IP Library Granted Patent US 9,555,329
Granted Patent B2
US 9,555,329 · App. 11/853,525 · Granted Jan 31, 2017

Multi-access online game system and method for controlling game for use in the multi-access online game system

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Quick Facts
Patent No.
US 9,555,329
App. No.
11/853,525
Granted
Jan 31, 2017
Kind
B2
Abstract

A multi-access online game system and a game control method for use in the same are disclosed. The game control method is applied to a multi-access online game system which is connected to at least one user client and includes a first server and at least one second server. The method includes: receiving an event message associated with a game from a first user client, wherein the first server receives the game-associated event message when the game-associated event message is not the real-time message, and the at least one second server receive the game-associated event message when the game-associated event message is the real-time message; determining a second user client where the real-time message is to be received; and transmitting the real-time message to the second user client. The real-time message is processed by the second server, so that the load of the first server is reduced.

Claims (60)

1. A computer-implemented game control method to manage a multi-access online game system for a multi-access online game, which comprises at least one user client, a first server, and at least one second server, the method comprising:

the first user client comprising a processor configured for:

receiving a game-associated event message during play of the multi-access online game on the first user client;

determining whether the game-associated event message is a real-time message that requires immediate transmission to a second user client based on an event category of the game-associated event message;

sending the game-associated event message to the first server when the game-associated event message is determined not to be the real-time message; and

sending the game-associated event message directly to the at least one second server when the game-associated event message is determined to be the real-time message; and

the at least one second server comprising a processor configured for selectively transmitting the real-time message to only some players from among online players of the multi-access online game by:

determining the second user client where the real-time message is to be received; and

transmitting the real-time message to the second user client,

wherein the determining of the second user client comprises:

recognizing location information, on the multi-access online game, of a first player character corresponding to the first user client; and

upon recognizing the location information of the first player character, determining a user client corresponding to a second player character, existing within a predetermined distance from the first player character, to be the second user client.

2. The method according to claim 1 , wherein the determining whether the game-associated event message is the real-time message is decided by a game application of the multi-access online game installed into the first user client.

3. The method according to claim 1 , wherein the real-time message comprises at least one of a moving message of a player character, a collision message, and a chatting message for another user adjacent to the player character.

4. The method according to claim 1 , further comprising:

before transmitting the real-time message to the second user client, buffering the real-time message;

determining whether a predetermined time expires after the buffering the real-time message; and

when the predetermined time expires, discarding the buffered real-time message.

5. The method according to claim 4 , further comprising:

upon receiving a next real-time message from the first user client, overwriting the buffered real-time message with the next real-time message.

6. The method according to claim 1 , wherein a number of the at least one second server is equal to a number of divided areas of a game space.

7. A non-transitory computer-readable storage medium comprising an executable program, which when executed, causes performance of the following steps:

receiving a game-associated event message generated during play of a multi-access online game on a first user client as a real-time message based on an event category of the game-associated event message; and

selectively transmitting the real-time message to only some players from among online players of the multi-access online game by:

determining a second user client where the real-time message is to be received; and

transmitting the real-time message to the second user client,

wherein the determining of the second user client comprises:

recognizing location information, on the multi-access online game, of a first player character corresponding to the first user client; and

upon recognizing the location information of the first player character, determining a user client corresponding to a second player character, existing within a predetermined distance from the first player character, to be the second user client.

8. A game control method that employs a game application installed into at least one user client which gains access to a multi-access online game system including a first server and at least one second server to play a game, the method comprising:

a first user client comprising a processor configured for:

receiving game command information during play of the game;

determining whether an event created by the received game command is a real-time event that requires immediate notice based on an event category of the game-associated event message;

generating a real-time message with respect to the real-time event, and transmitting the generated real-time message directly to any one of the at least one second server when the event is determined to be the real-time event; and

alternatively transmitting a message associated with the event to the first server when the event is determined not to be the real-time event; and

the at least one second server comprising a processor configured for selectively transmitting the real-time message to only some players from among online players of the multi-access online game by:

determining a second user client where the real-time message is to be transmitted; and

transmitting the real-time message to a game application to the second user client,

wherein the determining of the second user client comprises:

recognizing location information, on the game, of a first player character corresponding to the first user client; and

upon recognizing the location information of the first player character, determining a user client corresponding to a second player character, existing within a predetermined distance from the first player character, to be the second user client.

9. The method according to claim 8 , wherein

a number of the at least one second server is equal to a number of divided areas of a game space, and

the game application of the first user client transmits real-time messages to the second server controlling an area including a player character running on the first user client.

10. A multi-access online game system for controlling a game of player characters corresponding to a plurality of user clients comprising:

a first user client comprising a processor configured to receive a game-associated event message during play of a multi-access online game, determine whether the game-associated event message is a real-time message that requires immediate notice to a second user client based on an event category of the game-associated event message, sending the game-associated event message to the one of a game server and at least one distributed server according to a game logic;

the game server configured to receive event messages associated with a game from a first user client, and configured to process the received game-associated event messages according to the game logic;

a database server configured to receive status change information comprising status change information of each player character from the game server, and configured to store the received status change information in a database; and

the at least one distributed server configured to receive a real-time message among the game-associated event messages from the first user client, configured to selectively transmit the real-time message to only some players from among online players of the multi-access online, configured to determine the second user client where the real-time message is to be received, and configured to transmit the real-time message to the second user client,

wherein it is determined whether a message from the first user client is the real-time message that requires immediate transmission to the second user client, and the message is sent to the game server when the message is determined not to be the real-time message, or is alternatively sent directly to the at least one distributed server when the message is determined to be the real-time message, and

wherein the determining of the second user client, by the at least one distributed server, comprises recognizing location information, on the game, of a first player character corresponding to the first user client, and upon recognizing the location information of the first player character, determining a user client corresponding to a second player character, existing within a predetermined distance from the first player character, to be the second user client.

11. The system according to claim 10 , wherein whether the message is the real-time message is decided by a game application installed at the first user client.

12. The system according to claim 10 , wherein:

when the game is a multi-access online game, the real-time message comprises at least one of a moving message of a player character, a collision message, and a chatting message for another user adjacent to the player character.

13. The system according to claim 10 , wherein the at least one distributed server is configured to render a player object which appears or disappears for each accessing user client, and to transmit/receive the real-time message to/from the accessing user client,

wherein the at least one distributed server comprises;

a transmission-object decision unit configured to determine the second user client where the real-time message is to be transmitted; and

an online-player character information manager configured to manage location information of player characters, that exist in an online status, to determine a transmission object.

14. The system according to claim 13 , wherein the transmission-object decision unit receives the location information from the online-player character information manager, and determines a user client corresponding to a player character existing within a predetermined distance from a player character corresponding to the first user client to be the second user client on the basis of the received location information.

15. The system according to claim 13 , wherein the player object buffers the real-time message to be transmitted to the second user client, receives a next real-time message from the first user client, and overwrites the buffered real-time message with the next real-time message.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 1, 2013
From: NHN CORPORATION
To: NHN ENTERTAINMENT CORPORATION
Reel/Frame 031533/0806 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 11, 2007
From: KIM, SEONGHUN; KIM, HYOJOON
To: NHN CORPORATION
Reel/Frame 019811/0515 →