Multi-access online game system and method for controlling game for use in the multi-access online game system
First Claim
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.
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Accused Products
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.
7 Citations
15 Claims
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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:
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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. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A non-transitory computer-readable storage medium comprising an executable program, which when executed, causes performance of the following steps:
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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.
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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:
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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. - View Dependent Claims (9)
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10. A multi-access online game system for controlling a game of player characters corresponding to a plurality of user clients comprising:
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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. - View Dependent Claims (11, 12, 13, 14, 15)
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Specification