Game system and server

The game system and server architecture synchronizes game history data across different platforms, enhancing engagement by enabling item acquisition and continuation, thus promoting play on specific platforms like arcade machines.

JP2026073822APending Publication Date: 2026-05-01CAPCOM CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-10-18
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing game systems with cross-play functionality do not effectively promote play on specific platforms, leading to a lack of engagement and potential loss of revenue from platforms like arcade game machines.

Method used

A game system and server architecture that allows game history information from one platform to be transmitted and stored, enabling seamless continuation of gameplay and item acquisition across different hardware platforms, such as arcade machines and home consoles, by using a centralized server to manage and synchronize game history data.

Benefits of technology

Enhances gameplay engagement on specific platforms by allowing players to acquire exclusive items on one platform, which can be used on another, thereby promoting play and revitalizing arcade game machines.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026073822000001_ABST
    Figure 2026073822000001_ABST
Patent Text Reader

Abstract

The objective of this invention is to provide a game system and server that can facilitate gameplay on a specific platform in games that enable cross-play. [Solution] The second platform for the game on the second computer is different from the first platform for the game on the first computer. The first computer sends game history information to the server. The game history information indicates that the player has acquired game history by playing the first game using the first computer. The server stores the game history information. The second computer acquires game history information from the server when the player plays the second game using the second computer. The player cannot acquire the game history by playing the second game using the second computer.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a game system and a server.

Background Art

[0002] In the field of games, a function called cross-play described in non-patent literature is known. Cross-play is a function that enables communication between different models and performs cooperative play, competitive play, etc.

Prior Art Documents

Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in games where cross-play is possible, there is a desire to promote play on a specific platform.

[0005] Therefore, an object of the present invention is to provide a game system and a server that can promote play on a specific platform in a game where cross-play is possible.

Means for Solving the Problems

[0006] The first aspect is The game system consists of a first computer, a second computer, and a server. The first computer and the second computer are connected to the server in a way that allows them to communicate with it. The second platform for games on the second computer is different from the first platform for games on the first computer. The first computer transmits game history information to the server, The aforementioned game history information indicates that the player has acquired game history by playing the first game using the first computer. The server stores the game history information, The second computer obtains the game history information from the server when the player plays the second game using the second computer. The player is unable to obtain the game history by playing the second game using the second computer. This is the game system.

[0007] The second aspect is, In the first computer, the player can play the first game by performing a billing process. This is the game system described on the first side.

[0008] The third aspect is, The aforementioned first platform is a platform specifically for arcade game machines. This is the game system described in the first or second side.

[0009] The fourth aspect is, The second platform is a platform exclusively for home game consoles. The game system is one of the game systems described in either the first or third aspect.

[0010] The fifth aspect is, The aforementioned game history consists of items acquired by the player. The game system is one of the game systems described in either the first or fourth aspect.

[0011] The sixth aspect is, The aforementioned game history is the skills acquired by the character controlled by the player. The game system is one of the game systems described in either the first or fourth aspect.

[0012] The seventh aspect is, The aforementioned game history is a record of the missions completed by the player. The game system is one of the game systems described in either the first or fourth aspect.

[0013] The eighth side is, The title of the second game is the same as the title of the first game, or the series to which the title of the second game belongs is the same as the series to which the title of the first game belongs. The game system is one of the game systems described in either the first or seventh aspect.

[0014] The ninth aspect is, A server used in a game system comprising a first computer and a second computer, The first computer and the second computer are connected to the server in a way that allows them to communicate with it. The second platform for games on the second computer is different from the first platform for games on the first computer. The server obtains game history information from the first computer, The aforementioned game history information indicates that the player has acquired game history by playing the first game using the first computer. The server stores the game history information, When the player plays the second game using the second computer, the server transmits the game history information to the second computer. The player cannot obtain the game history by playing the second game using the second computer. It is a server.

Advantages of the Invention

[0015] According to the present invention, in a game enabling cross-play, play on a specific platform can be promoted.

Brief Description of the Drawings

[0016] [Figure 1] FIG. 1 is a block diagram of the game system 1. [Figure 2] FIG. 2 is a block diagram of the first computer 10. [Figure 3] FIG. 3 is a block diagram of the second computer 210. [Figure 4] FIG. 4 is a block diagram of the server 110. [Figure 5] FIG. 5 is a diagram showing a play history table. [Figure 6] FIG. 6 is a diagram showing a player management table. [Figure 7] FIG. 7 is a flowchart executed by the control device 12 of the first computer 10 and the control device 112 of the server 110. [Figure 8] FIG. 8 is a flowchart executed by the control device 212 of the second computer 210 and the control device 112 of the server 110.

Modes for Carrying Out the Invention

[0017] (Embodiment) The game system 1 according to an embodiment of the present disclosure will be described with reference to the drawings.

[0018] [Structure of Game System 1] First, I will explain the overall structure of Game System 1 with reference to the diagram. Figure 1 is a block diagram of Game System 1.

[0019] The game system 1 shown in Figure 1 comprises a first computer 10, a server 110, and a second computer 210. The first computer 10 and the second computer 210 are connected to the server 110 in a communicative manner. The network is the internet, an intranet, etc.

[0020] The first computer 10 is an information processing device used by player A. The first computer 10 is installed in a store such as an arcade. The first computer 10 is an arcade game machine. Player A can play the first game using the first computer 10.

[0021] The second computer 210 is an information processing device used by Player A. The second computer 210 is owned by Player A. The second computer 210 is, for example, a smartphone, tablet, home game console, portable game console, or personal computer. Player A can play the second game using the second computer 210. The title of the second game is the same as the title of the first game. Therefore, the story of the second game is the same as the story of the first game. However, the content of the second game is not exactly the same as the content of the first game. Specifically, the first game has items (game history) that Player A cannot obtain by playing the second game using the second computer 210.

[0022] Server 110 is a computer. Server 110 provides responses to requests from the first computer 10 and the second computer 210. Server 110 is a game server for the first computer 10 and the second computer 210 to play communication games.

[0023] [Structure of the first computer 10] Next, the structure of the first computer 10 will be explained with reference to the diagram. Figure 2 is a block diagram of the first computer 10.

[0024] As shown in Figure 2, the first computer 10 includes a control unit 12, a storage device 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, an operation unit 26, and a billing unit 28.

[0025] The storage device 14 stores programs and data. The storage device 14 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).

[0026] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)

[0027] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of information processing)

[0028] The control device 12 realizes the functions of the first computer 10 by executing the program stored in the storage device 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0029] The control device 12 includes a game history information transmission control means 120 and a billing processing means 122 as functional blocks.

[0030] The network interface 16 controls communication between the first computer 10 and external devices. The external devices are the second computer 210 and the server 110.

[0031] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is either a liquid crystal display or an organic EL (Electro-Luminescence) display.

[0032] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12.

[0033] The control unit 26 generates operation signals based on the actions of player A and outputs operation signals to the control device 12. The control unit 26 may be, for example, a gamepad, a touch panel, a keyboard or mouse, or a combination thereof. In this embodiment, the control unit 26 is a gamepad.

[0034] [Structure of the second computer 210] Next, the structure of the second computer 210 will be explained with reference to the drawings. Figure 3 is a block diagram of the second computer 210.

[0035] As shown in Figure 3, the second computer 210 includes a control unit 212, a storage device 214, a network interface 216, a graphics processing unit 218, a display 220, an audio processing unit 222, a speaker 224, and an operation unit 226.

[0036] The storage device 214 stores programs and data. The storage device 214 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).

[0037] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)

[0038] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)

[0039] The control device 212 realizes the functions of the second computer 210 by executing the program stored in the storage device 214. The control device 212 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0040] The control device 212 includes a game history information acquisition means 230 as a functional block.

[0041] The network interface 216 controls communication between the second computer 210 and external devices. The external devices are the first computer 10 and the server 110.

[0042] The graphics processing unit 218 displays an image on the display 220 based on the image data generated by the control device 212. The display 220 is either a liquid crystal display or an organic EL (Electro-Luminescence) display.

[0043] The audio processing unit 222 causes the speaker 224 to output sound based on the audio data generated by the control device 212.

[0044] The control unit 226 generates operation signals based on the actions of player A and outputs operation signals to the control device 212. The control unit 226 is, for example, a gamepad, a touch panel, a keyboard or mouse, or a combination thereof. In this embodiment, the control unit 226 is a gamepad.

[0045] Here, the first computer 10 is, for example, a home game console. Examples of home game consoles include Nintendo Switch (registered trademark) from Nintendo Corporation, PlayStation 4, PlayStation 5 (registered trademark) from Sony Interactive Entertainment Corporation, and Xbox Series X|S (registered trademark) from Microsoft Corporation. The second computer 210 is an arcade game machine. Therefore, the second platform for games in the second computer 210 is different from the first platform for games in the first computer 10. In this embodiment, the first platform is a platform dedicated to arcade game machines. The second platform is a platform dedicated to home game consoles. That is, the hardware platform of the second computer 210 is different from the hardware platform of the first computer 10. Therefore, a game program that runs on the second computer 210 cannot run on the first computer 10. A game program that runs on the first computer 10 cannot run on the second computer 210.

[0046] [Server 110 Structure] Next, the structure of server 110 will be explained with reference to the diagram. Figure 4 is a block diagram of server 110.

[0047] Server 110 is a game server. Server 110 comprises a control unit 112, a storage device 114, and a network interface 116.

[0048] The storage device 114 stores programs and data. The storage device 114 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).

[0049] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)

[0050] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)

[0051] The control device 112 implements the functions of the server 110 by executing the program stored in the storage device 114. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0052] The control device 112 includes a game history information acquisition means 320 and a game history information transmission control means 322 as functional blocks.

[0053] The network interface 116 controls communication between the server 110 and external devices. The external devices are the first computer 10 and the second computer 210.

[0054] [Game System 1 Operation] Next, the operation of game system 1 will be explained with reference to the diagrams. Figure 5 shows the play history table. Figure 6 shows the player management table. Figure 7 is a flowchart executed by the control device 12 of the first computer 10 and the control device 112 of the server 110. Figure 8 is a flowchart executed by the control device 212 of the second computer 210 and the control device 112 of the server 110.

[0055] The control unit 12 of the first computer 10 reads the game programs stored in the memory device 14, and these programs cause the control unit 12 of the first computer 10 to execute the operations described below. The programs cause the control unit 12 of the first computer 10 to execute the game history information transmission control means 120 and the billing processing means 122.

[0056] The control unit 212 of the second computer 210 reads the game programs stored in the memory device 214, and these programs cause the control unit 212 of the second computer 210 to execute the operations described below. The programs cause the control unit 212 of the second computer 210 to execute the game history information acquisition means 230.

[0057] The control device 112 of the server 110 reads the programs stored in the storage device 114, and these programs cause the control device 112 of the server 110 to execute the operations described below. The programs cause the control device 112 of the server 110 to execute the game history information acquisition means 320 and the game history information transmission control means 322.

[0058] The storage device 214 of the second computer 210 stores the play history table shown in Figure 5. The play history table contains the play history of the first and second games by player A. In this embodiment, the play history table includes player ID, level, progress, owned items, etc. Items are equipped items (weapons, armor, etc.) and consumable items (healing potions, currency, etc.). Items are a medium for triggering events when equipped or used by the player character. Events mean, for example, that parameters such as the player character's attack power change, or that the player character's HP (hit points) recover.

[0059] The storage device 114 of the server 110 stores the player management table shown in Figure 6. The player management table contains the play history of the first and second games played by multiple players. In other words, the player management table contains the play history tables of multiple players.

[0060] The details of the first operation of game system 1 will be explained below with reference to Figure 7. In the first operation, player A plays the first game using the first computer 10.

[0061] The control device 12 (billing processing means 122) of the first computer 10 waits while determining whether or not player A has made a payment (step S1). In the first computer 10, player A can play the first game by making a payment. The payment may be made by electronic payment using a smartphone owned by player A, or by player A inserting cash into the first computer 10. If player A has made a payment, this process proceeds to step S2. If player A has not made a payment, this process returns to step S1.

[0062] When Player A initiates a billing process, the control unit 12 of the first computer 10 performs a login process (step S2). More specifically, Player A inputs login information by operating the control unit 26 of the first computer 10. The login information includes the player ID and password. As a result, the control unit 12 of the first computer 10 obtains the login information.

[0063] Next, the control unit 12 of the first computer 10 transmits login information to the server 110 via the network interface 16 (step S3). In response, the network interface 116 of the server 110 receives the login information and outputs it to the control unit 112. As a result, the control unit 112 of the server 110 acquires the login information (step S11).

[0064] Next, the control unit 112 of the server 110 performs authentication processing for login information (step S12). In step S12, the control unit 112 of the server 110 confirms that player A's login is not an unauthorized login. Note that the authentication processing for login information is a general process, so a detailed explanation is omitted. Then, the control unit 112 of the server 110 sends a play permission notification to the first computer 10 via the network interface 116, indicating that player A is allowed to play the first game (step S13). Accordingly, the network interface 16 of the first computer 10 receives the play permission notification and outputs the play permission notification to the control unit 12. As a result, the control unit 12 of the first computer 10 acquires the play permission notification (step S4).

[0065] Next, the control device 12 of the first computer 10 proceeds with the first game based on the operation of the operation unit 26 by player A (step S5). Then, the control device 12 of the first computer 10 determines whether or not player A has acquired an item during the progress of the first game (step S6). This item is an item that player A cannot acquire by playing the second game using the second computer 210. More specifically, player A can acquire the item in step S6 in the first game by defeating enemy characters or opening treasure chests on the field. On the other hand, player A cannot acquire the item in step S6 in the second game by defeating enemy characters or opening treasure chests on the field. In other words, player A cannot acquire the item in step S6 between the opening and ending of the second game and in the bonus stage provided after the ending of the second game. If player A acquires the item, this process proceeds to step S7. If player A does not acquire the item, this process returns to step S5.

[0066] When Player A acquires an item, the control device 12 (game history information transmission control means 120) of the first computer 10 transmits item information (game history information) to the server 110 via the network interface 16 (step S7). The item information (game history information) indicates that Player A acquired the item (game history) by playing the first game using the first computer 10. Accordingly, the network interface 116 of the server 110 receives the item information and outputs it to the control device 112. As a result, the control device 112 (game history information acquisition means 320) of the server 110 acquires the item information from the first computer 10 (step S14).

[0067] Next, the control device 112 of the server 110 updates the user management table shown in Figure 6 based on the item information (step S15). More specifically, the control device 112 of the server 110 registers the items acquired by player A in step S6 in the owned items column of player A's play history table included in the user management table shown in Figure 6. In this way, the storage device 114 of the server 110 stores the item information (game history information).

[0068] Next, the control unit 12 of the first computer 10 determines whether or not to end the first game (step S8). In step S8, the control unit 112 of the first computer 10 determines whether or not player A has played the first game for a time equivalent to one credit. If player A has played the first game for a time equivalent to one credit, the control unit 12 of the first computer 10 determines that the first game will be ended. After this, this process ends. If player A has not played the first game for a time equivalent to one credit, the control unit 12 of the first computer 10 determines that the first game will not be ended. After this, this process returns to step S5.

[0069] The details of the second operation of game system 1 are described below with reference to Figure 8. In the second operation, player A plays the second game using the second computer 210.

[0070] First, the control unit 212 of the second computer 210 performs the login process (step S21). More specifically, player A inputs login information by operating the control unit 226 of the second computer 210. The login information includes the player ID and password. As a result, the control unit 212 of the second computer 210 obtains the login information.

[0071] Next, the control unit 212 of the second computer 210 transmits login information to the server 110 via the network interface 16 (step S22). In response, the network interface 116 of the server 110 receives the login information and outputs it to the control unit 112. As a result, the control unit 112 of the server 110 acquires the login information (step S31).

[0072] Next, the control unit 112 of the server 110 performs authentication processing for login information (step S32). In step S32, the control unit 112 of the server 110 confirms that player A's login is not an unauthorized login. Then, the control unit 112 of the server 110 sends a play permission notification to the second computer 210 via the network interface 116, indicating that player A is allowed to play the second game (step S33). Accordingly, the network interface 216 of the second computer 210 receives the play permission notification and outputs the play permission notification to the control unit 212. As a result, the control unit 212 of the second computer 210 obtains the play permission notification (step S23).

[0073] Next, the control device 112 of the server 110 transmits the player A's play history table (see Figure 5), which is included in the user management table shown in Figure 6, via the network interface 116 (step S34). The play history table includes item information acquired by player A in step S6 in the owned items column. Therefore, when player A plays the second game using the second computer 210, the control device 112 (game history information transmission control means 322) of the server 110 transmits the item information acquired by player A in step S6 to the second computer 210 via the network interface 116. Accordingly, the network interface 216 of the second computer 210 receives the play history table and outputs the play history table to the control device 212. As a result, the control device 212 of the second computer 210 acquires the play history table (step S24). In other words, the control device 212 (game history information acquisition means 230) of the second computer 210 acquires item information (game history information) from the server 110 when player A plays the second game using the second computer 210.

[0074] Next, the control device 212 of the second computer 210 updates the play history table shown in Figure 5 based on the play history table acquired in step S24 (step S25). More specifically, the play history table acquired in step S24 includes the items acquired by player A in step S6. Therefore, the control device 212 of the second computer 210 registers the items acquired by player A in step S6 in the owned items column of the play history table shown in Figure 5. In this way, the storage device 214 of the second computer 210 stores the item information (game history information).

[0075] Next, the control unit 212 of the second computer 210 proceeds with the second game based on the operation of the operation unit 226 by player A (step S26). Player A can use the items acquired in step S6 while the second game is in progress.

[0076] Next, the control unit 212 of the second computer 210 determines whether or not to end play of the second game (step S27). In step S27, the control unit 212 of the second computer 210 determines whether or not player A has performed the process to end the second game. If player A has performed the process to end the second game, the control unit 212 of the second computer 210 determines that play of the second game will end. After this, this process ends. If player A has not performed the process to end the second game, the control unit 212 of the second computer 210 determines that play of the second game will not end. After this, this process returns to step S26.

[0077] [effect] Game System 1 can promote gameplay on specific platforms in games that support cross-play. More specifically, Player A acquires an item by playing the first game using the first computer 10. The first computer 10 then sends item information indicating the item to the server 110. The second computer 210 acquires the item information from the server 110 when Player A plays the second game using the second computer 210. As a result, Player A can use the item indicated by the item information in the second game. Here, the item indicated by the item information is an item that Player A cannot acquire by playing the second game using the second computer 210. Therefore, Player A actively plays the first game using the first computer 10 in order to acquire the item indicated by the item information. Consequently, Game System 1 can promote gameplay on specific platforms in games that support cross-play.

[0078] In Game System 1, the first platform is a platform dedicated to arcade game machines. This allows Player A to actively play the first game using the first computer 10 located in the arcade in order to acquire the items indicated by the item information. As a result, the arcade is revitalized.

[0079] (Other embodiments) The game system according to the present invention is not limited to game system 1, but can be modified within the scope of its gist.

[0080] In Game System 1, Player A can use items acquired in Game 1 in Game 2. However, Player A only needs to be able to use the game history acquired in Game 1 in Game 2. Game history includes, for example, items acquired by Player A in Game 1, skills acquired by the character controlled by Player A in Game 1, and a history of missions completed by Player A. Game history may also include characters or cards acquired by Player A in Game 1. Skills are abilities possessed by characters. When a skill is activated, an event occurs. Events include, for example, an increase or decrease in the player's own character's parameters (e.g., an increase in attack power or recovery of HP) or an increase or decrease in the parameters of an enemy character (e.g., a decrease in defense power or a decrease in HP).

[0081] The title of the second game is the same as the title of the first game. In this case, the story of the second game is the same as the story of the first game. However, the second game may have additional stories or missions that are not present in the first story. If the game history is a history of missions completed by Player A, the game history information will indicate that Player A has completed this mission. Missions have completion conditions and rewards set for them. When a player fulfills the completion conditions, the player is given a reward. Completion conditions may include defeating a specific monster or obtaining a specific item. Rewards may include obtaining items, unlocking the continuation of the story, or obtaining trophies.

[0082] The title of the second game is the same as the title of the first game. However, the series to which the title of the second game belongs may be the same as the series to which the title of the first game belongs. In this case, the story of the first game and the story of the second game are completely different.

[0083] Note that the first game and the second game may be completely different games. However, there must be some commonalities between the first and second games, such as a shared story background, shared items, or shared characters.

[0084] Games include, for example, sports games, action games, shooting games, role-playing games, simulation games, card games, board games, or puzzle games.

[0085] Player A may play the first game for a specified amount of time using one credit, or for a specified number of matches using one credit, or for a specified number of lives using one credit.

[0086] Furthermore, a game program that runs on the second computer 210 may also run on the first computer 10. A game program that runs on the first computer 10 may also run on the second computer 210.

[0087] Furthermore, items that Player A can obtain in both the first and second games may be set for both the first and second games. [Explanation of Symbols]

[0088] 1: Game System 10: First Computer 12: Control device 14:Storage device 16: Network Interface 18: Graphics Processing Unit 20: Display 22: Audio Processing Unit 24: Speaker 26:Operation unit 110: Server 112: Control device 114: Storage device 116: Network Interface 120: Game history information transmission control means 122: Billing Processing Method 210: Second Computer 212: Control device 214: Storage device 216: Network Interface 218: Graphics Processing Unit 220: Display 222: Audio Processing Unit 224: Speaker 226:Operation unit 230: Means for obtaining game history information

Claims

1. The game system consists of a first computer, a second computer, and a server. The first computer and the second computer are connected to the server in a way that allows them to communicate with it. The second platform for games in the second computer is different from the first platform for games in the first computer. The first computer transmits game history information to the server, The aforementioned game history information indicates that the player has acquired game history by playing the first game using the first computer. The server stores the game history information, The second computer obtains the game history information from the server when the player plays the second game using the second computer. The player is unable to obtain the game history by playing the second game using the second computer. Game system.

2. In the first computer, the player can play the first game by performing a billing process. The game system according to claim 1.

3. The aforementioned first platform is a platform specifically for arcade game machines. The game system according to claim 1 or claim 2.

4. The second platform described above is a platform exclusively for home game consoles. The game system according to claim 1 or claim 2.

5. The aforementioned game history consists of items acquired by the player. The game system according to claim 1 or claim 2.

6. The aforementioned game history is the skills acquired by the character controlled by the player. The game system according to claim 1 or claim 2.

7. The aforementioned game history is a record of the missions completed by the player. The game system according to claim 1 or claim 2.

8. The title of the second game is the same as the title of the first game, or the series to which the title of the second game belongs is the same as the series to which the title of the first game belongs. The game system according to claim 1 or claim 2.

9. A server used in a game system comprising a first computer and a second computer, The first computer and the second computer are connected to the server in a way that allows them to communicate with it. The second platform for games in the second computer is different from the first platform for games in the first computer. The server obtains game history information from the first computer, The aforementioned game history information indicates that the player has acquired game history by playing the first game using the first computer. The server stores the game history information, The server transmits the game history information to the second computer when the player plays the second game using the second computer. The player is unable to obtain the game history by playing the second game using the second computer. server.

Citation Information

Patent Citations

  • Game system, control method used in the same and computer program

    JP2014124501A

  • Game system and game control method

    JP2015213803A

  • Information processing device and game program

    JP2019150645A

  • Game system, and control method thereof and computer program

    JP2021119974A

  • Game system, computer program used therefor, and control method

    JP2024115645A