Server system and game system
By introducing inheritance judgment and progress control unit into the server system, the problem of insufficient sense of unity and connection in multiplayer games has been solved, and the interactive experience of the game has been improved.
Patent Information
- Application Number
- CN202110100881.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-02-26
- Filing Date
- 2021-01-25
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2041-01-25
AI Technical Summary
In existing technologies, multiple players cannot create a sense of unity and connection when playing games separately, resulting in a reduced gaming experience.
By introducing an inheritance determination unit and a progress control unit into the server system, it is possible to determine whether the game is in the process of inheritance and to control the progress of game events based on the determination result, thereby increasing the interactive experience between players.
This allows for a greater sense of unity and connection even when multiple players are playing separately, enhancing the game's fun and interactivity.
Smart Images

Figure CN113304484B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to server systems for executing games, etc. Background Technology
[0002] Previously, there were known games, such as music games, where multiple players could take turns playing as the game progressed. Each player, by taking on a part of the game, could enjoy a sense of unity and connection as they worked towards completing the game.
[0003] Prior art literature
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent No. 4429791 Summary of the Invention
[0006] However, the game in Patent Document 1 involves multiple players taking turns, but ultimately it is just playing one game. In a game mode where multiple players play independent games, there is no sense of unity among players.
[0007] The technical problem to be solved by the present invention is to provide a new technology for achieving a new level of interest that enhances the sense of unity and connection among players even when multiple players are playing the game separately.
[0008] The server system of the first invention for solving the above problems comprises: an inheritance determination unit for determining whether target achievement inheritance gameplay is in the process of inheritance, wherein target achievement inheritance gameplay refers to inheriting gameplay by repeating the process where a player in the previous game ended the game by achieving the target and then starting a new game with the current player aiming to achieve the target; and a progress control unit for controlling the progress of the game event of target achievement inheritance gameplay based on the determination result of the inheritance determination unit.
[0009] According to the first invention, it is possible to determine whether a goal-achievement inheritance game is in progress, where a player starts a new game with the goal of achieving the same goal as the previous player who ended the game by repeatedly achieving the goal. Then, the progress of the goal-achievement inheritance game event can be controlled based on this determination result. That is, if the game continues after achieving the goal, the goal-achievement inheritance game is in progress, and a new game begins. Therefore, although players participating in the goal-achievement inheritance game play their own games, they can still enjoy a sense of unity and connection among players.
[0010] Alternatively, as a second invention, it can also be configured such that, in the server system of the first invention, the inheritance determination unit counts the number of times the game is played during inheritance.
[0011] According to the second invention, when it is determined that the game has achieved the goal and the game continues while the goal achievement inheritance game is in the process of inheritance, the inheritance count can be updated.
[0012] Additionally, as a third invention, the server system of the second invention may also include a reward-granting control unit, which, when the number of inheritances meets a specified condition, controls the granting of rewards to some or all of the players who participated in the inheritance game to achieve the goal.
[0013] According to the third invention, for example, when a player has played the game for a specified number of times and achieved a goal, a reward can be given to some or all of the players who have played the game.
[0014] Additionally, as a fourth invention, it can also be configured such that, in the server system of the third invention, the reward and / or the recipient of the reward is determined based on the number of participants in the goal achievement inheritance game.
[0015] According to the fourth invention, the rewards and the players to whom the rewards are given can be determined based on the number of participants in the goal achievement inheritance game. For example, for a game where the goal achievement inheritance game involves a certain number of inheritances, the content of the rewards given when a portion of the game is played by the same player and when all the game is played by different players can be changed, or the players who give the rewards can be changed.
[0016] Additionally, as a fifth invention, it can also be configured such that, in the server system of the third or fourth invention, the reward granting control unit determines the reward and / or the recipient of the reward based on the number of inheritances.
[0017] According to the fifth invention, the reward and the player to whom the reward is given can be determined based on the number of times the game is completed and the goal is achieved. For example, the number of rewards given or the number of players to whom the rewards are given can be increased with the number of completions.
[0018] Additionally, as a sixth invention, it can also be configured such that, in the server system of any of the third to fifth inventions, the reward granting control unit changes the reward granted between players based on the difference in the number of times the same player has played the game in the goal achievement inheritance game.
[0019] According to the sixth invention, when players in a goal-achieving succession game have played the game a different number of times, the rewards assigned to the players can be adjusted based on this difference. For example, in a goal-achieving succession game where three players a, b, and c successively achieved the goal through six attempts, if player a played the game three times, player b twice, and player c once, different rewards can be assigned to players a, b, and c, such as increasing the rewards in descending order of the number of times they played. Alternatively, rewards can be assigned only to player a, who played the game the most times, or only to players a and b, who played the game multiple times.
[0020] Additionally, as a seventh invention, it can also be configured such that, in the server system of any one of the third to sixth inventions, the reward assignment control unit changes the assigned rewards among players according to the order in which the game was played.
[0021] According to the seventh invention, the rewards assigned to players can be varied based on the order in which they played the game (playing order). For example, players who play later in the game receive greater rewards, and different rewards can be assigned to each player.
[0022] Furthermore, as the eighth invention, it can also be configured such that the server system of any one of the first to sixth inventions further includes a target setting unit (e.g., Figure 13 The target setting unit (243) sets the achievement target of each game in the target achievement inheritance game.
[0023] According to the eighth invention, it is possible to set goals to achieve the goals of each game in the inherited gameplay.
[0024] Additionally, as a ninth invention, it can also be configured such that, in the server system of the eighth invention, the target setting unit sets the achievement goals for each game sequentially by setting achievement goals that are the same as the achievement goals of the previous game or that are more difficult than the achievement goals of the previous game.
[0025] According to the ninth invention, by setting the achievement goals of each game to be the same as those of the previous game, it is possible to set goals to achieve the achievement goals of each game in a successor game. Alternatively, by setting the achievement goals of each game to be more difficult than those of the previous game, it is possible to set goals to achieve the achievement goals of each game in a successor game.
[0026] Additionally, as a tenth invention, it can also be configured such that the server system of any one of the first to ninth inventions further includes a receiving control unit (e.g., Figure 13 The subsequent player determination unit 245) accepts the (x+1)th player candidate who will play the game after the xth player, thereby sequentially accepting players who challenge the target and achieve the succession of the game.
[0027] According to the tenth invention, by accepting the (x+1)th player as a candidate to continue playing the game after the xth player has played the game, the goal of multiple players playing the game in sequence can be achieved to achieve the goal of continuous gameplay.
[0028] Additionally, as the eleventh invention, it can also be configured such that, in the server system of the tenth invention, the acceptance control unit sends an invitation notification to the (x+1)th player candidate and accepts the (x+1)th player candidate's acceptance of the invitation notification, and determines the (x+1)th player by accepting the acceptance of the acceptance.
[0029] According to the eleventh invention, an invitation notification can be sent to the (x+1)th player candidate, and when a commitment is made in response to the invitation notification, the player candidate is designated as the (x+1)th player.
[0030] Additionally, as the twelfth invention, it can also be configured such that, in the server system of the eleventh invention, the acceptance control unit selects the (x+1)th player candidate based on the player-specified operation performed by the xth player.
[0031] According to the twelfth invention, it is possible to select the player designated by the xth player as the candidate for the x+1th player.
[0032] Additionally, as the thirteenth invention, it can also be configured such that, in the server system of the eleventh invention, the receiving control unit selects the (x+1)th player candidate from the friend players of the xth player.
[0033] According to the thirteenth invention, a friend of the xth player can be selected as a candidate for the x+1th player.
[0034] Additionally, as the fourteenth invention, it can also be configured such that, in the server system of the eleventh invention, the acceptance control unit selects a player who meets the given matching conditions based on the xth player as a candidate for the x+1th player.
[0035] According to the fourteenth invention, it is possible to set and use matching conditions corresponding to the xth player, thereby selecting a player who meets the matching conditions as a candidate for the x+1th player.
[0036] Additionally, as the fifteenth invention, it can also be configured such that, in the server system of the fourteenth invention, the matching condition refers to the x+1th player candidate satisfying a given advantage condition for the xth player.
[0037] According to the fifteenth invention, it is possible to set the conditions that satisfy the advantages of the xth player as the matching conditions, thereby selecting the player who satisfies the matching conditions as the candidate for the x+1th player.
[0038] Additionally, as the sixteenth invention, it can also be configured such that: in the server system of any one of the first to fifteenth inventions, the acceptance control unit restricts the acceptance of the (x+1)th player who plays the game after the xth player to a given acceptance period; when the acceptance control unit does not accept the (x+1)th player within the acceptance period, the inheritance determination unit determines that the target has been achieved and the inheritance of the game has been interrupted.
[0039] According to the sixteenth invention, the processing time for accepting the (x+1)th player can be limited. Furthermore, if the (x+1)th player is accepted within the processing time, the next game session can begin; if the (x+1)th player is not accepted, the goal is considered achieved, and the game session is interrupted without proceeding to the next session.
[0040] Furthermore, as the seventeenth invention, it can also be configured such that the server system of the sixteenth invention further includes a unit for controlling the change of the acceptance period in exchange for the use of a specified item and / or a specified equivalent payment.
[0041] According to the seventeenth invention, the processing period for the (x+1)th player can be changed in exchange for the use of items or equivalent payments, for example, by extending the processing period.
[0042] Additionally, as the eighteenth invention, it can also be configured as a game system having a server system of any one of the first to seventeenth inventions and a player terminal capable of communicating with the server system.
[0043] According to the eighteenth invention, a game system is capable of achieving the same effect as any one of the first to seventeenth inventions. Attached Figure Description
[0044] Figure 1 This is a diagram illustrating the overall structure of a game system.
[0045] Figure 2 This is a diagram illustrating an example of the device configuration of a player's terminal.
[0046] Figure 3 This is an example of a game screen.
[0047] Figure 4It is a flowchart representing the general process of handling events related to achieving the goal of continuing the game.
[0048] Figure 5 This is a diagram representing an example of the data structure of event definition data.
[0049] Figure 6 This is an example of a screen showing an overview of events in progress and a screen for participating in operations.
[0050] Figure 7 This is an example of an invitation notification screen.
[0051] Figure 8 This is a diagram representing an example of an individual target table.
[0052] Figure 9 This is an example of a game track list.
[0053] Figure 10 This is a diagram representing an example of a reward table.
[0054] Figure 11 This is a diagram representing another example of a reward table.
[0055] Figure 12 This is a diagram representing another example of a reward table.
[0056] Figure 13 This is a block diagram illustrating an example of the functional structure of a server system.
[0057] Figure 14 This is a diagram illustrating an example of the data structure for user management data.
[0058] Figure 15 This is a diagram illustrating an example of the data structure of a musical piece.
[0059] Figure 16 This is a diagram representing an example of the data structure of events during execution.
[0060] Figure 17 This is a block diagram illustrating an example of the functional configuration of a player's terminal.
[0061] Figure 18 It is a flowchart used to illustrate the processing flow in a server system.
[0062] Figure 19 This is a diagram illustrating the functional configuration of the player terminal in Variation Example 1.
[0063] Explanation of reference numerals in the attached figures
[0064] 1000…Game System; 1100…Server System; 100s…Operation Input Department; 200s…Server Processing Department; 210…User Management Department; 220…Recharge Processing Department; 230…Game Management Department; 231…Game Progress Control Department; 233…Operation Input Evaluation Department; 240…Event Control Department; 241…Game Track Selection Department; 243…Goal Setting Department; 244…Inheritance Judgment Department; 245…Subsequent Player Determination Department; 247…Forced Termination Judgment Department; 24 9…Rewards Control Unit; 290s…Image Generation Unit; 292s…Sound Generation Unit; 294s…Communication Control Unit; 390s…Image Display Unit; 392s…Sound Output Unit; 394s…Communication Unit; 500s…Server Storage Unit; 501…Server Program; 503…Game Client Program for Release; 510…User Management Data; 513…Playtime Performance Data; 514…Friend List; 515…Intimacy Data; 520…Initial Game Settings Data; 52 1…Music List; 530…Music Data; 570…Event Definition Data; 573…Game Music Selection Method; 574…Player Determination Method; 575…Individual Goal Table; 576…Maximum Number of Attempts; 577…Game Music List; 578…Reward Table; 600…Event Data in Progress; 610…Game Play Data; 617…Individual Goal Setting; 619…Individual Goal Achievement Status; 621…Inheritance Count; 623…Forced Termination Judgment Result; 1500, 150 0A…Player terminal; 100…Operation input unit; 200…Terminal processing unit; 270…Player terminal arithmetic unit; 271…Operation signal transmission control unit; 273…Game screen display control unit; 290…Image generation unit; 292…Sound generation unit; 294…Communication control unit; 390…Image display unit; 392…Sound output unit; 394…Communication unit; 500…Terminal storage unit; 502…Game client program; 504…Game program; 9…Network; 2…Player. Detailed Implementation
[0065] Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings. It should be noted that the present invention is not limited to the embodiments described below, and the ways in which the present invention can be applied are not limited to the following embodiments. Furthermore, in the accompanying drawings, the same reference numerals are used to denote the same parts.
[0066] [Overall Composition]
[0067] Figure 1 This is a diagram illustrating an example of the overall configuration of the game system 1000 in this embodiment. (See diagram below.) Figure 1As shown, the game system 1000 includes a server system 1100, which is a computer system, and a player terminal 1500 held by the player (user) 2 of the game in this embodiment, and they are connected to each other via a network 9 in a manner that enables data communication.
[0068] Network 9 refers to a communication path capable of data communication. That is, Network 9 includes not only LANs (Local Area Networks) that utilize dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connection, but also communication networks such as telephone or cable networks and the Internet. In addition, regarding the communication method, both wired and wireless are acceptable.
[0069] The server system 1100 includes a main unit 1101, a keyboard 1106, a touch panel 1108, and a storage device 1140. The main unit 1101 integrates various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), or a DSP (Digital Signal Processor), various IC memories such as VRAM, RAM, and ROM 1152, and a control board 1150 equipped with electronic components such as a communication device 1153. Furthermore, part or all of the control board 1150 can be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).
[0070] The server system 1100 performs calculations based on prescribed programs and data using a CPU 1151 and other components, thereby implementing user management functions related to user registration, and game management functions that provide the data required for playing games on the player terminal 1500 and manage the execution control of the game on the player terminal 1500. In other words, the game in this embodiment is implemented as a client-server type online game. Player 2 accesses the server system 1100 on their own player terminal 1500 and logs in using the provided account to enjoy the game of this embodiment.
[0071] In addition, server system 1100 collaborates with external electronic settlement servers operated by personnel in the electronic settlement industry to process the purchase of in-game currency (recharge processing). During recharge processing, the electronic settlement server performs the following steps: In response to an inquiry from server system 1100, it clears the purchase amount of in-game currency using player 2's credit card or prepaid card. Then, server system 1100 assigns player 2 in-game currency corresponding to the purchase amount cleared through the electronic settlement server.
[0072] Furthermore, the server system 1100 is not limited to Figure 1 The single unit shown can also be configured to house multiple blade servers that perform various functions and are interconnected via an internal bus to enable data communication. Alternatively, it can be configured to enable multiple independent servers located in separate locations to communicate via network 9, thereby allowing the whole system to function as a server system 1100.
[0073] The player terminal 1500 is a computer system that serves as a human-computer interface. It connects to the network 9 via a mobile phone base station or wireless communication base station and is capable of data communication with the server system 1100. The player terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable gaming device, a fixed home gaming device, a controller for a fixed home gaming device, a commercial gaming device, a personal computer, a tablet computer, or a wearable computer.
[0074] Figure 2 This diagram illustrates an example of the device configuration of a smartphone, exemplified by a player terminal 1500. (See diagram for example.) Figure 2 As shown, the player terminal 1500 includes directional input keys 1502, a home button 1504, a touch panel 1506 that functions as both an image display device and a touch position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 capable of reading and writing data to a memory card 1540, which is a computer-readable storage medium. In addition, it also includes a power button (not shown), volume control buttons, etc.
[0075] The control board 1550 is equipped with various microprocessors such as CPU 1551, GPU, and DSP; various IC memories such as VRAM, RAM, and ROM 1552; and a wireless communication module 1553 for wireless communication with mobile phone base stations or wireless LAN base stations connected to the network 9. Additionally, the control board 1550 includes circuitry for receiving signals from the directional input keys 1502 and the home button 1504; a driver circuit for the touch panel 1506; an output amplifier circuit for outputting sound signals to the speaker 1510; a sound signal generation circuit for generating sound signals collected by the microphone 1512; and an I / F circuit (interface circuit) 1557 serving as a signal input / output circuit for the memory card reader 1542. These components on the control board 1550 are electrically connected via bus circuits and are connected in a manner capable of reading and writing data and transmitting and receiving signals. Furthermore, the control board 1550 can be comprised of an ASIC, FPGA, or SoC, or may be entirely composed of these components.
[0076] In the control board 1550, the IC memory 1552 stores the game client program and various setting data required to execute the game client program. The game client program is downloaded from the server system 1100 at appropriate times. Alternatively, it can be configured to be read from a storage medium such as a separately acquired memory card 1540. Then, the CPU 1551 and the like execute the game client program and perform calculations, controlling various parts of the player terminal 1500 according to the operation inputs relative to the touch panel 1506, the directional input keys 1502, and the home button 1504, thereby enabling the player 2 to play the game.
[0077] [About the game]
[0078] This embodiment of the game is a virtual taiko drumming music game. In the game, a game screen displaying sheet music including the game tracks is shown on the touch panel 1506. Sounds corresponding to the game tracks and taiko drum sounds corresponding to the input inputs are output from the speaker 1510. Players enjoy playing the game tracks by listening to the game tracks output from the speaker 1510 and making inputs corresponding to the notes appearing on the game screen of the touch panel 1506.
[0079] Figure 3 This is an example image representing a game screen. For example... Figure 3As shown, the game screen includes a horizontally spanning sheet music display section 10, standard operation input icons 20, an elapsed time display section 23 since the start of gameplay, a song title display section 25 displaying the song title of the game track, and a difficulty display section 27. The design of the sheet music display section 10 can be appropriately configured, but in this embodiment, it includes a reference position 11 shown on the left side of the screen, note S that moves towards the reference position 11, bar dividing lines 15 indicating the division of measure units in the game track, an evaluation result display section 17, and a score display section 19.
[0080] The reference position 11 is set at the position reached by all the notes S in the moving display, indicating a reference position for representing the arrival time as a standard time (the time of operation input as the target). In this embodiment, only one is displayed in one music score display unit 10, but it may also be configured to have multiple locations.
[0081] Regarding the note S, it is prepared with a different design for each type of standard operation (standard operation type). The note S appears on the right side of the screen display unit 10, synchronized with the sound playback of the game track, and moves towards the reference position 11 along with the bar divider 15. Then, based on the moment when the note S reaches the reference position 11, the player is prompted that this is the standard time to perform the operation input for that type of standard operation.
[0082] In this embodiment, there are two types of standard operation (and their corresponding types of notes S). One is a circular note (dong) Sa, which represents the operation input of striking the drumhead (striking surface), and the other is a quadrilateral note (daci) Sb, which represents the operation input of striking the edge of the drumhead or the outer periphery of the drum body (outer edge of the striking surface). Of course, standard operations and notes other than the two examples can also be set appropriately.
[0083] Furthermore, standard operation input icons 20 are prepared for each type of standard operation. For example, a standard operation input icon 20a corresponding to the circular note Sa is placed at the lower right end of the game screen, and a standard operation input icon 20b corresponding to the quadrilateral note Sb is placed at the lower left end. The operation input is evaluated based on which of the standard operation input icons 20a and 20b was touched (i.e., the type of operation input) and the time of that touch operation.
[0084] The evaluation result display unit 17 continuously displays the evaluation results of the player's operation input for the standard operation and standard time prompts based on the movement display of the note S. The operation input evaluation is performed, for example, as follows: the moment when the center of the note S overlaps with the center line of the reference position 11 is taken as the standard time, and the type of overlapping note S is taken as the standard operation type. The evaluation is performed on (1) the time difference between the standard time and the moment when the player has performed an operation input (touch operation of the standard operation input icons 20a and 20b) (operation input time), and (2) the difference between the standard operation type and the operation input type. The higher the evaluation is, the more consistent the standard operation type and the operation input type are, and the smaller the time difference between the standard time and the operation input time is. In this embodiment, for example, when the standard operation type and the operation input type are different, the operation input is set to "not allowed". Moreover, when the standard operation type and the operation input type are consistent, the evaluation is performed on the time difference between the standard time and the operation input time using a benchmark (time difference evaluation benchmark) related to the time difference, in four stages: "good", "acceptable", "not allowed", and "negligence".
[0085] In this embodiment, the music game is configured such that the player selects the game track and difficulty level before starting the game, and the selected difficulty level is displayed on the difficulty display unit 27. Figure 3 (The middle option is "Normal"). The selectable difficulty levels are, for example, four levels in order of increasing difficulty: "Easy", "Normal", "Hard" and "Extremely Hard". In addition, the number of difficulty levels can be two, three, or even five or more.
[0086] Furthermore, in this embodiment, for example, a time difference evaluation benchmark is prepared according to the difficulty level, and the time difference between the standard time and the operation input time is evaluated using a time difference evaluation benchmark corresponding to the difficulty level selected by the player.
[0087] The score display unit 19 displays the cumulative game score assigned to the player based on the evaluation results of the operation input. In this embodiment, the game is completed when the game score reaches the predetermined baseline score at the end of the performance.
[0088] [Detailed Description]
[0089] In this embodiment of the game, an event of goal achievement inheritance (goal achievement inheritance event) is executed. This event refers to the situation where, after achieving the goal in a previous game (in this embodiment, playing a game track) and ending the game, a player different from the player in the previous game starts a new game with the goal of achieving that goal, thus inheriting the game's progress. The goal achievement inheritance event continues to advance as the next player is determined by a method described later after a game ends, and that next player then plays the next game. The next player is a player different from the player in the previous game. Players can start an event themselves and participate in it, or participate in events started by other players. Furthermore, a single game is not limited to playing the entire game track. That is, playing the entire game track can be considered a single game, or playing a portion of the game track (e.g., only playing the first section) can be considered a single game.
[0090] Then, during the execution of the event, the server system 1100 sets the goal of achieving the inherited gameplay objective and determines whether a newly started game has achieved the objective and thus ends, thereby determining whether the inherited gameplay objective is in progress (inheritance determination). If it is determined to be in progress, the goal achievement inherited gameplay event is advanced, and the process is transferred to determine the next player. Additionally, while it is determined to be in progress, the number of inheritance attempts for the inherited game is counted. Then, if the result shows that the number of inheritance attempts meets the specified conditions, control is exercised to grant rewards to some or all players.
[0091] In this embodiment, the achievement goals for consecutive gameplay are set by individually setting the achievement goals for each game played sequentially. Specifically, before playing a game, the achievement goals for that game (hereinafter referred to as "individual goals") are set. Basically, if the individual goal is achieved in a subsequent game, the event continues, and the individual goal for the next game is set. If the individual goal is not achieved in the game, the event ends. In addition, in this embodiment, for example, if the game has been played M times (M≥1) with the individual goal achieved, control is implemented to award some or all of the rewards to players who have played the game and participated in the consecutive gameplay with the achievement goal. That is, the condition is set to "more than once", and the reward is awarded when the number of succession times is more than once. However, the condition is not limited to this, and it can also be appropriately set to more than two times.
[0092] Some objectives are pre-set as goals that presuppose completing the game. For example, these could be set as "completing the game with a score exceeding a specified high score at the end of the performance," "completing the game with a maximum number of hits exceeding a specified number," "achieving a perfect score and completing the game," or "completing the game at a specified difficulty level." A perfect score refers to the number of consecutive successful inputs without errors (not rated as "unacceptable" or "negligent"), i.e., the number of inputs consecutively rated as "good" or "acceptable." Similarly, a perfect score means completing the game with all inputs successfully rated as "good" or "acceptable."
[0093] First, the general process of handling the execution of the event will be explained. Figure 4 The diagram on the left shows a general flow of processes involved in the first player's initial game play in a given event, while the diagram on the right shows a general flow of processes involved in the second and subsequent player's second and subsequent game play in the same event.
[0094] In this embodiment, the server system 1100 executes an event upon detecting the start of an event operation on the user terminal 1500. At the start of the event operation, the player specifies the event type. For example, control is performed to display a list of event types on the player's terminal 1500, and the event start operation is processed along with the selection of any event type. Then, as... Figure 4 As shown, when the server system 1100 detects the start of an event operation in the player terminal 1500, it controls the start of the event. First, it selects an initial game track and sets individual goals for the game (step S101). Thus, the goals to be achieved in playing the selected game track are set as individual goals.
[0095] Then, the server system 1100 controls the display of the set individual goals on the player terminal 1500 of the player who initiated the event and prompts the player (step S103). Then, it controls the playback of the game track on the player terminal 1500 to start the game (step S105). Then, the player on the player terminal 1500 (the player who initiated the event) becomes the first player and performs operation input according to the game track, thereby starting the first game (step S107). At this time, the player plays the game with the goal of achieving the individual goals set in step S101 (prompted in step S103). For example, when "achieving all hits and clearing the game" is set as the individual goal, the player focuses on achieving all hits when playing the game track.
[0096] When the game ends, it is determined whether an individual objective has been achieved. If an individual objective is not achieved—that is, if the player fails to complete the game, or if they complete the game but fail to achieve the individual objective (in step S109, "No")—the event ends. Conversely, if an individual objective is successfully achieved—that is, if the player achieves both the individual objective and completes the game (in step S109, "Yes")—the event continues, and the next player takes over the task of achieving that objective and continuing the game (the relay). For this purpose, a second player is determined (step S111).
[0097] Next, the transition to the second and subsequent game play involves... Figure 4 Step S201 on the right side. Then, the server system 1100 selects the game track for the next game (here, the second game) and sets the individual objectives for that game.
[0098] Then, the server system 1100 controls the display of the set individual objectives and prompts the player on the player terminal 1500 for the next player (the second player determined in step S111) to play the game again (step S203). Then, it controls the playback of the game track on the player terminal 1500 to start the game (step S205). Then, the player on the player terminal 1500 inputs operations according to the game track to play the game for the Mth time (here M=2) (step S207). At this time, as in the first game, the player plays the game with the goal of achieving the individual objectives set in step S201.
[0099] When the game ends, inheritance is determined based on whether individual objectives have been achieved. If an individual objective is not achieved ("No" in step S209), a negative inheritance decision is made. In this case, the final inheritance count M of the event is determined by subtracting one failure from the current inheritance count (the number of times the game has been played in this event) M. This final inheritance count M is the number of times the task continues and individual objectives are achieved during the goal-achievement inheritance gameplay. Then, some or all of the rewards are awarded to the players who played the game and achieved individual objectives in this event (hereinafter referred to as "reward candidates") (step S211), and the event ends.
[0100] On the other hand, when an individual goal is successfully achieved ("Yes" in step S209), an affirmative decision is made in the inheritance decision. In this case, a repetition decision is made on whether to continue the event and take over the task (whether to continue playing the next game). In this embodiment, an upper limit on the number of times the game can be played is set for each type of event. Figure 5If the maximum number of game plays (M) performed in this event has not reached the maximum number of plays, then the next game play is performed ("Yes" in step S213), and the next player (the third player in this case) is determined (step S215). Then, return to step S201 and repeat the processing involved in the third and subsequent game plays. On the other hand, if the inheritance count (the number of game plays performed in this event) M has reached the maximum number of plays ("No" in step S213), proceed to step S211 and grant a reward, ending the event. In this case, the maximum number of plays (576) becomes the final inheritance count M (the number of times the task continues).
[0101] Next, the event definition data will be explained. In this embodiment, in order to execute the aforementioned events, event definition data is prepared in advance for each event type. This event definition data contains data that defines the content of the event, such as a list of game tracks and settings for individual objectives. Then, when an event is detected to start, the event is executed according to the event definition data related to the specified event type.
[0102] Figure 5 This is a diagram representing an example of the data structure of event definition data 570. For example... Figure 5 As shown, in an event definition data 570, corresponding to the event type number 571 used to identify the event type, there are event name 572, game track selection method 573, player determination method 574, individual target table 575, maximum number of times 576, game track list 577 and reward table 578. Figure 8 The table below shows an example of an individual target from Table 575. Figure 9 The image shows an example of a game track list 577. Figures 10 to 12 The image shows an example from reward table 578.
[0103] In Game Track Selection Method 573, a method for selecting game tracks before playing the game is defined. This is in contrast to... Figure 4 In the processing related to steps S101 and S201, the server system 1100 performs the game track selection process, and selects a game track from the game track list 577 using the settings of the game track selection method 573.
[0104] In this embodiment, one of the following (1) to (3) may be optionally provided: (1) a first selection method that reads out the game track names from the game track list 577 according to their play order; (2) a second selection method that randomly selects one game track from the game track list 577; (3) a third selection method that prompts the player playing the game to select a game track from the game track list 577 that was not played in the current event, and accepts the operation of selecting one from it. When prompting the game track, the difficulty level of the game and individual goals for the next game play may also be prompted at the same time.
[0105] Player determination method 574 defines a method for determining the (x+1)th player (i.e., the second and subsequent players who play the game the second time or after the first) in this event. As with... Figure 4 The processing related to steps S111 and S215 involves the server system 1100 performing subsequent player determination processing, using the settings of player determination method 574 to determine the second or third player and subsequent players to play the game.
[0106] Specifically, in the subsequent player selection process, some or all of the designated selection members are designated as candidates for the next player, and the next player is determined from these candidates. The selection members could be, for example, all players participating in the game. In this case, when determining the next player, candidates are selected from all players.
[0107] On the other hand, the selection criteria can also be limited to a subset of players. Specifically, this could involve pre-setting the selection criteria at the start of the event. For example, using the friend list of the player who initiated the event, that player and their friends could be designated as selection criteria. In this case, subsequent player candidates would be chosen from the player who initiated the event and their friends.
[0108] Alternatively, the composition of the selection pool can be set each time the next (x+1) player is determined. For example, the friend list of the xth player who successfully achieved individual objectives in a game that had already ended before this determination could be used, and that player and their friends could be set as selection pool members. In this case, the next player candidate would be selected from the players who played the game in the previous game in that event and their friends.
[0109] Then, the server system 1100 determines the next player in the subsequent player determination process according to the settings of the player determination method 574. In this embodiment, the player determination method 574 may optionally include any one of the following (1) to (4): (1) a first determination method that determines by accepting a specified participation operation; (2) a second determination method that determines by issuing an invitation notification; (3) a third determination method that determines by accepting a specified player specification operation; and (4) a fourth determination method that determines by using given matching conditions. That is, the server system 1100 determines the next player by performing the subsequent player determination process by using its specific steps as steps corresponding to the settings of the player determination method 574. Hereinafter, each method will be described in sequence.
[0110] (1) First determination method
[0111] When player selection method 574 is set as the first selection method, server system 1100 selects all selected members as the next player candidates. Then, by accepting the participation operations of each player candidate, players who have achieved the challenge goal and wish to continue playing are accepted in turn. Then, when a participation operation is detected in the player terminal 1500 of any player candidate, server system 1100 determines the player of that player terminal 1500 as the next player.
[0112] For example, server system 1100 displays the next player candidate's terminal 1500. Figure 6 The control of the ongoing events overview screen shown in (a) can be achieved, for example, by setting an event menu in the game menu and selecting the display menu for the ongoing events overview screen from that menu.
[0113] like Figure 6 As shown in (a), the ongoing events overview screen displays a list of events currently in progress, i.e., events where the player on player terminal 1500 becomes the next player candidate, with notes indicating the content of the operation received and the achievement status of individual objectives within the event (how many times the event has progressed in the game). When any event is selected via touch operation in this ongoing events overview screen, the user is redirected to... Figure 6 The participation screen is shown in (b) above. The participation screen includes a participation button B1 and displays the next game track and individual game objectives. When a touch operation on the participation button B1 is detected on the participation screen, the server system 1100 identifies the player on the player terminal 1500 as the next player.
[0114] Furthermore, in the subsequent player selection process related to the first selection method, after the xth game session ends, a timer is run for the elapsed period since the player candidate was selected, thus limiting the acceptance of subsequent players to a given acceptance period. Then, if no player is accepted within this acceptance period, the goal of interrupting the continuation of gameplay is achieved, and a positive determination is made in the forced termination judgment. Specifically, when player selection method 574 is set to the first selection method, as part of the forced termination judgment process related to the aforementioned forced termination judgment, firstly, the period from the time the player candidate was selected until a specified period (e.g., three days, one week, etc.) is used as the acceptance period, and participation is accepted. Then, if no player participates within the acceptance period and no subsequent player is accepted, the goal of interrupting the continuation of gameplay is achieved, and a positive determination is made in the forced termination judgment, forcibly ending the event.
[0115] Furthermore, regarding participation in the operation, the next player can be determined either by processing applications in first-come, first-served order, or by randomly selecting one player from those who participated during the processing period. Alternatively, one player can be selected from those who participated during the processing period and whose play performance is at least equal to or higher than the aforementioned skill level.
[0116] (2) Second determination method
[0117] When player 574 is set to the second determination method, server system 1100 sends invitation notifications to the next player candidates. Then, by accepting acceptances of these invitation notifications from the next player candidates, players who have achieved the challenge objective and wish to continue playing are sequentially accepted. Server system 1100 then determines the next player based on the acceptance of these acceptances.
[0118] For example, first, one person is randomly selected from the selected members to serve as the next player candidate. Then, the selection is displayed on the player terminal 1500 designated for that player candidate. Figure 7 The invitation notification screen shown is controlled to send an invitation notification. This can be achieved, for example, by selecting the display menu for the invitation notification screen from the event menu. Alternatively, it can be configured such that when a player who is a candidate logs in, an invitation notification screen pops up on their player terminal 1500 to send an invitation.
[0119] like Figure 7 As shown, the invitation notification screen includes a "Participate" button B21 for accepting the invitation and a "Do Not Participate" button B23 for not accepting the invitation, along with a display indicating the invitation to participate in the event. Then, when a touch operation on the "Participate" button B21 is detected, the server system 1100 considers the invitation notification accepted and designates that player as the next candidate.
[0120] On the other hand, when a player is detected not to participate by touching button B23, or if no response is received within the specified response period from the time the player was selected as a candidate, a new candidate is selected and an invitation is sent again. This process is repeated until a response is received. The new candidate can be any player selected from the pool of potential participants, excluding those who have already selected not to participate. Furthermore, the response period can be appropriately set, for example, it can be a period in hours such as 10 hours, or a period in days such as one day.
[0121] Furthermore, in the subsequent player determination process related to the second determination method, after the xth player finishes playing, a timer is run from the moment a player candidate was initially selected, thereby restricting the acceptance of subsequent players to a given acceptance period and forcibly ending the game. Specifically, when player determination method 574 is set to the second determination method, as part of the forced ending determination process related to the aforementioned forced ending determination, the invitation notification is repeatedly sent and the acceptance of the player's commitment is performed within the specified period elapsed from the moment a player candidate was initially selected. This specified period is set to be longer than the response period. Then, if a player does not accept the subsequent player's commitment within the acceptance period, the goal of continuing the game's interruption is achieved, and a positive determination is made in the forced ending determination, forcibly ending the event.
[0122] (3) Third determination method
[0123] When the player determines method 574 as the third determination method, the server system 1100 first controls the display of a player instruction screen showing a list of selected members on the player terminal 1500 of the xth player. Specifically, when the xth player successfully achieves an individual goal, control is performed to display the player instruction screen on that player's player terminal 1500.
[0124] Then, server system 1100 accepts the player's request to select one person from the list on the player instruction screen, thereby selecting a player candidate. Then, an invitation notification is sent to the player candidate using the same procedure as the second determination method, and their acceptance is accepted. The next player is then determined by accepting this acceptance.
[0125] (4) Fourth determination method
[0126] When player determination method 574 is set to the fourth determination method, server system 1100 uses the given matching conditions based on the x-th player to select a player from the selection target players who meets those matching conditions as the (x+1)-th player candidate. When determining the next player using this method, the selection target players can be all players participating in the game.
[0127] Matching criteria could be, for example, "a player who meets the given advantage criteria for player x." Advantage criteria could be, for example, "a player whose past performance is better than player x." Specifically, it involves comparing various past game achievements such as highest score, maximum number of hits, number of perfect scores, player level, and number of games played, selecting players with higher scores than player x as candidates.
[0128] Then, for example, the participation action of the selected player candidate is processed using the same method as the first determination method to determine the next player. Alternatively, one player is randomly selected from the selected player candidates. Then, an invitation notification may be sent to the selected player candidate using the same method as the second determination method, and the next player is determined by their acceptance of the invitation.
[0129] In addition, players who have achieved specific goals in their next game session can be selected as candidates by referring to their play history over a past reference period (e.g., a short period like a week or a relatively long period like three months). For example, if the specific goal for the next game session is to "complete the game on the 'extremely difficult' difficulty level," then players who have completed the game on the 'extremely difficult' difficulty level in the most recent reference period can be selected as candidates.
[0130] In addition, the matching criterion can be set as "a player whose performance level is the same as that of the xth player" to select player candidates. For example, players with the same level as the xth player can be selected as player candidates, and so on.
[0131] return Figure 5 The description states that Individual Target Table 575 stores the settings for individual targets related to this event. For example, such as... Figure 8 As shown, in the individual objective table 575, individual objectives to be achieved in the game within that order are set corresponding to the play order. The play order is from 1 to the corresponding maximum number of plays 576. Figure 8 In the example, the sequence number is up to "10". As a... Figure 4In the processing related to steps S101 and S201, the server system 1100 performs target setting processing, using the settings of the individual target table 575 to set the individual targets for each game played in this event.
[0132] For example, in the individual objective table 575 for each event type, in addition to including cases where the content of the individual objective is the same in all play sequences, it also includes cases where the content is the same in a portion of the play sequences and cases where the content is different in all play sequences. In the case where the content is different in a portion or all of the play sequences, the objective can be variably set to achieve the individual objective of each game played in succession.
[0133] In addition, for cases where individual objectives are set differently based on the play order, there may be instances where the difficulty of achieving an individual objective increases as the play order progresses. Furthermore, in this case, the corresponding reward table 578 can be set to assign rewards based on the play order (see [reference]). Figure 10 Furthermore, the later the game is played, the higher the value of the reward (the more rewards are given, or the higher the rarity of each reward, etc.). Thus, as the event progresses (as the number of inheritances M increases), achieving individual goals becomes more difficult, but on the other hand, achieving those individual goals yields higher-value rewards.
[0134] Within the maximum number of plays (576), a limit of two or more plays were set as the maximum number of times the game could be played during this event. Server system 1100 in conjunction with... Figure 4 The maximum number of times 576 is used in the repetition determination during the processing related to step S213. Therefore, for example, if the maximum number of times 576 is "10", then the game can be played a maximum of 10 times, provided that individual goals are achieved consecutively in each game play.
[0135] In addition, the event definition data 570 for each event type can also include event definition data set to "unlimited" with a maximum number of attempts 576. In this case, the game can be played repeatedly without limit as long as individual goals are continuously achieved.
[0136] The game track list 577 stores the names of game tracks (game track names) that can be played during gameplay in this event. For example, such as... Figure 9 As shown, in the game track list 577 of the event where the corresponding game track selection method 573 is the first selection method, the game track name and difficulty level are set according to the play order. Therefore, players participating in this event play the game by playing the game track corresponding to their own play order at the corresponding difficulty level.
[0137] The difficulty level is set to any of the four difficulty levels mentioned above. For example, the later the game order, the higher the difficulty level can be set. Of course, the difficulty level can also be set to be the same for all game orders. In addition, when an individual objective with a specified difficulty level for the corresponding game order is set in the individual objective table 575, the same difficulty level is set for that game order.
[0138] In addition, although not illustrated, when the corresponding game track selection method 573 is the second or third selection method, there is no need to specify the order of play. Therefore, in the game track list 577, multiple game track names are set corresponding to their difficulty level.
[0139] In addition, the game tracks for each game played in an event can be set appropriately, either all of them can be the same, or some of them can be the same.
[0140] Rewards Table 578 stores settings related to the rewards given to players who played the game during the event. Figure 10 ,like Figures 10 to 12 As illustrated, Reward Table 578 is a data table that establishes a correspondence between the recipients of rewards, some or all, designated for awarding to candidate players, and the reward content, in accordance with the awarding conditions. As a result... Figure 4 In step S211, the server system 1100 performs reward assignment control processing and controls the assignment of the reward content to the player according to the settings of the reward table 578.
[0141] The conditions for assigning rewards are specified by various items, such as the final number of inheritances M in the event (the number of times the game was played in the event), the number of players N who played the game M times, the details of the players who played the game M times, the types of individual objectives achieved, and combinations thereof.
[0142] The reward table 578 for each event type specifies the players to whom the corresponding reward content will be awarded. It includes a table that sets all players who played the game and achieved individual objectives in that event as the recipients, and a table that sets a subset of those recipients as the recipients.
[0143] The reward content includes rewards given at the end of the event. For example, this may include game items such as usable characters and props. Additionally, it may include various game events such as activating new game stages or unlocking new maps, or executing mini-games. Game items include characters that can be selected as player characters, various items such as weapons, armor, ammunition, and medicines that player characters can equip or use, additional abilities that can be added to the player character such as mounts, summoned beasts, magic or skills, and selection rights. In the game of this embodiment, rewards may include new playable music, various items such as costumes for characters appearing on the game screen, and execution of mini-games.
[0144] Specifically, for example Figure 10 As shown, the reward table 578 for each event type can contain a table specifying the awarding conditions based on the number of inheritances M. Figure 10 The example shown is a reward table 578 with a corresponding upper limit of 576 of "10". The reward table 578 sets the recipient and reward content for each of the three stages in which the number of inheritance M is divided into three stages from "1" to "10".
[0145] In addition, such as Figure 11 As shown, the reward table 578 for each event type may include a table specifying the awarding conditions based on the combination of the number of inheritances M and the number of participants N. In addition, although not illustrated, the reward table 578 for each event type may include a table specifying the awarding conditions based on the number of participants N.
[0146] Furthermore, the reward table 578 for each event type may include a table that specifies rewards for each player who has played the game M times, with the rewards varying based on the type of individual objective achieved. For example, the reward table 578 may specify the reward content by using the types of individual objectives defined in the corresponding individual objective table 575 as the reward conditions, and by selecting players who have achieved the corresponding type of individual objective in that event as the recipients. Regarding the reward content, it may be set so that all types of individual objectives are different, or it may be set to include some common content, or it may be set so that the higher the difficulty of the individual objective, the higher the value of the reward content.
[0147] Additionally, in the reward table 578 for each event type, such as Figure 12 As shown, a table can contain rewards with different content based on details of a player who has played the game M times. Figure 12The example shown is a reward table 578 with a maximum number of inheritances 576 of "12". For each stage where the number of inheritances M is divided into two phases within the range of "1" to "12", the recipients and reward content are defined. Specifically, the recipients are defined in cases where the number of inheritances M is the same as the number of players N, and cases where they are different. In the latter case, the recipients are determined based on the number of times the game is played in that event. Regarding the reward content, for example, it could be set that the more times the game is played in that event, the higher the value of the reward content.
[0148] In addition, such as Figure 10 As shown, the reward table 578 for each event type can contain a table specifying the reward to the object based on the order in which the game was played during that event. Regarding the reward content in this case, it can be set so that the more times an object is inherited (M) and the later its game play order, the higher the value of the reward.
[0149] [Functional Composition]
[0150] 1. Server System
[0151] Figure 13 This is a block diagram illustrating an example of the functional configuration of server system 1100. For example... Figure 13 As shown, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0152] The operation input unit 100s is used to input various operations for system management and maintenance, and can be achieved through methods such as a keyboard, mouse, or touch panel. Figure 1 In the middle, the keyboard 1106 and the touch panel 1108 are equivalent to the operation input unit 100s.
[0153] The server processing unit 200s can be implemented using electronic components such as a CPU, GPU, ASIC, FPGA, processor, IC memory, etc., and performs data input / output control between itself and other parts of the device, including the operation input unit 100s and the server storage unit 500s. Furthermore, it performs various calculations based on a predetermined program or data, operation input signals from the operation input unit 100s, and data received from the player terminal 1500, thereby uniformly controlling the operation of the server system 1100. Figure 1 In this case, the control board 1150 and its CPU 1151 are equivalent to the server processing unit 200s.
[0154] The server processing unit 200s includes a user management unit 210, a recharge processing unit 220, a game management unit 230, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0155] User Management Department 210 performs processing related to user registration and manages the data of each registered user (player) associated with an account. For example, it can perform processing such as assigning a unique account to a player who has completed user registration, registration information management processing such as managing personal information by account, and usage history management processing such as managing login and logout history. Of course, it may also appropriately include the management processing of other account-related data besides these.
[0156] The recharge processing unit 220 processes the recharge based on the player's purchase of game currency (in-game currency) and assigns the player game currency corresponding to the purchase amount.
[0157] The game management unit 230 performs various processes related to the execution and management of the game. The game in this embodiment is a client-server type online game; therefore, the game management unit 230 controls the provision of data required for game play while communicating with the player terminal 1500. This game management unit 230 includes a game progress control unit 231, an operation input evaluation unit 233, and an event control unit 240.
[0158] The game progress control unit 231 controls the playback of game tracks on the player terminal 1500 of the player playing the game. Furthermore, it displays the game score synchronously with the playback of the game tracks and provides the player with instructions on standard operations and standard timings, thereby executing the game. In this embodiment, control is performed by moving the displayed notes corresponding to the type of standard operation in the score display unit 10 and aligning the notes with a reference position at the standard timing (see reference). Figure 3 The situation is equivalent to this.
[0159] The operation input evaluation unit 233 evaluates the player's operation input in the player terminal 1500 based on the time difference between the standard time and the operation input time. Furthermore, it evaluates whether the standard operation type matches the operation input type, and calculates and updates the player's game score.
[0160] When the event control unit 240 detects an event start instruction operation in any player terminal 1500, it initiates a goal achievement inheritance game event and controls its progress. A goal achievement inheritance game event is an event where, after achieving a goal in a previous game, a player different from the player in the previous game starts a new game with the goal of achieving that goal, thus inheriting the goal achievement inheritance game event.
[0161] The event control unit 240 includes a game track selection unit 241, a goal setting unit 243, an inheritance determination unit 244, and a reward assignment control unit 249.
[0162] The game track selection unit 241 is a functional unit that performs game track selection processing when an event is executed. It selects the next game track in the event according to the steps corresponding to the game track selection method 573 involved in the event.
[0163] The goal setting unit 243 is a functional unit that performs goal setting processing. It sets an individual goal for the next game play when executing an event that enables the continuation of the game by achieving the goal.
[0164] The inheritance determination unit 244 is a functional unit that performs inheritance determination. It determines whether the goal-achievement inheritance game is in progress by judging whether a newly started game has achieved its objective and ended, and counts the number of inheritances M in the case of ongoing inheritance. If a newly started game ends without achieving its objective, the inheritance determination unit 244 determines that the goal-achievement inheritance game has been interrupted. This inheritance determination unit 244 includes a subsequent player determination unit 245 and a forced termination determination unit 247.
[0165] When the subsequent player determination unit 245 determines that the game is in the process of inheriting the target achievement, it performs subsequent player determination processing to determine the (x+1)th player to play the game after the xth player. In this embodiment, the subsequent player determination unit 245 selects the next (x+1)th player candidate from the selection members among the players participating in the game according to the steps corresponding to the player determination method 574 involved in the executed event, and determines the next player from that player candidate.
[0166] The forced termination determination unit 247 performs forced termination determination processing. In this embodiment, the next player's acceptance is restricted to its acceptance period and a forced termination determination is performed in accordance with the steps corresponding to the player determination method 574 of the event being executed. If the player is not accepted within the acceptance period, the game is set to be interrupted due to the achievement of the goal and an affirmative determination is made in the forced termination determination, and the event is forcibly terminated.
[0167] The reward granting control unit 249 is a functional unit that performs reward granting control processing. It controls the granting of rewards to some or all players who participated in the event where the succession count M met a predetermined condition. In this embodiment, when the game play in the event where an individual objective was achieved continued for M times (M≥1), the control grants rewards to some or all players who participated in the game play.
[0168] The image generation unit 290s generates images related to system management of the server system 1100 and outputs them to the image display unit 390s.
[0169] The sound generation unit 292s generates or decodes sound data via an IC or software execution, generating or decoding sound data such as operation tones and background music related to system management or video publishing of the server system 1100. Sound signals related to system management are output to the sound output unit 392s.
[0170] The communication control unit 294s establishes a communication connection and performs data processing for data communication with an external device (such as the player terminal 1500) via the communication unit 394s, thereby realizing data exchange with the external device.
[0171] The image display unit 390s displays various images used for system management, etc., based on the image signal input from the image generation unit 290s. For example, this can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. Figure 1 In this context, the touch panel 1108 corresponds to the image display unit 390s.
[0172] The sound output unit 392s emits the sound signal input from the sound generation unit 292s. Figure 1 In this case, the speaker (not shown) provided by the main device 1101 or the touch panel 1108 is equivalent to the sound output unit 392s.
[0173] Communication is achieved by connecting the communication unit 394s to network 9. This can be achieved, for example, through a wireless communication device, modem, TA (terminal adapter), a wired communication cable connector, or control circuitry. Figure 1 In this context, communication device 1153 is equivalent to the communication unit 394s.
[0174] The server storage unit 500s stores, either in advance or temporarily during each processing, the programs used to enable the server system 1100 to perform various functions, and the data used in the execution of these programs. For example, this can be achieved using IC memory such as RAM or ROM, disks such as hard disks, CD-ROMs, DVDs, etc. Figure 1 In this context, IC memory 1152 and storage 1140 are equivalent to server storage unit 500s.
[0175] In addition, the server storage unit 500s stores the server program 501, the game client program for distribution 503, user management data 510, game initial setting data 520, and execution event data 600.
[0176] In addition, the server storage unit 500s also appropriately stores necessary data such as timers, counters, and various flags. Furthermore, when there are players currently playing the game, game data describing the progress of the game is stored for each player. This game data stores the player's account (player ID), game track name, game difficulty level, the score number 541 of the sheet music data 540 selected based on the game track name and difficulty level (hereinafter referred to as "reference sheet music data"), the elapsed time since the start of the game (equivalent to the playback time of the game track in this embodiment), the evaluation results of the operation inputs for each note S (standard time) set in the reference sheet music data 540, and the game score, etc.
[0177] Server program 501 is a program used to enable server processing unit 200s to function as user management unit 210, recharge processing unit 220, and game management unit 230. Furthermore, server program 501 may appropriately include programs that function as image generation unit 290s, sound generation unit 292s, and communication control unit 294s.
[0178] The game client program 503 is the game client program 502 that is downloaded to the player's terminal 1500 (see reference). Figure 17 The source code of ).
[0179] For each player who has completed user registration, user management data 510 is prepared. User management data 510 stores various management data related to that player's game play. Specifically, such as... Figure 14 As shown, user management data 510 includes the corresponding player's account (player ID) 511, settlement medium ledger data 512, gameplay performance data 513, friend list 514, and intimacy data 515. In addition, it also includes gameplay history such as gameplay date and time, and saved data related to gameplay status.
[0180] The settlement medium ledger data 512 stores the income and expenditure information of the electronic settlement medium (in-game currency in this embodiment) associated with the player, such as the purchase date of the game currency, the history of the purchase amount (recharge amount), the consumption date of the game currency, and the history of the consumption amount.
[0181] Game performance data (513) stores this player's various game performance records. The friends list (514) stores the accounts (player IDs) of other players who have registered as friends with this player.
[0182] The intimacy data 515 stores the intimacy level between players. Intimacy level is an indicator of the closeness between players, and is typically categorized into three stages: "High," "Medium," and "Low." Specifically, it is constantly updated based on factors such as the number and frequency of times players play together as teammates, the number and frequency of times they play as opponents, and the number and frequency of times they chat with each other. Therefore, repeatedly playing games with a specific player or chatting frequently with them will continuously increase the intimacy level. Furthermore, the intimacy level is not limited to the three stages shown; it can be two stages or even four or more stages.
[0183] Return to Figure 13 The game initial settings data 520 stores the initial settings data required to run the game. This game initial settings data 520 includes a music list 521, music data 530, and referenced... Figure 5 The event definition data 570 for each event type number 571, as described above. In addition, data such as the time difference evaluation benchmark for each difficulty level are also stored.
[0184] The music list 521 stores a list of music tracks available for players to choose from in the game. Furthermore, the music data 530 stores data related to each track in the music list 521. Specifically, such as... Figure 15 As shown, a piece of music data 530 includes an inherent piece of music name 531, music sound data 533, music length 535, and sheet music data 540.
[0185] Musical data 533 is the music data used to play the corresponding music as game music. Musical length 535 stores the playback time of the music.
[0186] Music score data 540 is used to move and display notes in the music score display unit 10. This music score data 540 is prepared according to the difficulty level of the game, defining the order and position of the notes, the position of the measure lines, etc.
[0187] Specifically, a musical score data 540 includes: a score number 541 for identifying the musical score data 540, an applicable game difficulty level 543 indicating which game difficulty level the musical score data 540 is prepared for, a BPM (Beats Per Minute) 545 indicating the rhythm as a basis for the duration of one beat, a beat 547, and note composition data for each measure 550.
[0188] Regarding the note composition data 550 for each measure, it is prepared separately according to the measures 560 that constitute the score. A note composition data 550 for each measure has a measure number 551, a playback time range 553 indicating where the playback time of the measure 560 corresponds to, and a note type 557 and note number 559 corresponding to the position 555.
[0189] Position 555 is determined by configuring the position of note S according to the time signature 547 in measure 560, thereby determining the standard timing of the corresponding note S. Figure 15 In the example, it indicates which position of measure 560 is divided by quarter notes, eighth notes, and sixteenth notes respectively (grid: quarter note first grid 561, quarter note second grid 562, quarter note third grid 563, quarter note fourth grid 564, ..., sixteenth note 15th grid 565).
[0190] Regarding note type 557, the type of note S arranged at the corresponding position 555 is defined, that is, the standard operation type. Note number 559 is the inherent identification number assigned to this note.
[0191] Regarding the event data 600 in progress, preparation is carried out separately for each event in progress, and it is generated by the event control unit 240 at the start of event control. Specifically, as follows... Figure 16 As shown, an execution event data 600 includes an event number 601 for identifying the event, an event type number 603, game play data 610, inheritance count (M) 621, and a forced termination determination result 623.
[0192] Regarding the game play data 610, prepare the data according to the game played in this event, and store the player's account (player ID) 611, the player's play order 613, the name of the game track played 615, individual goal settings 617, and whether the individual goals were achieved 619.
[0193] Individual goal setting 617 stores individual goals set for this game play. Individual goal achievement 619 stores flag information (achieved: ON / failed: OFF) indicating whether the individual goal set 617 was achieved during this game play. This game play data is generated when a game play ends in this event and is appended to the executing event data 600.
[0194] The forced termination determination result 623 stores flag information indicating the result of the forced termination determination. The forced termination determination result 623 initially stores "OFF". Then, when the forced termination determination unit 247 makes an affirmative determination in the forced termination process, and the event is forcibly terminated, it is rewritten to "ON".
[0195] 2. Player terminal
[0196] Figure 17 This is a block diagram illustrating an example of the functional configuration of a player terminal 1500. For example... Figure 17 As shown, the player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0197] The operation input unit 100 allows players to input various operations, such as through button switches, joysticks, touchpads, trackballs, accelerometers, angular velocity sensors, and CCD modules. Figure 2 In the middle, the directional input key 1502, the home key 1504, and the touch panel 1506 are equivalent to the operation input unit 100.
[0198] The terminal processing unit 200 can be implemented using electronic components such as a CPU, GPU, ASIC, FPGA, or other computing circuits (processors), IC memory, etc., and performs data input / output control between it and other parts of the device including the operation input unit 100 and the terminal storage unit 500. Furthermore, it performs various computational processes based on prescribed programs, data, operation input signals from the operation input unit 100, and data received from the server system 1100, thereby uniformly controlling the operation of the player terminal 1500. Figure 2 In this embodiment, the control board 1550 and its CPU 1551 are equivalent to the terminal processing unit 200. Moreover, the terminal processing unit 200 in this embodiment includes a player terminal computing unit 270, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0199] The player terminal computing unit 270 performs various computational processes to enable the player terminal 1500 to function as a terminal for players to play games. For example, the player terminal computing unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0200] The operation signal transmission control unit 271 processes various data and request information to be sent to the server system 1100 based on the operation input relative to the operation input unit 100.
[0201] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control the screen display using Java (registered trademark), CSS (Cascading Style Sheets), etc., based on a web browser and HTML, or plugins such as Adobe Flash (registered trademark). Of course, other methods are also possible.
[0202] The image generation unit 290 communicates with the game screen display control unit 273, and generates an image signal for displaying a game screen at 1 frame time (e.g., 1 / 60 second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, the image generation unit 292 can be implemented by a processor such as a GPU, a digital signal processor (DSP), a video signal IC, a program such as a video codec, a frame buffer, or a frame drawing IC memory.
[0203] The sound generation unit 292 is implemented, for example, by a processor such as a digital signal processor (DSP), a sound synthesis IC, or an audio codec for playing sound files, and generates sound signals for game effects, background music, and various operation sounds and outputs them to the sound output unit 392.
[0204] The communication control unit 294 establishes a communication connection and performs data processing for data communication with external devices (such as server system 1100) via the communication unit 394, thereby realizing data exchange with external devices.
[0205] The image display unit 390 displays various images, such as game scenes, based on image signals input from the image generation unit 290. This can be achieved, for example, using an image display device such as a flat panel display, projector, or head-mounted display. Figure 2 In this context, the touch panel 1506 corresponds to the image display unit 390.
[0206] The sound output unit 392 emits game-related sound effects, background music, etc., based on the sound signal input from the sound generation unit 292. Figure 2 In this section, the speaker 1510 is equivalent to the sound output unit 392.
[0207] Communication unit 394 connects to network 9 to achieve communication. This can be achieved, for example, through a wireless communication device, modem, TA, a wired communication cable connector, or control circuitry. Figure 2 In this context, the wireless communication module 1553 is equivalent to the communication unit 394.
[0208] The terminal storage unit 500 stores, either pre-stored or temporarily during each processing, the program used to enable the player terminal 1500 to perform actions and implement the functions of the player terminal 1500, as well as the data used in the execution of the program. For example, it can be implemented using IC memory such as RAM or ROM, a disk such as a hard disk, an optical disc such as a CD-ROM or DVD, etc. Figure 2 In this context, IC memory 1552 and memory card 1540 are equivalent to terminal storage unit 500.
[0209] Additionally, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program used to enable the terminal processing unit 200 to function as a player terminal computing unit 270. This game client program 502 can be a dedicated client program based on a technical method for implementing online games, or it can consist of a web browser program and plugins for interactive image display. In this embodiment, the game client program 502 is a distribution game client program 503 (see reference 503) provided by the server system 1100. Figure 13 (a copy of ).
[0210] [Processing flow]
[0211] Figure 18 This is a flowchart illustrating the processing flow of the server system 1100 involved in executing events related to achieving the goal of consecutive game play through multiple playthroughs. The processing described here is implemented by the server processing unit 200s reading and executing the server program 501. Figure 18 The diagram illustrates the process of executing an event when a player on a player terminal 1500 initiates an event.
[0212] In the server system 1100, when an event start operation is detected in the player terminal 1500, the event control unit 240 reads the event definition data 570 of the event type number 571 specified in the event start operation and controls the start event. First, the game track selection unit 241 performs game track selection processing to select the next game track (step S1), and the target setting unit 243 performs target setting processing to set individual goals for the next game (step S3).
[0213] Then, the event control unit 240 controls the display of the individual objectives set in step S3 on the player terminal 1500 of the player who will play the game next time, and prompts the player of the individual objectives to be achieved in the game (step S5). If step S3 is executed for the first time in this event, the player to be prompted is the first player who initiated the event. Alternatively, if step S3 is executed for the second time or thereafter, the player who was processed in step S21 becomes the prompt recipient.
[0214] Then, the game music is played and the game is executed (step S7). Specifically, the game progress control unit 231 displays the score in sync with the playback of the game music based on the reference score data 540. As a result, the notes S constituting each measure appear and move in the order of measure number 551 on the game screen (score display unit 10). In addition, the operation input evaluation unit 233 begins to evaluate the operation input and calculates and updates the game score based on the evaluation results. The player plays the game by performing operation inputs according to the game music, with the goal of achieving individual objectives.
[0215] Then, when the game ends and the game session ends ("Yes" in step S9), the succession determination unit 244 determines whether the individual objective set in step S3 was achieved during the game session.
[0216] Then, when it is determined that an individual goal has been successfully achieved ("Yes" in step S11), a positive determination is made in the inheritance determination. In this case, the inheritance determination unit 244 performs a repetition determination according to the maximum number of times 576 (step S13). Then, when it is determined that the game was played repeatedly during the period up to the maximum number of times 576 was played in this event ("Yes" in step S15), the subsequent player determination unit 245 starts the subsequent player determination process according to the setting of the player determination method 574 (step S17). That is, the subsequent player determination unit 245 selects player candidates from the selection object members according to the steps corresponding to the setting of the player determination method 574, and determines the next player.
[0217] Furthermore, when the next player is determined in the subsequent player determination process, the forced termination determination unit 247 performs a forced termination determination process. That is, the forced termination determination unit 247 sets a period for accepting the next player, and if no player is accepted within the acceptance period, a forced termination determination is made to interrupt the continuation of the game (step S19). Then, when the next player is accepted within the acceptance period, the forced termination determination unit 247 makes a negative determination in the forced termination determination ("yes" in step S21). In this case, the process returns to step S1, and the above process is repeated for the next player's game play.
[0218] On the other hand, when no next player is accepted and the acceptance period has expired, a positive decision is made in the forced termination judgment ("No" in step S21), and the process proceeds to step S23. Additionally, if it is determined in step S11 that an individual objective has failed to be achieved ("No" in step S11), it is considered that the succession of gameplay has been interrupted, a negative decision is made in the succession judgment, and the process proceeds to step S23. Then, in step S23, the final succession count M in this event is determined by subtracting one failure from the current succession count (the number of times the game has been played in this event) M. Furthermore, when the succession count M is 0, meaning the completed game was the first game played in this event ("No" in step S23), the event is terminated directly.
[0219] On the other hand, when the number of inheritances M is more than once (that is, when the game play in which an individual goal is achieved has continued more than once) ("Yes" in step S23), the reward assignment control unit 249 performs reward assignment control processing and controls the reward to be assigned to the player according to the reward table 578 (step S25).
[0220] As described above, in this embodiment of the game, it is possible to execute events that allow for the continuation of gameplay by achieving specific goals multiple times in sequence. Furthermore, the event can be continued as a condition for achieving individual goals, allowing the next player to take over the task. Specifically, if a player participating in the event plays the game and achieves a specific goal set for that game, a next game can be played, and that specific goal can be set. In this case, the player accepting the task can continue playing the next game.
[0221] Here, if a player who has played the game fails to achieve an individual objective, the task will not be passed on to the next player, and the event ends. In this case, since the player did not contribute to the progress of the event, they will not receive any reward. On the other hand, if an individual objective is achieved, the event continues, and therefore, a higher-value reward can be given to the player based on the final number of inheritances M. As a result, players participating in the event experience a sense of urgency and focus on achieving individual objectives during their individual gameplay, thus enjoying the event (game play) with the goal of obtaining rewards. Therefore, a new kind of interest can be achieved that enhances the sense of unity and connection among players even when multiple players are playing separately.
[0222] Furthermore, the application of the present invention is not limited to the above-described embodiments, and the addition, omission, or modification of constituent elements can be appropriately implemented.
[0223] [Variation Example 1]
[0224] In the above embodiments, the server system 1100 of a client-server type game system 1000 is cited as an example of the application of the present invention, but it is not limited thereto. For example, it can also be implemented by connecting multiple player terminals 1500 in a peer-to-peer manner. In this case, any one player terminal 1500 performs the functions of the server system 1100 of the above embodiment. Alternatively, it can be configured such that multiple player terminals 1500 share the functions of the game management unit 230.
[0225] For example, the functional configuration of the player terminal 1500A, which shares the functions of the server system 1100 in the above-described embodiment, is as follows: Figure 19 As shown. In Figure 19 In this illustration, the same reference numerals are used for components that are the same as those in the above-described embodiments. Furthermore, the server system 1100 in this case primarily manages user registration and related information, providing this information according to requests from the player terminal 1500A.
[0226] like Figure 19 As shown, the terminal processing unit 200 of the player terminal 1500A in this modified example has a game management unit 230, omitting the game screen display control unit 273. That is, the player terminal 1500A in this modified example does not obtain image data for displaying the game screen from the server system 1100, but instead uses its own game management unit 230 to perform game management-related processing to control the game's progress and generate game screen images. The terminal storage unit 500 of the player terminal 1500 stores a game program 504 for enabling the terminal processing unit 200 to function as the player terminal computing unit 270 and the game management unit 230, and also stores user management data 510 related to the player of the player terminal 1500A, game initial setting data 520, and execution event data 600.
[0227] Furthermore, the processing flow of the player terminal 1500A in this variant example is the same as... Figure 18 The flowcharts shown are basically the same; you only need to replace them with the steps executed through the game management unit 230 of the player terminal 1500A.
[0228] According to this variation, the same effect as the above-described embodiment can be obtained. Furthermore, the player terminal 1500A can be configured to perform only a portion of the functions of the game management unit 230, rather than all of them.
[0229] [Variation Example 2]
[0230] Alternatively, the gaming system can also be a standalone gaming system utilizing fixed home gaming devices or commercial gaming devices.
[0231] [Variation Example 3]
[0232] Furthermore, in the above embodiment, the event to continue gameplay after receiving the event start operation from the player terminal 1500 can also begin when a player completes the game by achieving a pre-set initial individual objective. For example, when a player playing the game using any player terminal 1500 successfully achieves an initial individual objective, the player can be prompted to choose whether to start the event. Then, when the player chooses to start the event, the start event is controlled.
[0233] Alternatively, in this case, the player to play the next game can be determined using the various player determination methods exemplified in the above embodiments. For example, the next player can be determined by sending an invitation to a specific player or by accepting a specific player's designated action. Alternatively, all players who participated in the game or the friends of the player who played the previous game can be considered as candidates for the next game, and the next player can be determined by accepting participation actions from each candidate. Regarding the acceptance of participation actions in this case, they can be accepted, for example, in first-come, first-served order. The event ends when the player who first made a participation action plays the game but fails to achieve any individual objective.
[0234] [Variation Example 4]
[0235] Alternatively, it can be configured such that when assigning rewards to players as recipients in the reward assignment control process, the affinity level between the xth player and the (x+1th)th player in the consecutive play order is considered to change the rewards assigned to each player.
[0236] For example, for each player designated as the recipient according to reward table 578, the intimacy level between the player designated as the recipient and the player who precedes the player in the comparison group is read out, referring to the intimacy data 515 of that player. Then, the reward assigned to the player designated as the recipient is changed according to the read intimacy level, and the reward assigned to the player in the comparison group is also changed. The reward can be changed only for the player designated as the recipient, or only for the player in the comparison group. The reward change can be achieved, for example, by assigning an additional reward corresponding to the read intimacy level in addition to the reward assigned according to reward table 578. Alternatively, the initial reward assigned based on reward table 578 can be increased by an amount corresponding to the intimacy level.
[0237] In this modified example, the corresponding player determination method 574 is set as the third determination method. Therefore, by designating a player with high affinity to take over the task when playing the game and achieving individual objectives, a higher-value reward can be obtained as long as that player ultimately achieves the individual objective and updates the inheritance count M. For the player receiving the designation, as long as they accept the designation from the player with high affinity, play the next game, and achieve the individual objective, they can obtain a higher-value reward.
[0238] [Variation Example 5]
[0239] Alternatively, the reward can be changed based on the moment the next player is served during the service period. For example, if the next player is served during the first half of the service period, the reward for that player will be changed to a high-value reward. Conversely, if the next player is served during the second half of the service period, the reward for that player will be changed to a low-value reward. Changing to a low-value reward can be done by reducing the initial number of rewards given based on the reward table 578, or by changing to a reward with lower rarity.
[0240] Therefore, it is possible to change the rewards for players who play the game immediately after the previous player, as well as the rewards for players who play the game a certain amount of time after the previous player, and to give higher-value rewards to the former.
[0241] [Variation Example 6]
[0242] Alternatively, the processing period set to limit subsequent player acceptance during the forced termination judgment process can be changed by using a specified item. For example, an item that can extend the processing period by a specified period (e.g., 1 day) can be prepared, and the server system 1100 controls the distribution of this item to players participating in the game at an appropriate time. On the other hand, in the forced termination judgment process of this modified example, the server system 1100 (forced termination judgment unit 247) monitors whether there is an indication of using this item. Moreover, if such an indication exists, the extended processing period for the player accepting the game at that time is reset, thereby changing the control of the processing period. The length of the specified period can also be adjusted according to the type of item.
[0243] Furthermore, the control over the processing period can be modified not only by using items, but also by exchanging them for equivalent payments, such as the consumption of a specified amount of in-game currency. Alternatively, the control can be configured such that when a specified item is purchased and used after making a payment equivalent to a specified amount, the processing period is modified accordingly. In this case, the length of the specified period can also be adjusted based on the equivalent amount.
[0244] Regarding the use of items or equivalent payments, for example, it could be made by player x in response to player x+1's request. Of course, it could be made by player x, or by a player whose play order in the event was earlier than player x.
[0245] Alternatively, the processing period here can be changed, thereby altering the reward awarded at the end of the event. For example, the reward can be changed to be awarded to a player who used an item and / or made an equivalent payment. Specifically, it can be changed to a higher-value reward, such as awarding a new additional reward, increasing the number of initial rewards awarded based on the settings in Reward Table 578, etc.
[0246] [Variation Example 7]
[0247] Alternatively, it can be structured as an event where players progress through a series of objectives, with teams of specific players participating. In this case, the event is advanced by setting team members as the selection targets and then sequentially identifying the players who will play the game.
[0248] Alternatively, in this variation, the scenario could be structured such that multiple teams each participate in the same event with the maximum number of inheritances (576) set to "unlimited," allowing each team to compete for the number of inheritances (M). In this case, the rewards given to players in each team could be adjusted based on the number of inheritances (M) achieved by each team. For example, players in the team that achieves a new record for the number of inheritances (M) could receive additional rewards.
[0249] [Variation Example 8]
[0250] Alternatively, when a player who has played the game achieves an individual objective and continues the event, handing over the task to the next player, a specific game item can be actually transferred between the players. For example, an item resembling the shape of a task or relay baton can be transferred from the player who played the game to the next player along with the handover, or it can be configured so that each time the task is handed over to the next player, a new stamp is applied to an item on a stamp card that has already been stamped, and then the item is transferred.
[0251] [Other variations]
[0252] Furthermore, the applicable games are not limited to music games as described above, but can also be applied to other types of games.
Claims
1. A server system, characterized in that, have: The inheritance determination unit determines whether the goal achievement inheritance gameplay is in the process of inheritance. The goal achievement inheritance gameplay refers to the inheritance of the music game gameplay by repeating the previous game where the player achieved the goal and ended the game, and then the current player starts a new game with the goal of achieving the goal. The progress control unit controls the progress of the game event where the target player achieves inheritance based on the determination result of the inheritance determination unit. as well as The reward assignment control unit controls the allocation of some or all of the rewards involved in the music game to players who participated in the goal achievement inheritance gameplay when the number of inheritances of the game in the goal achievement inheritance gameplay meets the prescribed conditions.
2. The server system according to claim 1, characterized in that, The reward assignment control unit determines the reward and / or the recipient of the reward based on the number of people who participated in the goal achievement inheritance game.
3. The server system according to claim 1 or 2, characterized in that, The reward assignment control unit determines the reward and / or the recipient of the reward based on the number of inheritances.
4. The server system according to claim 1 or 2, characterized in that, The reward assignment control unit changes the reward assigned to players based on the difference in the number of times the same player played the game during the inherited play for the stated goal.
5. The server system according to claim 1 or 2, characterized in that, The reward assignment control unit changes the rewards assigned to players according to the order in which the game was played.
6. A server system, characterized in that, have: The inheritance determination unit determines whether the goal achievement inheritance gameplay is in the process of inheritance. The goal achievement inheritance gameplay refers to the inheritance of the music game gameplay by repeating the previous game where the player achieved the goal and ended the game, and then the current player starts a new game with the goal of achieving the goal. The progress control unit controls the progress of the game event where the target player achieves inheritance based on the determination result of the inheritance determination unit. as well as The acceptance and control unit accepts the (x+1)th player who has started the game after the xth player, and then sequentially accepts players who have achieved the goal of continuing the game. The acceptance control unit has a player candidate selection unit. The player candidate selection unit selects the (x+1)th player candidate based on the achievement of the goal in the (x+1)th game and the game history of each player, or the player candidate selection unit selects a player who meets the given advantage conditions for the xth player as the (x+1)th player candidate. The acceptance control unit accepts the (x+1)th player by accepting the commitment from the player candidate selected by the player candidate selection unit.
7. The server system according to claim 6, characterized in that, The acceptance control unit sends an invitation notification to the player candidate selected by the player candidate selection unit and accepts the player candidate's commitment to the invitation notification, and determines the (x+1)th player by accepting the commitment.
8. The server system according to claim 6 or 7, characterized in that, The acceptance control unit restricts the acceptance of the (x+1)th player who plays the game after the xth player to a given acceptance period. When the acceptance control unit does not accept the (x+1)th player within the acceptance period, the inheritance determination unit determines that the target has been achieved and the inheritance game has been interrupted.
9. A server system, characterized in that, have: The inheritance determination unit determines whether the goal achievement inheritance gameplay is in the process of inheritance. The goal achievement inheritance gameplay refers to the inheritance of gameplay by repeating the process where the previous player achieved the goal and ended the game, and the current player starts a new game with the goal of achieving the previous goal. The progress control unit controls the progress of the game event where the target player achieves inheritance based on the determination result of the inheritance determination unit. as well as The acceptance and control unit accepts the (x+1)th player who has started the game after the xth player, and then sequentially accepts players who have achieved the goal of continuing the game. The acceptance control unit restricts the acceptance of the (x+1)th player who plays the game after the xth player to a given acceptance period. If the acceptance control unit does not accept the (x+1)th player within the acceptance period, the inheritance determination unit determines that the target has been achieved and the game is interrupted. The server system also has a unit that controls the changes made during the processing period in exchange for the use of specified items and / or specified equivalent payments.
10. A game system, characterized in that, have: The server system according to any one of claims 1 to 9; and A player terminal that can communicate with the server system.
Citation Information
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