IP Library › Granted Patent US 12,268,960
Granted Patent B2
US 12,268,960 · App. 17/889,281 · Granted Apr 8, 2025

Game system, game method, game program, and game server

Inventors: Yasunori Suenaga (Tokyo, JP); Masaaki Hoshino (Tokyo, JP); Norihiro Sera (Tokyo, JP); Zefeng Ji (Shenzhen, CN); Siqin Yang (Shenzhen, CN); Wenyi Li (Shenzhen, CN)
Assignees: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED; THE POKÉMON COMPANY
A63F13/53A63F13/46
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Quick Facts
Patent No.
US 12,268,960
App. No.
17/889,281
Granted
Apr 8, 2025
Kind
B2
Abstract

Provided is a game system where a player of a game can contribute to a team by an action. The game system includes a character action control unit that controls actions of a player character in the play field based on instructions of the player, a point giving control unit configured to add a number of points associated with a neutral character to a point value associated with the player character in response to the neutral character reaching a predetermined state relative to the player character, a scoring unit configured to convert the point value associated with the player character to a score of its team when the player character is located in a predetermined area provided in the play field and completes a score transferring operation, and an outcome determination unit configured to determine an outcome of the game by comparing scores associated with different teams.

Claims (39)

1. A game system comprising a server, a plurality of terminals and a communication network connecting the server and the plurality of terminal for bidirectional communication, wherein an ally team to which a player at a respective one of the plurality of terminals belongs and an enemy team to which a player at a respective one of the plurality of terminals belongs compete in a play field of a multiplayer online game hosted by the server, the server further comprising a processor and a storage device storing a plurality of programs executable by the processor, and the plurality of programs further comprising:

a character action control unit configured to control actions of a player character in the play field based on instructions of the player from a corresponding terminal;

a point giving control unit configured to add a predetermined number of points associated with a neutral character not belonging to either the ally team or the enemy team to a point value associated with the player character in response to the neutral character reaching a predetermined state relative to the player character;

a scoring unit configured to convert the point value associated with the player character to a score of the ally team when the player character is located in a predetermined area provided in the play field and completes a score transferring operation; and

an outcome determination unit configured to determine an outcome of the game by comparing scores associated with the ally team and the enemy team and cause the outcome of the game to be delivered to the corresponding terminal via the communication network and displayed to the player by a display unit at the corresponding terminal.

2. The game system according to claim 1 , wherein the predetermined state is that the neutral character is defeated by the player character.

3. The game system according to claim 1 , wherein the predetermined state is that the player character maintains a corresponding relationship with the neutral character when the neutral character is defeated.

4. The game system according to claim 1 , wherein the predetermined area corresponds to the enemy team, and the scoring unit is further configured to deduct the point value associated with the player character from a durability value associated with the predetermined area, and change a state of the predetermined area from active to inactive in response to the durability value reaching a threshold.

5. The game system according to claim 1 , wherein the scoring unit is further configured to determine incompleteness of the score conversion operation in response to the operation being interrupted by another character.

6. The game system according to claim 1 , wherein the plurality of programs further comprise a point removing unit configured to remove at least a portion of the point value from the player character in response to the player character being killed.

7. The game system according to claim 1 , wherein the neutral character is a special character, and the plurality of programs further comprise a conversion unit configured to convert the special character to a state facilitating the ally team to obtain scores after the neutral character is defeated by the player character.

8. The game system according to claim 7 , wherein the state facilitating the ally team to obtain scores comprises the special character fighting with characters belonging to the enemy team.

9. The game system according to claim 7 , wherein the state facilitating the ally team to obtaining scores comprises the special character providing buff to characters belonging to the ally team.

10. The game system according to claim 7 , wherein the state facilitating the ally team to obtaining scores comprises the special character adding points to the score of the ally team.

11. The game system according to claim 10 , wherein the adding the portion of points to score associated with the ally team further comprises:

moving the special character toward the predetermined area; and

adding the points to score associated with the ally team in response to the special character reaching the predetermined area.

12. The game system according to claim 7 , wherein the state facilitating the ally team to obtaining scores comprises the special character expediting the score conversion operation for characters belonging to the ally team.

13. The game system according to claim 4 , wherein:

at least two of the predetermined areas corresponding to the enemy team are provided at intervals in the play field; and

the plurality of programs further comprise an impediment generation unit configured to impede the player character from moving between the at least two of the predetermined areas being active.

14. The game system according to claim 13 , wherein the impediment generation unit is further configured to slow the player character's movement between the at least two of the predetermined areas.

15. The game system according to claim 7 , wherein

the special character among the neutral characters appears at a predetermined position in the play field.

16. The game system according to claim 1 , wherein

a time limit in which the game is executable is preset, and an extension area configured to extend the time limit is provided in the play field, and

the plurality of programs further comprise a time limit control unit configured to extend the time limit in response a character belonging to either the ally team or the enemy team exists within a predetermined range from the extension base for at least a predetermined time.

17. A method performed at a game system comprising a server, a plurality of terminals and a communication network connecting the server and the plurality of terminal for bidirectional communication, wherein an ally team to which a player at a respective one of the plurality of terminals belongs and an enemy team to which a player at a respective one of the plurality of terminals belongs compete in a play field of a multiplayer online game hosted by the server, the method comprising:

controlling actions of a player character in the play field based on instructions of the player from a corresponding terminal;

adding a predetermined number of points associated with a neutral character not belonging to either the ally team or the enemy team to a point value associated with the player character in response to the neutral character reaching a predetermined state relative to the player character;

converting the point value associated with the player character to a score of the ally team when the player character is located in a predetermined area provided in the play field and completes a score transferring operation; and

determining an outcome of the game by comparing scores associated with the ally team and the enemy team and causing the outcome of the game to be delivered to the corresponding terminal via the communication network and displayed to the player by a display unit at the corresponding terminal.

18. The method according to claim 17 , further comprising converting the neutral character to a state facilitating the ally team to obtain scores after the neutral character is defeated by the player character.

19. A non-transitory computer-readable storage medium storing computer programs that, when executed by a game system comprising a server, a plurality of terminals and a communication network connecting the server and the plurality of terminal for bidirectional communication, wherein an ally team to which a player at a respective one of the plurality of terminals belongs and an enemy team to which a player at a respective one of the plurality of terminals belongs compete in a play field of a multiplayer online game hosted by the server, causes the game system to perform a plurality of operations including:

controlling actions of a player character in the play field based on instructions of the player from a corresponding terminal;

adding a predetermined number of points associated with a neutral character not belonging to either the ally team or the enemy team to a point value associated with the player character in response to the neutral character reaching a predetermined state relative to the player character;

converting the point value associated with the player character to a score of the ally team when the player character is located in a predetermined area provided in the play field and completes a score transferring operation; and

determining an outcome of the game by comparing scores associated with the ally team and the enemy team and causing the outcome of the game to be delivered to the corresponding terminal via the communication network and displayed to the player by a display unit at the corresponding terminal.

20. The non-transitory computer-readable storage medium according to claim 19 , wherein the plurality of operations further comprise converting the neutral character to a state facilitating the ally team to obtain scores after the neutral character is defeated by the player character.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 7, 2022
From: SUENAGA, YASUNORI; HOSHINO, MASAAKI; SERA, NORIHIRO; JI, ZEFENG; YANG, SIQIN; LI, WENYI
To: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED; THE POKEMON COMPANY
Reel/Frame 061019/0196 →
Priority Claims (1)
JP 2020-108119 · Jun 23, 2020 · national
Continuity (2)
Continuation PCTJP2021007858 · Mar 2, 2021
Related Publication 20220387891A1 · Dec 8, 2022
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Cited By (1)
US 12,427,421