Game providing device and game providing method
The game providing device and method facilitate smooth character movement between game channels using meeting points, ensuring server balance and user immersion, addressing the challenge of channel transitions in multiplayer games.
Patent Information
- Application Number
- JP2025526642
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-10
- Filing Date
- 2023-09-26
- Publication Date
- 2025-12-09
AI Technical Summary
Existing multiplayer online role-playing games (MORPGs) face challenges in maintaining balance between game servers when there is a difference in the number of connected users between servers, or in some cases, moving users to another server in order to operate only some of the servers, presents a difficult problem.
A game providing device and method that allows a user's character to seamlessly transition between game channels by using meeting points within the game space, maintaining balance and immersion through graphical effects and strategic channel changes.
Enables users to move between game channels without disrupting gameplay, maintains server balance, and enhances user experience by allowing character merging and compensation, thus improving player engagement and server efficiency.
Smart Images

Figure 2025539734000001_ABST
Abstract
Description
[Technical Field]
[0001] The embodiments disclosed herein relate to a game providing method and device, and more particularly to a game providing device and method that allows a user's character to join a new channel continuously and naturally during game execution. [Background technology]
[0002] In games played by many users together, such as MORPGs (Multiplayer Online Role-Playing Games), multiple game servers are often operated to process user data simultaneously in real time. In such cases, each server operates the game independently, although it uses the same game space as the background. In such cases, for a user to move to another server, they must terminate the game on the currently connected server and connect to another server. Furthermore, from the perspective of the game operator, maintaining a balance when there is a difference in the number of connected users between servers, or in some cases, moving users to another server in order to operate only some of the servers, presents a difficult problem.
[0003] Meanwhile, in recent years, online games such as RPG games have often provided independent game spaces for each user group entering a specific area by copying the spatial data of that area or creating a new one based on a pattern each time a user enters that area. While the same game space background is used for each user group entering a specific area, a space where only that user group can play independently is typically called an instance dungeon. When playing a game in an instance dungeon, it is difficult for users to move to other instance dungeons, and users in different instance dungeons cannot meet each other. Therefore, even if there are no other users to play with in the instance dungeon, users must either continue playing alone or stop playing the dungeon, which is inconvenient.
[0004] In this way, in order to meet users on other channels that are essentially the same game background but are separated into different servers or instances, it is common for users to leave the channel themselves and then select and connect to another channel.
[0005] However, this type of movement method has the problem of preventing continuous gameplay and hindering immersion in the game.
[0006] In this regard, Korean Patent Publication No. 10-2013-0143165 discloses a "Party Member Matching System and Matching Method for Online Games." This prior document discloses that when player characters form a party in an online game, player characters with a high relationship with each other are automatically matched to belong to the same party.
[0007] However, even these prior art documents do not provide a technical means for allowing users belonging to different channels to join into a single channel, and therefore, the conventional problem of difficulty in allowing users of different channels to meet each other or to move between channels cannot be resolved.
[0008] Therefore, a technique to solve the above-mentioned problems has become necessary.
[0009] On the other hand, the above-mentioned background art is technical information that the inventor possesses for the purpose of deriving the present invention or that he acquired in the process of deriving the present invention, and is not necessarily publicly known art that was made public to the general public prior to the filing of the present invention. Summary of the Invention [Problem to be solved by the invention]
[0010] The embodiments disclosed herein aim to provide a game providing device and a game providing method that allow a user to easily move to another channel while playing a game.
[0011] In addition, the embodiments aim to provide a game providing device and a game providing method that do not hinder game immersion by continuously providing a game interface even when the channel to which the user's character belongs is changed, just as when the channel is not changed.
[0012] The purpose of the present embodiment is to provide a game providing device and a game providing method that can maintain balance between channels by controlling channel movement and character merging taking into account the number of people and game execution status for each channel.
[0013] Another object of the present invention is to provide a game providing device and a game providing method that provide appropriate compensation to users who join the same channel and play a game together. [Means for solving the problem]
[0014] As a technical means for achieving the above-mentioned technical object, according to one embodiment, a game providing device may include: a storage unit for storing data about a game space in which one or more meeting points are set; an input / output unit for providing a game screen of one channel with the game space as a background to the user so that the user's character can move within the game space and play a game; and a control unit for determining whether to change the channel to which the user's character belongs when the user's character reaches the meeting point, selecting another channel to which the user's character will meet, and merging the user's character into the selected channel.
[0015] According to one embodiment, a game providing method performed by a game providing device may include the steps of: providing a user with a game screen of one channel set against a background of a game space in which one or more meeting points are set; determining whether to change the channel to which the user's character belongs when the user's character reaches the meeting point; selecting another channel in which the user's character will meet from other channels set against the background of the game space when it is determined that the channel to which the user's character belongs should be changed; and merging the user's character into the selected channel.
[0016] According to yet another embodiment, a computer-readable recording medium having a program recorded thereon for executing a method for providing a game includes providing a user with a game screen of one channel against a background of a game space having one or more meeting points set therein, determining whether to change the channel to which the user's character belongs when the user's character reaches the meeting point, and, if it is determined that the channel to which the user's character belongs should be changed, selecting another channel in which the user's character will join from among other channels against a background of the game space, and joining the user's character into the selected channel.
[0017] According to yet another embodiment, a computer program stored on a medium for being executed by a game providing device and for performing a game providing method is disclosed, the game providing method including: providing a user with a game screen of one channel against the background of a game space having one or more meeting points set therein; determining whether to change the channel to which the user's character belongs when the user's character reaches the meeting point; selecting another channel in which the user's character will join from other channels against the background of the game space when it is determined to change the channel to which the user's character belongs; and joining the user's character to the selected channel. [Effects of the Invention]
[0018] According to any one of the above-mentioned means for solving the problems, the embodiments disclosed in this specification can provide a game providing device and a game providing method that allow a user to easily move to other channels while playing a game.
[0019] Furthermore, the embodiments provide a game providing device and a game providing method that do not hinder game immersion by continuously providing a game interface even when the channel to which the user's character belongs is changed, just as when the channel is not changed.
[0020] Furthermore, the embodiment can provide a game providing device and a game providing method that can maintain balance between channels by controlling channel movement and character merging in consideration of the number of people and game execution status for each channel.
[0021] Furthermore, the embodiments may provide a game providing device and a game providing method that provide appropriate compensation to users who join the same channel and play a game together.
[0022] The effects obtained by the disclosed embodiments are not limited to those mentioned above, and other effects not mentioned will be clearly understood by those skilled in the art to which the disclosed embodiments pertain from the following description. [Brief explanation of the drawings]
[0023] [Figure 1] 1 is a block diagram showing the configuration of a game providing device according to an embodiment; [Figure 2] 1 is an exemplary diagram illustrating a game space provided by a game providing device according to an embodiment; [Figure 3] 10 is an exemplary diagram illustrating a meeting point in a game space provided by a game providing device according to an embodiment; [Figure 4] 10 is an exemplary diagram illustrating a channel change of a character in a game providing device according to an embodiment. FIG. [Figure 5] 1 is a flowchart illustrating a game providing method executed by a game providing device according to an embodiment. [Figure 6] 1 is a flowchart illustrating a game providing method executed by a game providing device according to an embodiment. [Figure 7] 1 is a flowchart illustrating a game providing method executed by a game providing device according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0024] Various embodiments will be described in detail below with reference to the accompanying drawings. The embodiments described below may be implemented in various modified forms. In order to more clearly describe the features of the embodiments, detailed descriptions of matters that are well known to those skilled in the art to which the following embodiments pertain will be omitted. In addition, parts of the drawings that are not relevant to the description of the embodiments will be omitted, and similar parts will be designated by similar reference numerals throughout the specification.
[0025] Throughout the specification, when a certain component is said to be "connected" to another component, this includes not only "directly connected" but also "connected via another component in between." Furthermore, when a certain component is said to "include" another component, this does not exclude the other component, but means that the other component may also be included, unless otherwise specified.
[0026] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings.
[0027] FIG. 1 is a block diagram showing the configuration of a game providing device according to one embodiment, FIG. 2 is an exemplary diagram for explaining a game space provided by the game providing device according to one embodiment, FIG. 3 is an exemplary diagram for explaining a junction point in a game space provided by the game providing device according to one embodiment, and FIG. 4 is an exemplary diagram for explaining channel movement of a character by the game providing device according to one embodiment.
[0028] Here, the game providing device 100 may be a computing device that executes a game program, constructs a game screen, and outputs the constructed game screen to provide a game to a user. Here, the game may be a typical online game. In particular, in one embodiment, the game may be a role-playing game in which a user's character moves around a three-dimensional game space and collects or hunts specific objects. During the game, an image of the three-dimensional space captured from the first-person perspective of the user's character or from a third-person perspective around the user's character may be constructed as a game screen and provided to each user.
[0029] The game providing device 100 may be implemented as an electronic terminal in which an application such as a game program is installed, or may be implemented as a server or a server-client system. When the game providing device 100 is implemented as a server-client system, it may include an electronic terminal in which a client is installed for interaction with a user.
[0030] Here, the electronic terminal may be implemented as a computer, a portable terminal, a television, a wearable device, or the like, which may include an interface that allows interaction with a user. Here, the computer may include, for example, a notebook PC, a desktop PC, or a laptop PC equipped with a web browser, and the portable terminal may include, for example, a wireless communication device that ensures portability and mobility, such as a Personal Communication System (PCS), a Personal Digital Cellular (PDC), a Personal Handyphone System (PHS), a Personal Digital Assistant (PDA), a Global System for Mobile communications (GSM), an International Mobile Telecommunication (IMT)-2000, a Code Division Multiple Access (CDMA)-2000, a W-Code Division Multiple Access (W-CDMA), a Wireless Broadband Internet (Wibro), a smartphone, a Mobile Worldwide Interoperability for Microwave Access (Mobile WiMAX), etc. The television may include Internet Protocol Television (IPTV), Internet Television, terrestrial TV, cable TV, etc. A wearable device is a type of information processing device that can be worn directly on the human body, such as a watch, glasses, accessory, clothing, or footwear, and can be connected to a remote server or other terminal via a network, either directly or through another information processing device.
[0031] The server may be implemented by a computer that can communicate with an electronic terminal that has a built-in application or web browser for user interaction via a network, or may be implemented by a cloud computer server. The server may also include a storage device that can store data, or may store data via a third server.
[0032] The configuration of the game providing device 100 according to one embodiment will be described in detail below.
[0033] Referring to FIG. 1, a game providing device 100 according to an embodiment may include a storage unit 110, an input / output unit 120, and a control unit .
[0034] The storage unit 110 may store various data necessary for running a game, such as an operating system of the game-providing device 100, an application for providing the game, and data for managing the game-providing device 100. The storage unit 110 may also store data about a virtual three-dimensional game space in which the game is played. Here, the data about the game space may include data related to a game map, information about various objects placed in the game map, images of each object, information about the space occupied by the object, the name of the object, information about the action or movement of the object, etc. The storage unit 110 may also store data about multiple game spaces, each separated from the other, for each area that can be provided to a user in a game.
[0035] 2, the storage unit 110 may store data on a first game space 201 that can be accessed by all users in real time, and a second game space 202 that is divided into a plurality of channels and can be used independently only by users belonging to the channels. Here, the data on the second game space 202 may be commonly used to configure each of the channels 202a to 202d.
[0036] Meanwhile, in the data about the game space stored in the storage unit 110, one or more junction points may be preset in the game space. A junction point is a specific area or object preset in the game space. When a user's character reaches the junction point, it determines whether to change channels and merge with another channel. That is, a junction point is an area or object located at a specific position in the game space, and is a point where the user's character's channel changes. For example, a junction point may be preset in a place with topographical or structural features that prevent the view of the next area from being displayed until the user passes through the area, such as a winding alley or passage, a dark area, a foggy area, or a closed gate. In particular, a junction point may be set in an area where a "view interruption graphic effect," described below, is provided.
[0037] The storage unit 110 may store information about users and their characters, and may record information about each channel and information about user characters belonging to the channel. For example, the storage unit 110 may assign a channel identifier to each instance dungeon each time an instance dungeon is generated, and register and record identifiers of user characters belonging to the instance dungeon in the channel identifier. As a result, the control unit 130 (described later) may identify user characters belonging to each channel, process inputs from users belonging to the channel for each instance dungeon, construct a game screen, and provide the game screen to the user. For example, the storage unit 110 may record identifiers of user characters "A" and "B" associated with the first channel 202a with the second game space as the background in FIG. 2.
[0038] Here, a "channel" refers to a game unit that is separated from one another and executed independently, but in the same game space. For example, a game or instance dungeon executed independently by each server may be a "channel." Alternatively, for example, in a shooting game, each unit game executed individually by each user group may be recognized as a channel if it is executed in the same game space.
[0039] Meanwhile, the input / output unit 120 is configured to provide a game screen to the user, receive commands corresponding to the game screen from the user, and enable interaction between the user and the game providing device 100, and may include an input unit for receiving user input and an output unit for displaying information, symbols, etc. required for game execution. For example, the input / output unit 120 may include an operation panel for receiving user input and a display panel for displaying a screen.
[0040] Specifically, the input unit may include a device capable of receiving various types of user input, such as a keyboard, physical buttons, a touch screen, a camera, a microphone, etc. The output unit may include a display panel, a speaker, a headset, etc. However, without being limited thereto, the input / output unit 120 may include a configuration supporting various inputs and outputs.
[0041] The input / output unit 120 outputs a game screen configured using the data stored in the storage unit 110, receives real-time commands from a user, and reflects the results of processing according to the input commands on the game screen and outputs the results, allowing the user to play the actual game provided by the game providing device 100.
[0042] Meanwhile, the input / output unit 120 may provide the user with a game screen of the channel to which the user's character currently belongs, and may provide a "view-interruption graphic effect" when the user's character reaches a junction point. Here, the "view-interruption graphic effect" is a graphic effect that uses the topographical or structural characteristics of the game space, for example, a graphic effect that naturally creates an image of the user's character passing through a certain section while passing through the section, such as a winding alley or passage, a dark or foggy area, or opening a closed gate. By providing the view-interruption graphic effect when the user's character reaches the junction point, the input / output unit 120 prevents the opposite area from being exposed on the game screen before the user's character passes through the section, and after the view-interruption graphic effect is displayed for a certain period of time, e.g., several seconds, may provide an image of the next area in the section that has been passed. This view-interruption graphic effect may be provided regardless of whether the user's character merges with another channel from the junction point. In other words, even if the user's character continues playing the game in the current channel, the view-interruption graphic effect may be provided to the user at the junction point. This allows the user to play the game continuously without experiencing channel changes.
[0043] Meanwhile, when the user's character merges with another channel based on the merge point, the input / output unit 120 can provide the user with a game screen of the other channel.
[0044] Meanwhile, the game providing device 100 may include a control unit 130. The control unit 130 It controls the overall operation of the game providing device 100 and may include a processor such as a CPU.
[0045] In particular, the control unit 130 provides a game to the user. To this end, the control unit 130 configures a game screen to be provided to the user via the input / output unit 120, processes commands and data input by the user corresponding to the game screen, and reflects them back on the game screen. To this end, the control unit 130 executes an application for providing the game stored in the storage unit 110, and accesses and uses various data stored for executing the game.
[0046] The control unit 130 may generate multiple channels for the same game space, assign a user's character to one of the multiple channels, and independently execute a game for each channel. For example, when a user connects to a game, the control unit 130 may assign the user's character to one channel. Alternatively, when the user attempts to enter a specific area, such as an instanced dungeon, while playing the game, the control unit 130 may select one of the multiple channels corresponding to the instanced dungeon or create a new channel so that the user's character belongs to that channel. For example, in the embodiment shown in FIG. 2, if character "A" selects to enter an instanced dungeon corresponding to a second game space in the first game space 201, a first channel 202a may be generated, and character "A" may enter the instanced dungeon in the first channel 202a. Thereafter, if character "B" also selects to enter the second game space from the first game space 201, the control unit 130 may also allow character "B" to enter the first channel 202a to which character "A" belongs.
[0047] The control unit 130 provides users belonging to each channel with a game screen generated in accordance with the channel to which the user character belongs, and executes the game by receiving control commands for the characters from a plurality of users.
[0048] The control unit 130 monitors whether the user's character reaches a predetermined meeting point within the game space while the game is being played. Specifically, the control unit 130 may monitor whether the position of the user's character is approaching the location where the meeting point is set. According to the embodiment shown in FIG. 3, the meeting point may be set at a specific location within the game, an area 302 within a certain distance from the specific location, or a game object 303. For example, the meeting point may be set at an object 303 such as a doorway that serves as a passageway to another area, or an area 302 close to the doorway.
[0049] When the user's character approaches a preset meeting point, the control unit 130 determines whether to move the user's character to another channel, i.e., whether to change the channel to which the user's character belongs, and then selects another channel to which the user's character will join if a channel change is determined. Here, the control unit 130 may perform necessary calculations in stages when the user's character approaches the meeting point, and then execute the channel change when the user's character completely reaches the meeting point. For example, when the user's character approaches the meeting point, the control unit 130 may first determine whether to change the user's character's channel and select another channel. Then, when the user's character leaves the meeting point again, the control unit 130 may not change the user's character's channel, and when the user's character completely reaches the meeting point, the control unit 130 may move the user's character to another channel. Of course, according to an embodiment, the control unit 130 may perform necessary calculations when the user's character arrives at the meeting point and then immediately execute the channel change.
[0050] Alternatively, in an embodiment such as that shown in FIG. 3, when the user's character enters an area 302 near the entrance / exit, the control unit 130 determines whether to move the user's character to another channel, selects the other channel, and only when the user inputs a command to perform an operation for the character to open the entrance / exit 303 can it perform an operation for the user's character to merge into the other channel.
[0051] Meanwhile, the control unit 130 may provide a view interruption graphic effect to the user when the character reaches a junction via the input / output unit 120. As described above, the view interruption graphic effect may be a graphic effect provided in a section through which the user's character must pass in order to move to the next section.
[0052] Here, the game space may include multiple different areas based on a meeting point. For example, as shown in Figure 4, the game space may include multiple sequentially accessible areas 404. For example, when a user character enters an instance dungeon, the control unit 130 may provide a first area of the game space, and when the user character reaches a meeting point in the form of a doorway, the control unit 130 may provide a view interruption graphic effect and then provide a second area of the game space.
[0053] In this way, when the game space is configured to include a plurality of areas that are provided sequentially, a meeting point can be set between each area.
[0054] When the user's character reaches a meeting point and determines whether to change the channel to which the user's character belongs, the control unit 130 may determine to change the channel to which the user's character belongs if the number of characters belonging to the channel to which the user's character belongs is less than a preset minimum number of members. For example, in the embodiment shown in Figure 4, three different channels 401, 402, and 403 are created for the same game space. Here, since the number of characters belonging to the first channel 401 is equal to or greater than the preset minimum number of members, the control unit 130 may determine not to change the character's channel even when the character belonging to the first channel 401 reaches the meeting point.
[0055] 4, due to a user leaving or an insufficient number of joining users in the second channel 402, only two characters, "E" and "F," can play the game in the first area of the game space. Therefore, when the character "F" reaches the joining point, the control unit 130 can move the character "F" to another channel, for example, the first channel 401.
[0056] In this way, the control unit 130 can determine whether to change the channel by taking into consideration the total number of characters belonging to the channel to which the user's character belongs. Of course, the control unit 130 can also determine whether to change the channel of the user's character by taking into consideration the status and number of members of other channels.
[0057] Meanwhile, the control unit 130 may search for other channels in which the user's character may join. The control unit 130 may select, from among other channels that have the same game space background as the channel to which the user's character belongs, a channel in which the number of characters belonging to the channel is less than a preset maximum number of members, as the channel in which the user's character may join. In addition, according to an embodiment, the control unit 130 may select, from among other channels, another channel in which the number of characters belonging to the channel is equal to or greater than a preset minimum number of members but less than a preset maximum number of members.
[0058] In addition, the control unit 130 may selectively select another channel having a game progress level corresponding to the meeting point reached by the user's character as another channel where the user's character will meet. For example, in the embodiment shown in FIG. 4, when the user's character "E" reaches the meeting point in the second area of the game space, the control unit 130 may select, from the other channels searched, the third channel 403 where one or more characters belonging to the channel have entered the third area, as another channel where the user's character will meet. That is, in this case, when the game space includes multiple areas provided sequentially, the game progress level may be expressed by the area reached by the characters belonging to the channel. For example, the game progress level may be indicated by the area where the first or most characters belonging to the channel belong.
[0059] In this way, the control unit 130 can select other channels to which the user character will join, taking into consideration the number of people in other channels and the progress of the game, thereby allowing an appropriate number of characters to be placed in each channel.
[0060] On the other hand, if the user's character merges with another channel, and no more characters belong to the channel to which the user's character belongs, the control unit 130 may remove the channel without maintaining it, as shown in FIG. 4.
[0061] When the user's character reaches a joining point when merging the user's character with another channel, the control unit 130 may provide the user with a view interruption graphic effect, and while the view interruption graphic effect is being provided to the user, the control unit 130 may change and set the channel to which the user's character belongs to the selected channel. Then, after providing the view interruption graphic effect is completed, the control unit 130 may provide the user with a game screen of the selected channel and execute the game.
[0062] Here, the control unit 130 may provide a message informing the user of an encounter with another character belonging to a new channel, such as "You've met another adventurer by chance," while providing the user with a game screen of the selected channel. The control unit 130 may also provide a message informing the user of a new character joining the channel, such as "Another adventurer has joined you," to other characters belonging to the channel in which the user's character has joined. In other words, the control unit 130 may notify the user of a character meeting that occurs as a result of the change in the channel of the user's character through a message via the input / output unit 120.
[0063] Meanwhile, the control unit 130 may provide a reward to each user when the user encounters a new character by changing channels or joining another character while playing a game in a game space operated across multiple channels, such as an instanced dungeon. For example, the control unit 130 may adjust the monster difficulty relatively lower for all characters belonging to other channels to which the user's character has joined, after the joining of the user's character, to make monster hunting easier, or may apply an accompanying bonus, such as an increased attack power or increased defense power, to the accompanying characters. As another example, when play in the game space ends, for example, when an instanced dungeon is cleared, the control unit 130 may provide a clearing reward to the user of the channel, and may also provide additional compensation for playing games with the joined character.
[0064] In this way, by providing compensation to characters belonging to two or more different channels after merging them into one channel, users can have a positive experience with the character merging.
[0065] In summary, game users can experience meeting characters they could not meet in the previous area by playing a game in a specific channel, such as an instanced dungeon, and then entering the next area. If the user's character changes channels, they can meet characters in the new channel. If the user does not change channels, they can meet other characters who have joined the user's channel. In this way, users can experience meeting new characters each time they enter a new area that is provided chronologically within the game space. After meeting a new character, monster hunting becomes easier, they can receive buffs to their attack and defense power, and they can also receive additional rewards when they clear a dungeon. This allows users to accumulate positive experiences rather than the unfamiliar and inconvenient experience of meeting new characters. It also alleviates user frustration caused by characters leaving a channel and the inadequacy of maintaining the appropriate number of members in the channel.
[0066] Also, from the viewpoint of the game operator, it is rational to maintain an appropriate number of channels that match the total number of characters, rather than operating an unnecessary number of channels.
[0067] Meanwhile, although only an embodiment in which channel change is determined regardless of user selection has been described above, the user may also select channel change by themselves depending on the embodiment. The control unit 130 may set two junction points for moving from the game space to the next area. For example, two entrances for moving to the next area may be arranged side by side. The two entrances may be set as entrances for changing channels and moving to the next area, respectively, and the other may be set as an entrance for moving to the next area while maintaining the current channel.
[0068] Therefore, if the user selects to change channels, the user can select another channel to join the user's character while the view interruption graphic effect is being provided, and then, once the view interruption graphic effect is finished, the game screen of the other channel can be provided to the user. Also, if the user does not select to change channels, the view interruption graphic effect can be provided, and then, the game screen of the channel to which the user belongs can be provided to the user.
[0069] Meanwhile, as the channel change is performed using the time when the view interruption graphic effect is provided regardless of the channel change while moving from within the game to another area, the user can experience the game progressing continuously and can maintain immersion in the game.
[0070] A game providing method executed by the game providing device 100 described above will be described below.
[0071] FIG. 5 is a flowchart showing the steps of a game providing method according to an embodiment, and FIGS. 6 and 7 are flowcharts specifically showing an embodiment of step S504 of the game providing method shown in FIG.
[0072] The game providing method according to the embodiment shown in Figures 5 to 7 includes steps that are processed in chronological order in addition to the game providing device 100 shown in Figure 1. Therefore, even though the content is omitted below, the content described above regarding the game providing device 100 shown in Figure 1 can also be applied to the game providing method according to the embodiment shown in Figures 5 to 7.
[0073] 5, the game providing device 100 may provide a user with a game screen of one channel against the background of a game space in which one or more meeting points are set (S501). Here, the channel to which the user's character belongs will be referred to as the first channel, and the channel into which the user's character will newly join will be referred to as the second channel.
[0074] Then, when the user's character reaches the meeting point, the game providing device 100 may determine whether to change the channel to which the user's character belongs (S502). Here, according to an embodiment, the game providing device 100 may determine to change the channel if the number of characters belonging to the channel to which the user's character belongs is less than a preset minimum number of members. Then, when it is determined to change the channel to which the user's character belongs, the game-providing device 100 may select a second channel in which the user's character will join from among other channels that have the same game space as the first channel (S503). Here, the game-providing device 100 may consider the number of characters belonging to the other channels when selecting the second channel from among the other channels. Furthermore, the game-providing device 100 may select as the second channel another channel that has a game progress level corresponding to the joining point currently reached by the user. This allows the user to immediately meet another character when joining the second channel.
[0075] Then, the game providing device 100 may join the user's character to the selected second channel and execute the game (S504). The process by which the game providing device 100 joins the user's character to the second channel will be described in more detail below.
[0076] 6, in step S504, the game-providing device 100 may provide a visual field interruption graphic effect to the user when the user's character reaches the first channel junction and executes steps S502 and S503 (S601). Then, the game-providing device 100 may change and set the channel to which the user's character belongs from the first channel to the second channel while the visual field interruption graphic effect is being provided (S602). For example, the game-providing device 100 may register the user's character identifier in the channel identifier assigned to the second channel. In addition, the game-providing device 100 may add the user's character data to the second channel game data and perform a calculation.
[0077] Next, when the provision of the view interruption graphic effect is completed, the game providing device 100 may provide the game screen of the second channel to the user (S603).
[0078] Meanwhile, referring to FIG. 7, in step S504, when the user's character reaches the meeting point and executes steps S502 and S503, the game providing device 100 changes and sets the channel to which the user's character belongs to the second channel, and then provides other users belonging to the second channel with a message informing them of the meeting of the user's character, such as a message such as "Another adventurer has joined."
[0079] The game providing device 100 may provide a second channel game screen to the user and provide rewards to the characters belonging to the second channel while the game progresses. For example, as described above, the game providing device 100 may adjust the difficulty of monster hunting, apply buffs to the character's abilities, or add additional rewards to the final reward.
[0080] Through this process, users can meet new characters without feeling the change of channel, and can also play games with new characters and receive rewards.
[0081] The term "module" used in the above embodiments refers to software or hardware components such as FPGAs (field programmable gate arrays) or ASICs, which perform a certain function. However, the term "module" is not limited to software or hardware. A "module" may be configured to reside on an addressable storage medium or to execute one or more processors. Thus, by way of example, "module" includes components such as software components, object-oriented software components, class components, and task components, as well as processes, functions, attributes, procedures, subroutines, segments of program code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables.
[0082] The functionality provided within components and units may be combined into fewer components and units or separated into additional components and units.
[0083] Furthermore, the components and "units" may be implemented to implement one or more CPUs within a device or a secure multimedia card.
[0084] The game providing method according to the embodiment described with reference to FIGS. 5 to 7 may also be embodied in the form of a computer-readable medium storing computer-executable instructions and data. Here, the instructions and data may be stored in the form of program code, which, when executed by a processor, may generate a predetermined program module and perform a predetermined operation. The computer-readable medium may be any available medium accessible by a computer, including both volatile and nonvolatile media, and both separable and non-separable media. The computer-readable medium may also be a computer recording medium. The computer recording medium may include both volatile and non-volatile, separable and non-separable media embodied by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. For example, the computer recording medium may be a magnetic storage medium such as a hard disk drive (HDD) or solid-state drive (SSD), an optical storage medium such as a CD, DVD, or Blu-ray disc, or a memory included in a server accessible via a network.
[0085] 5 to 7 may be implemented as a computer program (or a computer program product) including computer-executable instructions. The computer program includes programmable machine instructions processed by a processor, and may be implemented in a high-level programming language, an object-oriented programming language, an assembly language, a machine language, or the like. The computer program may be recorded on any type of computer-readable recording medium (e.g., a memory, a hard disk, a magnetic / optical medium, or a solid-state drive (SSD)).
[0086] Therefore, the game providing method according to the embodiment described with reference to Figures 5 to 7 can be implemented by executing the above-mentioned computer program on a computing device. The computing device can include at least a processor, a memory, a storage device, a high-speed interface connected to the memory and a high-speed expansion port, and a low-speed interface connected to a low-speed bus and the storage device. Each of these components is connected to each other using various buses and can be mounted on a common motherboard or in other suitable manners.
[0087] Here, the processor may process instructions within a computing device. Such instructions may include instructions stored in a memory or storage device for displaying graphic information to provide a GUI (Graphical User Interface) on an external input and output device, such as a display connected to a high-speed interface. In other embodiments, multiple processors and / or multiple buses may be used, along with multiple memories and memory types, as appropriate. The processor may also be implemented as a chipset, which may include multiple independent analog and / or digital processors.
[0088] Also, memory stores information within a computing device. As an example, memory may be comprised of a volatile memory unit or collection thereof. As another example, memory may be comprised of a non-volatile memory unit or collection thereof. Memory may also be in other forms of computer-readable media, such as, for example, a magnetic or optical disk.
[0089] The storage device can provide a large amount of storage space to a computing device. The storage device may be a computer-readable medium or a configuration that includes such a medium, such as a device in a Storage Area Network (SAN) or other configuration, and may be a floppy disk drive, hard disk drive, optical disk drive, tape drive, flash memory, or other similar semiconductor memory device or device array.
[0090] The above-described embodiments are merely illustrative, and those skilled in the art will understand that the above-described embodiments may be easily modified into other specific forms without changing the technical ideas or essential features of the above-described embodiments. Therefore, it should be understood that the above-described embodiments are illustrative in all respects and are not limiting. For example, each component described as a single component may be implemented in a distributed form, and similarly, each component described as a distributed component may be implemented in a combined form.
[0091] The scope of protection sought by this specification is determined by the claims below rather than the above detailed description, and should be construed to include all modifications or variations derived from the meaning and scope of the claims and their equivalents.
Claims
1. A game providing device, a storage unit for storing data about a game space in which one or more meeting points are set; an input / output unit that provides the user with a game screen of one channel with the game space as a background so that the user's character can move around and play a game within the game space, and receives input from the user; a control unit that, when the user's character reaches the meeting point, determines whether to change the channel to which the user's character belongs, selects another channel to which the user's character will meet, and causes the user's character to meet in the selected channel.
2. 2. The game providing device of claim 1, wherein the control unit generates a plurality of channels that are separated from each other for the same game space, causes the user to belong to one of the plurality of channels, executes a game independently for each channel, and determines whether to change the channel of the user's character and the channel to which the user's character will join, taking into consideration at least one of the number of characters belonging to each channel and the game progress for each channel.
3. 2. The game providing device of claim 1, wherein the control unit provides a visual field interruption graphic effect to the user when the user's character reaches the meeting point, changes and sets a channel to which the user's character belongs to a selected channel while the visual field interruption graphic effect is provided to the user, and when the provision of the visual field interruption graphic effect is completed, provides a game screen of the selected channel to the user and executes the game.
4. 2. The game providing device according to claim 1, wherein the control unit changes and sets the channel to which the user's character belongs to the selected channel, provides the user with a game screen of the selected channel to run the game, and provides a message to other users belonging to the selected channel informing them of the joining of the user's character.
5. 2. The game providing device of claim 1, wherein the control unit changes and sets the channel to which the user's character belongs to a selected channel, provides the user with a game screen of the selected channel to run a game, and provides compensation to at least one of the user and the other users who belong to the selected channel.
6. 2. The game providing device of claim 1, wherein the control unit determines whether to change the channel to which the user's character belongs when the user's character reaches the meeting point, selects another channel to which the user's character will join, and then, when the user's character performs a preset action at the meeting point, causes the user's character to join the selected channel.
7. The game providing device according to claim 2 , wherein the control unit determines to change the channel to which the user's character belongs when the number of characters belonging to the channel to which the user's character belongs is less than a preset minimum number of members.
8. 3. The game providing device of claim 2, wherein the control unit searches for other channels where the user's character can join, and selects, from the searched other channels, another channel where the number of characters is less than a preset maximum number of people and where the game progress corresponds to the joining point reached by the user's character, as the other channel where the user's character can join.
9. A game providing method executed by a game providing device, providing a user with a game screen of one channel against a background of a game space in which one or more meeting points are set; When the user's character arrives at the meeting point, determining whether to change the channel to which the user's character belongs; When it is determined that the channel to which the user's character belongs is to be changed, selecting another channel in which the user's character will join from among other channels having the game space as a background; and joining the user's character to the selected channel.
10. The step of determining whether to change the channel comprises: The game providing method according to claim 9, further comprising a step of determining to change the channel to which the user's character belongs when the number of characters belonging to the channel to which the user's character belongs is less than a preset minimum number of members.
11. The step of selecting another channel comprises:
10. The game providing method of claim 9, further comprising: selecting another channel having the same background as the game space, in which the number of characters is less than a preset maximum number of players and which has a game progress corresponding to the meeting point reached by the user's character.
12. The joining step includes: providing a visual field interruption graphic effect to the user when the user's character reaches the meeting point; changing and setting a channel to which the user's character belongs to a selected channel while a visual field interruption graphic effect is provided to the user; 10. The game providing method of claim 9, further comprising: when the provision of the view interruption graphic effect is completed, providing the user with a game screen of the selected channel and executing the game.
13. The joining step includes: When the user's character arrives at the meeting point, changing and setting the channel to which the user's character belongs to the selected channel; providing a message to other users belonging to the selected channel informing them of the joining of the user's character; providing the user with a game screen of the selected channel and playing a game; The method of claim 9 , further comprising: providing a reward to a user of a character belonging to the selected channel.
14. A computer-readable recording medium having a program recorded thereon for executing the method of claim 9.
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