Game system, game processing method, and game program
The game system addresses player boredom during multiplayer game waiting times by offering single-player or spectator modes until the required player count is reached, enhancing engagement and efficiency.
Patent Information
- Application Number
- JP2025064846
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-07-04
AI Technical Summary
Players in multiplayer games experience boredom during the waiting time until a predetermined number of players are gathered for the start of the game, leading to inefficient utilization of this time.
A game system that allows players to engage in a third game, such as a single-player or spectator mode, when the number of entries for a second multiplayer game is below a threshold, and transitions to the second game when the threshold is met, with the ability to reserve and manage entries for the second game.
Effectively utilizes waiting time by providing engaging alternatives, reducing player boredom and enhancing game interest through diverse gameplay options.
Smart Images

Figure 2025100968000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to game technology.
Background Art
[0002] Patent Document 1 discloses a computer system that controls the execution of a game in which a plurality of characters including a player character operated by a player move within a game space.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game as described above, for the purpose of improving the interestingness, etc., it is conceivable to accept entry into another game playable by a predetermined number of players within a virtual space where a plurality of characters can move.
[0005] However, in the above game (a game that can accept entry into another game), another game cannot be played until the entry of a predetermined number of players is completed. Therefore, there is a possibility that the player may feel bored with the waiting time until the start of the game play.
[0006] An object of the present disclosure is to provide a game technology capable of effectively utilizing the waiting time until the start of game play.
Means for Solving the Problems
[0007] The first aspect is A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, When the player character exists in an entry area provided in the virtual space in the first game, a reception unit that receives entry of the player operating the player character existing in the entry area into the second game, A management unit that permits the entry player to play the third game when the number of entry players, who are players who have been received by the reception unit to enter the second game in the entry area, is less than the predetermined number, and permits the entry player to play the second game when the number of entry players reaches the predetermined number, The reception unit When the second game is being played by a predetermined number of entry players who have been received to enter the second game in the entry area, a process of receiving a reservation for entry of a non-entry player, who is a player who operates the player character existing in the entry area and is not an entry player, into the second game, A process of notifying the player who has made a reservation selected from the reservations for entry into the second game that the turn of entry into the second game has come, When the entry into the second game by the player notified that the turn of entry into the second game has come is made, the progress unit moves the player character operated by the player to the entry area where the player has reserved entry into the second game, A game system.
[0008] The second aspect is A progress section that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, A reception unit that, when the player character exists in an entry area provided in the virtual space in the first game, accepts entry of the player who operates the player character existing in the entry area into the second game, A management unit that permits the entry player to play the third game when the number of entry players who are players who have been accepted to enter the second game in the entry area by the reception unit is less than the predetermined number, and permits the entry player to play the second game when the number of entry players reaches the predetermined number, The second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle each other, The third game is a practice game in which the entry player can practice the second game, and is a battle game in which the player character battles a character operated by a computer A game system.
[0009] The third aspect is, A progress section that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, A reception unit that, when the player character exists in an entry area provided in the virtual space in the first game, accepts entry of the player who operates the player character existing in the entry area into the second game, When the number of entry players, who are players for whom entry into the second game has been accepted in the entry area by the reception unit, is less than the predetermined number, play of the third game by the entry players is permitted. When the number of entry players reaches the predetermined number, a management unit that permits play of the second game by the entry players is provided. When the outcome of the entry players in the second game is determined and the second game ends, the management unit deletes the entry of the entry players who lost in the second game and leaves the entry of the entry players who won in the second game without deletion. A game system.
[0010] In the above aspect, A plurality of the entry areas may be provided in the virtual space. The reception unit may accept entry of the player into the second game for each entry area. For each entry area, the second game may be played by a predetermined number of entry players for whom entry into the second game has been accepted in that entry area.
[0011] In the above aspect, The third game may be a spectator game in which another second game played by another predetermined number of entry players for whom entry has been accepted in another entry area different from the entry area in which entry of the player into the second game has been accepted by the entry players is observed.
[0012] In the above aspect, When the second game is being played by a predetermined number of entry players for whom entry into the second game has been accepted in the entry area, the reception unit may accept a reservation for entry of the player into the second game by a non-entry player who is a player other than the entry player and who operates a player character existing in that entry area.
[0013] In the above aspect, When the number of the entry players reaches the predetermined number, the management unit may notify the entry players that the play of the second game by the entry players has been permitted.
[0014] In the above aspect, When the number of the entry players reaches the predetermined number, the management unit may interrupt the play of the third game by the entry players.
[0015] A fourth aspect is A game processing method performed by a computer, including a game progress step of progressing a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; a reception step of receiving an entry of a player operating a player character present in the entry area into the second game when the player character is present in the entry area provided in the virtual space in the first game; a play management step of permitting the play of the third game by the entry players when the number of the entry players, who are the players whose entry into the second game has been received in the entry area in the reception step, is less than the predetermined number, and permitting the play of the second game by the entry players when the number of the entry players reaches the predetermined number; The reception step is a step of receiving a reservation of entry of a non-entry player, who is a player other than the entry players among the players operating the player characters present in the entry area, into the second game when the second game is being played by a predetermined number of entry players whose entry into the second game has been received in the entry area. notifying a player who has reserved an entry for the second game and has been selected from among the reserved entries that it is their turn to enter the second game; In the game progress step, when a player who has been notified that it is their turn to enter the second game enters the second game, the player character operated by that player is moved to the entry area where that player reserved the entry for the second game. A game processing method.
[0016] A fifth aspect is a game processing method performed by a computer, a game progress step of progressing a game including a first game in which a player character moves within a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; a reception step of accepting an entry of a player who operates the player character present in the entry area into the second game when the player character is present in the entry area provided in the virtual space in the first game; a play management step of permitting the entry player to play the third game when the number of entry players who have had their entry into the second game accepted in the entry area by the reception step is less than the predetermined number, and permitting the entry player to play the second game when the number of entry players reaches the predetermined number; the second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other; the third game is a practice game in which the entry player can practice the second game, and is a battle game in which the player character battles against a character operated by a computer; A game processing method.
[0017] The sixth aspect is a game processing method performed by a computer, including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, and a game progress step of progressing the game; a reception step of receiving entry into the second game by a player who operates the player character present in the entry area provided in the virtual space when the player character exists in the entry area in the first game; a play management step of permitting the entry player to play the third game when the number of entry players who have received entry into the second game in the entry area in the reception step is less than the predetermined number, and permitting the entry player to play the second game when the number of entry players reaches the predetermined number, wherein in the play management step, when the victory or defeat of the entry player is determined in the second game and the second game ends, the entry of the entry player who has lost in the second game is deleted, and the entry of the entry player who has won in the second game is left without being deleted This is a game processing method.
[0018] The seventh aspect is a computer, including a progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; a reception unit that receives entry into the second game by a player who operates the player character present in the entry area provided in the virtual space when the player character exists in the entry area in the first game; When the number of entry players, who are players for whom entry to the second game has been accepted in the entry area by the reception unit, is less than the predetermined number, permit the entry players to play the third game, and when the number of entry players reaches the predetermined number, function as a management unit that permits the entry players to play the second game. The reception unit is configured to: When the second game is being played by a predetermined number of entry players for whom entry to the second game has been accepted in the entry area, perform a process of accepting a reservation for entry to the second game by non-entry players, who are players who operate the player character existing in that entry area and are not entry players; Perform a process of notifying the player who has made the reservation selected from the reservations for entry to the second game that the turn for entry to the second game has come; When entry to the second game is made by the player notified that the turn for entry to the second game has come by the progress unit, move the player character operated by that player to the entry area where that player has made the reservation for entry to the second game; A game program.
[0019] An eighth aspect is a computer configured to: A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; A reception unit that, when the player character exists in an entry area provided in the virtual space in the first game, accepts entry to the second game by the player who operates the player character existing in that entry area; When the number of entry players, who are players whose entry into the second game has been accepted in the entry area by the reception unit, is less than the predetermined number, permit the entry players to play the third game, and when the number of entry players reaches the predetermined number, function as a management unit that permits the entry players to play the second game. The second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other. The third game is a practice game in which the entry players can practice the second game, and is a battle game in which the player character battles against a character operated by a computer. It is a game program.
[0020] Aspect 9 is a computer A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; When the player character exists in an entry area provided in the virtual space in the first game, a reception unit that accepts the entry of the player who operates the player character existing in the entry area into the second game; When the number of entry players, who are players whose entry into the second game has been accepted in the entry area by the reception unit, is less than the predetermined number, permit the entry players to play the third game, and when the number of entry players reaches the predetermined number, function as a management unit that permits the entry players to play the second game. When the victory or defeat of the entry players is determined in the second game and the second game ends, the management unit deletes the entry of the entry players who lost in the second game and leaves the entry of the entry players who won in the second game without deletion. It is a game program.
Advantages of the Invention
[0021] According to the present disclosure, the waiting time until the start of playing the second game can be effectively utilized.
Brief Description of the Drawings
[0022]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Modes for Carrying Out the Invention
[0023] Hereinafter, embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are denoted by the same reference numerals and their description will not be repeated.
[0024] (Explanation of Terms) First, the terms used in the following description will be explained. In the following, terms such as game, player, player character, and entry are used. A game refers to a game (video game) that progresses in a virtual space. The virtual space may be a three-dimensional space or a two-dimensional space. A player is a user who plays a game. A player character is a character that operates in a virtual space according to the operation of the user. Note that a character is an example of an object arranged in the virtual space. An entry is to apply for participation in a game.
[0025] (Game System) FIG. 1 illustrates the configuration of the game system 1 of the embodiment. The game system 1 includes a server device 10 and a plurality of game devices 20. In the game system 1, the server device 10 and the game devices 20 are communicably connected to each other via a communication network 5. Examples of the communication network 5 include the Internet and a LAN.
[0026] [Overview of the Game System] The server device 10 manages the game system. For example, the server device 10 is managed by an operation that provides a game.
[0027] The game device 20 is operated by a user and executes a game. Examples of the game device 20 include home game consoles such as PlayStation (registered trademark), XBox (registered trademark), and Nintendo Switch (registered trademark), portable game consoles such as PlayStation Vita (registered trademark), and personal computers. In the following, the case where the game device 20 is a home game console will be taken as an example. A display 31, a speaker 32, and a controller 33 are connected to the game device 20.
[0028] [Hardware Configuration of the Server Device] The server device 10 includes a network interface 11, a storage unit 12, and a control unit 13. The network interface 11 and the storage unit 12 are electrically connected to the control unit 13 via a bus 14.
[0029] The network interface 11 is communicably connected to other information terminals (for example, the game device 20) via the communication network 5.
[0030] The storage unit 12 stores various kinds of information and data. The storage unit 12 is composed of an HDD, an SSD, a RAM, a ROM, etc. For example, the storage unit 12 stores a game program and game data for executing a game, account information (ID and password) of a pre-registered user, etc.
[0031] The control unit 13 controls the operation of the server device 10. The control unit 13 transmits and receives various kinds of information and data, and processes various kinds of information and data. The control unit 13 has a CPU (microcomputer) and a memory. Programs for operating the CPU and the like are stored in the memory.
[0032] 〔Hardware Configuration of Game Device〕 As shown in FIG. 2, the game device 20 includes a network interface 21, a graphic processing unit 22, an audio processing unit 23, an operation processing unit 24, a storage unit 25, and a control unit 26. The network interface 21, the graphic processing unit 22, the audio processing unit 23, the operation processing unit 24, and the storage unit 25 are electrically connected to the control unit 26 via a bus 27.
[0033] The network interface 21 is communicably connected to other information terminals (for example, the server device 10 and other game devices 20) via the communication network 5.
[0034] A display 31 is connected to the graphic processing unit 22. The graphic processing unit 22 draws a game image including various objects related to the virtual space in video format according to the game image information output from the control unit 26. The game image drawn in video format is displayed on the display 31 as a game screen.
[0035] A speaker 32 is connected to the audio processing unit 23. The audio processing unit 23 plays back and synthesizes game sounds according to the instructions of the control unit 26. The game sounds played back and synthesized by the audio processing unit 23 are output from the speaker 32.
[0036] A controller 33 is connected to the operation processing unit 24. The operation processing unit 24 transmits and receives data related to operation inputs to and from the controller 33. Then, the operation processing unit 24 transmits operation information indicating the operation input to the controller 33 to the control unit 26.
[0037] For example, the user inputs an operation signal to the game device 20 by operating the controller 33. That is, when the controller 33 is operated by the user, it transmits an operation signal corresponding to the user's operation to the operation processing unit 24. The operation processing unit 24 generates operation information based on the operation signal and transmits the operation information to the control unit 26.
[0038] The storage unit 25 stores various kinds of information and data. The storage unit 25 is composed of an HDD, an SSD, a RAM, a ROM, etc. For example, the storage unit 25 stores a game program and game data for executing a game, account information (ID and password) of a user (player) who uses the game device 20, etc.
[0039] The control unit 26 controls the operation of the game device 20. The control unit 26 transmits and receives various kinds of information and data and processes various kinds of information and data. The control unit 26 has a CPU (microcomputer) and a memory. Programs for operating the CPU and the like are stored in the memory.
[0040] 〔Functional Configuration of the Control Unit in the Server Device〕 As shown in FIG. 1, the control unit 13 of the server device 10 includes a progress unit 100, a reception unit 101, and a management unit 102. Specifically, the control unit 13 functions as the progress unit 100, the reception unit 101, and the management unit 102 when its CPU executes various programs. This program is an example of a game program.
[0041] 〈Progress Unit〉 The progress unit 100 progresses the game. For example, the progress unit 100 receives operation information, generates game data for executing the game, and transmits the game data.
[0042] 〈Reception Unit〉 The reception unit 101 performs various receptions. In this example, the reception unit 101 receives logins, entries to the game, reservations and confirmations of entries to the game, etc.
[0043] 〈Management Unit〉 The management unit 102 performs various managements. In this example, the management unit 102 manages entries to the game, manages game play, etc.
[0044] 〔Functional Configuration of the Control Unit in the Game Device〕 As shown in FIG. 2, the control unit 26 of the game device 20 includes an execution unit 200 and a game processing unit 201. Specifically, the control unit 26 functions as the execution unit 200 and the game processing unit 201 when its CPU executes various programs. This program is an example of a game program.
[0045] 〈Execution Unit〉 The execution unit 200 executes the game in response to the control by the progress unit 100 of the server device 10. For example, the execution unit 200 receives game data, controls the display 31 and the speaker 32 based on the game data, and transmits operation information indicating the operation input to the controller 33.
[0046] <Game Processing Unit> The game processing unit 201 performs various processes related to the game. For example, the game processing unit 201 transmits and receives various information and data to and from the server device 10. The game processing unit 201 operates in response to the control by the control unit 13 of the server device 10.
[0047] Specifically, the game processing unit 201 controls the display 31 and the speaker 32 connected to the game device 20 based on various information and data transmitted from the control unit 13 of the server device 10. For example, the game processing unit 201 causes various images to be displayed on the display 31.
[0048] In addition, the game processing unit 201 generates various information in response to operations input to the controller 33 connected to the game device 20, and transmits the various information to the server device 10. The control unit 13 of the server device 10 operates based on the various information transmitted from the game processing unit 201.
[0049] 〔Explanation of the Game〕 Next, the game advanced by the advancement unit 100 will be explained. This game includes a first game, a second game, and a third game.
[0050] 〈First Game〉 The first game is a game in which a player character moves within a virtual space in response to an operation by the player, and is a game played simultaneously by a plurality of players. An entry area is provided within the virtual space in the first game. In the entry area, entry by the player into the second game is accepted. In this game (the game advanced by the advancement unit 100), it is possible to accept entry into the second game within the virtual space in the first game.
[0051] 〈Second Game〉 The second game is a game played by a predetermined number of players. The predetermined number is a number (integer) of 2 or more. In this example, the second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other. Note that an entry player is a player whose entry into the second game is accepted in the entry area. Also, the second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players are respectively arranged at a predetermined number of play start positions determined in advance and then battle against each other.
[0052] 〈Details of the entry area〉 Note that in this example, a plurality of entry areas are provided in the virtual space in the first game, and entry into the second game is accepted for each entry area. And for each entry area, the second game is played by a predetermined number of entry players whose entry into the second game is accepted in that entry area.
[0053] 〈Specific example of the first game〉 As shown in FIG. 3, in this example, the first game is a game in which avatar A moves within a virtual square (or room) according to the operation of the player. Avatar A is an example of a player character that operates according to the operation of the player in the first game. The virtual square (or room) is an example of the virtual space in the first game.
[0054] In the example of FIG. 3, three entry areas E (the first to third entry areas E1 to E3) are provided in the virtual space. Also, a first game housing G1 and a second game housing G2 are installed in each of the three entry areas E. The first game housing G1 and the second game housing G2 constitute a set of arcade game machines.
[0055] In the first entry area E1, entry (entry into the second game) by the player operating avatar A1 is accepted, and the player operating avatar A1 is waiting for the start of play of the second game.
[0056] When an entry by a player is accepted in the entry area E, the avatar A operated by the player takes a posture of sitting on the game cabinet installed in the entry area E and waiting (for example, the posture of the avatar A1 shown in FIG. 3). This posture is an example of a posture indicating that the entry of the player operating the avatar A into the second game has been accepted (is already accepted).
[0057] Also, the image of the speech bubble of the avatar A1 is an image provided to the player operating the avatar A1 (specifically, the game device 20 used by the player), and it may not be provided to other players who play the first game simultaneously with the player operating the avatar A1. The same applies to the images of other speech bubbles.
[0058] In the second entry area E2, the player operating the avatar A2 has completed the entry into the second game and is waiting for the start of playing the second game. There, the avatar A3 enters the second entry area E2, and the player operating the avatar A3 is considering whether to enter the second game.
[0059] In the third entry area E3, the player operating the avatar A4 and the player operating the avatar A5 are playing the second game. There, the avatar A6 enters the third entry area E3, and the player operating the avatar A6 is considering whether to reserve an entry into the second game.
[0060] In addition, when the second game is being played (is in a playing state) by the entry player in the entry area E, the avatar A operated by the entry player makes a behavior of moving the hand to operate the game cabinet (for example, the behavior of the avatar A4 shown in FIG. 3). This behavior is an example of a behavior indicating that the second game is being played by the player operating the avatar A.
[0061] In addition, in the first game shown in Fig. 3, players can not only enter the second game, but also watch other players playing the second game, and communicate with other players through chat. The virtual space in the first game is a place for players to interact, where players can casually choose opponents to play against, watch, and communicate with each other.
[0062] <Example of the second game> As shown in FIG. 4, in this example, the second game is a fighting game in which two fighters F (a first fighter F1 and a second fighter F2) operated by two players fight in a virtual space. Fighter F is an example of a player character that acts in response to the operation of the player in the second game. The fighting game is an example of a battle game.
[0063] In the example of Figure 4, the first fighter F1 is operated by the player 1, and the second fighter F2 is operated by the player 2. The second game shown in Figure 4 starts with the first fighter F1 located at the first play start position SP1, and the second fighter F2 located at the second play start position SP2.
[0064] <Starting position of play> In this example, the play start position SP of fighter F is determined according to the position within the entry area E where the entry (entry to the second game) is accepted.
[0065] Specifically, in the examples of Figures 3 and 4, a first position where a first game cabinet G1 is installed and a second position where a second game cabinet G2 is installed are prepared as positions in the entry area E where entries can be accepted, and a first play start position SP1 (e.g., the 1P side) is associated with the first position, and a second play start position SP2 (e.g., the 2P side) is associated with the second position.
[0066] When the entry of Player 1 is accepted at the first position in the entry area E and the entry of Player 2 is accepted at the second position in the entry area E, the play start position of the first fighter F1 operated by Player 1 becomes the first play start position SP1 associated with the first position, and the play start position of the second fighter F2 operated by Player 2 becomes the second play start position SP2 associated with the second position.
[0067] <Third Game> The third game is a game different from the first game and the second game. The third game is a game provided for an entry player (specifically, the game device 20 used by the entry player) waiting for the start of the second game.
[0068] In this example, the third game is a single-player game or a spectator game. Specifically, as the third game, it is possible to select any one of two types of games (single-player game and spectator game).
[0069] <Single-Player Game> The single-player game is a game in which the entry player plays alone. In this example, the single-player game is a battle game in which the player character operated by the entry player battles against a non-player character. The non-player character is a character operated by a computer. Specifically, the single-player game is a fighting game in which the fighter operated by the entry player fights against the fighter operated by the computer. In other words, the single-player game is a practice game in which the entry player can practice the second game.
[0070] The single-player game may be a computer-versus-computer game mode where the player battles against a character operated by a computer as described above, or it may be a training mode game for practicing techniques and combo attacks (operation practice). Also, in the training mode, it may be possible for the user to specify the movement of the character serving as the practice opponent.
[0071] 〈Spectator Game〉 The spectator game is a game in which another second game played by a predetermined number of other entry players whose entries are accepted in a different entry area from the entry area where the entry of the entry player into the second game is accepted is observed.
[0072] For example, in the example of FIG. 3, the "player operating avatar A1" whose entry into the second game is accepted in the first entry area E1 can observe the second game played by the "player operating avatar A4" and the "player operating avatar A5" whose entries into the second game are accepted in the third entry area E3.
[0073] 〔Processing Performed in the Game System〕 In this example, in the game system 1, login processing, game progress processing, entry reception processing, play management processing, entry reservation reception processing, and entry reservation confirmation processing are performed. The processing performed in the game system 1 is an example of a game processing method. A program for causing a computer (e.g., the control unit 13, etc.) to execute this game processing method is an example of a game program.
[0074] 〔Login Processing〕 Next, the login processing will be described. The login processing is the processing performed to start the game.
[0075] In the login process, the game processing unit 201 of the game device 20 transmits the account information of the user who uses the game device 20 to the server device 10 in response to the operation of the user who uses the game device 20. The reception unit 101 of the server device 10 performs user authentication based on the account information transmitted from the game device 20 and the pre-registered account information. When access to the game device 20 is permitted by the user authentication, the server device 10 and the game device 20 communicate with each other and the game is started.
[0076] Note that the control unit 13 of the server device 10 can manage (confirm) which player (user) is operating which game device 20 and making which player character operate based on the result of user authentication in the login process (which user is the user who uses the game device 20 whose access is permitted).
[0077] 〔Game progress processing〕 Next, the game progress processing will be described. The game progress processing is processing for progressing the game, and is performed after access to the game device 20 (access to the server device 10) is permitted by the login process.
[0078] The progress unit 100 of the server device 10 transmits game data for executing the game to the game device 20. The execution unit 200 of the game device 20 outputs images and sounds related to the game to the display 31 and the speaker 32 based on the game data transmitted from the server device 10. The player operates the controller 33 in response to the images and sounds output from the display 31 and the speaker 32.
[0079] The execution unit 200 of the game device 20 transmits operation information indicating the operation input to the controller 33 to the server device 10. The progress unit 100 of the server device 10 generates game data in which the operation information is reflected based on the operation information transmitted from the game device 20, and transmits the game data to the game device 20.
[0080] By repeating the above processes, the game progresses. For example, between the progress unit 100 of the server device 10 and the execution unit 200 of the game device 20, game data and operation information related to the first game are transmitted and received, and the first game is provided from the server device 10 to the game device 20. The same applies to the second game and the third game as to the first game.
[0081] Note that the control unit 13 of the server device 10 can manage (confirm) the position of the player character in the virtual space based on the game data generated by the progress unit 100 and / or the operation information transmitted from the game device 20.
[0082] 〔Entry Reception Process〕 Next, with reference to FIG. 5, the entry reception process will be described. The entry reception process is a process performed on a player who is playing the first game (specifically, the game device 20 used by the player), and is a process for accepting the player's entry into the second game.
[0083] In this example, the entry reception process is performed for each entry area. Note that the entry reception process is performed in an "entry area where the second game is not being played (in a playing state)" among a plurality of entry areas. Specifically, for each entry area where the second game is not being played, the following processes are repeatedly performed until the second game becomes "in play" in that entry area.
[0084] Note that hereinafter, the entry into the second game will be simply referred to as "entry".
[0085] 〈Step S101〉 The reception unit 101 determines whether an avatar exists in the entry area. When an avatar comes to exist in the entry area (for example, the avatar enters the entry area), the process of step S102 is performed.
[0086] 〈Step S102〉 The reception unit 101 determines whether an entry has been made by a player who operates an avatar existing within the entry area. If an entry has been made, the process of step S103 is performed; otherwise, the process ends.
[0087] In this example, the reception unit 101 causes an image for prompting a selection of whether to make an entry (for example, the speech bubble image of avatar A3 shown in FIG. 3) to be displayed on the display 31 connected to the game device 20 by controlling the game device 20 used by the player. The player operates the controller connected to the game device 20 to select whether to make an entry.
[0088] In the example of FIG. 3, the speech bubble image of avatar A3 includes "1: Enter" and "2: Leave". When "1: Enter" is selected by a player who operates avatar A3 existing in the second entry area E2, the reception unit 101 determines that an entry has been made by the player. On the other hand, when "2: Leave" is selected by the player, the reception unit 101 determines that no entry has been made by the player. Then, the avatar A3 operated by the player leaves the second entry area E2.
[0089] 〈Step S103〉 The reception unit 101 receives the entry made in step S102. Then, the reception unit 101 stores the result of receiving the entry in the storage unit 12 of the server device 10.
[0090] In this example, the reception unit 101 stores, in the storage unit 12 of the server device 10, entry information indicating the player who made the entry, in association with the entry area in which the entry was made. As a result, the storage unit 12 stores, for each entry area, entry information indicating the player who had an entry received in that entry area.
[0091] By referring to the entry information stored in the memory unit 12, for each entry area, it is possible to confirm which player made an entry in that entry area and the number of players who made entries in that entry area.
[0092] Also, in this example, when the reception unit 101 receives an entry by a player, in the virtual space of the first game, the avatar operated by that player sits on the game cabinet installed in the entry area and waits (for example, the posture of avatar A2 shown in FIG. 3), and an image indicating waiting for an entry (for example, the speech bubble image of avatar A2 shown in FIG. 3) is displayed near the avatar. For example, the progress unit 100 progresses the first game so that the posture of the avatar becomes "sitting on the game cabinet and waiting" and an image indicating "waiting for an entry" is displayed near the avatar.
[0093] Note that the speech bubble image of "Looking for a match" of avatar A2 in FIG. 3 is an image provided for "players other than the player operating avatar A2 (specifically, the game device 20 used by other players)" among the plurality of players playing the first game simultaneously, and it does not have to be provided for the player operating avatar A2.
[0094] As described above, in the entry reception process, when an avatar (an example of a player character) exists in the entry area provided in the virtual space in the first game, the reception unit 101 receives an entry to the second game by the player operating the avatar existing in that entry area.
[0095] 〔Play Management Process〕 Next, with reference to FIG. 6, the play management process will be described. The play management process is a process performed on a player (specifically, the game device 20 used by the player) who is playing the first game, and is a process for managing the game play (which game to play) by that player.
[0096] In this example, the play management process is performed for each entry area. Note that the play management process is performed in an "entry area where the second game is not being played (in a played state)" among a plurality of entry areas. Specifically, for each entry area where the second game is not being played, the following process is repeatedly performed until the second game becomes "being played" in that entry area.
[0097] Note that hereinafter, the number of entry players who are players for whom an entry has been received in the entry area is simply referred to as the "number of entry players".
[0098] <Step S201> The management unit 102 determines whether an entry has been received in the entry area by the reception unit 101. When an entry is received by the reception unit 101, the process of step S202 is performed.
[0099] <Step S202> The management unit 102 determines whether the number of entry players has reached a predetermined number. In this example, the management unit 102 derives the number of entry players based on the entry information stored in the storage unit 12 of the server device 10 (entry information stored for each entry area).
[0100] If the number of entry players has not reached the predetermined number, the process of step S203 is performed, and when the number of entry players reaches the predetermined number, the process of step S204 is performed.
[0101] <Step S203> When the number of entry players has not reached the predetermined number, the management unit 102 permits the play of the third game by the player who has received an entry by the reception unit 101.
[0102] In this example, the management unit 102 controls the game device 20 used by the player to cause an image (for example, the speech bubble image of the avatar A1 shown in FIG. 3) prompting a selection of whether to play the third game to be displayed on the display 31 connected to the game device 20. The player operates the controller connected to the game device 20 to select whether to play the third game.
[0103] When it is selected to play the third game, the management unit 102 controls the progress unit 100 so that the provision to the player of the first game (specifically, the game device 20 used by the player) is interrupted and the provision to the player of the third game selected by the player is started. As a result, the player can play the third game.
[0104] Note that for "other players (specifically, the game devices 20 used by other players) excluding the player who has started playing the third game" among the plurality of players who are playing the first game simultaneously, the provision of the first game by the progress unit 100 continues.
[0105] In the example of FIG. 3, the speech bubble image of the avatar A1 includes "1: Practice", "2: Watch other games", "3: Wait as it is", and "4: Cancel entry".
[0106] When "1: Practice" is selected by the player operating the avatar A1, the management unit 102 controls the progress unit 100 to start providing a "single-player game", which is an example of the third game, to that player. The player operating the avatar A1 plays the single-player game.
[0107] When "2: Watch other games" is selected by the player operating avatar A1, the management unit 102 controls the progress unit 100 so that the "watching game", which is an example of the third game, is provided to that player. The player operating avatar A1 watches another game (for example, the second game being played in the third entry area E3).
[0108] When "3: Wait as is" or "4: Leave" is selected by the player operating avatar A1, the management unit 102 controls the progress unit 100 so that the provision of the first game is continued for that player. The player operating avatar A1 continues to play the first game.
[0109] In addition, when "4: Entry cancellation" is selected by the player operating avatar A1, the management unit 102 cancels the entry of the player operating avatar A1 (entry to the second game). Specifically, the management unit 102 deletes the "entry information indicating the player operating avatar A1" among the entry information stored in the storage unit 12 of the server device 10. As a result, the "entry of the player operating avatar A1" received by the reception unit 101 is cancelled.
[0110] 〈Step S204〉 When the number of entry players reaches a predetermined number, the management unit 102 permits the play of the second game by the players whose entries have been received by the reception unit 101.
[0111] In this example, when the number of entry players reaches a predetermined number, the management unit 102 notifies each of the predetermined number of entry players (specifically, the game devices 20 used by the entry players) that the play of the second game by the predetermined number of entry players has been permitted.
[0112] For example, in the example of FIG. 3, when an entry by a player who operates the avatar A3 in the second entry area E2 is received, the management unit 102 displays an image notifying that the play of the second game in the second entry area E2 is permitted on each of "the display 31 connected to the game device 20 used by the player who operates the avatar A2" and "the display 31 connected to the game device 20 used by the player who operates the avatar A3".
[0113] Further, when the "entry player who is playing the third game" is included in a predetermined number of entry players, when the number of entry players reaches the predetermined number, the management unit 102 interrupts the play of the third game by that entry player.
[0114] For example, in the example of FIG. 3, when a player who operates the avatar A2 in the second entry area E2 where a battle is being recruited is playing the third game (single-player game or spectator game), the management unit 102 controls the progress unit 100 so that the provision of the third game to the player who operates the avatar A2 (specifically, the game device 20 used by the player) is interrupted.
[0115] Then, when all of the predetermined number of entry players are in a state where they can start playing the second game, the management unit 102 controls the progress unit 100 so that the provision of the second game to each of the predetermined number of entry players (specifically, the game device 20 used by the entry player) is started. As a result, the predetermined number of entry players can play the second game.
[0116] When the second game played by the predetermined number of entry players ends, the management unit 102 maintains or deletes the entry of each entry player into the second game according to the play result of the second game by that entry player. By deleting the entry of the entry player into the second game, a new entry into the second game can be accepted.
[0117] In this example, when the outcome of a fighting game played by two entry players is determined and the fighting game ends, the management unit 102 deletes the entry information indicating the "losing entry player" among the entry information stored in the server device 10, and leaves the entry information indicating the "winning entry player" without deletion.
[0118] As described above, in the play management process, when the number of entry players, who are players whose entry into the second game has been accepted in the entry area by the reception unit 101, is less than a predetermined number, the management unit 102 permits the entry players to play the third game. Then, when the number of entry players reaches the "predetermined number", the management unit 102 permits the entry players to play the second game.
[0119] 〔Entry reservation reception process〕 Next, with reference to FIG. 7, the entry reservation reception process will be described. The entry reservation reception process is a process performed on a player who is playing the first game (specifically, the game device 20 used by the player), and is a process for accepting a reservation for the player to enter the second game.
[0120] In this example, the entry reservation reception process is performed for each entry area. Note that the entry reservation reception process is performed in the "entry area where the second game is being played (in a playing state)" among a plurality of entry areas. Specifically, for each entry area where the second game is not being played, the following process is repeatedly performed until the second game being played in that entry area ends.
[0121] Hereinafter, the reservation for entry into the second game will be simply referred to as "entry reservation".
[0122] 〈Step S301〉 The reception unit 101 determines whether an avatar exists in the entry area. When an avatar comes to exist in the entry area (for example, an avatar enters the entry area), the process of step S302 is performed.
[0123] 〈Step S302〉 The reception unit 101 determines whether an entry reservation has been made by the player who operates the avatar existing in the entry area. If an entry reservation has been made, the process of step S303 is performed; otherwise, the process ends.
[0124] In this example, the reception unit 101 controls the game device 20 used by the player to cause an image for prompting a selection of whether to make an entry reservation (for example, the speech bubble image of avatar A6 shown in FIG. 3) to be displayed on the display 31 connected to the game device 20. The player operates the controller connected to the game device 20 to select whether to make an entry reservation.
[0125] In the example of FIG. 3, the speech bubble image of avatar A6 includes "1: Make an entry reservation" and "2: Leave". When "1: Make an entry reservation" is selected by the player who operates avatar A6 existing in the third entry area E3, the reception unit 101 determines that an entry reservation has been made by the player. On the other hand, when "2: Leave" is selected by the player, the reception unit 101 determines that no entry reservation has been made by the player. Then, avatar A6 operated by the player leaves the third entry area E3.
[0126] 〈Step S303〉 The reception unit 101 accepts the entry reservation made in step S302. Then, the reception unit 101 stores the result of accepting the entry reservation in the storage unit 12 of the server device 10.
[0127] Also, in this example, when the reception unit 101 receives an entry reservation, it receives the designation of the play start position of the player character in the second game. Then, the reception unit 101 stores the result of the designation of the play start position together with the result of the reception of the entry reservation in the storage unit 12 of the server device 10.
[0128] Specifically, the reception unit 101 controls the game device 20 used by the player making the entry reservation to cause an image (for example, an image in which any one of "1P side", "2P side", and "either is acceptable" can be selected as the play start position) for designating the play start position of the player character in the second game to be displayed on the display 31 connected to the game device 20. The player operates the controller connected to the game device 20 to designate the play start position of the player character in the second game.
[0129] Then, the reception unit 101 stores, in the storage unit 12 of the server device 10, entry reservation information indicating the player who received the entry reservation, the time when the entry reservation was received, and the play start position (the play start position of the player character in the second game) designated by the player, in association with the entry area in which the entry reservation was made. As a result, in the storage unit 12, for each entry area, entry reservation information indicating "the player who received the entry reservation in that entry area", "the time when the entry reservation was received", and "the play start position designated by the player" is stored.
[0130] By referring to the entry reservation information stored in the storage unit 12, for each entry area, it is possible to confirm which player's entry reservation was received at what time in that entry area, the number of players who received the entry reservation in that entry area, and which play start position (the play start position of the player character in the second game) was designated by which player.
[0131] As described above, in the entry reservation reception process, when the second game is being played by a predetermined number of entry players who have made an entry to the second game in the entry area, the reception unit 101 accepts a reservation for entry to the second game from a "non-entry player" who is a player other than the entry player and who operates an avatar (an example of a player character) existing in the entry area.
[0132] Also, in the entry reservation reception process, when the reception unit 101 accepts a reservation for entry to the second game from a non-entry player, it accepts a designation of the play start position of the player character in the second game.
[0133] 〔Entry Reservation Confirmation Process〕 Next, with reference to FIG. 8, the entry reservation confirmation process will be described. The entry reservation confirmation process is a process performed on a player who is playing the first game (specifically, the game device 20 used by the player), and is a process for confirming the reservation for entry to the second game by that player.
[0134] In this example, the entry reservation confirmation process is performed for each entry area. Note that the entry reception process is performed in an "entry area where the second game is not being played (in a playing state)" among a plurality of entry areas. Specifically, for each entry area where the second game is not being played, the following process is performed during the period from when the second game ends in that entry area until the next second game starts.
[0135] 〈Step S401〉 The reception unit 101 determines whether there is an unprocessed entry reservation that is not the target of the entry reservation confirmation process among the entry reservations received in the entry area. If there is an unprocessed entry reservation, the process of step S402 is performed; otherwise, the process ends.
[0136] In this example, when there is "unprocessed entry reservation confirmation information" remaining among the entry reservation information (entry reservation information stored for each entry area) stored in the storage unit 12 of the server device 10, the reception unit 101 determines that there is an unprocessed entry reservation.
[0137] <Step S402> The reception unit 101 selects "an entry reservation to be processed" from among the unprocessed entry reservations, and notifies the player who made the selected entry reservation that it is their turn to enter (enter the second game).
[0138] In this example, the reception unit 101 selects "entry reservation information with an earlier reception time" from among the unprocessed entry reservation information as the processing target. Then, the reception unit 101 controls the game device used by the player indicated in the selected entry reservation information, and causes an image notifying that it is the player's turn to enter to be displayed on the display 31 connected to the game device 20.
[0139] <Step S403> Next, the reception unit 101 determines whether an entry has been made by the player who was notified in step S402 that it is their turn to enter. If an entry has been made, the process of step S404 is performed; otherwise, the process of step S401 is performed.
[0140] The process of step S403 is the same as the process of step S102. For example, an image prompting the player to select whether to enter (for example, an image including "1: Enter" and "2: Do not enter") is displayed on the display 31 connected to the game device 20 used by the player. When "1: Enter" is selected by the player, the avatar operated by the player is moved to the entry area where the player had made an entry reservation.
[0141] <Step S404> When a player makes an entry, the reception unit 101 receives the entry made by the player. The process of step S403 is the same as the process of step S102.
[0142] In this example, the reception unit 101 determines, for each entry reservation (specifically, entry reservation information), whether the entry reservation meets the predetermined cancellation conditions, and cancels (deletes) the entry reservation that meets the cancellation conditions.
[0143] Examples of the cancellation conditions include: a condition that another entry reservation is received by the player in another entry area different from the entry area where the entry reservation by the player is received; a condition that the player who made the entry reservation leaves the first game; a condition that a predetermined time has elapsed since the entry reservation was received, and so on.
[0144] 〔Summary of the Embodiment〕 Summarizing the above, the game system 1 of the embodiment includes a progress unit 100, a reception unit 101, and a management unit 102.
[0145] The progress unit 100 progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game.
[0146] The reception unit 101 receives an entry of the player into the second game by the player who operates the player character existing in the entry area provided in the virtual space in the first game when the player character exists in the entry area.
[0147] When the number of entry players, who are players whose entry into the second game has been accepted in the entry area by the reception unit 101, is less than a predetermined number, the management unit 102 permits the entry players to play the third game. When the number of entry players reaches the predetermined number, the management unit 102 permits the entry players to play the second game.
[0148] The game processing method of the embodiment is a game processing method performed by a control unit 13 (an example of a computer), and includes a game progress step, a reception step, and a play management step.
[0149] The game progress step progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game.
[0150] The reception step receives a player's entry into the second game by a player who operates a player character present in the entry area when the player character is present in the entry area provided in the virtual space in the first game.
[0151] The play management step permits the entry players to play the third game when the number of entry players, who are players whose entry into the second game has been accepted in the entry area by the reception step, is less than a predetermined number, and permits the entry players to play the second game when the number of entry players reaches the predetermined number.
[0152] The game program of the embodiment causes the control unit 13 (an example of a computer) to function as a progress unit 100, a reception unit 101, and a management unit 102.
[0153] 〔Effects of the Embodiment〕 As described above, in the embodiment, when the number of entry players (players who have received entry to the second game in the entry area) is less than a predetermined number, by permitting the entry players to play the third game, the entry players can play the third game during the waiting time until the start of the second game. Thereby, the waiting time until the start of the second game can be effectively utilized, and the entry players can be prevented from feeling bored during the waiting time.
[0154] Also, in the embodiment, the second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other.
[0155] With the above configuration, in the virtual space in the first game in which the player character moves within the virtual space, entry to a battle game in which a predetermined number of player characters battle against each other can be accepted. Thereby, a game that has never existed before can be provided, and the interestingness of the game can be improved.
[0156] Also, in the embodiment, the third game is a game (single-player game) that an entry player plays alone.
[0157] With the above configuration, during the waiting time until the start of the second game, the entry players can be made to play a single-player game. Thereby, the waiting time until the start of the second game can be effectively utilized.
[0158] Also, in the embodiment, a plurality of entry areas are provided in the virtual space in the first game. The reception unit 101 accepts entry of the player to the second game for each entry area. Then, for each entry area, the second game is played by a predetermined number of entry players who have received entry to the second game in that entry area.
[0159] With the above configuration, in each of the plurality of entry areas provided in the virtual space in the first game, entry into the second game can be accepted, and a predetermined number of players can be made to play the second game. As a result, a game that has never existed before can be provided, and the interestingness of the game can be improved.
[0160] Also, in the embodiment, the third game is a spectator game in which another predetermined number of entry players whose entry into the second game has been accepted in another entry area different from the entry area where the entry of the entry player into the second game has been accepted watch another second game played.
[0161] With the above configuration, during the waiting time until the start of the second game in the entry area, the entry player can be made to watch another second game (another second game played in another entry area). As a result, the waiting time until the start of the second game can be effectively utilized.
[0162] Also, in the embodiment, when the second game is being played by a predetermined number of entry players whose entry into the second game has been accepted in the entry area, the reception unit 101 accepts a reservation for entry into the second game by a non-entry player who is a player other than the entry player and who operates the player character existing in that entry area.
[0163] With the above configuration, the non-entry player can wait for their turn to play the second game by making a reservation for entry into the second game in the entry area where they want to play the second game.
[0164] In the embodiment, the second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players are respectively arranged at predetermined play start positions and then engage in battle. When the reception unit 101 receives a reservation for entry into the second game by a non-entry player, it receives a designation of the play start position of the player character in the second game.
[0165] With the above configuration, when a non-entry player makes a reservation for entry into the second game in an entry area where they want to play the second game, they can specify the play start position of the player character in the second game. Thereby, for example, by specifying a play position different from the player they want to battle, they can battle against the desired opponent.
[0166] Also, in a specific entry area, when a specific player is challenging "how many consecutive second games (or how many players in the case of a 1-on-1 battle) can they win", it is possible to make an entry reservation by specifying a different play start position while avoiding the play start position of the player character operated by that specific player in the second game. Thereby, if that specific player loses in the second game, it is possible to avoid the situation of taking over the above challenge unintentionally instead of that specific player.
[0167] (Other Embodiments) In the above description, the case where the predetermined number, which is the number of players playing the second game, is "2" has been given as an example, but it is not limited to this. The second game may be a game played by three or more players. In this case, the entry reservation confirmation process (see FIG. 8) may be repeated until the number of entry players reaches a predetermined number of 3 or more.
[0168] In addition, in the above explanation, a knockout tournament (where the entry of the winning entry player remains and is not deleted) was given as an example of managing (maintaining or deleting) entries after the end of the second game, but this is not limited to this.
[0169] For example, after the second game is finished, the entries of all of a predetermined number of entry players who played the second game may be deleted. In this manner, the entries of all entry players may be deleted every time the second game is finished, regardless of the results of the second game.
[0170] Alternatively, the management of entries after the end of the second game may be performed based on the number of consecutive plays. For example, after the end of the second game, among a predetermined number of entry players who played the second game, the entries of entry plays whose number of consecutive plays has reached the upper limit may be deleted, and the entries of entry players whose number of consecutive plays has not reached the upper limit may be maintained without being deleted.
[0171] Alternatively, the management of entries after the end of the second game may be based on continuous play time. For example, after the end of the second game, among a predetermined number of entry players who played the second game, entries of entry plays whose continuous play time has reached the upper limit time may be deleted, and entries of entry players whose continuous play time has not reached the upper limit time may be maintained without being deleted.
[0172] Furthermore, in the above description, if a player whose entry into the second game was deleted after the second game ended (for example, a player who lost in a competitive game, which is the second game) is a "player who interrupted play of the third game in order to play the second game," then the player may be allowed to resume play of the third game after the second game ends. For example, the management unit 102 may control the progression unit 100 so that provision of the third game to that player (specifically, the game device 20 used by the player) is resumed.
[0173] Also, in the above description, when there is no player who has made an entry reservation in the entry area (a player who has already reserved an entry), after the second game ends in that entry area, the management unit 102 may permit a replay of the second game by a predetermined number of players who played the second game.
[0174] Also, in the above description, the "fighting game" was given as an example of the second game, but it is not limited to this. The same applies to a single-player game which is an example of the third game.
[0175] Also, in the above description, the case where the first game cabinet G1 and the second game cabinet G2 are installed in the entry area E was given as an example, but it is not limited to this. For example, the entry area E may be an area designated as a "battle area" within the virtual space in the first game without installing objects such as game cabinets.
[0176] Also, the entry area E may not be a fixed area. For example, the entry area E may be an area within a predetermined range centered on an avatar (for example, the center) arranged in the virtual space in the first game. The avatar serving as the reference for the entry area E may be an avatar operated by a player (a player seeking a battle) who has already been accepted to enter the second game in that entry area and is waiting for other players to enter.
[0177] Also, in the above description, the case where the player character (specifically, avatar A) operated by the player in the first game and the player character (specifically, fighter F) operated by the player in the second game are different from each other was given as an example, but it is not limited to this. For example, the avatar A moving within the virtual space in the first game may be used as the fighter F who battles in the second game.
[0178] In the above description, as an example of a posture indicating that entry into the second game by the player operating the avatar (player character) is accepted, the posture where the avatar is sitting on the game cabinet installed in the entry area E and waiting (for example, the posture of the avatar A1 shown in FIG. 3) is given as an example, but it is not limited to this. For example, the posture indicating that entry into the second game by the player operating the avatar is accepted may be a fighting pose. Further, instead of (or together with) the above-described posture of the avatar, a symbol (for example, an icon) indicating the entry situation may be displayed near the avatar.
[0179] Similarly, in the above description, as an example of the behavior indicating that the second game is being played by the player operating the avatar (player character), the behavior where the avatar moves its hand to operate the game cabinet (the behavior of the avatar A4 shown in FIG. 3) is given as an example, but it is not limited to this. For example, the behavior indicating that the second game is being played by the player operating the avatar may be shadow boxing.
[0180] Also, in the above description, all of the plurality of entry areas E may be "entry areas capable of accepting entry reservations", or "entry areas capable of accepting entry reservations" and "entry areas not capable of accepting entry reservations" may be mixed in the plurality of entry areas E.
[0181] Even when these other embodiments are adopted, the effects of the present invention are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and between other embodiments. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses.
Explanation of Reference Numerals
[0182] 1 Game system 10 Server device 100 Progress unit 101 Reception Unit 102 Management Unit 20 Game Device 200 Execution Unit 201 Game Processing Unit
Claims
1. A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; A reception unit that, when the player character exists in an entry area provided in the virtual space in the first game, accepts entry of the player who operates the player character existing in the entry area into the second game; A management unit that permits the entry player to play the third game when the number of entry players who are players who have been accepted entry into the second game in the entry area by the reception unit is less than the predetermined number, and permits the entry player to play the second game when the number of entry players reaches the predetermined number; The reception unit is When the second game is being played by a predetermined number of entry players who have been accepted entry into the second game in the entry area, a process of accepting a reservation for entry into the second game by a non-entry player who is a player who operates the player character existing in the entry area and is not an entry player; A process of notifying the player who has made a reservation selected from the reservations for entry into the second game that the turn for entry into the second game has come; When the entry into the second game by the player notified that the turn for entry into the second game has come is made, the progress unit moves the player character operated by the player to the entry area where the player has reserved entry into the second game; A game system.
2. A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; When the player character exists in the entry area provided in the virtual space in the first game, a reception unit that accepts entry of the player who operates the player character existing in the entry area into the second game; A management unit that permits the entry player to play the third game when the number of entry players, who are the players who have been accepted to enter the second game in the entry area by the reception unit, is less than the predetermined number, and permits the entry player to play the second game when the number of entry players reaches the predetermined number; The second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other; The third game is a practice game in which the entry player can practice the second game, and is a battle game in which the player character battles against a character operated by a computer Game system.
3. A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; When the player character exists in the entry area provided in the virtual space in the first game, a reception unit that accepts entry of the player who operates the player character existing in the entry area into the second game; A management unit that permits the entry player to play the third game when the number of entry players, who are the players who have been accepted to enter the second game in the entry area by the reception unit, is less than the predetermined number, and permits the entry player to play the second game when the number of entry players reaches the predetermined number; When the victory or defeat of the entry player is determined in the second game and the second game ends, the management unit deletes the entry of the entry player who lost in the second game and leaves the entry of the entry player who won in the second game without deletion Game system.
4. In the game system according to claim 1 or 3, A plurality of the entry areas are provided in the virtual space. The reception unit receives an entry of the player into the second game for each of the entry areas. For each of the entry areas, the second game is played by a predetermined number of entry players who have received an entry into the second game in that entry area. Game system.
5. In the game system according to claim 4, The third game is a spectator game in which another second game played by another predetermined number of entry players who have received an entry in another entry area different from the entry area where the entry of the player into the second game has been received by the entry player is watched. Game system.
6. In the game system according to claim 2 or 3, When the second game is being played by a predetermined number of entry players who have received an entry into the second game in the entry area, the reception unit receives a reservation for an entry of a non-entry player, who is a player other than the entry player, into the second game, among the players who operate the player characters existing in that entry area. Game system.
7. In any one of the game systems according to claims 1 to 3, When the number of the entry players reaches the predetermined number, the management unit notifies the entry players that the play of the second game by the entry players has been permitted. Game system.
8. In any one of the game systems according to claims 1 to 3, When the number of the entry players reaches the predetermined number, the management unit interrupts the play of the third game by the entry players. Game system.
9. A game processing method performed by a computer, comprising: a game progress step of progressing a game including a first game in which a player character moves in a virtual space according to an operation of a player, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; a reception step of receiving an entry of a player who operates a player character existing in an entry area into the second game when the player character exists in the entry area provided in the virtual space in the first game. When the number of entry players, who are players that have been accepted to enter the second game in the entry area in the reception step, is less than the predetermined number, the play of the third game by the entry players is permitted, and when the number of entry players reaches the predetermined number, a play management step of permitting the play of the second game by the entry players is provided. The reception step is as follows. When the second game is being played by a predetermined number of entry players who have been accepted to enter the second game in the entry area, a step of accepting a reservation for entry into the second game by non-entry players, who are players that operate player characters present in the entry area and are not entry players, is provided. A step of notifying the player who made the reservation selected from the reservations for entry into the second game that the turn for entry into the second game has come is included. In the game progress step, when a player who has been notified that the turn for entry into the second game has come makes an entry into the second game, the player character operated by that player is moved to the entry area where that player had reserved entry into the second game. Game processing method.
10. A game processing method performed by a computer, a game progress step of progressing a game including a first game in which a player character moves within a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, a reception step of accepting entry into the second game by a player who operates a player character present in an entry area provided within the virtual space in the first game. When the number of entry players, who are players that have been accepted to enter the second game in the entry area in the reception step, is less than the predetermined number, permit the entry players to play the third game, and when the number of entry players reaches the predetermined number, permit the entry players to play the second game, with a play management step; The second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other; The third game is a practice game in which the entry players can practice the second game, and is a battle game in which the player character battles against a character operated by a computer; Game processing method.
11. A game processing method performed by a computer, including a game progress step of progressing a game including a first game in which a player character moves within a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; a reception step of accepting entry of a player who operates a player character present in the entry area provided within the virtual space in the first game into the second game when the player character is present in the entry area; When the number of entry players, who are players that have been accepted to enter the second game in the entry area in the reception step, is less than the predetermined number, permit the entry players to play the third game, and when the number of entry players reaches the predetermined number, permit the entry players to play the second game, with a play management step; In the play management step, when the victory or defeat of the entry players in the second game is determined and the second game ends, delete the entry of the entry players who lost in the second game, and leave the entry of the entry players who won in the second game without deletion; Game processing method.
12. A computer, A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, A reception unit that, when the player character exists in an entry area provided in the virtual space in the first game, accepts entry of the player who operates the player character existing in the entry area into the second game, When the number of entry players who are players who have been accepted entry into the second game in the entry area by the reception unit is less than the predetermined number, permits the entry players to play the third game, and when the number of entry players reaches the predetermined number, functions as a management unit that permits the entry players to play the second game, The reception unit, When the second game is being played by a predetermined number of entry players who have been accepted entry into the second game in the entry area, a process of accepting a reservation for entry into the second game by a non-entry player who is a player who operates the player character existing in the entry area and is not an entry player, A process of notifying a player who has made a reservation selected from the reservations for entry into the second game that the turn for entry into the second game has come, When entry into the second game is made by a player notified that the turn for entry into the second game has come by the progress unit, the progress unit moves the player character operated by the player to the entry area where the player had reserved entry into the second game, Game program.
13. A computer, A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game, When the player character exists in the entry area provided in the virtual space in the first game, a reception unit that accepts entry of the player who operates the player character existing in the entry area into the second game; When the number of entry players, who are the players who have been accepted to enter the second game in the entry area by the reception unit, is less than the predetermined number, the play of the third game by the entry players is permitted, and when the number of entry players reaches the predetermined number, it functions as a management unit that permits the play of the second game by the entry players; The second game is a battle game in which a predetermined number of player characters operated by a predetermined number of entry players battle against each other; The third game is a practice game in which the entry players can practice the second game, and is a battle game in which the player character battles against a character operated by a computer Game program.
14. A computer, A progress unit that progresses a game including a first game in which a player character moves in a virtual space according to a player's operation, a second game played by two or more predetermined numbers of players, and a third game different from the first game and the second game; When the player character exists in the entry area provided in the virtual space in the first game, a reception unit that accepts entry of the player who operates the player character existing in the entry area into the second game; When the number of entry players, who are the players who have been accepted to enter the second game in the entry area by the reception unit, is less than the predetermined number, the play of the third game by the entry players is permitted, and when the number of entry players reaches the predetermined number, it functions as a management unit that permits the play of the second game by the entry players; When the victory or defeat of the entry players is determined in the second game and the second game ends, the management unit deletes the entry of the entry players who lost in the second game and leaves the entry of the entry players who won in the second game without deletion Game program.
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