Communication game system and processing method thereof
First Claim
1. A communication game system comprising:
- a game server system; and
a plurality of client systems formed in a single group and communicatively coupled with the game server system, wherein each of the plurality of client systems is configured to selectively send and receive messages to any client system and further comprise;
communicating device for receiving chat information created by a first game watching player, which is sent by the game server system, and further for sending chat information, created by a second game watching player, to the game server system, wherein the received chat information and the sent chat information relate to a contemporaneously ongoing game being played by fighting players; and
display means for superposing the selectively sent and received messages on a game screen corresponding to the client systems, superposing the received chat information on a game screen corresponding to the game watching player, and superposing messages created by one or more fighting players on a game screen corresponding to the fighting players while not superposing the received chat information on the game screen corresponding to the fighting players.
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Accused Products
Abstract
This communication game system comprises a client system 1 and a game server system 2 for communicating with the client system 1. The game server system 2 comprises a database 21 for storing group information which relates a plurality of client systems to each other as a battle group. The game server system 2 is structured to decide a battle combination among the client systems 1 belonging to the same battle group, to perform a battle by managing the sending and receiving of data between the client systems determined by the above-mentioned combination, and to decide the next combination in accordance with the results of the battle. Each client system 1 has its own character select function and chat function when watching games.
222 Citations
4 Claims
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1. A communication game system comprising:
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a game server system; and
a plurality of client systems formed in a single group and communicatively coupled with the game server system, wherein each of the plurality of client systems is configured to selectively send and receive messages to any client system and further comprise;
communicating device for receiving chat information created by a first game watching player, which is sent by the game server system, and further for sending chat information, created by a second game watching player, to the game server system, wherein the received chat information and the sent chat information relate to a contemporaneously ongoing game being played by fighting players; and
display means for superposing the selectively sent and received messages on a game screen corresponding to the client systems, superposing the received chat information on a game screen corresponding to the game watching player, and superposing messages created by one or more fighting players on a game screen corresponding to the fighting players while not superposing the received chat information on the game screen corresponding to the fighting players. - View Dependent Claims (2, 3)
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4. A communication game system comprising:
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a game server system; and
a plurality of client systems formed in a single group and communicatively coupled with the game server system, wherein each of the plurality of client systems is configured to selectively send and receive messages to any client system and further comprise;
a communicating device for receiving chat information created by a first game watching player, which is sent by the game server system, and further for sending chat information, created by a second game watching player, to the game server system, wherein the received chat information and the sent chat information relate to a contemporaneously ongoing game being played between fighting players;
display means for superposing the received chat information on a game screen corresponding to the same watching player, and superposing messages created by one or more fighting players on a game screen corresponding to the fighting players while not superposing the received chat information on the game screen corresponding to the fighting players; and
means for exchanging the selectively sent and received messages only between a client system in a game watching state of the game and a client system which is presently furthering the game.
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Specification