Game Replay Data Sharing via Server Intermediary
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Solution Overview
Problem
Current game systems lack an efficient method for sharing and replaying game data across different platforms, such as game machines, PCs, and mobile devices, while allowing users to comment and share their gameplay experiences.
Innovation Solution
An information processing system comprising a server machine and game machines that generate, store, and transmit replay data, convert it into moving image data, and allow users to post and share these data along with comments, using a posting server and a moving image server for distribution and display.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game data is stored and distributed via server machine, then data sharing across platforms is improved, but system complexity increases
Solution Approach 1:
A server machine acts as an intermediary between multiple information processing devices (game machines, PCs, mobile devices). The server stores reproduction data and transmits it to requesting devices, enabling cross-platform data sharing without requiring direct peer-to-peer connections between user devices, thus simplifying the overall system architecture while maintaining high adaptability.
2Productivity
If reproduction data is transmitted to multiple devices, then user engagement is improved, but data transmission load increases
Solution Approach 1:
The server machine stores multiple copies of the same reproduction data in its storage unit. When different information processing devices request the same reproduction data, the server transmits copies from its storage rather than requiring repeated transmissions from original sources. This enables widespread user engagement across multiple devices while optimizing data transmission efficiency through centralized storage and distribution.
3Productivity
If character actions are displayed during playback, then user engagement is improved, but processing requirements increase
Solution Approach 1:
The reproduction data stored on the server includes pre-recorded character actions and gameplay sequences. When transmitting reproduction data to information processing devices, the server simultaneously transmits associated action data that describes character behaviors. The client devices then reproduce these pre-defined actions during playback without requiring complex real-time processing, thereby enhancing user engagement while keeping processing requirements manageable.
Data Source
AI summary
An example system includes: a server machine having a storage unit for storing reproduction data involved in reproduction of game play and a data transmitting unit for transmitting reproduction data stored in the storage unit; and an information processing device having a data receiving unit for receiving reproduction data transmitted by the server machine, a reproduction processing unit for displaying reproduction of game play at a display unit in response to reproduction data received by the data receiving unit, a character display processing unit for displaying one or a plurality of character objects at the display unit during reproduction of game play by the reproduction processing unit, and a character action processing unit for causing a character object displayed by the character display processing unit to take a predetermined action with reproduction of game play by the reproduction processing unit.


