Item management system in online game
Patent Information
- Application Number
- KR1020250053610
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-04-24
- Publication Date
- 2026-09-09
- Estimated Expiration
- 2045-04-24
Smart Images

Figure 112025046559336-PAT00001_ABST
Abstract
Description
Technology Field
[0001] The present invention relates to an item management system for online games. Background Technology
[0002] Thanks to the widespread adoption of internet infrastructure, the game market, which was previously dominated by standalone games, is gradually being reorganized around online games.
[0003] As the online game market has grown quantitatively, it has shown a variety of spectrums, ranging from simple casual arcade games to MMORPGs (Massively Multiplayer Online Role Playing Games) where tens of thousands of concurrent users control their player characters within the same online game map to perform cooperative play, complete quests, and hunt mobs (MOB: Mobile Object).
[0004] Among them, MMOs, which can be called the darling of online games, possess several features that were not found in past standalone package games or online casual games.
[0005] One of these is that online game items or game money play an important role in gameplay and are sometimes recognized for their monetary value, becoming objects of trade among gamers.
[0006] Among these MMO games, the extraction shooter genre is a game genre in which players enter a stage, kill or evade NPCs or other players, farm and loot to collect resources such as weapons and items (hereinafter collectively referred to as 'items'), and survive by escaping the stage.
[0007] In extraction shooter games, managing and utilizing items is crucial to winning or losing. In particular, a system is required to manage items so that items obtained during a stage can be used again even after the game ends (out of game). Prior art literature
[0008] 1. Republic of Korea Patent Application No. 10-2022-0189385 2. Republic of Korea Patent Application No. 10-2012-0089765 The problem to be solved
[0009] Therefore, the problem that the present invention aims to solve is to provide a system that can effectively manage items acquired during gameplay on a stage-by-stage basis. means of solving the problem
[0010] To solve the above problem, the present invention provides an online game item management system composed of a plurality of stages, characterized by comprising: a stage progression determination unit that first determines whether the game proceeds from one stage to the next stage according to a user's selection during the game; a delivery item determination unit that determines, before proceeding to the next stage according to the first determination, an item among the user's owned items that can be used even after the game ends as a delivery item; a stage progression unit that proceeds the game so that the user plays the game in the next stage as the first determination and the second determination are completed; and an item usage unit (400) that creates the delivery item on the user's client after the game ends, thereby enabling the user to use the delivery item.
[0011] In one embodiment of the present invention, the stage progression determination unit may make a third decision to end the game without proceeding to the next stage according to the user selection, and at this time, the delivery item determination unit does not operate.
[0012] In one embodiment of the present invention, the first decision is possible for a predetermined time during play, and the second decision is possible in an interactive interface with a game NPC created in a specific area of the game play space during the predetermined time.
[0013] In one embodiment of the present invention, the delivery item is a new item generated according to the item itself or a combination of items obtained during gameplay.
[0014] In one embodiment of the present invention, information regarding the predetermined time at which the first determination is possible is provided to the user in the form of sound or text during play. Effects of the invention
[0015] Unlike conventional technology that allows safe movement to an inventory outside a stage during a game stage (hereinafter "stage") played within the "extraction shooter" genre, the present invention allows the user to select items that can be used even after the user's game character dies and after the game ends, only when the user chooses to move to the next stage after completing the stage. This provides the user with the opportunity to keep items as they progress through the stages, thereby increasing immersion in the game. Additionally, as the user continues through the stages, they can acquire items of higher value and have them delivered outside the game, allowing them to use the delivered items in a new game that starts after the game ends. Brief explanation of the drawing
[0016] FIG. 1 is a block diagram of an online game item management system composed of a plurality of stages, which is performed by a game server according to one embodiment of the present invention. FIGS. 2 to 6 are drawings illustrating a method of operating items through a game server system according to an embodiment of the present invention. Specific details for implementing the invention
[0017] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the attached drawings.
[0018] Before describing the invention in detail, the terms and words used in this specification should not be interpreted as being limited to their ordinary or dictionary meanings, and the inventor of the invention may appropriately define and use the concepts of various terms to best describe his invention.
[0019] Furthermore, it should be understood that these terms or words should be interpreted in a meaning and concept consistent with the technical spirit of the present invention.
[0020] In other words, the terms used in this specification are used merely to describe preferred embodiments of the invention and are not intended to specifically limit the content of the invention.
[0021] It should be noted that these terms are defined in consideration of the various possibilities of the present invention.
[0022] Additionally, in this specification, singular expressions may include plural expressions unless the context clearly indicates a different meaning.
[0023] In addition, you should be aware that even if it is expressed in the plural, it may contain a singular meaning.
[0024] Throughout this specification, where it is stated that a component "includes" another component, unless specifically stated otherwise, this may mean that it does not exclude any other component but may include any other component.
[0025] Furthermore, in cases where it is stated that a component "exists inside or is installed in connection with" another component, this component may be installed in direct connection with or in contact with the other component.
[0026] In addition, they may be installed spaced apart at a certain distance, and in the case where they are installed spaced apart at a certain distance, there may be a third component or means for fixing or connecting the component to another component.
[0027] Meanwhile, it should be noted that the description of the third component or means mentioned above may be omitted.
[0028] On the other hand, if it is stated that one component is "directly connected" or "directly connected" to another component, it should be understood that there is no third component or means.
[0029] Likewise, other expressions describing the relationship between each component, such as “between” and “right between”, or “adjacent to” and “directly adjacent to”, should be interpreted as having the same intent.
[0030] In addition, terms such as “one side,” “other side,” “one side,” “other side,” “first,” “second,” etc., in this specification are used to ensure that one component can be clearly distinguished from another component.
[0031] However, it should be noted that the meaning of the component is not used restrictively by such terminology.
[0032] In addition, positional terms such as "top," "bottom," "left," and "right" used in this specification should be understood as indicating the relative position of the corresponding component in the drawing.
[0033] Furthermore, unless an absolute location is specified regarding their positions, terms related to these locations should not be understood as referring to absolute locations.
[0034] Furthermore, in the specification of the present invention, terms such as “…part,” “…unit,” “module,” and “device,” if used, refer to a unit capable of handling one or more functions or operations.
[0035] You should be aware that this can be implemented in hardware, software, or a combination of hardware and software.
[0036] Unlike conventional technology that allows safe movement to an inventory outside a stage from the middle of a game stage (hereinafter "Stage") played within the "Extraction Shooter" genre, the present invention selects and stores items that can be used in gameplay even after the game ends, such as when a game character dies, only when the user makes a selection—that is, when moving to the next stage based on a user's selection via the game client (PC, mobile, etc.) being played. In the present invention, the process of selecting items that can be used even after the game ends, transmitting them to a server, and matching the selected items to the user's game account is referred to as "delivery."
[0038] This allows users to re-equip and use delivery items selected in the previous session during the next gameplay session—specifically, in the out-game area, which is the space for forming parties or preparing items before starting the actual game. Consequently, users can select items that remain usable even after their character dies or the game ends, but only when they choose to advance to the next stage after completing a current one. This provides users with the opportunity to continuously store items as they progress through the stages, thereby enhancing their immersion in the game.
[0039] The present invention will be explained below using the drawings.
[0040] FIG. 1 is a block diagram of an online game item management system composed of a plurality of stages, which is performed by a game server according to one embodiment of the present invention.
[0041] The online game according to the present invention is composed of a plurality of stages in which the difficulty increases as the stages progress sequentially during a session. For example, the plurality of stages may be floors of a game space such as a dungeon, and the progression of the stages may involve descending to lower floors of the dungeon. Additionally, a session refers to a state in which a game user client connects to a game server and can play using the corresponding user ID.
[0042] Referring to FIG. 1, an online game item management system composed of a plurality of stages according to an embodiment of the present invention comprises: a stage progression judgment unit (100) that first determines whether the game proceeds from one stage to the next stage according to a user's selection during the game; a delivery item determination unit (200) that determines, before proceeding to the next stage according to the first determination, an item among the user's owned items that can be used even after the game ends as a delivery item; a stage progression unit (300) that advances the game so that the user plays the game in the next stage as the first determination and the second determination are completed; and an item usage unit (400) that creates the delivery item in the user's client after the game ends, thereby enabling the user to use the delivery item.
[0043] In one embodiment of the present invention, the user selection is a user selection through a user client. In particular, the present invention allows the user to select and decide (second decision) a delivery item that can be used again in the next game even if the user character dies during the game, when the user decides to proceed to the next stage (e.g., descending within a dungeon) during the game session (first decision). In particular, the present invention provides an item selection interface that allows the second decision only when the first decision is made for a predetermined period of time during play of continuing the stage, and at this time, the first and second decisions are completed. On the other hand, if the first decision is not made for a predetermined period of time or if the user decides not to proceed further with the stage (third decision), the interface that allows the second decision is not provided to the user.
[0044] The present invention will be explained in more detail below using the drawings.
[0045] FIGS. 2 to 6 are drawings illustrating a method of operating items through a game server system according to an embodiment of the present invention.
[0046] Referring to FIG. 2, the user first makes a first decision on whether to descend to the next floor (stage) from the corresponding stage. In one embodiment of the present invention, the first decision is possible during a predetermined time provided during gameplay, and the predetermined time is displayed and provided during the game through sound or text, etc. In particular, by providing the present invention to the user in the form of sound or text during gameplay, the user urgently
[0047] Accordingly, the user's game character moves to a predetermined location in the game space where a first decision can be made.
[0048] Referring to FIG. 3, when a game character is moved to a predetermined position and a first descent is determined, the user is provided with an item selection interface for a second determination.
[0049] In one embodiment of the present invention, the item selection interface may be an NPC that appears during the game, and an interface capable of making a second decision through a conversation with the NPC is displayed.
[0050] Afterwards, a delivery item that the user can use again in another game session even if they die during gameplay is selected through the above interface, and this is transmitted to the game server.
[0051] In one embodiment of the present invention, the user's game character proceeds with a first decision and a second decision at the predetermined location, and at this time, the user is not attacked by another player or NPC, thereby allowing for more stable stage progression and delivery item determination.
[0052] Referring to FIG. 4, in the present invention, a separate NPC character (e.g., a delivery person) capable of determining the item in a separate space is created and displayed to the user client, and the user selects the NPC character. However, if the user does not make the first decision (third decision), the separate space for the second decision is not created in the game client, and the user is compensated outside the session with the item held in the current stage.
[0053] Referring to Fig. 4, when an NPC character is selected as an action during the game, such as a conversation, an interface is displayed that includes a delivery item inventory where the currently held item and the delivery item can be determined, and a game fee for delivery.
[0054] In FIG. 5, the second decision is made by selecting one of the items in the inventory (window) and dragging and dropping it onto the delivery item. If necessary, the second decision can be made by paying game money such as gold to combine two or more of the items in the inventory or to grant new characteristics, and then dropping them onto the delivery item.
[0055] Referring to FIG. 6, if both the first decision and the second decision are completed within a predetermined time, the user's game character can proceed with the game on the next stage descended with the second determined item.
[0056] The game difficulty in the aforementioned lowered stage is adjusted to increase, and in particular, higher-grade items appear and can be obtained with a higher probability than in the previous stage.
[0057] As described above, unlike conventional technology that allows safe movement to an inventory outside the stage during a game stage (hereinafter "stage") played within the "extraction shooter" genre, the present invention provides the user with the opportunity to continue storing items as they progress through the stage, based on a selection made through the user's game client, thereby increasing immersion in the game. Additionally, as the user continues through the stage, they can acquire items of higher value and deliver them outside the game, allowing them to use the delivered items in a new game that starts after the game ends.
[0058] In another embodiment of the present invention, an NPC capable of delivering an item can move to the out-game area after determining the delivery item. In this case, the NPC of FIG. 3 moves within the game stage currently being played, and the player can first determine the delivery item by discovering and conversing with the NPC. However, if the first decision regarding progression to the next stage is not made thereafter, the delivery of the delivery item determined in the second decision made first may be canceled. Thus, the user can effectively determine the progression of gameplay based on the item obtained by proceeding to the next stage after determining the delivery item.
[0059] In another embodiment of the present invention, the probability of a user encountering the moving NPC for determining delivery items can be varied. That is, as the stage level increases or the number or value of items held increases, the NPC encounters the user with a higher probability. This increases the probability of delivering game items, thereby increasing the probability of storing items.
[0060] In another embodiment of the present invention, the NPC capable of delivering the item may participate in gameplay. That is, the player may attack the NPC that activates the interface for determining the delivery item to acquire the item the NPC is set to deliver, or cause the item set to be delivered by another player to disappear. That is, a player who has not made a second decision in the corresponding stage may create an environment advantageous to themselves by attacking the delivery item determination NPC encountered during gameplay or in the stage progression decision space, thereby causing another player to lose the item they had previously determined as a second decision. Alternatively, upon the death of the NPC, the player may acquire the delivery item determined as a second decision by another player.
[0061] In another embodiment of the present invention, a player who has predetermined a second delivery item may protect the delivery item determination NPC from other players. This enables interesting gameplay between players centered around the NPC holding the delivery item.
[0062] The above method can be implemented on a computing device capable of computation, and each function can be implemented by a functional part of hardware and / or software.
Claims
Claim 1 An online game item management system composed of multiple stages, characterized by comprising: a stage progression judgment unit that first determines, during a predetermined time period, whether the game proceeds from one stage to the next stage according to a user's selection during the game; a delivery item determination unit that, before proceeding to the next stage according to the first determination, secondly determines, through an interactive interface with a game NPC created in a specific area of the game play space during the predetermined time period, an item among the user's owned items that can be used even after the game ends as a delivery item; a stage progression unit that advances the game so that the user plays the game in the next stage as the first determination and the second determination are completed; and an item usage unit that, after the game ends, creates the delivery item on the user's client so that the user can use the delivery item. Claim 2 An online game item management system composed of a plurality of stages, characterized in that, in claim 1, the stage progression determination unit can make a third decision to terminate the game without proceeding to the next stage according to the user selection, and at this time, the delivery item determination unit does not operate. Claim 3 An online game item management system composed of a plurality of stages, characterized in that, in claim 1, the first decision is possible for a predetermined period of time during play, and the second decision is possible in an interactive interface with a game NPC created in a specific area of the game play space during the predetermined period of time. Claim 4 An online game item management system composed of multiple stages, characterized in that, in Clause 3, the delivery item is the item itself acquired during gameplay or a new item generated according to a combination of items. Claim 5 An online game item management system composed of multiple stages, characterized in that, in claim 3, information regarding the predetermined time at which the first determination is possible is provided to the user in the form of sound or text during play.
Citation Information
Patent Citations
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