Game system, game control method and program
Patent Information
- Application Number
- JP2023140141
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2025-03-13
Smart Images

Figure 2025034022000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to games. [Background technology]
[0002] Various games in which characters not operated by a player (Non Player Characters: NPCs) appear have been proposed. For example, Patent Document 1 discloses a game in which a player forms a team with an NPC buddy and participates in a tournament. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-145984 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology of Patent Document 1 only allows a player to form a group with an NPC, so it is difficult to give the player a sense of actually belonging to a team. In consideration of the above circumstances, one aspect of the present disclosure aims to give a game player a sense of belonging to a team made up of multiple people. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to one embodiment of the present disclosure includes a team setting unit that sets a team including a target player and a first character corresponding to a first player other than the target player, a game control unit that progresses a game in accordance with instructions from the target player, and a performance determination unit that determines the performance of the team based on points acquired by the target player by playing the game and results of past plays of the game by the first player.
[0006] A game control method according to one embodiment of the present disclosure includes setting a team including a target player and a first character corresponding to a first player other than the target player, progressing through a game in accordance with instructions from the target player, and determining the performance of the team based on points acquired by the target player by playing the game and results of the first player playing the game in the past.
[0007] A program according to one embodiment of the present disclosure causes a computer system to function as a team setting unit that sets a team including a target player and a first character corresponding to a first player other than the target player, a game control unit that progresses a game in accordance with instructions from the target player, and a performance determination unit that determines the performance of the team based on points acquired by the target player by playing the game and results of the first player playing the game in the past. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a block diagram of a game system according to a first embodiment. [Diagram 2] FIG. [Diagram 3] FIG. 2 is a block diagram illustrating a configuration of a terminal device. [Figure 4] FIG. 2 is a block diagram illustrating a configuration of a control system. [Diagram 5] FIG. 2 is a schematic diagram of game data. [Figure 6] FIG. 2 is a block diagram illustrating a functional configuration of the control system. [Figure 7] FIG. 1 is an explanatory diagram regarding the progress of a mahjong game. [Figure 8] 13 is a flowchart of a control process. [Figure 9] 13 is a flowchart of a control process. [Figure 10] FIG. 13 is a schematic diagram of a selection screen. [Figure 11] FIG. 13 is a schematic diagram of a score screen. [Figure 12] FIG. 13 is a schematic diagram of a result screen. [Figure 13] 10 is a flowchart of a part of a control process in a second embodiment. [Figure 14] FIG. 13 is an explanatory diagram regarding the progress of a mahjong game in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The embodiments of the present disclosure will be described with reference to the drawings. The embodiments exemplified below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments exemplified below.
[0010] [First embodiment] Fig. 1 is a block diagram of a game system 100 according to a first embodiment of the present disclosure. As illustrated in Fig. 1, the game system 100 includes a control system 10 and a plurality of terminal devices 20. The game system 100 of the first embodiment is a computer system that provides a mahjong game to a player P who is a user of each terminal device 20. The control system 10 controls the mahjong game.
[0011] Each player P can play the mahjong game in exchange for consuming a predetermined amount of game media. The game media is a virtual value used as a payment for playing the mahjong game. Examples of the game media include electronic medals, points, credits, etc.
[0012] The multiple players P who play the mahjong game include multiple professional mahjong players as well as multiple ordinary people. Professional mahjong players are mahjong players who belong to a competitive mahjong organization. The mahjong game of the first embodiment is played in units of a series of games (hereinafter referred to as a "unit game"). A unit game corresponds to one battle unit such as an East Wind game or a half-game, and basically consists of multiple games.
[0013] Each terminal device 20 is an information device used to play the mahjong game. Four players P play the mahjong game using different terminal devices 20. For example, a portable or stationary information device such as a smartphone, a tablet terminal, a home game device, or a personal computer is used as the terminal device 20. Note that a dedicated game device installed in a commercial facility such as a game center may also be used as the terminal device 20.
[0014] The mahjong game of the first embodiment is played by a match between teams each made up of four members (i.e., a team battle). As illustrated in FIG. 2, one team is composed of one player P (hereinafter referred to as the "target player Pa") and three characters C1 to C3. The target player Pa is an actual player P who owns a terminal device 20. Each character Cn (n=1 to 3) is a non-player character (NPC) that is not operated by the target player Pa. In other words, only the target player Pa actually plays the unit game, and each character Cn does not actually play the unit game. As described above, in the first embodiment, a pseudo team battle is played. The total number of members constituting a team may be changed arbitrarily.
[0015] Each character Cn constituting a team together with the target player Pa corresponds to a specific player P (hereinafter referred to as a "specific player Pn") other than the target player Pa. That is, one team in the first embodiment includes one target player Pa and three characters C1 to C3 corresponding to different specific players Pn other than the target player Pa.
[0016] A specific player Pn corresponding to each character Cn is a professional mahjong player who can play the mahjong game as the player P. That is, a virtual character Cn representing an actual professional mahjong player forms a team with the target player Pa. Therefore, the target player Pa can be given the feeling that he or she is participating in a mahjong team match together with the professional mahjong player. Note that, although the target player Pa is basically assumed to be an ordinary person other than a professional mahjong player, as mentioned above, a professional mahjong player can also play the mahjong game as the target player Pa.
[0017] Fig. 3 is a block diagram illustrating the configuration of each terminal device 20. As illustrated in Fig. 3, the terminal device 20 includes a control device 21, a storage device 22, a communication device 23, a display device 24, and an operation device 25. The terminal device 20 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0018] The control device 21 is composed of one or more processors that control each element of the terminal device 20. For example, the control device 21 is composed of one or more types of processors such as a central processing unit (CPU), a graphics processing unit (GPU), a sound processing unit (SPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).
[0019] The storage device 22 is one or more memories that store the programs executed by the control device 21 and various data used by the control device 21. The storage device 22 is configured with a known recording medium such as a magnetic recording medium or a semiconductor recording medium. The storage device 22 may be configured with a combination of a plurality of types of recording media. In addition, a portable recording medium that is detachable from the terminal device 20, or a recording medium (e.g., cloud storage) that the control device 21 can write or read via a communication network 200 such as the Internet may be used as the storage device 22.
[0020] The display device 24 displays an image under the control of the control device 21. The display device 24 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel. The operation device 25 is an input device that receives instructions from the player P. The operation device 25 is, for example, an operator operated by the player P, or a touch panel that detects contact by the player P. Note that the display device 24 or the operation device 25, which are separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0021] The communication device 23 communicates with the control system 10 via the communication network 200. Note that the communication device 23, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0022] The control device 21 transmits instruction data Za corresponding to an operation by the player P on the operation device 25 from the communication device 23 to the control system 10. The instruction data Za is data representing an instruction from the player P. Furthermore, the control device 21 displays an image on the display device 24 in accordance with control data Zb received by the communication device 23 from the control system 10. The control data Zb is data for displaying various images on the display device 24. Specifically, the control data Zb is image data representing an image, or various control parameters for displaying an image.
[0023] Fig. 4 is a block diagram illustrating an example of the configuration of the control system 10. As illustrated in Fig. 4, the control system 10 includes a control device 11, a storage device 12, and a communication device 13. The control system 10 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0024] The control device 11 is composed of one or more processors that control each element of the control system 10. For example, the control device 11 is composed of one or more types of processors such as a CPU, a GPU, an SPU, a DSP, an FPGA, or an ASIC.
[0025] The communication device 13 communicates with each terminal device 20 via the communication network 200. The control device 11 receives instruction data Za transmitted from each terminal device 20 via the communication device 13. The control device 11 also transmits control data Zb for displaying an image on the display device 24 to each terminal device 20 via the communication device 13. Note that the communication device 13, which is separate from the control system 10, may be connected to the control system 10 by wire or wirelessly.
[0026] The storage device 12 is one or more memories that store the programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is configured with a known recording medium such as a magnetic recording medium or a semiconductor recording medium. The storage device 12 may be configured with a combination of multiple types of recording media. In addition, a portable recording medium that is detachable from the control system 10, or a recording medium (e.g., cloud storage) to which the control device 11 can write or read via the communication network 200 may be used as the storage device 12.
[0027] The storage device 12 stores game data D for each of a plurality of players P, including both professional mahjong players and ordinary players. FIG.
[0028] As illustrated in Fig. 5, the game data D of each player P includes a name D1, attributes D2, an image D3, a match result D4, and related information D5. The name D1 is a name displayed for identifying each player P. The attributes D2 of each player P are a flag indicating whether the player is a professional mahjong player or an ordinary person. The image D3 is an image displayed for identifying each player P.
[0029] The match result D4 is data that represents the results of past plays. The game data D includes the match result D4 for each unit game (for example, each East Wind game or half-game) that the player P played in the past. Specifically, the match result D4 includes the score X, the score Ya, and the rank Yb for each of the four players P who played the unit game.
[0030] The score Ya is the points held at the end of the unit game (i.e., the total value of the points). The ranking Yb is the order in which the points Ya are awarded in descending order. The score X is a value corresponding to the score Ya and the ranking Yb. For example, the score X is calculated as the sum of the score Ya divided by 1000 and the value corresponding to the ranking Yb (hereinafter referred to as "ranking points"). The ranking points are values set for each ranking. The higher the ranking Yb, the higher the ranking points are set to. As described above, the better the performance in each game, the higher the score X is set to.
[0031] Since the score X is calculated from the score Ya and the rank Yb, the score X may be omitted from the match result D4. Since the rank Yb is determined from the score Ya, the rank Yb may be omitted from the match result D4. The match result D4 may also include a hand record for each round in a past unit game. Each player P can check the hand record of each player P on the display device 24 of the terminal device 20.
[0032] The related information D5 is information about the past performance of each player P. The related information D5 includes, for example, information such as win rate, average ranking, winning rate, discard (deposit) rate, riichi rate, open rate, average winning points, and average discard points. Note that the related information D5 may be omitted from the game data D.
[0033] 6 is a block diagram illustrating an example of a functional configuration of the control system 10. The control device 11 executes a program stored in the storage device 12 to realize a plurality of functions for controlling a mahjong game (a team setting unit 31, a game control unit 32, a score determination unit 33, and a display control unit 34).
[0034] The team setting unit 31 sets, for each of a plurality of players P, a team including the player P as a target player Pa. Specifically, as described above, the team setting unit 31 sets a team including the target player Pa and three characters C1 to C3 corresponding to different specific players Pn (professional mahjong players) other than the target player Pa.
[0035] The game control unit 32 progresses the unit game in response to instructions from the player P to each terminal device 20. Specifically, the game control unit 32 progresses the unit game in response to instruction data Za that the communication device 13 receives from the terminal device 20.
[0036] The display control unit 34 presents various information to the player P by displaying images on the display device 24 of the terminal device 20. Specifically, the display control unit 34 generates control data Zb including information to be presented to the player P, and transmits the control data Zb from the communication device 13 to the terminal device 20.
[0037] The score determination unit 33 determines the score for each team (hereinafter referred to as "team score R"). The team score R is determined for each unit game (for example, each round of Tonfu game or Hanchan game). Specifically, the score determination unit 33 determines the team score R based on the score Xa acquired by the target player Pa of the team by playing the current unit game and the score Xn acquired in the past by a specific player Pn (i.e., a professional mahjong player) corresponding to each character Cn of the team. In other words, the past score Xn of the specific player Pn is used in a pseudo manner in determining the team score R as the current score for the character Cn.
[0038] Specifically, the score determination unit 33 applies the score X designated for a specific player Pn in any one of a plurality of match results D4 included in the game data D of each specific player Pn to determine the team score R. That is, the score Xn acquired by the specific player Pn in any one of a plurality of unit games played by the specific player Pn in the past is applied to determine the team score R. As can be understood from the above explanation, the score determination unit 33 in the first embodiment determines the team score R based on the score Xa acquired by the target player Pa by playing the unit game and the result of the specific player Pn playing the unit game in the past (e.g., the score Xn).
[0039] Fig. 7 is an explanatory diagram regarding the progress of the mahjong game in the first embodiment. As illustrated in Fig. 7, the mahjong game is composed of three stages G1 to G3. Stage G2 starts on the condition that stage G1 is cleared, and stage G3 starts on the condition that stage G2 is cleared.
[0040] In each stage Gm (m=1 to 3), three unit games are sequentially repeated by four different target players Pa. When the team performance R at the end of three unit games in one stage Gm exceeds a predetermined threshold Hm, the target player Pa is determined to have cleared the stage Gm. The threshold Hm is a predetermined value set for each stage Gm. For example, the threshold H2 exceeds the threshold H1, and the threshold H3 exceeds the threshold H2. In other words, the later the stage Gm, the more difficult it is to clear.
[0041] [Control process] 8 and 9 are flowcharts of a process (hereinafter referred to as a "control process") in which the control device 11 controls a mahjong game. The control process is started when instruction data Za indicative of the start of a mahjong game is received from the terminal device 20.
[0042] When the control process is started, the control device 11 (display control unit 34) displays the selection screen Qa on the display device 24 of the terminal device 20 (Sa1). Specifically, the control device 11 displays the selection screen Qa on the display device 24 by transmitting control data Zb for displaying the selection screen Qa from the communication device 13 to the terminal device 20.
[0043] 10 is a schematic diagram of the selection screen Qa. The selection screen Qa is an image for the target player Pa to select three professional mahjong players (specific players P1 to P3). The control device 11 searches the storage device 12 for multiple game data D in which the attribute D2 designates a professional mahjong player, and generates control data Zb for displaying the selection screen Qa from each game data D.
[0044] As illustrated in FIG. 10, the selection screen Qa includes a name D1, an image D3, and related information D5 for each of the multiple professional mahjong players. The target player Pa operates the operation device 25 while referring to the selection screen Qa to sequentially select three desired professional mahjong players as specific players Pn (P1 to P3). The specific player P1 is the professional mahjong player selected first by the target player Pa on the selection screen Qa. The specific player P2 is the professional mahjong player selected second by the target player Pa, and the specific player P3 is the professional mahjong player selected third by the target player Pa. Instruction data Za representing the three professional mahjong players selected by the target player Pa is transmitted from the communication device 23 of the terminal device 20 to the control system 10.
[0045] 8, the control device 11 (team setting unit 31) accepts an instruction to select a specific player Pn from the target player Pa (Sa2). Specifically, the control device 11 receives instruction data Za representing the three professional mahjong players selected by the target player Pa from the terminal device 20 via the communication device 13. The control device 11 (team setting unit 31) sets a team consisting of the target player Pa and the three characters C1 to C3 corresponding to the professional mahjong players selected by the target player Pa (i.e., the specific player Pn) (Sa3).
[0046] The control device 11 (score determination unit 33) sets a score Xn for each of the three characters C1 to C3 constituting the team of the target player Pa (Sa4). Specifically, the control device 11 selects one of the multiple scores X previously acquired by a specific player Pn as the score Xn for the character Cn.
[0047] The score Xn of each character Cn is selected according to a predetermined condition from a plurality of scores X previously acquired by a specific player Pn. Specifically, the control device 11 selects the score X that satisfies a first condition from among the plurality of scores X previously acquired by a specific player P1 in a unit game in the past as the score X1 of the character C1. The control device 11 also selects the score X that satisfies a second condition from among the plurality of scores X previously acquired by a specific player P2 as the score X2 of the character C2, and selects the score X that satisfies a third condition from among the plurality of scores X previously acquired by a specific player P3 as the score X3 of the character C3.
[0048] The first condition, the second condition, and the third condition are different from each other. That is, the condition for selecting the score Xn from the past scores X for each specific player Pn is different for each specific player Pn. Specifically, the score Xn for each specific player Pn is selected so that each score Xn is not an excessively low numerical value (e.g., a negative number).
[0049] The first condition regarding the score X1 of the specific player P1 is that the score X1 exceeds a predetermined threshold. That is, the control device 11 extracts a plurality of scores X that exceed a predetermined threshold from a plurality of past scores X of the specific player P1, and selects one of the extracted plurality of scores X as the score X1. For example, the score X1 is randomly selected from the plurality of scores X extracted according to the first condition.
[0050] The second condition regarding the score X2 of the specific player P2 is that the sum of the score X1 set by the above procedure and the score X2 of the specific player P2 exceeds a predetermined threshold. That is, the control device 11 extracts multiple scores X whose sum with the selected score X1 exceeds a threshold from multiple past scores X of the specific player P2, and selects one of the extracted multiple scores X as the score X2. For example, the score X2 is randomly selected from the multiple scores X extracted according to the second condition.
[0051] The third condition regarding the score X3 of the specific player P3 is that the sum of the score X1 and score X2 set by the above procedure and the score X3 of the specific player P3 exceeds a predetermined threshold. That is, the control device 11 extracts multiple scores X whose sum of the selected scores X1 and score X2 exceeds a threshold from the multiple past scores X of the specific player P3, and selects one of the multiple extracted scores X as the score X3. For example, the score X3 is randomly selected from the multiple scores X extracted according to the third condition.
[0052] As described above, in the first embodiment, the conditions for selecting one of the scores X acquired by each specific player Pn in the past are different for each specific player Pn. Therefore, compared to a form in which the scores Xn of each specific player Pn are selected under a common condition, the scores Xn of each specific player Pn can be set appropriately. For example, the possibility that the scores Xn of each specific player Pn will be an excessively low value can be reduced.
[0053] When the score Xn of each character Cn is set by the above procedure, the control device 11 (display control unit 34) displays the score screen Qb on the display device 24 of the terminal device 20 (Sa5). Specifically, the control device 11 displays the score screen Qb on the display device 24 by transmitting control data Zb for displaying the score screen Qb from the communication device 13 to the terminal device 20.
[0054] FIG. 11 is a schematic diagram of the score screen Qb. As illustrated in FIG. 11, the score screen Qb is an image that displays the score Xn for each character Cn (C1 to C3) that constitutes a team together with the target player Pa. Specifically, a battle result D4 including the score Xn is displayed for each character Cn. For example, the score X and ranking Yb represented by the battle result D4 are displayed for each of four players P including a specific player Pn who played against each other in a past unit game. As described above, the control device 11 (display control unit 34) presents the score Xn that each specific player Pn acquired in a past play to the target player Pa.
[0055] The score screen Qb is a screen that simulates a state in which each of the three characters C1 to C3 that form a team together with the target player Pa has finished the unit game. That is, the score screen Qb is an image for the target player Pa to check the result (i.e., a simulated result) of the unit game of each character Cn before the start of the unit game in which the target player Pa himself participates. Therefore, if the score Xn of each character Cn is high, the target player Pa will feel that he can challenge the unit game a little more easily, and if the score Xn of each character Cn is low, he will feel that he will make an effort to get a high score. That is, the target player Pa can be given the feeling that he is participating in a team match of mahjong by forming a team with a professional mahjong player.
[0056] As illustrated in FIG. 8, after presenting the score screen Qb to the target player Pa, the control device 11 (game control unit 32) starts a unit game played by the target player Pa (Sa6). Specifically, the control device 11 selects an opponent for the target player Pa from among a plurality of target players Pa belonging to different teams, and proceeds with the unit game according to instructions from each target player Pa. Specifically, the control device 11 receives instruction data Za transmitted from each terminal device 20 by the communication device 13, and controls the unit game according to the instruction data Za. As described above, the unit game is, for example, mahjong such as an East Wind game or a half-game game. The control device 11 determines the score X, score Ya, and ranking Yb for each target player Pa according to the progress of the unit game.
[0057] As described above, in the first embodiment, before the target player Pa starts playing the unit game, the score Xn of each character Cn constituting the team is presented to the target player Pa. By referring to the score Xn of each character Cn, the target player Pa can grasp the difficulty of achieving the goal in his / her own play. In other words, the target player Pa can determine the strategy and attitude (serious / casual) for achieving the goal.
[0058] When the unit game ends, the control device 11 (game control unit 32) registers the result of this unit game as the match result D4 in the game data D of the target player Pa (Sa7). As described above, the match result D4 of each of the multiple players P is added to the game data D for each unit game.
[0059] The control device 11 (score determination unit 33) determines the team score R based on the score Xa acquired by the target player Pa in the current unit game and the set score Xn of each character Cn (Sa8). Specifically, the control device 11 calculates the updated team score R by adding the score Xa of the target player Pa and the score Xn of each character Cn to the numerical value of the team score R at the current time. Note that, at the start of the first unit game of each stage Gm, the team score R is set to an initial value (e.g., zero).
[0060] The control device 11 (display control unit 34) displays the result screen Qc on the display device 24 of the terminal device 20 (Sa9). Specifically, the control device 11 displays the result screen Qc on the display device 24 by transmitting control data Zb for displaying the result screen Qc from the communication device 13 to the terminal device 20.
[0061] Fig. 12 is a schematic diagram of the result screen Qc. As illustrated in Fig. 12, the result screen Qc displays the updated team results R that reflect the results of the current unit game. Specifically, the result screen Qc displays the score Xa and ranking Yb acquired by the target player Pa in the current unit game, and the score Xn and ranking Yb displayed on the score screen Qb for each character Cn. In addition, the name D1 and image D3 are displayed for the target player Pa and each specific player Pn.
[0062] The result screen Qc of the first embodiment also displays the remaining score δ. The remaining score δ is the difference between the threshold Hm corresponding to the current stage Gm and the team score R. In other words, the remaining score δ means the remaining number of points X that the team needs to acquire in order to clear the current stage Gm.
[0063] 8, when the result screen Qc is displayed, the control device 11 (game control unit 32) judges whether or not three unit games have been completed in the current stage Gm (Sa10). If the number of unit games is less than three (Sa10: NO), the control device 11 moves the process to step Sa4. That is, the setting of the score Xn of each character Cn (Sa4), the display of the score screen Qb (Sa5), the control of the unit game (Sa6), the storage of the battle result D4 (Sa7), the setting of the team score R (Sa8), and the display of the result screen Qc (Sa9) are repeated until three unit games have been completed in the current stage Gm.
[0064] As explained above, the control device 11 (game control unit 32) repeatedly provides unit games to the target player Pa. Furthermore, the control device 11 (score determination unit 33) sets the score Xn of each character Cn individually for each unit game (Sa4). That is, the score Xn of each character Cn changes for each unit game played by the target player Pa. As described above, since the score Xa of the target player Pa and the score Xn of each character Cn are updated for each unit game, it is possible to give the target player Pa the feeling that each character Cn is also repeating the unit game in parallel with the target player Pa.
[0065] On the other hand, when three unit games are completed in the current stage Gm (Sa10: YES), the control device 11 (game control unit 32) judges whether or not the current team score R exceeds the threshold value Hm (Sa11), as illustrated in FIG. 9. If the team score R falls below the threshold value Hm (Sa11: NO), it means that the target player Pa has failed to clear the current stage Gm. Therefore, the control device 11 displays a screen notifying the target player Pa's team of the defeat on the display device 24 of the terminal device 20 (Sa12). In addition, the control device 11 grants a reward to the target player Pa (Sa13). The reward is, for example, a predetermined amount of game media (for example, electronic medals) or an item that can be used in the mahjong game.
[0066] If the current team performance R exceeds the threshold value Hm (Sa11: YES), it means that the target player Pa has succeeded in clearing the current stage Gm. If the target player Pa has succeeded in clearing the stage Gm (Sa11: YES), the control device 11 determines whether the current stage Gm is the last stage G3 (Sa14).
[0067] If the target player Pa clears stage G3 (Sa14: YES), the control device 11 displays a screen on the display device 24 of the terminal device 20 notifying the target player Pa of his victory in the mahjong game (Sa15). The control device 11 awards a reward to the target player Pa for winning the mahjong game (Sa16). The reward is, for example, a predetermined amount of game media (e.g., electronic medals) or an item that can be used in the mahjong game. The value of the reward awarded when the target player Pa wins the mahjong game exceeds the value of the reward awarded when the target player Pa is defeated.
[0068] If the current stage Gm is not the last stage G3 (Sa14: NO), the control device 11 displays a screen notifying the completion of the current stage Gm (G1, G2) on the display device 24 of the terminal device 20 (Sa17), and grants a reward for the completion to the target player Pa (Sa18). The reward is, for example, a predetermined amount of game media (for example, electronic medals) or an item that can be used in the mahjong game. The value of the reward granted when the stage Gm is cleared is lower than the value of the reward granted when the mahjong game is won, and higher than the value of the reward granted when the player is defeated. After executing the above process, the control device 11 moves to the next stage Gm+1 (Sa19), and moves the process to step Sa4. That is, the stage Gm progresses while maintaining the members of the team including the target player Pa. The members of the team may be updated for each stage Gm.
[0069] As described above, in the first embodiment, a team including the target player Pa and the characters Cn corresponding to each specific player Pn is set, and the team score R is determined based on the score Xa acquired by the target player Pa and the past play results of each specific player Pn. That is, the target player Pa can virtually experience a game (for example, a team battle) that progresses with the team including the target player Pa and each character Cn as a unit. Specifically, the target player Pa can be given the feeling that he or she actually belongs to a team with each character Cn (specific player Pn).
[0070] In particular, in the first embodiment, the score Xn acquired by each specific player Pn in past plays is applied to the determination of the team result R. That is, the score Xn actually acquired by the specific player Pn in past plays is used, not a virtual score set regardless of the actual play. Therefore, the score Xn of each specific player Pn can be set to a realistic value. With the above configuration, the target player Pa can be effectively given a sense of reality as if he or she were participating in a team together with each specific player Pn.
[0071] [Second embodiment] A second embodiment will be described. Note that, for elements having the same functions as those in the first embodiment in each of the following exemplary aspects, the same reference numerals as those in the first embodiment will be used and detailed descriptions thereof will be omitted as appropriate.
[0072] In the first embodiment, a specific player Pn corresponding to each of the three characters Cn is a professional mahjong player. In the second embodiment, the three specific players P1 to P3 corresponding to different characters Cn include both professional mahjong players and ordinary people. In the following description, a set of professional mahjong players among the multiple players P will be referred to as the "first group," and a set of ordinary people other than professional mahjong players among the multiple players P will be referred to as the "second group." The first group is a set of players P whose attribute D2 specifies professional mahjong players, and the second group is a set of players P whose attribute D2 specifies ordinary people.
[0073] As explained in the first embodiment, for each of a plurality of players P, including both professional mahjong players and ordinary people, game data D in the same format is stored in the storage device 12. That is, for each player P (professional mahjong players) of the first group as well as each player P (ordinary people) of the second group, match results D4 including the points X acquired in past unit games are stored.
[0074] Fig. 13 is a partial flowchart of the control process in the second embodiment. As illustrated in Fig. 13, steps Sa1 to Sa4 in the first embodiment are replaced with steps Sb1 to Sb5 in the control process in the second embodiment.
[0075] As in the first embodiment, the control device 11 (display control unit 34) displays the selection screen Qa on the display device 24 of the terminal device 20 (Sb1). As described above with reference to FIG. 10, the selection screen Qa includes a name D1, an image D3, and related information D5 for each of the multiple professional mahjong players. The target player Pa operates the operation device 25 while referring to the selection screen Qa to select a desired professional mahjong player as a specific player Pn. That is, the specific player Pn is selected from the multiple players P belonging to the first group.
[0076] In the first embodiment, it is assumed that the target player Pa selects three professional mahjong players, but in the second embodiment, the target player Pa can select any number of professional mahjong players up to three. The control device 11 (team setting unit 31) accepts an instruction to select a specific player Pn by the target player Pa, as in the first embodiment (Sb2).
[0077] The control device 11 (team setting unit 31) judges whether the number of professional mahjong players selected by the target player Pa (hereinafter referred to as the "selection number K") is less than 3 (Sb3). If the selection number K is less than 3, the team will be short of members. Therefore, if the selection number K is less than 3 (Sb3: YES), the control device 11 supplements the team with the (3-K) specific players Pn that are missing from the team from the multiple players P in the second group (Sb4). Specifically, the control device 11 randomly selects (3-K) players P from the multiple players P in the second group. In other words, the three specific players P1 to P3 may be a mixture of professional mahjong players and ordinary people.
[0078] As described above, the control device 11 (team setting unit 31) of the second embodiment sets a player P selected by the target player Pa from among multiple players P belonging to the first group as a specific player Pn, and when the total number of specific players Pn selected by the target player Pa falls below a predetermined value (3), selects (3-K) specific players Pn from the multiple players P belonging to the second group.
[0079] The control device 11 (team setting unit 31) configures a team including the target player Pa (Sb5). Specifically, when the selection number K is less than 3, the control device 11 configures a team consisting of the target player Pa, K characters Cn corresponding to the professional mahjong players selected by the target player Pa from the first group, and (3-K) characters Cn corresponding to ordinary people selected from the second group. On the other hand, when the selection number K is 3 (Sb3: NO), the control device 11 (team setting unit 31) configures a team consisting of the target player Pa and three characters C1 to C3 corresponding to the professional mahjong players selected by the target player Pa from the first group, as in the first embodiment.
[0080] If the target player Pa does not select a professional mahjong player (K=0), the control device 11 (team setting unit 31) selects three specific players P1 to P3 from the second group of multiple players P (Sb4). Therefore, a team consisting of the target player Pa and the three characters C1 to C3 corresponding to ordinary people selected from the second group is set. In other words, the professional mahjong player is not included in the team.
[0081] As described above, in the second embodiment, when the total number (selection number K) of specific players Pn selected by the target player Pa from the first group falls below a predetermined value, the character Cn corresponding to the specific player Pn selected from the second group is added to the team. Therefore, the shortage of members constituting the team can be resolved.
[0082] Further, the missing specific player Pn is selected from a plurality of real players P belonging to the second group. Therefore, compared to a mode in which a virtual character Cn is generated regardless of the real player P and the score Xn of the character Cn is set, for example, randomly, it is possible to give the target player Pa a feeling as if he or she were forming a team with real members.
[0083] The method of setting the score Xn of each character Cn is the same as in the first embodiment. That is, the score Xn of the character Cn corresponding to the specific player Pn of the first group who is a professional mahjong player is selected from the multiple scores X that the specific player Pn has previously acquired, as in the first embodiment. Similarly, the score Xn of the character Cn corresponding to the specific player Pn of the second group who is an ordinary person is selected from the multiple scores X that the specific player Pn has previously acquired.
[0084] That is, in the second embodiment, the team score R is determined based on the points Xa acquired by the target player Pa by playing the unit game, the points Xn acquired by a specific player Pn of the first group by playing in the past, and the points Xn acquired by a specific player Pn of the second group by playing in the past.
[0085] However, in the second embodiment, the condition for selecting the score Xn corresponding to the specific player Pn of the second group is different from the condition for selecting the score Xn corresponding to the specific player Pn of the first group. Specifically, the score Xn corresponding to the specific player Pn of the second group is set to be lower than the score Xn corresponding to the specific player Pn of the first group. That is, the control device 11 (score determination unit 33) selects the score X lower than the score Xn selected for the specific player Pn of the first group from among the multiple scores X previously acquired by the specific player Pn of the second group.
[0086] As described above, in the first embodiment, the score Xn of the specific player Pn selected from the second group is lower than the score Xn of the specific player Pn selected from the first group. In other words, it is more advantageous for the target player Pa to play a mahjong game by selecting the character Cn corresponding to the specific player Pn of the first group as a team member than by including the character Cn corresponding to the specific player Pn of the second group as a team member. Therefore, a valid incentive can be given to the target player Pa to select a specific player Pn (i.e., a professional mahjong player) from the first group.
[0087] In addition, a form in which a specific player Pn is selected from two or more players P who satisfy the nth condition among the multiple players P is also assumed. The nth condition is, for example, that the score Xn exceeds a threshold Tn. For example, a form in which the threshold Tn of the nth condition for a specific player Pn of the second group is lower than the threshold Tn of the nth condition for a specific player Pn of the first group is exemplified. According to the above form, a case may occur in which the score Xn of a specific player Pn selected from the second group is lower than the score Xn of a specific player Pn selected from the first group.
[0088] In the second embodiment, the control device 11 (team setting unit 31) may accept a selection of one of the multiple players P belonging to the first group from the target player Pa in exchange for the consumption of a value medium by the target player Pa. On the other hand, the consumption of a value medium is not required for the selection of each player P of the second group.
[0089] The value medium is a virtual value used as a consideration for the selection of the first group of players P. For example, electronic medals, points, credits, etc. are exemplified as value media. For example, tangible value media are physical medals (token coins), currency (coins), physical cards, or tickets. Examples of physical cards are, for example, IC cards or magnetic cards. For example, physical cards on which images such as barcodes or QR codes (registered trademarks) are printed are also exemplified as tangible value media. On the other hand, intangible value media are, for example, electronic medals, electronic currency (electronic money), credits, points, items, etc.
[0090] In the following description, a case will be exemplified in which the value medium required for the selection of the first group of players P and the game medium consumed to play the mahjong game are different from each other. However, the game medium may be used as the value medium consumed for the selection of the first group of players P.
[0091] For example, the game data D of each player P includes the amount of value media held by the player P. The control device 11 can execute a settlement process to subtract a predetermined amount from the value media held by the target player Pa. The control device 11 validates the selection of the player P belonging to the first group on the condition that the settlement process is executed for the predetermined amount of value media in response to an instruction from the target player Pa. Specifically, the control device 11 displays a selection screen Qa so that the target player Pa can select each player P in the first group, or validly accepts a selection instruction (instruction data Za) from the target player Pa. The settlement process includes, for example, a process of consuming electronic medals or the like, as well as a charging process using a predetermined amount of currency.
[0092] On the other hand, if the value medium is not consumed, the control device 11 (team setting unit 31) does not accept the selection of any of the multiple players P belonging to the first group from the target player Pa. For example, in a state where the above-mentioned settlement process is not being executed, the control device 11 sets each player P of the first group to a state where they cannot be selected (for example, a grayed-out state) on the selection screen Qa, or does not accept a selection instruction (instruction data Za) from the target player Pa.
[0093] According to the above embodiment, since the consumption of value media is not required to select a player P of the second group, even if the target player Pa does not have the value media required to select a player P of the first group, the shortage of members constituting the team can be resolved. Furthermore, since the consumption of value media is required to select a player P belonging to the first group, the consumption of value media by the target player Pa can be promoted. In particular, in the second embodiment, as described above, it is advantageous to select a player P of the first group as a specific player Pn in playing a mahjong game. Therefore, the effect of promoting the consumption of value media to select a player P belonging to the first group is remarkable.
[0094] The control device 11 (display control unit 34) displays the above-mentioned selection screen Qa to present various information, such as related information D5, for each player P belonging to the first group (i.e., professional mahjong players) to the target player Pa. On the other hand, the selection screen Qa is not displayed for each player P belonging to the second group (i.e., ordinary people). In other words, various information, such as related information D5, for each player P in the second group is not presented to the target player Pa.
[0095] As explained above, the amount of information presented to the target player Pa about each player P belonging to the second group is less than the amount of information presented to the target player Pa about each player P belonging to the first group. Note that, in the above explanation, an example has been given in which the related information D5 about each player P belonging to the second group (i.e., ordinary people) is not presented to the target player Pa, but a part of the related information D5 about each player P of the second group may be presented to the target player Pa.
[0096] That is, in the second embodiment, players P who are presented with a large amount of information to the target player Pa are classified into the first group. Specifically, famous players P (i.e., professional mahjong players) who are recognized by many players P are classified into the first group. On the other hand, players P in the second group are players P who are presented with less information than players P in the first group to the target player Pa. That is, the first group and the second group are distinguished by the amount of information presented to the target player Pa. For example, an ordinary player P who is not recognized by many players P is classified into the second group.
[0097] [Variations] The above-mentioned exemplary embodiments can be modified in various ways. Specific modified embodiments that can be applied to the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0098] (1) The conditions for selecting the score Xn of the character Cn from the multiple scores X acquired by each specific player Pn in the past are not limited to the examples in each of the above-mentioned embodiments. For example, the control device 11 (score determination unit 33) may select the score Xn for the character Cn from the multiple scores X acquired by the specific player Pn in the unit game within a specific period (hereinafter referred to as the "extraction period"). The extraction period is, for example, a period of a predetermined length (e.g., three months) ending at the present. According to the above embodiment, the score X reflecting the recent condition of each specific player Pn can be selected as the score Xn of the character Cn. Note that the extraction period is not limited to a period ending at the present and can be set arbitrarily.
[0099] A form is also assumed in which the conditions for selecting the score Xn are controlled according to the history of the target player Pa selecting the specific player Pn in the past. For example, a form is assumed in which the control device 11 (score determination unit 33) selects a score X exceeding a predetermined threshold value from among multiple scores X acquired in the past by the specific player Pn as the score Xn of the character Cn. The control device 11 increases the threshold value as the number of times the specific player Pn has been selected in the past increases. The number of times the specific player Pn has been selected functions as an index of the intimacy between the target player Pa and the specific player Pn. Therefore, in the form exemplified above, the higher the intimacy between the target player Pa and the specific player Pn, the larger the score X of the specific player Pn selected as the score Xn of the character Cn becomes.
[0100] (2) In each of the above-mentioned embodiments, the target player Pa selects a desired specific player Pn from a first group of multiple players P (i.e., professional mahjong players), but the players P that can be selected by the target player Pa may be limited. For example, the control device 11 (team setting unit 31) extracts multiple players P who satisfy a predetermined condition (hereinafter referred to as the "first selection condition") from the first group of multiple players P as selection candidates, and then displays the selection screen Qa. The first selection condition is, for example, a condition related to the related information D5. For example, the first selection condition is exemplified by the fact that various numerical values represented by the related information D5 (for example, win rate, winning rate, average winning points, etc.) exceed a predetermined value. According to the above-mentioned embodiment, a player P with good past performance from the first group can be extracted as a selection candidate by the target player Pa.
[0101] The procedure in which the target player Pa selects a specific player Pn from the first group of players P may be omitted. For example, a specific player Pn may be selected from the first group of players P according to a predetermined condition, or a specific player Pn may be selected randomly from the first group of players P.
[0102] (3) In the second embodiment, the form of randomly selecting (3-K) players P from the multiple players P belonging to the second group is exemplified, but the method of selecting the players P of the second group is not limited to the above example. For example, the control device 11 (team setting unit 31) may select and supplement (3-K) players P who satisfy a predetermined condition (hereinafter referred to as the "second selection condition") from the multiple players P of the second group as a shortage in the team of the target player Pa. The second selection condition is, for example, a condition related to the related information D5. For example, the second selection condition is exemplified by the fact that various numerical values represented by the related information D5 (for example, win rate, winning rate, average winning points, etc.) exceed a predetermined value. According to the above embodiment, a player P with good past performance from the second group can be selected as a specific player Pn.
[0103] Note that a specific player Pn may be selected from the second group of multiple players P in response to an instruction from the target player Pa. For example, the control device 11 (display control unit 34) displays a selection screen Qa presenting the second group of multiple players P on the display device 24. The control device 11 (team setting unit 31) sets the player P selected by the target player Pa from among the multiple players P as the specific player Pn.
[0104] In the second embodiment, when the total number (selection number K) of specific players Pn selected by the target player Pa from the first group falls below a predetermined value, the character Cn corresponding to the specific player Pn of the second group is added to the team. However, the condition that the selection number K falls below a predetermined value may be omitted for the selection of the player P of the second group. That is, the character Cn corresponding to the specific player Pn of the second group may be added to the team regardless of the selection number K. For example, regardless of the selection number K of the first group, the control device 11 (team setting unit 31) may select a predetermined number of specific players Pn from the second group in response to an instruction from the target player Pa or randomly. As can be understood from the above description, the element of supplementing the shortage is not essential for the selection of the player P of the second group, and the player P of the second group may be selected from the beginning regardless of whether there is a shortage of members in the team.
[0105] (4) The conditions for selecting the score Xn of the character Cn from the multiple scores X acquired in the past by each specific player Pn are not limited to the examples (first condition, second condition, and third condition) in each of the above-mentioned embodiments. For example, the control device 11 (score determination unit 33) may select the score Xn from the multiple scores X of each specific player Pn so that the total value of the scores Xn (X1 to X3) of each character Cn is a numerical value close to the threshold value Hm.
[0106] (5) In each of the above-mentioned embodiments, one of a plurality of scores X acquired in the past by a specific player Pn (first or second group) is selected as the score Xn of the character Cn, but the method of setting the score Xn of the character Cn from the past score X of the specific player Pn is not limited to the above-mentioned examples. For example, the control device 11 (score determination unit 33) may set the score Xn of the character Cn by adjusting the past score X of the specific player Pn. For example, the score X of each specific player Pn is adjusted so that the team score R approaches the threshold value Hm. According to the above-mentioned embodiment, the burden on the target player Pa who aims to clear the stage Gm can be reduced.
[0107] In addition, the control device 11 (score determination unit 33) may calculate the score Xn of the character Cn from a predetermined number of scores X among a plurality of scores X acquired by a specific player Pn in the past. For example, a representative value (e.g., an average value) of the predetermined number of scores X is calculated as the score Xn of the character Cn.
[0108] As can be understood from the above examples, it is sufficient that the team score R is determined according to the results of a specific player Pn playing a game in the past. The points X acquired by a specific player Pn in the past is an example of the results of a specific player Pn playing a game in the past.
[0109] (6) In each of the above-mentioned embodiments, the mahjong game is played in a team battle, but a mode in which one of a plurality of operation modes is selected is also envisioned. The plurality of operation modes include, for example, a team battle mode in which a team battle is played as exemplified in each of the above-mentioned embodiments, as well as an individual battle mode in which each player P plays the mahjong game alone. Each player P can play the mahjong game after selecting an operation mode. The battle result D4 in the individual battle mode is registered in the game data D and is applied to the setting of the score Xn of each character Cn in the team battle mode.
[0110] (7) The score Xn of each character Cn may be changed in exchange for the consumption of game media. For example, the control device 11 (score determination unit 33) increases the score Xn of each character Cn when the target player Pa consumes a predetermined amount of game media. Also, the control device 11 (score determination unit 33) may reset the score Xn of each character Cn when the target player Pa consumes a predetermined amount of game media. Note that, although the consumption of game media has been exemplified in the above description, the score Xn of each character Cn may be changed in exchange for the use of a specific item, for example. In the second embodiment, the score Xn of each character Cn may be changed in exchange for a predetermined amount of value media consumed for the selection of the first group of players P. Also, the score Xn of each character Cn may be changed on the condition of a billing process using a predetermined amount of currency.
[0111] (8) The threshold value Hm to be compared with the team performance R in each stage Gm may be a variable value. For example, the control device 11 (game control unit 32) controls the threshold value Hm depending on the situation of the target player Pa. For example, when the target player Pa has played a small number of times in the past (for example, when the target player Pa is a beginner), the control device 11 sets the threshold value Hm to a numerical value smaller than a predetermined reference value.
[0112] (9) In each of the above-mentioned forms, an example was given in which the team performance R at the end of three unit games in each stage Gm is compared with a threshold value Hm. However, as shown in FIG. 14, a form in which the team performance R is compared with a threshold value for each unit game is also envisaged.
[0113] For example, the control device 11 (game control unit 32) compares the team result R at the end of the first unit game of each stage Gm with a threshold value Hm_1. If the team result R exceeds the threshold value Hm_1, the control device 11 starts the next unit game, and if it falls below the threshold value Hm_1, it determines that the team has been defeated. Similarly, the team result R at the end of the second unit game is compared with the threshold value Hm_2, and the team result R at the end of the third unit game is compared with the threshold value Hm_3. The threshold value Hm_2 exceeds the threshold value Hm_1, and the threshold value Hm_3 exceeds the threshold value Hm_2. Each threshold value Hm (Hm_1, Hm_2, Hm_3) may be a fixed value or may be a variable value according to, for example, the situation of the target player Pa.
[0114] (10) Along with the score screen Qb illustrated in FIG. 11, past games of a specific player Pn corresponding to each character Cn may be displayed on the display device 24. For example, each match result D4 of the game data D includes a hand record for each game in a past unit game. The control device 11 (display control unit 34) acquires the hand record from the match result D4 corresponding to the score Xn of the character Cn, and displays a video of the game represented by the hand record (i.e., a replay video) on the display device 24. According to the above embodiment, a sense of reality can be effectively imparted to the target player Pa as if he or she were participating in a team together with each specific player Pn.
[0115] (11) In the second embodiment, the amount of information presented to the target player Pa for each player P in the second group is less than the amount of information presented for each player P in the first group. However, a form in which the type of information presented to the target player Pa differs between each player P in the first group and each player P in the second group may be assumed. That is, a configuration in which the amount of information presented to each player P in the second group is less than the amount of information presented to each player P in the first group may be omitted. For example, for each player belonging to the first group, the name D1 is presented to the target player Pa, but the highest score in the past is not presented. On the other hand, for each player belonging to the second group, the highest score in the past is presented to the target player Pa, but the name D1 is not presented.
[0116] (12) In each of the above-mentioned embodiments, the first group of players P selected as the specific player Pn is a professional mahjong player, but the first group of players P is not limited to professional mahjong players. For example, a famous player P or a player P who has achieved a high ranking in a specific tournament may be selected as the first group of specific players Pn. In addition, a player P who has a registered exchange relationship with the target player Pa (e.g., friend registration) in a mahjong game or various SNS (Social Networking Services) may be selected by the target player Pa as the first group of specific players Pn. According to the above-mentioned embodiments, the target player Pa can form a team with the intended player P related to him / her.
[0117] In the above description, the first group has been focused on, but the second group of players P in the second embodiment may also be selected arbitrarily. For example, among a plurality of players P who have registered to play a mahjong game, players P who satisfy a specific condition may be limited to be candidates for a specific player Pn as the second group. For example, a player P who has performed a billing process or a player P who has expressed an intention to allow selection as a specific player Pn may be included in the second group. In addition, professional mahjong players who belong to a specific organization may be included in the first group, and professional mahjong players who belong to another organization may be included in the second group. As illustrated above, the method of dividing the first group and the second group is arbitrary in the present disclosure.
[0118] (13) In each of the above-mentioned embodiments, a mahjong game is exemplified, but the type of game to which the present disclosure is applied is not limited to a mahjong game and can be any type. For example, the present disclosure is also applicable to table games other than mahjong games, such as card games. In addition, the present disclosure is also applicable to various games in which a score X is calculated according to the results of play by a target player Pa, such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, and music games.
[0119] (14) In each of the above-mentioned embodiments, the game system 100 is configured by the control system 10 and a plurality of terminal devices 20, but the specific embodiment of the game system 100 is not limited to the above-mentioned examples. For example, the game system 100 may be configured by mounting the functions of the control system 10 in each of the above-mentioned embodiments (the team setting unit 31, the game control unit 32, the score determination unit 33, and the display control unit 34) on the terminal device 20. For example, the game system 100 may be configured by a single device having the functions of the control system 10, the display device 24, and the operation device 25.
[0120] (15) The functions of the game system 100 according to each of the above-mentioned embodiments are realized by the cooperation of one or more processors constituting the control device 11 and the program stored in the storage device 12. The programs according to the above-mentioned embodiments can be provided in a form stored in a computer-readable recording medium and installed in the computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, the recording medium that stores the program in the distribution device corresponds to the above-mentioned non-transitory recording medium.
[0121] [Note] From the above description, for example, preferred aspects of the present disclosure can be understood as follows. In addition, in order to facilitate understanding of each aspect, reference numerals in the drawings are conveniently written in parentheses below, but this is not intended to limit the present disclosure to the illustrated aspects.
[0122] [Appendix 1] In order to solve the above problems, a game system (100) according to one aspect (Appendix 1) of the present disclosure includes a team setting unit (31) that sets a team including a target player (Pa) and a first character (C1) corresponding to a first player (P1) other than the target player (Pa), a game control unit (32) that progresses the game in response to instructions from the target player (Pa), and a result determination unit (33) that determines the team's results (R) based on points (Xa) acquired by the target player (Pa) by playing the game and results of the first player (P1) playing the game in the past.
[0123] In the above embodiment, a team including the target player (Pa) and the first character (C1) corresponding to the first player (P1) is set, and the team's performance (R) is determined based on the score (Xa) acquired by the target player (Pa) and the results of past plays by the first player (P1). That is, the target player (Pa) can virtually experience a game (for example, a team battle) that progresses with the team including the target player (Pa) and the first character (C1) as a unit. Specifically, the target player (Pa) can be given the feeling that he or she actually belongs to a team together with the first character (C1) (first player (P1)).
[0124] The "target player (Pa)" and the "first player (P1)" are real players who actually play the game provided by the game system (100). The "first character (C1)" is a character (e.g., a non-player character) corresponding to the first player (P1). The "target player (Pa)" may be expressed as a "player character" in contrast to the first character (C1).
[0125] The "result of the first player (P1) playing the game in the past" is, for example, a score (X) according to the result of the first player (P1) playing the game in the past. Specifically, any score (X) among the multiple scores (X) acquired by the first player (P1) through repeated plays in the past, or a representative value (for example, an average value) of the multiple scores (X) is exemplified as the "result of the first player (P1) playing the game in the past". However, the "result" is not limited to a numerical value. For example, the win or loss of the first player (P1) in the past game may be applied to the determination of the team's performance (R) as the "result of the first player (P1) playing the game in the past". In addition, the reward or ranking acquired by the first player (P1) through past plays, or the history of the first player (P1) playing the game in the past may be used as the "result of the first player (P1) playing the game in the past". For example, in the case of a mahjong game, the "history" includes various information about the game, such as the type of winning hand that the player has used in past plays, the type of winning hand that is used when transferring money to another player, the number of free pokers used during the game, and so on.
[0126] The "team performance (R)" is an arbitrary index related to the evaluation (e.g., superiority or inferiority) of the team. The team performance (R) may be expressed by various numerical values, such as the total value of the scores (X) of the multiple members constituting the team, or a ranking according to the total value, or may be expressed by the degree of progress, such as the success or failure of clearing a stage.
[0127] Determining the team's result (R) "based on" the target player's (Pa) score (Xa) and the results of the first player's (P1) past plays means that the team's result (R) depends on both the target player's (Pa) score (Xa) and the results of the first player's (P1) past plays. Note that the specific relationship between the target player's (Pa) score (Xa) and the results of the first player's (P1) plays, and the team's result (R) is arbitrary. For example, the result determination unit (33) determines the team's result (R) according to the sum of the target player's (Pa) score (Xa) and the first player's (P1) past play score (X).
[0128] The "game system (100)" is realized, for example, by a server device capable of communicating with a terminal device used by a target player (Pa). The terminal device is, for example, an information device such as a smartphone, a game device, or a personal computer. The game system (100) displays a screen showing the result of an action on the terminal device. Note that the "game system (100)" may be realized by the terminal device.
[0129] [Appendix 2] In the specific example (Supplementary Note 2) of Supplementary Note 1, the result of the first player (P1) playing the game in the past is the score (X) that the first player (P1) earned in any one of a plurality of games that the first player (P1) played in the past. According to the above aspect, the score (X) that the first player (P1) earned in the past play is applied to the determination of the team's result (R). That is, the score (X) that the first player (P1) actually earned in the past play is applied to the determination of the team's result (R), not a virtual score that is set regardless of the actual play. Therefore, the target player (Pa) can be effectively given a sense of reality as if he or she were participating in a team together with the first player (P1).
[0130] The method of selecting one of the multiple scores (X) acquired by the first player (P1) in past plays may be any method. For example, one of the multiple scores (X) may be selected at random, or one of the multiple scores (X) that satisfies a predetermined condition may be selected. The "predetermined condition" may be a fixed condition, or a variable condition depending on the performance of the target player (Pa) or the game situation. For example, the better the performance of the target player (Pa), the higher (or lower) score is selected from the multiple scores (X) of the first player (P1), or the more advantageous the situation of the target player (Pa), the higher (or lower) score is selected from the multiple scores (X) of the first player (P1).
[0131] [Appendix 3] In a specific example (Appendix 3) of Appendix 2, the team further includes a second character (C2) corresponding to a second player (P2) different from the target player (Pa) and the first player (P1), and the score determination unit (33) determines the team's score (R) based on the score (X) acquired by the target player (Pa) by playing the game, a score (X) selected based on a first condition from among a plurality of scores (X) acquired in the past by the first player (P1), and a score (X) selected based on a second condition different from the first condition from among a plurality of scores (X) acquired in the past by the second player (P2).
[0132] According to the above embodiment, in addition to the first character (C1) corresponding to the first player (P1), the second character (C2) corresponding to the second player (P2) forms a team together with the target player (Pa). Therefore, compared to a form in which only the target player (Pa) and the first player (P1) form a team, the target player (Pa) can be given the feeling that the team is made up of a large number of members.
[0133] Also, the first condition for selecting the score (X) previously acquired by the first player (P1) is different from the second condition for selecting the score (X) previously acquired by the second player (P2). Therefore, the score (X) of the first player (P1) and the score (X) of the second player (P2) can be appropriately set, compared to a form in which the score (X) of the first player (P1) and the score (X) of the second player (P2) are selected under a common condition. For example, it is possible to reduce the possibility that the score (X) of the first player (P1) or the score (X) of the second player (P2) will be an excessively low value.
[0134] The "first condition" and the "second condition" are, for example, conditions related to the score (X). For example, the first condition is that the score (X) exceeds a first threshold, and the second condition is that the score (X) exceeds a second threshold different from the first threshold. The second condition may be a condition related to the relationship with the score (X) selected by the first condition. For example, the second condition is that the sum of the score (X) and the score (X) selected by the first condition exceeds a predetermined threshold.
[0135] [Appendix 4] In any of the specific examples (Supplementary Note 4) of Supplementary Note 1 to Supplementary Note 3, a display control unit (34) is further provided that presents the score (X) acquired by the first player (P1) in past plays to the target player (Pa), and the game control unit (32) starts the game played by the target player (Pa) after the display control unit (34) presents the score (X). In the above embodiment, the score (X) of the first player (P1) constituting the team is presented to the target player (Pa) before the target player (Pa) starts playing. The target player (Pa) can grasp the difficulty of achieving the goal in the play by referring to the score (X) of the first player (P1). In other words, the target player (Pa) can determine a strategy and a mindset (serious / casual) for achieving the goal.
[0136] [Appendix 5] In a specific example (Appendix 5) of any of Supplementary Notes 1 to 4, the team setting unit (31) sets a player (P) selected by the target player (Pa) from among a plurality of players (P) belonging to a first group as the first player (P1), and when the total number of players (P) selected by the target player (Pa) from among the plurality of players (P) belonging to the first group falls below a predetermined value, selects a third player (P3) from a plurality of players (P) belonging to a second group different from the first group, and sets the team including the target player (Pa), the first character (C1), and a third character (C3) corresponding to the third player (P3).
[0137] In the above embodiment, when the total number of players (P) selected by the target player (Pa) from the first group falls below a predetermined value, the third character (C3) corresponding to the third player (P3) selected from the second group is added to the team. Therefore, the shortage of members constituting the team can be eliminated.
[0138] The missing player (P) is selected from the multiple players (P) belonging to the second group. Therefore, compared to a case where a virtual character is generated regardless of the real player (P) and the score (X) of the third character (C3) is set randomly, the target player (Pa) can be given the feeling that he or she is forming a team with real members.
[0139] The first group and the second group are categories related to a plurality of players (P). The first group and the second group are basically set so as not to overlap, but may overlap partially. The first group is, for example, a famous player (P) who is recognized by many players (P). For example, in the case of a mahjong game, professional mahjong players are classified as the "first group." On the other hand, the second group is, for example, ordinary players (P) who are not recognized by many players (P).
[0140] [Appendix 6] In a specific example (Supplementary Note 6) of Supplementary Note 5, the score determination unit (33) determines the team's score (R) based on the score (X) acquired by the target player (Pa) through playing the game, the score (X) acquired by the first player (P1) through past plays, and the score (X) acquired by the third player (P3) through past plays, and the score (X) of the third player (P3) is lower than the score (X) of the first player (P1). In the above embodiment, the score (X) of the third player (P3) selected from the second group is lower than the score (X) of the first player (P1) selected from the first group. Therefore, a valid incentive to select the first player (P1) from the first group can be given to the target player (Pa).
[0141] [Appendix 7] In a specific example (Supplementary Note 7) of Supplementary Note 5 or Supplementary Note 6, the team setting unit (31) accepts a selection of one of the multiple players (P) belonging to the first group from the target player (Pa) in exchange for the consumption of a value medium by the target player (Pa), and the consumption of the value medium is not required for the selection of the third player (P3). In the above embodiment, since the consumption of a value medium is not required for the selection of the player (P) of the second group, even if the target player (Pa) does not have the value medium required for the selection of the player (P) of the first group, the shortage of members constituting the team can be resolved. In addition, since the consumption of a value medium is required for the selection of the first player (P1), the consumption of a value medium by the target player (Pa) can be promoted.
[0142] The "value medium" is a tangible or intangible medium consumed for the selection of the multiple players belonging to the first group. The tangible value medium is, for example, a physical medal (token coin), currency (coin), physical card, or ticket. Note that, as a physical card used as the value medium, for example, an IC card or a magnetic card is exemplified. For example, a card on which an image such as a barcode or QR code (registered trademark) is printed is also exemplified as the tangible value medium. On the other hand, the intangible value medium is, for example, an electronic medal, electronic currency (electronic money), credit, points, or an item. Note that, in exchange for a predetermined amount of game media consumed for playing the game, the selection of the multiple players belonging to the first group may be permitted. In other words, the "value medium" also includes the "game medium".
[0143] [Appendix 8] In any of the specific examples (Supplementary Note 8) of Supplementary Note 5 to Supplementary Note 7, a display control unit (34) is provided that presents information on each player (P) belonging to the first group to the target player (Pa), and the amount of information presented to the target player (Pa) for each player (P) belonging to the second group is less than the amount of information presented to the target player (Pa) for each player (P) belonging to the first group. In the above embodiment, a player (P) who is presented with a large amount of information to the target player (Pa) is classified into the first group. Specifically, a famous player (P) who is recognized by many players (P) is classified into the first group. On the other hand, a player (P) in the second group is a player (P) who is presented with a smaller amount of information to the target player (Pa) than a player (P) in the first group. In other words, the first group and the second group are distinguished by the amount of information presented to the target player (Pa). For example, an ordinary player (P) who is not recognized by the majority of players (P) is classified into the second group.
[0144] The amount of "information" depends on, for example, the number of types or granularity of information presented to the target player (Pa). In other words, the amount of information of the second group of players (P) is "less than" the amount of information of the first group of players (P) means a state in which the number of types of information about the second group of players (P) is less than the number of types of information about the first group of players (P), or a state in which the granularity of information about the second group of players (P) is lower (i.e., coarser) than the granularity of information about the first group of players (P). Note that a state in which no information is presented about the second group of players (P) (a state in which the amount of information is zero) also corresponds to a state in which "the amount of information of the second group of players (P) is less than the amount of information of the first group of players (P)".
[0145] [Appendix 9] In any specific example (Supplementary Note 9) of Supplementary Note 1 to Supplementary Note 8, the game control unit (32) repeatedly provides the target player (Pa) with the game a plurality of times, and the score determination unit (33) sets the result of play by the first player (P1) in each of the plurality of games. According to the above aspect, the score (X) of the target player (Pa) and the result of play by the first player (P1) are updated for each game, so that the target player (Pa) can be given the sensation that the first character (C1) is also repeating the game in parallel with the target player (Pa).
[0146] [Appendix 10] A game control method according to one embodiment (Appendix 10) of the present disclosure includes setting a team including a target player (Pa) and a first character (C1) corresponding to a first player (P1) other than the target player (Pa), progressing a game in accordance with instructions from the target player (Pa), and determining a performance (R) of the team based on a score (X) acquired by the target player (Pa) by playing the game and results of the first player (P1) playing the game in the past.
[0147] [Appendix 11] A program according to one embodiment (Appendix 11) of the present disclosure causes a computer system to function as a team setting unit (31) that sets a team including a target player (Pa) and a first character (C1) corresponding to a first player (P1) other than the target player (Pa), a game control unit (32) that progresses a game in response to instructions from the target player (Pa), and a score determination unit (33) that determines the score (R) of the team based on points (X) acquired by the target player (Pa) by playing the game and results of the first player (P1) playing the game in the past. [Explanation of symbols]
[0148] 100...game system, 10...control system, 11, 21...control device, 12, 22...storage device, 13, 23...communication device, 20...terminal device, 24...display device, 25...operation device, 31...team setting unit, 32...game control unit, 33...score determination unit, 34...display control unit.
Claims
1. a team setting unit that sets a team including a target player and a first character corresponding to a first player other than the target player; a game control unit that progresses the game in response to instructions from the target player; a score determination unit that determines the score of the team based on the points acquired by the target player through playing the game and the results of the first player playing the game in the past; A game system comprising:
2. The result of the first player playing the game in the past is a score acquired by the first player in any one of a plurality of games played in the past by the first player. The game system of claim 1.
3. the team further includes a second character corresponding to a second player different from the target player and the first player; The grade determination unit, The points acquired by the target player through playing the game; and a score selected according to a first condition from among a plurality of scores previously acquired by the first player; A score selected under a second condition different from the first condition from among a plurality of scores previously acquired by the second player; Determine the performance of the team based on The game system of claim 2.
4. a display control unit that presents points acquired by the first player in past plays to the target player, The game control unit starts the game played by the target player after the display control unit presents the score. The game system of claim 1.
5. The team setting unit, A player selected by the target player from among a plurality of players belonging to a first group is set as the first player; selecting a third player from a plurality of players belonging to a second group different from the first group when a total number of players selected by the target player from the plurality of players belonging to the first group falls below a predetermined value; The team is set to include the target player, the first character, and a third character corresponding to the third player. The game system of claim 1.
6. The grade determination unit, The points acquired by the target player through playing the game; and A score acquired by the first player through past plays; and The points acquired by the third player through past plays; determining a performance for said team based on The score of the third player is less than the score of the first player. The game system of claim 5.
7. the team setting unit accepts, from the target player, a selection of one of a plurality of players belonging to the first group in exchange for the target player's consumption of a value medium; The third player's selection does not require consumption of the value medium. The game system of claim 5.
8. a display control unit that presents information of each player belonging to the first group to the target player, The amount of information presented to the target player for each player belonging to the second group is less than the amount of information presented to the target player for each player belonging to the first group. The game system of claim 5.
9. the game control unit repeatedly provides the game to the target player a plurality of times; The result determination unit sets a result of play by the first player in each of the plurality of games. The game system of claim 1.
10. setting a team including a target player and a first character corresponding to a first player other than the target player; proceeding with the game in accordance with instructions from the target player; determining a performance of the team based on the points acquired by the target player through playing the game and the results of the first player's past playing of the game; A game control method implemented by a computer system including the steps of:
11. a team setting unit that sets a team including a target player and a first character corresponding to a first player other than the target player; a game control unit that progresses the game in response to instructions from the target player; and a score determination unit that determines a score of the team based on the points acquired by the target player through playing the game and the results of the first player playing the game in the past; A program that causes a computer system to function as a
Citation Information
Patent Citations
Game system, program, terminal and game management device
JP2021145984A