Program, game management device, and game device
The program and game device enhance player engagement in battle games by managing player groups, calculating play time values, and granting privileges, addressing the lack of inter-player connection in existing games.
Patent Information
- Application Number
- JP2024003095
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-12
- Publication Date
- 2025-07-25
AI Technical Summary
Existing battle games lack mechanisms to enhance player engagement through connections with other players, leading to reduced interest.
A program and game device that facilitate group management, calculation of play time values, and granting privileges based on these values to enhance player interaction and engagement.
Provides a highly engaging gaming experience by fostering connections among players and rewarding them based on their cumulative play time, thereby increasing interest and participation.
Smart Images

Figure 2025109306000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a game management device, and a game device.
Background Art
[0002] There are battle games that match players and allow them to battle each other (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above-described battle game, by feeling a connection with other players, players become more interested in the game.
[0005] Therefore, an object of the present invention is to provide a program, a game management device, and a game device.
Means for Solving the Problems
[0006] One aspect of the present invention is a program that causes a computer to function as a battle game execution means for executing a battle game, a group management means for managing a group composed of at least one or more players, a calculation means for calculating a total value of the number of play times of each player belonging to the group, and a privilege granting means for granting a first privilege according to the total value of the number of play times to each player belonging to the group.
[0007] One aspect of the present invention is a game management device including a battle game execution means for executing a battle game, a group management means for managing a group composed of at least one or more players, a calculation means for calculating the total value of the number of plays of each player belonging to the group, and a privilege granting means for granting a first privilege corresponding to the total value of the number of plays to each player belonging to the group.
[0008] One aspect of the present invention is a program for causing a computer to function as a battle game execution means for executing a battle game, a presentation means for presenting the total value of the number of plays of each player belonging to the group to which the player belongs, and a privilege granting means for granting a first privilege corresponding to the total value of the number of plays to the player.
[0009] One aspect of the present invention is a game device including a battle game execution means for executing a battle game, a presentation for presenting the total value of the number of plays of each player belonging to the group to which the player belongs, and a privilege granting means for granting a first privilege corresponding to the total value of the number of plays to the player.
Effect of the Invention
[0010] According to the present invention, a highly interesting game can be provided.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] Embodiments of the present invention will be described.
[0013] <Overall Configuration> FIG. 1 is a diagram showing the system configuration of the game system according to the present embodiment. As shown in FIG. 1, the game system includes one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to the communication line N and can communicate with each other. The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0014] The game device 1 is a computer capable of executing a game program, is connected to the communication line N via a communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, a business game device (arcade game device), a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like.
[0015] Basically, a plurality of game devices 1 exist and are operated by each player. For example, a plurality of game devices 1 are installed in a store and are the operation targets of players who visit the store.
[0016] Server 2 is a server system composed of one or more server devices, storage devices, etc. Server 2 provides various services for operating the game of this embodiment, manages data necessary for game operation, and distributes game programs and data necessary for executing the game on game device 1. Also, although details will be described later, when a player is identified when using game device 1, that is, when the service of the battle game is provided in a state where it is identified which player it is, the information managed for each player is updated based on the usage content (game play history). Further, as will be described later, Server 2 also performs matching of players who will be partners in order to form partners among players and realize battles with other players.
[0017] In this embodiment, with such a system configuration, a battle game among players who use a plurality of game devices 1 via Server 2 and communication line N can be configured to be realizable. However, it is not limited to a battle game between players (person-to-person), and also includes cases where one of the players is a non-player character provided by Server 2. Also, the game in which a play experience is provided on game device 1 is not limited to a battle game between players, and may include a game configured for one person.
[0018] In the embodiment described below, an example in which a battle game in which a screen with game elements arranged on a game field is displayed and advanced is applied to game device 1 will be described. However, the present invention is applicable to any device capable of executing a game in which a screen of a game field with game elements arranged is displayed and advanced.
[0019] <Game Elements and Outline of the Game> To facilitate understanding of the configuration and the like in the following embodiment, the game elements used in the battle game according to this embodiment and the outline of the battle game will be described.
[0020] The battle game according to this embodiment involves multiple types of game elements. The game elements are characters (characters, vehicles, items, etc.), which are represented in the form of images, virtual or physical objects. The images include still images and moving images. The battle game of this embodiment includes a first type of game element and a second type of game element.
[0021] First, the first type of game element in this embodiment will be described.
[0022] The first type of game element is associated with an item having a physical volume. An example of a physical object is, for example, a game card, which is an item (real object) having a physical volume. Note that the item is not limited to a game card, and any item that can identify the game element associated with it is acceptable as long as it is configured to be able to identify the game element associated with the item, and is not limited to a game card. The item may be, for example, a figurine or other shaped object having the appearance of a game element.
[0023] In this embodiment, the multiple types of items associated with the first type of game element are all game cards, which are tangible objects. Each game card is described as being associated with one game element that appears in a battle game in which a play experience is provided in the game device 1. Which game element a game card is associated with can be identified by the game element reading unit, which will be described later, obtaining identification information (element ID) for identifying the game element attached to the game card. The addition of identification information (element ID) to the game card may be realized, for example, by attaching a one-dimensional or multi-dimensional code obtained by converting the identification information for identifying the game element to the game card by printing or the like, or may be realized by other methods such as being recorded in a tag or IC chip for near field communication (NFC) included in the game card.
[0024] In a battle game, each player can use a plurality of game elements. Prior to the start of the game (before the sequence of actually operating the game elements to proceed begins), by obtaining information from game cards, the game elements associated with the game cards can be registered as game elements to appear in the game (used by the player).
[0025] In this embodiment, there are a plurality of first-type game elements that a player makes appear in the game, mainly two, namely a first game element and a second game element. The first game element is a pilot, and the second game element is a vehicle that the pilot operates. Furthermore, each of the first game element and the second game element is divided into a plurality of types.
[0026] As types of the pilot, which is the first game element, for example, there are a destruction type, a suppression type, and a defense type. The destruction type preferentially attacks the vehicles of opposing players and attacks the bases (such as battleships) of opposing players when there are no opposing players' vehicles. The suppression type attacks the bases (such as battleships) of opposing players. The defense type defends the bases (such as battleships) of the player himself / herself. Note that the types and the number thereof are just examples and are not limited to these types and numbers. For example, an attack type that can only attack game elements of type X of opposing players, an attack type that can only attack game elements of type Y of opposing players, etc., a plurality of types that can attack according to the types of game elements of opposing players may be provided.
[0027] As types of the vehicle, which is the second game element, for example, there are a short-range type, a long-range type, and a maneuverable type. The short-range type is good at high-firepower short-range attacks. The long-range type is good at attacks targeting enemies from a long distance. The maneuverable type is good at dodging long-range attacks and quickly closing in on the enemy to attack. Note that the types and the number thereof are just examples and are not limited to these types and numbers.
[0028] These types do not necessarily have a one-to-one correspondence between each game element and each type, and a one-to-many relationship is also acceptable. For example, the boarding aircraft, which is the second game element, may have two types: a defensive type and a long-range type. An aircraft with such types can use long-range weapons to attack game elements located far from the opposing player in order to protect other game elements of the player.
[0029] In addition to the type and character information of the first game element or the second game element, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapons used, etc.) suitable for that type. For example, if it is a close-range type, the parameters will be specialized for close-range attacks. These various parameters may be changed as the battle game progresses.
[0030] Furthermore, among the first game element or the second game element, there are those with special abilities called abilities, tactical skills, or skills. The abilities, tactical skills, and skills are abilities that are exerted to advantageously develop the progress of the game and are abilities to strengthen game elements. For example, when a certain activation condition is met, it is an ability to increase the attack power against the game elements of the opposing player for a predetermined period. The activation of abilities, tactical skills, and skills includes those that are automatically activated when the activation condition is met and those that are arbitrarily activated by the player's operation when the activation condition is met. Also, these abilities, tactical skills, or skills can be activated only once during the battle or can be activated multiple times.
[0031] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) when the first game element is a pilot and has character information of the annihilation type character. By the game element reading unit reading the identification information and the like described on the game card P1, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (mounted aircraft card) when the second game element is a mounted aircraft, its type is the long-distance type, and it has character information of the ability to crush (attack when the enemy unit during lock-on enters the attack range). By the game element reading unit reading the identification information and the like described on the game card M1, the game device 1 can acquire the character information and abilities of the game card M1.
[0032] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter may be described as a troop) appears. This unit is composed of a pilot which is the first game element and a mounted aircraft which is the second game element, and is constituted by the combination thereof. That is, the player can register a pilot in association with the mounted aircraft as an element for operating the mounted aircraft in the battle game. Thereby, the player can make a unit consisting of a mounted aircraft and a pilot appear in the battle game.
[0033] The ability of the unit can be, for example, the total value of the character information (various parameters) of the pilot which is the first game element constituting the unit and the character information (various parameters) of the mounted aircraft which is the second game element.
[0034] Furthermore, in the battle of the combat game, the unit has action characteristics that define (or restrict) what actions can be taken. The action characteristics of the unit depend on at least one of the types (categories) of the pilot, which is the first game element and a component, and / or the type (category) of the aircraft being ridden, which is the second game element. When the action characteristics of the unit are made to depend on the type (category) of the pilot, which is the first game element, the type (category) of the aircraft being ridden is not reflected, and the action characteristics reflecting the type of the pilot are obtained. For example, when the type of the pilot constituting the unit is the annihilation type, the unit has the action characteristics of the annihilation type.
[0035] Also, the type of the unit may be made to depend on the type (category) of the aircraft being ridden, which is the second game element and a component of the unit. For example, when the type of the aircraft being ridden constituting the unit is the mobile type, the unit has the action characteristics of the mobile type.
[0036] In this way, when making the action characteristics and type of the unit depend only on one type of the game elements, the player needs to select the pilot and the aircraft being ridden that constitute the unit so as to be able to demonstrate the ability of the unit while considering the types of the pilot and the aircraft being ridden. And when the types of the game elements (pilot and aircraft being ridden) that are components are properly selected, the action characteristics and the ability of the unit match, and the ability of the unit can be maximally demonstrated.
[0037] Next, the second type of game element will be described.
[0038] The second type of game element is different from the first type of game element in that the second type of game element is not associated with a physical item such as a game card. The second type of game element is a game element that can be introduced into the game by evaluation information of the player, rewards obtained by achieving game events, exchange with in-game currency, etc. However, it does not necessarily exclude association with a physical item such as a game card like the first type of game element.
[0039] Next, the outline of the battle game will be described.
[0040] The battle game of this embodiment has a normal battle mode in which players fight alone and a co-op battle mode in which two or more players form a group and complete a mission. The co-op battle mode is a mode in which players form a group with other players and challenge a single mission. This co-op battle mode will be described later.
[0041] The battle game includes a menu phase and a battle phase. The menu phase is a phase for setting the player's profile and selecting the battle mode. The battle phase is a phase in which various game cards (the first type of game element) are registered, units are generated, and battles are conducted using those units.
[0042] The battle phase of this embodiment progresses by performing movement and attack actions while deploying (placing) the units (troops) registered for each player on a game field of a predetermined size (the implementation of these actions is accepted by the operation input unit described later).
[0043] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. In one aspect shown below, in the battle field 30, there are a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 is where units that can be deployed (appear) are arranged. The first area 32 is the area of the player himself / herself, and bases (game elements) such as the player's own base are arranged. The second area 33 is the area of the battle player, and bases (game elements) such as the battle player's base are arranged. And the player who destroys the opponent player's base (reduces the durability value to 0) as a result of an attack action by any unit becomes the winner of the battle game. Incidentally, the game field is divided into a first zone 34 provided on the left side of the center line facing forward and a second zone 35 provided on the right side of the center line facing forward. In the case of a battle mode where two or more players cooperate to battle against the battle player as in the co-battle mode described later, a zone assigned to each player is allocated.
[0044] At the start of the battle game, the information of the units registered by the battle player is in a state where it is not known. The player can deploy each of the units registered for himself / herself on the game field at any timing after the start of the battle game, and when the units are deployed on the game field for the battle player, the battle player is notified of what game elements (mounted aircraft and pilots) the unit is composed of. By configuring in this way, it is possible to provide the player with the interest of strategically developing the game while identifying the units and actions of the battle player.
[0045] Subsequently, the features and terms of the game in this embodiment will be described. FIG. 5 is a diagram for explaining the features of the game in this embodiment.
[0046] In the game according to this embodiment, it is possible to present the player's profile information. The player's profile information is a concept that includes not only information for identifying the player such as the player's nickname, but also evaluation information of the player received from other players, the player's level, information such as acquired titles, etc. Details of the profile information will be described later. In this embodiment, an image on which the profile information is described is referred to as a profile card.
[0047] Also, in the game according to this embodiment, in order to give an evaluation to the player of the presented profile card, evaluation means for giving an evaluation is also presented at the same time. The evaluation means is, for example, an evaluation button for evaluating the player. In this embodiment, a screen including the profile card and the evaluation means (evaluation button) is referred to as a profile screen.
[0048] Regarding the presentation of the player's profile screen, the player of the profile screen presented varies depending on the situation.
[0049] First, the difference in the player's profile screen due to the difference in the mode of the battle will be described. In this embodiment, there are a normal battle mode in which the first player and the second player battle one-on-one, and a co-op battle mode in which the first player and the third player form a co-op pair and the co-op pair battles the second player. The second player in the normal battle mode includes not only real players but also non-player characters in which the CPU battles instead of the real player. The battle player (second player) in the co-op battle mode is, in principle, a non-player character (for example, a boss character) in which the CPU battles.
[0050] In the case of the normal battle mode, the profile screen presented to the first player is the profile screen of the second player who is the battle opponent, and the profile screen presented to the second player is the profile screen of the first player who is the battle opponent. Incidentally, when the second player is a non-player character, the profile screen of the non-player character who is the second player may be presented to the first player, but no profile screen is presented to the non-player character who is the second player.
[0051] In the case of the co-op battle mode, the profile screen presented to the first player is the profile screen of the third player who is the co-op player, and the profile screen presented to the third player is the profile screen of the first player who is the co-op player. Incidentally, no profile screen is presented to the non-player character who is the second player.
[0052] Furthermore, in the game of this embodiment, there is a group called a guild. A guild is a group composed of at least one or more players. There is no limit to the number of members (guild members) belonging to the guild, but an upper limit may be set. Only players having a level above a predetermined level can participate (become members) in the guild.
[0053] In principle, there is only one guild that a player can join, and a player cannot belong to multiple guilds simultaneously. The merit of becoming a member of a guild is that when a mission assigned to the guild is completed, a reward (privilege) is given to the guild, and the members of that guild can obtain the reward (privilege). The mission is, for example, that the total number of game executions of all members of the guild exceeds a predetermined number. When the total number of game executions exceeds the predetermined number, a reward (privilege) is given to the guild. The reward (privilege) may be equally divided among the members belonging to the guild, or may be distributed to each member according to the contribution degree to the achievement of the mission. Also, the reward (privilege) for members obtained when the mission is completed may be determined in advance.
[0054] The profile screen of each guild member can be viewed by selecting the member whose profile you want to view on the participating guild details screen where the details of the participating guild are displayed.
[0055] In this embodiment, the above-described player profile screen is presented at least once or more according to the progress of the game. The presentation timing of the profile screen is divided into a timing not based on the player's operation and a timing based on the player's operation. The timing not based on the player's operation is, for example, the timing automatically presented from the game device 1 before the start of a battle after a battle player is determined, random display during the battle, and the timing after the display of the battle result after the end of the battle. The timing based on the player's operation is, for example, the timing when selecting a guild member on the guild member confirmation screen.
[0056] On the presented profile screen, the player to whom the profile screen is presented can give an evaluation to the player on the profile screen by pressing the evaluation giving button on the profile screen. The given evaluations are accumulated and reflected in the player evaluation information of the profile card. In order to avoid giving evaluations to the same player multiple times, a limit on the number of times, such as once within a predetermined period, may be set for the same player, or a limit on the number of evaluations that can be given within one game may also be set. Also, it is possible to give benefits according to the accumulated evaluations. The benefits are benefits that facilitate the progress of the game (for example, items that increase attack power or defense power), benefits for achieving specific missions (for example, missions according to the number of evaluations), and benefits that allow participation in specific battle games (for example, tournament entry tickets).
[0057] <Configuration of Game Device 1> Next, the device for executing the described game will be described.
[0058] FIG. 6 is a front external view of a game device 1 according to an embodiment of the present invention.
[0059] The game device 1 includes a display unit 11 (display 11) on which information necessary for game progress such as menus and the game field are displayed, and first game element readers 121 to 125 for registering a first game element (pilot) to appear in a battle game from a game card held by the player, and second game element readers 131 to 135 for registering a second game element (mounted aircraft) to appear in a battle game from a game card held by the player.
[0060] The first game element readers 121 to 125 are readers for reading character information of a pilot, which is a first game element to appear in the game, from a game card. In the game device 1 of this embodiment, since up to a maximum of 5 pilots can be registered as game elements to be used, five first game element readers 121 to 125 are installed. The player sets (places) the game card P of the pilot (first game element) to appear in the battle game from the game card held by the player on the first game element readers 121 to 125, whereby the first game element readers 121 to 125 can read the identification information and the like of the game card of the pilot (first game element).
[0061] The second game element readers 131 to 135 are readers for reading character information of a mounted aircraft, which is a second game element to appear in the game, from a game card. In the game device 1 of this embodiment, since up to a maximum of 5 mounted aircraft can be registered as game elements to be used, five second game element readers 131 to 135 are installed. The player sets (places) the game card M of the mounted aircraft (second game element) to appear in the battle game from the game card held by the player on the second game element readers 131 to 135, whereby the second game element readers 131 to 135 can read the identification information and the like of the game card of the mounted aircraft (second game element).
[0062] And a battle game can be started by forming up to five units (troops), which are usage game elements consisting of one registered pilot and one riding aircraft as a set. That is, for the unit (troop), the maximum number of riding aircraft that can be registered is the same as the maximum number (upper limit) of pilots that can be registered, and it is set to 5.
[0063] Note that, for example, when the player has just started using the game device 1 or when the player does not carry a game card, etc., when the number of game cards from which information can be obtained is less than the maximum number (upper limit) of each of the riding aircraft and the pilot, each of the game elements constituting the unit (troop) does not necessarily have to be registered based on information obtained from the game card. In this case, game elements prepared on the game device 1 side can be additionally registered, and both the riding aircraft and the pilot can be registered up to the maximum number, and five troops may be formed. Also, for example, in an aspect where a concept such as cost is introduced at the time of registration, the number of registered units (troops) may be set to a plurality less than the maximum number.
[0064] Also, in this embodiment, it is described that one pilot is associated with one riding aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that a plurality of pilots are associated with one riding aircraft, or one pilot is associated with a plurality of riding aircraft.
[0065] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.
[0066] The game device 1 includes a processing unit 10, a display unit 11, first game element reading units 121 to 125, second game element reading units 131 to 135, an operation input unit 14, a cost detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a storage unit 19.
[0067] The processing unit 10 comprehensively controls the operation of the game device 1 based on the programs and data stored in the memory unit 19, the first game element reading unit 12, the second game element reading unit 13, and operation input signals from the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the control unit 10 reads out the operation programs of each unit recorded in the recording unit 19, for example, and controls the operation of each unit by developing the programs in memory and executing them. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a profile card setting unit 113, a profile screen display unit 114, a guild setting unit 115, a matching request unit 116, and an evaluation information assignment unit 117. These units will be described later.
[0068] The display unit 11 displays various game screens based on the image signals output from the processing unit 10. The function of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. In FIG. 5, the display unit 11 corresponds to the display 11.
[0069] As described above, the first game element reading units 121 to 125 are five first game element reading units, which are the upper limit of the number of registered first game elements, and are readers that read character information of pilots, which are the first game elements to be made to appear in the game, from the game cards held by the players. Reading of the first game elements from the game cards is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information, etc. of the game card on the game card, and reading the one-dimensional or multi-dimensional code. In addition, when the identification information, etc. of the game card is recorded in a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (for example, reading unit ID=121, etc.), which is the identification information of the own device.
[0070] As described above, the second game element reading units 131 to 135 are five second game element reading units, which are the upper limit of the number of registered second game elements, and are readers that read character information of the aircraft to be boarded, which is the second game element to be made to appear in the game, from the game card held by the player. Reading of the second game elements from the game card is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information, etc. of the game card on the game card, and reading the one-dimensional or multi-dimensional code. In addition, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (for example, reading unit ID=131, etc.), which is the identification information of the own device.
[0071] A unit is composed of the first game element read by the first game element reading unit 121-125 and the second game element read by the second game element reading unit 131-135. As described above, one unit is a combination of a pilot, which is one first game element, and a boarding aircraft, which is one second game element. Therefore, in order to make it easy for a player to identify the combination of the pilot, which is the first game element, and the boarding aircraft, which is the second game element, that constitutes a unit, the first game element reading unit 121-125 and the second game element reading unit 131-135 are arranged so that at least one side of the first game element reading unit 121-125 and one side of the second game element reading unit 131-135 that form a pair are adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are arranged so that they are adjacent to each other to form a pair vertically. This allows the player to easily understand that the pilot of the game card read by the first game element reading unit 121 and the aircraft on the game card read by the second game element reading unit 131 form a pair to constitute a unit. The same applies to the other combinations of the first game element reading units 122-125 and the second game element reading units 132-135.
[0072] The operation input unit 14 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The functions of the operation input unit 14 can be realized not only by elements directly operated by the player's finger such as a touch panel, a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In this embodiment, the touch operation panel attached to the display unit 11 corresponds to this.
[0073] The cost detection unit 15 detects that a cost has been paid in the game device 1. The payment of the cost can be determined, for example, by detecting that a coin or a corresponding coin of a predetermined amount has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including providing a play experience of a series of games based on the payment of the cost related to the start of service provision. Also, the payment of the cost can be detected even after the start of service provision.
[0074] The user information reading unit 16 acquires information from an article recording a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the article recording the player ID is a player card configured in the form of a card. Also, the user information reading unit 16 transmits the read player ID (player identification information) to the server 2, and acquires player information (such as a player name and a player level) necessary for executing the game from the server 2.
[0075] The read player ID may be included in requests and information between the game device 1 and the server 2.
[0076] The sound output unit 17 is a speaker or the like for outputting sound effects related to the game based on the sound signal output from the processing unit 10.
[0077] The communication unit 18 is an interface for communicating with an external device. The communication unit 18 can be connected to an external device via a communication line N (either wired or wireless) to enable data transmission and reception. The communication unit 18, for example, converts the input information to be transmitted into data in a predetermined format and transmits it to an external device such as the server 2 via the communication line N. Also, the communication unit 18 receives information from an external device via the communication line N, for example.
[0078] The storage unit 19 is a recording device capable of holding data, such as a non-volatile memory or an HDD. The storage unit 19 stores, in addition to the operation programs of each part of the game device 1, information on parameters necessary for the operation of each part, and various graphics data used in the battle game executed by the game device 1.
[0079] Also, a game element database 190 (game element DB 190) is stored in the storage unit 19. The game element DB 190 is a database that manages information (element information) about each game element that appears in the game. In the game device 1 of the present embodiment, during game play, the player places a game card on the first game element reading units 121 to 125 and the second game element reading units 132 to 135 to acquire information, thereby causing the game elements associated with the game card to appear in the game. The element information managed for one game element includes, for example, as shown in FIG. 8, type information 192 indicating the type in the game assigned to the game element, associated with an element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data used for screen generation when the game element appears in the game, and in addition to the name, attributes, etc. of the game element, parameter information (character information) 194 describing parameters determined for each element level of the game element, and ability information 195 describing activation conditions and effects to be activated. The parameter information 194 and the ability information 195 are information referred to in the game in which the game element appears and are involved in the progress control of the game.
[0080] Further, in the present embodiment, graphics data, parameter information, ability information, etc. are stored in the game element DB 190, and the element information is described as including these data. However, the implementation of the present invention is not limited to this. The element information may include information indicating the storage location of the data of each piece of information.
[0081] Next, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the profile card setting unit 113, the profile screen display unit 114, the guild setting unit 115, the matching request unit 116, and the evaluation information adding unit 117, which are the main functional units of the processing unit 10, will be described.
[0082] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121 to 125 and the second game element reading units 131 to 135. At this time, a reading unit ID for identifying the first game element reading units 121 to 125 and the second game element reading units 131 to 135 that have read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121 to 125 will be described as 121 to 125, and the reading unit IDs of the second game element reading units 131 to 135 will be described as 131 to 135) is also acquired. The game element acquisition unit 110 acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the acquired element ID 191 of the game card from the game element DB 190. Then, the game element acquisition unit 110 associates the reading unit ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. Note that the first game element reading units 121 to 125 and the game element acquisition unit 110 function as the first game element registration means. Also, the second game element reading units 131 to 135 and the game element acquisition unit 110 function as the second game element registration means.
[0083] The unit composition unit 111 receives a reading unit ID, an element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and constitutes one unit (unit) from a pilot that is a first game element forming a set and an aircraft to be boarded that is a second game element. The unit composition unit 111 identifies the first game element and the second game element that form a set from the reading unit ID. In the present embodiment, combinations of reading unit IDs of (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to game elements that constitute one unit. The unit composition unit 111 identifies the first game element and the second game element that form a set by identifying the element ID 191 associated with each set of reading unit IDs. Then, the unit composition unit 111 constitutes a unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The ability of the unit is, for example, the total value of the character information (various parameters) of the pilot that is the first game element constituting the unit and the character information (various parameters) of the aircraft to be boarded that is the second game element. Further, other information associated with the player ID read from the player card by the user information reading unit 16, for example, the player's level, correction parameters of each game element, etc., may be reflected in the ability of the unit. The parameters reflected in these units may be described as initial parameters. Also, the action characteristics of the unit are made to depend (depend) on at least one of the type (type) of the pilot that is the first game element or the type (type) of the aircraft to be boarded that is the second game element, which are the constituent elements.
[0084] Furthermore, as the ability of the unit component 111, it can add the abilities possessed by the first game element or the second game element. For example, if the aircraft carried by the second game element has an ability, the unit having the aircraft carried by the second game element as a component can have the ability of the aircraft carried by the second game element.
[0085] The game execution unit 112 controls a series of games from the start to the end of the battle game (including the display of game images). When the cost detection unit 15 detects the payment of the cost, it starts the battle game. Also, the game execution unit 112 acquires the player ID of the player read from the user information reading unit 16 and transmits it to the game server 2 to acquire various information of the player required for the game.
[0086] When the cost detection unit 15 detects the payment of the cost, the game execution unit 112 displays a main menu for selecting the battle mode, setting the player's profile card, managing the guild, etc. FIG. 9 is a diagram showing an example of the main menu. In the example of FIG. 9, a battle mode selection button for transitioning to the battle mode selection screen, a profile card setting button for transitioning to the setting screen for setting the player's profile card, and a guild management button for transitioning to the management screen for managing the guild are displayed. Note that the battle mode in this embodiment includes a normal battle mode and a co-op battle mode. The normal battle mode is a mode in which the player and the opponent player battle alone respectively. The opponent player is determined by the matching of the game server 2. Note that the opponent player includes not only real players (actual players) but also non-player characters played by the computer. The co-op battle mode is a mode in which players form a co-op pair and the co-op pair battles against non-player characters.
[0087] When the battle mode is selected and the preparations for battle are complete, the game execution unit 112 arranges the units (troops) configured by the unit configuration unit 111 on the game field. Then, the game execution unit 112 controls the progress of the battle according to the operation inputs made by the player to the units (troops). Also, in the battle, the game execution unit 112 calculates attacks and defenses using various parameters of each unit and base, and determines the battle - possible state and battle - impossible state of the units and bases. Further, the game management unit 112 also displays various production images that can identify the battle - possible state and battle - impossible state of the units, the activation of abilities, and other states.
[0088] Also, the game execution unit 112 performs an operation to increase the attack power during the execution of the battle game according to the number of evaluations obtained by the player.
[0089] When the profile card setting button is selected from the top menu, the profile card setting unit 113 displays a setting screen for profile information and sets the information for each item in a form where the player selects answers to questions. In this embodiment, the entire image including the profile information with the information for each item set is described as the profile card. In the case of new registration, an initial profile card prepared by the game operation side is displayed, and after selecting the item to be set, the information for the item is determined in a form where the player selects answers to questions. Also, when changing the already - registered profile information, the registered profile card is displayed, and after selecting the item to be changed, the information for the item is determined in a form where the player selects answers to questions.
[0090] FIG. 10 is an example of a profile card in this embodiment. The profile card 90 includes a pilot image 91, a mounted airframe image 92, a background image 93, evaluation information 94 regarding the player's evaluation, player information 95, guild information 96, battle mode information 97, play time zone information 98, title information 99, and medal information 100.
[0091] The pilot image 91 is an image of a pilot who is a character of the first game element. The pilot image 91 is not limited to the pilot image of the pilot card held by the player, and can also be selected from the pilot images prepared by the game operator. The mounted aircraft image 92 is an image of a mounted aircraft that is a character of the second game element. The mounted aircraft image 92 is not limited to the mounted aircraft image of the mounted aircraft card held by the player, and can also be selected from the mounted aircraft images prepared by the game operator. The background image 93 is the background image of the profile card and can be selected from the background images prepared by the game operator. The evaluation information 94 is the evaluation information (number of evaluations) of other players for the player. The player information 95 is the information of the player, including information such as the player's name (nickname, etc.), the player's level, the player's rank, the number of times the game has been executed (number of plays), etc. Incidentally, the player's level is a value that increases by accumulating experience points obtained by the player through battles. The player's rank is a value that increases by accumulating points obtained when the player wins a rank match, which is a special battle. The guild information 96 is the information of the guild to which the player belongs. The battle mode information 97 is the battle mode preferred by the player. The battle mode includes a normal battle mode and a co-op battle mode, and the player selects the battle mode preferred by the player. The play time zone information 98 is the time when the player mainly plays the game and is set by the player. The title information 99 is the information of the title edited according to the player's preference. The medal information 100 is a medal obtained by the number of victories in battles and the achievement of a predetermined mission.
[0092] The profile screen display unit 114 displays a profile screen. The profile screen includes a registered profile card (registered profile card) and an evaluation button which is an evaluation means. The profile screen display unit 114 displays the profile screen at a predetermined timing according to the progress of the game. The profile card to be displayed is a profile card of another player other than the player, and the other player is a player in a battle opponent, a co-battle player in the co-battle mode, or a player who is a member of the guild to which the player belongs. That is, in the case of the normal battle mode, the profile screen display unit 114 displays the profile card of the battle opponent, in the case of the co-battle mode, it displays the profile card of the co-battle player, and in the case of the guild management screen, it displays the profile card of the player of the selected guild member. Also, the display timing is, for example, before the start of the battle after the battle opponent is determined, random display during the battle, after the display of the battle result after the end of the battle, at the time of member selection in the guild management screen, etc.
[0093] In the case of the normal battle mode and the co-battle mode, when the player's matching is completed, the profile screen display unit 114 acquires the information of the profile card of the matched player from the server 2. Also, for the profile card of the guild member, each time a guild member is selected, the information of the profile card of that member (player) is acquired from the server 2. Then, the profile screen display unit 114 generates a profile screen including the profile card of the battle opponent or co-battle player and the evaluation button at a predetermined display timing, and displays the profile screen.
[0094] In order to avoid giving unlimited evaluations, when the profile screen display unit 114 acquires a profile card, it also receives information on whether evaluation can be given or not. If evaluation cannot be given, the profile screen display unit 114 generates the profile screen with the evaluation button in a non-selectable state. If evaluation cannot be given, it may be configured to generate a profile screen that does not include the evaluation button.
[0095] The guild setting section 115 controls participation in the guild. First, the guild will be explained. A guild is a group of multiple players. There is no limit to the number of members belonging to the guild, but an upper limit may be set. In principle, there is one leader in the guild. The leader of the guild has the authority to manage the guild. Usually, the leader is the player who created the guild. However, after the guild is created, the leader can be changed. Also, there are two ways for players to join the guild: random join and search-based join. Random join is a method of randomly selecting a guild with available space for the number of participants from the registered guilds and joining that guild. Search-based join is a method of specifying guild search conditions (such as guild name, guild ID, guild style, presence or absence of a guild password, etc.), presenting guilds that match the search conditions, and determining the guild to join from the presented guilds.
[0096] When guild management is selected from the top menu, the guild setting section 115 displays the guild management screen. Fig. 11 is a diagram showing an example of the guild management screen. The guild management screen displays a guild participation selection button and a participating guild selection button. When the guild participation selection button is selected, it transitions to a guild participation screen where random join, search-based join, and new guild creation can be selected. Random join is a method of randomly selecting a guild with available space for the number of participants from the registered guilds and joining that guild. Search-based join is a method of specifying guild search conditions (such as guild name, guild ID, guild style, presence or absence of a guild password, etc.), presenting guilds that match the search conditions, and determining the guild to join from the presented guilds.
[0097] On the one hand, when the participating guild selection button is selected, the participating guild details screen of the guild the player is in will be displayed. The participating guild details screen includes details of the guild the player is in (such as the name and level of the guild), a list of participating members, and a withdrawal button. By selecting a player in the list of participating members, the profile screen of that player can be displayed. The withdrawal button is a selection button for withdrawing from the guild. By selecting this withdrawal button, the player can withdraw from the guild.
[0098] In addition, when restricting guild participation to players at a predetermined level or rank or above, the guild setting section 115 determines the level or rank of the player from the player information (such as the player name, the level or rank of the player, etc.) obtained by the user information reading section 16, and allows the guild management screen to be selectable only when the player is at a predetermined level or rank or above.
[0099] Also, the guild setting section 115 displays the rewards (bonuses) obtained according to the progress status and achievement degree of the missions given to the guild, and manages the granting of bonuses to players. FIG. 35 is an example of a screen showing the mission progress status of the guild. The mission progress status screen is displayed by selecting the mission progress status confirmation button on the participating guild details screen. In the guild missions in this embodiment, rewards (bonuses) are given to the players who participate (belong) in the guild according to the total number of times the game is executed by each player who participates (belongs) in the guild. The mission progress status screen is a diagram showing, by a gauge, the total number of times the game is executed by the players who participate (belong) in the guild and the progress status of obtaining the rewards (bonuses) given according to the number of times the game is executed. Players who participate (belong) in a guild that has completed a mission can receive the rewards (bonuses) by selecting the reward receipt button.
[0100] The rewards (bonuses) given to players can also be provided in multiple amounts according to the total number of game executions of each player belonging to the guild. For example, multiple mission completions are provided, and the number of completions of each mission is associated with the total number of game executions. The higher the total number of game executions, the higher the value of the received reward (bonus).
[0101] Also, it is preferable that the rewards (bonuses) obtained by completing the guild missions are more valuable (more advantageous for the progress of the game) than the rewards (bonuses) obtained by the normal battle games (including the co-op battle mode) executed by each player. This is to enhance the value of the guild.
[0102] The matching request unit 116 requests the server 2 to match a player with an opponent player or to match co-op pairs in the normal battle mode and the co-op battle mode. The matching in the normal battle mode is with an actual player or a non-player character who will be the opponent player, and the matching is requested with a level difference within a predetermined range so that there is no deviation from the level of the player who requests the matching. If no actual player who meets the above conditions can be matched, instead of an actual player, it may be matched with a non-player character that meets the conditions.
[0103] On the other hand, the matching of co-op pairs matches the players who form pairs in the co-op battle mode and sets co-op pairs. There are the following methods for setting co-op pairs.
[0104] (1) Set co-op pairs among players who use the game device 1 installed within the same store (in-store co-op pair setting).
[0105] When forming a co-op pair with a friend or the like, it is likely that the game is often played using the game device 1 installed within the same store. Therefore, the game devices 1 installed within the same store are matched to set up a co-op pair. Specifically, when players who intend to form a co-op pair press the co-op pair setting button at the same timing, and the server 2 detects this timing, the game device 1 of the co-op player is identified, and a co-op pair is set up. Specific operations will be described later.
[0106] (2) Set up a co-op pair with a player and a non-player character prepared on the game device 1 or the game server 2 side (non-player character co-op pair setting).
[0107] Even when playing alone without friends or the like, if a co-op invitation is possible, the game can be enjoyed more. In such a case, it is possible to set up a co-op pair with a non-player character prepared on the game device 1 or the game server 2 side. Specifically, select the button for co-op with the non-player character, and set up a co-op pair between the non-player character prepared by the game device 1 or the game server 2 side and the player. Specific operations will be described later.
[0108] In addition, for setting up the co-op pair described later, the co-op pair setting unit 116 stores game device identification information that uniquely identifies the game device 1. FIG. 12 is a diagram showing an example of the game device identification information. The game device identification information in FIG. 12 consists of a 6-digit numerical value. The upper 3 digits identify the store, and the lower 3 digits are numerical values that identify the game device 1 in that store.
[0109] When evaluation information is given to a player by the evaluation giving button on the profile screen, the evaluation information giving unit 117 transmits the evaluation information for the player on that profile screen to the server 2. The evaluation information is, for example, the number of "likes", the number of "Goods", etc. given by other players to the player's play.
[0110] Furthermore, when the rating button on the profile screen is selected, the rating information assigning unit 117 may change the appearance of the rating button before and after its selection in order to let the player recognize that the rating button has been selected. For example, the rating button may be changed in color or moved.
[0111] <Server 2 configuration> Next, the server 2 according to the present embodiment will be described. Fig. 13 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.
[0112] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it in memory, and executing it. The processing unit 20 includes, as main functional units, a player information management unit 201, a game execution management unit 202, a profile information management unit 203, a guild management unit 204, a fighting player matching unit 205, a cooperative pair matching unit 206, and an evaluation information management unit 207.
[0113] The player information management unit 201 manages the player information of the players using the player database 211. The player database 211 is a database that manages information (player information) indicating the usage status of the game associated with each player for the game in which the game experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available for the player. The player information is sequentially updated for the player ID obtained from the player card according to the play results using the player card on the game device 1. It becomes possible to provide game play in a state that reflects the previous game play on the game device 1.
[0114] FIG. 14 is a diagram showing an example of the player database 211. In the player database 211, one player is assigned to one record, and one record includes a field for player ID (identification information), a field for player name, a field for player level, a field for player rank, a field for the number of times the player has played (number of game executions), a field for player progress information, a field for reward information, a field for the guild the player belongs to, a field for evaluation information, a field for the granting player ID, and a field for the granted player ID.
[0115] The field for player ID stores identification information that uniquely identifies the player. The field for player name is a field that stores the player's nickname or the like. The field for player level is a field that stores a value that increases by accumulating experience points obtained by the player through battles. The field for player rank is a field that stores a value that increases by accumulating points obtained when the player wins a rank match, which is a special battle. The field for the number of times the player has played (number of game executions) is a field that stores the number of times the player has executed the game. The field for progress information is a field that stores progress information indicating at which stage of a predetermined story the player has progressed, battle result information indicating the battle results of the battle game, and the like. The field for reward information is a field that stores information such as the IDs of items obtained by achieving in-game events or guild missions. The field for the guild the player belongs to is a field that stores the guild ID of the guild the player belongs to. The field for evaluation information is a field that stores the player's evaluation information. The field for the granting player ID is a field that stores the player ID of the player who has given an evaluation to the player (granting player). The field for the granted player ID is a field that stores the player ID of the player who has received an evaluation from the player (granted player).
[0116] At the start of the game, the player information management unit 201 receives the player ID of the player from the user information reading unit 16 of the game device 1, reads out the player information from the record of that player ID in the player database 211, and transmits it to the user information reading unit 16 of the game device 1.
[0117] The game execution management unit 202 manages the execution of the entire game, such as the execution of battles conducted on the game device 1 and the rewards obtained from battles.
[0118] The profile information management unit 203 manages the player's profile information using the profile information database 212. FIG. 15 is a diagram showing an example of the profile information database 212.
[0119] In the profile information database 212, one player is assigned to one record, and one record includes fields for the player ID, registration information, pilot image, aircraft image, background image, evaluation information, player information, participating guild information, battle mode, main play time, title information, and medal information.
[0120] The player ID field is the field where the player ID is described. The registration information field is the field where the presence or absence of profile information registration is described. When profile information is registered, "1" is described, and when profile information is not registered, "0" is described. The pilot image field is the field where the pilot image selected by the player is registered. The boarding aircraft image field is the field where the boarding aircraft image selected by the player is registered. The background image field is the field where the background image selected by the player is registered. The evaluation information field is the field where parameters of the evaluation information of other players for the player, such as the number of evaluations, are described. The player information field is the field where information such as the player's name (nickname, etc.), the player's level, and the player's rank is described. The participating guild information field is the field where the guild ID (identification number) of the guild the player belongs to is described. The battle mode field is the field where the preferred battle mode selected by the player is described. The main play time field is the field where the time selected by the player (the time when the player mainly plays the game) is described. The title information field is the field where the information of the title edited according to the player's preference is described. The medal information field is the field where the medals of the player obtained by the number of battle victories and the achievement of a predetermined mission are described.
[0121] In addition to managing the profile information of the above-mentioned actual players, the profile information management unit 203 stores the registration profile information for non-player characters for which the CPU executes the game. Then, in matching, when a battle player or a co-op player cannot be matched with an actual player and becomes a non-player character, the registration profile information for non-player characters is transmitted to the game device 1.
[0122] The guild management department 204 manages the guilds created or participated in by players using the guild database 213. FIG. 16 is a diagram showing an example of the guild database 213. In the guild database 213, one guild is assigned to one record, and one record includes a field for the guild ID, a field for the guild name, a field for the leader player ID of the guild, a field for the participating player IDs, a field for the participation type, a field for the level, a field for the style, a field for the logo information of the guild, a field for the mission information of the guild, and a field for the benefits.
[0123] The field for the guild ID is the field in which the guild ID that identifies the guild is described. The field for the guild name is the field in which the name of the guild is described. The field for the leader player ID of the guild is the field in which the player ID of the guild leader is described. The field for the participating player IDs is the field in which the player IDs of the players participating in the guild are described. The field for the participation type is the field in which the participation format of the guild is described, and the participation formats include free participation and password participation. The field for the level is the field in which the level of the guild is described. The field for the style is the field in which the style of the guild is described, and the style is, for example, casual or strict, etc. The field for the logo information of the guild is the field in which image information such as the logo (icon) of the guild is described. The field for the mission information is the field in which the achievement degree of the mission given to the guild is described. The mission is, for example, that the number of times the game is executed by the players belonging to the guild exceeds a predetermined number of times, and in the field for the mission, the total number of times the game is executed by each player belonging to the guild is described. The field for the benefits is the field in which the benefits obtained by achieving the mission are described.
[0124] In response to a player's guild participation request, the guild management department 204 performs the following processing according to the type of the participation method.
[0125] (1) Creation of a new guild This is a method by which a player creates a new guild and joins the created guild. In this case, the guild management unit 204 uses the guild database 213 to determine whether the player belongs to another guild. If the player ID of the player is already registered in the guild database 213, it means that the player belongs to one of the guilds. In that case, it is impossible to create a new guild, and if a new guild is to be created, it is necessary to withdraw from the guild to which the player belongs, and the game device 1 is notified of this. If the player ID of the player is not registered in the guild database 213, a new guild can be created. Therefore, the player is allowed to create a guild, a guild ID for the newly created guild is issued, and the guild ID is registered in a new record in the guild database 213.
[0126] (2) Random joining of a guild This is a method of randomly selecting a guild to join and having the player join (belong to) the selected guild. In this case, the guild management unit 204 randomly selects one guild from the guilds that can be joined among the guilds registered in the guild database 213 and makes the player belong to the selected guild. The guilds that can be joined are guilds that have not reached their full capacity and free - joining guilds without a password. A guild that has not reached its full capacity is a guild whose record in the guild database 213 has not all fields of the participating player ID filled.
[0127] Also, when the guild management unit 204 cannot select a guild that can be joined, it automatically creates a new guild and makes the player belong to that guild
[0128] (3) Search - based joining of a guild This is a method in which the player sets search conditions (such as the name and style of the guild), the guild management unit 204 presents the guilds that match the search conditions, and the player selects the guild to join from among them.
[0129] The guild management unit 204 also calculates the total number of times each player belonging to the guild has played the game, and records this total in the mission field of the guild database 213. The guild management unit 204 also manages the degree of completion (progress) of the missions given to the guild, and also manages the benefits (rewards) given by the game management side according to the degree of completion (progress).
[0130] The match-player matching unit 205 performs a process of matching between players in the normal match-up mode provided in the game system of this embodiment. Through the matching process, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and transitions to a state in which information communication related to the match-up game is possible. In matching between players, the level difference is matched within a predetermined range so that the levels of the players do not diverge. Furthermore, when a real player that meets the above-mentioned conditions cannot be matched, the match-player matching processing unit 205 may match a non-player character that meets the conditions instead of the real player.
[0131] The cooperative pair matching unit 206 matches players together as cooperative pairs. In principle, the cooperative pairs to be matched are real players, but a real player may be matched with a non-player character. The cooperative pair matching unit 206 has a game device identification information database 214 for matching cooperative pairs. The game device identification information database 214 is a database that stores game device identification information of game devices 1 that are installed in a store and are operable. FIG. 17 is a diagram showing an example of the game device identification information database 214. The game device identification information database 214 may be prepared for each store, or may be a single database that lists all the game device identification information. The specific operation of the cooperative pair matching unit 206 will be described later.
[0132] The evaluation information management unit 207 manages the evaluation information of each player. When the evaluation information management unit 207 assigns an evaluation to another player (the player to whom the evaluation is given) by selecting the evaluation information assignment button on the profile screen of the player (the player who assigns the evaluation), it describes the player ID of the other player (the player to whom the evaluation is given) who has been evaluated in the field of the player ID of the player to whom the evaluation is given in the player database 211 of the player (the player who assigns the evaluation). In addition, it describes evaluation information (for example, an increase of +1) in the evaluation information field of the player database 211 of the other player (the player to whom the evaluation is given) who has received the evaluation. Furthermore, it describes the player ID of the player who has assigned the evaluation in the field of the player ID of the player who assigns the evaluation in the player database 211 of the other player (the player to whom the evaluation is given).
[0133] The evaluation information management unit 207 manages the player IDs described in the field of the player ID of the player to whom the evaluation is given in the player database 211 of each player every predetermined period, for example, every day (00:00 to 23:59), and deletes those player IDs after the elapse of the predetermined period. Then, when the evaluation information management unit 207 receives a request from the profile information management unit 203, it determines whether the player ID of the player who is the matching partner or browsing partner of the player is described in the field of the player ID of the player to whom the evaluation is given, and if it is described, it notifies the profile information management unit 203 of the information indicating that the evaluation cannot be given. This is to prevent players from being given evaluations without limit within a predetermined period.
[0134] In addition, the evaluation information management unit 207 updates (deletes the player ID) the field of the player ID of the player to whom the evaluation is given in the player database 211 every predetermined period. As a result, after the elapse of the predetermined period, it is possible to assign an evaluation to the player whose player ID is described in the field of the player ID of the player to whom the evaluation is given.
[0135] The recording unit 21 is a recording device capable of retaining data, such as a non-volatile memory or an HDD. The recording unit 21 stores information such as parameters necessary for the operation of each block, in addition to the operation programs of each block possessed by the server 2. Further, the recording unit 21 stores a player database 211, a profile information database 212, a guild database 213, and a game device identification information database 214.
[0136] The communication unit 22 is a communication interface with an external device. The communication unit 22 can be connected to an external device via a communication line N (regardless of wired or wireless), and enables data transmission and reception. The communication unit 22, for example, converts information input as a transmission target into data in a predetermined format, and transmits it to an external device such as the game device 1 via the communication line N. Further, the communication unit 22 receives information from an external device via the communication line N, for example.
[0137] Next, the operation in the present embodiment will be described.
[0138] <Explanation of the operation of setting the profile card> The operation of setting the profile card will be described. FIG. 18 is a sequence diagram between the game device 1 and the server 2 for setting the profile card. FIG. 19 is a flowchart of the operation of the profile card setting unit 113 in setting the profile card.
[0139] First, the profile card setting unit 113 determines whether the setting of the profile card has been selected on the menu screen of FIG. 9 (Step 100). When the setting of the profile card is selected (Step 101), the profile card setting unit 113 transmits the player ID to the server 2 and requests a determination of whether the profile card has been registered (Step 1, Step 102).
[0140] The profile information management unit 203 of server 2 receives the player ID and determines whether there is an entry in the field of the registration information of the player ID in the profile information database 212. The determination of whether the profile card is registered is made based on the flag in the field of the registration information of the player ID of the player who sets the profile card in the player database. If the flag "1" is recorded in the field of the registration information, the profile card has been registered. If the flag "0" is recorded, the profile card is not registered. Then, the profile information management unit 203 of server 2 sends the registration result to the game device 1. In addition, when the profile card has been registered, the information of each field of the record is read out and sent to the game device 1 as profile information (Step 2).
[0141] The profile card setting unit 113 determines whether the player's profile card has been registered (Step 103). When the determination result from server 2 indicates that the profile card has been registered (Step 103), the profile card setting unit 113 receives the profile information (Step 104) and displays the registered profile card (Step 105).
[0142] On the other hand, when the profile card is not registered (Step 103), the profile card setting unit 113 reads out the base profile card that serves as the basis for the profile card from the storage unit 21 (Step 110) and displays the base profile card that serves as the basis for the profile card (Step 111).
[0143] The player completes the profile card while inputting each item of the displayed registered profile card or base profile card (Step 106).
[0144] Figure 20 shows an example of a profile card setting screen. As shown in Figure 20, when the profile card is not registered, the base profile card is displayed for the profile card 90, and when the profile card is registered, the registered profile card is displayed. Incidentally, the evaluation information 94, player information 95, and guild information 96 are transmitted from the server 2 based on the player ID by each database and automatically set. At the bottom of the profile card 90, buttons for pilot, boarding aircraft, background, mode, main time, title, and badge are arranged, and by selecting the button, it is possible to set the information of that item. The setting of the item is performed in the form of a question, and the input of information is completed by selecting an answer to it.
[0145] The profile card setting unit 113 determines the completion of the input process of the profile card (Step 107). When the input process of the profile card is completed, the profile card setting unit 113 transmits the profile card information to the server 2 (Step 109).
[0146] The profile information management unit 203 of the server 2 receives the profile information and updates the profile information database 212 of the player ID (Step 4).
[0147] Through the above processing, the setting process of the profile card is completed.
[0148] <Explanation of the operation of the display of the profile screen> The operation of the profile screen display unit 114 will be described. Figure 21 is a sequence diagram between the game device 1 for setting the profile card and the server 2. Figure 22 is an operation flowchart of the profile screen display process of the profile screen display unit 114.
[0149] First, when the opponent player or the player of the alliance pair is determined by the matching process, the profile information management unit 203 of the server 2 reads out the evaluation information of the record of the player ID of the opponent player or the alliance player from the player database 211, and reads out the profile information of the record of the player ID of the opponent player or the alliance player from the profile information database 212. The profile information management unit 203 also queries the evaluation information management unit 207 for information on whether or not an evaluation can be given.
[0150] The rating information management unit 207 responds to a request from the profile information management unit 203 and determines whether the player ID of the player who is matched or viewing the player is listed in the field of the player's assigned player ID, and if it is not listed, notifies the profile information management unit 203 that a rating can be assigned, and if it is listed, notifies the profile information management unit 203 that a rating cannot be assigned.
[0151] Then, the profile information management unit 203 transmits the profile information, the evaluation information, and the evaluation giveability information of the competing player or the co-op player to the game device 1 (Step 10).
[0152] The profile screen display unit 114 determines the timing to display a registered profile card (Step 200). If the guild management screen is not currently being displayed (Step 201), the profile screen display unit 114 determines whether it is time to display a result screen (battle result screen) (Step 202).
[0153] If a result screen (battle result screen) is currently being displayed (Step 202), the profile screen display unit 114 determines whether the battle is in a normal battle or a cooperative battle mode (Step 203).
[0154] When the battle is in the co-op battle mode and it is possible to assign an evaluation, if the yes / no information allows for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the co-op player, and generates a profile screen including the profile card and an evaluation assignment button (Step 204). Then, the profile screen display unit 114 displays the profile screen (Step 205). FIG. 23 is a diagram showing an example of a profile screen of a co-op player including selectable evaluation assignment buttons.
[0155] On the other hand, when the battle is in the co-op battle mode and it is not possible to assign an evaluation, if the yes / no information does not allow for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the co-op player, and generates a profile screen including the profile card and a non-selectable evaluation assignment button (Step 204). Then, the profile screen display unit 114 displays the profile screen of the co-op player (Step 205).
[0156] When the battle is in the normal battle mode and it is possible to assign an evaluation, if the yes / no information allows for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the battle player, and generates a profile screen including the profile card and an evaluation assignment button (Step 206). Then, the profile screen display unit 114 displays the profile screen of the battle player (Step 207).
[0157] On the other hand, when the battle is in the normal battle mode and it is not possible to assign an evaluation, if the yes / no information does not allow for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the battle player, and generates a profile screen including the profile card and a non-selectable evaluation assignment button (Step 206). Then, the profile screen display unit 114 displays the profile screen of the battle player (Step 207).
[0158] Also, when the result screen (battle result screen) is not currently being displayed (Step 202), the profile screen display unit 114 conducts a lottery for the display timing (Step 213). If selected (Step 214), the profile screen display unit 114 proceeds to Step 203 and performs the above-described processing. On the other hand, if not selected (Step 214), the profile screen display unit 114 proceeds to Step 200 and performs the above-described processing.
[0159] Also, when the guild management screen is currently being displayed (Step 201), the profile screen display unit 114 determines whether a guild player has been selected (Step 208). If no guild player is selected and the player has exited the guild screen, the profile screen display unit 114 returns to the determination of the display timing (Step 212).
[0160] When a guild member is selected, the profile screen display unit 114 requests the profile information and evaluation information of the selected guild member from the server 2 (Steps 13, 209).
[0161] The profile information management unit 203 of the server 2 receives the request for the profile card of the guild member and reads out each piece of information (profile information) from the record of the player ID of the guild member from the profile information database 212. Also, the profile information management unit 203 of the server 2 receives the request for the evaluation information of the guild member and reads out the evaluation information from the record of the player ID of the guild member from the player database 211. Further, the profile information management unit 203 inquires of the evaluation information management unit 207 about the information on whether evaluation can be given.
[0162] The evaluation information management unit 207 responds to the request from the profile information management unit 203, checks the field of the player ID for which evaluation is given of the player, determines whether the player ID of the selected guild member is not described, and if not described, notifies the profile information management unit 203 that evaluation can be given, and if described, notifies the profile information management unit 203 that evaluation cannot be given.
[0163] The profile information management unit 203 transmits the profile information, evaluation information, and information on whether evaluation can be given of the guild members to the game device 1 (Step 14).
[0164] The profile screen display unit 114 acquires the profile information, evaluation information, and information on whether evaluation can be given of the guild members (Step 210). Then, when the information on whether evaluation can be given indicates that evaluation can be given, the profile screen display unit 114 generates a profile card including the profile information and evaluation information of the guild member, and generates and displays a profile screen including the profile card and an evaluation giving button (Step 211). FIG. 24 is a diagram showing an example of the profile screen on the guild details screen.
[0165] On the other hand, when the information on whether evaluation can be given indicates that evaluation cannot be given, the profile screen display unit 114 generates a profile card including the profile information and evaluation information of the guild member, and generates and displays a profile screen including the profile card and an evaluation giving button that cannot be selected (Step 211).
[0166] In addition, when the opponent player or the co-op player is a non-player character, the following operations are performed.
[0167] The profile information management unit 203 of the server 2 transmits the profile information of the non-player character and that evaluation can be given to the game device 1. The profile screen display unit 114 performs the above-described operations based on the received profile information of the non-player character and that evaluation can be given. However, the non-player character side does not display the profile screen.
[0168] Through the above processing, the display processing of the profile screen is completed.
[0169] <Explanation of the operation of joining a guild> Describe the operation of guild participation. FIG. 25 is an operation flowchart of the guild participation process of the game device 1. FIG. 26 is an operation flowchart of the guild participation process of the server 2.
[0170] The guild setting unit 115 of the game device 1 determines the player's level. If the player's level is equal to or higher than a predetermined level, it displays the guild management screen (Step 300). When guild participation is selected, as shown in FIG. 11, it displays the guild participation screen and determines the participation method (Step 301). When creating a new guild is selected (Step 302), the guild setting unit 115 sends a qualification determination request for creating a new guild including the player ID of the player to the server 2 (Step 303).
[0171] The guild management unit 204 of the server 2 receives the request and determines whether there is a guild participation qualification (Step 351). The determination of the guild participation qualification is to determine whether the received player ID is not registered in the guild database 213. If the received player ID is registered (Step 351), since the player is already participating in another guild, it sends an error indicating that there is no guild participation qualification (including creating a new guild) to the game device 1 (Step 365). On the other hand, when the received player ID is not registered, the guild management unit 204 determines the guild participation method (Step 352).
[0172] When the guild participation method is creating a new guild, the guild management unit 204 sends a message to the game device 1 indicating that creating a new guild is possible (Step 354).
[0173] When the guild setting unit 115 of the game device 1 determines that a new guild can be created as a result of the eligibility determination (Step 304), it displays a new guild setting screen and allows the input of guild information (Step 305). Further, the guild setting unit 115 sets the participation format (free participation, password system) of the guild specified by the user (Step 306). The guild setting unit 115 determines the completion of the input of the guild information (Step 307). When the input of the guild information is completed, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).
[0174] The guild management unit 204 of the server 2 receives the new guild information and the player ID (Step 355), creates a new record in the guild database 213, assigns a unique guild ID to the guild ID field of the record, and registers the player ID of the player who newly created the guild in the leader player field (Step 356). When the new registration of the guild is completed, the guild management unit 204 of the server 2 transmits a new registration completion notification to the game device 1 (Step 357).
[0175] When the guild setting unit 115 of the game device 1 receives the new registration completion notification (Step 309), it displays the participating guild details screen of the newly registered guild (Step 310).
[0176] When random participation is selected on the guild participation screen (Step 311), the guild setting unit 115 transmits a random participation request to the server 2 (Step 312).
[0177] When the guild management unit 204 of the server 2 receives the random participation request, it randomly selects one guild from the guilds that can be participated in from the guild database 213 (Step 359).
[0178] If there is a guild that the player can join (Step 360), the guild management unit 204 of Server 2 registers the player ID of the player in the participating player field of the record of the participating guild in the guild database 213 (Step 361). When the registration to the guild is completed, the guild management unit 204 of Server 2 sends a registration completion notice to the game device 1 (Step 357).
[0179] On the other hand, if there is no guild that the player can join (Step 360), the guild management unit 204 of Server 2 sends a message to the game device 1 indicating that there is no guild that the player can join and that it is possible to create a new guild (Step 354).
[0180] When there is no guild that the player can join and it is possible to create a new guild (Step 304), the guild setting unit 115 of the game device 1 displays a new guild setting screen and allows the player to input guild information (Step 305). Further, the guild setting unit 115 sets the participation format (free participation, password system) of the guild specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is completed (Step 307). When the input of the guild information is completed, the guild setting unit 115 sends the new guild information and the player ID to Server 2 (Step 308).
[0181] On the other hand, when search participation is selected on the guild participation screen (Step 311), the guild setting unit 115 displays a search screen (Step 315). When the input of the search conditions is completed, the guild setting unit 115 sends the search conditions to Server 2 (Step 316).
[0182] The guild management unit 204 of Server 2 searches the guild database 213 for a guild that matches the search conditions (Step 362). Then, the guild management unit 204 sends the candidate guild information for participation (including the guild ID) that matches the search conditions to the game device 1 (Step 363).
[0183] The guild setting section 115 of the game device 1 receives candidate guild information for guilds that match the search criteria (Step 317) and displays the candidate guild information (Step 318). The player selects the guild to join (Step 319) and enters a password if necessary (Step 320). When the user's selection is complete, the guild setting section 115 displays a participation approval screen for the selected candidate guild (Step 321). Then, the guild setting section 115 determines participation approval (Step 322). When participation approval is granted (Step 323), the guild setting section 115 sends the participation approval, the participating guild ID, and the player ID to the server 2 (Step 324).
[0184] When the guild management section 204 of the server 2 receives the participation approval, the participating guild ID, and the player ID (Step 364), it registers the player ID of the player in the participating player field of the record of the participating guild in the guild database 213 (Step 361). When the registration in the guild by the guild management section 204 of the server 2 is complete, it sends a registration completion notification to the game device 1 (Step 357).
[0185] When the guild setting section 115 of the game device 1 receives the registration completion notification (Step 309), it displays a participating guild details screen for the joined guild (Step 310).
[0186] Through the above processing, the processing of the guild participation operation is completed.
[0187] <Explanation of the guild withdrawal operation> The guild withdrawal operation will be described. FIG. 27 is an operation flowchart of the guild withdrawal process of the game device 1. FIG. 28 is an operation flowchart of the guild withdrawal process of the server 2.
[0188] When a participating guild is selected from the guild management screen by the guild setting section 115 of the game device 1, as shown in FIG. 11, it displays a participating guild details screen (Step 380) and determines the selection of the withdrawal button of the participating guild (Step 381).
[0189] When the guild withdrawal button is selected (Step 383), the guild management unit 115 displays the withdrawal approval button (Step 384).
[0190] When the withdrawal approval button is pressed and the withdrawal is approved (Step 385), the guild management unit 115 sends a withdrawal request for the participating guild to the server 2 (Step 386). The withdrawal request includes the guild ID and the player ID.
[0191] The guild management unit 204 of the server 2 determines whether to receive the withdrawal request (Step 390). When the withdrawal request is received, the guild management unit 204 deletes the player ID of the player from the participating player field of the record of the participating guild in the guild database 213 (Step 392). When the update of the guild database 213 of the server 2 is completed, the guild management unit 204 sends a withdrawal completion notification to the game device 1 (Step 393).
[0192] The guild management unit 115 receives the withdrawal completion notification (Step 387) and displays the guild management screen (Step 388).
[0193] Through the above processing, the processing of the guild withdrawal operation is completed.
[0194] In addition, the guild management unit 204 can not only withdraw players voluntarily but also forcefully withdraw players from the guild. For example, players who have not executed game play for a predetermined period are automatically withdrawn from the guild. In this case, it can be realized by searching for players who have not executed game play for a predetermined period using the player database 211 and deleting the player ID of the player from the participating guilds of each database.
[0195] <Explanation of the operation of matching opponent players> The operation of matching opponent players will be described. FIG. 29 is a flowchart of the operation of matching opponent players.
[0196] The matching request unit 116 displays a selection screen for the battle mode and determines the battle mode (Step 400). FIG. 30 is a diagram for explaining a series of operations for selecting the battle mode. In the example of the selection screen in FIG. 30, each button is displayed so that the normal battle mode and the co-op battle mode can be selected as the battle modes (FIG. 30(a)). Then, when the player selects the co-op battle mode, each button is displayed so that the in-store co-op pair setting and the non-player character co-op pair setting can be selected (FIG. 30(b)).
[0197] If the player does not select the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), that is, if the player selects the normal battle mode, the matching request for the battle player is sent to the server 2 (Step 411).
[0198] On the other hand, if the player selects the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), the determination of the selection of the co-op mode is made (Step 402). When the in-store co-op pair is selected (Step 402), the matching request unit 116 displays a search start screen (Step 403). An example of the search start screen is shown in FIG. 30(c). When forming an in-store co-op pair among players, the players press the search start button at the same timing. On the other hand, if a non-player character is selected as the co-op pair, a matching request for the co-op pair is sent to the server 2 (Step 410). The matching request includes the game device identification information (game device ID) and the player ID obtained from the player card.
[0199] The matching request unit 116 determines whether the search start button has been pressed (Step 404). When the search start button is pressed (Step 405), the matching request unit 116 sends a matching request for the co-op pair to the server 2 (Step 406). The matching request includes the game device identification information (game device ID), the player ID obtained from the player card, and the time information at the time of pressing.
[0200] Here, the co-op pair matching process performed by the server 2 will be described. FIG. 31 is a sequence diagram between the game device 1 and the server 2.
[0201] First, when players in a store who want to form a co-op pair press the search start button at the same timing, a matching request is sent from each player's game device 1 (Steps 500, 501). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information at the time of pressing.
[0202] The server 2 that has received the matching request performs co-op pair matching processing (Step 502).
[0203] FIG. 32 is a flowchart of the co-op pair matching process performed by the server 2.
[0204] The co-op pair matching processing unit 206 of the server 2 receives the matching request (Step 600).
[0205] The co-op pair matching processing unit 206 identifies a matching request transmitted from game device 1 installed within the same store from among the numerical values identifying the store included in the matching request (Step 601). When there is a matching request transmitted from game device 1 installed within the same store (Step 602), the co-op pair matching processing unit 206 determines the difference in the time information of those matching requests (Step 603). When there is a pair of matching requests whose difference in time information of the matching requests is within a predetermined time (for example, within 1 second) (Step 604), the co-op pair matching processing unit 206 identifies the player IDs of the game devices 1 that transmitted the matching requests of that pair, and sets the players with those player IDs as co-op pairs (Step 605). Then, the co-op pair matching processing unit 206 transmits co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name specified from the player ID, obtained from the player database 211 of the player.
[0206] On the other hand, when there is one matching request from game device 1 installed within the same store (Step 602), or even if it is a matching request from the same store, but the difference in the time information of the matching requests is not within the predetermined time (Step 604), the co-op pair matching processing unit 206 sets a non-player character as the co-op pair for the player of the game device 1 that made the matching request (Step 607). Then, the co-op pair matching processing unit 206 transmits co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name of a predetermined non-player character.
[0207] When receiving a matching request with a non-player character as a co-op pair, similar to Step 607, for the player of the game device 1 that made the matching request, set a non-player character as the co-op pair, and send non-player character co-op player information to the game device 1 that made the matching request. The co-op player information includes the player names of pre-determined non-player characters.
[0208] The above concludes the description of the co-op pair matching process performed by the server 2.
[0209] The matching request unit 116 of the game device 1 receives co-op player information (Step 407). The matching request unit 116 uses the received co-op player information to display the co-op player information (Step 408). For example, the display examples of the co-op player information are shown in FIGS. 30(d) and (e). In addition, when the matching request unit 116 makes a matching request with a non-player character as a co-op pair, it displays the information of the non-player character as the co-op player information. Then, the matching request unit 116 sets the player and the player of the received co-op player information as a co-op pair (Step 409).
[0210] On the other hand, in the case of the normal battle mode, it receives the information of the battle players (including non-player characters) and sets the battle players (Step 412).
[0211] Through the above processing, the processing of the matching operation is completed.
[0212] The player executes a battle game with the matched battle player, or forms a pair with the matched co-op player and battles against the battle player (non-player character).
[0213] During a battle with an opponent player, the attack power can be increased using the given evaluation information. The amount of increase in attack power can also be proportional to the number of evaluations used. FIG. 40 is a diagram for explaining the increase in attack power based on evaluation information during a battle. According to FIG. 40, by selecting the evaluation boost button during a battle, the attack power of the player can be increased (boosted) according to the player's number of evaluations.
[0214] <Explanation of the operation of granting evaluation information> The operation of granting evaluation information will be explained. FIG. 33 is a flowchart of the operation of granting evaluation information in the game device 1. FIG. 34 is a flowchart of the operation of granting evaluation information in the server 2.
[0215] When the profile screen is displayed by the profile screen display unit 114 (Step 700), the evaluation information granting unit 117 determines whether the evaluation granting button has been pressed (Step 701). When the evaluation granting button is pressed (Step 702), the evaluation information granting unit 117 changes the form of the evaluation granting button to let the player recognize that it has been selected, and transmits the evaluation information granting to the server 2 (Step 703). The evaluation information granting includes the player ID of the player on the displayed profile screen. When the display of the profile screen ends (Step 703), the evaluation information granting unit 117 ends the process.
[0216] The evaluation information management unit 207 of the server 2 determines whether the evaluation information granting has been received (Step 710). If the evaluation information granting has been received (Step 711), it determines the player to whom the evaluation has been granted (Step 712).
[0217] When the player who has been given an evaluation is a non-player character (Step 713), the evaluation information management unit 207 gives an evaluation to the player who gave the evaluation (the giving player) (Step 714). That is, the field of the evaluation information in the player database 211 for the player ID of the giving player is updated (increased by +1). The giving player who evaluated the non-player character is always given an evaluation as a response.
[0218] On the other hand, when the player who has been given an evaluation is an actual player (Step 713), the evaluation information management unit 207 updates (increases by +1) the field of the evaluation information in the player database 211 of the player who has been given the evaluation (the receiving player) (Step 715). The player ID of the giving player is described in the field of the receiving player ID of the giving player (Step 716). Further, the player ID of the player who has been given the evaluation is described in the field of the receiving player ID in the player database 211 of the giving player who gave the evaluation (Step 717).
[0219] Through the above processing, the processing of the operation of giving evaluation information is completed.
[0220] <Explanation of the notification operation of giving evaluation information> The notification operation of giving evaluation information will be explained. FIG. 37 is a sequence diagram of the notification of giving evaluation information between the game device 1 and the server 2. FIG. 38 is an operation flowchart of the notification process of giving evaluation information of the server 2.
[0221] First, when the game starts, the game execution unit 112 of the game device 1 transmits the player ID read from the card on which the player ID is recorded to the server 2 (Step 30).
[0222] When the evaluation information management unit 207 of the server 2 receives the player ID (Step 900), it determines whether the player ID is described in the giving player ID field of the player database 211 of the received player ID (Step 901).
[0223] When a player ID is described in the assigned player ID field (Step 902), the profile information of the player ID is read out and transmitted to the game device 1 (Step 903). Then, the evaluation information management unit 207 deletes the player ID in the assigned player ID field (Step 904).
[0224] When the game execution unit 112 of the game device 1 receives the profile information of the assigned player ID, it displays a profile screen including the profile information of the player and displays that an evaluation has been given to the player from that player (Step 32). FIG. 39 is a diagram showing an example of notification of the assignment of evaluation information.
[0225] Through the above processing, the processing of the notification operation for assigning evaluation information is completed.
[0226] <Explanation of guild mission management operation> The guild mission management operation will be explained. FIG. 36 is a flowchart of the guild mission management operation of the server 2. In the following explanation, the case where missions are given for each season and the total number of times the player has executed the game is reset for each season will be explained. Also, the number of times the game is executed is counted each time a battle game is executed without distinguishing between the normal battle mode and the co-op battle mode.
[0227] The guild management unit 204 of the server 2 determines the start of a season (Step 800). When a season starts (Step 801), the guild management unit 204 resets the number of game executions (calculated value) in the mission information field of the guild database 213 to zero (Step 802).
[0228] The guild management unit 204 of server 2 determines the end of the game (Step 803). When the game ends (Step 804), it searches for the guild to which the player who played the game belongs based on the player ID, and determines whether the number of game executions in the mission information field of that guild has reached the upper limit value (Step 805).
[0229] If the number of game executions in the mission information field of that guild has reached the upper limit value, the process ends. If the number of game executions in the mission information field of that guild has not reached the upper limit value, the guild management unit 204 increases the number of game executions in the mission information field of that guild by 1 (Step 806).
[0230] Subsequently, the guild management unit 204 determines whether the mission has been completed based on the total number of game executions in the mission information (Step 807). If the mission has been completed (Step 808), the guild management unit 204 describes a reward (privilege) in the privilege field of the guild (Step 809). That is, a privilege is granted to the guild.
[0231] Through the above processing, the operation of managing the missions of each guild is completed.
[0232] Each player belonging to the guild can, as shown in FIG. 35, check the progress of the mission from the mission progress status confirmation screen, and can receive a reward if the mission is completed. The reward (privilege) is, in principle, the same reward (privilege) for each player.
[0233] In the embodiment of the present invention, since the profile information (profile card) of other players other than the player is displayed at least once or more during the game, it can lead to an interest in other players and strengthen the community. Furthermore, since the player can appeal the play results of the game, it leads to an improvement in the motivation for playing the game.
[0234] In addition, in this embodiment, a rating means (rating button) for rating is displayed together with the profile information (profile card), so that a reaction cycle is created by a simple expression of gratitude, and players feel that they are being taken an interest in the game, which leads to increased motivation for game play. Furthermore, because players can receive rewards from the ratings they receive, they are encouraged to play in a way that will be rated.
[0235] In addition, in this embodiment, a group consisting of multiple players can be created, and a player can feel a connection with other players by joining the group. There are various ways to join a guild, and in particular, when a player is unable to join by random participation, a guild is automatically created, so that a situation in which a player cannot join a guild can be avoided. Furthermore, a mission is given to the guild, and by accomplishing the mission, a player belonging to the guild can obtain a reward (benefit), so that a more interesting game can be provided to players. In addition, the members of the guild can check profile information (profile card) and give an evaluation, so that the bond between the members of the guild can be deepened.
[0236] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.
[0237] [Appendix 1] Computer, a competitive game execution means for executing a competitive game; A group management means for managing a group composed of at least one player; A calculation means for calculating a total number of plays of each player belonging to the group; a benefit awarding means for awarding a first benefit to each player belonging to the group in accordance with the total number of plays; A program that functions as a
[0238] [Appendix 2] The battle game execution means can execute battle games in a plurality of battle modes, The calculating means calculates the total value of the number of play times of each player in the plurality of battle modes. The program according to Supplementary Note 1.
[0239] [Supplementary Note 3] Function the computer as first rank information granting means for granting to each player first rank information that changes according to the execution of a battle game. The privilege granting means grants the same first privilege to each player belonging to the group without being affected by the first rank information of each player belonging to the group. The program according to Supplementary Note 1 or Supplementary Note 2.
[0240] [Supplementary Note 4] Function the computer as second rank information granting means for granting to each group second rank information that changes according to the total value. The program according to any one of Supplementary Notes 1 to 3.
[0241] [Supplementary Note 5] The privilege granting means grants a first privilege with a greater degree of advantage in the progress of the game according to the magnitude of the total value. The program according to any one of Supplementary Notes 1 to 4.
[0242] [Supplementary Note 6] The calculating means can calculate up to a preset upper limit total value. The program according to any one of Supplementary Notes 1 to 5.
[0243] [Supplementary Note 7] The calculating means resets the total value for each season of the battle game. The privilege granting means changes the content of the first privilege for each season of the battle game. The program according to any one of Supplementary Notes 1 to 6.
[0244] [Appendix 8] The calculation means presents the total value on the gauge. The program according to any one of Appendices 1 to 7.
[0245] [Appendix 9] The privilege granting means grants a second privilege for each play of the battle game. The first privilege is a privilege that is more advantageous for the progress of the game than the second privilege. The program according to any one of Appendices 1 to 8.
[0246] [Appendix 10] The battle game execution means makes it impossible to execute a battle between players belonging to the same group. The program according to any one of Appendices 1 to 9.
[0247] [Appendix 11] The computer is caused to function as a presentation means for presenting player information regarding players belonging to a group. The program according to any one of Appendices 1 to 10.
[0248] [Appendix 12] The player information does not include the player's last play date and time. The program according to any one of Appendices 1 to 11.
[0249] [Appendix 13] The player information includes the number of times the player has played. The program according to any one of Appendices 1 to 12.
[0250] [Appendix 14] A battle game execution means for executing a battle game, A group management means for managing a group composed of at least one or more players, A calculation means for calculating the total value of the number of plays of each player belonging to the group, Reward granting means for granting a first reward according to the total value of the number of plays to each player belonging to the group A game management device comprising the same
[0251] [Appendix 15] A program for causing a computer to Function as a battle game execution means for executing a battle game, A presentation means for presenting the total value of the number of plays of each player belonging to the group to which the player belongs, Reward granting means for granting a first reward according to the total value of the number of plays to the player
[0252] [Appendix 16] A battle game execution means for executing a battle game, A presentation for presenting the total value of the number of plays of each player belonging to the group to which the player belongs, Reward granting means for granting a first reward according to the total value of the number of plays to the player A game device comprising the same
Explanation of Signs
[0253] 1 Game device 2 Server 10 Processing unit 11 Display unit 14 Operation input unit 15 Cost detection unit 16 User information reading unit 17 Sound output unit 18 Communication unit 19 Storage unit 20 Processing unit 21 Recording unit 110 Game element acquisition unit 111 Unit configuration unit 112 Game execution unit 113 Profile card setting unit 114 Profile screen display unit 115 Guild setting unit 116 Matching request unit 117 Evaluation Information Assignment Unit 201 Player Information Management Unit 202 Game Execution Management Unit 203 Profile Information Management Unit 204 Guild Management Unit 205 Versus Player Matching Unit 206 Co-op Pair Matching Unit 207 Evaluation Information Management Unit
Claims
1. A computer, a battle game execution means for executing a battle game, a group management means for managing a group composed of at least one or more players, a calculation means for calculating a total value of the number of plays of each player belonging to the group, a privilege granting means for granting a first privilege corresponding to the total value of the number of plays to each player belonging to the group, A program that functions as.
2. The battle game execution means can execute a battle game in a plurality of battle modes, The calculation means calculates a total value of the number of plays of each player in the plurality of battle modes, The program according to claim 1.
3. A computer is caused to function as a first rank information granting means for granting first rank information that changes according to the execution of a battle game to each player, The privilege granting means grants the same first privilege to each player belonging to the group without being affected by the first rank information of each player belonging to the group, The program according to claim 1 or claim 2.
4. A computer is caused to function as a second rank information granting means for granting second rank information that changes according to the total value to each group, The program according to claim 3.
5. The privilege granting means grants a first privilege that has a greater degree of advantage in the progress of the game according to the magnitude of the total value, The program according to claim 1 or claim 2.
6. The calculation means can calculate up to a preset upper limit of the total value, The program according to claim 1 or claim 2.
7. The calculation means resets the total value for each season of the battle game, The privilege granting means changes the content of the first privilege for each season of the battle game, The program according to claim 6.
8. The calculation means presents the total value on a gauge, The program according to claim 6.
9. The privilege granting means grants a second privilege for each play of the battle game, The first privilege is a privilege that is more advantageous for the progress of the game than the second privilege, The program according to claim 1 or claim 2.
10. The battle game execution means makes it impossible to execute a battle between players belonging to the same group, The program according to claim 1 or claim 2.
11. causing the computer to function as a presentation means for presenting player information relating to players belonging to the group; The program according to claim 1 or 2.
12. The player information does not include the player's last play date and time. The program according to claim 11.
13. The player information includes the number of times the player has played. The program according to claim 11.
14. a competitive game execution means for executing a competitive game; A group management means for managing a group consisting of at least one player; A calculation means for calculating a total number of plays of each player belonging to the group; a bonus awarding means for awarding a first bonus to each player belonging to the group in accordance with the total number of plays; A game management device comprising:
15. Computer, a competitive game execution means for executing a competitive game; a presentation means for presenting a total number of plays of each player belonging to a group to which the player belongs; a bonus awarding means for awarding a first bonus to the player according to the total number of plays; A program that functions as a
16. a competitive game execution means for executing a competitive game; Presenting a total number of plays of each player belonging to a group to which the player belongs; a bonus awarding means for awarding a first bonus to the player according to the total number of plays; A game device comprising:
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