发 明的另一例释。 在本例中, 权利玩者并非经由付费机制获得授权, 而 是随机触发游戏场景中的任务而获得所述预定权利。 且游戏软件的调 整, 除进行扮演角色动作外, 还可由权利玩者原有的持续性角色担任 共同防御同盟, 更添游戏乐趣, 无论攻防双方皆可磨练难度更高的操 作技巧。 在图 7中, 玩者除通过付费获得扮演具有生命值 62"与法力 值 63" 的角色 6", 具有生命值 22"与法力值 23" 的角色 2"也穿戴 防护装备 25"并配备攻击装备 26"—并加入游戏成为 6" 的同盟。 经 验值 24"可表示角色 2" 的参战历练。 Referring to Figure 7, there is shown a schematic diagram of a scene in accordance with a third preferred embodiment of the present invention, which is another example of the present invention. In this example, the rights player does not obtain authorization via a payment mechanism, but randomly triggers a task in the game scene to obtain the predetermined rights. In addition to playing the role action, the game software can also be used as a common defense alliance by the original player of the rights player, adding more fun to the game. Both the offensive and defensive sides can hone more difficult operation skills. In Fig. 7, the player obtains a character 6" with a life value of 62" and a mana value of 63", and a character with a life value of 22" and a mana value of 23" 2" also wears protective equipment 25" and is equipped with an attack. Equipped with 26" - and joined the game to become a 6" league. Experience value 24" can represent the character 2" of the battle experience.
至于系统公告 8"、其余玩者角色 42"、 44"及 46"、及角色 2"、 6" 收纳至装备字段 21"、 61" 的战果如药剂 27"、 67"、 多余装备 28"、 68"与虚拟货币 29"、 69", 定时器 5"显示此项扮演时段的剩余时间 以提醒参与人员掌控进度。 一如前一实施例所述, 在此不予赘述。 As for the system announcement 8", the remaining player characters 42", 44" and 46", and the characters 2", 6", the results of the storage of the equipment fields 21", 61" such as the medicament 27", 67", the redundant equipment 28", 68 "with virtual currency 29", 69", timer 5" displays the remaining time of this playing period to remind the participants to control the progress. As described in the previous embodiment, it will not be described here.
经前述各实施例的展现, 本发明的构思得以实现与现有技术中在 线游戏完全不同的游戏模式, 在不影响各玩者原有使用权益状态下, 付费或获得游戏奖励的玩者得以满足在游戏中扮演怪物而取得不同的 游戏经历与虚拟宝物。 提供游戏服务的软件公司也可通过本发明的创 新理念, 在业界中更获得游戏玩者的实值肯定, 当然随之而来的收益 与玩者优质评价自不在话下。 这是本发明推广可预期的实质贡献。 Through the foregoing embodiments, the concept of the present invention can realize a game mode that is completely different from the online game in the prior art, and the player who pays or obtains the game reward can satisfy the game without affecting the original use rights of each player. Play monsters in the game and get different game experiences and virtual treasures. The software company that provides the game service can also obtain the real value of the game player in the industry through the innovative concept of the invention, and of course the benefits and the quality evaluation of the player are self-sufficient. This is a substantial contribution that can be expected to be propagated by the present invention.
上述优选实施例仅供说明本发明之用, 本领域的普通技术人员在 不脱离本发明的精神和范围的指引下, 还可做出各种变形与变换。 因 此所有等方案皆属于本发明的保护范围。 The above-described preferred embodiments are merely illustrative of the invention, and various modifications and changes can be made by those skilled in the art without departing from the spirit and scope of the invention. Therefore, all such schemes are within the scope of the present invention.
Claims
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/CN2007/003283 WO2009065248A1 (en) | 2007-11-20 | 2007-11-20 | Network game system having role period providing platform and network game method for role period providing |
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| Application Number | Priority Date | Filing Date | Title |
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| PCT/CN2007/003283 WO2009065248A1 (en) | 2007-11-20 | 2007-11-20 | Network game system having role period providing platform and network game method for role period providing |
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| PCT/CN2007/003283 Ceased WO2009065248A1 (en) | 2007-11-20 | 2007-11-20 | Network game system having role period providing platform and network game method for role period providing |
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Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2006136350A (en) * | 2004-11-10 | 2006-06-01 | Sega Corp | Network game system |
| CN101071457A (en) * | 2007-04-28 | 2007-11-14 | 腾讯科技(深圳)有限公司 | Network game role image changing method, device and server |
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Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2006136350A (en) * | 2004-11-10 | 2006-06-01 | Sega Corp | Network game system |
| CN101071457A (en) * | 2007-04-28 | 2007-11-14 | 腾讯科技(深圳)有限公司 | Network game role image changing method, device and server |
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