U.S. patent application number 09/764407 was filed with the patent office on 2001-07-26 for game system for providing video game situation-solving information online.
This patent application is currently assigned to SQUARE CO., Ltd.. Invention is credited to Kitase, Yoshinori, Kokubo, Keizo, Narita, Ken, Sakaguchi, Hironobu.
Application Number | 20010009867 09/764407 |
Document ID | / |
Family ID | 18540047 |
Filed Date | 2001-07-26 |
United States Patent
Application |
20010009867 |
Kind Code |
A1 |
Sakaguchi, Hironobu ; et
al. |
July 26, 2001 |
Game system for providing video game situation-solving information
online
Abstract
During execution of a game program, in response to a
manipulation by a player, each game terminal requests a
situation-solving information server to supply situation-solving
information. In sending such a request, each game terminal also
sends game progress information such as a current scene (map No.),
a standstill time at the same scene, and the number of times of
requesting of situation-solving information for the same scene. In
response to the request from each game terminal, the
situation-solving information server judges the level of each
player based on the game progress information, extracts
situation-solving information whose content is suitable for the
level, and supplies it to the request source game terminal. Each
game terminal displays the situation-solving information thus
received.
Inventors: |
Sakaguchi, Hironobu; (Tokyo,
JP) ; Narita, Ken; (Tokyo, JP) ; Kokubo,
Keizo; (Tokyo, JP) ; Kitase, Yoshinori;
(Tokyo, JP) |
Correspondence
Address: |
GREENBLUM & BERNSTEIN
1941 ROLAND CLARKE PLACE
RESTON
VA
20191
|
Assignee: |
SQUARE CO., Ltd.
Tokyo
JP
|
Family ID: |
18540047 |
Appl. No.: |
09/764407 |
Filed: |
January 19, 2001 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/35 20140902;
A63F 13/12 20130101; A63F 2300/308 20130101; A63F 13/79 20140902;
A63F 13/822 20140902; A63F 13/533 20140902; A63F 2300/50 20130101;
A63F 2300/807 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 20, 2000 |
JP |
2000-012313 |
Claims
What is claimed is:
1. A method for supplying situation-solving information online from
a server apparatus to game terminals, comprising: under the control
of the server apparatus, when receiving a request for
situation-solving information from one of the game terminals,
extracting, from pieces of situation-solving information that are
stored in advance, situation-solving information that is suitable
for a status indicated by current and past game progress
information that has been sent together with the request; and
supplying the extracted situation-solving information to the game
terminal as a reply to the request; and under the control of each
of the game terminals, when requesting, in response to a
manipulation by a player, the server apparatus to supply
situation-solving information, sending the server apparatus current
game progress information and past game progress information that
is already stored, and storing the current game progress
information; and when receiving situation-solving information from
the server apparatus as a reply to the request, displaying the
received situation-solving information, whereby supply of
situation-solving information is realized.
2. The method according to claim 1, further comprising, under the
control of the server apparatus, collecting pieces of game progress
information from the game terminals by polling, determining a level
of difficulty of each event occurring location based on the pieces
of game progress information that have been collected from the game
terminals, and assigning a more detailed level of situation-solving
information when the level of determined difficulty is higher.
3. The method according to claim 1, comprising, under the control
of the server apparatus, collecting pieces of current and past game
progress information from the game terminals by polling,
determining a game terminal that is in a standstill state that is
of a predetermined level based on the pieces of current and past
game progress information that have been collected from the game
terminals, extracting situation-solving information corresponding
to a standstill location for the determined game terminal, and
supplying the extracted situation-solving information to the
determined game terminal.
4. A method for supplying situation-solving information online from
a server apparatus to game terminals, comprising: under the control
of the server apparatus, when receiving a request for
situation-solving information from one of the game terminals,
determining a game progress status based on current and past game
progress information that has been sent together with the request;
extracting, from pieces of situation-solving information that are
stored in advance so as to be classified into levels that are
correlated with game progress statuses, situation-solving
information of a level that is correlated with the determined game
progress status; and supplying the extracted situation-solving
information to the game terminal as a reply to the request; and
under the control of each of the game terminals, when requesting,
in response to a manipulation by a player, the server apparatus to
supply situation-solving information, sending the server apparatus
current game progress information and past game progress
information that is already stored, and storing the current game
progress information; and when receiving situation-solving
information from the server apparatus as a reply to the request,
displaying the received situation-solving information, whereby
supply of situation-solving information is realized.
5. The method according to claim 4, comprising, under the control
of the server apparatus, extracting more detailed situation-solving
information as the game progress status becomes worse.
6. The method according to claim 4 or 5, comprising: under the
control of each of the game terminals, measuring a standstill time
with reference to a present time for a location for which
situation-solving information is requested repeatedly among event
occurring locations; and sending the measured standstill time to
the server apparatus in such a manner that the measured standstill
time is included in the current and past game progress information;
and under the control of the server apparatus, determining a game
progress status further based on the standstill time.
7. The method according to claim 4 or 5, comprising: under the
control of each of the game terminals, counting the number of times
of requesting with reference to a present time for a location for
which situation-solving information is requested repeatedly among
event occurring locations; and sending the measured number of times
of requesting to the server apparatus in such a manner that the
measured number of times of requesting is included in the current
and past game progress information; and under the control of the
server apparatus, determining a game progress status further based
on the number of times of requesting.
8. A method for supplying situation-solving information online from
a server apparatus to game terminals, comprising: under the control
of the server apparatus, recording a frequency of requesting of
situation-solving information for each location where an event may
occur as a game proceeds; when receiving a request for
situation-solving information from one of the game terminals,
extracting, from pieces of situation-solving information that are
stored in advance so as to be correlated with the event occurring
locations, situation-solving information that is suitable for a
status indicated by game progress information that has been sent
together with the request and includes information indicating an
event occurring location and a recorded frequency of requesting
that corresponds to the event occurring location; and supplying the
extracted situation-solving information to the game terminal as a
reply to the request; and under the control of each of the game
terminals, when requesting, in response to a manipulation by a
player, the server apparatus to supply situation-solving
information, sending the server apparatus game progress information
that includes information indicating an event occurring location;
and when receiving situation-solving information from the server
apparatus as a reply to the request, displaying the received
situation-solving information, whereby supply of situation-solving
information is realized.
9. The method according to claim 8, wherein pieces of
situation-solving information are stored in advance the pieces of
situation-solving information being classified into levels that are
correlated with frequencies of requesting and that are more
detailed for a level corresponding to a higher frequency of
requesting, the method further comprising, under the control of the
server apparatus, judging an event occurring location based on game
progress information sent from one of the game terminals from among
the pieces of situation-solving information stored in advance,
judging a level of the event occurring location based on a
corresponding recorded frequency of requesting, and extracting
situation-solving information corresponding to the judged
level.
10. The method according to claim 8 or 9, comprising, under the
control of each of the game terminals, storing current game
progress information when requesting situation-solving information;
and, under the control of the server apparatus, extracting
situation-solving information further based on current and past
game progress information.
11. The method according to any one of claims 1, 4, and 8, further
comprising, under the control of each of the game terminals,
establishing a connection to the server apparatus at a time point
of requesting situation-solving information in response to the
manipulation by the player in a case where a video game is being
played offline.
12. The method according to any one of claims 1, 4, and 8, wherein
each of the pieces of situation-solving information includes data
to be used for reproducing a computer graphic image.
13. The method according to any one of claims 1, 4, and 8, wherein
each of the pieces of situation-solving information includes data
to be used for reproducing a sound.
14. The method according to any one of claims 1, 4, and 8, wherein
each of the pieces of situation-solving information includes data
to be used for reproducing a computer graphic image and a
sound.
15. The method according to claim 12, further comprising, under the
control of each of the game terminals, changing a viewing point
arbitrarily in response to a manipulation of the player when
displaying the situation-solving information by reproducing the
computer graphic image.
16. The method according to any one of claims 1, 4, and 8, further
comprising, under the control of each of the game terminals,
scrolling a displayed picture in response to a manipulation by the
player when displaying the situation-solving information.
17. The method according to any one of claims 1, 4, and 8, further
comprising, under the control of each of the game terminals,
changing a page of a displayed picture in response to a
manipulation by the player when displaying the situation-solving
information.
18. The method according to any one of claims 1, 4, and 8, further
comprising, under the control of each of the game terminals,
zooming part or all of a displayed picture in response to a
manipulation by the player when displaying the situation-solving
information.
19. A computer-readable recording medium on which a program for
realizing a method for supplying situation-solving information
online from a server apparatus to game terminals is recorded, the
program causing a computer to execute: under the control of the
server apparatus, when receiving a request for situation-solving
information from one of the game terminals, extracting, from pieces
of situation-solving information that are stored in advance,
situation-solving information that is suitable for a status
indicated by current and past game progress information that has
been sent together with the request; and supplying the extracted
situation-solving information to the game terminal as a reply to
the request; and under the control of each of the game terminals,
when requesting, in response to a manipulation by a player, the
server apparatus to supply situation-solving information, sending
the server apparatus current game progress information and past
game progress information that is already stored, and storing the
current game progress information; and when receiving
situation-solving information from the server apparatus as a reply
to the request, displaying the received situation-solving
information, whereby supply of situation-solving information is
realized.
20. The recording medium according to claim 19, wherein the program
causes the computer to further execute, under the control of the
server apparatus, collecting pieces of game progress information
from the game terminals by polling, determining a level of
difficulty of each event occurring location based on the pieces of
game progress information that have been collected from the game
terminals, and assigning a more detailed level of situation-solving
information when the level of determined difficulty is higher.
21. The recording medium according to claim 19, wherein the program
causes the computer to execute, under the control of the server
apparatus, collecting pieces of current and past game progress
information from the game terminals by polling, determining a game
terminal that is in a standstill state that is of a predetermined
level based on the pieces of current and past game progress
information that have been collected from the game terminals,
extracting situation-solving information corresponding to a
standstill location for the determined game terminal, and supplying
the extracted situation-solving information to the determined game
terminal.
22. A recording medium on which a program for realizing a method
for supplying situation-solving information online from a server
apparatus to game terminals is recorded, the program causing a
computer to execute: under the control of the server apparatus,
when receiving a request for situation-solving information from one
of the game terminals, determining a game progress status based on
current and past game progress information that has been sent
together with the request; extracting, from pieces of
situation-solving information that are stored in advance so as to
be classified into levels that are correlated with game progress
statuses, situation-solving information of a level that is
correlated with the determined game progress status; and supplying
the extracted situation-solving information to the game terminal as
a reply to the request; and under the control of each of the game
terminals, when requesting, in response to a manipulation by a
player, the server apparatus to supply situation-solving
information, sending the server apparatus current game progress
information and past game progress information that is already
stored, and storing the current game progress information; and when
receiving situation-solving information from the server apparatus
as a reply to the request, displaying the received
situation-solving information, whereby supply of situation-solving
information is realized.
23. The recording medium according to claim 22, wherein the program
causes the computer to execute, under the control of the server
apparatus, extracting more detailed situation-solving information
as the game progress status becomes worse.
24. The recording medium according to claim 22 or 23, wherein the
program causes the computer to execute: under the control of each
of the game terminals, measuring a standstill time with reference
to a present time for a location for which situation-solving
information is requested repeatedly among event occurring
locations; and sending the measured standstill time to the server
apparatus in such a manner that the measured standstill time is
included in the current and past game progress information; and
under the control of the server apparatus, determining a game
progress status further based on the standstill time.
25. The recording medium according to claim 22 or 23, wherein the
program causes the computer to execute: under the control of each
of the game terminals, counting the number of times of requesting
with reference to a present time for a location for which
situation-solving information is requested repeatedly among event
occurring locations; and sending the measured number of times of
requesting to the server apparatus in such a manner that the
measured number of times of requesting is included in the current
and past game progress information; and under the control of the
server apparatus, determining a game progress status further based
on the number of times of requesting.
26. A computer-readable recording medium on which a program for
realizing a method for supplying situation-solving information
online from a server apparatus to game terminals is recorded, the
program causing a computer to execute: under the control of the
server apparatus, recording a frequency of requesting of
situation-solving information for each location where an event may
occur as a game proceeds; when receiving a request for
situation-solving information from one of the game terminals,
extracting, from pieces of situation-solving information that are
stored in advance so as to be correlated with the event occurring
locations, situation-solving information that is suitable for a
status indicated by game progress information that has been sent
together with the request and includes information indicating an
event occurring location and a recorded frequency of requesting
that corresponds to the event occurring location; and supplying the
extracted situation-solving information to the game terminal as a
reply to the request; and under the control of each of the game
terminals, when requesting, in response to a manipulation by a
player, the server apparatus to supply situation-solving
information, sending the server apparatus game progress information
that includes information indicating an event occurring location;
and when receiving situation-solving information from the server
apparatus as a reply to the request, displaying the received
situation-solving information, whereby supply of situation-solving
information is realized.
27. The recording medium according to claim 26, wherein pieces of
situation-solving information are stored in advance, the pieces of
situation-solving information being classified into levels that are
correlated with frequencies of requesting and that are more
detailed for a level corresponding to a higher frequency of
requesting, and wherein the program further causes the computer to
execute, under the control of the server apparatus, judging an
event occurring location based on game progress information sent
from one of the game terminals from among the pieces of
situation-solving information stored in advance, judging a level of
the event occurring location based on a corresponding recorded
frequency of requesting, and extracting situation-solving
information corresponding to the judged level.
28. The recording medium according to claim 26 or 27, wherein the
program causes the computer to execute, under the control of each
of the game terminals, storing current game progress information
when requesting situation-solving information; and, under the
control of the server apparatus, extracting situation-solving
information further based on current and past game progress
information.
29. The recording medium according to any one of claims 19, 22, and
26, wherein the program causes the computer to further execute,
under the control of each of the game terminals, establishing a
connection to the server apparatus at a time point of requesting
situation-solving information in response to the manipulation by
the player in a case where a video game is being played
offline.
30. The recording medium according to any one of claims 19, 22, and
26, wherein each of the pieces of situation-solving information
includes data to be used for reproducing a computer graphic
image.
31. The recording medium according to any one of claims 19, 22, and
26, wherein each of the pieces of situation-solving information
includes data to be used for reproducing a sound.
32. The recording medium according to any one of claims 19, 22, and
26, wherein each of the pieces of situation-solving information
includes data to be used for reproducing a computer graphic image
and a sound.
33. The recording medium according to claim 30, wherein the program
causes the computer to further execute, under the control of each
of the game terminals, changing a viewing point arbitrarily in
response to a manipulation of the player when displaying the
situation-solving information by reproducing the computer graphic
image.
34. The recording medium according to any one of claims 19, 22 and
26, wherein the program causes the computer to further execute,
under the control of each of the game terminals, scrolling a
displayed picture in response to a manipulation by the player when
displaying the situation-solving information.
35. The recording medium according to any one of claims 19, 22, and
26, wherein the program causes the computer to further execute,
under the control of each of the game terminals, changing a page of
a displayed picture in response to a manipulation by the player
when displaying the situation-solving information.
36. The recording medium according to any one of claims 19, 22, and
26, wherein the program causes the computer to further execute,
under the control of each of the game terminals, zooming part or
all of a displayed picture in response to a manipulation by the
player when displaying the situation-solving information.
37. A game system in which situation-solving information is
supplied online from a server apparatus to game terminals,
comprising: the server apparatus for: recording a frequency of
requesting of situation-solving information for each of locations
where an event may occur as a game proceeds; when receiving a
request for situation-solving information from one of the game
terminals, extracting, from pieces of situation-solving information
that are stored in advance so as to be correlated with the event
occurring locations, situation-solving information that is suitable
for a status indicated by game progress information that has been
sent together with the request and includes information indicating
an event occurring location and a recorded frequency of requesting
that corresponds to the event occurring location; and supplying the
extracted situation-solving information to the game terminal as a
reply to the request; and the game terminals each for: when
requesting, in response to a manipulation by a player, the server
apparatus to supply situation-solving information, sending the
server apparatus game progress information that includes
information indicating an event occurring location; and when
receiving situation-solving information from the server apparatus
as a reply to the request, displaying the received
situation-solving information.
38. A server apparatus used in a game system in which
situation-solving information is supplied online from the server
apparatus to game terminals, comprising: a recording device that
records a frequency of requesting of situation-solving information
for each of locations where an event may occur as a game proceeds;
an extracting device that extracts, when a request for
situation-solving information is received from one of the game
terminals, from pieces of situation-solving information that are
stored in advance so as to be correlated with the event occurring
locations, situation-solving information that is suitable for a
status indicated by game progress information that has been sent
together with the request and includes information indicating an
event occurring location and a frequency of requesting that is
recorded in the recording device and corresponds to the event
occurring location; and a supplying device that supplies the
situation-solving information extracted by the extracting means to
the game terminal as a reply to the request.
39. A game terminal used in a game system in which
situation-solving information is supplied online from a server
apparatus to the game terminal, the game terminal comprising: a
requesting device that, in requesting the server apparatus to
supply situation-solving information in response to a manipulation
by a player, sends the server apparatus game progress information
including information that indicates an event occurring location,
wherein the server apparatus records a frequency of requesting of
situation-solving information for each of locations where an event
may occur as a game proceeds, extracts, when receiving a request
for situation-solving information from one of the game terminals,
from pieces of situation-solving information that are stored in
advance so as to be correlated with the event occurring locations,
situation-solving information that is suitable for a status
indicated by game progress information that has been sent together
with the request and includes information indicating an event
occurring location and a recorded frequency of requesting that
corresponds to the event occurring location, and supplies the
extracted situation-solving information to the game terminal as a
reply to the request; and a display that displays, when
situation-solving information is received from the server apparatus
as a reply to the request, the received situation-solving
information.
40. The recording medium according to claim 31, wherein the program
causes the computer to further execute, under the control of each
of the game terminals, changing a viewing point arbitrarily in
response to a manipulation of the player when displaying the
situation-solving information by reproducing the computer graphic
image.
41. The recording medium according to claims 32, wherein the
program causes the computer to further execute, under the control
of each of the game terminals, changing a viewing point arbitrarily
in response to a manipulation of the player when displaying the
situation-solving information by reproducing the computer graphic
image.
42. The method according to claims 13, further comprising, under
the control of each of the game terminals, changing a viewing point
arbitrarily in response to a manipulation of the player when
displaying the situation-solving information by reproducing the
computer graphic image.
43. The method according to claim 14, further comprising, under the
control of each of the game terminals, changing a viewing point
arbitrarily in response to a manipulation of the player when
displaying the situation-solving information by reproducing the
computer graphic image.
Description
[0001] The present disclosure relates to subject matter contained
in Japanese Patent Application No. 2000-012313, filed on Jan. 20,
2000, the disclosure of which is expressly incorporated herein by
reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a method for providing
video game situation-solving information online, a
computer-readable recording medium on which a program for realizing
such a method is recorded, a game system, and a server apparatus
and a game terminal used in a game system.
[0004] 2. Description of the Related Art
[0005] In recent years, as typified by the case of role-playing
games (RPGs), a game scenario is full of situations to be solved
that are at various levels of difficulty. A common measure that is
taken by a player who cannot find a situation-solving method by his
own ability is to acquire necessary situation-solving information
(e.g., hint or "walkthrough" information) from a game magazine or a
strategy book that is marketed by a maker.
[0006] For example, Japanese Patent Laid-Open No. 179050/1999
discloses a technique for providing situation-solving information
in the video game field. This publication discloses an information
recording medium in which software that determines, based on play
data of a user, a situation-solving information providing range in
such a manner as to avoid situation-solving information for a
location that the player is about to tackle is stored. This
publication also discloses a game system in which a host apparatus
and a game terminal are connected to each other via a communication
line and the game terminal that is to be supplied with
situation-solving information from the host apparatus determines a
providing range in such a manner as to avoid situation-solving
information for a location that a player is about to tackle and
displays situation-solving information.
[0007] Techniques for acquiring video game situation-solving
information over a communication line have already been proposed as
exemplified by the above publication. However, if only unique
situation-solving information can be acquired based on play data of
a game under progress, the only difference from the case of
acquiring situation-solving information from a game strategy book,
a game magazine, etc. is the manner of providing situation-solving
information. It is convenient indeed that a computer automatically
selects proper situation-solving information and provides it.
However, since there is no difference between situation-solving
information itself provided by a computer and that provided by a
book, it is not always the case that situation-solving information
provided is proper situation-solving advice that is suitable for
game experiences, game knowledge, game situation-solving knowledge,
etc. of a player at the time of provision of the information.
SUMMARY OF THE INVENTION
[0008] An object of the present invention is to provide to a method
for providing video game situation-solving information online, the
method being capable of providing proper situation-solving advice
that is suitable for game experiences, game knowledge, game
situation-solving knowledge, etc. of a player at the time of
provision of the situation solving information, as well as to a
computer-readable recording medium on which a program for realizing
such a method is recorded, a game system, and a server apparatus
and a game terminal used in a game system.
[0009] To attain the above object by solving the above problem,
according to a first aspect of the invention, there is provided a
method for supplying situation-solving information online from a
server apparatus to game terminals. Under the control of the server
apparatus, when receiving a request for situation-solving
information from one of the game terminals, the method includes
extracting, from pieces of situation-solving information that are
stored in advance, situation-solving information that is suitable
for a status indicated by current and past game progress
information that has been sent together with the request. The
extracted situation-solving information is supplied to the game
terminal as a reply to the request. Under the control of each of
the game terminals, when requesting the server apparatus to supply
situation-solving information(in response to a manipulation by a
player), sending the server apparatus current game progress
information and past game progress information that is already
stored, and storing the current game progress information. When
receiving situation-solving information from the server apparatus
as a reply to the request, the method displays the received
situation-solving information, whereby supply of situation-solving
information is realized.
[0010] According to a second aspect of the invention, there is
provided a method for supplying situation-solving information
online from a server apparatus to game terminals. Under the control
of the server apparatus, when receiving a request for
situation-solving information from one of the game terminals, the
method includes determining a game progress status based on current
and past game progress information that has been sent together with
the request. From pieces of situation-solving information that are
stored in advance so as to be classified into levels that are
correlated with game progress statuses, situation-solving
information of a level that is correlated with the determined game
progress status is extracted. The extracted situation-solving
information to the game terminal is supplied as a reply to the
request. Under the control of each of the game terminals, when
requesting the server apparatus to supply situation-solving
information (in response to a manipulation by a player), the method
includes sending the server apparatus current game progress
information and past game progress information that is already
stored, and storing the current game progress information. When
receiving situation-solving information from the server apparatus
as a reply to the request, the method displays the received
situation-solving information, whereby supply of situation-solving
information is realized.
[0011] According to a third aspect of the invention, there is
provided a method for supplying situation-solving information
online from a server apparatus to game terminals. Under the control
of the server apparatus, the method includes recording a frequency
of requesting of situation-solving information for each of
locations where an event may occur as a game proceeds; when
receiving a request for situation-solving information from one of
the game terminals, from pieces of situation-solving information
that are stored in advance so as to be correlated with the event
occurring locations, situation-solving information that is suitable
for a status indicated by game progress information that has been
sent together with the request and includes information indicating
an event occurring location and a recorded frequency of requesting
that corresponds to the event occurring location is extracted. The
extracted situation-solving information is supplied to the game
terminal as a reply to the request. Under the control of each of
the game terminals, when requesting the server apparatus to supply
situation-solving information (in response to a manipulation by a
player), the method includes sending the server apparatus game
progress information that includes information indicating an event
occurring location. When receiving situation-solving information
from the server apparatus as a reply to the request, the method
displays the received situation-solving information, whereby supply
of situation-solving information is realized.
[0012] According to a fourth aspect of the invention, there is
provided a computer-readable recording medium on which a program
for realizing a method for supplying situation-solving information
online from a server apparatus to game terminals is recorded, the
program causing a computer to execute (under the control of the
server apparatus), when receiving a request for situation-solving
information from one of the game terminals, extracting, from pieces
of situation-solving information that are stored in advance,
situation-solving information that is suitable for a status
indicated by current and past game progress information that has
been sent together with the request. The program further causes the
computer to execute supplying the extracted situation-solving
information to the game terminal as a reply to the request; and
under the control of each of the game terminals, when requesting
the server apparatus to supply situation-solving information (in
response to a manipulation by a player), sending the server
apparatus current game progress information and past game progress
information that is already stored, and storing the current game
progress information. The program still further causes the
computer, when receiving situation-solving information from the
server apparatus as a reply to the request, to execute displaying
the received situation-solving information, whereby supply of
situation-solving information is realized.
[0013] According to a fifth aspect of the invention, there is
provided a recording medium on which a program for realizing a
method for supplying situation-solving information online from a
server apparatus to game terminals is recorded, the program causing
a computer to execute (under the control of the server apparatus),
when receiving a request for situation-solving information from one
of the game terminals, determining a game progress status based on
current and past game progress information that has been sent
together with the request. The program further causes the computer
to execute extracting, from pieces of situation-solving information
that are stored in advance so as to be classified into levels that
are correlated with game progress statuses, situation-solving
information of a level that is correlated with the determined game
progress status; and supplying the extracted situation-solving
information to the game terminal as a reply to the request; and
under the control of each of the game terminals, when requesting
the server apparatus to supply situation-solving information (in
response to a manipulation by a player), sending the server
apparatus current game progress information and past game progress
information that is already stored, and storing the current game
progress information. The program still further causes the
computer, when receiving situation-solving information from the
server apparatus as a reply to the request, to execute displaying
the received situation-solving information, whereby supply of
situation-solving information is realized.
[0014] According to a sixth aspect of the invention, there is
provided a computer-readable recording medium on which a program
for realizing a method for supplying situation-solving information
online from a server apparatus to game terminals is recorded, the
program causing a computer to execute (under the control of the
server apparatus), recording a frequency of requesting of
situation-solving information for each of locations where an event
may occur as a game proceeds. The program further causes the
computer, when receiving a request for situation-solving
information from one of the game terminals, to execute extracting,
from pieces of situation-solving information that are stored in
advance so as to be correlated with the event occurring locations,
situation-solving information that is suitable for a status
indicated by game progress information that has been sent together
with the request and includes information indicating an event
occurring location and a recorded frequency of requesting that
corresponds to the event occurring location. Still further, the
program causes the computer to execute supplying the extracted
situation-solving information to the game terminal as a reply to
the request; and under the control of each of the game terminals,
when requesting the server apparatus to supply situation-solving
information (in response to a manipulation by a player), sending
the server apparatus game progress information that includes
information indicating an event occurring location. The program
further causes the computer, when receiving situation-solving
information from the server apparatus as a reply to the request, to
execute displaying the received situation-solving information,
whereby supply of situation-solving information is realized.
[0015] According to a seventh aspect of the invention, there is
provided a game system in which situation-solving information is
supplied online from a server apparatus to game terminals. The
system includes the server apparatus for recording a frequency of
requesting of situation-solving information for each of locations
where an event may occur as a game proceeds. When receiving a
request for situation-solving information from one of the game
terminals, the server apparatus extracts, from pieces of
situation-solving information that are stored in advance so as to
be correlated with the event occurring locations, situation-solving
information that is suitable for a status indicated by game
progress information that has been sent together with the request
and includes information indicating an event occurring location and
a recorded frequency of requesting that corresponds to the event
occurring location. The server apparatus supplies the extracted
situation-solving information to the game terminal as a reply to
the request. The system also includes game terminals each for, when
requesting, in response to a manipulation by a player, the server
apparatus to supply situation-solving information, sending the
server apparatus game progress information that includes
information indicating an event occurring location. When receiving
situation-solving information from the server apparatus as a reply
to the request, the game terminals display the received
situation-solving information.
[0016] According to an eighth aspect of the invention, there is
provided a server apparatus used in a game system in which
situation-solving information is supplied online from the server
apparatus to game terminals, including a recording device that
records a frequency of requesting of situation-solving information
for each of locations where an event may occur as a game proceeds.
An extracting device extracts, when a request for situation-solving
information is received from one of the game terminals, from pieces
of situation-solving information that are stored in advance so as
to be correlated with the event occurring locations,
situation-solving information that is suitable for a status
indicated by game progress information that has been sent together
with the request and includes information indicating an event
occurring location and a frequency of requesting that is recorded
in the recording means and corresponds to the event occurring
location. A supplying device supplies the situation-solving
information extracted by the extracting device to the game terminal
as a reply to the request.
[0017] According to a ninth aspect of the invention, there is
provided a game terminal used in a game system. In the game system,
situation-solving information is supplied online from a server
apparatus to the game terminal(s) and the server apparatus records
a frequency of requesting of situation-solving information for each
of locations where an event may occur as a game proceeds. The
server apparatus extracts, when receiving a request for
situation-solving information from one of the game terminals, from
pieces of situation-solving information that are stored in advance
so as to be correlated with the event occurring locations,
situation-solving information that is suitable for a status
indicated by game progress information that has been sent together
with the request and includes information indicating an event
occurring location and a recorded frequency of requesting that
corresponds to the event occurring location. The server apparatus
supplies the extracted situation-solving information to the game
terminal as a reply to the request. The game terminal includes a
requesting device that sends the server apparatus game progress
information including information that indicates an event occurring
location in requesting, the server apparatus to supply
situation-solving information (in response to a manipulation by a
player). The game terminal further includes a display that
displays, when situation-solving information is received from the
server apparatus as a reply to the request, the received
situation-solving information.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a block diagram showing a system as a whole
according to a first embodiment of the present invention;
[0019] FIG. 2 illustrates an example of game progress information
to be registered in the first embodiment;
[0020] FIG. 3 is a table showing an exemplary matched level
judgment table according to the first embodiment;
[0021] FIG. 4 is a table showing an exemplary situation-solving
information database according to the first embodiment;
[0022] FIGS. 5A-5E illustrate an example of how picture transitions
occur (on the game terminal side) in acquiring situation-solving
information according to the first embodiment;
[0023] FIGS. 6A-6F show examples of situation-solving information
corresponding to respective levels in the first embodiment;
[0024] FIG. 7 is a flowchart showing correspondence between
exemplary operations of one game terminal and a game server in the
first embodiment;
[0025] FIG. 8 is a flowchart showing correspondence between
exemplary operations of one game terminal and a situation-solving
information server in the first embodiment;
[0026] FIG. 9 is a block diagram showing an exemplary configuration
of each game terminal according to the first embodiment;
[0027] FIG. 10 is a chart showing a communication procedure
according to a second embodiment of the invention;
[0028] FIG. 11 is a flowchart showing a level reconstruction
operation with polling according to the second embodiment;
[0029] FIG. 12 shows an example of level reconstruction according
to the second embodiment; and
[0030] FIG. 13 is a flowchart showing a situation-solving
information providing operation performed at the time of polling
according to the second embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0031] Embodiments of the present invention will be hereinafter
described in detail with reference to the accompanying
drawings.
[0032] FIG. 1 is a block diagram showing a system as a whole
according to a first embodiment of the invention. As shown in FIG.
1, this system is configured in such a manner that game terminals
1, a game server 2, a situation-solving information server 3, etc.
are connected to a network 4. Communication is performed over the
network 4.
[0033] The technologies of commercial networks, the Internet, etc.
can be applied to this system. In such a case, an environment is
necessary that allows a user to receive service after being
authenticated by establishing a dial-up (or permanent) connection
from each game terminal 1 to a nearby server. To access the network
4, it is necessary to connect to a provider via a (dial-up or
always-on) modem.
[0034] The individual apparatuses will be described below. As shown
in FIG. 1, each game terminal 1 is provided with a recording medium
11, where a game program 11A, a situation-solving information
acquiring program 11B, game progress information 11C, a user ID 11D
that is necessary for user authentication, etc. are stored. The
recording medium 11 may be a hard disk drive.
[0035] The recording medium 11 maybe supplied with the game program
11A from a disc medium such as a CD-ROM, a DVD, or a floppy disk.
The game program 11A is a game program dedicated to on-line play or
off-line play.
[0036] The situation-solving information acquiring program 11B has
a function of having situation-solving information supplied by
requesting the situation-solving information server 3 to supply
situation-solving information and sending the game progress
information 11C to it. Situation-solving information is requested
mainly in response to a manipulation by a player. Each piece of the
game progress information 11C, which is information to be provided
in requesting the situation-solving information server 3 to supply
situation-solving information, consists of a scene, for example, a
map No., that indicates the degree of progress of a game being
played by a player, a standstill time with the same map, the number
of times of requesting with the same map, etc. The user ID 11D is
used for checking, in receiving a service, whether the user is a
legitimately registered user.
[0037] To use each game terminal 1 as a client of each server, a
display 12 for image display and sound output and a key-pad 13 for
manipulation input by a user are connected to each game terminal 1.
Various services are provided through the display 12 and controlled
through the key-pad 13.
[0038] As shown in FIG. 1, the game server 2 is provided with an
event information database 21, a server engine 22 having a function
to serve as a user authentication section 23, and other components.
The game server 2 controls an on-line game by using a function of
the server engine 22 and provides event information that is stored
in the event information database 21, for example, in accordance
with the progress of a game being played by each player.
[0039] A service that makes it possible to recognize whether users
are connected to each other over a network is already provided by
major commercial networks etc. Examples of techniques relating to
such a service are ICQ and instant messaging. The invention can
further provide an environment that makes it possible to recognize,
in a game space, how a service is being used between users.
[0040] As shown in FIG. 1, the situation-solving information server
3 is provided with a situation-solving information database 31, a
server engine 32, etc. The situation-solving information server 3
controls provision of situation-solving information by using a
function of the server engine 32, and extracts optimum
situation-solving information from among the pieces of
situation-solving information stored in the situation-solving
information database 31 and supplies it to a request source game
terminal 1.
[0041] The server engine 32 is provided with a matched level
judgment table 33, a user authentication section 34, etc. The
matched level judgment table 33 is used for determining a level
suitable for a player based on game progress information that is
sent from a game terminal 1 when situation-solving information is
requested. The server engine 32 extracts situation-solving
information corresponding to the determined level from the
situation-solving information database 31 and sends it back to a
request source game terminal 1.
[0042] The matched level judgment table 33, which is used for
judging the severeness (severity) of standstill (e.g., a
"standstill" being when a user is "stuck" in a particular
situation) of a player based on game progress information,
expresses the severity of standstill in the form of a level. A user
authentication section 34 judges whether the user is registered
based on a user ID that is supplied from a game terminal 1.
[0043] To enable extraction of situation-solving information
corresponding to a determined level of the matched level judgment
table 33, levels and pieces of situation-solving information are
registered in the situation-solving information database 31 so as
to be correlated with each other.
[0044] Next, the game progress information 11C will be described in
detail. FIG. 2 illustrates an example of game progress information
to be registered. For example, as shown in FIG. 2, a mapNo., a
standstill time, the number of times of requesting, etc. are
registered as each piece of game progress information 11C so as to
be correlated with a date and time when situation-solving
information is requested. That is, game progress information is
added every time situation-solving information is requested.
[0045] The map No. means position information of a scene being
played by a player. Based on the map No., the situation-solving
information server 3 can judge in what event a player is stuck. The
standstill time means a count indicating an accumulation of elapsed
times with a map No. where situation-solving information is
requested every time repeatedly. The standstill time means current
and past game progress information because past standstill times
are referred to. The number of times of requesting means a count
indicating an accumulation of the numbers of times of requesting
with a map No. where situation-solving information is requested
repeatedly (every time) . The number of times of requesting means
current and past game progress information because past numbers of
times of requesting are referred to.
[0046] As shown in FIG. 2, the past four pieces of game progress
information show that situation-solving information was requested
first on Jan. 1, 2000 and then on the 8th, 9th, and 10th day of
January. On Jan. 1, a request was sent at 3:30 a.m. and the map No.
was "2" at that time. The next request was made on Jan. 8 at 8:10
p.m. (20:10) and the map No. was "4" at that time. It is seen that
the player took eight days (starting from Jan. 1) to advance from
the map No. 2 to the map No. 4. In the game progress information
corresponding to Jan. 8, 2000 when a request was made with respect
to the map No. 4, the standstill time is 0 hour and the number of
times of requesting is still one.
[0047] On Jan. 9 at 10:10 p.m., situation-solving information was
requested with respect to the same map No. 4 as in the previous
time. From the fact that the standstill time is 2 hours, it is seen
that the player was stuck with the same map. The occurrence of the
request of this date increased the number of times of requesting
with respect to the map No. 4 to two.
[0048] The latest game progress information shows that the player
requested situation-solving information still with respect to the
same map No. 4. As a result, for the map No. 4, a total standstill
time of 5 hours and a total number of times of requesting that is
three were registered.
[0049] In the above manner, every time situation-solving
information is requested, a map No. where a player is stuck, an
accumulated standstill time, and a total number of times of
requesting are registered, whereby a game progress status can be
recognized at a glance. This embodiment makes it possible to
acquire optimum situation-solving information by using the game
progress information 11C.
[0050] Next, a detailed description will be made of the matched
level judgment table 33 that is held by the situation-solving
information server 3. FIG. 3 is a table showing an example of the
matched level judgment table 33. As shown in FIG. 3, the number of
times of requesting is classified for each map No. and the
standstill time is classified for each range of the number of times
of requesting. Levels are correlated with the respective ranges of
the standstill time.
[0051] For example, for the map No. 1, the number of times of
requesting is classified into three ranges of 1-2 times, 3-5 times,
and 6 or more times. The range of 1-2 times, for which the
standstill time is not taken into consideration, is correlated with
only a matched level D. Similarly, the range of 3-5 times, for
which the standstill time is not taken into consideration, is
correlated with only a matched level C.
[0052] For the range of 6 or more times, the standstill time is
classified into two ranges, that is, "less than one week" and "one
week or more." The range of "less than one week" is correlated with
a matched level B and the range of "one week or more" is correlated
with a matched level A.
[0053] As described above, in the case of the map No. 1, levels A-D
are assigned. As the level changes in order from level D to level
A, the severity of standstill of a player increases and more
detailed situation-solving information is provided gradually.
[0054] For the map No. 4, the number of times of requesting is
classified into four ranges that are 1 time, 2-3 times, 4 times,
and 5 or more times. The range of 1 time, for which the standstill
time is not taken into consideration, is correlated with only a
matched level F. For the range of 2-3 times, the standstill time is
classified into two ranges that are "less than 24 hours" and "24
hours or more," which are correlated with matched levels E and D,
respectively.
[0055] For the range of 4 times, the standstill time is classified
into two ranges that are "less than 36 hours" and "36 hours or
more," which are correlated with matched levels C and B,
respectively. The range of 5 or more times, for which the
standstill time is not taken into consideration with importance
given to the number of times of requesting, is correlated with only
a matched level A.
[0056] As described above, in the case of the map No. 4, levels A-F
are assigned. As the level changes in order from level F to level
A, the severity of standstill of a player increases and more
detailed situation-solving information is provided gradually.
[0057] Although in the above example the number of levels varies
depending on the map, naturally the number of levels maybe
fixed.
[0058] Next, a detailed description will be made of the
situation-solving information database 31 that is held by the
situation-solving information server 3. FIG. 4 is a table showing
an example of the situation-solving information database 31. As
shown in FIG. 4, pieces of situation-solving information are stored
in the situation-solving information database 31 so as to be
correlated with respective levels for each map No. As described
above, the four levels A-D are provided for the map No. 1.
Therefore, pieces of situation-solving information STA1, STB1,
STC1, and STC1 are registered so as to be correlated with the
respective levels A, B, C, and D. The six levels A-F are provided
for the map No. 4. Therefore, pieces of situation-solving
information STA4, STB4, STC4, STD4, STE4, and STF4 are registered
so as to be correlated with the respective levels A, B, C, D, E,
and F.
[0059] Each piece of situation-solving information is denoted in
the form of ST+level i+map No. j, that is "STij." For example, i is
equal to A in the case of level A and j is equal to 4 in the case
of the map No. 4; the situation-solving information is denoted by
STA4.
[0060] Next, the procedure for acquiring situation-solving
information will be described. FIGS. 5A-5E illustrate an example of
how picture transitions occur (on the game terminal side) in
acquiring situation-solving information. When a player plays a game
(see FIG. 5A), a menu window 100 is displayed upon a manipulation
on the key-pad (see FIG. 5B). The menu window 100 includes an item
"situation-solving information" to be used for requesting
situation-solving information.
[0061] If the player moves the cursor on the menu window 100 and
performs a manipulation of selecting the item "situation-solving
information" (see FIG. 5C), game progress information is sent to
the situation-solving information server 3 together with a request
for situation-solving information. Optimum situation-solving
information is supplied as a reply. A situation-solving information
picture 101 is formed on the screen, and a situation-solving
information description 101a and a computer graphic image 101b are
displayed in the situation-solving information picture 101 (see
FIG. 5D) . Where situation-solving information is provided to
occupy several pages, icons for page switching (e.g., a "next page"
icon and a "return" icon) are also displayed. Naturally, the game
terminals 1 may be so configured that all of such situation-solving
information is displayed by scrolling.
[0062] It is assumed that the player can arbitrarily determine
whether to store the situation-solving information in his own game
terminal 1. If the player performs a manipulation of finishing the
process for acquiring situation-solving information, the displayed
picture returns to the game picture (see FIG. 5E).
[0063] Next, the situation-solving information will be described in
detail. FIGS. 6A-6F show examples of situation-solving information
corresponding to respective levels. FIGS. 6A-6F show contents of
the situation-solving information STF4, STE4, STD4, STC4, STB4, and
STA4, respectively. Pieces of advice of situation-solving
information for the same map No. are different in specificity
depending on the level. The six levels are provided for the map No.
4 and the content of situation-solving information becomes more
specific as the level changes in order toward level A.
[0064] In the example of FIGS. 6A-6F, at the stage of level F
(situation-solving information STF4), a hint-like content "To
defeat the opponent character, search for an item." is presented
(see FIG. 6A). At the one-step higher stage of level E
(situation-solving information STE4), a content "Hold out some
more!" that requests the player to make more effort is presented
(see FIG. 6B).
[0065] At the stage of level D (situation-solving information STD4)
, a content "To defeat the opponent character, search for an item.
Go to Y town!" that informs the player of a specific destination is
presented (FIG. 6C). This situation-solving information is a little
more specific than at the stage of level D, which may contribute to
solving the standstill. To a player who can proceed to the next
step by using the situation-solving information of this level, the
information so far provided is sufficient.
[0066] At the stage of level C (situation-solving information
STC4), a content "To defeat the opponent character, search for an
item. Go to the northeast part of Y town!" that specifies not only
the town but also the area of the town is presented (see FIG. 6D).
This makes it possible to guide a player more quickly to the place
where the item is hidden.
[0067] A player who cannot find the item even at the stage of level
C is provided with the situation-solving information STB4 of level
B. At this stage, a content "Item X is necessary to defeat the
opponent character. Go to the northeast part of Y town!" that
specifies what item is necessary in addition to the town and its
area is presented (see FIG. 6E). This provides a merit that a
player can image the object to be acquired.
[0068] Finally, the situation-solving information STA4 of level A
is provided. At this stage, a content "Item X that is necessary to
defeat the opponent character exists at the base of a tree that
exists in the northeast part of Y town." that is almost the same as
the answer is presented (see FIG. 6F). With priority given to a
player's advancing to the next step, more specific
situation-solving information like the answer may be presented.
[0069] Next, the operation of the game system will be described.
FIG. 7 is a flowchart showing correspondence between exemplary
operations of one game terminal 1 and the game server 2 in this
embodiment. FIG. 8 is a flowchart showing correspondence between
exemplary operations of one game terminal 1 and the
situation-solving information server 3 in this embodiment.
[0070] First, the manner of user authentication will be described
in detail with reference to FIG. 7. In a game terminal 1, in
receiving an on-line game service, to establish a connection to the
game server 2 a user ID is sent to the game server 2 in response to
a manipulation by a player (step S11).
[0071] In response, the game server 2 performs user authentication
based on the user ID that has been sent from the game terminal 1
(step S21). If there occurs no problem, a permission notice is sent
back (step S22). Thereafter, while recognizing the position in the
game space by cooperating with the game terminal 1, the game server
2 performs control of, for example, generating events depending on
how the player advances a game.
[0072] The game terminal 1 can start the on-line game upon
receiving the permission from the game server 2 (step S12).
Thereafter, the game terminal 1 communicates with the game server
2.
[0073] As described above, in using a non-line game, it is
necessary for each game terminal 1 to perform an operation for user
authentication with the game server 2.
[0074] Next, how situation-solving information is requested and
supplied will be described in detail with reference to FIG. 8. It
is assumed that either an on-line game or an off-line game is
played in a game terminal 1. Where a non-line game is played, it is
assumed that an operation for user authentication is performed
between the game terminal 1 and the game server 2 at a start of the
game. On the other hand, where an off-line game is played, it is
assumed that an operation for user authentication is performed
between the game terminal 1 and the game server 2 at a stage when
situation-solving information is requested.
[0075] In the game terminal 1, if a menu request manipulation is
performed during execution of a game (step S101), a menu is
displayed on the display screen as shown in FIG. 5B, for example
(step S102). If situation-solving information is requested by a
further manipulation (yes route of step S103), game progress
information to be sent to the situation-solving information server
3 is generated (step S104).
[0076] The generated game progress information is sent to the
situation-solving information server 3 together with a request for
situation-solving information (step S105). A date and time of the
transmission at step S105, a map No. that was sent at step S105, a
calculated standstill time, and a calculated number of times of
requesting are registered so as to be correlated with each other as
shown in FIG. 2 (step S106).
[0077] If a reply from the situation-solving information server 3
to the request for situation-solving information arrives, the game
terminal 1 receives the relay, that is, situation-solving
information (step S107) and displays it on the display 12 as shown
in FIG. 5D (step S108). If the player performs a manipulation for
finishing the display of the situation-solving information (yes
route of step S109), the game processing is restarted (step
S110).
[0078] The situation-solving information server 3 receives the game
progress information that is transmitted from the game terminal 1
together with the request for situation-solving information (step
S201). Upon reception of the game progress information, the
situation-solving information server 3 judges a level that matches
the player based on the game progress information by using the
matched level judgment table 33 (step S202).
[0079] Situation-solving information corresponding to the matched
level that was judged at step S202 is extracted from the
situation-solving information database 33 (step S203), and the
extracted situation-solving information is supplied (transmitted)
as a reply to the request source game terminal 1 (step S204).
[0080] As described above, the processing of the situation-solving
information server 3 may be such that the situation-solving
information server 3 makes a judgment every time game progress
information is sent from each game terminal 1 without accumulating
received pieces of game progress information. This realizes
efficient server operation of the situation-solving information
server 3.
[0081] Next, the configuration of each game terminal 1 will be
described briefly. FIG. 9 is a block diagram showing an exemplary
configuration of each game terminal 1 according to this embodiment.
As shown in FIG. 9, the game terminal 1 is configured in such a
manner that a CPU 14, a ROM 15, a RAM 16, a recording medium 11, an
image processing section 17, a sound processing section 18, a
key-pad 13, a display 12, a communication control section 19, etc.
are connected to an internal bus 10.
[0082] The internal bus 10 is a line for transmitting an address
signal and a data signal within the game terminal 1. The CPU 14
controls the entire operation of the game terminal 1 according to
various programs recorded on the recording terminal 11. The ROM 15
stores programs, various parameters, etc. that are necessary for
operation of an application such as a game program.
[0083] The RAM 16 is a memory that is used as a work area when any
of various programs is executed. As already described above, the
recording medium 11 may be used in such a manner that a new program
and data that are transmitted from the network 4 over the line 20
that is connected to the communication control section 19 are
stored therein. The image processing section 17 performs computer
graphics processing etc. when a game is played or situation-solving
information is displayed, for example. The sound processing section
18 performs sound processing etc. when a game is played or
situation-solving information is output, for example.
[0084] The key-pad 13 is a unit through which an instruction is
input according to a manipulation by a user. The display 12 is a
unit for outputting an image and a sound. The communication control
section 19, which is connected to the network 4 via the line 20, is
an interface that is used for receiving various services from the
network 4. Incorporating a modem, the communication control section
19 establishes a connection to a provider via the modem in
accessing the network 4.
[0085] As described above, in this embodiment, at the time of
provision of situation-solving information, the ability of a player
such as game experiences, game knowledge, game situation-solving
knowledge, etc. is judged based on game progress information and
situation-solving information whose content is suitable for the
level of the player is extracted. Proper situation-solving advice
can be provided by presenting such situation-solving information to
the player.
[0086] Although in the above embodiment a game terminal 1 itself
accesses the situation-solving information server 3 and acquires
situation-solving information in response to a manipulation by a
player, the invention is not limited such a case. A configuration
is possible in which the situation-solving information server 3
itself collects pieces of game progress information of players by
polling so as to be able to provide situation-solving information
of a matched level with optimum timing.
[0087] Such a configuration will be described below as a second
embodiment of the invention. FIG. 10 is a chart showing a
communication procedure according to the second embodiment of the
invention. It is assumed that a game terminal, a game server, and a
situation-solving information server have the same configurations
and functions as the above-described game terminal 1, game server
2, and situation-solving information server 3.
[0088] As shown in FIG. 10, the situation-solving information
server polls game terminals via the network. The polling is
performed regularly, for example. The polling interval may be one
hour or one day. The subjects of polling (game terminals) may be
reserved by players in advance, or set according to an arbitrary
rule.
[0089] In a game terminal, game progress information is generated
(in the same manner as in the first embodiment) in response to
polling and sent to the situation-solving information server. A
reply to the polling is made in this manner. In the
situation-solving information server, situation-solving information
suitable for the level of the player is extracted based on the game
progress information acquired by the polling in the same manner as
in the first embodiment and supplied to the game terminal.
[0090] The difficulty of each scene (map) can be measured by
utilizing the above-described polling. That is, progress statuses
of respective players can be recognized collectively by performing
polling. This is done by performing statistical analysis using the
standstill time and the number of times of requesting of each map.
If the difficulty is high and hence it is necessary to provide
detailed situation-solving information at an early stage, the
matched level may be set high for a small number of times of
requesting; that is, it is necessary to reconstruct the matched
level judgment table. It is also necessary to reconstruct the
situation-solving information database accordingly.
[0091] Such reconstruction can be attained by the following
processing. FIG. 11 is a flowchart showing a level reconstruction
operation with polling and FIG. 12 shows an example of level
reconstruction. When polling is performed by the situation-solving
information server (step S301), pieces of game progress information
are collected from respective game terminals (step S302).
[0092] The difficulty of each map is judged based on the
thus-collected pieces of game progress information (step S303). For
a map that is high in difficulty, level reconstruction is performed
so that more detailed situation-solving information is provided at
a stage when the number of times of requesting is small or the
standstill time is short. The matched level judgment table and the
situation-solving information database are reconstructed according
to the above level reconstruction (step S304).
[0093] For example, if it is judged that there are many players who
are stuck for a long time with the map No. 4, level reconstruction
may be so performed that the situation-solving information that is
currently provided to a level-A player is provided to a level-B
player instead. The level reconstruction operation is completed
after the above alteration is reflected in the related
components.
[0094] In the above manner, the difficulty of each map can easily
be recognized by polling. As a result, an environment in which
situation-solving information suitable for a player can be provided
can always be secured in an optimum state.
[0095] Further, the timing of provision of situation-solving
information may be controlled by judging, based on pieces of game
progress information that are collected by polling, whether
situation-solving information should be or need not be supplied to
a player now.
[0096] Such a control can be realized by the following processing.
FIG. 13 is a flowchart showing a situation-solving information
providing operation at the time of polling. In the
situation-solving information server, when polling is performed
(step S401), pieces of game progress information are collected from
respective game terminals (step S402).
[0097] The standstill status of each player is judged based on the
thus-collected pieces of game progress information (step S403). For
example, if there is a player who is in a standstill state of level
C or higher (yes route at step S404), situation-solving information
corresponding to the level is sent at this time point (step S405).
This makes it to possible to save, at an earlier stage, a player
who is stuck.
[0098] If it is judged that there is a player who is in a
standstill state of level D or lower (No route at step S404),
situation-solving information is not provided at this time point
and the process is finished.
[0099] As described above, the utilization of polling makes it
possible to easily recognize the standstill statuses of respective
players and to provide situation-solving information with optimum
timing.
[0100] As described above, according to the invention, at the time
of provision of situation-solving information, the ability of a
player such as game experiences, game knowledge, game
situation-solving knowledge, etc. is judged based on game progress
information and situation-solving information whose content is
suitable for the level of the player is extracted. Proper
situation-solving advice can be provided by presenting such
situation-solving information to the player.
* * * * *