U.S. patent application number 10/534940 was filed with the patent office on 2006-06-29 for method and apparatus for providing on-line game.
This patent application is currently assigned to NCSOFT CORPORATION. Invention is credited to Taek-Jin Kim.
Application Number | 20060142085 10/534940 |
Document ID | / |
Family ID | 36612464 |
Filed Date | 2006-06-29 |
United States Patent
Application |
20060142085 |
Kind Code |
A1 |
Kim; Taek-Jin |
June 29, 2006 |
Method and apparatus for providing on-line game
Abstract
Method and apparatus for providing on-line games, wherein
multiple users can play games by each manipulating their own
characters in an on-line virtual world, enables users who belong to
independent servers to enjoy games together. The system for
providing on-line games comprises a client portion, an on-line game
server portion, which plays a central role in the on-line game and
a network portion, which connects the client portion and the server
portion. The game server portion comprises a general server portion
and a connection server portion. The general server portion
provides conventional on-line games. The connection server portion
provides connection between the general servers, each of which
provides an independent virtual world. Through the connection
server, users can interact or enjoy matches with other users who
belong to others servers.
Inventors: |
Kim; Taek-Jin; (Songpa-gu,
Seoul, KR) |
Correspondence
Address: |
LAHIVE & COCKFIELD
28 STATE STREET
BOSTON
MA
02109
US
|
Assignee: |
NCSOFT CORPORATION
GANGNAM-GU
KR
135-877
|
Family ID: |
36612464 |
Appl. No.: |
10/534940 |
Filed: |
November 13, 2003 |
PCT Filed: |
November 13, 2003 |
PCT NO: |
PCT/KR03/02440 |
371 Date: |
November 1, 2005 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/5566 20130101;
A63F 13/822 20140902; A63F 13/12 20130101; A63F 13/795 20140902;
A63F 2300/8029 20130101; A63F 2300/558 20130101; A63F 13/75
20140902; A63F 2300/65 20130101; A63F 2300/513 20130101; A63F
13/352 20140902; A63F 2300/5533 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 13, 2002 |
KR |
10-2002-0070275 |
Claims
1. A method for providing on-line games by connecting a plurality
of on-line game servers, of which each server is providing an
independent virtual world, the method comprising the steps of: (a)
allowing an access from a user; (b) receiving information on said
user's user character from a server which stores information on the
user characters of the user; (c) repeating said step (a) and said
step (b) for a plurality of users; and (d) providing on-line games
between said plurality of users' user characters.
2. The method as recited in claim 1, said step (b) receiving
information on said user's user character comprising the steps of:
receiving an input from said user for selecting a server which
stores said user's user character among said plurality of servers;
and receiving information on the user character from said selected
server.
3. The method as recited in claim 1, said step (b) receiving
information on said user's user character comprising the steps of:
translating user information of said user who is allowed to access;
translating a server which stores characters of said user who is
allowed to access, based on said extracted user information; and
receiving user information from said translated server.
4. The method as recited in claim 1, said step (d) providing
on-line games comprising the step of receiving an input from said
plurality of users for selecting one of a plurality of channels
which are classified according to user characters' abilities.
5. The method as recited in claim 4, further comprising the step of
imposing a certain penalty on user characters of a user if the user
inputs a selection of a channel lower than his ability.
6. The method as recited in claim 1, said step (d) providing
on-line games comprising the step of allowing said plurality of
users to select one of a plurality of games.
7. The method as recited in claim 4, said step (d) providing
on-line games further comprising the step of forming teams from the
plurality of users.
8. The method as recited in claim 7, said step (d) providing
on-line games further comprising the step of imposing a certain
penalty on a team which has superior average fighting power of user
characters, to balance fighting powers of the teams.
9. An apparatus for providing on-line games by connecting a
plurality of servers for providing on-line game, each of the
servers providing an independent virtual world, the apparatus
comprising: (a) means for allowing an access from a user; (b) means
for receiving information on said user's user character from a
server which stores information on the user character of the user
who is allowed to access; (c) means for repeating said means (a)
and (b) for a plurality of users; and (d) means for providing
on-line games between said plurality of users' user characters.
10. The apparatus as recited in claim 9, said means (b) for
receiving information on said user's user character comprising:
means for receiving an input from said user for selecting a server
which stores said user's user character among said plurality of
servers; and means for receiving information on the user character
from said selected server.
11. The apparatus as recited in claim 9, said means (d) for
providing on-line games comprising means for receiving an input
from said plurality of users for selecting one of a plurality of
channels which are classified according to user characters'
abilities.
12. A computer readable medium storing a computer executable
program for executing a method for providing on-line games by
connecting a plurality of servers for providing on-line game, each
of the servers providing an independent virtual world, the method
comprising the steps of: (a) allowing an access from a user; (b)
receiving information on said user's user character from a server
which stores information on the user character of the user who is
allowed to access; (c) repeating said steps (a) and (b) for a
plurality of users; and (d) providing on-line games between said
plurality of users' user characters.
13. The computer readable medium storing a computer executable
program as recited in claim 12, said step (b) receiving information
on said user's user character comprising the steps of: receiving an
input from said user for selecting a server which stores said
user's user character among said plurality of servers; and
receiving information on the user character from said selected
server.
14. The computer readable medium storing a computer executable
program as recited in claim 12, said step (d) providing on-line
games comprising the step of receiving an input from said plurality
of users for selecting one of a plurality of channels which are
classified according to user characters' abilities.
15. The method of claim 2, said step (d) providing on-line games
comprising the step of receiving an input from said plurality of
users for selecting one of a plurality of channels which are
classified according to user characters' abilities.
16. The method of claim 3, said step (d) providing on-line games
comprising the step of receiving an input from said plurality of
users for selecting one of a plurality of channels which are
classified according to user characters' abilities.
17. The method of claim 2, said step (d) providing on-line games
comprising the step of allowing said plurality of users to select
one of a plurality of games.
18. The method of claim 3, said step (d) providing on-line games
comprising the step of allowing said plurality of users to select
one of a plurality of games.
19. The apparatus of claim 10, said means (d) for providing on-line
games comprising means for receiving an input from said plurality
of users for selecting one of a plurality of channels which are
classified according to user characters' abilities.
20. The computer readable medium of claim 13, said step (d)
providing on-line games comprising the step of receiving an input
from said plurality of users for selecting one of a plurality of
channels which are classified according to user characters'
abilities.
Description
TECHNICAL FIELD
[0001] The present invention relates to an on-line game apparatus,
and in particular, to an apparatus and method for an on-line role
playing game wherein multiple users can play games by manipulating
their characters (hereinafter "user character") individually to
interact each other in an on-line virtual world (hereinafter
"virtual world").
BACKGROUND ART
[0002] In conventional role playing games, individual users play
games by manipulating their characters individually and interacting
only with non-playing characters (hereinafter "NPCs"), which are
provided in virtual worlds provided by game servers, independent of
other users or user characters. NPCs include, for example,
"monsters", which user characters should fight against to proceed
to a next stage. In some existing role playing games, a user can
create multiple characters of his/her own and develop the
characters' abilities for each user character to play in the
virtual world. The ability includes social class that a user
character belongs to (e.g. plebian, knight, lord, etc.), estate
(e.g. cyber money, weapon, and other items) and the like. A user
character's activity in a virtual world is determined by the user
character's ability.
[0003] Battle-net games, such as "Starcraft" available from
Blizard, Inc., are similar to on-line games in that multiple users
meet in virtual world and can play games simultaneously through
on-line, but different in that they are mere one-time match games
and do not have continuity with previous games. Unlike Battle-net
games, on-line games have continuity from one game to the
subsequent game. Thus, in on-line games, the ability of a user
character in a virtual world is typically determined by the result
of games the user has played up to the previous game and
the-ability is carried over to the next game.
[0004] However, the prior art has some disadvantages which are
generally recognized in the industry. In conventional on-line
games, the number of users who can play the game is limited by the
capacity of the server. When the number of users exceeds the
hardware capacity, a system with a plurality of servers is chosen
by However, a virtual world provided by a server is totally
different from and independent of those provided by other servers.
Virtual worlds provided by a plurality of servers form a "parallel
virtual world" in which each virtual world provided by a server is
different from the other virtual world provide by a different
server. Therefore, in conventional on-line games, users using
different servers cannot meet and play with one another in one
virtual world although they are playing the same kind of game. As
users increase, however, users would like to test their capability
in the virtual world to know their ability position, and
furthermore they want to test their capability in other virtual
worlds provided by other servers. Unfortunately, conventional
on-line game systems until now calmot satisfy such desire.
[0005] However, it is not so simple to connect servers to solve the
problem. Since each world provided by each server is an isolated
world, which is politically, economically and socially balanced,
the order of the world would be destroyed if interaction between
the users in different servers were allowed without any proper
arrangement.
[0006] Yet another disadvantage still exists in conventional
on-line games. Some conventional on-line games employ PvP (Player
vs Player) system, wherein user characters match against one
another. Even though PvP system has an advantage in its high
reality over other games, deriving lively participation from users,
serious problems have been raised. Some users plunder other user
characters' items, abusing PvP system and disturbing order in
virtual worlds. Moreover, some users purchase other user
characters' items in the real world instead of developing his/her
own character in a virtual world. Therefore, it is being suggested
that a certain limitation on PvP system is necessary to some
degree. Limiting PvP system, however, leads to depriving user
characters' freedom, damaging the spirit of Internet game that user
characters can proceed with the game by interacting with one
another.
[0007] Internet on-line games have been developed over the years in
an attempt to share a same virtual world, but on-line games
crossing virtual worlds have not yet been feasible.
DISCLOSURE OF THE INVENTION
[0008] In view of the foregoing, it is a primary object of the
present invention to provide a noble system and method for on-line
games, which can provide interaction among users who belong to
different virtual worlds provided by different servers. At the same
time the present invention can take the merits of PvP system while
removing the ill effects thereof, to solve the above-mentioned
problems.
[0009] It is also an object of the present invention to provide a
game apparatus, winch can provides interaction between users in
different servers without affecting each user character's ability
in the virtual world the user character belong to.
[0010] Further, it is an object of the present invention to provide
a system for on-line games, which is capable of classifying user
characters' abilities into a plurality of levels and allowing
interaction among users at the same level.
[0011] Consistent with the foregoing objects, an on-line role
playing game apparatus connected to a plurality of servers, each of
which can provide an independent virtual world, is disclosed in one
embodiment of the present invention as including (a) a means for
allowing an access from a user, (b) a means for receiving
information on said user's user character, from a server which
stores information on the user character of the user who is allowed
to access, (c) a means for repeating said (a) and said (b) for a
plurality of users, and (d) a means for providing on-line games
between the plurality of users' user characters.
[0012] Further consistent with the foregoing object, the present
invention of an on-line role playing game apparatus provides a
method for providing on-line games by coupling a plurality of
servers, each of which provides an independent virtual space, the
method comprising (a) allowing an access from a user, (b) receiving
information on said user's user character, from a server which
stores information on the user character of the user who is allowed
to access, (c) repeating said (a) and said (b) for a plurality of
users, and (d) providing on-line games between the plurality of
users' user characters.
[0013] Still further consistent with the foregoing object, the
present invention of an on-line role playing game apparatus
provides a computer readable medium storing computer executable
instructions for providing on-line games by coupling a plurality of
servers, each of which provides an independent virtual space, the
instructions executing the steps of (a) allowing an access from a
user, (b) receiving information on said user's user character, from
a server which stores information on the user character of the user
who is allowed to access, (c) repeating said (a) and said (b) for a
plurality of users, and (d) providing on-line games between the
plurality of users' user characters.
[0014] The foregoing and other objects and features of the present
invention will become more fully apparent from the following
description and appended claims, taken in conjunction with the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] Understanding that these drawings depict only typical
embodiments of the invention and are, therefore, not to be
considered limiting of its scope, the invention will be described
with additional specificity and detail through use of the
accompanying drawings in which:
[0016] FIG. 1 is an illustration that shows an on-line games system
of the present invention;
[0017] FIG. 2 is a block diagram showing a configuration of a
client;
[0018] FIG. 3 is a schematic diagram depicting a process through
which game programs are updated by a client;
[0019] FIG. 4 is a block diagram showing a configuration of a
connection server;
[0020] FIG. 5 is a flow chart showing a method for providing
on-line games;
[0021] FIG. 6 is a flow chart depicting the process of selecting
channel in more detail; and
[0022] FIG. 7 is a flow chart showing operation in the waiting room
shown in FIG. 5.
BEST MODE FOR CARRYING OUT THE INVENTION
[0023] It will be readily understood that the components and steps
of the present invention, as generally described and illustrated in
the Figures herein and accompanying text, could be arranged and
designed in a wide variety of different configurations while still
utilizing the inventive concept. Thus, the following more detailed
description of the preferred embodiments of the system and method
of the present invention, as represented in FIGS. 1 through 7 and
accompanying text, is not intended to limit the scope of the
invention, as claimed, but it is merely representative of the
presently preferred embodiments of the invention.
[0024] The present invention can provide basic on-line games by
servers of which each of them provide an independent virtual world,
and at the same time users in each servers can play on-line games
among users through combined servers. A basic form of on-line games
between users who belong to independent servers is a team match,
while it is also possible for each team to fight against NPCs. To
balance the fighting powers of teams, a plurality of game channels
are provided according to user characters' abilities and sometimes
penalties are imposed. Thus, according to the present invention,
users who belong to independent servers can play on-line games
together and confirm their own positions in virtual worlds. Since
the result of the game according to the present invention does not
affect user characters' abilities in each server the users belong
to, the users can enjoy the merits of PvP games without the risk of
losing the abilities or items they have developed in each server
environment so far, which solves many problems caused by PvP in
each independent virtual space. Thus, the technical configuration
of the present invention that provides new types of on-line games
by coupling independent servers, can be applied, for example, to
"Lineage" available from NC Soft Inc., and to other types of
on-line games by those skilled in the art.
[0025] The method and apparatus for managing on-line games
according to the present invention is described below in detail
with reference to FIGS. 1 to 7. The presently preferred embodiments
of the invention will be best understood by reference to the
drawings, wherein like elements or steps are designated by like
numerals throughout.
[0026] FIG. 1 shows an overview of a configuration of a system for
providing on-line games according to a preferred embodiment of the
present invention. System (100) comprises a plurality of clients
(1a-1n) used for users' access to the on-line game, and an on-line
game server portion (5) which plays a central role in the on-line
game. The plurality of clients (1a-1n) and the on-line game server
(5) are connected through network which can support game protocol,
such as Internet, LAN, wireless, telephone network, and other
network connections.
[0027] Each client corresponds to, for example, a game client
installed on a PC. A user accesses the on-line game server (5)
through one of clients (1a-1n) and sends orders for manipulating a
user character. The clients (1a-1n) access the game server portion
(5) through network (3). The game server comprises general servers
(501a-501n) and connection servers (503a-503n). The general servers
(501a-501n) provide on-line games, and each of the servers is
capable of managing an independent virtual world. Each general
server can provide multiple accesses from thousands of users and
provide each user the same virtual world. Users can experience only
the world provided by the server they belong to, but not the worlds
provided by other servers.
[0028] The connection servers (503a-503n) provide interaction among
the general servers (501a-501n) of which each provides an
independent virtual world for users accessing the general server
(501a-501n). Through the connection servers (503a-503n), users can
interact or fight with other users who are accessing the connection
server (503a-503n) through a different general server.
[0029] Configurations of clients (1a-1n) and server portion (5) are
described below in detail with reference to FIG. 2 to FIG. 4.
[0030] Now referring to FIG. 2 showing a configuration of clients
(1a-1n), the clients (1a-1n) can be created by, for example,
installing on-line game programs on PCs. As shown in FIG. 2, the
clients (1a-1n) comprise a game client (210) for processing orders
from a user and server (5), a updating client (220) for updating
user's game program, and a communication module (230) for
communicating data with the server portion (5) through network
(3).
[0031] The game client (210) performs functions that should be
performed by user-side computers for game proceeding, including
rearranging a user screen according to information received from a
server and sending input received from a user to a server.
[0032] The updating client (220) receives updating information from
the server (5) and updates the game client (210). For example, a
user may add new virtual worlds, characters and items which did not
exist when he purchased the game. If the updating client (220)
receives information for displaying such virtual worlds and
characters, the updating client (220) updates the game client
(210), enabling the game client to translate new information.
[0033] FIG. 3 shows a process of updating game programs with an
updating server (310) (not shown in server portion (5) in FIG. 1)
and the updating client (220). Once a user starts a game, the
updating client (220) starts and accesses the server (5) prior to
game client (210). The updating client (220) sends a time stamp of
a last file received from the server (5) to the updating server
(310). The updating server (310) uses the time stamp to determine
which files to send to the client and then sends them. In other
words, the files that were updated after user-side programs were
last updated are sent from the server to the client. The updating
client (220) receives all necessary files and installs them on user
computer, enabling the game client (210) to recognize new files.
After the updating process ends, the game client (210) can
translate orders from the server (5) about new virtual worlds and
characters and take appropriate actions.
[0034] The communication module (230) communicates through, for
example, Internet. All communication with servers is performed
through the communication module (230). In other words, both input
from users to servers and information from servers to game clients
are transmitted through communication module (230). In a preferred
embodiment of the present invention, the communication module may
support TCP/1P(Transmission Control Protocol/Internet Protocol)
specification.
[0035] FIG. 4 is a block diagram that shows configurations of the
general servers (501a-501n) and the connection servers (503a-503n).
Both general servers (501a-501n) and connection servers (503a-503n)
comprise a game management main module (420), an NPC module (430),
an NPC DB (435), a game management DB (445), an authentication
module (460), and a user DB (455). In the general servers (501) and
the connection servers (503), however, information stored in each
DB and functions of each module is totally different. First,
components of the general servers (501a-501n) are described below,
followed by description of components of the connection servers
(503a-503n).
[0036] A NPC module (430) is responsible for generating NPCs
according to certain rules. The NPC DB (435) stores various
information on NPCs, which includes, for example, general
information on NPCs such as each NPC's roles, possible attack
patterns, related items, shapes and the like, and information on
the number, kinds and locations of activated NPCs. The information
in a temporary file or in a database file can be stored in a
storage device, such as Random Access Memory (RAM), hard disk,
flash memory and others. A preferred embodiment of the present
invention, however, is configured to store information on activated
NPCs in a server memory, rather than in files or DB, to speed up
game proceeding.
[0037] The game management DB (445) stores various data on game
proceeding, such as information on game environments, user
characters, user characters' current locations, each character's
points (ability values) and items. When a game is over, each game
management DB (445) in the general servers (501a-501n) stores
information on the virtual world changed by the result of the game,
enabling users to proceed with games with continuity in virtual
worlds.
[0038] The user DB (455) stores various information of users
accessing the general servers (501a-501n). When the user accesses
the server, the authentication module (460) receives an
identification code and a password entered by the user and verifies
whether the user is legitimately registered. Since each general
server (501a-501n) provides an independent virtual world, each
general server only stores in its user DB (455) private information
of the users it manages.
[0039] The game management main module (420) coupled with a
corresponding client (1) manages the entire game. Since each of
general servers (501a-501n) is independent, each game management
module (420) only manages the games in the server it resides.
[0040] Still referring to FIG. 4, a configuration of the connection
servers (503a-503n) is now described. Since the connection server
(503) provides a virtual world wherein user characters accessing
different servers can meet and play with one another, the
connection servers (503a-503n) are different from the general
servers (501a-5011n) in view of information stored in DB, operation
of the game management main module, and others. The NPC module
(430) and the NPC DB (435), however, perform almost the same
functions as in the general servers (501). Although NPCs provided
by the connection servers (503) may be totally different from those
provided by the general servers (501), the connection servers (503)
can be synchronized with NPC modules and NPC DBs of the general
servers (501) to use the NPCs of the general servers (501).
[0041] The communication module (410) provides communication
between the clients (1a-1n) and the general servers (501a-501n)
through network.
[0042] The game management DB (445) in the connection servers
(503a-503n) stores various information obtained during game and
also results of a game. While a game proceeds, the game management
DB (445) operates almost the same way as in general servers.
However, since a main purpose of the connection servers (503a-503n)
is not providing virtual worlds with continuity, but providing
meeting places for users from the general servers (501a-501n) can
compete with one another with their own abilities, information
stored in the game management DB (445) can be deleted upon the
conclusion of a game and only necessary information, such as each
user's win-loss result and others, can be stored and managed
continuously.
[0043] Since the user DB (455) and the authentication module (460)
in the connection servers (503a-503n) should be able to allow
accesses from all users registered with the general servers
(501a-501n) and provide games among users, it is desirable to have
the user DB (455) and the authentication module (460) manage
information on all users. Although the connection servers
(503a-503n) may store and manage in its own user DB (455)
information of all users registered with the general servers
(501a-501n), the connection servers (503a-503n) may be synchronized
with each user DB in the general servers (501a-501 n) to manage
user information. Although the authentication module (460) may
verify user authentication using the information stored in the user
DB (455) of the connection servers (503a-503n) when the connection
server (503a-503n) receives an identification code and a password
from a user, the connection servers (503a-503n) may send the user
information to the general servers (501a-501n) for user
authentication through the authentication module (460) in the
general servers (501a-501n).
[0044] The game management module (420) in the connection servers
(503a-503n) manages the whole games at the connection servers
(503a-503n). The game management main modules (420) in the
connection servers (503a-503n), however, are synchronized not only
with the clients (1a-1n) but also with the general servers
(501a-501n) through network, differently from those in the general
servers (501a-501n), since the game management main modules (420)
in the connection servers (503a-503n) should provide connections
between general servers (501a-501n). Once a game starts through one
of connection servers (503a-503n), the game management main module
(420) in the connection servers (503a-503n) is synchronized with
the game management main modules (420) in the general servers
(501a-501n) and requests information to the general servers
(501a-503n), such as who joined the game and other viable
information. In response to the request, the game management main
modules (420) in the general servers (501a-50 In) retrieve their
own game management DBs and send corresponding user character
information to the game management main module (420) in the
connection servers (503a-503n). The game management main module
(420) in the connection servers (503a-503n) stores the user
character information in its game management DB (445). It also
performs the function of determining the level of game each user
can join, which is described in more detail below.
[0045] Now referring to FIG. 5, a flow chart shows a game
proceeding according to a preferred embodiment of the present
invention.
[0046] For example, if a user runs a game program on his PC, a
client accesses the connection server (503a-503n) (S10). Once the
client and the connection server (503a-503n) are connected, the
updating client (220) in the client server (1a) can access the
updating server (310) and receives updated program components
(S15). When the updating is over, the game client (210) is
connected to the connection server (503a-503n) which in turn
requests user authentication (S20). When the user enters an
identification code and a password in response to the user
authentication request, the authentication module (460) retrieves
information in the user DB (455) to verify whether the user is
legitimately registered. When the user is authorized, the user is
allowed to access the game. The user, who is now connected to the
connecting server (503a-503n), chooses the general server
(501a-501n) through which the user is accessing the connecting
server (503a-503n), and character he will use. After the selection,
the game management main module (420) in the connection server
(503a-503n) is synchronized with the game management main module in
a selected general server of the general servers (501a-501n) to
receive corresponding user information. The received character
information is stored in the game management DB (445) in the
connection server (503a-503n). The game management main module
(420) evaluates the received user character ability and stores the
information together with the received character information. The
user character ability is used for adjusting game balance when the
user selects a channel.
[0047] After selecting a user character, the user can select the
channel of the virtual world he will enter (S30). FIG. 6 shows the
process of selecting a channel in more detail. Since channels are
classified according to user characters' abilities, users can play
games in the virtual worlds adapted to their characters' abilities.
Since the connection servers (503a-503n) provide meeting places
where users who have grown in independent virtual worlds can meet
one another, abilities of the users who access the connection
servers are not known to one another. They are not balanced and
totally different. Users can, however, enjoy games in the virtual
worlds adapted to their character's abilities, by being provided
the channels adapted to their characters' abilities. If a user
selects a channel with a higher level than his ability, the user is
very likely to play games with user characters whose abilities are
superior to his character's. On the contrary, if a user selects a
channel with a lower level than his ability, the user is very
likely to play games with user characters whose abilities are
inferior to his characters. In the latter case, a certain penalty
(for example, reducing speed of user character) can be imposed on
the user.
[0048] After selecting a channel, the user now proceeds to a
waiting room to select a game mode. FIG. 7 is a flow chart that
shows the operation in the waiting room. Now referring to FIG. 5
and FIG. 7, in the waiting room, a user can open a room, wherein he
can have a conversation with other users who are connected to the
connection server (503a-503n), or join in a room already opened.
Through the communication by either chatting or exchanging messages
or any other viable methods, users can decide teams and game modes
to proceed to the next step, a game stage (S40), before starting
the game (S45). The present invention provides various forms of
game modes, which are described below in more detail.
[0049] When the game is played, the game client (210) receives user
inputs and sends it to the server (5) through the communication
module (230). The server (5) translates the user inputs and sends
orders to all clients (1a-1e) connected to the server so that
appropriate actions can be taken in response to the user inputs.
The clients (1a-1n) update game screens in response to the orders.
For example, if a user clicks another user character or an NPC
monster with a mouse, the game client (210) translates the
information and sends it to the server (5). Then, the game
management main module (420) in the server (5) detects that the
user has clicked another user character, who is an enemy, or an NPC
monster and sends orders to the game client (210) so that the user
character can take attacking actions. The game client (210)
translates the orders from the game management main module (420) in
the server (5) to display the user character's attacking another
user character, who is an enemy, or a monster on the computer
screen of the client. Simultaneously, the game management main
module (420) in the server (5) informs all the clients (1a-1n) the
user character of an enemy or a monster being attacked, in order
for the same images to be displayed.
[0050] The NPC module (430) and the NPC DB (435) are responsible
for displaying NPCs. The NPC module (430) generates NPCs according
to instructions from the game management main module (420) or
certain rules, controls NPCs according to the actions specified in
the NPC module (430), such as kicking action, punching action, and
others, and allow user characters to gain points or items when the
users eliminate NPCs. When the NPC module (430) informs the game
management main module (420) of information on an action of a
specific NPC, the main module (420) sends the information to all
game clients (210) that have user characters within the visual
range of the NPC, and the game client (210) translates instructions
from the server (5) to display the action of the NPC. To accomplish
this, the main module (420) manages the information on where user
characters and NPCs are located in the virtual world.
[0051] The process of playing games with synchronization capability
between the clients (1a-1n) and the server (5) is illustrated by
the example above. However, such game process can take various
forms well known to those who are skilled in the art, depending on
role assignments between the clients (1a-1n) and the server
(5).
[0052] In the example mentioned above, the server (5) males almost
all decisions on game proceeding while the clients (1a-1n) only
update user screens according to instructions from the server (5).
In this configuration, the clients (1a-1n) store in a user computer
various graphic data and programs used for displaying game screens
and use them to display game screens according to instructions from
the server (5). Therefore, only the instructions defining user
characters' locations and actions are transmitted through the
network connected between the clients (1a-1n) and the server
(5).
[0053] For example, if a virtual world containing woods, bridges
and caves, graphic information on the environments is stored in
users' computers, and the clients (1a-1n) translate instructions
from the server (5) to derive and display graphic information on
user characters' locations and actions to proceed with game.
Actually, displaying characters on a screen is a result of a series
of events taking place in several components. After a user
instruction is entered (for example, by a click of mouse on user
character), the instruction can be transmitted to the server (5)
through the game client (210). The instruction is translated in the
server (5), and then transmitted back to the game client (210) to
display revised character on the screen. Even though several steps
are followed to display a revised character on the screen, a user
calmot notice any time delay or hold-up in manipulating his/her
user character because the process of instruction, transmission,
interpretation and back transmission take place in a very short
period of time through the network (3).
[0054] For the role assignment between the clients (1a-1n) and the
server (5), the server (5) and the clients (1a-1n) should share
information on the same virtual world environment. All user
characters' locations are updated in the clients (1a-1n) and the
server (5) according to inputs entered by the clients (1a-1n).
Moreover, since the server has the entire information on user
characters and monsters' locations and appearances, it should
determine what information should be displayed on each user's user
screen (i.e. user's visual range) and inform each user's game
client of the information. Since the server (5) sends instructions
to display screens at the clients (1a-1n) based on all information
of game inputs entered by users and all information on game
management, all users connected to the server (5) can play games in
the same virtual world.
[0055] When a game is over, character's points and ranks are
calculated based on the result of the game (S50). This information
is stored in the game management DB (445) by the game management
module (420) and managed with continuity of games, so users can
start a next game from where he/she ended last time. When a game is
over, users can move to the waiting room (S50) and users can
rearrange teams, purchase items to prepare a next game, join
another game, or exit if he does not want to continue.
[0056] Although a user character can be dead or loose items he has
developed laboriously in a game, result of the game in the virtual
worlds connection servers (503a-503n) does not affect user
character's ability in a separate servers (501a-501n) the user
character originally belongs to.
[0057] In a preferred embodiment of the present invention, a user
can select among various game modes, such as a death match, a honor
match or a quest battle in the waiting room stage (S35) in FIG. 5.
(i) A death match is the game mode wherein teams fight until the
opponent team is eliminated, which is the most common game mode. In
a death match, there are basically two teams. When the game starts,
characters are marked to be distinguished between our forces and
enemy forces. When a character is dead, the user cannot take any
actions except watching the game proceeding before the game is
over.
[0058] (ii) A honor match is a game mode wherein teams compete for
the opponent team's symbol, such as flags or crests. In the honor
match, there are two teams and the team that destroys or deprives
the opponent team's crest of honor first wins the game. The symbol
of honor, which is an object of offence and defense, has a certain
amount of energy, and the game is over when the energy of symbol
becomes zero by the opponent team's offence. If a character is down
or killed during the game, he could be revived to join the game
again, since winning requires only destroying or depriving the
crest of honor.
[0059] (iii) A quest battle is a game mode wherein user characters
do not fight with one another, but with monsters. In a quest
battle, there are also two games and each team passes through the
same path along which monsters are disposed or different paths with
similar difficulty levels. The team that passes the path first wins
the game.
[0060] Since the three game modes are so configured that a
plurality of users form teams, fighting powers of the teams can be
unbalanced even though the users forming the teams have entered the
same channel. Therefore, in order to balance objective fighting
powers of both teams, a penalty can be imposed on the superior one.
In an example case of battle quest, powers of the monsters disposed
along the paths each team should go through or the lengths of the
paths can be established differently according to the team power.
In a honor match, the energy initially assigned to the symbol can
be set differently. In a death match, the speed of the user
characters who belong to the superior team can be reduced by a
certain amount. Fighting powers of both teams can be balanced by
various methods.
[0061] The forms of the above-mentioned three game modes can be one
versus one or one versus a team.
[0062] To add competitiveness of users and to enhance user
enjoyment of games, users who played games can be ranked. The users
are granted default points when they access the connection server
(503) and they are granted plus or minus points according to the
game result. The users are ranked based on their points. The
ranking of users are posted on user bulletin and can be monitored
by all users who played the games.
[0063] The ranking can be determined in various forms. "Same level
ranking" is the ranking according to character abilities based on
character information. "Same server ranking" is the ranking of the
users who belong to the same server. "Same channel ranking" is the
ranking of the users who entered through the same channel. Some
other methods of ranking can be developed by those skilled in the
art.
[0064] The ranking may be updated in real time or periodically with
fixed time intervals.
[0065] Although the present invention has been described through
preferable embodiments, various modifications and changes are also
possible within the scope of the appended claims, without departing
from its spirit. Specifically, the present invention can include
various embodiments as follow.
[0066] (1) Although in the preferable embodiment of the present
invention, the game played through the connection servers
(503a-503n) do not provide continuity, game continuity can be
provided in another embodiment by storing information on user
character when the game is over. In this case, users can select not
only the characters stored in the general servers (501a-501n), but
also the characters stored in the connection server (503a-503n). To
use the characters from both servers, updated user character
information, such as the items that user characters have acquired
in the games provided by the connection servers (503a-503n) can be
stored in the game management DB (445) in the connection servers
(503a-503n).
[0067] (2) Although in a preferable embodiment of the present
invention, the game management module (420) in servers mostly
controls the game, it is also possible to move most of functions to
clients in another embodiment. In this case, each connection server
is only responsible for connecting users in the network while
various kinds of information for game are generated by each client
and broadcasted to other clients joining the game. For example,
when a user character "A" attacks another user character "B,"
instructions for displaying this action can be generated by the
user client "A," not by the server (5) and broadcasted to other
clients joining the game. Each client receiving the instructions
translates the instructions to perform functions to properly
display characters on screen. In such modified embodiments, the
connecting servers (503a-503n) is only responsible for connecting
users when the game starts and recording the game result when the
game is over.
[0068] (3) The connection servers (503a-503n) and the general
servers (501a-501n) can be implemented in a single server.
Moreover, for client programs, programs for accessing the general
servers (501a-501n) and the connection servers (503a-503n) can be
implemented in a single program or in separate programs.
[0069] (4) Although in a preferred embodiment illustrated in FIG.
5, a user selects the server his/her character is stored, the user
character can be extracted from other servers which contains user
characters based on the user information obtained from the
connection server (503a-503n), without using user's own character.
If a user owns a plurality of characters in a plurality of servers,
user's all characters can be called in to the connection server
(503a-503n) and the user may select one them.
INDUSTRIAL APPLICABILITY
[0070] According to the present invention, it is possible for the
user characters that exist in independent virtual worlds to
interact and proceed with game through the virtual worlds provided
by the connection servers. Therefore, users can enjoy games with
other users in various environments. Moreover, since the result of
game played through the connection servers does not affect user
characters' abilities in the individual servers, users can play
games without risking their own characters they have developed.
Thus, users can enjoy matches between characters freely and the ill
effects of PvP games occurring in separate servers can be mitigated
by providing places for the matching.
* * * * *