U.S. Pat. No. 7,115,035

METHOD FOR CONTROLLING DISPLAY OF MESSAGES TRANSMITTED/RECEIVED IN NETWORK GAME

AssigneeSquare Enix

Issue DateDecember 13, 2002

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U.S. Patent No. 7,115,035: Method for controlling display of messages transmitted/received in network game

 

U.S. Patent No. 7,115,035: Method for controlling display of messages transmitted/received in network game
Issued Oct. 3, 2006, to Square Enix

Summary:

The ’035 patent should appeal to anyone who enjoys playing online multiplayer games. This invention provides a way for multiple players to communicate during a game. The players are able to type text into the communication box and have it appear to the rest of his teammates. The text scrolls upward so that older messages make way for the newer ones. The older texts stay around for long enough that the player has a chance to read it first. The invention also calls for accomplishments to be acknowledged in the chat-text box. For example, if the player gets an ‘x’ number of kills (which is an accomplishment), the others players will be notified of this accomplishment via the text box. This invention was implemented in the game Quake 3 Arena.

Abstract:

Multiple video game apparatuses are connected to a game server apparatus. This network game progresses when players of the respective video game apparatuses exchange messages via the game server apparatus. When a predetermined event is generated by processing in the game server apparatus, a specific message is transmitted to each video game apparatus. In a chat window provided on a display screen of each video game apparatus, the message sent from the game server apparatus is scrolled and displayed from the bottom to the top. When the specific message reaches an uppermost portion of the chat window, a lock window is set and the specific message is displayed therein. The specific message in the lock window is not erased by the reception of a next message.

Exemplary Claim:


1. A network game system having a server apparatus and a plurality of client apparatuses each connected to said server apparatus via a network, said server apparatus comprising: a server message receiver that receives messages from each of said plurality of client apparatuses; a server message transmitter that transmits messages on progress of a game including the messages received by said server message receiver to each of said plurality of client apparatuses via the network; and a specific information transmitter that transmits specific information when said server message transmitter transmits a specific message, the specific information indicating that the transmitted message is the specific message, each of said plurality of client apparatuses comprising: a message input device that inputs a desired message on the progress of the game according to a user’s operation; a client message transmitter that transmits the messages input from said message input device via said network to cause said server message receiver to receive the messages; a client message receiver that receives messages transmitted from said server message transmitter; a specific information receiver that receives the specific information transmitted from said specific information transmitter; a message display device that displays messages received by said client message receiver within a chat window while scrolling the messages sequentially; and a display controller that controls scroll-display displayed by said message display device such that the received messages are sequentially scrolled to erase an oldest message from the chat window, and display of the message corresponding to specific information received by said specific information receiver is prevented from being erased from the chat window by the scrolling a until a predetermined condition is satisfied, when the specific message is the oldest message and otherwise would be erased by scrolling in response to displaying a new message.

Illustrative Figure

Abstract

Multiple video game apparatuses are connected to a game server apparatus. This network game progresses when players of the respective video game apparatuses exchange messages via the game server apparatus. When a predetermined event is generated by processing in the game server apparatus, a specific message is transmitted to each video game apparatus. In a chat window provided on a display screen of each video game apparatus, the message sent from the game server apparatus is scrolled and displayed from the bottom to the top. When the specific message reaches an uppermost portion of the chat window, a lock window is set and the specific message is displayed therein. The specific message in the lock window is not erased by the reception of a next message.

Description

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Embodiments of the present invention will be specifically described with reference to the drawings. FIG. 1is a block diagram showing a configuration of a network game system according to an embodiment of the present invention. As illustrated in the figure, this network game system includes multiple video game apparatuses100(four apparatuses here) and a game server apparatus200. Each of the video game apparatuses100is connected to the game server apparatus200via a network151. In the network game provided by this system, four player characters, which are operated by four players, who are users of the respective video game apparatuses100, join together to develop the game. Communications among the players are carried out by exchanging messages in the form of chat as each player character's words. In this network game, non-player characters, which are operated by processing of the game server apparatus200, exist in addition to the four player characters. Non-player character words are inserted between the messages being exchanged between the players when a predetermined event occurs. FIG. 2is a block diagram showing a configuration of the video game apparatus100ofFIG. 1. As illustrated in the figure, the video game apparatus100includes a video game machine main body101. The video game machine main body101includes a control section103connected to its internal bus119, a RAM (Random Access Memory)105, a hard disk drive (HDD)107, a sound processor109, a graphics processor111, a DVD/CD-ROM drive113, a communications interface115, and an interface section117. The sound processor109of the video game machine main body101is connected to a sound output device125, which is a speaker, and the graphics processor111is connected to a display device121having a display screen122. A storage medium (DVD-ROM or CD-ROM)131can be attached to the DVD/CD-ROM drive113. The communications interface115is connected to a network151. An input section (controller)161and a memory card162are connected to the interface section117. ...

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Embodiments of the present invention will be specifically described with reference to the drawings.

FIG. 1is a block diagram showing a configuration of a network game system according to an embodiment of the present invention. As illustrated in the figure, this network game system includes multiple video game apparatuses100(four apparatuses here) and a game server apparatus200. Each of the video game apparatuses100is connected to the game server apparatus200via a network151.

In the network game provided by this system, four player characters, which are operated by four players, who are users of the respective video game apparatuses100, join together to develop the game. Communications among the players are carried out by exchanging messages in the form of chat as each player character's words. In this network game, non-player characters, which are operated by processing of the game server apparatus200, exist in addition to the four player characters. Non-player character words are inserted between the messages being exchanged between the players when a predetermined event occurs.

FIG. 2is a block diagram showing a configuration of the video game apparatus100ofFIG. 1. As illustrated in the figure, the video game apparatus100includes a video game machine main body101. The video game machine main body101includes a control section103connected to its internal bus119, a RAM (Random Access Memory)105, a hard disk drive (HDD)107, a sound processor109, a graphics processor111, a DVD/CD-ROM drive113, a communications interface115, and an interface section117.

The sound processor109of the video game machine main body101is connected to a sound output device125, which is a speaker, and the graphics processor111is connected to a display device121having a display screen122. A storage medium (DVD-ROM or CD-ROM)131can be attached to the DVD/CD-ROM drive113. The communications interface115is connected to a network151. An input section (controller)161and a memory card162are connected to the interface section117. A keyboard (not shown) as the input section161may be connected to the interface section117.

The control section103includes a CPU (Central Processing Unit), a ROM (Read Only Memory), etc., and executes a program stored on the HDD107or the storage medium131, and controls the video game apparatus100. The control section103has an internal timer. The RAM105is a work area for the control section103. The HDD107is a storage area for storing a program and data. In the case where a program executed by the control section103instructs the sound processor109to output a sound, the sound processor109interprets the instruction and outputs a sound signal to the sound output device125.

The graphics processor111develops an image onto the frame memory112and outputs a video signal, which displays the image on the display screen122of the display device121according to a drawing command output from the control section103. It is assumed that one frame time of the image included in the outputting video signal is, for example, 1/30 sec. The DVD/CD-ROM drive113performs writing/reading of the program and data to/from the storage medium131. The communications interface115is connected to the network151to perform communications with other computers such as a server apparatus200.

The interface section117outputs input data sent from the input section161to the RAM105, and the control section103interprets it to carry out arithmetic processing. The input section161includes a directional key and multiple operation keys, moves a character (to be described later) by the operation of the directional key, and performs a predetermined processing by the operation of the operation keys. Moreover, the interface section117forwards data, indicative of the progress of the game stored in the RAM105, to the memory card162based on the instruction from the control section103. The interface section117reads data of the game stored in the memory card162at the time of stopping the game, and transfers read data to the RAM105.

The program and data for performing the network game by the video game apparatus100are first stored on, for example, the storage medium131. The program and data are read by the DVD/CD-ROM drive113and loaded onto the RAM105at the time of execution. The control section103processes the program and data loaded onto the RAM105, outputs a drawing command to the graphics processor111, and outputs an instruction of a sound output to the sound processor109. Intermediate data is stored in the RAM105while the control section103performs processing.

In connection with the video game apparatuses100, any general-purpose personal computer may be used as the video game machine main body101if the similar structural components are provided. A cellular phone having the same function as that of the video game machine main body101may be used. A portable video game player, which contains the display device121and the sound output device125in the same cabinet as that of the video game machine main body101, may also be used.

In the case where the video game machine main body101is a portable video game player, a semiconductor memory card may be used as the storage medium131in place of a DVD-ROM or CD-ROM. A card slot for inserting the memory card may be formed in place of the DVD/CD-ROM drive113. In the case where the video game machine main body101is a general-purpose personal computer, the program and data relating to the present invention may be prestored to the HDD107instead of being stored to the storage medium131. Regarding the storage medium for storing the program and data relating to the present embodiment, any kind of storage medium may be used according to the physical form of hardware and the distribution thereof.

FIG. 3is a block diagram showing the configuration of the game server apparatus200ofFIG. 1. As illustrated in the figure, the game server apparatus200is constructed to have a game server main body201. The game server main body201includes a control section203connected to its internal bus219, a RAM205, a hard disk drive (HDD)207, a DVD/CD-ROM drive213, and a communications interface215. A storage medium (DVD-ROM or CD-ROM)231can be attached to the DVD/CD-ROM drive213.

The control section203includes a CPU (Central Processing Unit), a ROM (Read Only Memory), etc., and executes a program stored on the HDD207or the storage medium231, and controls the game server apparatus200. The RAM205is a work area for the control section203. The HDD207is a storage area for storing a program and data. The communications interface215is connected to the network151and performs communications with the video game apparatuses100.

The program and data for performing the network game by the game server200are first stored on, for example, the storage medium231. The program and data are read by the DVD/CD-ROM drive213and loaded onto the RAM205at the time of execution. The control section203processes the program and data loaded onto the RAM205, and progresses the network game based on the messages sent from the video game apparatuses100. Intermediate data is stored in the RAM205while the control section203performs processing.

An explanation will be next given of various kinds of data necessary to execute the network game according to this embodiment. Data processed by the video game apparatus100is displayed as an image on the display screen122and each player can recognize the progress of the network game from the image displayed on the display screen122.

FIG. 4is a view showing an example of the display screen122displayed according to the progress of the game at the video game apparatus100. As illustrated in the figure, a field300, which serves as a space where characters (including player characters and non-player characters) can move, is displayed on the display screen122. The field300is composed of geographic data complying with each scene of the game. On the field300, there exist player characters321to324, which move when the users of four video game apparatuses100operate the input section161, and a non-player character310which appears by processing of the game server apparatus200.

At the lower right side of the display screen122, a status window330, which displays current statuses of the player characters321to324, is provided. At the lower central to left side of the display screen122, a chat window350is provided. In a chat window350, messages, which are sent to the video game apparatus100from the game server apparatus200according to the progress of the network game, are sequentially scrolled and displayed. One line of the lowest portion of the chat window350is used as a message input window when the player inputs a message from the input section161.

The messages sent from the game server apparatus200are displayed in the chat window350. The messages displayed in the chat window350include messages, which the respective players input as words for the player characters321to324from the input section161, and messages, which are output as words for the non-player character310from the game server apparatus200.

Messages of the non-player character310include a specific message, which is output when the network game progresses according to a specific state and a predetermined event occurs. All messages of the non-player character310may be specific messages. The contents of the specific messages themselves are registered in the video game apparatus100. The game server apparatus200transmits an event request in place of the specific message to each video game apparatus100. The video game apparatus100receives the event request, and thereby displays a specific message of the corresponding content. The event request is also handled as one form of the message in connection with information to be transmitted to the video game apparatus100from the game server apparatus200.

FIG. 5is a view showing a specific message table410in the video game apparatus100to which specific messages are registered. The specific message table410is read from the storage medium131by the DVD/CD-ROM drive113and stored in the RAM105or HDD107. In each record of the specific message table410, as shown inFIG. 5, an even request code and a specific message character string are registered to be associated with each other.

The event request code corresponds to a content of a specific message, which is content of a statement of the non-player character310at the time of the event, generated by processing at the game server apparatus200, and this is included in the event request. The specific message character string is displayed in the chat window350as words for the non-player character310. When receiving the event request, the video game apparatus100does not display the event request itself as a message, but reads a specific message corresponding to the received event request (specifically, event request code included therein) from the specific message table401, and display it in the chat window350.

The specific messages are also scrolled and displayed from the bottom to the top in the chat window350when other messages are also sent from the game server apparatus200. When the specific messages are scrolled up to an uppermost portion of the chat window350, a specific message displayed portion is set as a lock window360(seeFIG. 10). The lock window360is fixed and displayed on the display screen122until a fixed period of time passes since the display is started (substantially reception timing of the event request) or the player operates a predetermined button of the input section161to give an instruction of releasing.

The following will explain processing in the network game system according to this embodiment. Processing of the network game includes processing in which the player characters321to324are moved on the field300and the non-player character310is moved on the field300by processing of the game server apparatus200to generate a predetermined event according to the progress of the game. However, such processing does not directly relate to the present invention and the explanation thereof is omitted. The following will explain only processing necessary to scroll and display the messages in the chat window350.

FIG. 6is a flowchart showing processing that the control section203of the game server apparatus200executes. The control section203checks as to whether the communications interface215receives a message input from any one of the video game apparatuses100(step S101). When the communications interface215receives no message from any video game apparatuses100, the processing flow proceeds to step S103.

When the communications interface215receives a message from any one or more of the video game apparatuses100, the control section203causes all received messages to be transmitted to all video game apparatuses100from the communications interface215in order of reception via the network151(step S102). After that, the processing flow proceeds to step S103.

In step S103, the control section203determines whether the game advances to a predetermined state to generate a predetermined event, which the non-player character310states, in processing for the progress of the game executed separately from processing of this flowchart. When no case occurs where the predetermined event is generated, the processing flow returns to step S101, and the control section203checks the reception of a message from the video game apparatuses100again.

When the predetermined event is to be generated, the control section203prepares an event request code corresponding to the kind of event to be generated, and causes event requests including the relevant event request code to be transmitted to all video game apparatuses100from the communications interface215via the network151(step S104). After that, the processing flow returns to step S101and the control section203checks for reception of a message from the video game apparatuses100again.

FIG. 7is a flowchart showing processing executed by the control section103of each video game apparatus100. In order to provide the chat window350and the lock window360on the display screen122and to display the messages in the chat window350and the lock window360, image drawing processing by the graphics processor111is required in addition to processing by the control section103. However, the control section103decides what information should be displayed on the display screen122. The following will omit the explanation of image drawing processing by the graphics processor111.

In each video game apparatus100, the control section103determines whether the player has input some message from the input section161in processing executed separately from processing of this flowchart (step S201). When the player operates a predetermined key of the input section161(any character key in the case of the keyboard), a message input window appears on the display screen122. The player operates a return key after inputting a character string for a message with reference to the message input window. It is determined that the player has input the message by the operation of the return key.

In the case where the player has not input any message, the processing flow proceeds to step S203. In the case where the player has input a message, the control section103causes a message input by the player to be transmitted to the game server apparatus200from the communications interface115via the network151(step S202). The message transmitted here is used as a message for which the control section203of the game server apparatus200determines as reception in step S101. After that, the processing flow proceeds to step S203.

In step S203, the control section103executes message display processing in which the messages transmitted from the game server apparatus200in step S102or the specific messages corresponding to the event request transmitted from the game server apparatus in step S104are sequentially scrolled and displayed in the chat window350. When the message display processing is ended, the processing flow proceeds to step S204. Details on the message display processing will be given later.

In step S204, in the case where the specific message is displayed in the lock window360on the display screen122, the control section103executes specific message display erasing processing for erasing the specific message. The specific message is erased when a fixed period of time passes since the start of displaying the specific message or when the player operates a predetermined button of the input section161. When the specific message display erasing processing is ended, the processing flow returns to step S201. Details of the message display erasing processing will be given later.

FIG. 8is a flowchart specifically showing the message display processing of step S203. In the message display processing, the control section103determines whether the communications interface115has received a message (the message transmitted in step S102or the event request transmitted in step S104) transmitted from the game server apparatus200(step S301). If the communications interface115has not received the message from the game server apparatus200, the control section103ends the message display processing directly, and the processing flow returns to processing ofFIG. 7.

If the communications interface115has received the message from the game server apparatus200, the control section103determines whether the received message is an event request (step S302). In the case where the received message is not an event request, the processing flow proceeds to step S305.

In the case where the received message is an event request, the control section103starts time counting using the internal timer (step S303). The control section103reads a specific message character string, which corresponds to an event request code included in the received event request, from the specific message table410(step S304). After that, the processing flow proceeds to step S305.

In step S305, the control section103scrolls the message, which is being currently displayed in the chat window350, upwardly, and displays a message received from the game server apparatus200or a specific message whose character string is read in step S304in the chat window350. Thereafter, the control section103determines whether the specific message, which is currently being displayed, is to be scrolled out and erased from the chat window350.

In the case where the specific message, which is currently being displayed, is not going to be scrolled out from the chat window350, the processing flow proceeds to step S305. In the case where the specific message, which is currently being displayed, is going to be scrolled out from the chat window350, the control section103sets the lock window360, which has a size big enough to display the specific message being currently displayed, at the uppermost front side of the chat window350. The control section103causes the specific message to be displayed in the lock window360(step S306). After that, the processing flow proceeds to step S307.

In step S307, the control section103displays and moves the message, which is being currently displayed in the chat window350, upwardly by the number of lines that are necessary to display the message received from the game server apparatus200or the specific message whose character string is read in step S304. The control section103causes the message received from the game server apparatus200to be displayed on an area formed at a lower portion of the chat window350by display movement of the message. Or, the control section103causes the specific message whose character string was read in step S304to be displayed on such an area. In the case of displaying the specific message, the control section103displays a cursor and the like at the end of the specific message to make it possible to identify. After that, the control section103ends the message display processing, and returns to processing ofFIG. 7.

FIG. 9is a flowchart specifically showing the specific message erasing processing of step S204. In the specific message erasing processing, the control section103first determines whether the lock window360has been set on the display screen122(step S401). In the case where the lock window360has not been set, the control section103ends the specific message erasing processing directly and returns to processing ofFIG. 7.

In the case where the lock window360has been set, the control section103determines whether a fixed period of time has passed since the start of time counting in step S303with reference to the internal timer (step S402). In the case where a fixed time has not passed since the start of time counting, the control section103determines whether the player has operated a predetermined button of the input section161(step S403). In the case where the player has not operated the predetermined button of the input section161, the control section103ends the specific message erasing processing and returns to processing ofFIG. 7.

In the case where a fixed time has passed since the start of time counted by the internal timer or the player has operated the predetermined button of the input section161, the control section103releases the setting of the lock window360. When the setting of the lock window360is released, the specific message displayed in the lock window360is displayed at the uppermost portion of the chat window350(step S404).

The control section103releases the designation of the specific message displayed at the uppermost portion of the chat window350. The message displayed as the specific message can also be handled as a general message, and scrolled off the chat window350to be erasable when a new message is received (step S405). After that, the control section103ends the specific message erasing processing and returns to processing ofFIG. 7.

The following will explain a specific example about a change in the messages displayed in the chat window350formed on the display screen122in each video game apparatus100of the network game system according to this embodiment.FIGS. 10A to 10Fare views each showing a change in the messages displayed in the chat window350. Here, messages as words for player characters321to324(messages input by the player) are expressed by AAA to DDD, and messages as words for non-player character310(specific messages) are expressed by NPC.

It is assumed that messages of five lines are displayed in the chat window350before an event is started as shown inFIG. 10A. These messages are sequentially transmitted to the game server apparatus200from the respective video game apparatuses100corresponding to the respective player characters321to324, and from the game server apparatus200to each video game apparatus100. The oldest message displayed in the chat window350is a message (AAA) as words for the player character321placed at the uppermost position.

It is assumed that an event is generated by processing at the game server apparatus200. An event request corresponding to the generated event is sent to each video game apparatus100from the game server apparatus200. When each video game apparatus100receives the event request from the game server apparatus200, the control section103reads a specific message character string, which corresponds to an event request code included in the relevant event request, from the specific message table410.

It is assumed that two lines are needed to display the specific message of the read character string in the chat window350. Then, as shown inFIG. 10B, all of the messages displayed in the chat window350so far are displayed and moved upwardly by two lines, so that a specific message400is displayed in an area equivalent to two lines. Messages (AAA, BBB) as words for player characters321and322displayed on upper two lines of the chat window350inFIG. 10Aare scrolled off the chat window350and erased from the display screen122. A cursor (shown by ∇ in the figure) indicative of the specific message is displayed at the end of the specific message400.

It is assumed that the player corresponding to the player character321inputs a message (one line) from the input section161with reference to this specific message, and that the message is transmitted to the game server apparatus200from the relevant video game apparatus100. When this message is transmitted to each video game apparatus100from the game server apparatus200, all of the messages (including the specific message400) displayed in the chat window350so far are displayed and moved by one line as shown inFIG. 10C, so that a new message (AAA) is displayed on the lower line. Since the specific message400has not yet been established as a general message, the cursor stays added at the end of the specific message400.

Moreover, it is assumed that the players corresponding to the player characters322and323input messages (each having one line) from the input section161and that the messages are transmitted to the game server apparatus200from the relevant video game apparatus100. When these messages are transmitted to each video game apparatus100from the game server apparatus200, all of the messages (including the specific message400) displayed in the chat window350so far are displayed and moved by two lines.

By the display and movement of all of the messages, as shown inFIG. 10D, the specific message400is displayed at the uppermost portion of the chat window350. New messages (BBB, CCC) for the player characters322and323are displayed on the lower two lines of the chat window350as shown inFIG. 10D, respectively. Here, since the specific message400has not yet been established as a general message, the cursor stays added at the end of the specific message400.

Furthermore, it is assumed that the player corresponding to the player character324inputs a message (one line) from the input section161and that the message is transmitted to the game server apparatus200from the relevant video game apparatus100. This message is transmitted to each video game apparatus100from the game server apparatus200. If all of the messages in the chat window350are scrolled directly, the specific message will be scrolled out.

For this reason, as shown inFIG. 10E, the lock window360is provided at the front surface side of the uppermost portion of the chat window350. The specific message400is displayed in the lock window360. Here, since the specific message400has not yet been established as a general message, the cursor stays added at the end of the specific message400. The display state of FIG10E is shown to make processing of the video game apparatus100understandable.

As a result of providing the lock window360, a display area where the message can be displayed in the chat window350is equivalent to three lines. At the time of displaying the message of the player character324in the chat window350, since the specific message400is displayed in the lock window360, a case does not occur where the specific message400is scrolled out and erased from the display screen122.

In the chat window350having only the display area equivalent to three lines, the display and movement for one line necessary for displaying a new message are carried out. As shown inFIG. 10F, the message (AAA) of the player character321displayed just below the lock window360immediately before the display and movement is scrolled off the chat window350and erased. As a result, a message (DDD) of the player character324is displayed on the lowest line of the chat window350.

As explained above, in the network game system according to this embodiment, the specific message400is displayed in the lock window360when being scrolled up to the uppermost portion of the chat window350. As long as the player does not perform a release operation, the specific message400is not erased from the display screen122until a fixed period time passes since the start of displaying even if one or more messages are displayed. The specific message400is a message that is output as words for the non-player character310. However, since the specific message400is a message that is output when a predetermined event is generated, this is an important message for the progress of the game. The players can recognize the specific message400, which is necessary for the progress of the game.

The lock window360where the specific message400is fixed and displayed is released when the player operates a predetermined button of the input section161in addition to releasing after passing a fixed period of time since the start of displaying the specific message400. If the player can check the specific message400, the player can scroll out the specific message400at the player's will. This makes it easier for the player to recognize a new message.

Before reaching the uppermost portion of the chat window350, the specific message400is scrolled and displayed from the bottom to the top, the same as the message input by the player in each video game apparatus100. If the amount of messages received by each video game apparatus100is small, the same scroll-display can be carried out regardless of whether the messages are the specific message400or not. The position of the lock window360, which displays the specific message400in a fixed manner, is the uppermost portion of the chat window350and the direction of scroll- display is from the bottom to the top. For this reason, the messages (including the specific message400) displayed on the display screen122are always displayed in the time order in which the message was received.

In connection with the specific message400, the character string showing the contents are registered in the specific message table410in each video game apparatus100. At an event generating time, the game server apparatus200transmits only an event request, which may have less information than the character string showing the content of the message, to each video game apparatus100. This is because the specific message400is no more than a predetermined content. By transmission of only such an event request, loads applied to the network and other resources are reduced. Each video game apparatus100can recognize that the event request code included in the event request shows the content (character string), and also recognize that the event request itself is the specific message400.

The present invention is not limited to the aforementioned embodiment, and various modifications and applications may be possible. The following will explain the modifications of the aforementioned embodiment which are applicable to the present invention.

In the aforementioned embodiment, when an event is generated by processing of the game server apparatus200, only an event request is transmitted to each video game apparatus100. The content of the specific message400output as words for the non-player character310is registered as a specific message character string to the specific message table410, and the character string is displayed as the content of the specific message400in the chat window350. However, information on the character string indicating the content of the specific message400may be transmitted to each video game apparatus100from the game server apparatus200together with the event request without preparing the specific table410in each video game apparatus100.

In the aforementioned embodiment, the specific message, as words for the non-player character310, that is output when the event is generated by processing of the game server apparatus200is displayed in the lock window360and is not erased from the display screen122until a predetermined condition is satisfied. However, the message, which is important to the progress of the game, is not limited to this. For example, a message, as an instruction important to the progress of the game, that is sent to each video game apparatus100from the game server apparatus200may be also handled as a specific message and displayed in the lock window not to be erased from the display screen122.

Regarding the messages other than the messages output by processing of the game server apparatus200, for example, a message, which any one of the players inputs from the input section161of the relevant video game apparatus100, may be handled as a specific message that cannot be erased from the display screen122. Regarding the message as the specific message, when the player characters312to324corresponding to the players are party to one another to advance the game, it is possible to apply a message, which is input as words for the player character that becomes a leader of the party. In connection with this modification, the following will explain the differences from the aforementioned embodiment.

FIG. 11is a flowchart showing processing that the control section203of the game server apparatus200executes. The control section203checks whether the communications interface215has received a message input from any one of the video game apparatuses100(step S501). If the communications interface215has not received a message from any video game apparatuses100, the control section203repeats processing of step S501and waits for the reception of a message.

In the case where the communications interface215has received the message from one or more of the video game apparatuses100, the control section203causes all received messages to be transmitted to each video game apparatus100from the communications interface215via the network151in the order of reception (step S502). The control section203determines whether the message transmitted in step S502is one that has received from the video game apparatus100of the player, who operates the player character as the leader of the party (step S503).

In the case where the transmitted message has not been received from the leader's video game apparatus100, the control section203returns to processing of step S501and waits for the reception of the next message. While, in the case where the message transmitted in step S502is received from the leader's video game apparatus100, the control section203causes specific message information, which includes information that can identify the message, to be transmitted from the communications interface215to all video game apparatuses100via the network151(step S504). Then, the control section203returns to processing of step S501and waits for the reception of a next message.

FIG. 12is a flowchart showing message display processing of step S203that is executed by the control section103of the video game apparatus100in this modification. In the message display processing of this modification, the control section103determines whether the communications interface115has received the message transmitted from the game server apparatus200in step S502(step S601). If the communications interface115has not received the message transmitted from the game server apparatus200, the control section203ends the message display processing, and directly returns to the processing ofFIG. 7.

If the communications interface115has received the message transmitted from the game server apparatus200, the control section203determines whether the communications interface115has received specific message information transmitted from the game server apparatus200in step S504within a predetermined period of time since the reception of the message (step S602).

If the communications interface115has not received specific message information transmitted from the game server apparatus200, the control section103proceeds to processing of step S604. If the communications interface115has received specific message information transmitted from the game server apparatus200, the control section103starts the time counting using the internal timer (step S603) and proceeds to processing of step S604. Processing from steps S604through S606is the same as the processing of steps S305through S307shown inFIG. 8. Even in this modification, the specific message erasing processing is the same as shown in the aforementioned embodiment.

As explained above, according to this modification, in the network game in which the message transmitted by the leader of the players is important to the progress of the game, this important leader's message can be recognized by other players without fail.

In the flowchart ofFIG. 12, the time counting is started by the internal timer upon the reception of specific message information. However, the time counting may be started by the internal timer after the reception of the message is determined in step S601. In this case, the control section103of each video game apparatus100may stop the timing counting by the internal timer unless specific message information is received subsequent to the reception of the message.

The aforementioned embodiment has explained the following conditions to release the lock window360provided on the display screen122in each video game apparatus100. Namely, a fixed period of time passes since the reception of the event request or the player operates a predetermined button of the input section161. However, the conditions to release the lock window360are not limited to these. For example, the lock window360can be released after a fixed period of time passes since the provision of the lock window. Regarding whether the operation of the predetermined button of the input section161is used as a condition to release the lock window360, the player may select such a condition on a configuration setting screen.

In the aforementioned embodiment, after the specific message400is scrolled up to the uppermost portion of the chat window350, the lock window360is provided at the position to display the specific message400and the display of the specific message400is not erased until a predetermined condition is satisfied. However, the method for preventing the specific message400from being erased is not limited to this.

For example, instead of applying a special window such as the lock window360, such control may be possible that surely selects the specific message400as a message to be displayed in the chat window350until the predetermined condition is satisfied. At the time of starting the display of the specific message400, another window may be provided to overlap with the chat window350or at a position different from the position of the chat window350, so that the specific message400can be displayed in this window until the predetermined condition is satisfied.

In the aforementioned embodiment, each video game apparatus100recognizes that the message displayed in the chat window350is used as the specific message400by receiving the event request as the message. In the modification shown byFIGS. 11 and 12, each video game apparatus100receives specific message information and thereby recognizes that the message received from the game server apparatus200is the specific message. However, the present invention is not limited to such a case.

For example, the game server apparatus200may add control information, indicative of a specific message, to a message itself including the character string to be displayed on the display screen122(regardless of whether it is the message input by any video game apparatuses100or the message output by processing of the game server apparatus200). Then, the game server apparatus200may transmit the resultant message to each video game apparatus100. The control section103of each video game apparatus100can determine whether the received message is the specific message based on control information added to the received message.

All of the character strings stored in each video game apparatus100as described in the event request do not have to be used as the specific messages even if they are character strings to be displayed in the chat window350. The control section103of each video game apparatus100can determine whether a message, which causes the stored character string to be displayed, can be used as the specific message according to the event request code included in the event request.

Thus, it is possible to apply various kinds of methods for transmitting the specific message and information indicative of the specific message. The game server apparatus200adds information, indicative of the specific message, to the content of the message or a code indicating the content (corresponding to the aforementioned event request code), thereby making it possible to reduce the number of transmissions of information to each video game apparatus100.

In the aforementioned embodiment, all messages input from the respective video game apparatuses100are once collected to the game server apparatus200and they are transmitted to each video game apparatus100from the game server apparatus200. The message displayed in the chat window350is the message sent to each video game apparatus100from the game server apparatus200. In contrast to this, the message can be displayed in the chat window350in the following order.

When the message is input from the input section116, the control section103of each video game apparatus100causes the input message to be displayed in the chat window350without waiting for retransmission of the message from the game server apparatus200. The control section103of each video game apparatus100determines whether the message received from the game server apparatus200is the message transmitted by the video game apparatus100. If it is the message transmitted by the video game apparatus100, the control section103abandons the received message without being redisplayed in the chat window350. The message in the chat window350is thereby displayed in the order that complies with time when the player inputs the message and the time when the player receives the message in each video game apparatus100. The message in the chat window350is displayed according to the sequence of each player's thinking.

The aforementioned embodiment has explained an example of the case that the present invention is applied to the network game in which the respective players of the video game apparatuses100move their player characters321to324to advance the game. However, the present invention can be applied to the general network games in which the players advance the game while chatting via the network regardless of whether the player characters appear or not. Regarding the client- side apparatuses that the respective players use, there can be used general-purpose computers or cellular phones having a network connection function and an application executing function. The types of client side-apparatuses that the respective players use may be mixed.

In the aforementioned embodiment, the program and data of the video game apparatus100are stored in the storage medium131and distributed. The program and data of the game server apparatus200are stored in the storage medium231and distributed. In contrast to these, these programs and data may be stored to a fixed disk device that a Web server apparatus existing on the network151has. In accordance with a request from each of the video game apparatuses100or the game server apparatus200, the Web server apparatus may convert program data stored in the fixed disk device to a signal, and may superimpose the signal on a carrier wave to distribute to the video game apparatus100or the game server apparatus200via the network151.

In the video game apparatus100, the program and data, which the communications interface115has received from the Web server, can be stored in the HDD107and loaded on the RAM105at an executing time. In the game server apparatus200, the program and data, which the communications interface117has received, can be stored in the HDD207and loaded on the RAM205at an executing time.

Although the invention has been described with reference to several exemplary embodiments, it is understood that the words that have been used are words of description and illustration, rather than words of limitation. Changes may be made within the purview of appended claims, as presently stated and as amended, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described with reference to particular means, materials and embodiments, the invention is not intended to be limited to the particulars disclosed; rather, the invention extends to all functionally equivalent structures, methods, and uses such as are within the scope of the appended claims.

Claims

  1. A network game system having a server apparatus and a plurality of client apparatuses each connected to said server apparatus via a network, said server apparatus comprising: a server message receiver that receives messages from each of said plurality of client apparatuses;a server message transmitter that transmits messages on progress of a game including the messages received by said server message receiver to each of said plurality of client apparatuses via the network;and a specific information transmitter that transmits specific information when said server message transmitter transmits a specific message, the specific information indicating that the transmitted message is the specific message, each of said plurality of client apparatuses comprising: a message input device that inputs a desired message on the progress of the game according to a user's operation;a client message transmitter that transmits the messages input from said message input device via said network to cause said server message receiver to receive the messages;a client message receiver that receives messages transmitted from said server message transmitter;a specific information receiver that receives the specific information transmitted from said specific information transmitter;a message display device that displays messages received by said client message receiver within a chat window while scrolling the messages sequentially;and a display controller that controls scroll-display displayed by said message display device such that the received messages are sequentially scrolled to erase an oldest message from the chat window, and display of the message corresponding to specific information received by said specific information receiver is prevented from being erased from the chat window by the scrolling a until a predetermined condition is satisfied, when the specific message is the oldest message and otherwise would be erased by scrolling in response to displaying a new message.
  1. A game server apparatus, connected to a plurality of client apparatuses via a network, comprising: a message receiver that receives messages input by players of the plurality of client apparatuses via the network;a message transmitter that transmits messages on progress of a game including the messages received by said message receiver via the network such that the messages are sequentially scrolled and displayed in a chat window of each of said plurality of client apparatuses;and a specific information transmitter that transmits specific information when said message transmitter transmits a specific message such that display of the specific message in the chat windows is prevented from being erased by scrolling in each of said plurality of client apparatuses until a predetermined condition is satisfied when the specific message is the oldest message and the otherwise would be erased by scrolling in response to displaying a new message.
  2. The game server apparatus according to claim 2 , further comprising an event generator that generates a predetermined event according to the progress of the game, wherein the specific message comprises a message transmitted according to the predetermined event.
  3. The game server apparatus according to claim 2 , wherein the specific message comprises a message that said message receiver has received from a specific client apparatus.
  4. The game server apparatus according to claim 2 , wherein the specific information is added to the specific message, and said specific information transmitter is included in said message transmitter that transmits the message having the specific information added.
  5. A game server apparatus connected to a plurality of client apparatuses via a network, comprising: a memory that stores a network game program;a processor that executes the network game program;and a communications apparatus that performs communications with the plurality of client apparatuses, the network game program causing the processor to execute: receiving messages input by players of the plurality of client apparatuses via the network;transmitting messages on progress of a game including the messages received from the client apparatuses via the network such that the messages are sequentially scrolled and displayed in a chat window of each of the client apparatuses;and transmitting specific information such that display of a specific message is prevented from being scrolled and erased from the chat window in each of the client apparatuses until a predetermined condition is satisfied, when scrolling other messages as a result of displaying a new message.
  6. A video game apparatus connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network, said video game apparatus comprising: a message input device that inputs a desired message on the progress of a game according to a player's operation;a message transmitter that transmits the message input from said message input device to the server apparatus via the network;a message receiver that receives messages on the progress of the game, including the messages received from the video game apparatuses connected to the server apparatus, from the server apparatus via the network;a specific information receiver that receives specific information from the server apparatus via the network, when a message to be received by said message receiver is a specific message, which specific information indicates that the received message is the specific message;a message display device that displays messages received by said message receiver in a chat window while scrolling the messages sequentially;and a display controller that controls scroll-display displayed by said message display device such that display of a message corresponding to specific information received by said specific information receiver is prevented from being scrolled and erased from the chat window until a predetermined condition is satisfied, when scrolling other messages as a result of displaying a new message.
  7. The video game apparatus according to claim 7 , wherein the predetermined condition is satisfied when a predetermined period of time passes after receiving the specific information or a message corresponding to the specific information.
  8. The video game apparatus according to claim 7 , wherein the predetermined condition is satisfied when the player performs a predetermined operational input.
  9. The video game apparatus according to claim 7 , wherein said display controller controls the scroll-display such that the message corresponding to the specific information is scrolled up to a predetermined position and thereafter the message is fixed and displayed to be prevented from being scrolled from the position.
  10. The video game apparatus according to claim 7 , wherein the specific message comprises a message transmitted according to a predetermined event generated by the server apparatus according to the progress of a game.
  11. The video game apparatus according to claim 11 , further comprising a specific message storage that stores identification information peculiar to the specific message in association with a content of the specific message, wherein said message receiver receives the identification information of the specific message, and said message display device reads the content of the specific message corresponding to the identification information received by said message receiver from said specific message storage, and displays the read content.
  12. The video game apparatus according to claim 7 , wherein said message display device displays messages input by said message input device and the messages input by the other video game apparatuses among the messages received by said message receiver, alternately, while scrolling the messages sequentially.
  13. The video game apparatus according to claim 7 , wherein the specific information is added to the specific message, and said specific information receiver is included in said message receiver that receives the message having the specific information added.
  14. A video game apparatus connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network, said video game apparatus comprising: a memory that stores a network game program;a processor that executes the network game program;a display device that displays a processing result of the network game program performed by said processor;and a communications apparatus that communicates with the server apparatus, the network game program causing said processor to execute: inputting a desired message on progress of a game according to a user's operation, transmitting the input message to the server apparatus via the network;receiving messages on the progress of the game including the messages, which the server apparatus received from said video game apparatus and the other video game apparatuses, from the server apparatus via the network;receiving specific information from the server apparatus via the network, when a message to be received is a specific message, which specific information indicates that the received message is the specific message;and displaying the received messages in a chat window while scrolling the messages sequentially such that display of the message corresponding to the specific information among the received messages is prevented from being scrolled and erased from the chat window in a display area on a display device until a predetermined condition is satisfied, when scrolling other messages as a result of displaying a new message.
  15. A message transmitting method in a network game executed in a server apparatus connected to a plurality of video game apparatuses via a network, comprising: receiving messages input by players of the plurality of video game apparatuses via the network;transmitting messages on progress of a game including the messages received from the plurality of video game apparatuses via the network such that the messages are sequentially scrolled and displayed in a window in each of the plurality of video game apparatuses;and transmitting specific information such that display of a specific message is prevented from being scrolled and erased from the window in a display area on a display device in each of the plurality of video game apparatuses until a predetermined condition is satisfied, when scrolling other messages as a result of displaying a new message.
  16. A message display controlling method in a network game executed in a video game apparatus connected to a server apparatus, which is connected to at least one other video game apparatus, via a network, comprising: inputting a desired message on progress of a game according to a player's operation;transmitting the input message to the server apparatus via the network;receiving messages on the progress of the game including messages, which the server apparatus received from said video game apparatus and the other video game apparatuses, from the server apparatus via the network;receiving specific information, from the server apparatus via the network, when a message to be received is a specific message, which specific information indicates that the received message is the specific message;and displaying the received messages in a chat window while scrolling the messages sequentially such that display of the message corresponding to the specific information among the received messages is prevented from being erased, by scrolling, from the chat window in a display area on a display device until a predetermined condition is satisfied.
  17. A computer-readable storage medium on which a network game program is recorded, the program causing a computer connected to a plurality of client apparatuses via a network to execute: receiving messages input by players of the plurality of client apparatuses via the network;transmitting messages on progress of a game including the messages received from the client apparatuses via the network such that the messages are sequentially scrolled and displayed in a window in each of the client apparatuses;and transmitting specific information such that display of a specific message is prevented from being erased, by scrolling, from the window in a display area on a display device in each of the plurality of video game apparatuses until a predetermined condition is satisfied.
  18. A computer-readable storage medium on which a network game program is recorded, the program causing a computer connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network to execute: inputting a desired message on progress of a game according to a user's operation, transmitting the input message to the server apparatus via the network;receiving messages on the progress of the game including the messages, which the server apparatus received from said video game apparatus and the other video game apparatuses, from the server apparatus via the network;receiving specific information, from the server apparatus via the network, when a message to be received is a specific message, which specific information indicates that the received message is the specific message;and displaying the received messages in a chat window while scrolling the messages sequentially such that the display of the message corresponding to the specific information among the received messages is prevented from being erased, by scrolling, from the chat window in a display area on a display device until a predetermined condition is satisfied.
  19. A carrier wave having a data signal of a network game program, which is executed by a computer apparatus connected to a plurality of client apparatuses via a network, superimposed thereon, wherein the program causes the computer to execute: receiving messages input by players of the plurality of client apparatuses via the network;transmitting messages on progress of a game including the messages received from the client apparatuses via the network such that the messages are sequentially scrolled and displayed in a chat window in each of the client apparatuses;and transmitting specific information such that display of a specific message is prevented from being erased and scrolled from the chat window in a display area on a display device in each of the plurality of video game apparatuses until a predetermined condition is satisfied, when scrolling other messages as a result of displaying a new message.
  20. A carrier wave having a data signal of a network game program, which is executed by a computer apparatus connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network, superimposed thereon, wherein the program causes the computer apparatus to execute: inputting a desired message on progress of a game according to a user's operation, transmitting the input message to the server apparatus via the network;receiving messages on the progress of the game including the messages, which the server apparatus received from said video game apparatus and the other video game apparatuses, from the server apparatus via the network;receiving specific information, from the server apparatus via the network, when a message to be received is a specific message, which specific information indicates that the received message is the specific message;and displaying the received messages in a window while scrolling the messages sequentially such that display of the message corresponding to the specific information among the received messages is prevented from being erased, by scrolling, from the window in a display area on a display device until a predetermined condition is satisfied.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.