Field of Invention
The present invention relates to a multi-access online game system and a method for controlling a game for use in the multi-access online game system, and more particularly to a system and method for effectively processing real-time messages generated during an online game with many messages to be processed in real time.
Description of the Related Art
Recently, with the increasing development of network technologies, data can be transmitted to a desired destination at high speed. As user terminals capable of accessing the network have rapidly come into widespread use throughout the world, content providers (CPs) capable of providing the user terminals with a variety of contents are rapidly increasing every year.
The content provider (CP) provides users with a variety of content services, for example, a searching service, a shopping service, a game service, and a chatting service, etc. Particularly, if the game service acting as the paying service is provided to the users, the content provider (CP) can guarantee a large number of consumers, so that the game service is generally considered to be the most important content service profitable to the content provider (CP).
Particularly, a multi-access online role-playing game from among many online games enables a plurality of gamers to use or modify environments provided from game developers, so that the gamers can create stories and structures of games. In this way, it should be noted that the above-mentioned multi-access online role-playing games are considered to be a representative specified game.
There are a variety of multi-access online role-playing games, for example, “Diablo” and “World of Warcraft” from Blizzard, “Lineage” from NCsoft, and “Ultima Online” from ORIGIN, etc.
Generally, the above-mentioned multi-access online role-playing game has provided users with a fantasy-based world (i.e., simulated environments). However, in recent times, the world of the multi-access online role-playing game has become more diverse in the real world, for example, general cities or schools.
The multi-access online role-playing game has been conducted by interaction between one player and other players, so that a game command message of any one of the users must be transmitted to other users. The transmission of the game command message greatly affects a load of the multi-access online role-playing game server.
With the extension of the multi-access online role-playing game area, a racing game is modified into the multi-access online role-playing game, and is then provided to users or players. Player characters (e.g., cars) for use in the above-mentioned racing role-playing game move very fast or frequently collide with each other. Therefore, if the fast-moving information or collision information of the player characters is transmitted to users other than a playing user, an amount of load of the game server may be rapidly increased, resulting in the occurrence of fatal errors.