Server system, game device, control method, program, and information storage medium
First Claim
1. A server system that is communicably connected to a game device that is installed in a game operating entity, the server system comprising:
- a memory; and
at least one processor that is configured to;
perform at least one of a load process and a save process, the load process reading from the server system user data about a player who plays a game using the game device installed in the game operating entity and transmitting the user data to the game device before the player starts playing the game, the save process receiving game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and
perform a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein;
the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; and
the game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
4 Assignments
0 Petitions
Accused Products
Abstract
A server system that is communicably connected to a game device that is installed in a game operating entity includes a game data storage section, a read section that reads user data about a player, a transmission section that transmits the user data to the game device before the player starts playing the game, a reception section that receives game result data from the game device after the player has finished playing the game, a write section that writes the game result data into the game data storage section, and a charging section that performs a charging process that charges the game operating entity for at least one of a load process and a save process, the load process reading the user data and transmitting the user data to the game device, and the save process receiving the game result data from the game device and writing the game result data into the game data storage section.
48 Citations
31 Claims
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1. A server system that is communicably connected to a game device that is installed in a game operating entity, the server system comprising:
a memory; and at least one processor that is configured to; perform at least one of a load process and a save process, the load process reading from the server system user data about a player who plays a game using the game device installed in the game operating entity and transmitting the user data to the game device before the player starts playing the game, the save process receiving game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and perform a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.- View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 13, 14, 15, 16, 17, 18, 19, 20, 21)
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9. A server system that is communicably connected to a game device that is installed in a game operating entity, the server system comprising:
a memory; and at least one processor that is configured to; perform a load process and a save process, the load process reading user data from the server system about a player who plays a game using the game device installed in the game operating entity and transmitting the user data and charging session identification information that is linked to the user data to the game device before the player starts playing the game, the save process receiving the charging session identification information and game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and perform a charging process that charges the game operating entity using the received charging session identification information, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.- View Dependent Claims (10, 11, 12)
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22. A game device that is communicably connected to a server system, the game device comprising:
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a memory and at least one processor, the processor configured to; receive user data from the server system; perform a game process using the received user data; transmit game result data obtained by the game process to the server system; and interface between the game device and a player'"'"'s storage device; and the server system comprising; a memory and at least one processor that is configured to; perform at least one of a load process and a save process, the load process reading from the server system the user data about a player who plays a game using the game device installed in the game operating entity and transmitting the user data to the game device before the player starts playing the game, the save process receiving the game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and perform a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of; a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time. - View Dependent Claims (23, 24, 25)
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26. A control method that is implemented by a server system that is communicably connected to a game device that is installed in a game operating entity, the method comprising:
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performing at least one of a load process and a save process, the load process reading user data about a player who plays a game using the game device installed in the game operating entity from the server system and transmitting the user data to the game device before the player starts playing the game, the save process receiving game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and performing a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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27. A control method that is implemented by a server system that is communicably connected to a game device that is installed in a game operating entity, the method comprising:
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performing at least one of a load process and a save process, the load process reading user data about a player who plays a game using the game device installed in the game operating entity from the server system and transmitting the user data and charging session identification information that is linked to the user data to the game device before the player starts playing the game, the save process receiving the charging session identification information and game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and performing a charging process that charges the game operating entity using the received charging session identification information, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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28. A computer program product comprising a non-transitory computer-readable medium storing a program, the program causing a computer to:
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perform at least one of a load process and a save process, the load process reading user data about a player who plays a game using a game device installed in a game operating entity from a server system and transmitting the user data to the game device before the player starts playing the game, the save process receiving game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and perform a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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29. A computer program product comprising a non-transitory computer-readable medium storing a program, the program causing a computer to:
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perform at least one of a load process and a save process, the load process reading user data about a player who plays a game using a game device installed in a game operating entity from a server system and transmitting the user data and charging session identification information that is linked to the user data to the game device before the player starts playing the game, the save process receiving the charging session identification information and game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and perform a charging process that charges the game operating entity using the received charging session identification information, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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30. A non-transitory computer-readable information storage medium storing a program that when executed by at least one processor performs the following processes:
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at least one of a load process and a save process, the load process reading user data about a player who plays a game using a game device installed in a game operating entity from a server system and transmitting the user data to the game device before the player starts playing the game, the save process receiving game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and a charging process that charges the game operating entity for at least one of the reading from the server system during the load process and the writing to the server system during the save process, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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31. A non-transitory computer-readable information storage medium storing a program that when executed by at least one processor performs the following processes:
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at least one of a load process and a save process, the load process reading user data about a player who plays a game using a game device installed in a game operating entity from a server system and transmitting the user data and charging session identification information that is linked to the user data to the game device before the player starts playing the game, the save process receiving the charging session identification information and game result data about the player obtained by the game device from the game device after the player has finished playing the game and writing the received game result data to the server system; and a charging process that charges the game operating entity using the received charging session identification information, wherein; the user data comprises at least one of;
a team ID, a team name, a grade ID, an experience value, a team emblem ID, a title ID, a player-versus-player win count, a player-versus-player loss count, a mobile member determination flag, and team points; andthe game result data comprises at least one of;
a game device ID, a game operating entity ID, a team ID, a character DBID, a player-versus-player win count, a player-versus-player loss count, a player-versus-ghost win count, a player-versus-ghost loss count, a player-versus-CPU win count, a player-versus-CPU loss count, a grade ID, an experience value, a play time, user points, team points, a player-versus-CPU clear time.
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Specification