ONLINE GAME SYSTEM
An online game system is a system in which plurality of players conduct a game play by accessing through a network. The online game system includes a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
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The present invention relates to an online game system in which a plurality of players access and play a game by using their personal computers or likes through a network such as the Internet.
BACKGROUND ARTOther players, who are willing to take an adventure together with this player, are allowed to attend to (burst into) the room. A plurality of players coming into the same room make a party and fight with enemy game characters by cooperating with each other. The room provided as the private area A2 includes a dungeon, and is a completed area. In general, the player plays without getting out from the room until the end of the game. In a case of playing from the beginning of the game, the player goes back to the lobby provided as the public area A1 (step S2). The room is deleted when all players get out from the room to the lobby.
On the other hand, Cross-Reference No. 1 discloses a technology which manages entering to and exiting from the vertical space on the game so as to smoothly enable the entering to the vertical space.
[Cross-Reference No. 1 of Related Application]
Japanese Laid-open Patent Application No. 2003-190642
DISCLOSURE OF THE INVENTIONAs described above, there are a public area (lobby) and a private area (dungeon) in the conventional online game. The public area is simply a starting point of an adventure (game). The conventional online game is a closed game in which once an adventure has begun, only the party formed by the plurality of players is conducted.
Accordingly, the player spends much of his time for a game play in the private area. There are problems such that the player cannot sufficiently approve “sharing time and space (communication) with the plurality of players” which is a whole point of the online game.
In addition, due to a performance limitation of a system (a server, a network, and a like), the online games are broadly classified into an MMO (Massive Multiplayer Online) type which allows a large number of players to play simultaneously but is a lower action nature, and an MO (Multiplayer Online) type which restricts to a small number of players to simultaneously play but is a higher action nature.
The MMO type allows for a greater number of players sharing the same game space more than the MO type, and the main part of a game process is conducted by a server. For example, the server conducts processes concerning actions of characters (movements of the characters, attacks to other characters, usages of items, determinations of collisions with other objects in a virtual three-dimensional space, and the like). A process result is sent to a terminal through the network. Thus, a response is degraded and the action nature becomes lower. In the MO type, the main part of the game process is conducted by the terminal, so as to immediately display the process result. Thus, the response is well performed, and the action nature becomes higher.
Accordingly, there are features (drawbacks) respective to the public area and the private area in which it is required to apply the MMO type to the public area in which the large number of players exist while lowering the action nature and it is required to apply the MO type to the private area which is a high action nature while suppressing the number of players. In the conventional online game described above, the players are required to “recognize these drawbacks as rules”.
The present invention is proposed in view of the above-described problems of the conventional online game system. It is a general object of the present invention to provide an online game system which can direct such as depth and achievement as experienced as the adventure by aggressively mixing and utilizing the public area in an MMO space and a private area in an MO space in the online game.
In order to solve the above-described problems, according to the present invention, as claimed in claim 1, there is provided an online game system in which a plurality of players conduct a game play by accessing through a network, including a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
Moreover, as claimed in claim 2, the online game system as claimed in claim 1 may further include a private area generation part dynamically generating control data of the private area control part.
Furthermore, as claimed in claim 3, in the online game system as claimed in claim 1 or 2, the public area control part may make a process transit to the game stage of the private area when a player comes into a game stage entrance of the private area provided at the game stage of the public area, and the private area control part may make the process transit to the game stage of the public area when the player enters a goal area provided at the game stage of the private area after the game stage of the private area is cleared.
Moreover, as claimed in claim 4, in the online game system as claimed in any one of claims 1 through 3, when another player attempts to join to a game stage in which the player exists, the public area control part and the private area control part may instruct a stage change to a client of the another player by sending data of a game program, send status data indicating a status of a current game stage to the client of the another player after the stage change is completed, and after that, distribute the client of the another player game stage status data indicating the status of the game stage after the stage change.
Furthermore, as claimed in claim 5, there is provided an online game server which is accessed from terminals of a plurality of players through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
Moreover, as claimed in claim 6, there is provided a server control program of an online game system in which a plurality of players conduct a game play by accessing through a network, including: a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
Furthermore, as claimed in claim 7, there is provided a control method of an online game system in which a plurality of players conduct a game play by accessing through a network, including the steps of: controlling a game stage of a private area which restricts a number of players sharing a same game space; and controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
In the online game system according to the present invention, by aggressively mixing and utilizing two modes in which a limitation of the number of players is different: the public area by the MMO space and the private area by the MO space, a fully new communication field is generated in the game. In the communication field, it is possible to share various feelings and information with another player, regardless of my party and other parties. Thus, it is possible to direct a depth and achievement regarded as an adventure.
- 1 client
- 2 network
- 3 patch server
- 4 front server group
- 5 game server group
- 51 public area control part
- 52 private area generation part
- 53 private area control part
- 6 my room server
- 7 database server
- 8 billing server
Preferred embodiments of the present invention are described below.
In an online game system according to an embodiment of the present invention, the entire game space is formed by a game stage of a public area and a game stage of a private area.
The game stage of the public area is of an MMO type which allows a large number of player to simultaneously play together but has a lower action nature, and the game stage of the private area is of an MO type which restricts to a small number of player to simultaneously play together but has a higher action nature.
A play field is an example of the game stage of the private area such as a dungeon, and is an area to carry out a mission charged to a game. Also, a lobby is an example of the game stage of the public area and is an area to search for a person such as an opponent, a cooperator, or a like to play the game together and to wait for the person.
The game stage is one scene (constitutional unit) of the game and is represented by a “stage”, a “round”, a “scene”, or a like.
Moreover, at a later stage of the front server group 4, a game server group 5 for controlling a progress of the online game, a my room server 6 for providing a my room which can be customized uniquely by each player and can conduct communications such as an electronic mail, news, and a like, a database server 7 for managing account data and saving data, and a billing server 8 for conducting a billing and an authentication.
In the game stage L2 of the public area, the player communicates with players other than his party and changes members of his party if necessary, and again starts the adventure with the party of the small number of players in a game stage D2 of the private area which is the MO type including the dungeon. The game stage D2 is further transited to a game stage L3 of another public area which is the MMO type including the lobby after the player clears the game. It should be noted that it is not limited to a count of repeating the public area and the private area as shown in
Returning to
Returning to
Returning to
Returning to
Next,
With respect to the player of the client B who newly attempts to burst into, the server successively sends a notice indicating an addition of a client (AddClient) and of entering a room (EnterRoom) (step S209), sends the quest data (step S210), and sends a stage change instruction for changing from a current game stage of the player at a side of bursting into the game stage of the player at a side of being burst into (step S211). During these processes, a game execution time is considered as zero at a side of the server.
The client B receives data and loads a stage (step S212), and informs an end of changing the stage to the server when ending loading the stage (step S213). The server receives the end of changing the stage and informs a burst in of another player to the client A (step S214).
After that, the server sends a status to the client B (step S215), and sends a player generation packet (steps S216 and S217). In addition, the server generates a player being an intruder with respect to the client A (step S218). Moreover, the server sends the player generation packets of all players in the game stage to the client B steps S219 and S220), and informs an end of the player generation packets when completing sending the player generation packets of all players (step S221). The client B generates the players from the received packets, and informs the server a completion of the generation (step S222). Then, the burst is completed. After that, packet data indicating a status of the game stage is begun to distribute to the client B of the intruder in addition to the client A who has already entered the dungeon (step S223).
As described above, according to the present invention, it is possible to impress to the player a feeling of adventure such that the player enters the dungeon being closed from the lobby being the public area and exits to the lobby being opened again from the dungeon. Accordingly, it is possible to direct a feeling of “proceeding all together” for players of other parties, who encounter at each lobby, as well as other players in the same party, and it is possible to share feelings of accomplishment and achievement due to clearing a last dungeon. Moreover, it is possible to exchange information such as an impression, a conquer method, and a like concerning the last and future adventures at each lobby at halfway of the adventure. Furthermore, since the players conduct an exchange of items acquired or a like, it is possible to increase interest factors.
In the above-described embodiment, the network is not limited to a wired network and may be a wireless network. In addition, a terminal of the player may be a PC, a game console, an arcade game machine, a PDA (Personal Digital Assistant), a mobile phone, and a like.
Moreover, the private area is not limited to the dungeon (subject structuring a labyrinth), and may be a virtual forest, plain, wild land, or like, or a virtual area in the game which intends to hunt for treasure or play a charade such that the enemy game characters do not appear.
The present invention is described above in terms of preferred embodiments. Although the present invention is described above with reference to specific embodiments, it will be apparent that changes and modifications can be made without departing from the spirit and scope of the present invention as set forth in the appended claims. The present invention is not limited to the description of the specific embodiments and the attached drawings.
Claims
1. An online game system in which a plurality of players conduct a game play by accessing through a network, comprising:
- a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
- a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
- wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
2. The online game system as claimed in claim 1, further comprising a private area generation part dynamically generating control data of the private area control part.
3. The online game system as claimed in claim 1, wherein:
- the public area control part makes a process transit to the game stage of the private area when a player comes into a game stage entrance of the private area provided at the game stage of the public area; and
- the private area control part makes the process transit to the game stage of the public area when the player enters a goal area provided at the game stage of the private area after the game stage of the private area is cleared.
4. The online game system as claimed in claim 1,
- wherein when another player attempts to join to a game stage in which the player exists, the public area control part and the private area control part instruct a stage change to a client of the another player by sending data of a game program, sends status data indicating a status of a current game stage to the client of the another player after the stage change is completed, and after that, distributes the client of the another player game stage status data indicating the status of the game stage after the stage change.
5. An online game server which is accessed from terminals of a plurality of players through a network, comprising:
- a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
- a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
- wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
6. A computer-readable recording medium storing server control program of an online game system in which a plurality of players conduct a game play by accessing through a network, the server control program causing the online game system to function as:
- a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and
- a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
- wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
7. A control method of an online game system in which a plurality of players conduct a game play by accessing through a network, comprising the steps of:
- controlling a game stage of a private area which restricts a number of players sharing a same game space; and
- controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area,
- wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once.
Type: Application
Filed: Sep 13, 2006
Publication Date: Nov 26, 2009
Applicant: SEGA CORPORATION (Tokyo)
Inventor: Shintaro Hata (Tokyo)
Application Number: 12/066,375
International Classification: A63F 9/24 (20060101);