Game system, game processing method, and game program
Patent Information
- Application Number
- JP2025062843
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-07
- Publication Date
- 2026-01-28
AI Technical Summary
Existing online multiplayer games often require multiple players to start, hindering single-player gameplay if matching is not achieved.
A game system that associates game devices into communication groups based on matching requests, allowing players to join multiplayer games without disrupting single-player progression by placing additional characters at corresponding positions in the game stage.
Enables easy cooperation among players while maintaining a single-player experience, allowing games to proceed without interruption, even when players join at different times.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a method for matching users together when playing an online multiplayer game. Regarding. [Background technology]
[0002] Traditionally, online multiplayer games have been played by multiple players in a matched multiplayer mode. Ray games are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-102758 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, the progress of the multiplayer game itself does not necessarily require multiple people to It is not necessary, and even if the game can proceed with only one player, If matching was not achieved, the game would not start.
[0005] Therefore, the objective of this disclosure is to prevent single player gameplay from being hindered. A game system that creates an environment that encourages cooperation when a match is made. The present invention provides a game processing method and a game program. [Means for solving the problem]
[0006] In order to achieve the above object, for example, the following configuration example can be given.
[0007] (Configuration 1) Configuration 1 includes a plurality of game devices connected to a network and a server. Among the plurality of game devices, players of each game device included in the same communication group play an online multiplayer game. The game system matches each game device. The server associates the first game device with the first communication group in response to a first matching request sent from the first game device. The first game device starts a first game process of moving a first character based on an operation of a player of the first game device in a first game stage in a state where the first game device is associated with the first communication group. Further, the server receives a second matching request sent from a second game device different from the first game device. When the difference between the date and time when the second matching request was made and the date and time when the first matching request was made is within a first predetermined time, the server preferentially associates the second game device with the first communication group. When the second game device is associated with the first communication group, the second game device arranges a third character to be operated based on information received from the first game device at a position corresponding to the position of the first character in the first game stage in a second game stage having the same configuration as the first game stage, and starts a second game process of moving a second character within the game stage based on an operation of a player of the second game device. Also, the first game device does not change the progress of the first game process and displays the position of the second character in the second game stage. Among the plurality of game devices, players of each game device included in the same communication group play an online multiplayer game. The game system matches each game device to play an online multiplayer game. The server associates the first game device with the first communication group in response to a first matching request sent from the first game device. The first game device is associated with the first communication group. In the first game stage, the first game device moves the first character based on the operation of the player of the first game device. The first game device starts a first game process of moving a first character based on an operation of a player of the first game device in a first game stage in a state where the first game device is associated with the first communication group. Further, the server receives a second matching request sent from a second game device different from the first game device. The server receives a second matching request sent from a second game device different from the first game device, and when the difference between the date and time when the second matching request was made and the date and time when the first matching request was made is within a first predetermined time, the server preferentially associates the second game device with the first communication group. When the difference between the date and time when the second matching request was made and the date and time when the first matching request was made is within a first predetermined time, the server preferentially associates the second game device with the first communication group. When the second game device is associated with the first communication group, the second game device is operated based on the information received from the first game device. When the second game device is associated with the first communication group, the second game device is operated based on the information received from the first game device. In a state where the second game device is associated with the first communication group, the second game device is operated based on the information received from the first game device. The second game device arranges a third character to be operated based on the information received from the first game device at a position corresponding to the position of the first character in the first game stage in a second game stage having the same configuration as the first game stage. The second game device arranges a third character to be operated based on the information received from the first game device at a position corresponding to the position of the first character in the first game stage in a second game stage having the same configuration as the first game stage. The second game device moves the second character within the game stage based on the operation of the player of the second game device. The second game device starts a second game process of moving a second character within the game stage based on an operation of a player of the second game device. The first game device does not change the progress of the first game process and displays the position of the second character in the second game stage. Place the fourth character at a position within the first game stage corresponding to the position based on the information received from the first game device.
[0008] According to the above configuration, for example, when matching requests for multiplayer in a predetermined game stage are made from different game devices, if the timings of these matching requests are close, these game devices can be put in the same communication group to enable multiplayer play. Also, even when matching is successful and, for example, another player joins midway, without changing the progress of the game process, the character related to the other player is placed within the game stage. This enables a situation where cooperation is easy when matching is successful without inhibiting single - player play.
[0009] (Configuration 2) Configuration 2 is such that, in the above Configuration 1, when a predetermined game process is started in each game device, at the start point predetermined within each game stage, the first character or the second character that is the operation target in each game device may be placed.
[0010] According to the above configuration, when the timings of the matching requests are close, since the characters that are the operation targets of each player are placed at the start point, it is possible to create a situation where it is easy to cooperate with other players from the very beginning of the stage play.
[0011] (Configuration 3) Configuration 3 is such that, in the above Configuration 1, in a predetermined game process, when a predetermined game end condition is achieved, regardless of the game progress of other players within the first communication group, The game process related to the first game stage may be terminated.
[0012] According to the above configuration, for example, without waiting for another player to clear the game stage, the play of the game stage can be ended and the next process can be advanced.
[0013] (Configuration 4) In Configuration 4, in the above Configuration 2, the predetermined game process may be a game process that progresses by moving the first character or the second character from the start point to reach the predetermined goal points within each game stage. In the above configuration, when the timing to start playing the game stage is approaching, a situation that is easy to cooperate can be created.
[0014]
[0015] (Configuration 5) In Configuration 5, in the above Configuration 1, when the difference between the date and time when the second matching request is made and the date and time when the first matching request is made is not within the first predetermined time, it is determined whether the difference between the date and time when the third matching request is made by the third player and the date and time when the second matching request is made is within the second predetermined time that is larger than the first predetermined time. If the difference in the date and time is within the second predetermined time, the second game device may be preferentially associated with the predetermined communication group to which the game device of the third player belongs.
[0016]
[0017]
[0016] According to the above configuration, it is possible to suppress the situation where a multiplayer partner cannot be found.
[0017] (Configuration 6) Configuration 6 is, in the above Configuration 5, while gradually expanding the second predetermined time, the third match It may be determined the difference between the date and time when the third matching request was made and the date and time when the second matching request was made. Good.
[0018] (Configuration 7) Configuration 7 is, in the above Configuration 1, the player may be able to select from a plurality of game stages to be played. And the first matching request, and also, the second matching request includes information specifying any one of the plurality of stages as the game stage to be played, and the above association may be performed individually for each of the specified game stages. According to the above configuration, matching is performed for each game stage. Therefore, every time the game stage to be played is changed, opportunities to meet various players can be provided.
[0019]
[0020] (Configuration 8) Configuration 8 is, in the above Configuration 7, the plurality of game stages may include a special stage. And when the second matching request includes information specifying the special stage as the game stage to be played, regardless of the difference between the date and time when the second matching request was made and the date and time when the first matching request was made, the predetermined communication group related to the special stage and the second game device may be associated.
[0021] According to the above configuration, various game stages can be enjoyed by the player. Also more appropriate matching according to the content of the game stage can be performed.
[0022] (Configuration 9) Configuration 9 is, in the above Configuration 1, between the first game device and the second game device, the first position information of the first character in the game stage, and the second game stage the position information of the second character in may be shared. And, in the game process executed by the first game device, the first character, and , objects other than the fourth character are controlled so that the game proceeds without being affected by the fourth character, and the fourth character may be displayed at a position within the first game stage based on the position information of the above-mentioned second character that is shared. Further, in the game process executed by the second game device, the second character, and objects other than the third character are controlled so that the game proceeds without being affected by the third character, and the third character may be displayed at a position within the second game stage based on the position information of the above-mentioned first character that is shared. According to the above configuration, the characters operated by other players can be prevented from affecting the progress of their own games. As a result, while recognizing the presence of other players, the game can be advanced with the same sense of play as in the case of single play.
[0023]
[0024] (Configuration 10) Configuration 10 may have at least one second communication group for displaying a screen capable of selecting one of a plurality of game stages in the above Configuration 1. Further, when the second matching request is made in a state where the second game device is associated with a predetermined second communication group, the same second as the second game device when the first matching request is made The first game device, which was associated with the second communication group, is now associated with the first communication group to which the first game device belongs. The second game device may be preferentially associated.
[0025] According to the above configuration, for example, players who were in the same lobby can be placed in the same game stage. For example, a player may decide to play with a specific player he or she happens to see. If you want to play with a specific player, you can do so by providing them with the opportunity to do so. do.
[0026] Another configuration example is an online multiplayer game between game devices that belong to the same communication group. A matching method for matching each game device with a predetermined server in order to play a game. a first matching from a first game device belonging to a first communication group to a server; and associating the first gaming device with a second communication group based on the association request. When a second matching request is made from the device, the date and time when the second matching request was made The difference between the date and time of the first matching request and the date and time of the second game is within a predetermined time. If the second game device belongs to the first communication group, the second game device is associated with the second communication group. The matching process is performed to associate the group with priority.
[0027] According to the above configuration example, players who make matching requests at close timings can communicate with each other in the same communication mode. This makes it easier to assign them to groups. Effect of the Invention
[0028] According to the present disclosure, matching can be achieved without impeding single-player gameplay. When this happens, it will provide a game that makes it easier for players to cooperate with each other.
Brief Description of the Drawings
[0029]
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Mode for Carrying Out the Invention
[0030] Hereinafter, an embodiment of the present invention will be described. FIG. 1 is a schematic diagram showing the overall configuration of an information processing system (game system) according to this embodiment. The information processing system 100 of this embodiment includes a game server 1, a matchmaking server 2, and a plurality of information processing terminals 3. The game server 1, the matchmaking server 2, and the information processing terminal 3 are configured to be communicable via a network 10 such as the Internet. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. A schematic diagram showing the overall image of the system (game system). The information processing system 100 of this embodiment includes a game server 1, a matchmaking server 2, and a plurality of information processing terminals 3. The game server 1, the matchmaking server 2, and the information processing terminal 3 are configured to be communicable via a network 10 such as the Internet. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. 00 includes a game server 1, a matchmaking server 2, and a plurality of information processing terminals 3. The game server 1, the matchmaking server 2, and the information processing terminal 3 are configured to be communicable via a network 10 such as the Internet. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. The game server 1, the matchmaking server 2, and the information processing terminal 3 are configured to be communicable via a network 10 such as the Internet. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. The game server 1, the matchmaking server 2, and the information processing terminal 3 are configured to be communicable via a network 10 such as the Internet. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. In this embodiment, information processing is executed in such a configuration. Hereinafter, as an example of the information processing, game processing will be described as an example. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified. Specifically, a game program is installed on the information processing terminal 3, and game processing that is executed while communicating with the server 1 as necessary is exemplified.
[0031] [Hardware Configuration of Game Server and Matchmaking Server] Next, the hardware configurations of the game server 1 and the matchmaking server 2 will be described. This is the case. In this embodiment, it is assumed that the hardware configurations of the game server 1 and the matching server 2 are the same. FIG. 2 is a block diagram showing the hardware configurations of the game server 1 and the matching server 2. In FIG. 2, the reference numerals in parentheses indicate the components in the matching server 2. Also, hereinafter, the game server 1 and the matching server 2 may be collectively referred to simply as the server. Each server includes at least a processor 11 (21), a storage unit 12 (22), and a communication unit 13 (23). The processor unit executes various programs for controlling each server. In the storage unit, various programs executed by the processor unit and various data used are stored. The communication unit is connected to the network by wired or wireless communication and transmits and receives predetermined data to and from the information processing terminal 3 or another server. In this embodiment, an example in which there is one game server 1 and one matching server 2 is illustrated, but each server may be a single server or may be configured as a server group that performs distributed processing.
[0032] [Hardware Configuration of Game Device] Next, the information processing terminal 3 will be described. The information processing terminal 3 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. In this embodiment, a stationary game device (hereinafter, simply referred to as the game device) will be described as an example of the information processing terminal 3.
[0033] FIG. 3 is a block diagram showing an example of the hardware configuration of the game device 3 according to In FIG. 3, the game device 3 includes a processor 31. The processor 31 An information processing unit that executes various information processes executed in the home device 3, for example, It may consist of only a CPU (Central Processing Unit) CPU functions, GPU (Graphics Processing Unit) functions, etc. It may be composed of a SoC (System-on-a-chip) including multiple functions. The processor 31 executes an information processing program (e.g., a game program) stored in the storage unit 32. The storage unit 32 executes various information processing by executing the program. For example, flash memory and DRAM (Dynamic Random Access Memory) The memory may be an internal storage medium such as a memory card (e.g., a memory card for storing data), or an external storage medium inserted in a slot (not shown). A configuration using a storage medium or the like is also possible.
[0034] In addition, the game device 3 performs wireless communication with other game devices 3 and the server. The wireless communication unit 33 is provided for wireless communication, for example, internet communication. or short-range wireless communication is used.
[0035] In addition, the game device 3 is configured to communicate with the controller 4 via wired or wireless communication. The controller 34 is provided for this purpose.
[0036] The game device 3 also receives a video signal from a display unit 5 (such as a television) via an image and sound output unit 35. The processor 31 generates (for example, by executing the above-mentioned information processing) The images and sounds are output to the display unit 5 via the image and sound output unit 35 .
[0037] Next, the controller 4 will be described. The controller 4 includes at least one analog stick 42 which is an example of a direction input device. The analog stick 42 can be used as a direction input unit capable of inputting directions. A user can input a direction corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the analog stick 42. In addition, the controller 4 includes a button unit 43 including various operation buttons. For example, the controller 4 may include a plurality of operation buttons on the main surface of the housing.
[0038] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 44. In this embodiment, the acceleration sensor detects the magnitude of acceleration along a predetermined three-axis direction. Also, the angular velocity sensor detects the angular velocity around a predetermined three-axis.
[0039] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 34. The direction input content for the analog stick 42, the information indicating the pressed state of the button unit 43, and various detection results by the inertial sensor 44 are repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.
[0040] [Outline of Information Processing in this Embodiment] Next, the operation outline of the information processing according to this embodiment will be described. In this embodiment, as an example of information processing, a player character object (hereinafter, player character) existing in a virtual space A game process will be described assuming that a player operates and plays a game (referred to as "yarara"). More specifically , in this embodiment, a horizontal scroll type jump action game (hereinafter referred to as "this game" ) will be described. In this game, a virtual space called a "stage", which is the main stage of play, is prepared . A start point and a goal point are set in the stage . Various enemy characters, obstacles, jump platforms, pitfalls, and other various gimmicks are arranged between the start point and the goal point . And this game is a game that allows the player character to reach the goal point while defeating or avoiding these enemy characters . Note that the stage may be referred to as a "course" or a "round" depending on the game .
[0041] FIG. 4 shows an example of a game screen (hereinafter referred to as a stage screen) during play of the above stage . In the example of FIG. 4, a part of the stage is configured as a virtual space that is horizontally long as a whole . Also, FIG. 4 is an example of a screen near the start point, that is, a screen immediately after starting to play the stage . In FIG. 4, a player character 201 and an enemy character 202 are displayed . In addition, various terrain objects such as blocks are also displayed . In this stage, it is assumed that a start point is set near the left end of the stage and a goal point is set near the right end of the stage . Therefore, as for the overall game progress, the stage is configured such that the player character 201 is made to move in the right direction of the screen . In such a stage screen, the player operates the player character 20 1 and moves it toward the goal point. In accordance with the movement of the player character , Another location of the stage will be displayed as the stage screen. And when the player character reaches the goal point, it means that the stage has been cleared.
[0042] [Regarding the world map] Also, in this game, a plurality of the above stages are prepared. And prior to each stage play, a screen having a function for allowing the player to select the stage to play is displayed as a screen called the "world map screen". FIG. 5 is an example of the world map screen . In FIG. 5, a screen showing an overhead view of the "world", which is a virtual space, is displayed . Note that the virtual space may be a two-dimensional space or a three-dimensional space. Also, the drawing method and display mode of the "world" and the "stage" may be different. For example , the stage may be drawn by orthographically projecting it from the front direction, and the world may be drawn by photographing it from above in an overhead view . A plurality of stage objects 204 having roles such as the entrance of the above stage are arranged in the world . Also, as will be described later, portal objects 205 for moving to other worlds are also arranged. Also, on the world map screen , the player character 201 is also displayed. The player can move the player character 201 on the world map screen by operating the controller 4 . Also, the player can move the player character 201 so as to contact any of the stage objects 204, and thereby select the stage corresponding to the stage object 204 . And by performing a predetermined operation (hereinafter referred to as a stage start operation) for starting the play of the stage, the stage corresponding to the stage object 204 can be played. One - player play can be started. Specifically, when a stage start operation is performed, after a predetermined effect is displayed, the screen switches to the stage screen where the player character 201 is placed at the start point of the stage.
[0043] [Regarding the relationship between the world and the stage] In this game, multiple worlds are also prepared for the above - mentioned "world". In this game, as an example, there are five worlds (World 1 to World 5), and it is assumed that one world contains four stages. The world map screen displayed is one of the five worlds.
[0044] Here, each world has a visual design based on a predetermined theme so as to have a world view. The same applies to the stages belonging to each world. As an example of a world, for example, a green world, a fire world, an ice world, etc. In the green world, many plant objects are arranged, and it is a world map with a green - based design. In the fire world, volcanoes and lava are arranged, and it is a world map with a red - based design.
[0045] Also, in this game, it is not possible to freely play all stages in all worlds from the beginning. Initially, the movable worlds and the playable stages are limited. And by clearing the playable stages, other stages are opened. For example, initially, only Stage 1 of World 1 can be played. But when Stage 1 is cleared, Stage 2 of World 1 is released and can be played. This becomes possible. And by clearing all the stages within World 1, the next world World 2, which is predefined as such, is unlocked.
[0046] When moving from one world to another, first, the player moves the player character 201 onto the above portal object 205 on the world map screen. Then, when the player performs a predetermined operation (hereinafter referred to as the world transfer operation), the player character can be moved to another world associated with that portal object 205. For example, on the world map screen of World 1, when a world transfer operation is performed on the portal object 205 associated with World 2, the player character moves to World 2, and the screen switches to the world map screen related to World 2.
[0047] Regarding the cleared stages, by performing the above stage start operation, it is possible to play repeatedly any number of times. Also, regarding the cleared worlds, it is possible to move freely. For example, it is also possible to move from World 2 to World 1 .
[0048] Also, in this example, regarding the portal object 205 of the world that cannot be moved yet and the stage object 204 of the stage that cannot be played yet, they are also displayed on the world map screen, and it is possible to move the player character 201. However, it is assumed that the world transfer operation and the stage start operation are not accepted. In this regard, in other embodiments, the unopened portal object 205 and the stage object 204 Regarding [it], it may be configured so that the player character 201 cannot move in the first place.
[0049] In this way, the basic game progression flow in this game is to select the stage you want to play on the world map screen and clear the stage to unlock the unreleased stages. And by clearing all the stages in the world, the next world is unlocked, and by clearing the stages in each world one after another, the worlds are unlocked one after another, aiming to clear the final stage of the final world.
[0050] Note that in the following description, when distinguishing each stage, it is shown in the form of "Stage "world number "-"stage number". For example, stage 1 in world 1 is shown as "Stage 1-1", and stage 1 in world 2 is shown as "Stage 2-1".
[0051] [Regarding Online Play Elements] The basic game progression flow of this game is as described above, and basically the game can be played in a single-player feeling. In this game, in addition to the above elements, it also has online
[0052] play elements that can be connected to the above server and other game devices 3 to play. First, a brief explanation of the overall network Provided is a game that utilizes the configuration of communication groups in an online game of a certain type. Specifically, a communication group corresponding to the above world (hereinafter referred to as a world room) and a communication group corresponding to each stage (hereinafter referred to as a stage room) can be appropriately generated and managed. In other words, a virtual space corresponding to each of the above worlds and a virtual space corresponding to each stage are respectively prepared, and in such a form that a predetermined number of players connect to the virtual space. Note that the world room may be called "lobby" or the like in other games. Specifically, a communication group corresponding to the above world (hereinafter referred to as a world room) and a communication group corresponding to each stage (hereinafter referred to as a stage room) can be appropriately generated and managed. That is, a communication group corresponding to the above world (hereinafter referred to as a world room) and a communication group corresponding to each stage (hereinafter referred to as a stage room) can be appropriately generated and managed. In other words, a virtual space corresponding to each of the above worlds and a virtual space corresponding to each stage are respectively prepared, and in such a form that a predetermined number of players connect to the virtual space. In other words, a virtual space corresponding to each of the above worlds and a virtual space corresponding to each stage are respectively prepared, and in such a form that a predetermined number of players connect to the virtual space. Note that the world room may be called "lobby" or the like in other games. .
[0053] In addition, the world room and the stage room are each provided with a maximum number of people who can enter. As an example, in this game, up to 30 people can enter each world room. Also, up to 4 people can enter a stage room. In this game, as described above, rooms are divided by world and by stage, but any of the world rooms and stage rooms can have multiple rooms existing in parallel. Note that in this game, as an example, for the world room, a connection mode (client-server method) for communicating via a server is used, and for the stage room, a mode in which game devices are connected using a P2P (Peer to peer) communication method is used. In addition, the world room and the stage room are each provided with a maximum number of people who can enter. As an example, in this game, up to 30 people can enter each world room. Also, up to 4 people can enter a stage room. In this game, as described above, rooms are divided by world and by stage, but any of the world rooms and stage rooms can have multiple rooms existing in parallel. In addition, the world room and the stage room are each provided with a maximum number of people who can enter. As an example, in this game, up to 30 people can enter each world room. Also, up to 4 people can enter a stage room. In this game, as described above, rooms are divided by world and by stage, but any of the world rooms and stage rooms can have multiple rooms existing in parallel. In addition, the world room and the stage room are each provided with a maximum number of people who can enter. As an example, in this game, up to 30 people can enter each world room. Also, up to 4 people can enter a stage room. In this game, as described above, rooms are divided by world and by stage, but any of the world rooms and stage rooms can have multiple rooms existing in parallel. Note that in this game, as an example, for the world room, a connection mode (client-server method) for communicating via a server is used, and for the stage room, a mode in which game devices are connected using a P2P (Peer to peer) communication method is used. Note that in this game, as an example, for the world room, a connection mode (client-server method) for communicating via a server is used, and for the stage room, a mode in which game devices are connected using a P2P (Peer to peer) communication method is used. Note that in this game, as an example, for the world room, a connection mode (client-server method) for communicating via a server is used, and for the stage room, a mode in which game devices are connected using a P2P (Peer to peer) communication method is used.
[0054] Next, FIG. 6 shows an example of the configuration of the above communication groups, that is, the world room and the stage room. In the example of FIG. 6, for World 1, three world rooms, World Room 1A, World Room 1B, and World Room 1C, coexist, and for World 2, three world rooms, World Room 2A, World Room 2B, and World Room 2C, also coexist. Next, FIG. 6 shows an example of the configuration of the above communication groups, that is, the world room and the stage room. In the example of FIG. 6, for World 1, three world rooms, World Room 1A, World Room 1B, and World Room 1C, coexist. For World 2, three world rooms, World Room 2A, World Room 2B, and World Room 2C, also coexist. It indicates the existence. Also, regarding the stage rooms, in FIG. 6, it shows a state where two rooms corresponding to each of the stages 1-1, 1-2, 2-1, and 2-2 coexist. That is, the stage rooms 1-1A and 1-1B corresponding to stage 1-1, the stage rooms 1-2A and 1-2B corresponding to stage 1-2, the stage rooms 2-1A and 2-1B corresponding to stage 2-1, and the stage rooms 2-2A and 2-2B corresponding to stage 2-2 coexist. Therefore, in the example of FIG. 6, there are a total of 6 world rooms and a total of 8 stage rooms existing in parallel. Regarding the increase and decrease control of the rooms, it is controlled by the server according to the number of people in the room. Specifically, according to the above world movement operation, stage start operation, etc., world rooms and stage rooms are appropriately generated. Also, for world rooms and stage rooms where the number of players entering each room has become 0, they are appropriately deleted. Next, based on the elements of the "room" as described above, a rough flow of operations such as from the start of the game to the start of stage play will be explained. First, when the player starts the game, a predetermined login process is performed, and a load process of save data, etc. is performed. Then, the player character "enters" a predetermined world room. Note that this entry means participating in a predetermined communication group and establishing a connection with other game device groups within the same communication group. After entering the predetermined world room, the above world map screen is displayed. As described above
[0055] Note that the increase and decrease control of the rooms is controlled by the server according to the number of people in the room. Specifically, according to the above world movement operation, stage start operation, etc., world rooms and stage rooms are appropriately generated. Also, for world rooms and stage rooms where the number of players entering each room has become 0, they are appropriately deleted. Specifically, according to the above world movement operation, stage start operation, etc., world rooms and stage rooms are appropriately generated. Also, for world rooms and stage rooms where the number of players entering each room has become 0, they are appropriately deleted.
[0056] Next, based on the elements of the "room" as described above, a rough flow of operations such as from the start of the game to the start of stage play will be explained. First, when the player starts the game, a predetermined login process is performed, and a load process of save data, etc. is performed. Then, the player character "enters" a predetermined world room. Note that this entry means participating in a predetermined communication group and establishing a connection with other game device groups within the same communication group. First, when the player starts the game, a predetermined login process is performed, and a load process of save data, etc. is performed. Then, the player character "enters" a predetermined world room. Note that this entry means participating in a predetermined communication group and establishing a connection with other game device groups within the same communication group. After entering the predetermined world room, the above world map screen is displayed. As described above
[0057] After entering the predetermined world room, the above world map screen is displayed. As described above On the world map screen, the player can move the player character 201. Fig. 7 shows an example of the world map screen when the player has entered a world room where a predetermined number of players have already entered. In this screen, in addition to the player character 201, a plurality of player character objects 211 operated by other players who have entered the same world room are also displayed. Also, according to the operations of other players, the states of these other player character objects 211 moving on the world map are displayed in real time. In the following description, the player character objects operated by other players who have entered the same room (world room, stage room) are collectively referred to as "remote characters". Regarding the display of remote characters, all remote characters in the same world room may be displayed, or only some of the remote characters may be displayed. Also, in this embodiment, the player character 201 and the remote characters are characters with different appearances to the extent that they can be recognized as different characters respectively. If a plurality of characters with substantially the same appearance are displayed simultaneously, it becomes difficult for the player to grasp which one is the player character 201 being operated. In this embodiment, after the connection with other game device groups is established and the player enters a predetermined world room, the above world map screen is displayed. However, the world map screen may be displayed without waiting for the connection with other game device groups to be established, and remote characters may be made to appear after the connection is established. As a result, the player can start operating the player character without waiting for the connection to be established, thus improving the gaming experience.
[0058] [Regarding entry into the stage room] On such a world map screen, if the player wants to play a predetermined stage the player performs the above-described stage start operation. That is, on the world map screen, the player moves the character 201 onto a predetermined stage object 204 and presses a predetermined button By such an operation, the player "exits" the current world room. Exiting means disconnecting from the other game device group within the communication group to which the player has belonged until then In this case, the connection with the other game device group in the same world room is disconnected. Then the player enters a predetermined stage room corresponding to the selected stage. Note that the method of determining the entry destination and the stage room that becomes the entry destination will be described later. After that, the screen switches to the stage screen and a stage screen in which the player character 201 is placed at the start point is displayed, and the stage play starts.
[0059] [Regarding online elements in stage play] Next, the online elements in the above-described stage play will be described. Here, as an example it is assumed that the player enters a stage room in which two other players have already entered and will be described. FIG. 8 is an example of a stage screen when entering such a stage room In this case, similar to the case of the world map screen, the remote character, which is another player character operated by another player can be displayed on the stage screen of the game device 2 operated by the player. In the example of FIG. 8, in addition to the player character 201 two remote characters 211 are displayed. Also, the other players are ahead of the player Since the remote characters entered the room before the stage play started, is located a little further towards the goal than the starting point.
[0060] In this game, the remote characters displayed in the stage room are controlled by other players. The movement is reflected in the game, but it does not directly affect the gameplay being performed on the player's game device. Specifically, the game connected to a certain stage room will not be interfered with or affected. Basically, only the position information of each player character 201 is shared between the game devices 3. On the other hand, the status and position information of other objects such as enemy characters are not shared. For example, in each game device 3, a stage object in a stage play, etc. Regarding the collision determination process, only the player character 201 of each game device is The collision detection process is not performed for remote characters. Even if Yachara 201 overlaps with the position of a remote character, it will move through without colliding. Also, if the remote character overlaps with an enemy character, No collision detection is performed between the remote character and the enemy character. This results in the player character 201 moving through the obstacles. Even when the enemy character A is defeated, the state of this enemy character A is reflected in the other game devices 3. In the other game devices 3, other players of the other game devices If enemy character A has not been defeated, that enemy character A still exists. In other words, the progress of the stage play is managed individually on each game device. performed, and at this time, if there is a remote character, only its display is performed, like this Such control is carried out. Therefore, each player can basically play the stage in a similar feeling to single-player mode without being affected by the actions of other players and without interfering with the actions of other players. In other words, while advancing the game alone, a play feeling and game experience can be obtained where the existence of remote characters, that is, other players, can be recognized.
[0061] Also, as described above, each player can play the game individually without being affected by other players. Therefore, it is not the case that stage play cannot start unless four players are present. Even if there is only one player in the stage room, stage play can start. After that, up to a maximum of four players can enter the room in the form of joining in the middle. For example, when player A has advanced to about one-third of the stage and player B enters the room, the player character of player B will start moving from the starting point. That is, from the perspective of player B, stage play will start with player A existing at a position that has advanced to a certain extent. Also, from the perspective of player A, the play will not be inhibited by the entry of player B, and the play can continue.
[0062] [Regarding cooperative elements] As described above, basically, each player can play the game individually without being affected by other players. However, in this game, cooperative play elements are provided in the following aspects. Specifically, in this game, in terms of "revival assistance" and "item transfer", other players It is possible to have an impact on the layer.
[0063] First, regarding "Resurrection Assistance", for example, when the player character comes into contact with an enemy character, etc. Assuming that you are playing single-player offline, it will be treated as a "miss". For example, Imagine a situation where you lose a life. In this case, when playing in an online-connected state in this game, if you are playing, it will not immediately be treated as a miss. For a predetermined period, the player character will transform into a character like a "ghost". And during the said predetermined period, if the position of any remote character overlaps with the position of the said "ghost", that is, if the remote character comes into contact with the ghost, it is possible to resurrect the player character without being treated as a "miss". Therefore, for example, if the remote characters move together in a somewhat coordinated manner, it becomes easier to recover when making a mistake while playing with a single-player feel, which is an advantage that does not exist in a complete single-player game and makes use of the online feature. Also, since the "ghost" state occurs only when playing single-player and the play would stop due to being treated as a "miss", it does not interfere with the player's play. Next, regarding "Item Transfer", by performing a predetermined operation, the player character can "place" the items it holds on the stage. And when a remote character comes into contact with the said item, the remote character can obtain the item. That is, it is possible to transfer a predetermined item between the remote character and the player character. Thus, while advancing the game with a single-player feel,
[0064] it is possible to transfer useful items. This enables the transfer of useful items while proceeding with the game in a single-player feel. Indirect cooperative play such as helping a remote character becomes possible.
[0065] By incorporating cooperative play elements as described above, there is room to cooperate with other players in specific situations. As a result, while basically progressing the game as single-player, if multiple players enter the stage room due to matchmaking, a situation can be created where it becomes easier to cooperate with other players.
[0066] [Regarding leaving the stage room] Next, an explanation will be given regarding leaving the stage room. As described above, when the player character reaches the goal point, the stage is cleared. The player (game device 3) that has reached the goal with the player character will leave the stage room and enter a predetermined world room regardless of the progress of other players at the time of reaching the goal. Although details will be described later, at this time, it is not always the case that the player returns to the world room that they entered before starting the stage play. It may enter a world room that is in the same world as the original world but is a different room. For example, when moving from world room 1A to a predetermined stage room and leaving the stage upon clearing the stage, it may enter world room 1A, or it may enter world room 1B or world room 1C.
[0067] Indicate and select the "Retirement" item shown in the menu, and at that time you can leave the stage room and move to a predetermined world room. Also, when retiring by the game over, for example, when the remaining lives reach 0 without being able to receive resurrection assistance as described above and the game over condition is satisfied, you will be forced to leave the stage room at that time and enter a predetermined world room.
[0068] [Regarding movement between worlds] Next, in the world map screen, the case of moving from the current world to another world will be explained. As described above, by moving the player character 20 1 onto the portal object 205 and performing a world movement operation, the player character can be moved to another world associated with the portal object 205. In this case, it will be a process of leaving the current world room once and entering another world room. For example, assume that the player wants to move from World 1 to World 2 and performs a world movement operation while the player is in World Room 1A. In this case, it may be possible to leave World Room 1A and enter World Room 2A, or it may also be possible to enter World Room 2B. The method of determining the room to enter will be described later.
[0069] Summarizing the entry and exit of each room as described above, the relationship is as shown in FIG. 9. After the game starts, based on the save data, entry into a predetermined world room occurs. When a world movement operation is performed on the world map screen, leaving the current world room will occur. and entry into the destination world room (hereinafter sometimes referred to as world-to-world movement) occurs Also, when the player performs a stage entry operation on the world map screen, the player exits the current world room and enters a predetermined stage room related to the designated stage occurs. Also, when the conditions for exiting the stage, such as clearing the stage, are met , the player exits the stage room and enters a predetermined world room related to the world to which the stage belongs occurs.
[0070] [Regarding the matching process] As described above, the player can perform an operation to enter a world room or a stage room . In response to this operation, a process of entering one of the world rooms or stage rooms is performed, and the game device 3 of the player is communicably connected to other game devices (players) in the entered room. Here, as described above, a plurality of world rooms and stage rooms can exist in parallel for the same world and the same stage. Hereinafter, the method of determining the world room and stage room to be entered, in other words, the method of determining the game devices (players) to be included in each of the above communication loops will be described. Hereinafter, in this embodiment the selection of the entry destination and the function of entering are referred to as "matching". As will be clarified in the following description , more precisely, control is performed to search for a predetermined player that meets the conditions and, if that player has already entered, determine that room as the entry destination . Also, if that player has not yet entered, control is performed to create a new room and enter it together with that player .
[0071] First, an explanation will be given regarding the range of players to be matched. In this game, when determining the stage room to enter first, as the matching target, not only the players in the same world room but also the players in other world rooms related to the same world are included in the matching target. That is, not only the other players in the world room where the player who has performed the stage start operation is located, but also all the other players who have selected the same stage in other world rooms are used as the matching target for matching. Fig. 10 shows an example of the matching result when entering the stage room. In Fig. 10, it is assumed that in the world map screen of World 1, a stage start operation for playing Stage 1-1 is being performed. In the example of Fig. 10, four world rooms from World Room 1A to World Room 1D and two stage rooms, Stage Rooms 1-1A and 1-1B, are shown. Also, a plurality of players who intend to play Stage 1-1 have entered the four world rooms in a dispersed manner. Specifically, there are 3 players in World Room 1A, 1 player in World Room 1B and World Room 1D, and 2 players in World Room 1C. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In this case, for example, looking at Player A in World Room 1A, instead of only taking Players B and C in the same World Room 1A as the matching targets, matching is performed including Players D to G who are players in other rooms of World 1. Similarly, for example, considering World Room 1C, instead of performing matching only targeting Players E and F, all of Players A to G are matched. target. That is, not only the other players in the world room where the player who has performed the stage start operation is located, but also all the other players who have selected the same stage in other world rooms are used as the matching target for matching. That is, not only the other players in the world room where the player who has performed the stage start operation is located, but also all the other players who have selected the same stage in other world rooms are used as the matching target for matching. That is, not only the other players in the world room where the player who has performed the stage start operation is located, but also all the other players who have selected the same stage in other world rooms are used as the matching target for matching. That is, not only the other players in the world room where the player who has performed the stage start operation is located, but also all the other players who have selected the same stage in other world rooms are used as the matching target for matching. In the example of Fig. 10, four world rooms from World Room 1A to World Room 1D and two stage rooms, Stage Rooms 1-1A and 1-1B, are shown. Also, a plurality of players who intend to play Stage 1-1 have entered the four world rooms in a dispersed manner. Specifically, there are 3 players in World Room 1A, 1 player in World Room 1B and World Room 1D, and 2 players in World Room 1C. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In the example of Fig. 10, four world rooms from World Room 1A to World Room 1D and two stage rooms, Stage Rooms 1-1A and 1-1B, are shown. Also, a plurality of players who intend to play Stage 1-1 have entered the four world rooms in a dispersed manner. Specifically, there are 3 players in World Room 1A, 1 player in World Room 1B and World Room 1D, and 2 players in World Room 1C. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In the example of Fig. 10, four world rooms from World Room 1A to World Room 1D and two stage rooms, Stage Rooms 1-1A and 1-1B, are shown. Also, a plurality of players who intend to play Stage 1-1 have entered the four world rooms in a dispersed manner. Specifically, there are 3 players in World Room 1A, 1 player in World Room 1B and World Room 1D, and 2 players in World Room 1C. In such a state, for example, if each player performs a stage start operation for Stage 1-1. Specifically, there are 3 players in World Room 1A, 1 player in World Room 1B and World Room 1D, and 2 players in World Room 1C. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In such a state, for example, if each player performs a stage start operation for Stage 1-1. In this case, for example, looking at Player A in World Room 1A, instead of only taking Players B and C in the same World Room 1A as the matching targets, matching is performed including Players D to G who are players in other rooms of World 1. In this case, for example, looking at Player A in World Room 1A, instead of only taking Players B and C in the same World Room 1A as the matching targets, matching is performed including Players D to G who are players in other rooms of World 1. In this case, for example, looking at Player A in World Room 1A, instead of only taking Players B and C in the same World Room 1A as the matching targets, matching is performed including Players D to G who are players in other rooms of World 1. In this case, for example, looking at Player A in World Room 1A, instead of only taking Players B and C in the same World Room 1A as the matching targets, matching is performed including Players D to G who are players in other rooms of World 1. Matching is performed for the stage rooms. As a result, in the example of FIG. 10, the stage room 1 -1A is the stage room where Player A and Player C who were in World Room 1A, Player D who was in World Room 1B, and Player F who was in World 1C are matched. Also, for the stage room 1-1B, Player B who was in World Room 1A, Player E who was in World Room 1C, and Player G who was in World Room 1D are the matched stage room. As described above, when matching for the stage rooms, the reason for including players in other world rooms as matching targets in addition to only the players in each world room is as follows. First, in this game, in order to provide a game experience where players play in a single-player feeling while feeling the presence of other players as described above, for each stage room, there is an aspect that we want to have a situation where it is filled with 4 players as much as possible. On the other hand, there is a limit to the number of people who can enter the world rooms. In this example, it is up to 30 people at most. Also, there can be multiple selectable stages in one world room. Therefore, if we try to select the members to play the stage only from the players in one world room, it may result in a situation where it is difficult for people to gather in each stage room. For example, assume a state where 10 players have entered a world room where 5 stages are selectable. In this case, it is quite possible that each player selects a different stage, but if so, the situation where each stage room is filled with 4 players will not occur.
[0072] As described above, when matching for the stage rooms, the reason for including players in other world rooms as matching targets in addition to only the players in each world room is as follows. First, in this game, in order to provide a game experience where players play in a single-player feeling while feeling the presence of other players as described above, for each stage room, there is an aspect that we want to have a situation where it is filled with 4 players as much as possible. On the other hand, there is a limit to the number of people who can enter the world rooms. In this example, it is up to 30 people at most. Also, there can be multiple selectable stages in one world room. Therefore, if we try to select the members to play the stage only from the players in one world room, it may result in a situation where it is difficult for people to gather in each stage room. For example, assume a state where 10 players have entered a world room where 5 stages are selectable. In this case, it is quite possible that each player selects a different stage, but if so, the situation where each stage room is filled with 4 players will not occur. On the other hand, there is a limit to the number of people who can enter the world rooms. In this example, it is up to 30 people at most. Also, there can be multiple selectable stages in one world room. Therefore, if we try to select the members to play the stage only from the players in one world room, it may result in a situation where it is difficult for people to gather in each stage room. For example, assume a state where 10 players have entered a world room where 5 stages are selectable. In this case, it is quite possible that each player selects a different stage, but if so, the situation where each stage room is filled with 4 players will not occur. For example, assume a state where 10 players have entered a world room where 5 stages are selectable. In this case, it is quite possible that each player selects a different stage, but if so, the situation where each stage room is filled with 4 players will not occur. It is considered difficult to occur. Therefore, in this embodiment, when matching the stage rooms, not only the players in the same world room are targeted for matching, but also the other players in the other world rooms who have selected the same stage are targeted for matching. As a result, a large number of stage rooms filled with four players can be created. In addition, regarding the number limit of the world room, the above 30 people are just an example, and the number limit can be appropriately set according to the nature of the game. In this example, since one world includes a plurality of stages, the number of people who can enter the world is set to be larger than the number of people who can enter the stage. That is, the maximum number of people for matching in the world room is set to be larger than the maximum number of people for matching in the stage room. Next, the outline of the matching control in this embodiment will be described. In this embodiment, matching is performed so as to obtain the following results. Also, as described above, since there are a plurality of worlds and stages, matching is performed for each world and each stage. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room.
[0073] (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time. Note that regarding the number limit of the world room, the above 30 people are just an example, and the number limit can be appropriately set according to the nature of the game. In this example, since one world includes a plurality of stages, the number of people who can enter the world is set to be larger than the number of people who can enter the stage. That is, the maximum number of people for matching in the world room is set to be larger than the maximum number of people for matching in the stage room. Next, the outline of the matching control in this embodiment will be described. In this embodiment, matching is performed so as to obtain the following results. Also, as described above, since there are a plurality of worlds and stages, matching is performed for each world and each stage. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room. (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time.
[0074] Next, the outline of the matching control in this embodiment will be described. In this embodiment, matching is performed so as to obtain the following results. Also, as described above, since there are a plurality of worlds and stages, matching is performed for each world and each stage. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room. (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room. (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room. (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time. (Priority condition 1) Determine the entry destination so that players who have selected the same world or the same stage as the destination at a relatively close timing are likely to be in the same room. (Priority condition 2) When the above priority condition 1 is not met, for the world room, preferentially select the world room with a large number of people. For the stage room, at the timing when the stage start operation is performed, preferentially select the room in which any other player has entered and whose entry time is the closest in time.
[0075] Next, for each timing at which matching is performed, an overview of the content of the matching performed at each timing is described. The content is outlined.
[0076] [When entering the stage room] First, the matching for the stage room can be performed when a stage start operation is performed on the world map screen. As described above, for the matching of the stage room, basically, the matching target is not limited to players within the same world area, and the matching is performed. At this time in this embodiment, for a plurality of players within the same world, the control of the matching is performed so that players with closer timings of performing the stage entry operation are more likely to be in the same room. Regarding how to determine that "the timings of performing the stage entry operation are close", in this embodiment, the timing when the stage start operation is performed, in other words the timing of exiting the world area (the timing of making a matching request) is focused on for determination. Specifically, the matching is performed so that players whose difference in this timing is within a certain time are more likely to be in the same room. For example, assume that there are two players, player A and player B, in world area 1A. And in this case, assume that player B sees the remote character operated by player A enter stage 1-1 on the world map screen and immediately performs a stage start operation for stage 1-1 himself / herself with the intention of chasing player A. And as a result of such an operation after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case how to determine it will be described. In this embodiment, the timing when the stage start operation is performed, in other words the timing of exiting the world area (the timing of making a matching request) is focused on for determination. Specifically, the matching is performed so that players whose difference in this timing is within a certain time are more likely to be in the same room. For example, assume that there are two players, player A and player B, in world area 1A. And in this case, assume that player B sees the remote character operated by player A enter stage 1-1 on the world map screen and immediately performs a stage start operation for stage 1-1 himself / herself with the intention of chasing player A. And as a result of such an operation after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case the matching is performed so that players whose difference in this timing is within a certain time are more likely to be in the same room. For example, assume that there are two players, player A and player B, in world area 1A. And in this case, assume that player B sees the remote character operated by player A enter stage 1-1 on the world map screen and immediately performs a stage start operation for stage 1-1 himself / herself with the intention of chasing player A. And as a result of such an operation sees the remote character operated by player A enter stage 1-1 on the world map screen and immediately performs a stage start operation for stage 1-1 himself / herself with the intention of chasing player A. And as a result of such an operation after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case after player A performs a stage start operation for stage 1-1, for example, if player B also performs a stage start operation for stage 1-1 within 3 seconds. In this case In this case, both players have selected the same stage and left the world room at a timing that is quite close. More specifically, within a period of 3 seconds both Player A and Player B have performed the start operation for Stage 1-1 and are in such a state. In this embodiment, when such a relationship holds, matching is performed so that Player A and Player B are likely to be in the same stage room. However, it only increases the possibility of being in the same stage room and does not guarantee that they will definitely be in the same room. For example, depending on the timing, even if the above relationship holds it is possible that as a result, Player A and Player B will be assigned to different stage rooms because the stage room where Player A entered has reached its capacity.
[0077] Next, the case where the relationship of "close timing of performing the stage entry operation" as described above does not hold will be explained. For example, assume that Player C performs the stage start operation for Stage 1-1 and there is no other player who has performed the stage start operation for Stage 1-1 within the period 10 seconds before this operation. In this case, going further back in time to find the other player who most recently entered the stage room, matching is performed such that the stage room where the other player entered is preferentially selected as the entry destination. In other words, matching is performed such that the stage room that has not progressed much yet after the start of stage play by a predetermined player is preferentially selected. By doing so, when entering a stage room where other players are present, it becomes easier to encounter other players In addition, in this embodiment, control is also performed to gradually expand the past period to be traced back . Specifically, first, the determination is made within the period from the timing when the stage start operation was performed (more precisely, the timing when the matching request was made) to 10 seconds before. If there is no "stage room entered by another player" within this period , the determination is made within the period up to 60 seconds before. If there is still none within this period , the determination is made within the period up to 120 seconds before. By providing three levels of the period to be traced back in this way, if there is no "stage room entered by another player" even when tracing back up to 120 seconds before , the matching is performed without considering such time elements. This is to ensure that while considering the ease of encountering other players as described above, the situation where no entry destination can be found even after a long time does not occur . . Next, an overview of the matching of the world room will be described. In this game, the matching of the world room is performed in the following three cases .
[0078] (1) When leaving the stage room (2) When moving from one world to another world (world transfer) (3) When transitioning to the world map screen for the first time after starting the game
[0079] First, the case of leaving the stage room will be explained. As described above, when the player character reaches the goal point in the stage play , the stage is cleared, the player leaves the stage room, and the matching of the world room is performed. At this time, for players who reached the goal timing close to each other in the same stage room , they are more likely to be in the same world room. Similar to the case of entering the stage above, at the timing of leaving the stage room , that is, focusing on the timing when a matching request for the world room is made matching is performed. That is, players who have left the stage at a timing close to when the stage is cleared due to stage clear are more likely to enter the same world room.
[0080] [Regarding the joining limit of the world room] Here, as described above, there is a limit to the number of people who can enter the world room. Therefore, for example, assume that player A and player B leave the stage room at a timing close to each other, but the world room that is a candidate for the entry destination has, for example, only one empty space left. In this case, only player A may enter the world room, and player B may be selected to enter another world room. Considering such points, in this embodiment, out of the 30 people who can enter the world room, 20 people are set as the "normal frame" and 10 people are set as the "joining frame" so that the entry destinations of players who leave at a close timing as described above are more likely to be the same world room. And basically, if the number of people entering the room reaches 20 or more, it is treated as full capacity and removed from the matching target. For example, assume that there is a world room with 18 people entering, and 4 players leave a certain stage room at a relatively close timing. In this case, if the world room with 18 people entering is selected as the entry destination for player A, in such a case, a matching is performed using 2 people's worth of the joining frame so that the above 4 players are more likely to enter the world room. As a result, when the above 4 players enter the world room, the world room has 22 players entering. It will be in a state. And the world room will be treated as full, and until the number of people entering the room becomes 19 or less control is performed so that it is excluded from the matching target.
[0081] [Regarding movement between worlds] Next, the case of movement between worlds will be described. In this embodiment, even when moving from one world to another world, world room matching is performed each time. In this case as well, similar to the above, players who have the same world specified as the destination and whose timing of performing the world movement operation is close to a certain extent are matched so that the same world room is likely to be selected as the entry destination. Therefore, for example, in the room of World 1A if Player B who saw that Player A moved to World 2 immediately performs a world movement operation to World 2, the room of World 2A can be determined as the entry destination for Player A and Player B. As a result, it becomes possible for Player B to move chasing Player A, so to speak.
[0082] [When entering a world room for the first time after starting the game] Next, the case of transitioning to the world map screen for the first time after starting the game will be described. For example, it is the case where the world map screen is displayed for the first time after logging in. In this case, matching is performed so that a world room with a large number of people entering is preferentially selected. Note that in this embodiment, the world to be moved to first after starting the game is determined based on the save data. That is, it is determined with the world where the player was last at the time of the previous logout as the destination.
[0083] [Details of the matching control process of this embodiment] Hereinafter, the game processing in this embodiment will be described in more detail. First, the basic mechanism of the matching processing in this embodiment will be described. In this embodiment, a matching request is sent from the game device 3 (game application) and the game server 1 (game server program) to the matching server 2. This request contains various data necessary for matching. Hereinafter, the group of data necessary for matching contained in the request is called a "ticket". For the sake of convenience of explanation hereinafter, the ticket sent from the game device 3 is called a "normal ticket", and the ticket sent from the game server 1 is called a "re-recruitment ticket".
[0084] [Regarding the normal ticket] First, the matching request from the game device 3 side will be described. When the game device 3 attempts to enter the world room or the stage room, the above normal ticket is sent to the matching server 2 as a matching request. The matching server 2 performs matching processing using the normal tickets contained in the matching requests received from each game device 3, and notifies each game device 3 of the matching result. Based on the notification, processing for establishing a connection with a predetermined game device or the game server 1 is performed, that is, processing for entering the above world room or stage room is performed.
[0085] [Regarding the re-recruitment ticket] Next, the matching request from the game server 1 side will be described. In this embodiment, a matching request is also sent from the game server 1 to the matching server 2. This is to manage the above world rooms and stage rooms in the game server 1. This is a request to fill in players for the created rooms. For example, suppose there is a world room with 10 players currently in it. For such a world room, in order to fill in the number of players, the above-mentioned re-recruitment ticket is sent from the game server 1 as a matching request to the matching server. In the following description, the room for which players are to be filled in corresponding to the re-recruitment ticket is called the "re-recruitment room". In the matching server, matching processing is performed using the above-mentioned normal ticket and the re-recruitment ticket, and as a result, filling in players for the re-recruitment room is achieved.
[0086] In this embodiment, up to 30 players can enter the world room. However, for world rooms with 20 or more players, since the above-mentioned "normal slots" are filled as described above, no player filling is performed for full capacity handling. That is, no re-recruitment tickets are sent for such world rooms. This is to enable the above-mentioned "merging slots" function.
[0087] Fig. 11 shows an example of data exchange in the matching process of this embodiment. Fig. 11 shows an example of the process from when game device A and game device B start the game until they finish playing a predetermined stage.
[0088] First, login processing is performed on each game device, and after loading save data, etc., a normal ticket including its own information is sent to the matching server (P1-A, P1 -B). The normal tickets from each game device are assumed to contain information requesting the map of the world rooms related to the same world. For example, assume that both are requesting a matching specifying "World 1". For example, assume that both are requesting a matching specifying "World 1". For example, assume that both are requesting a matching specifying "World 1".
[0089] Also, in game server 1, the management control of each of the above rooms is performed, and if necessary, the above re-recruitment ticket is sent (P2). Here, assume that a re-recruitment ticket related to the world room related to "World 1" with 5 people in the room is sent.
[0090] Next, in matching server 2, matching is executed (P3). Here, as a result of the matching, assume that the world room related to the above re-recruitment and game devices A and B are matched. That is, assume that the world room related to the above re-recruitment is selected as the entry destination for game devices A and B. The result of the matching is transmitted to game device A, game device B, and game server 1. Note that the process for the matching may be executed when the matching server receives the ticket, or may be executed periodically at a predetermined interval. B, and game server 1. Note that the process for the matching may be executed when the matching server receives the ticket, or may be executed periodically at a predetermined interval. B, and game server 1. Note that the process for the matching may be executed when the matching server receives the ticket, or may be executed periodically at a predetermined interval.
[0091] Next, from game server 1, the world room status is transmitted to the matched game devices A and B (P4). The world room status includes information such as the players currently in the room and the position information on the world map. Next, from game server 1, the world room status is transmitted to the matched game devices A and B (P4). The world room status includes information such as the players currently in the room and the position information on the world map. Next, from game server 1, the world room status is transmitted to the matched game devices A and B (P4). The world room status includes information such as the players currently in the room and the position information on the world map.
[0092] Next, in each game device, based on the above world room status, a world map screen on which player characters and remote characters are arranged is generated and displayed. After that, each game Next, in each game device, based on the above world room status, a world map screen on which player characters and remote characters are arranged is generated and displayed. After that, each game Between the game device and the game server 1, the operation information and the world room status are appropriately transmitted and received. Game processing related to the world map screen is executed (P5-A, P5-B, P6).
[0093] Next, it is assumed that a stage start operation is performed on each game device (P7-A, P7-B). Here, it is assumed that the stage start operation is performed on the same stage at approximately the same timing on game device A and game device B. In this case, first, a logout notice is sent from each game device to the game server 1. In response to this, the game server 1 executes a process to log out the players of game device A and game device B from the world room ( P8). Furthermore, normal tickets are sent from each game device (game application) to the matching server 2. The normal tickets in this case contain information requesting matching for the stage room. P8).
[0094] Next, the matching server 2 performs matching for the stage room, and the result is sent to each game device and the game server (P9). In the matching for the stage room, as described above, not only the original world room but also other logged-in players are matched as matching targets. Here, it is assumed that game device A and game device B are matched. In the game server 1 that has received the matching result of the stage room, a predetermined process for managing the stage room is executed (P10). Specifically, updates to the room management data described later are executed. P10).
[0095] P10). In the matching of the stage room, as described above, not only the original world room but also other logged-in players are matched as matching targets. Here, it is assumed that game device A and game device B are matched. In the matching of the stage room, as described above, not only the original world room but also other logged-in players are matched as matching targets. Here, it is assumed that game device A and game device B are matched. In the matching of the stage room, as described above, not only the original world room but also other logged-in players are matched as matching targets. Here, it is assumed that game device A and game device B are matched. In the matching of the stage room, as described above, not only the original world room but also other logged-in players are matched as matching targets. Here, it is assumed that game device A and game device B are matched.
[0096] In the game server 1 that has received the matching result of the stage room, a predetermined process for managing the stage room is executed (P10). Specifically, updates to the room management data described later are executed. Specifically, updates to the room management data described later are executed. P10).
[0097] In addition, a session is established between game device A and game device B that have received the matching result. In other words, when entering the stage room, Here, a new stage room (communication group) is generated. In this case, the player A's character and the player B's character will be Both characters will be shown on a stage screen like the one shown near the starting point. In other words, it will be as if everyone entered the same stage room at almost the same time. It becomes.
[0098] Next, a process related to stage play is executed while performing P2P communication between the game devices. (P12-A, P12-B). During this time, the game server 1 appropriately Re-recruitment tickets for the rooms may also be sent.
[0099] Next, when the stage is cleared, a stage end process is carried out in each game device (P Here, the stage is cleared at almost the same time. In this process, first, a notice of leaving the stage room is sent to the other game devices and the game server 1. The game server 1 will automatically restart the slot where the player left if necessary. For stage room management purposes, processes such as deleting stage rooms are also carried out (P14).
[0100] Once the player has left the stage room, each game device will send the regular ticket to the matching service. Send a message to the server requesting a world room match.
[0101] The matching server 2 performs world room matching, and the results are sent to each game device 3 It is sent to the game server 1 (P15).
[0102] After that, in the same manner as above, entry into the world room is performed based on the matching result, and game processing related to the world map screen is executed (P16, P17-A, P17-B, P1 8).
[0103] In this embodiment, generally in such a flow, matching, and entry and exit from the world room and the stage room are performed. Hereinafter, various data used in each of the game device 3, the game server 1, and the matching server 2, and details of the processing performed in each will be described. First, the data used in the game server 1 will be described. FIG. 12 is a memory map showing an example of various data stored in the storage unit 12 of the game server 1. The storage unit 12 of the game server 1 stores at least a game server program 301, a player database 302, world room management data 303, world room status data 304, stage room management data
[0104] [Regarding the data used in the game server 1] First, the data used in the game server 1 will be described. FIG. 12 is a memory map showing an example of various data stored in the storage unit 12 of the game server 1. The storage unit 12 of the game server 1 stores at least a game server program 301, a player database 302, world room management data 303, world room status data 304, stage room management data 305, and request data 306. The game server program 301 is a program for executing game processing including processing for managing the above world room and stage room.
[0105] The player database 302 is a database related to each player who plays the game according to this embodiment. Each record in the database includes, for example, a player ID for identifying each player, and a game device 3 currently used by each player for specifying.
[0106] The player database 302 is a database related to each player who plays the game according to this embodiment. Each record in the database includes, for example, a player ID for identifying each player, and a game device 3 currently used by each player for specifying. The player database 302 is a database related to each player who plays the game according to this embodiment. Each record in the database includes, for example, a player ID for identifying each player, and a game It includes game device identification information, account information, etc.
[0107] The world room management data 303 is a database for managing the above world rooms. For each world room in the world room management data 303, the identifier of that world room, the number of people entering, the player ID of the players entering, the world map of each player character and the position information within the map, etc. are included.
[0108] The world room status data 304 is data for transmitting the status of each world room to the game device 3 of each player entering there. For example, information indicating the position information, etc. of each player character in the world 1A room can be transmitted as the world room status data 304 to the game device 3 of each player entering the world 1A room. For each game device 3 of the players entering the room in world 1A, information indicating the position information, etc. of each player character in the world 1A room can be transmitted as the world room status data 304.
[0109] The stage room management data 305 is a database for managing the above stage rooms. In the stage room management data 305, for each currently existing stage room, the identifier of that world room, the number of people entering, the player ID of the players entering, etc. are included.
[0110] The request data 306 is data used when making a matching request from the game server 1 to the matching server 2. The request data 306 includes a plurality of re-recruitment ticket data 307.
[0111] Fig. 13 shows an example of the data configuration of the re-recruitment ticket data 307. The re-recruitment ticket data 307 includes a ticket header 308, a re-recruitment room identifier 314, the number of people within the ticket 3 15. It includes at least the player information 316 in the ticket. Also, the ticket header 3 08 includes at least the ticket ID 309, ticket type 310, request category 311, request destination 312, and request date and time 313.
[0112] The ticket ID 309 is identification information for uniquely identifying the re-recruitment ticket. The ticket type 310 is information for indicating whether it is a normal ticket or a re-recruitment ticket. When a re-recruitment ticket is sent from the game server 1, the ticket type 310 is set to indicate that it is a "re-recruitment ticket".
[0113] The request category 311 is information for indicating whether the ticket requests matching for the above stage room or for the world room. When sending a re-recruitment ticket for the purpose of replenishing players in the world room, the request category 311 is set with information indicating that " world room" is specified. On the other hand, when sending a re-recruitment ticket for the purpose of replenishing players in the stage room, the request category 311 is set with information indicating that "stage room" is specified.
[0114] The request destination 312 is information for specifically indicating which world or stage the room matching request pertains to. In the case of a re-recruitment ticket, the re-recruitment room related to the re-recruitment ticket, that is, the world number or stage number of the room itself where player replenishment is desired is set. For example, when desiring to replenish players for the room in World 1A, "World 1", when desiring to replenish players for the room in World 1B In this case, "World 1" is also set as the request destination 312. Also, for example, when it is desired to fill in players for the room of " Stage 1-3C", "Stage 1-3" is set as the request destination 312. Also, for the room of " Stage 2-1B", when it is desired to fill in players, " Stage 2-1" is set as the request destination 312. .
[0115] For the request date and time 313, the date and time when the game server 1 sends a request including the recruitment ticket to the matching server 2 is set.
[0116] The recruitment room identifier 314 is the identifier of the recruitment room itself related to the recruitment ticket. In this embodiment, since a plurality of rooms can exist in parallel even in the same world and the same stage, such as "World 1A" and "World 1B", the recruitment room identifier 314 is used as information for specifying each room itself. For example, when it is desired to fill in players for the room of World 1B, the identifier of the room of "World 1B" is set in the recruitment room identifier 314. Also, for example, when it is desired to fill in players for the room of " Stage 1-3C", the identifier of the room of "Stage 1-3C" is set in the recruitment room identifier 314.
[0117] The number of people in the ticket 315 is information indicating the number of players included in the ticket. And in the case of a recruitment ticket, it is information indicating the current number of people entering the recruitment room. For example, when sending a recruitment ticket for a world room with 10 people entering, "10" is set in the number of people in the ticket 315.
[0118] The in-ticket player information 316 is the information of the player included in that ticket. Thus, in the case of a re-recruitment ticket, it is the information of each player currently in the re-recruitment room. Therefore, the in-ticket player information 316 may include one or more player data 317. Each player data 317 at least includes a player ID 318, an exit room identifier 319, and an exit date and time 320. The player ID 318 is information for identifying each player. The exit room identifier 319 is the identifier of the room from which the player (relating to the game device 3) last exited. The exit date and time 320 is the date and time when the player exited the room. Details will be described later, but by using the exit room identifier 319 and the exit date and time 320, it is determined whether the timing of exiting from the same room is close to a certain extent.
[0119] In this embodiment, when the re-recruitment room is a stage room, a maximum of three players' data 317 is included, and when the re-recruitment room is a world room, a maximum of 19 players' data 317 is included. As described above, since no request for player replenishment is made when the 20 people in the "normal frame" are filled, this is the case.
[0120] [Regarding the data used in the matching server 2] Next, the data used in the matching server 2 will be described. FIG. 14 is a memory map showing an example of various data stored in the storage unit 22 of the matching server 2. The storage unit 22 of the matching server 2 stores at least a matching program 331 and a request queue 33 2.
[0121] The matching program 331 is a program for controlling the matching according to this embodiment. It is a ram. In the present embodiment, the matching process by the matching program 331 is configured to be periodically executed at a predetermined interval. For example, the matching process is executed at intervals of 3 seconds. The request queue 332 is a storage area for temporarily storing the matching requests sent to the matching server 2 during the periodic execution interval of the matching process. There is.
[0122] Also, although illustration is omitted, transmission data for transmitting the matching result and the like can be appropriately generated and stored in the storage unit 22.
[0123] [Regarding the data used in the game device 3] Next, the data used in the game device 3 will be described. FIG. 16 is a memory map showing an example of various data stored in the storage unit 32 of the game device 3. In the storage unit 32 of the game device 3, there are a game program 351, player character data 352, world data 353, stage data 354, character data 355, normal ticket data 35 6, entrance room data 357, operation data 358, game mode flag 359, transmission data 360, and remote character control data 361 are at least stored. There is. There is.
[0124] The game program 351 is a program for executing the game process in the game device 3 in the present embodiment. There is.
[0125] The player character data 352 is data regarding the player character 2 01 that is the operation target of the player. In the player character data 352, data indicating the position of the player character 201 in the world map and stage, and the player character 201 There is data indicating the position of the player character 201 in the world map and stage, and the player character 201 It includes data indicating postures and the like.
[0126] The world data 353 contains various data for constructing each world as a virtual space. Specifically, the world data 353 contains, for each world, image data of each world and object data such as stage objects to be arranged.
[0127] The stage data 354 contains data for constructing the above stage. Specifically, the stage data 354 contains, for each stage, data indicating the positions of the start point and the goal point, the appearance, the arrangement position, the action pattern, etc. of various objects to be arranged.
[0128] The character data 355 is data related to various characters appearing in this game. For example, the appearance and model data of each character are included in the character data 355. The appearance of the above remote character is displayed based on the character data 355.
[0129] The normal ticket data 356 is data of the above normal ticket sent from the game device 3 to the matching server 2. FIG. 16 shows an example of the data configuration of the normal ticket data 356. In FIG. 16, the normal ticket data 356 includes at least a ticket header 308, the number of people in the ticket 315, and player information in the ticket 316. The data configuration of the normal ticket data 356 is the same as that of the re-recruitment ticket data 307 shown in FIG. 13 except for a part. Specifically, the ticket header 308 has the same configuration as the re-recruitment ticket data 307. Therefore, although detailed description is omitted, the re-recruitment ticket data 30 Unlike 7, information indicating "ordinary ticket" is set in the ticket type 310 in the ordinary ticket data 356. Also, in the request destination 312 in the ordinary ticket, a value for specifying the world or stage to which the player wants to move is set. For example, when the player enters from World 1 to Stage 1-1, "Stage 1-1" is set in the request destination 312. Also, when the player moves from World 1 to World 2, "World 2" is set in the request destination 312.
[0130] Also, unlike the re-recruitment ticket data 307, the ordinary ticket data 356 does not include the above re-recruitment room identifier 314. Also, in this embodiment, it is assumed that there is only one player related to each game device. Therefore, in the ordinary ticket data 356, the number of people in the ticket 315 is set to 1 person. Also, the player information 316 in the ticket is configured to include only the player data 317 for one player related to the game device 3. In this regard, if, for example, two players are playing together on one game device, the player information 316 in the ordinary ticket data 356 may include information for two players.
[0131] Returning to FIG. 15, the entry room data 357 is information for identifying the currently entered room (session). For example, when entering a world room, the entry room data 357 includes the identifier of that world room and the like. Also, when entering a stage room, the entry room data 357 includes the identifier of that stage room and the like.
[0132] The operation data 358 is data obtained from the controller 4 operated by the player. That is, it is data indicating the operation content performed by the player.
[0133] The game mode flag 359 is a flag for distinguishing whether the player character is currently on the world map or on the stage in the game process described later. In this embodiment, information indicating either "world map" or "stage play" is set. In this state, it is set.
[0134] The transmission data 360 is data for transmitting information about the player character to the game server or another game device 3 in the same stage room. In this embodiment, the transmission data 360 is assumed to include the position information of the player character in the world map or in the stage. In other embodiments, for example, the content of the operation data 358 may be included in the transmission data 360. In this embodiment, the transmission data 360 is assumed to include the position information of the player character in the world map or in the stage. In other embodiments, for example, the content of the operation data 358 may be included in the transmission data 360. is assumed to include the position information of the player character in the world map or in the stage. In other embodiments, for example, the content of the operation data 358 may be included in the transmission data 360.
[0135] The remote character control data 361 is data for controlling the actions of the remote characters operated by other players on the world map screen or the stage screen. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room. On the world map screen, it is generated based on the world room status data 304 transmitted from the game server 1. Also, on the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from other game devices in the same stage room.
[0136] Next, the details of the game process in this embodiment will be described. First, the game process performed by the game device 3 Describe the details of the process, and then describe the processes in game server 1 and matching server 2 will be described.
[0137] [Details of the process executed by the processor 31 of the game device 3] FIG. 17 is a flowchart showing the details of the game device side process executed by the processor 31 of the game device 3 In the present embodiment, one or more processors read and execute the above program stored in one or more memories, thereby realizing the following flowchart is realized. Note that the following flowchart is merely an example of the processing process. Therefore , if the same result can be obtained, the processing order of each step may be changed. Also , the value of the variable and the threshold value used in the determination step are also merely examples, and other values may be adopted as necessary may be adopted.
[0138] When the game process is started in the game device 3, first, in step S1, the processor 31 executes the start process. FIG. 18 is a flowchart showing the details of the start process is. In FIG. 18, first, in step S11, the processor 31 communicates with the game server 1 and executes the process of logging in.
[0139] Next, in step S12, the processor 31 acquires save data from the storage unit 32 of the game device 3 and reproduces the progress of the game.
[0140] Next, in step S13, the processor 31 sends a matching request for the world room to the matching server Specifically, the processor 31 sets "normal ticket" as the content of the normal ticket data 35 6 to the ticket type 310, and sets "world room" as Set it to request classification 311. Further, the processor 31 sets a predetermined world based on the save data to the request destination 312 For example, if the player was in World 3 at the time of the previous logout, "World 3" is set to the request destination 312. Also, the processor 31 sets the player ID of the player to the player ID 318. Also, since it is the timing of login, null values are set to the exit room identifier 319 and the exit date and time 320 . Also, a predetermined value is automatically generated and set to the ticket ID 309. Then, the processor 31 sets the transmission execution time to the request date and time 313 and transmits the normal ticket data 356 to the matching server 2.
[0141] Next, in step S14, the processor 31 receives a matching result from the matching server 2. The matching result includes an identifier of any world room related to the specified world. In the subsequent step S15, the processor 31 performs a process of entering the world room based on the matching result. That is, a communication session related to a predetermined world room indicated by the matching result is established with the game server 1.
[0142] Next, in step S16, the processor 31 sets "world map" to the game mode flag 359. Then, the processor 31 ends the start process.
[0143] Return to FIG. 17. Next, in step S2, the processor 31 determines whether the game mode flag 359 is "world map". As a result of the determination, if it is "world map" (YES in step S2), in step S3, the processor 31 performs world map processing (YES in step S2), in step S3, the processor 31 performs world map processing Execute. On the other hand, if it is not the "world map" (NO in step S2), in step S4, the processor 31 executes the stage play process. After that, the above step S1 is returned to and the process is repeated. Hereinafter, the details of the world map process and the stage play process will be described.
[0144] [World Map Process] FIG. 19 is a flowchart showing the details of the above world map process. In FIG. 19, first, in step S21, the processor 31 receives the world room status data 304 related to the room to enter from the game server 1. Then, based on the received world room status data 304, the processor 31 generates a world map screen and displays it on the display unit 5. And, the processor 31
[0145] Next, in step S22, the processor 31 acquires the operation data 358. Next, in step S23, the processor 31 determines whether or not a stage start operation has been performed based on the operation data 358. As a result of the determination, if a stage start operation has been performed, in step S24, the processor 31 executes the stage entry process.
[0146] [Stage Entry Process] FIG. 20 is a flowchart showing the details of the stage entry process. In FIG. 20, first, in step S41, the processor 31 executes a process for exiting the current world room. Specifically, the processor 31 sends a logout notification to the game server 1 and ends the communication session with the game server 1.
[0147] Next, in step S42, the processor 31 transmits a matching request for the stage specified in the stage start operation to the matching server 2. Specifically, the processor 31 sets the following content in the normal ticket data 356 and transmits it to the matching server 2. First, "normal ticket" is set in the ticket type 310. "Stage room" is set in the request classification 311, and the stage specified in the stage start operation is set in the request destination 312. For example, "stage 1-1" or " stage 1-3" etc. can be set. Also, the player's own player ID or ID is set in the player ID 318, and the identifier of the world room from which the player exited this time is set in the exit room identifier 319. Also, the date and time when the above communication session ended is set in the exit date and time 320. Also, a predetermined value is automatically generated in the ticket ID 309. Then, the processor 31 sets the request date and time 313 and transmits the normal ticket data 356 to the game server 1.
[0148] Next, in step S43, the processor 31 receives a matching result from the matching server 2. The matching result includes the identifier of the stage room determined as the entry destination, the network address of other game devices that will be in the same room, etc. In the subsequent step S44, the processor 31 performs a process of entering the determined stage room based on the matching result. That is, it executes a process of establishing a communication session (P2P communication) related to the stage room. Note that if the number of people entering the room is only the player himself / herself, a communication session with only one participating game device will be generated.
[0149] Next, in step S45, the processor 31 sets "Stage Play" in the game mode flag 359. After that, the processor 31 ends the stage entry process.
[0150] Returning to FIG. 19, when the stage entry process is completed, the world map process ends.
[0151] On the other hand, if as a result of the determination in step S23, the stage start operation has not been performed ( NO in step S23), in step S25, the processor 31 determines whether a world movement operation has been performed. If as a result of this determination, a world movement operation has been performed ( YES in step S25), in step S26, the processor 31 executes the world movement process.
[0152] [World Movement Process] FIG. 21 is a flowchart showing the details of the above world movement process. In FIG. 21 , first, in step S51, the processor 31 executes the process for exiting the current world room. Specifically, it sends a room exit notification to the game server 1 and ends the communication session with the game server 1.
[0153] Next, in step S52, the processor 31 sends a matching request for the world specified in the world movement operation to the matching server 2. Specifically, the processor 31 sets the following content in the normal ticket data 356 and sends it to the matching server 2. First, "Normal Ticket" is set in the ticket type 310. "World Room" is set in the request category 311, and the world is set in the request destination 312. The world specified in the rudder movement operation is set. For example, "World 2" or "World 3" etc. can be set. Also, the player ID 318 is set with the player's own play and ID, and the exit room identifier 319 is set with the identifier of the world room that was exited this time. Also, the exit date and time 320 is set with the date and time when the above communication session ended. Also, a predetermined value is automatically generated for the ticket ID 309. Then, the processor 31 sets the request date and time 313 and sends the normal ticket data 356 to the game server 1.
[0154] Next, in step S53, the processor 31 receives the matching result from the matching server 2. The matching result includes the identifier of the world room determined as the entry destination. In the subsequent step S54, the processor 31 performs the process of entering the above-determined world room based on the matching result. That is, it executes the process of establishing a communication session with the game server 1 for the world room that is the entry destination. After that, the processor 31 ends the world movement process.
[0155] Returning to FIG. 19, when the world movement process is completed, the world map process ends.
[0156] On the other hand, as a result of the determination in step S25, if the rudder movement operation has not been performed ( NO in step S25), in step S27, the processor 31 determines whether an operation to move the player character (hereinafter referred to as a movement operation) has been performed. As a result of this determination, if the movement operation has been performed (YES in step S27), in step S28, the processor 31 moves the player character within the world map based on the operation content. On the other hand, if the movement operation If no operation is being performed (NO in step S27), in step S29, the processor 3 1 appropriately executes other game processes on the world map screen based on the operation content. For example, processing such as scrolling the screen and viewing stage information can be executed.
[0157] Next, in step S30, the processor 31 Then, the processor 31 generates transmission data 360 including the location information of the camera. The credit data 360 is sent to the game server 1 .
[0158] Next, in step S31, the processor 31 executes a world entry process for the world room currently being entered. The processor 31 receives the field room status data 304 from the game server 1. Based on the received world room situation data 304, The data 361 is set and the motion of the remote character is controlled. The remote character's actions and the player character's actions are reflected in the A world map screen is generated and displayed on the display unit 5. After that, the process returns to step S22. and the process is repeated.
[0159] Next, the stage play process in step S4 will be described. 22 is a flowchart showing the details of the stage play process. At step S61, processor 31 generates a virtual space related to the stage to be played this time. Furthermore, the processor 31 moves the player character to a start point defined in the stage. If other players are in the room, they will also place their remote characters. It is received. Specifically, the processor 31 receives the transmission data 3 60 sent from another game device 3 and generates remote character control data 361. Then, the processor 31 arranges the remote character at a predetermined position within the stage based on the position information included in the remote character control data 361. Then, the processor 31 generates and displays the stage screen. After that, by waiting for an operation from the player, the stage play related to the player is started.
[0160] Next, in step S62, the processor 31 acquires the operation data 358.
[0161] Next, in step S63, the processor 31 controls the movement of the player character 201 based on the operation data 358.
[0162] Next, in step S64, the processor 31 controls the movement of the remote character. Specifically, it receives the transmission data 360 sent from another game device 3 and sets the remote character control data 361. Then, the processor 31 moves the remote character based on the remote character control data 361. Also, at this time, it is also determined whether a logout notification has been received from another game device 3, and if a logout notification has been received, the process of disconnecting the other game device from the communication session is appropriately performed.
[0163] Next, in step S65, the processor 31 controls the movement of other characters such as enemy characters. Furthermore, the processor 31 also executes various game processes based on the hit determination and its results.
[0164] Next, in step S66, the processor 31 determines whether the conditions for the player to leave the stage room are satisfied. The said conditions are any one of the following: when the player character 201 reaches the goal point, when the game is over, or when an operation to leave midway is performed. As a result of this determination, if the leaving conditions are not satisfied (NO in step S66), in step S67, the processor 31 generates and displays a stage screen reflecting the above game processing. Then, it returns to the above step S62 and the processing is repeated. On the other hand, if the leaving conditions are satisfied (YES in step S66), in step S68, the processor 31 executes a stage leaving process. FIG. 23 is a flowchart showing the details of the said stage leaving process. In FIG. 23, first, in step S71, the processor 31 executes a process for leaving the current stage room. Specifically, it sends a leaving notice to the other game devices 3 and the game server 1 in the same stage room and ends the communication session related to the stage room. Next, in step S72, the processor 31 sends a matching request for the world to the matching server 2. Specifically, the processor 31 sets the following content in the normal ticket data 356 and sends it to the matching server 2. First, in the ticket type 310, "normal ticket" is set. In the request classification 311, "world room" is set, and in the request destination 312, the world to which the current stage belongs is set. For example, when exiting from "stage 2-1", "world 2" is set.
[0165]
[0166] In addition, the player ID 318 is set with the player's own play and ID, and the exit room identifier 319 is set with the identifier of the stage room that has been exited this time. Also, for the exit date and time 320 is set with the date and time when the communication session ended. Also, a predetermined value is automatically generated for the ticket ID 309. Then, the processor 31 sets the request date and time 313 and normally sends the ticket data 356 to the game server 1.
[0167] Next, in step S73, the processor 31 receives the matching result from the matching server 2. The matching result includes the identifier of the world room determined as the entry destination. In the subsequent step S74, the processor 31 performs the process of entering the above-determined world room based on the matching result. That is, the processor 31 executes the process of establishing a communication session with the game server 1 for the world room that is the entry destination. Next, in step S75, the processor 31 sets "world
[0168] map" in the game mode flag 359. After that, the processor 31 ends the stage exit process. Then, returning to FIG. 22, when the stage exit process is completed, the processor 31 ends the stage play process.
[0169] Returning to FIG. 22, when the stage exit process is finished, the processor 31 ends the stage play process. That's all for the detailed description of the processing related to the game device 3.
[0170] With the above, the detailed description of the processing related to the game device 3 ends.
[0171] [Processing of Game Server 1] Next, the details of the processing executed on the game server 1 will be described. FIG. 24 is a flowchart showing the details of the processing related to the game server 1. In FIG. 24, first, step In S101, the processor 11 of the game server 1 performs room management processing. Specifically, For each room, the processor 11 determines whether to replenish players (whether to make a request for recruitment), creates a new room as necessary, deletes rooms where players have left, and performs other processing for managing each room. That is, processing for appropriately updating the world room management data and the stage room management data 305 is performed. Note that in this embodiment, world rooms with 1 to 19 people and stage rooms with 1 to 3 people are determined to be targets for making recruitment requests.
[0172] Next, in step S102, the processor 11 makes a recruitment request for the rooms determined in step S101 to make a recruitment request. That is, the processor 11 generates recruitment ticket data 307 with the information of the corresponding room for each room. Then, the processor 11 sends the recruitment ticket data 307 to the matching server 2.
[0173] Next, in step S103, the processor 11 receives the matching results for each recruitment ticket from the matching server 2. Next, in step S104, the processor 11 establishes a communication session related to the world room among a predetermined three game devices based on the matching results. Furthermore, the processor 11 reflects the matching results in the world room management data 303 and the stage room management data 305. For example, when players are replenished in a predetermined world room as a result of matching, information such as the information of the players entering the corresponding world room in the Similarly, the stage room management data 305 is appropriately updated based on the matching result.
[0174] Next, in step S105, the processor 11 updates the world room status data 304 related to each world room based on the data transmitted from each game device 3. Further, the processor 11 transmits the updated world room status data 304 to each game device 3. That is, for each existing world room, the processor 11 transmits the position information of the player character who has entered to the game device 3 related to other players in the same room. As a result, the synchronization of the world map screen is performed between the game devices connected to the same world room.
[0175] Thereafter, the processor 11 returns to step S101 and repeats the process. Thus, the detailed description of the process related to the game server 1 ends.
[0176] [Processing of Matching Server] Next, the details of the process executed in the matching server 2 will be described. FIG. 25 is a flowchart showing the details of the process in the matching server. In FIG. 25, first, in step S201, the processor 21 of the matching server 2 receives a matching request transmitted from the game device 3 and the game server 1.
[0177] Next, in step S202, the processor 21 registers the request received in step S201 in the request queue 332.
[0178] Next, in step S203, the processor 21 executes a matchmaking process described below. Determine whether a predetermined condition for execution is satisfied. The matchmaking process may be executed, for example , at regular intervals, or when a predetermined number of requests have accumulated in the request queue . Therefore, in step S203, for example, it is only necessary to determine whether a predetermined condition for executing the matchmaking process, such as whether the above-mentioned regular period has arrived , or the number of requests accumulated in the request queue, is satisfied. Additionally, alternatively , it may be configured to execute the matchmaking process every time a request arrives. In this case , it is only necessary to determine whether a new request has been received. As a result of this determination, if the execution condition for the matchmaking process is not satisfied (NO in step S203), the process returns to step S201 above and the process is repeated. On the other hand, if the execution condition for the matchmaking process is satisfied (YES in step S203) , in step S204, the processor 21 executes the matchmaking process. FIG. 26 is a flowchart showing the details of the matchmaking process. In FIG. 26, first, in step S211 , the processor 21 acquires the ticket data accumulated in the request queue 332. Further, the processor 21 clears the request queue 332.
[0179] Next, in step S212, the processor 21 classifies the acquired ticket data into ticket data for requesting matching of the world map room and ticket data for requesting matching of the stage room based on the above request classification 311. . Next, in step S213, the processor 21 requests matching of the world map room using the classified ticket data. FIG. 26 is a flowchart showing the details of the matchmaking process. In FIG. 26, first, in step S211 , the processor 21 acquires the ticket data accumulated in the request queue 332. Further, the processor 21 clears the request queue 332. Next, in step S212, the processor 21 classifies the acquired ticket data into ticket data for requesting matching of the world map room and ticket data for requesting matching of the stage room based on the above request classification 311.
[0180] Next, in step S212, the processor 21 classifies the acquired ticket data into ticket data for requesting matching of the world map room and ticket data for requesting matching of the stage room based on the above request classification 311. Next, in step S213, the processor 21 requests matching of the world map room using the classified ticket data. FIG. 26 is a flowchart showing the details of the matchmaking process. In FIG. 26, first, in step S211
[0181] Next, in step S213, the processor 21 requests matching of the world map room Execute world matching processing for the ticket data to be quested. In this processing, matching is performed so that players who selected the same world as the destination at a timing that is close to a certain degree are likely to be in the same room (the above priority condition 1). Also, if there are no players who selected the same world at a timing that is close to a certain degree, matching is performed so that rooms with a large number of incoming players are preferentially selected (the above priority condition 2). If the above priority condition 1 and priority condition 2 can be achieved, matching may be performed by any method. For example, the above ticket may be sorted based on the identifier of the departure room, the departure date and time, and the number of people in the re-recruitment room, and matching may be performed based on the result. By such sorting, a ticket order is formed in which tickets of the same room with similar departure dates and times are adjacent. And matching may be performed by utilizing this order. Specifically, matching may be performed by the following processing. First, the processor 21 sorts the above tickets to be requested for the world map room in ascending order of the identifier of the departure room. Also, tickets with the same room identifier are further sorted by the departure date and time. As a result, a ticket order is formed in which tickets of the same room with similar departure dates and times are adjacent. Next, the The sensor 21 matches the first ticket in the sorted ticket order with other normal tickets randomly selected. The first ticket is a re-recruitment ticket as described above. Until the number of people entering the world room related to the re-recruitment ticket reaches 30, randomly selected normal tickets are matched. Once it reaches 30, for the next (re-recruitment) ticket in the above order, similarly, randomly selected normal tickets are matched until it is full. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are The number of people entering the world room related to the re-recruitment ticket reaches 30, and randomly selected normal tickets are matched until it is full. Once it reaches 30, for the next (re-recruitment) ticket in the above order, similarly, randomly selected normal tickets are matched until it is full. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. The number of people entering the world room related to the re-recruitment ticket reaches 30, and randomly selected normal tickets are matched until it is full. Once it reaches 30, for the next (re-recruitment) ticket in the above order, similarly, randomly selected normal tickets are matched until it is full. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. Once it reaches 30, for the next (re-recruitment) ticket in the above order, similarly, randomly selected normal tickets are matched until it is full. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. Once it reaches 30, for the next (re-recruitment) ticket in the above order, similarly, randomly selected normal tickets are matched until it is full. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. By performing such processing for each world, matching will be performed in accordance with the above priority condition 1 and priority condition 2. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room. Through such processing, matching is realized such that players who selected the same world as the destination at a similar timing are likely to be in the same room.
[0182] Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are Next, in step S214, the processor 21 executes stage matching processing on the ticket data for which a matching request for the stage room is made. In this processing, matching is performed so that players who selected the same stage as the destination at a somewhat similar timing are likely to be in the same stage room (the above priority condition 1). Also, if there are no players who selected the same stage within a somewhat similar timing, at the timing when the stage start operation was performed, among the rooms where any other player entered, the room with the closest entry time is preferentially selected for matching (the above priority condition 2). Regarding the stage matching processing, as long as the above priority condition 1 and priority condition 2 can be achieved, any method can be used for matching. For example, the above tickets are The results sorted by the identifier of the departure room and the departure date and time may be matched based on the time elements as described later. Specifically, the matching may be performed by the following processing. First, for the above ticket requesting the stage room, the processor 21 sorts it in the order of the identifier of the departure room and the order of the departure date and time, in the same manner as in the case of the above-described world room. Next, the processor 21 evaluates whether the matching is established between the first ticket in the sorted order of the tickets and another randomly selected ticket. At this time, the processor 21 considers the following time elements as the conditions for the establishment of the matching. That is, players whose difference in the request date and time 313 is within a certain range are preferentially matched. For example, first, it is determined whether the difference in the request date and time 313 is "within 10 seconds". If it is "within 10 seconds", the matching is established at that time. On the other hand, if it is not "within 10 seconds", it is determined whether the difference in the request date and time 313 is "within 60 seconds". If it is "within 60 seconds", the matching is established. That is, first, players whose timing of the stage entry operation is within 10 seconds are matched. If there is no player corresponding within 10 seconds, the target of the matching is searched by expanding the range up to 60 seconds. Such processing is performed. In this way, the difference (time range) in the request date and time 313 is gradually expanded. If there is no other corresponding player even after expanding to a certain extent, the matching between the above first ticket and the other randomly selected ticket is established without considering the time element. For example, the determination considering the time element may be performed up to three levels such as within 10 seconds, within 60 seconds, and within 120 seconds. And even if it is expanded up to within 120 seconds and no corresponding player is found, the matching between the above first ticket and the other randomly selected ticket is established. If not, at that point, stop the determination considering the time element, and match the other ticket selected at that time with the above-mentioned first ticket. It may be established.
[0183] In this way, when matching the stage rooms, gradually widen the difference in the request date and time without fail, and evaluate whether the first ticket and other tickets meet the conditions for establishing a match. Perform. As a result, matching is realized so that players who perform the operation of entering the same stage at a close timing can easily enter the same room. Also, even if there are no players who perform the entry operation at a close timing, ultimately, make sure to be matched with someone, and prevent the result of not being matched with anyone depending on the timing. be avoided.
[0184] When the above stage matching process ends, the matchmaking process ends.
[0185] Return to FIG. 25. When the matchmaking process is completed, return to the above step S201, and the process is repeated. be repeated.
[0186] The above concludes the detailed description of the processing related to the matching server.
[0187] In this way, in this embodiment, when determining the entry destination of the stage room, the objects to be matched are not limited to other players in the world room where the player is currently located, but also players in other world rooms. Perform the matching process and determine the entry destination. As a result, it is possible to easily create a stage room in which a plurality of players have entered. In other words, it is possible to prevent a shortage of the number of people during the stage play. That is, it is possible to prevent a shortage of the number of people during the stage play.
[0188] Also, in this embodiment, the entry destination is determined so that players who have selected the same world or the same stage as the destination and whose selection timings are close are likely to be in the same room. As a result, when playing on a stage, the start timings of the stage play for each player can be made as close as possible. This makes it easier to provide a gaming experience where the presence of other players is recognized. Also, players whose stage clear timings are close can be made to enter the same world room. This can provide room for subsequently making use of the highly accidental encounters in the stage room. For example, it can lead to a development where other stage rooms are played consecutively with the same number. Also, even if there are no other players who performed an entry operation at a close timing, when playing on a stage, the room that was started at the closest timing among the rooms where someone started the game earlier is preferentially likely to be selected as the entry destination. That is, entry control is performed so that the start time of the stage play is as close as possible to that of other players. As a result, the possibility of encountering other players within the stage is increased, and it becomes easier to provide a gaming experience where the presence of other players is recognized. Also, it is possible to create a situation where cooperation is easy when it seems possible without inhibiting the single play of each player. Also, in this embodiment, matchmaking is performed so as to increase the number of people in one world room as much as possible. This prevents the crowding of world rooms with a small number of people, improves the liveliness of each world room, and makes it easier to feel the presence of remote players.
[0189] Also, even if there are no other players who performed an entry operation at a close timing, when playing on a stage, the room that was started at the closest timing among the rooms where someone started the game earlier is preferentially likely to be selected as the entry destination. That is, entry control is performed so that the start time of the stage play is as close as possible to that of other players. As a result, the possibility of encountering other players within the stage is increased, and it becomes easier to provide a gaming experience where the presence of other players is recognized. Also, it is possible to create a situation where cooperation is easy when it seems possible without inhibiting the single play of each player.
[0190] Also, in this embodiment, matchmaking is performed so as to increase the number of people in one world room as much as possible. This prevents the crowding of world rooms with a small number of people, improves the liveliness of each world room, and makes it easier to feel the presence of remote players. An experiment can be provided.
[0191] [Modification Example] In the above embodiment, regarding the stage play, basically only the position information of each player character is shared and displayed, and except for some of the above-mentioned cooperative play elements, a game process that does not affect the game progress of other players is exemplified. In other embodiments, instead of the above-mentioned exceptional cooperative play elements, a multiplayer game may be executed in a manner that can affect the game progress of other players from the beginning. That is, a game process such that the attack results on enemy characters performed by other players are reflected in the game progress of one's own game device may be used. For example, a game process such that the attack results on enemy characters performed by other players are reflected in the game progress of one's own game device may be used.
[0192] Regarding the matching of the stage rooms, in the above embodiment, matching using a time element was performed. In this regard, in other embodiments, for some special stages, matching may be performed without using the above-mentioned time element. For example, an example of a special stage is a stage with a fixed screen where there is no start point or goal point provided and no screen scrolling, and a stage where multiple players cooperate to solve a puzzle-like gimmick. For such a stage, control may be performed so as to match without relying on the time element. That is, depending on the content of the stage, the above-mentioned matching based on the time element and the matching not based on the time element may be used appropriately. More specifically, for a stage that is cleared by moving from the start to the goal, when the distance between the player characters in the stage becomes far, it is difficult to approach again, so the time element In a stage that is cleared by moving from the start to the goal, when the distance between the player characters in the stage becomes far, it is difficult to approach again, so the time element Matching may be performed based on this. On the other hand, at the stage where it is cleared by achieving the conditions within a certain range, even if the distance between the player characters within the stage temporarily increases, a situation where they approach each other again is likely to occur. Therefore, it may also be matching not based on the time element. At the stage where it becomes , even if the distance between the player characters within the stage temporarily increases, a situation where they approach each other again is likely to occur. Therefore, it may also be matching not based on the time element. At the stage where it becomes , even if the distance between the player characters within the stage temporarily increases, a situation where they approach each other again is likely to occur. Therefore, it may also be matching not based on the time element. good.
[0193] Also, in the above embodiment, in order to achieve the results shown as the above "priority condition 1" and "priority condition 2", a matching method of sorting the above "tickets" was exemplified. In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". In this regard, in other embodiments, in order to achieve the same results, for example, a configuration may be adopted in which "priority information" is provided for each player who requests matching. And, the "priority information" may be set so that players who have exited the room or whose exit times are close (including players who have entered the re-recruitment room) are preferentially matched. Then, the matching server 2 may perform matching based on this "priority information". good.
Explanation of Signs
[0194] 1 Game system 2 Matching server 3 Information processing terminal (game device) 4 Controller 31 Processor 32 Storage unit 33 Wireless communication unit 34 Controller communication unit
Claims
1. A game system including a plurality of information processing devices including a first information processing device and a second information processing device, and a server capable of communicating with the plurality of information processing devices, The server in response to receiving a first request from a first information processing device and a second information processing device, causing peer-to-peer communication between the first information processing device and the second information processing device and causing each information processing device to execute a first game; The first information processing device if a first condition is satisfied, ending the first game executed by the first information processing device without ending the first game executed by the second information processing device, and disconnecting peer-to-peer communication with the second information processing device; The second information processing device when the first condition is satisfied, ending the first game executed by the second information processing device without ending the first game executed by the first information processing device, and disconnecting peer-to-peer communication with the first information processing device; Game system.
2. The first game is a game process that progresses by moving a player character from a predetermined start point within a game stage to a goal point, 2. The game system according to claim 1, wherein the first condition is that a player character of a first information processing device has reached the goal point.
3. After disconnecting the peer-to-peer communication with the second information processing device, the first information processing device is associated with one of a plurality of communication groups managed by the server and connected to the server, 3. The game system according to claim 2, wherein, when a difference between a disconnection timing of the peer-to-peer communication of the second information processing device and a disconnection timing of the peer-to-peer communication of the first information processing device, which were playing on the same game stage, is within a predetermined time, the server preferentially associates and connects the second information processing device to the same communication group as the first information processing device.
4. A game processing method executed by a computer of a game system including a plurality of information processing devices including a first information processing device and a second information processing device, and a server capable of communicating with the plurality of information processing devices, comprising: The server, in response to receiving a first request from a first information processing device and a second information processing device, causing peer-to-peer communication between the first information processing device and the second information processing device and causing each information processing device to execute a first game; The first information processing device, when a first condition is satisfied, terminating the first game executed by the first information processing device without terminating the first game executed by the second information processing device, and disconnecting peer-to-peer communication with the second information processing device; The second information processing device, when the first condition is satisfied, terminating the first game executed by the second information processing device without terminating the first game executed by the first information processing device, and disconnecting peer-to-peer communication with the first information processing device; Game processing method.
5. A game program to be executed on a computer of a game system including a plurality of information processing devices including a first information processing device and a second information processing device, and a server capable of communicating with the plurality of information processing devices, The server, in response to receiving a first request from a first information processing device and a second information processing device, causing peer-to-peer communication between the first information processing device and the second information processing device and causing each information processing device to execute a first game; The first information processing device, when a first condition is satisfied, terminating the first game executed by the first information processing device without terminating the first game executed by the second information processing device, and disconnecting peer-to-peer communication with the second information processing device; The second information processing device, when the first condition is satisfied, terminating the first game executed by the second information processing device without terminating the first game executed by the first information processing device, and disconnecting peer-to-peer communication with the first information processing device; Game program.