Program, game management device and game device

The program and game management system enhance player engagement by allowing dynamic gameplay transitions based on communication status, ensuring a highly entertaining experience in competitive games.

JP2025114407APending Publication Date: 2025-08-05BANDAI CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2024009082
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-24
Publication Date
2025-08-05

AI Technical Summary

Technical Problem

Existing competitive games struggle to maintain player interest and provide a highly entertaining experience.

Method used

A program and game management system that allows players to be matched with competing partners, with the option to cancel the match and switch to a different competitive mode if communication becomes impossible, enabling dynamic gameplay transitions.

Benefits of technology

Enhances player engagement by providing a dynamic and entertaining gaming experience through adaptive gameplay modes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025114407000001_ABST
    Figure 2025114407000001_ABST
Patent Text Reader

Abstract

To provide a highly amusing game.SOLUTION: A program makes a computer function as: matching requesting means for requesting matching of a player with a competition partner; and game execution means for executing a competition game in a first competition mode through a cooperative pair of the player and the competition partner. The matching requesting means, on condition that communication between the player and the competition partner comes into an impossible state after matching of the player with the competition partner, releases the matching of the player with the competition partner and requests matching of the player with a match game player. The game execution means executes a competition game in a second competition mode between the player and the match game player.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a program, a game management device, and a game device. [Background technology]

[0002] There are competitive games in which players are matched and compete against each other (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-041919 Summary of the Invention [Problem to be solved by the invention]

[0004] In such competitive games, it is important to maintain the player's interest in the game and provide a highly entertaining game.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a highly entertaining program, a game management device, and a game device. [Means for solving the problem]

[0006] One aspect of the present invention is a program that functions as a matching means for matching a player with a competing partner, and a game execution means for executing a competitive game of a first competitive mode with the cooperative pair of the player and the competing partner, wherein the matching means cancels the matching between the player and the competing partner and matches the player with a competing player on the condition that communication between the player and the competing partner becomes impossible after the matching between the player and the competing partner, and the game execution means executes a competitive game of a second competitive mode with the player and the competing player.

[0007] One aspect of the present invention is a game management device that includes a matching means for matching a player with a competing partner, and a game execution means for executing a competitive game of a first competitive mode between the player and the competing partner as a cooperative pair, wherein the matching means cancels the matching between the player and the competing partner and matches the player with a competing player on the condition that communication between the player and the competing partner becomes impossible after the matching between the player and the competing partner, and the game execution means executes a competitive game of a second competitive mode between the player and the competing player.

[0008] One aspect of the present invention is a program that functions as a matching request means for requesting matching between a player and a competing partner, and a game execution means for executing a competitive game of a first competitive mode with the cooperative pair of the player and the competing partner, wherein the matching request means cancels the matching between the player and the competing partner and requests matching between the player and the competing player on the condition that communication between the player and the competing partner becomes impossible after matching between the player and the competing partner, and the game execution means executes a competitive game of a second competitive mode with the player and the competing player.

[0009] One aspect of the present invention is a game device comprising a matching request means for requesting matching between a player and a competing partner, and a game execution means for executing a competitive game of a first competitive mode with the cooperative pair of the player and the competing partner, wherein the matching request means cancels the matching between the player and the competing partner and requests matching between the player and the competing player on the condition that communication between the player and the competing partner becomes impossible after matching between the player and the competing partner, and the game execution means executes a competitive game of a second competitive mode with the player and the competing player. [Effects of the Invention]

[0010] According to the present invention, a highly entertaining game can be provided. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and the character information has an annihilation type. [Figure 3] Figure 3 shows an example of a game card M1 in which the second game element is a piloted aircraft, its type is a long-range type, and the character information has the ability of crushing (attacking enemy units that are locked on when they enter the attack range). [Figure 4] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. [Figure 5] FIG. 5 is a diagram for explaining the features of the game in this embodiment. [Figure 6] FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 8] FIG. 8 is a diagram showing an example of the game element DB 190. [Figure 9] FIG. 9 is a diagram showing an example of the main menu. [Figure 10] FIG. 10 is an example of a profile card in this embodiment. [Figure 11] FIG. 11 is a diagram showing an example of the guild management screen. [Figure 12] FIG. 12 is a diagram showing an example of game device identification information. [Figure 13] FIG. 13 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 14] FIG. 14 is a diagram showing an example of the player database 211. As shown in FIG. [Figure 15] FIG. 15 is a diagram showing an example of the profile information database 212. [Figure 16]FIG. 16 is a diagram showing an example of the guild database 213. [Figure 17] FIG. 17 is a diagram showing an example of the game device identification information database 214. As shown in FIG. [Figure 18] FIG. 18 is a sequence diagram of the profile card setting between the game device 1 and the server 2. [Figure 19] FIG. 19 is a flowchart showing the operation of the profile card setting unit 113 in setting the profile card. [Figure 20] FIG. 20 shows an example of a profile card setting screen. [Figure 21] FIG. 21 is a sequence diagram of the profile card setting between the game device 1 and the server 2. [Figure 22] FIG. 22 is an operational flowchart of the profile screen display process of the profile screen display unit 114. [Figure 23] FIG. 23 is a diagram showing an example of the profile screen. [Figure 24] FIG. 24 is a diagram showing an example of a profile screen on the guild details screen. [Figure 25] FIG. 25 is a flowchart showing the operation of the game device 1 in the guild participation process. [Figure 26] FIG. 26 is a flowchart showing the operation of the guild participation process of the server 2. [Figure 27] FIG. 27 is a flowchart showing the operation of the game device 1 in the guild withdrawal process. [Figure 28] FIG. 28 is a flowchart showing the operation of the server 2 in the guild withdrawal process. [Figure 29] FIG. 29 is a flowchart showing the matching operation of the opponent players. [Figure 30] FIG. 30 is a diagram for explaining a series of operations for selecting a battle mode. [Figure 31] FIG. 31 is a sequence diagram between the game device 1 and the server 2. [Figure 32] FIG. 32 is a flowchart of the cooperative pair matching process performed by the server 2. [Figure 33] FIG. 33 is a flowchart showing the operation of the game device 1 for assigning evaluation information. [Figure 34] FIG. 34 is a flowchart showing the operation of the server 2 for assigning evaluation information. [Figure 35] Figure 35 is an example of a guild mission progress screen. [Figure 36] FIG. 36 is a flowchart of the guild mission management operation of the server 2. [Figure 37] FIG. 37 is a sequence diagram of a notification of the assignment of evaluation information between the game device 1 and the server 2. In FIG. [Figure 38] FIG. 38 is a flowchart showing the operation of the server 2 in notifying the addition of evaluation information. [Figure 39] FIG. 39 is a diagram showing an example of a notification of the assignment of evaluation information. [Figure 40] FIG. 40 is a diagram for explaining an increase in attack power during a competitive game using evaluation information. [Figure 41] FIG. 41 is a diagram for explaining the decks of the opposing players. [Figure 42] FIG. 42 is a diagram for explaining the decks of the opposing players. [Figure 43] FIG. 43 is a diagram for explaining the decks of the opposing players. [Figure 44] FIG. 44 is an example of an opponent character database. [Figure 45] FIG. 45 is a diagram showing an example of the cooperative pair management database. [Figure 46] FIG. 46 is a diagram for explaining how ranking rewards are awarded. [Figure 47] FIG. 47 is a diagram for explaining the battle field in a battle game in the cooperative battle mode. [Figure 48] FIG. 48 is a flowchart showing the operation of the cost assigning unit 118. [Figure 49] FIG. 49 shows an example of a notification of an increase in the recovery amount increase rate when a co-op player defeats one enemy unit 61Z, and a display of a cost gauge 70 and a cost recovery amount increase rate 71. [Figure 50] Figure 50 shows an example of a notification of an increase in the recovery amount increase multiplier when a co-op player defeats an enemy base 60Z following the defeat of an enemy unit 61Z, and a display of a cost gauge 70 and a cost recovery amount increase multiplier 71. [Figure 51] FIG. 51 is an operational flowchart of the experience value granting process. [Figure 52] FIG. 52 shows an example of a notification of the granting of experience points. [Figure 53] FIG. 53 is a flowchart of the operation for awarding ranking rewards. [Figure 54] FIG. 54 is a diagram showing an example of a notification of the ranking results displayed on the game device 1. [Figure 55] FIG. 55 is an operational flowchart illustrating the mode transition process performed when communication of the game device 1 is disabled. [Figure 56] FIG. 56 is a diagram showing an example of a notification of the match-cancellation displayed on the game device 1. In FIG. DETAILED DESCRIPTION OF THE INVENTION

[0012] An embodiment of the present invention will be described.

[0013] <Overall structure> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include 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 a communication line N and can communicate with each other. The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0014] The game device 1 is a computer capable of executing a game program, and is connected to a 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, an 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 for a stationary home game device, or the like.

[0015] Basically, there are a plurality of game devices 1, each operated by a player. For example, a plurality of game devices 1 are installed in a store, and are operated by players visiting the store.

[0016] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for executing the game on the game device 1. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, i.e., when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history). Furthermore, as will be described later, the server 2 also matches players to become partners so that players can form partners and compete against other players.

[0017] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but the game is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games configured for single player use.

[0018] In the embodiment described below, an example will be described in which a competitive game in which a screen on which game elements are arranged on a game field is displayed and progresses is applied to the game device 1. However, the present invention is applicable to any device that can execute a game in which a screen on which game elements are arranged is displayed and progresses.

[0019] <Game elements and game overview> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.

[0020] The fighting game according to this embodiment features multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are expressed as images, virtual or physical objects, etc. Images include still images and videos. The fighting game according to 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 object having a physical volume. An example of a tangible object is a game card, which is an object having a physical volume (a real object). Note that the object is not limited to a game card, but may be any object configured to identify the game element associated with the object. The object may be, for example, a shaped object such as a figurine 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 tangible game cards, and each is described as being associated with one game element that appears in a competitive game in which a play experience is provided on the game device 1. The game element to which a game card is associated can be identified by a game element reading unit (described later) acquiring identification information (element ID) for identifying the game element attached to the game card. The identification information (element ID) may be added to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording the identification information on a near field communication (NFC) tag or IC chip included in the game card, or by other methods.

[0024] In a competitive game, each player can use multiple game elements, and by obtaining information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to progress begins), the game elements associated with that game card can be registered as game elements to appear in the game (to be used by the player).

[0025] In this embodiment, there are multiple first-type game elements that the player can introduce into the game, but there are mainly two types: first game elements and second game elements. The first game elements are pilots, and the second game elements are aircraft operated by the pilots. Furthermore, each of the first game elements and second game elements is divided into multiple types.

[0026] The types of pilots, which are the first game elements, include, for example, annihilation type, control type, and defense type. The annihilation type is a type that attacks the opponent player's aircraft with priority, and attacks the opponent player's base (battleship, etc.) when the opponent player does not have an aircraft. The control type is a type that attacks the opponent player's base (battleship, etc.). The defense type is a type that defends the player's base (battleship, etc.). Note that the types (types) and their numbers are merely examples, and are not limited to these types (types) and numbers. For example, there may be multiple types that can attack according to the types (types) of the opponent player's game elements, such as an attack type that can only attack the opponent player's X type (type) game elements, and an attack type that can only attack the opponent player's Y type (type) game elements.

[0027] The type (classification) of the aircraft to be piloted as a second game element includes, for example, a close-range type, a long-range type, and a mobile type. The close-range type is a type that excels in high-powered close-range attacks. The long-range type is a type that excels in attacks aimed at the enemy from a long distance. The mobile type is a type that excels in dodging long-range attacks and quickly closing the distance to the enemy to attack. Note that the types (classifications) and their numbers are merely examples, and are not limited to these types and numbers.

[0028] These types (classifications) do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, the second game element, a ship, may have two types: a defensive type and a long-range type. Ships of this type can attack game elements located far away from the opposing player using long-range weapons in order to protect the player's other game elements.

[0029] Furthermore, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate for that type, in addition to character information of the type or type of the first game element or the second game element. For example, a close-range type has parameters specialized for close-range attacks. These various parameters may be changed as the fighting game progresses.

[0030] Furthermore, some of the first or second game elements have special abilities called abilities, tactical moves, or skills. These abilities, tactical moves, and skills are used to gain an advantage in the game and enhance game elements. For example, one such ability may increase an opposing player's attack power against game elements for a specified period of time when certain activation conditions are met. Abilities, tactical moves, and skills may be activated automatically when the activation conditions are met, or may be activated at the player's discretion when the activation conditions are met. Furthermore, some abilities, tactical moves, and skills can be activated only once during a match, while others can be activated multiple times.

[0031] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) in which the first game element is a pilot and the character information is of an annihilation type. The game element reading unit reads the identification information and the like written on the game card P1, allowing the game device 1 to obtain the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (pilot card) in which the second game element is a pilot, the type is a long-range type, and the character information is of a crushing ability (attacks when a locked-on enemy unit enters the attack range). The game element reading unit reads the identification information and the like written on the game card M1, allowing the game device 1 to obtain 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 sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a mech, which is a second game element. In other words, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to have a unit, which is a pair of a mech and a pilot, appear in the battle game.

[0033] The capabilities of a unit can be, for example, the total value of the pilot's character information (various parameters), which is the first game element that constitutes the unit, and the pilot's character information (various parameters), which is the second game element.

[0034] Furthermore, units have behavioral characteristics that define (or restrict) what actions they can take in a battle in a fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the following components: the pilot's type (classification), which is a first game element, and / or the aircraft's type (classification), which is a second game element. When the unit's behavioral characteristics are subordinate to the pilot's type (classification), which is the first game element, the aircraft's type (classification) is not reflected, but the behavioral characteristics reflect the pilot's type. For example, if the type of pilot that constitutes a unit is an annihilation type, the unit will have an annihilation type behavioral characteristic.

[0035] Furthermore, the type of a unit may be subordinate to (dependent on) the type (classification) of the vehicle that constitutes the unit, which is a second game element. For example, if the type of vehicle that constitutes the unit is a mobile type, the behavioral characteristics of the unit will be mobile type.

[0036] In this way, when a unit's behavioral characteristics or type is subordinate to only one type of game element, the player must consider the types of pilot and aircraft and select the pilot and aircraft that make up the unit so that the unit's capabilities can be utilized. If the types of the game elements that make up the unit (pilot and aircraft) are selected appropriately, the unit's behavioral characteristics and capabilities will match, allowing the unit to maximize its capabilities.

[0037] Next, the second type of game element will be described.

[0038] The second type of game elements differ from the first type of game elements in that the second type of game elements are not associated with real objects such as game cards. The second type of game elements are game elements that can appear in the game through evaluation information on the player's evaluation, rewards obtained by completing game events, exchange for in-game currency, etc. However, like the first type of game elements, they do not necessarily exclude association with real objects such as game cards.

[0039] Next, an outline of the competitive game will be explained.

[0040] The battle game of this embodiment has a normal battle mode in which players fight each other individually, and a cooperative battle mode in which two or more players form a group to carry out missions.

[0041] The normal battle mode is divided into a first type of normal battle mode and a second type of battle mode. The first type of normal battle mode is a mode in which anyone can participate, in which players battle each other alone, and experience points are awarded based on the results of the battle. The player's rank is determined by the total experience points awarded. The second type of normal battle mode is a battle mode in which players above a certain rank can participate, and in which the opponent is a non-player character. Multiple non-player characters are available as opponents, each with different strengths. By fighting and defeating a strong non-player character, a player can obtain a large amount of experience points and various rewards. The cooperative battle mode is a mode in which a player forms a cooperative pair (group) with another partner player and challenges a single mission. The opponent of the cooperative pair is basically a non-player character. These battle modes will be described later.

[0042] A battle game includes a menu phase and a battle phase. The menu phase is a phase in which players set their profiles and select a battle mode. The battle phase is a phase in which various game cards (first type of game elements) are registered, units are generated, and battles are fought using those units.

[0043] The battle phase of this embodiment progresses by deploying (placing) the units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).

[0044] FIG. 4 is a diagram showing an example of a game field in a battle game of this embodiment. In one aspect shown below, a battle field 30 includes a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 contains units that can be deployed (appear). The first area 32 is the player's area, where the player's bases and other bases (game elements) are located. The second area 33 is the opposing player's area, where the opposing player's bases and other bases (game elements) are located. The player who destroys the opposing player's base (reduces its durability to 0) as a result of an attack by one of their units wins the battle game. The game field is divided into a first zone 34 located to the left of the center line and a second zone 35 located to the right of the center line. In a battle mode in which two or more players cooperate to battle an opposing player, such as the cooperative battle mode described below, each player is assigned a zone.

[0045] At the start of the battle game, information about the units registered by the opposing player is not known. Players can deploy each of their registered units onto the game field at any time after the start of the battle game, and the opposing player is notified of the game elements (aircraft and pilot) that make up that unit when the unit is deployed onto the game field. This configuration makes it possible to provide players with the excitement of strategically developing the game while assessing the units and actions of the opposing player.

[0046] Next, the features and terminology of the game in this embodiment will be explained. Figure 5 is a diagram for explaining the features of the game in this embodiment.

[0047] In the game of this embodiment, it is possible to present player profile information. Player profile information is a concept that includes not only information that identifies the player, such as the player's nickname, but also information such as evaluation information of the player received from other players, the player's level, and acquired titles. Details of profile information will be described later. In this embodiment, an image containing profile information will be referred to as a profile card.

[0048] In addition, in the game of this embodiment, in order to assign a rating to the player of the presented profile card, a rating assignment means for assigning a rating is also presented at the same time. The rating assignment means is, for example, a rating button for assigning a rating to the player. In this embodiment, a screen including the profile card and the rating assignment means (rating assignment button) is referred to as a profile screen.

[0049] The profile screen of the player is presented, and the player on the profile screen that is presented varies depending on the situation.

[0050] First, differences in player profile screens due to differences in battle modes will be explained. In this embodiment, there are a first type of normal battle mode and a second type of normal battle mode in which a first player and a second player battle one-on-one, and a cooperative battle mode in which a first player and a third player form a cooperative pair and battle the second player. The second player in the normal battle mode includes not only a real player but also a non-player character with which the CPU battles on behalf of the real player. The opposing player (second player) in the cooperative battle mode is, in principle, a non-player character (e.g., a boss character) with which the CPU battles.

[0051] In normal battle mode, the profile screen presented to the first player is the profile screen of the opponent, the second player, and the profile screen presented to the second player is the profile screen of the opponent, the first player. Note that if 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.

[0052] In the cooperative battle mode, the profile screen shown to the first player is the profile screen of the third player who is also a cooperative player, and the profile screen shown to the third player is the profile screen of the first player who is also a cooperative player. Note that no profile screen is shown to the non-player character who is the second player.

[0053] Furthermore, in the game of this embodiment, there are groups called guilds. A guild is a group made up of at least one player. There is no limit to the number of members (guild members) that belong to a guild, but an upper limit may be set. Only players with a certain level or higher can join (become members of) a guild.

[0054] In principle, a player can only join one guild, and cannot belong to multiple guilds at the same time. The benefit of being a member of a guild is that by completing a mission assigned to the guild, the guild is given a reward (benefit), which can then be obtained by the guild's members. The mission may be, for example, for all guild members to play a game a predetermined number of times (total number of games played), and a reward (benefit) is given to the guild when the number of games played exceeds the predetermined number. The reward (benefit) may be divided equally among the guild's members, or may be distributed to each member according to their degree of contribution to completing the mission. The reward (benefit) that each member receives when they complete a mission may also be determined in advance.

[0055] The profile screen of each member of a guild can be viewed by selecting the member you wish to view on the participating guild details screen, which displays detailed information about the participating guild.

[0056] In this embodiment, the above-described player's profile screen is presented at least once as the game progresses. The timing of presenting the profile screen can be divided into timing not based on the player's operation and timing based on the player's operation. The timing not based on the player's operation is, for example, timing when the profile screen is automatically presented by the game device 1 before the start of the match after the opposing players have been decided, random display during the match, and after the match result has been displayed after the match has ended. The timing based on the player's operation is, for example, timing when a guild member is selected on the guild member confirmation screen.

[0057] On the presented profile screen, the player whose profile screen is presented can assign a rating to the player on the profile screen by pressing the rating button on the profile screen. The assigned ratings are accumulated and reflected in the player rating information on the profile card. To prevent the same player from being assigned multiple ratings, a limit may be set on the number of times a rating can be assigned to the same player, such as once within a specified period, or a limit may be set on the number of ratings that can be assigned in a single game. It is also possible to assign benefits based on the accumulated ratings. Benefits include benefits that provide an advantage in the game (e.g., items that increase attack power or defense power), benefits for completing specific missions (e.g., missions based on the number of ratings), and benefits that allow participation in specific competitive games (e.g., tournament participation tickets).

[0058] <Configuration of Game Device 1> Next, a device for executing the game described above will be described.

[0059] FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention.

[0060] The game device 1 is equipped with a display unit 11 (display 11) that displays information necessary for progressing in the game, such as menus, and the game field, etc., first game element reading units 121 to 125 for registering a first game element (pilot) to appear in the competitive game from game cards held by the player, and second game element reading units 131 to 135 for registering a second game element (pilot aircraft) to appear in the competitive game from game cards held by the player.

[0061] The first game element reading units 121-125 are readers that read character information of pilots, which are first game elements to appear in the game, from game cards. The game device 1 of this embodiment is provided with five first game element reading units 121-125 so that up to (upper limit) five pilots can be registered as usable game elements. A player sets (places) a game card P of a pilot (first game element) to appear in the competitive game from among the game cards he or she owns on the first game element reading units 121-125, and the first game element reading units 121-125 can read identification information and the like of the game card of the pilot (first game element).

[0062] The second game element reading units 131-135 are readers that read character information of a boarded unit, which is a second game element to be made to appear in the game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 so that up to (upper limit) five boarded units can be registered as game elements to be used. A player sets (places) a game card M of a boarded unit (second game element) to be made to appear in the battle game from among the game cards he owns in the second game element reading units 131-135, and the second game element reading units 131-135 can read identification information and the like of the game card of the boarded unit (second game element).

[0063] Players can then start a battle game by organizing up to five units (squads), which are game elements that consist of one registered pilot and one piloted aircraft. In other words, the maximum number of piloted aircraft that can be registered for a unit (squad) is the same as the maximum number of pilots that can be registered (upper limit), which is set to five.

[0064] Note that, for example, if the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft or pilots, such as when the player has just started using the game device 1 or when the player does not carry game cards, each of the game elements constituting a unit (troop) does not necessarily have to be registered based on information acquired from the game cards. In this case, game elements prepared on the game device 1 side may be additionally registered, and the maximum number of aircraft and pilots may be registered, forming a unit of five. Furthermore, in an aspect in which a concept such as cost is introduced into registration, the number of units (troops) to be registered may be set to a number less than the maximum number.

[0065] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit may be associated with multiple pilots for one aircraft, or one pilot for multiple aircraft.

[0066] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0067] 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 price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a memory unit 19.

[0068] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first game element reading unit 12, the second game element reading unit 13, and the operation input unit 14. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading out the operation programs of each unit recorded in the recording unit 19, for example, and executing the programs by loading them into memory. 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, an evaluation information assignment unit 117, a cost assignment unit 118, an experience point assignment unit 119, and a ranking reward assignment unit 120. These units will be described later.

[0069] The display unit 11 displays various game screens based on image signals output from the processing unit 10. The functions 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.

[0070] As described above, the first game element reading units 121-125 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 first game elements to be made to appear in the game, from game cards held by players. Reading of first game elements from game cards is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Furthermore, 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 a reading unit ID (e.g., reading unit ID = 121), which is identification information of the device itself.

[0071] 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, which is the second game element to be featured 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 reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Also, 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 reader ID (e.g., reader ID = 131, etc.), which is the identification information of the device itself.

[0072] A unit is composed of the first game element read by the first game element reading units 121-125 and the second game element read by the second game element reading units 131-135. As described above, one unit is a combination of a pilot, which is one first game element, and a plane, which is one second game element. Therefore, to make it easy for a player to identify the combination of the pilot, which is the first game element, and the plane, which is the second game element, that constitutes a unit, the first game element reading units 121-125 and the second game element reading units 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 make up a pair are adjacent to each other. For example, the bottom side of the first game element reading unit 121 and the top side of the second game element reading unit 131 are arranged so that they form a vertical pair. This allows the player to easily understand that a unit is formed by pairing the pilot of the game card read by the first game element reading unit 121 with the aircraft on the game card read by the second game element reading unit 131. 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.

[0073] The operation input unit 14 is used by 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 function of the operation input unit 14 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.

[0074] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin 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 the experience of playing a series of games, based on the payment of a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.

[0075] The user information reading unit 16 acquires information from an item on which a player ID (player identification information) is recorded in order to identify the player using the game device 1. In this embodiment, the item on which the player ID is recorded is a player card configured in the form of a card. The user information reading unit 16 also transmits the read player ID (player identification information) to the server 2, and acquires player information (player name, player level, etc.) required to execute the game from the server 2.

[0076] The read player ID may be included in requests or information exchanged between the game device 1 and the server 2.

[0077] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10.

[0078] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 18 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from the external device via, for example, the communication line N.

[0079] The storage unit 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The storage unit 19 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.

[0080] The storage unit 19 also stores a game element database 190 (game element DB190). The game element DB 190 is a database that manages information (element information) about each game element that appears in a game. In the game device 1 of this embodiment, a player places a game card on the first game element reading units 121-125 and the second game element reading units 132-135 during game play, and causes the units to acquire information, thereby allowing the game element associated with the game card to appear in the game. 8, the element information managed for one game element includes, in association with element ID (identification information) 191 that uniquely identifies the game element, type information 192 that indicates the type in the game assigned to the game element, drawing information 193 that includes graphics data and the like used to generate a screen when the game element appears in the game, parameter information (character information) 194 that describes the name, attributes, etc. of the game element as well as parameters and the like determined for each element level of the game element, and ability information 195 that describes the activation conditions, the activated effects, etc. The parameter information 194 and ability information 195 are information referenced in the game in which the game element appears, and are involved in controlling the progress of the game.

[0081] In this embodiment, the game element DB 190 stores graphics data, parameter information, ability information, etc., and the element information includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.

[0082] Next, we will explain the main functional parts of the processing unit 10, namely, the game element acquisition unit 110, the unit composition 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 assignment unit 117.

[0083] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires reading unit IDs that identify the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second game element reading units 131-135 will be referred to as 131-135). The game element acquisition unit 110 acquires, from the game element DB 190, type information 192, drawing information 193, parameter information 194, and ability information 195 that are associated with the element ID 191 of the acquired game card. Then, the game element acquisition unit 110 associates the reader 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. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.

[0084] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and configures one unit (squad) from a pair of a pilot, which is a first game element, and a plane, which is a second game element. The unit configuration unit 111 identifies the pair of the first game element and the second game element from the reading unit ID. In this embodiment, combinations of reading unit IDs (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 the game elements that configure one unit. The unit configuration unit 111 identifies the first and second game elements to be paired by identifying the element ID 191 associated with each pair of reader IDs. The unit configuration unit 111 then configures a unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum 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 aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. The unit's behavioral characteristics are subordinated (dependent) to at least one of the pilot type (type), which is the first game element, or the aircraft type (type), which is the second game element, which are components of the unit.

[0085] Furthermore, the unit configuration unit 111 can add the abilities of the first game element or the second game element as the capabilities of the unit. For example, if the vehicle of the second game element has an ability, a unit that has the vehicle of the second game element as a component can have the ability of the vehicle of the second game element.

[0086] The game execution unit 112 controls the series of games from the start to the end of the competitive game (including the display of game images), and starts the competitive game when the payment detection unit 15 detects the payment of the fee. The game execution unit 112 also acquires the player ID of the player read by the user information reading unit 16, transmits it to the game server 2, and acquires various pieces of player information required for the game.

[0087] When the fee detection unit 15 detects payment of the fee, the game execution unit 112 displays a main menu for selecting a battle mode, setting a player's profile card, managing a 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 a battle mode selection screen, a profile card setting button for transitioning to a setting screen for setting a player's profile card, and a guild management button for transitioning to a management screen for managing a guild are displayed. Note that the battle modes in this embodiment include a first type of normal battle mode, a second type of normal battle mode, and a cooperative battle mode. In the normal battle mode, the player and the opposing player each compete individually. The opposing player is determined by matching on the game server 2. Note that the opposing player includes not only real players (actual players) but also non-player characters played by a computer. In the cooperative battle mode, players form cooperative pairs, and the cooperative pair competes against non-player characters.

[0088] When a battle mode is selected and preparations for a battle are complete, the game execution unit 112 places the units (units) configured by the unit configuration unit 111 on the game field. The game execution unit 112 then controls the progress of the battle in accordance with operation inputs made by the player to the units (units). In addition, the game execution unit 112 performs attack and defense calculations using various parameters of each unit and base during the battle, and determines whether the units and bases are in a battle-ready or battle-unready state. The game management unit 112 also displays various effect images that can identify whether a unit is in a battle-ready or battle-unready state, the activation of abilities, and other states.

[0089] Furthermore, the game execution unit 112 performs an operation to increase the offensive power during execution of the competitive game in accordance with the number of evaluations obtained by the player.

[0090] When the profile card setting button is selected from the top menu, the profile card setting unit 113 displays a profile information setting screen and sets information for each item by selecting an answer to a question. In this embodiment, the overall image including the profile information with information for each item set is referred to as a profile card. In the case of a new registration, an initial profile card prepared by the game operator is displayed, and after selecting the item to set, the information for the item is determined by selecting an answer to a question. In addition, when changing profile information that has already been registered, the registered profile card is displayed, and after selecting the item to change, the information for the item is determined by selecting an answer to a question.

[0091] 10 shows an example of a profile card in this embodiment. The profile card 90 includes a pilot image 91, a pilot aircraft image 92, a background image 93, evaluation information 94 relating to the player's evaluation, player information 95, guild information 96, battle mode information 97, play time period information 98, title information 99, and insignia information 100.

[0092] 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 on a pilot card owned by the player, but can also be selected from pilot images prepared by the game operator. The aircraft image 92 is an image of a aircraft who is a character of the second game element. The aircraft image 92 is not limited to the image of a aircraft on a aircraft card owned by the player, but can also be selected from aircraft images prepared by the game operator. The background image 93 is a background image of a profile card, and can be selected from background images prepared by the game operator. The evaluation information 94 is evaluation information (number of evaluations) of the player by other players. The player information 95 is information about the player, such as the player's name (nickname, etc.), player level, player rank, number of times the game has been played, etc. The player's level is a value that increases as the player accumulates experience points gained by playing matches. A player's rank is a value that increases by accumulating points that are earned when the player wins ranked matches, which are special battles. Guild information 96 is information about the guild to which the player belongs. Battle mode information 97 is the battle mode that the player prefers. Battle modes include a first type of normal battle mode, a second type of normal battle mode, and a cooperative battle mode, and the player selects the battle mode that they prefer. Play time period information 98 is the time that the player mainly plays the game and is set by the player. Title information 99 is information about titles edited according to the player's preferences. Insignia information 100 is insignia that can be obtained by winning a number of battles and completing specified missions.

[0093] The profile screen display unit 114 displays a profile screen. The profile screen includes a registered profile card (registered profile card) and a rating button, which is a rating assignment means. The profile screen display unit 114 displays the profile screen at a predetermined timing according to the progress of the game. The displayed profile cards are those of other players other than the player, and the other players are opposing players, allied players in the allied battle mode, and players who are members of the guild to which the player belongs. That is, the profile screen display unit 114 displays the profile card of the opposing player in the normal battle mode, the profile card of the allied player in the allied battle mode, and the profile card of the player of the selected guild member in the guild management screen. The display timing may be, for example, before the start of the battle after the opposing players have been decided, random display during the battle, after the battle results have been displayed after the battle has ended, or when selecting members on the guild management screen.

[0094] In the first type of normal battle mode, the second type of normal battle mode, and the cooperative battle mode, when player matching is completed, the profile screen display unit 114 obtains information on the profile card of the matched player from the server 2. Furthermore, for the profile card of a guild member, each time a guild member is selected, information on the profile card of that member (player) is obtained from the server 2. Then, at a predetermined display timing, the profile screen display unit 114 generates a profile screen including the profile card of the competing player or cooperative player and an evaluation button, and displays the profile screen.

[0095] To avoid unlimited ratings, when acquiring a profile card, the profile screen display unit 114 also receives information on whether ratings can be assigned, and if ratings cannot be assigned, generates a profile screen in which the rating button cannot be selected. If ratings cannot be assigned, a profile screen that does not include the rating button may be generated.

[0096] The guild setting unit 115 controls participation in guilds. First, we will explain guilds. A guild is a group of multiple players. There is no limit to the number of members that can belong to a guild, but an upper limit may be set. In principle, a guild has one leader. The guild leader has the authority to manage the guild. Usually, the leader is the player who created the guild. However, the leader can be changed after the guild is created. Furthermore, players can join a guild either through random participation or through search participation. Random participation is a method in which a guild that has available participation numbers and is available to join is randomly selected from registered guilds, and the player joins that guild. Search participation is a method in which the player specifies guild search criteria (guild name, guild ID, guild style, whether or not the guild has a passcode, etc.), guilds that match the search criteria are presented, and the player decides which guild to join from the presented guilds.

[0097] When guild management is selected from the top menu, the guild setting unit 115 displays a 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 participation guild selection button. When the guild participation selection button is selected, the screen transitions to a guild participation screen where random participation, search participation, and new guild creation can be selected. Random participation is a method of randomly selecting a guild from registered guilds that has available participation numbers and is available for participation, and joining that guild. Search participation is a method of specifying guild search conditions (guild name, guild ID, guild style, presence or absence of guild passcode, etc.), presenting guilds that match the search conditions, and the player deciding which guild to join from the presented guilds.

[0098] On the other hand, when the participating guild selection button is selected, a participating guild details screen for the participating guild is displayed. The participating guild details screen includes details of the participating guild (name and guild level), a list of participating members, and a Withdraw button. By selecting a player in the participating members list, the player's profile screen can be displayed. The Withdraw button is a selection button for withdrawing from the guild, and by selecting this Withdraw button, the player can withdraw from that guild.

[0099] Furthermore, if guild participation is limited to players of a certain level or rank or higher, the guild setting unit 115 may determine the player's level or rank from the player information (player name, player level or rank, etc.) obtained by the user information reading unit 16, and allow the player to select the guild management screen only if the player is of a certain level or rank or higher.

[0100] The guild setting unit 115 also displays the progress of the missions assigned to the guild and the rewards (benefits) obtained according to the degree of mission completion, and manages the granting of rewards to players. FIG. 35 is an example of a guild mission progress screen. The mission progress screen is displayed by selecting the mission progress confirmation button on the participating guild details screen. In this embodiment, the guild mission is such that rewards (benefits) are awarded to players who participate in (belong to) the guild based on the total number of games played by each player who participates in (belongs to) the guild. The mission progress screen is a diagram showing, using gauges, the total number of games played by players who participate in (belong to) the guild and the progress of the acquisition of rewards (benefits) awarded according to the number of games played. Players who participate in (belong to) a guild that have completed a mission can receive rewards (benefits) by selecting the reward reception button.

[0101] A player may receive multiple rewards (benefits) according to the total number of games played by each player belonging to the guild. For example, multiple missions may be set up, and the number of missions completed may correspond to the total number of games played. The greater the total number of games played, the greater the value of the reward (benefit) received.

[0102] Furthermore, it is preferable that the rewards (benefits) obtained by completing the guild missions be of higher value (more advantageous for game progress) than the rewards (benefits) obtained by each player through the regular battle game (including the cooperative battle mode), in order to increase the value of the guild.

[0103] The matching request unit 116 requests the server 2 to match a player with an opposing player or to match an opposing pair in the first type of normal battle mode, the second type of normal battle mode, and the cooperative battle mode. In the first type of normal battle mode, the matching is for a real player or non-player character who will be the opposing player, and the matching is requested with a level difference within a predetermined range so as not to deviate from the level of the player requesting the matching. If a real player meeting the above conditions cannot be matched, a non-player character meeting the conditions may be matched instead of the real player. In the second type of normal battle mode, the opposing player is a predetermined non-player character, so matching is performed regardless of the player's level. Note that the non-player characters who will be the opposing players in the second type of normal battle mode may be multiple non-player characters of different levels (different strengths).

[0104] On the other hand, the matching of cooperative pairs involves matching players who will pair up in the cooperative battle mode and setting cooperative pairs. There are the following methods for setting cooperative pairs.

[0105] (1) A cooperative pair is set between players using game devices 1 installed in the same store (intra-store cooperative pair setting).

[0106] When forming a teamwork pair with a friend, it is likely that the game will be played using game devices 1 installed in the same store. Therefore, game devices 1 installed in the same store are matched with each other to set up teamwork pairs. Specifically, players who wish to form teamwork pairs press the teamwork pair setting button at the same time, and the server 2 detects this timing, thereby identifying the game devices 1 of the teamwork players and setting up teamwork pairs. The specific operation will be described later.

[0107] (2) The player and a non-player character prepared on the game device 1 or game server 2 side are set as a teammate pair (non-player character teammate pair setting).

[0108] Even if you don't have any friends and are playing alone, you can enjoy the game more if you can request a joint battle. In such a case, you can set up a joint battle pair with a non-player character prepared by the game device 1 or the game server 2. Specifically, by selecting the joint battle button with the non-player character, the player and the non-player character prepared by the game device 1 or the game server 2 are set up as a joint battle pair. The specific operation will be described later.

[0109] In order to set up a cooperative pair, which will be described later, the cooperative 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 game device identification information. The game device identification information in Fig. 12 consists of a six-digit number, with the first three digits identifying the store and the last three digits identifying the game device 1 of that store.

[0110] Furthermore, the matching request unit 116 has a function of transitioning from the cooperative battle mode to the normal battle mode if communication with the game device 1 of the partner player of the cooperative pair becomes impossible after matching of the cooperative pair in the cooperative battle mode. This function is necessary to continue the game. The transition from the cooperative battle mode to the normal battle mode will be described later.

[0111] When evaluation information is assigned to a player using the evaluation button on the profile screen, the evaluation information assigning 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" or "Goods" assigned by other players to the player's play.

[0112] 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 selection to let the player know that the rating button has been selected. For example, the rating button may be changed in color or moved.

[0113] When a battle game starts, the cost allocating unit 118 presents the cost required for the battle game. The cost is required to place and move units on the battle field, and to activate unit attacks and abilities. The cost is zero immediately after the battle game starts, but increases over time and decreases as the required cost is consumed. The cost allocating unit 118 calculates the cost and displays the current cost on the screen. The calculation and display of the cost will be described later.

[0114] After the battle game ends, the experience point granting unit 119 grants experience points to the player, and the granted experience points are transmitted to the server 2 and recorded. There may be one type of experience point, or multiple types may be provided. For example, multiple types of experience points may be provided, such as pilot experience points, aircraft experience points, and commander experience points. The experience point granting unit 119 increases the experience points to be granted depending on whether the opposing player or allied player is a real player or a non-player character (virtual player). For example, if the opposing player or allied player is a real player, the experience point granting unit 119 grants an additional experience point of 50% of the basic experience point in addition to the basic experience point to be granted (experience point bonus), but does not grant additional experience points if the opposing player or allied player is a non-player character (virtual player). In other words, experience points greater than the basic experience points are awarded only when the opposing player or allied player is a real player, and when the opposing player or allied player is a non-player character (virtual player), only the basic experience points are awarded. The experience points awarded may be multiplied by a factor of the basic experience points (basic experience points x factor), or additional experience points may be determined in advance (basic experience points + increased experience points). The amount of experience points awarded may differ depending on the type of battle game (type of battle mode), season, or opponent player or allied player.

[0115] The ranking reward granting unit 120 receives ranking information of the cooperative pairs that have played the cooperative battle mode from the server 2, for example, for each season or for each specified event, displays the ranking information, and grants a ranking reward to the player if the cooperative pair including the player is ranked. The ranking of cooperative pairs and the granting of ranking rewards will be described later.

[0116] <Server 2 configuration> Next, the server 2 according to this embodiment will be described. Fig. 13 is a block diagram showing the functional configuration of the server 2 according to this embodiment. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

[0117] 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 into 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 competitive player matching unit 205, a cooperative pair matching unit 206, and an evaluation information management unit 207.

[0118] The player information management unit 201 manages player information of players using the player database 211. The player database 211 is a database that manages information (player information) indicating game usage status associated with each player for a game for which a play 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 to 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. The game device 1 can provide game play in a state that reflects the previous game play.

[0119] 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 a player ID (identification information), a field for a player name, a field for the player's level, a field for the player's rank, a field for the player's number of plays (number of games executed), a field for player progress information, a field for reward information, a field for participating guilds, a field for evaluation information, a field for the granting player ID, and a field for the granted player ID.

[0120] The player ID field contains identification information that uniquely identifies a player. The player name field contains the player's nickname, etc. The player level field contains a value that increases as the player accumulates experience points gained by playing matches. The player rank field contains a value that increases as the player accumulates points earned by winning ranked matches, which are special matches. The player's number of plays (number of games played) field contains the number of times the player has played the game. The progress status information field contains progress information indicating the progress to which stage of a specific story has progressed, and performance information indicating the player's performance in competitive games. The reward information field contains information such as IDs of items obtained by completing in-game events or guild missions. The participating guild field contains the guild ID of the guild in which the player is participating. The rating information field contains the player's rating information. The field for the assigning player ID is a field in which the player ID of the player who assigned the rating to the player (the assigning player) is entered. The field for the assignee player ID is a field in which the player ID of the player to whom the player assigned the rating (the assignee player) is entered.

[0121] At the start of a 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 for that player ID in the player database 211, and transmits it to the user information reading unit 16 of the game device 1.

[0122] The game execution management unit 202 manages the execution of the entire game, such as the execution of matches performed on the game device 1 and rewards obtained through matches.

[0123] The profile information management unit 203 manages the profile information of the player using the profile information database 212. Fig. 15 is a diagram showing an example of the profile information database 212.

[0124] In the profile information database 212, one player is assigned to one record, and one record includes a field for player ID, a field for registration information, a field for pilot image, a field for aircraft image, a field for background image, a field for evaluation information, a field for player information, a field for participating guild information, a field for battle mode, a field for main play time, a field for title information, and a field for insignia information.

[0125] The player ID field is a field in which the player ID is entered. The registration information field is a field in which whether or not profile information is registered is entered. If profile information is registered, "1" is entered, and if profile information is not registered, "0" is entered. The pilot image field is a field in which the pilot image selected by the player is registered. The aircraft image field is a field in which the aircraft image selected by the player is registered. The background image field is a field in which the background image selected by the player is registered. The evaluation information field is a field in which parameters of other players' evaluation information of the player, such as the number of evaluations, are entered. The player information field is a field in which information such as the player's name (nickname, etc.), player level, and player rank is entered. The participating guild information field is a field in which the guild ID (identification number) of the guild in which the player is participating is entered. The battle mode field is a field in which the player's preferred battle mode selected is entered. The main play time field is a field in which the time selected by the player (the time the player mainly plays the game) is recorded. The title information field is a field in which information about the title edited according to the player's preferences is recorded. The badge information field is a field in which the player's badges obtained by winning the number of matches and completing specified missions are recorded.

[0126] In addition to managing the profile information of the real players described above, the profile information management unit 203 also stores registered profile information for non-player characters with which the CPU executes the game. If a competing player or a team player cannot be matched with a real player during matching and the competing player or team player becomes a non-player character, the registered profile information for the non-player character is transmitted to the game device 1.

[0127] The guild management unit 204 uses the guild database 213 to manage guilds that players create or join. 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 guild leader player ID, a field for the participating player ID, a field for the participation type, a field for the level, a field for the style, a field for guild logo information, a field for guild mission information, and a field for benefits.

[0128] The guild ID field is a field in which a guild ID that identifies the guild is entered. The guild name field is a field in which the name of the guild is entered. The guild leader player ID field is a field in which the player ID of the guild leader is entered. The participating player ID field is a field in which the player IDs of players participating in the guild are entered. The participation type field is a field in which the guild's participation format is entered, which includes free participation and password participation. The level field is a field in which the guild's level is entered. The style field is a field in which the guild's style is entered, such as casual or strict. The guild logo information field is a field in which image information such as the guild's logo (icon) is entered. The mission information field is a field in which the degree of completion of a mission assigned to the guild is entered. For example, a mission is when players belonging to the guild have played the game more than a predetermined number of times, and the mission field is a field in which the total number of times each player belonging to the guild has played the game is entered. The reward field is a field in which rewards obtained by completing a mission are written.

[0129] The guild management unit 204 responds to a player's request to join a guild and performs the following processing depending on the type of participation method.

[0130] (1) Creating a new guild In this method, the 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 any other guild. If the player's player ID is already registered in the guild database 213, the player belongs to a guild, and in that case, the game device 1 is notified that it is not possible to create a new guild and that the player must leave the guild to create a new guild. If the player's player ID is not registered in the guild database 213, it is possible to create a new guild, so the game device 1 has the player create a guild, issues a guild ID for the newly created guild, and registers the guild ID as a new record in the guild database 213.

[0131] (2) Random Guild Participation This is a method of randomly selecting a guild to join and having the player join (belong) to one of the selected guilds. In this case, the guild management unit 204 randomly selects one of the guilds registered in the guild database 213 that are available for participation, and has the player belong to the selected guild. Available guilds are guilds that do not have full membership and guilds that do not have a password and are open to anyone. A guild that does not have full membership is a guild with a record in the guild database 213 where the participating player ID fields are not all filled in.

[0132] Furthermore, if the guild management unit 204 cannot select a guild that the player can join, it automatically creates a new guild and assigns the player to that guild.

[0133] (3) Search and participate in guilds In this method, the player sets search conditions (guild name, style, etc.), the guild management unit 204 presents guilds that match the search conditions, and the player selects a guild to join from among them.

[0134] 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 number 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).

[0135] The opponent player matching unit 205 performs a process of matching between players in the first type of normal battle 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 simultaneously transmitted a matching request among the game devices 1 connected to the server 2, and the two game devices 1 transition to a state in which information communication related to the battle game is possible. When matching between players, the level difference between the players is matched within a predetermined range so that there is no discrepancy between the levels of the players. Furthermore, if the opponent player matching processing unit 205 cannot match a real player that meets the above-mentioned conditions, it may match the real player with a non-player character that meets the conditions instead.

[0136] Furthermore, in the second type of normal battle mode provided in the game system of this embodiment, the battle player matching unit 205 matches a predetermined non-player character with a player.

[0137] Furthermore, in the cooperative battle mode, if communication with the game device 1 of the partner player of the cooperative pair becomes impossible after the cooperative pair has been matched, the opponent player matching unit 205 receives a re-matching request from the matching request unit 116 of the game device 1 and performs matching in the first type of normal battle mode or the second type of normal battle mode.

[0138] The cooperative pair matching unit 206 matches players together to form cooperative pairs. In principle, the cooperative pairs to be matched are actual players, but it is also possible to match actual players with non-player characters. 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 the game device identification information of game devices 1 that are installed in a store and are operable. Figure 17 is a diagram showing an example of the game device identification information database 214. Note that 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 databases. The specific operation of the cooperative pair matching unit 206 will be described later.

[0139] The evaluation information management unit 207 manages the evaluation information of each player. When a player (the player who gives the evaluation) gives another player (the player who receives the evaluation) by selecting the evaluation information assignment button on the profile screen of the player (the player who gives the evaluation), the evaluation information management unit 207 enters the player ID of the other player (the player who receives the evaluation) who gave the evaluation in the player ID field of the player database 211 of the player (the player who gives the evaluation). The evaluation information management unit 207 also enters evaluation information (for example, an increase of +1) in the evaluation information field of the player database 211 of the other player (the player who receives the evaluation) who received the evaluation. Furthermore, the evaluation information management unit 207 enters the player ID of the player (the player who gives the evaluation) in the player ID field of the player database 211 of the other player (the player who receives the evaluation).

[0140] The evaluation information management unit 207 manages the player IDs entered in the field of the assigned player ID in the player database 211 for each player for a predetermined period, for example, one day (00:00 to 23:59), and deletes those player IDs after the predetermined period has elapsed. Upon receiving a request from the profile information management unit 203, the evaluation information management unit 207 determines whether the player ID of the player's matched or viewed partner is entered in the field of the assigned player ID, and if so, notifies the profile information management unit 203 of rating non-assignment information. This is to prevent unlimited ratings from being assigned to players within a predetermined period.

[0141] The evaluation information management unit 207 updates (deletes player IDs) the field of the assigned player ID in the player database 211 at predetermined intervals. As a result, after the predetermined period has elapsed, an evaluation can be assigned to the player whose player ID is written in the field of the assigned player ID.

[0142] The opponent character management unit 208 manages the opponent characters of the opponent players who compete against the player or the allied pair. Here, the opponent players are non-player characters (virtual players) executed by a computer. The opponent characters include a first type of opponent characters and a second type of characters, and the first type of opponent characters and the second type of characters form a group.

[0143] The first type of fighting character is the character that the player or the players of the allied pair will face off against last, the so-called final boss (for example, a battleship or a giant unit). At least a part of the final boss changes depending on the season of the fighting game. The timing of the change may be every season or every few seasons. The second type of characters is a plurality of units made up of pilot cards (first game elements) and piloted aircraft cards (second game elements). The final boss, which is the first type of fighting character, is set to be larger in appearance and have higher attack power and defense power than the units, which are the second type of characters.

[0144] Like the first type of opposing characters, the second type of characters may be changed according to the season of the competitive game. The change may occur every season or every few seasons. One method for changing the second type of characters is to change the contents of a deck composed of pilot cards (first game elements) and piloted unit cards (second game elements) that make up a unit. Figures 41, 42, and 43 are diagrams illustrating the decks of opposing players. Figure 41 shows deck contents in which units composed of pilot cards (first game elements) and piloted unit cards (second game elements) are balanced in terms of offense and defense. Figure 42 shows deck contents in which units composed of pilot cards (first game elements) and piloted unit cards (second game elements) are specialized for offense. Figure 43 shows deck contents in which units composed of pilot cards (first game elements) and piloted unit cards (second game elements) are specialized for defense.

[0145] In order to change the final boss, which is a first type of character, and the unit (deck), which is a second type of character, for each season, the opponent character management unit 208 uses an opponent character database that manages the combination of the final boss, which is a first type of character, and the unit (deck), which is a second type of character, that appear in each season. FIG. 44 is an example of the opponent character database. In the example of FIG. 44, the final boss and the deck are registered for each season. The opponent character management unit 208 transmits opponent character information, including information on the final boss and the deck, to the game device 1 according to the season in which the fighting game is played.

[0146] The ranking reward management unit 209 manages the cooperative rewards granted to cooperative pairs according to the results of the battle game in the cooperative battle mode for each cooperative pair, tallies the total cooperative rewards of the cooperative pairs for each season or for each predetermined period of the season, and ranks the cooperative pairs in order of the highest total cooperative reward.The ranking reward management unit 209 then grants ranking rewards to the cooperative pairs up to a predetermined top ranking.

[0147] The ranking reward management unit 209 manages the cooperative reward of each cooperative pair using a cooperative pair management database. Figure 45 is a diagram showing an example of the cooperative pair management database. The cooperative pair management database is a database in which the cooperative reward is recorded for each cooperative pair (combination of players). When a battle game in the cooperative battle mode ends, the ranking reward management unit 209 grants a cooperative reward to each player in the cooperative pair, and the total cooperative reward of the players in the cooperative pair is regarded as the cooperative reward for that cooperative pair. Then, the ranking reward management unit 209 determines whether the combination of players in the cooperative pair is registered in the cooperative pair management database, and if not, registers the combination of players in the cooperative pair and their total cooperative reward in the cooperative pair management database. On the other hand, if the combination of players in the cooperative pair is registered in the cooperative pair management database and the registered total cooperative reward is small, the ranking reward management unit 209 registers the total cooperative reward earned this time in the cooperative pair management database. Furthermore, if there are a large number of registered total cooperative rewards, the total cooperative rewards acquired this time will not be registered in the cooperative pair management database.

[0148] The ranking reward management unit 209 tally the total cooperative rewards in the cooperative pair management database for each season or for each specified period of the season, and ranks the cooperative pairs in order of the highest total cooperative reward. Then, the ranking reward management unit 209 awards ranking rewards to the cooperative pairs that reach a specified high ranking. Figure 46 is a diagram for explaining the awarding of ranking rewards. The example in Figure 46 is an example in which ranking rewards are awarded to the top four cooperative pairs. First, the first-place cooperative pair, Player A and Player B, are awarded the first-place ranking reward (4000). Next, a ranking reward is awarded to the second-place cooperative pair, but since Player A has been awarded the first-place ranking reward, the second-place ranking reward (3000) is not awarded to Player A, and only the second-place ranking reward (3000) is awarded to Player C. The third place team pair will be awarded the third place ranking reward (2000), but since player B has been awarded the first place ranking reward, the third place ranking reward (2000) will not be awarded to player B, and the third place ranking reward (2000) will be awarded only to player D. Since neither player E nor player F of the fourth place team pair have been awarded a ranking reward in the higher ranks, player E and player F will each be awarded a ranking reward (1000).

[0149] In this way, the ranking reward management unit 209 awards ranking rewards to players so that ranking rewards are not given in duplicate. After the rankings are tallied, the ranking results are notified to each player at the start of their first game, and ranking rewards are awarded to players who have been awarded ranking rewards.

[0150] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or HDD. The recording unit 21 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block held by the server 2. The recording unit 21 also stores a player database 211, a profile information database 212, a guild database 213, and a game device identification information database 214.

[0151] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target, into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.

[0152] Next, the operation of this embodiment will be described.

[0153] <Explanation of how the profile card settings work> The operation of setting a profile card will now be described. Fig. 18 is a sequence diagram of the profile card setting between the game device 1 and the server 2. Fig. 19 is a flowchart of the operation of the profile card setting unit 113 in setting a profile card.

[0154] First, the profile card setting unit 113 determines whether profile card setting has been selected on the menu screen of Fig. 9 (Step 100). If profile card setting has been selected (Step 101), the profile card setting unit 113 transmits the player ID to the server 2 and requests a determination as to whether a profile card has been registered (Step 1, Step 102).

[0155] The profile information management unit 203 of the server 2 receives the player ID and determines whether or not a registration information field for the player ID in the profile information database 212 is registered. The determination of whether or not a profile card is registered is made based on a flag in the registration information field for the player ID of the player who will set the profile card in the player database. If the flag "1" is recorded in the registration information field, the profile card has already been registered, and if the flag "0" is recorded, the profile card has not yet been registered. The profile information management unit 203 of the server 2 then transmits the registration result to the game device 1. Note that if a profile card has already been registered, the information in each field of the record is read out and transmitted to the game device 1 as profile information (Step 2).

[0156] The profile card setting unit 113 determines whether or not a profile card of the player has been registered (Step 103). If the determination result from the server 2 indicates that a profile card has been registered (Step 103), the profile card setting unit 113 receives profile information (Step 104) and displays the registered profile card (Step 105).

[0157] On the other hand, if the profile card is not registered (Step 103), the profile card setting unit 113 reads out the base profile card that serves as the base of the profile card from the storage unit 21 (Step 110) and displays the base profile card that serves as the base of the profile card (Step 111).

[0158] The player completes the profile card by entering each item on the displayed registration profile card or base profile card (Step 106).

[0159] FIG. 20 is an example of a profile card setting screen. As shown in FIG. 20, the profile card 90 displays a base profile card if a profile card has not been registered, and displays the registered profile card if a profile card has been registered. Evaluation information 94, player information 95, and guild information 96 are transmitted from the server 2 based on the player ID and automatically set using the respective databases. At the bottom of the profile card 90, buttons for the pilot, aircraft, background, mode, main time, title, and insignia are located, and by selecting a button, information for that item can be set. Setting of the items is done in the form of questions, and information entry is completed by selecting an answer.

[0160] The profile card setting unit 113 determines whether the profile card input process is complete (Step 107). If the profile card input process is complete, the profile card setting unit 113 transmits the profile card information to the server 2 (Step 109).

[0161] The profile information management unit 203 of the server 2 receives the profile information and updates the profile information database 212 for the player ID (Step 4).

[0162] The above process completes the profile card setting process.

[0163] <Explanation of the profile screen display behavior> The following describes the operation of the profile screen display unit 114. Fig. 21 is a sequence diagram of the profile card setting between the game device 1 and the server 2. Fig. 22 is an operational flowchart of the profile screen display process of the profile screen display unit 114.

[0164] 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.

[0165] 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 being matched or viewed 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.

[0166] Then, the profile information management unit 203 transmits the profile information, the evaluation information, and the evaluation giveability information of the opposing player or the allied player to the game device 1 (Step 10).

[0167] The profile screen display unit 114 determines the timing to display the 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 the result screen (battle result screen) (Step 202).

[0168] If a result screen (battle result screen) is currently being displayed (Step 202), the profile screen display unit 114 determines whether the battle is a normal battle or a cooperative battle mode (Step 203).

[0169] If the battle is in a cooperative battle mode and the possibilit y information indicates that a rating can be assigned, the profile screen display unit 114 generates a profile card from the received co-op player's profile information and rating information, and generates a profile screen including the profile card and a rating assignment button (Step 204).Then, the profile screen display unit 114 displays the profile screen (Step 205). Figure 23 is a diagram showing an example of a co-op player's profile screen including a selectable rating assignment button.

[0170] On the other hand, if the battle is in a cooperative battle mode and the possibilit y information indicates that a rating cannot be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the cooperative player, and generates a profile screen including the profile card and a non-selectable rating assignment button (Step 204).The profile screen display unit 114 then displays the profile screen of the cooperative player (Step 205).

[0171] If the match is in normal match mode and the feasibility information indicates that a rating can be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the opposing player, and generates a profile screen including the profile card and a rating assignment button (Step 206).The profile screen display unit 114 then displays the profile screen of the opposing player (Step 207).

[0172] On the other hand, if the match is in normal match mode and the feasibility information indicates that a rating cannot be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the opposing player, and generates a profile screen including the profile card and an unselectable rating assignment button (Step 206).The profile screen display unit 114 then displays the profile screen of the opposing player (Step 207).

[0173] Furthermore, if a result screen (match result screen) is not currently being displayed (Step 202), the profile screen display unit 114 performs a lottery to determine the timing of display (Step 213). If the result screen (match result screen) is selected (Step 214), the profile screen display unit 114 proceeds to Step 203 and performs the above-mentioned processing. On the other hand, if the result screen is not selected (Step 214), the profile screen display unit 114 proceeds to Step 200 and performs the above-mentioned processing.

[0174] Also, if 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 a guild player has not been selected and the player has exited the guild screen, the profile screen display unit 114 returns to determining the display timing (Step 212).

[0175] 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 (Step 13, 209).

[0176] The profile information management unit 203 of the server 2 receives a request for a guild member's profile card and reads each piece of information (profile information) from the record of the guild member's player ID from the profile information database 212. The profile information management unit 203 of the server 2 also receives a request for the guild member's rating information and reads the rating information from the record of the guild member's player ID from the player database 211. The profile information management unit 203 also queries the rating information management unit 207 for information on whether or not a rating can be given.

[0177] The rating information management unit 207 responds to a request from the profile information management unit 203, checks the field of the player's rating player ID, determines whether the player ID of the selected guild member is listed, and if not, notifies the profile information management unit 203 that a rating can be assigned, or if listed, notifies the profile information management unit 203 that a rating cannot be assigned.

[0178] The profile information management unit 203 transmits the guild member's profile information, rating information, and rating availability information to the game device 1 (Step 14).

[0179] The profile screen display unit 114 acquires the guild member's profile information, rating information, and rating availability information (Step 210). If the availability information indicates that a rating can be given, the profile screen display unit 114 generates a profile card including the guild member's profile information and rating information, and generates and displays a profile screen including the profile card and a rating button (Step 211). Figure 24 is a diagram showing an example of a profile screen on the guild details screen.

[0180] On the other hand, if the yes / no information indicates that a rating cannot be given, the profile screen display unit 114 generates a profile card including the guild member's profile information and rating information, and generates and displays a profile screen including the profile card and an unselectable rating button (Step 211).

[0181] If the opposing player or the partner player is a non-player character, the following actions are performed.

[0182] The profile information management unit 203 of the server 2 transmits the profile information of the non-player character and whether or not a rating can be given to the game device 1. The profile screen display unit 114 performs the above-mentioned operations based on the received profile information of the non-player character and whether or not a rating can be given. However, the non-player character does not display a profile screen.

[0183] With the above processing, the display processing of the profile screen is completed.

[0184] <Guild Joining Actions> The operation of joining a guild will now be described. Fig. 25 is a flowchart showing the operation of the guild joining process of the game device 1. Fig. 26 is a flowchart showing the operation of the guild joining process of the server 2.

[0185] The guild setting unit 115 of the game device 1 determines the player's level, and if the player's level is equal to or higher than a predetermined level, displays a guild management screen (Step 300). If joining a guild is selected, a guild participation screen is displayed as shown in Fig. 11, and the participation method is determined (Step 301). If creating a new guild is selected (Step 302), the guild setting unit 115 transmits a request for determining eligibility to create a new guild, including the player's player ID, to the server 2 (Step 303).

[0186] The guild management unit 204 of the server 2 receives the request and determines whether the player is eligible to join a guild (Step 351). The determination of eligibility to join a guild is made by determining whether the received player ID is registered in the guild database 213. If the received player ID is registered (Step 351), an error is sent to the game device 1 indicating that the player is participating in another guild and is therefore not eligible to join a guild (including creating a new guild) (Step 365). On the other hand, if the received player ID is not registered, the guild management unit 204 determines the method of joining a guild (Step 352).

[0187] If the method of joining a guild is to create a new guild, the guild management unit 204 transmits to the game device 1 a message that it is possible to create a new guild (Step 354).

[0188] If the result of the qualification determination indicates that a new guild can be created (Step 304), the guild setting unit 115 of the game device 1 displays a setting screen for a new guild and prompts the user to input guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password system) specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is complete (Step 307). If the input of the guild information is complete, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).

[0189] 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 guild management unit 204 of the server 2 completes the new guild registration, it transmits a new registration completion notice to the game device 1 (Step 357).

[0190] When the guild setting unit 115 of the game device 1 receives the new registration completion notification (Step 309), it displays a participation guild details screen for the newly registered guild (Step 310).

[0191] 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).

[0192] When the guild management unit 204 of the server 2 receives the random participation request, it randomly selects one guild from the guilds that are eligible to participate in the guild database 213 (Step 359).

[0193] If there is a guild available for participation (Step 360), the guild management unit 204 of the 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 registration into the guild is complete, the guild management unit 204 of the server 2 transmits a registration completion notice to the game device 1 (Step 357).

[0194] On the other hand, if there are no guilds available for participation (Step 360), the guild management unit 204 of the server 2 transmits to the game device 1 a message that there are no guilds available for participation and that a new guild can be created (Step 354).

[0195] If there are no joinable guilds and a new guild can be created (Step 304), the guild setting unit 115 of the game device 1 displays a new guild setting screen and prompts the user to input guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password system) specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is complete (Step 307). If the input of the guild information is complete, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).

[0196] On the other hand, if search participation is selected on the guild participation screen (Step 311), the guild setting unit 115 displays a search screen (Step 315). Once the input of search conditions is complete, the guild setting unit 115 transmits the search conditions to the server 2 (Step 316).

[0197] The guild management unit 204 of the server 2 searches the guild database 213 for guilds that match the search conditions (Step 362). Then, the guild management unit 204 transmits information about the participating candidate guilds (including guild IDs) that match the search conditions to the game device 1 (Step 363).

[0198] The guild setting unit 115 of the game device 1 receives the participation candidate guild information of guilds that match the search conditions (Step 317) and displays the participation candidate guild information (Step 318). The player selects a guild to join (Step 319) and enters a password, if necessary (Step 320). Once the user's selection is complete, the guild setting unit 115 displays a participation approval screen for the selected participation candidate guild (Step 321). The guild setting unit 115 then determines whether or not to approve the participation (Step 322). Once the participation is approved (Step 323), the guild setting unit 115 transmits the participation approval, the participating guild ID, and the player ID to the server 2 (Step 324).

[0199] When the guild management unit 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 guild management unit 204 of the server 2 completes registration with the guild, it transmits a registration completion notification to the game device 1 (Step 357).

[0200] When the guild setting unit 115 of the game device 1 receives the registration completion notification (Step 309), it displays a participating guild details screen of the guild that has joined (Step 310).

[0201] With the above processing, the processing of the guild joining action is completed.

[0202] <Guild withdrawal explanation> The operation of withdrawing from a guild will now be described. Figure 27 is a flowchart showing the operation of the guild withdrawal process of the game device 1. Figure 28 is a flowchart showing the operation of the guild withdrawal process of the server 2.

[0203] When a participating guild is selected from the guild management screen, the guild setting unit 115 of the game device 1 displays a participating guild details screen as shown in FIG. 11 (Step 380), and determines whether the withdrawal button of the participating guild has been selected (Step 381).

[0204] When the "withdraw from guild" button is selected (Step 383), the guild management unit 115 displays a "withdrawal approval" button (Step 384).

[0205] When the withdrawal approval button is pressed and the withdrawal is approved (Step 385), the guild management unit 115 transmits a withdrawal request to the participating guild to the server 2 (Step 386). The withdrawal request includes the guild ID and the player ID.

[0206] The guild management unit 204 of the server 2 determines whether a withdrawal request has been received (Step 390). If a withdrawal request has been received, the guild management unit 204 deletes the player's player ID from the participating player field of the participating guild's record in the guild database 213 (Step 392). When the guild management unit 204 of the server 2 has completed updating the guild database 213, it transmits a withdrawal completion notification to the game device 1 (Step 393).

[0207] The guild management unit 115 receives the withdrawal completion notification (Step 387) and displays the guild management screen (Step 388).

[0208] The above process completes the process for leaving the guild.

[0209] The guild management unit 204 can not only allow players to voluntarily withdraw from a guild, but also forcibly withdraw players from the guild. For example, a player who has not played a game for a predetermined period of time can be automatically withdrawn from the guild. In this case, the player database 211 can be searched for players who have not played a game for a predetermined period of time, and the player ID of the player can be deleted from the participating guilds in each database.

[0210] <Explanation of how opponent players are matched> The operation of matching opponent players will now be described with reference to the flowchart of FIG.

[0211] The matching request unit 116 displays a battle mode selection screen and determines the battle mode (Step 400). FIG. 30 is a diagram for explaining a series of operations for selecting a battle mode. In the example of the selection screen in FIG. 30, buttons are displayed so that the normal battle mode and the cooperative battle mode can be selected as the battle mode (FIG. 30(a)). Then, when the player selects the cooperative battle mode, buttons are displayed so that the player can select an in-store cooperative pair setting and a non-player character cooperative pair setting (FIG. 30(b)).

[0212] If the player does not select the cooperative battle mode (in-store cooperative pair setting and non-player character cooperative pair setting) (Step 401), i.e., if the player selects the normal battle mode, a matching request for a competitive player is sent to the server 2 (Step 411).

[0213] On the other hand, if a player selects the cooperative battle mode (in-store cooperative pair setting and non-player character cooperative pair setting) (Step 401), a determination is made as to whether the cooperative mode has been selected (Step 402). When the in-store cooperative 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 players within the store form a cooperative pair, the players press the search start button at the same time. On the other hand, when a non-player character is selected as the cooperative pair, a matching request for the cooperative pair is made to the server 2 (Step 410). The matching request includes game device identification information (game device ID) and the player ID obtained from the player card.

[0214] The matching request unit 116 determines whether the search start button has been pressed (Step 404). When the search start button has been pressed (Step 405), the matching request unit 116 makes a matching request for a partner pair to the server 2 (Step 406). The matching request includes game device identification information (game device ID), the player ID acquired from the player card, and time information at the time of pressing.

[0215] Here, a description will be given of the cooperative pair matching process performed by the server 2. FIG.

[0216] First, when players in the store who wish to form a cooperative pair press the search start button at the same time, a matching request is transmitted from each player's game device 1 (Steps 500, 501). The matching request includes game device identification information (game device ID), the player ID acquired from the player card, and time information at the time of pressing.

[0217] Upon receiving the matching request, the server 2 performs a cooperative pair matching process (Step 502).

[0218] FIG. 32 is a flowchart of the cooperative pair matching process performed by the server 2.

[0219] The team pair matching processing unit 206 of the server 2 receives the matching request (Step 600).

[0220] The alliance pair matching processing unit 206 identifies a matching request transmitted from a game device 1 installed in the same store based on a numerical value identifying the store among the game device IDs included in the matching request (Step 601). If there is a matching request transmitted from a game device 1 installed in the same store (Step 602), the alliance pair matching processing unit 206 determines the difference in time information of the matching requests (Step 603). If there is a pair of matching requests whose time information differs by a predetermined time (for example, within one second) (Step 604), the alliance pair matching processing unit 206 identifies the player IDs of the game devices 1 that transmitted the matching requests of the pair, and sets the players with those player IDs as a alliance pair (Step 605). Then, the alliance pair matching processing unit 206 transmits alliance player information to the game device 1 that issued the matching request (Step 606). The alliance player information includes the player name identified from the player ID obtained from the player database 211 of the player.

[0221] On the other hand, if there is only one matching request from a game device 1 installed in the same store (Step 602), or if the difference in the time information of the matching requests is not within a predetermined time period even when the matching requests are from the same store (Step 604), the alliance pair matching processing unit 206 sets a non-player character as a alliance pair for the player of the game device 1 that made the matching request (Step 607). Then, the alliance pair matching processing unit 206 transmits alliance player information to the game device 1 that made the matching request (Step 606). The alliance player information includes the player name of a predetermined non-player character. Note that multiple non-player characters with different strengths may be prepared in advance, and a non-player character may be selected according to the player's level or rank.

[0222] If a matching request with a non-player character as a partner is received, similar to Step 607, the non-player character is set as a partner pair for the player of the game device 1 that made the matching request, and non-player character partner player information is transmitted to the game device 1 that made the matching request. The partner player information includes the player name of a predetermined non-player character. Note that a plurality of non-player characters with different strengths may be prepared in advance, and a non-player character may be selected according to the player's level or rank.

[0223] This concludes the explanation of the cooperative pair matching process performed by server 2.

[0224] The matching request unit 116 of the game device 1 receives the allied player information (Step 407). The matching request unit 116 displays the allied player information using the received allied player information (Step 408). For example, display examples of the allied player information are shown in Figures 30(d) and (e). Note that when the matching request unit 116 requests matching with a non-player character as a allied pair, it displays information about the non-player character as the allied player information. Then, the matching request unit 116 sets the player and the player in the received allied player information as a allied pair (Step 409).

[0225] On the other hand, in the normal battle mode, information on the opponent player (including non-player characters) is received and the opponent player is set (Step 412).

[0226] With the above processing, the matching operation processing is completed.

[0227] The player plays a battle game with the matched opponent player, or pairs up with the matched allied player to battle against the opponent player (non-player character).

[0228] <Details of the Cooperative Battle Mode Battle Game> A detailed description will now be given of a battle game in the battle mode between the matched alliance pair and the battle player (non-player character) as a result of the above-mentioned matching. Figure 47 is a diagram illustrating the battle field in a battle game in the cooperative battle mode. In Figure 47, 60X is the player's base, 61X is the player's unit, 60Y is the joint player's (partner player's) base, 61Y is the joint player's (partner player's) unit, 60Z is the opposing player's (non-player character's) base, 61Z is the opposing player's (non-player character's) unit, and 62 is the opposing player's (non-player character's) final boss (battleship) 62.

[0229] The game execution unit 112 places the player's base 60X and the player's unit 61X in the player's zone, which is the first zone 34. The game execution unit 112 places the allied player's base 60Y and the player's unit 61Y in the allied player's zone, which is the second zone 35.

[0230] The game execution unit 112 places the opponent player's base 60Z and the opponent player's unit 61Z in the first zone 34 and the second zone 35, and places the final boss (battleship) 62 at a predetermined position on the battle field. Here, the opponent player's unit 61Z and the final boss (battleship) 62 are the opponent player's unit 61Z and the final boss (battleship) 62 generated from the opponent character information received from the server 2. As described above, the opponent player's unit 61Z and the final boss (battleship) 62 are the opponent player's unit 61Z and the final boss (battleship) 62 depending on the season.

[0231] When a competitive game is made up of multiple seasons, the game execution unit 112 changes the opponent player's unit 61Z and the final boss (battleship) 62 for each season or for each predetermined number of seasons. The changes may include changing the name, appearance, offensive power, or defensive power. Furthermore, the game execution unit 112 may change a portion of the opponent player's unit 61Z and the final boss (battleship) 62 (e.g., a portion of the appearance, or a portion of the offensive power or defensive power) for each season. Each time the opponent player's unit 61Z and the final boss (battleship) 62 are changed, the server 2 receives changed opponent character information, and the opponent player's unit 61Z and the final boss (battleship) 62 are displayed based on the opponent character information. The reason for changing the opponent player's unit 61Z and the final boss (battleship) 62 in this way is to prevent the user from getting bored and maintain their interest in the competitive game.

[0232] The game execution unit 112 places only one final boss (battleship) 62 in each of the first zone 34 and the second zone 35 from the start of the battle game. The final boss 62 is not moved. The final boss 62 is the final boss that can be attacked by the alliance pair last. In other words, the alliance pair can attack the final boss 62 after defeating the bases 60Z and units 61Z of all the opposing players. Furthermore, the attack power or defense power of the final boss 62 is higher than the bases 60Z and units 61Z of the opposing players that make up the group. In other words, the final boss 62 is more difficult to defeat than the bases 60Z and units 61Z of the opposing players that make up the group.

[0233] When the battle game starts, the cost imposition unit 118 displays the cost gauge 70 and the doubling rate 71 of the cost recovery amount. The cost is required to place a unit on the battle field, move it, or发动 the attack or ability of the unit. The cost is zero immediately after the start of the battle game but increases with the passage of time and decreases as the required cost is consumed. The cost recovery amount recovers at a constant amount every predetermined time. However, in the case of a co-op battle game in the co-op battle mode, the doubling rate of the recovery amount immediately after the start of the battle game is 1, but when a predetermined condition is satisfied, the doubling rate increases. The predetermined condition is that the co-op player defeats the opponent player's base 60Z and unit 61Z in the co-op player's zone. By defeating the opponent player's base 60Z and unit 61Z, the doubling rate increases. That is, by the co-op player defeating the opponent player's base 60Z and unit 61Z in the co-op player's zone, a privilege is given to the player.

[0234] Here, the operation of the cost imposition unit 118 will be described. FIG. 48 is an operation flowchart of the cost imposition unit 118.

[0235] Assuming that the displayed cost is C, the cost recovery amount per second is T, and the doubling rate of the cost recovery amount is Z, the cost imposition unit 118 calculates the cost C from C = T×Z (Step 1000). Further, assuming that the number of defeated enemy units 61Z of the co-op player is x, the number of defeated enemy bases 60Z of the co-op player is y, the unit defeat increase coefficient is a, and the base defeat increase coefficient is b. Here, a < b. Then, the cost imposition unit 118 sets Z = 1 + ((a×x)+(b×y)) (Step 1001).

[0236] The cost imposition unit 118 determines whether the co-op player has defeated the enemy unit 61Z and base 60Z (Step 1002). When the co-op player defeats the enemy unit 61Z (Step 1003), the cost imposition unit 118 increments x by 1 (Step 1004). Then, the cost imposition unit 118 notifies that the doubling rate of the recovery amount has increased (Step 1005).

[0237] Furthermore, when the co-players defeat the enemy base 60Z (Step 1006), the cost-imposing unit 118 increases y by 1 (Step 1007). Then, the cost-imposing unit 118 notifies that the doubling rate of the recovery amount has increased (Step 1008).

[0238] The cost-imposing unit 118 calculates the doubling rate Z (Step 1009) and calculates the cost C (Step 1010). Then, the cost-imposing unit 118 displays the cost C.

[0239] FIG. 49 is a diagram showing an example of notification of an increase in the doubling rate of the recovery amount, display of the cost gauge 70, and display of the doubling rate 71 of the cost recovery amount when a co-player defeats one enemy unit 61Z. In the example of FIG. 49, the case where a = 0.5 and b = 1.0 is shown. That is, the doubling rate Z is Z = 1 + ((0.5×1)+(1×0)) = 1.5, and 1.5 is displayed as the doubling rate 71 of the cost recovery amount. Also, a notification 72 indicating that the doubling rate of the cost recovery amount has increased is displayed near the defeated enemy unit 61Z.

[0240] Also, FIG. 50 is a diagram showing an example of notification of an increase in the doubling rate of the recovery amount, display of the cost gauge 70, and display of the doubling rate 71 of the cost recovery amount when a co-player defeats one enemy base 60Z following the defeat of the enemy unit 61Z. In the example of FIG. 50, the case where a = 0.5 and b = 1.0 is shown. That is, the doubling rate Z is Z = 1 + ((0.5×1)+(1×1)) = 2.5, and 2.5 is displayed as the doubling rate 71 of the cost recovery amount. Also, a notification 72 indicating that the doubling rate of the cost recovery amount has increased significantly is displayed near the defeated enemy base 60Z.

[0241] In the above example, a < b. This is because the enemy base 60Z is more important than the enemy unit 61Z, and by defeating the more important enemy base 60Z, the increase in the doubling rate Z also becomes larger. However, this is not limiting, and a > b or a = b may also be used.

[0242] The cost assigning unit 118 executes the above-mentioned operations until the end of the competitive game (Step 1011).

[0243] In the cooperative battle mode, the player can receive a bonus each time a co-op player fulfills a specific condition. By configuring it in this way, if a player makes a good play, the co-op player will receive a benefit, and as a result, both players can feel that they are working together.

[0244] Furthermore, during a match with an opposing player, attack power can be increased using the assigned evaluation information. The amount of increase in attack power can be proportional to the number of evaluations used. Figure 40 is a diagram for explaining the increase in attack power based on evaluation information during a match. According to Figure 40, by selecting the evaluation boost button during a match, the player's attack power can be increased (boosted) according to the player's number of evaluations.

[0245] In the above-mentioned cooperative battle mode, before the battle game starts, communication between the game devices 1 of the cooperative pair may become impossible due to the circumstances of the matched cooperative player (partner player) or a malfunction of the game device 1. However, the players have paid the fee and need to continue playing the game. Therefore, in this embodiment, if communication between the game devices 1 of the cooperative pair becomes impossible after the cooperative pair is matched, the cooperative battle mode is transitioned to a first type of normal battle mode or a second type of battle mode. The operation of the mode transition process when communication is impossible is described below.

[0246] FIG. 55 is an operational flowchart illustrating the mode transition process performed when communication of the game device 1 is disabled.

[0247] The matching request unit 116 determines whether a communication failure state exists (Step 1050). If a communication failure occurs (Step 1051), and the communication failure state occurs within a first period (Step 1052), the matching request unit 116 waits for a first time (Step 1053). Here, the first period is the period from the display of the image introducing the allied player (e.g., the display of the profile card 90) to the deployment of the allied player's unit. The first time is, for example, 20 seconds. On the other hand, if the communication failure state occurs within a second period after the first period (Step 1052), the matching request unit 116 waits for a second time (Step 1054). Here, the second period is the period after the first period has elapsed, i.e., the period after the deployment of the allied player's unit. The second time is a time shorter than the first time, for example, 10 seconds.

[0248] Next, if communication is not restored within each waiting time (Step 1055), the matching request unit 116 determines the player's rank (Step 1056). If the player's rank does not exceed a predetermined rank (Step 1057), a re-matching request for a first type of normal battle mode is sent to the server 2 (Step 1058), and a notification of the start of the first type of normal battle mode is displayed (Step 1059). On the other hand, if the player's rank exceeds the predetermined rank (Step 1057), a re-matching request for a second type of normal battle mode is sent to the server 2 (Step 1061), and a notification of the start of the second type of normal battle mode is displayed (Step 1062). FIG. 56 is a diagram showing an example of a notification of match cancellation displayed on the game device 1. In the example shown in FIG. 56, a notification is displayed that match has been canceled and that the second type of normal battle mode will begin.

[0249] When the opponent player matching unit 205 of the server 2 receives a re-matching request from the game device 1, it cancels the matching of the cooperative battle mode and matches the player with an opponent player according to the type of normal battle mode requested in the re-matching request. However, the co-op player of the player's cooperative pair is excluded from the matching targets. This is to avoid re-matching in a different mode.

[0250] When the game execution unit 112 receives information about the matched opponent player from the server 2, it starts a match in the normal match mode of that type (Step 1060, Step 1063). This operation allows the game to be continuously provided to the player even in the event of an unexpected communication outage.

[0251] <Experience point granting action> When the match game based on the above-mentioned matching is completed, experience points are awarded to the players. Here, the operation of awarding experience points will be explained. Figure 51 is an operational flowchart of the experience point awarding process.

[0252] The experience value granting unit 119 determines whether the competitive game has ended (Step 1020). When the competitive game has ended (Step 1021), the experience value granting unit 119 determines whether the player is a competitive player or a team player (Step 10222).

[0253] If the opposing player or the allied player is a real player (Step 1023), the experience value granting unit 119 grants the player bonus experience points (additional experience points) in addition to the basic experience points (Step 1024). If the opposing player or the allied player is a non-player character (virtual player) (Step 1023), the experience value granting unit 119 grants the player basic experience points (Step 1025). The granting of each experience point is performed by entering it in the level field of the player database for the corresponding player.

[0254] The experience value granting unit 119 notifies the player of the experience value to be granted (Step 1026). Figure 52 shows an example of the notification of the granted experience value. In the example of Figure 52, since the partner player is a physical player, it is displayed that the granted experience value will increase, and the basic experience value, bonus experience value, and total granted experience value are displayed.

[0255] As described above, the experience points given to players who are competing against or partnering with real players are increased, so players will be more likely to compete against or pair up with real players, which will increase the number of encounters between players and other real players and increase the opportunities for players to feel connected to other players.

[0256] <Ranking reward awarding process> The following describes the operation of granting ranking rewards by the ranking reward management unit 209. Figure 53 is a flowchart of the operation of granting ranking rewards.

[0257] When the battle game in the cooperative battle mode ends, the game execution unit 112 of the game device 1 of each player in the cooperative pair calculates the cooperative battle reward of the player and transmits it to the server 2.

[0258] The ranking reward management unit 209 of the server 2 receives the joint fighting reward of each player from each player's game device 1 (Step 1030). The ranking reward management unit 209 calculates the total joint fighting reward of the joint fighting pair from the received joint fighting reward (Step 1031).

[0259] The ranking reward management unit 209 determines whether the combination of players in the received cooperative pair is registered in the cooperative pair management database (Step 1032). If the combination of players in the cooperative pair is registered in the cooperative pair management database (Step 1033), the ranking reward management unit 209 compares the calculated total cooperative reward with the registered total cooperative reward (Step 1034). If the calculated total cooperative reward is greater than the registered total cooperative reward, the ranking reward management unit 209 updates the total cooperative reward in the cooperative pair management database to the calculated total cooperative reward (Step 1035). On the other hand, if the calculated total cooperative reward is less than the registered total cooperative reward, the ranking reward management unit 209 does not update the total cooperative reward in the cooperative pair management database. On the other hand, if the combination of players in the cooperative pair is not registered in the cooperative pair management database (Step 1033), the ranking reward management unit 209 registers the received cooperative pair of players and the calculated total cooperative reward in the cooperative pair management database (Step 1047). As a result, the total cooperative reward for each cooperative pair becomes the largest total cooperative reward among the total cooperative rewards earned.

[0260] The ranking reward management unit 209 determines the end of the event (including the end of the season) (Step 1036). When the event ends (Step 1037), the ranking reward management unit 209 tallies the rankings (Step 1038) and extracts the top N alliance pairs with the highest total alliance rewards (Step 1039).

[0261] The ranking reward management unit 209 sets the initial value of M to 1 (Step 1040) and determines whether any player in the Mth-placed cooperative pair has been awarded a ranking reward in a ranking prior to the Mth place (Step 1041). If any player has been awarded a ranking reward in a ranking prior to the Mth place (Step 1042), the ranking reward management unit 209 awards the Mth-placed ranking reward to all players except the player to whom the ranking reward was awarded (Step 1043). The ranking reward is awarded by recording it in the reward information field of the player database for the relevant player. The ranking reward management unit 209 then increments M by 1 (Step 1044) and determines whether the increased M is equal to N (Step 1045). If the increased M is equal to N, the ranking reward awarding process ends. Then, at the start of each player's game, ranking information of the ranking results is sent to the game device (Step 1046).

[0262] 54 is a diagram showing an example of a notification of ranking results displayed on the game device 1. The ranking results are notified to the player at the start of the first game after the rankings have been tallied. This concludes the explanation of the operation for awarding ranking rewards. Note that the type of ranking reward is not limited, but may be, for example, experience points, items, etc.

[0263] <Explanation of how rating information is assigned> The operation of assigning evaluation information will now be described. Fig. 33 is a flowchart showing the operation of assigning evaluation information in the game device 1. Fig. 34 is a flowchart showing the operation of assigning evaluation information in the server 2.

[0264] When the profile screen is displayed by the profile screen display unit 114 (Step 700), the rating information assigning unit 117 determines whether the rating button has been pressed (Step 701). When the rating button has been pressed (Step 702), the rating information assigning unit 117 changes the form of the rating button to let the player know that it has been selected, and sends the assigned rating information to the server 2 (Step 703). The assigned rating information includes the player ID of the player whose profile screen is being displayed. When the display of the profile screen is finished (Step 703), the rating information assigning unit 117 ends the process.

[0265] The rating information management unit 207 of the server 2 determines whether rating information has been given (Step 710). If rating information has been given (Step 711), the server 2 determines the player to whom the rating has been given (Step 712).

[0266] If the player to whom the rating is given is a non-player character (Step 713), the rating information management unit 207 gives the rating to the player who gave the rating (the rating player) (Step 714). That is, the rating information field in the player database 211 for the player ID of the rating player is updated (increased by +1). The rating is always given in response to the rating player who gave the rating to the non-player character.

[0267] On the other hand, if the player to whom the rating was given is a real player (Step 713), the rating information management unit 207 updates (increases by +1) the rating information field of the player database 211 of the given player to whom the rating was given (Step 715). The player ID of the giving player is entered in the giving player ID field of the given player (Step 716). Furthermore, the player ID of the given player who gave the rating is entered in the given player ID field of the player database 211 of the giving player who gave the rating (Step 717).

[0268] The above processing completes the process of assigning evaluation information.

[0269] <Description of notification operation for rating information assignment> The operation of notifying the addition of rating information will be described below. Fig. 37 is a sequence diagram of the notification of the addition of rating information between the game device 1 and the server 2. Fig. 38 is an operational flowchart of the server 2's notification process of the addition of rating information.

[0270] First, when the game starts, the game execution unit 112 of the game device 1 transmits the player ID of the player read from the card on which the player ID is recorded to the server 2 (Step 30).

[0271] When the rating information management unit 207 of the server 2 receives the player ID (Step 900), it determines whether the player ID is entered in the assigned player ID field of the player database 211 of the received player ID (Step 901).

[0272] If a player ID is entered in the assigned player ID field (Step 902), the profile information of that 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 from the assigned player ID field (Step 904).

[0273] 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 that player, and also displays a message that the player has assigned a rating to the player (Step 32). Figure 39 shows an example of a notification of the assignment of rating information.

[0274] The above processing completes the processing for notifying the assignment of evaluation information.

[0275] <Guild Mission Management Operation Explanation> The guild mission management operation will now be described. Figure 36 is a flowchart of the guild mission management operation of the server 2. In the following explanation, missions are given for each season, and the total number of times a player has played the game is reset for each season. The number of times a game has been played is counted each time a competitive game is played, regardless of whether it is in normal competitive mode or cooperative competitive mode.

[0276] The guild management unit 204 of the server 2 determines whether the season has started (Step 800). If the season has started (Step 801), the guild management unit 204 resets the number of games played (calculated value) in the mission information field of the guild database 213 to zero (Step 802).

[0277] The guild management unit 204 of the server 2 determines whether the game has ended (Step 803). If the game has ended (Step 804), the guild to which the player belongs is searched using the player ID of the player who played the game, and the number of times the game has been played in the mission information field of that guild is determined to be the upper limit (Step 805).

[0278] If the number of times the game has been played in the mission information field of the guild has reached the upper limit, the process ends. If the number of times the game has been played in the mission information field of the guild has not reached the upper limit, the guild management unit 204 increments the number of times the game has been played in the mission information field of the guild by 1 (Step 806).

[0279] Next, the guild management unit 204 determines whether the mission has been accomplished based on the total number of games played in the mission information (Step 807). If the mission has been accomplished (Step 808), the guild management unit 204 enters a reward (benefit) in the guild's benefit field (Step 809). In other words, a benefit is granted to the guild.

[0280] The above process completes the operation of managing the missions of each guild.

[0281] Each player belonging to a guild can check the progress of the mission from the mission progress confirmation screen as shown in Figure 35, and can receive a reward if the mission is completed. In principle, the reward (benefit) is the same for each player.

[0282] In an embodiment of the present invention, the profile information (profile card) of other players other than the player is displayed at least once during the game, which can lead to interest in other players and strengthen the community. Furthermore, players can show off their game playing achievements, which can increase motivation to play the game.

[0283] In addition, in this embodiment, the profile information (profile card) is displayed together with a rating assignment means (rating assignment button) for assigning a rating, so that a reaction cycle is created by a simple expression of gratitude, and by feeling that the player is interested in the game, the player's motivation for playing the game is improved. Furthermore, since players can receive rewards from the ratings they receive, they are encouraged to play in a way that will be evaluated.

[0284] Furthermore, this embodiment allows players to create groups consisting of multiple players, and by joining such groups, players can feel connected to other players. There are also a variety of ways to join a guild, and if a player is unable to join through random joining, a guild is automatically created, preventing a situation where a player is unable to join a guild. Furthermore, guilds are assigned missions, and by completing these missions, players belonging to the guild can receive rewards (benefits), providing a more engaging game for players. Furthermore, guild members can check profile information (profile cards) and assign ratings, deepening the bonds between guild members.

[0285] Furthermore, in this embodiment, when the opposing player is a non-player character (virtual player), the opposing characters such as the final boss or units associated with that non-player character (virtual player) are changed according to the season, so that the player can continue playing the game without getting bored.

[0286] In addition, this embodiment is configured so that in the cooperative battle mode, the player can receive a bonus each time the co-op player meets a specific condition, so that if the co-op player makes a good play, the co-op player will receive a benefit, and as a result, both players can feel that they are working together.

[0287] In addition, this embodiment increases the experience points given to players when the opposing player or co-op player is a real player, so players will be more likely to compete against or pair up with real players, which will increase the number of encounters between players and other real players and increase the opportunities for players to feel connected to other players.

[0288] Furthermore, this embodiment is configured so that players are not given duplicate rewards for the ranking of their cooperative pairs, so that some players do not receive extremely high rewards.

[0289] Furthermore, this embodiment is configured so that even if communication between the game devices of matched players becomes impossible, the game devices will transition from the battle mode in which communication became impossible to another battle mode and new matching will be performed, allowing the players to continue playing the game.

[0290] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0291] [Appendix 1] a matching means for matching a player with a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; It functions as the matching means, after matching the player with the competition partner, cancels the matching between the player and the competition partner on the condition that communication between the player and the competition partner becomes unavailable, and matches the player with the competition player; the game execution means executes a match game of a second match mode between the player and a match player; program.

[0292] [Appendix 2] The first battle mode is a mode in which the cooperative pair and the battle player battle each other, The second battle mode is a mode in which the player and an opponent player battle one-on-one. The program described in Appendix 1.

[0293] [Appendix 3] the second battle mode includes a first type of second battle mode and a second type of second battle mode, the matching means selects either a second battle mode of the first type or a second battle mode of the second type according to the progress of the game of the player, and performs matching according to the second battle mode of the selected type. 1. A program according to claim 1 or 2.

[0294] [Appendix 4] In the second battle mode of the first type, the battle player is a virtual player, The second type of second battle mode is that the battle player is a real player. 1. A program according to any one of appendices 1 to 3.

[0295] [Appendix 5] the matching means performs matching in a second battle mode of the first type when the rank of the player exceeds a predetermined rank, and performs matching in a second battle mode of the second type when the rank of the player is below the predetermined rank; 1. A program according to any one of appendices 1 to 4.

[0296] [Appendix 6] The matching means controls so that the fighting partner of the cooperative pair is not matched as a fighting player of the fighting game of the second fighting mode. A program described in any of Appendix 1 to Appendix 5.

[0297] [Appendix 7] a matching means for matching a player with a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; Equipped with the matching means, after matching the player with the competition partner, cancels the matching between the player and the competition partner on the condition that communication between the player and the competition partner becomes unavailable, and matches the player with the competition player; the game execution means executes a match game of a second match mode between the player and a match player; Game management device.

[0298] [Appendix 8] a matching request means for requesting a match between a player and a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; It functions as the matching request means, on the condition that communication between the player and the competition partner becomes unavailable after the player and the competition partner have been matched, cancels the matching between the player and the competition partner and requests matching between the player and the competition player; the game execution means executes a match game of a second match mode between the player and the opponent player; program.

[0299] [Appendix 9] The first battle mode is a mode in which the cooperative pair and the battle player battle each other, The second battle mode is a mode in which the player and an opponent player battle one-on-one. 1. The program described in Appendix 8.

[0300] [Appendix 10] the second battle mode includes a first type of second battle mode and a second type of second battle mode, the matching request means selects either the second battle mode of the first type or the second battle mode of the second type according to the progress of the game of the player, and requests matching in the second battle mode of the selected type. 10. The program according to claim 8 or 9.

[0301] [Appendix 11] In the second battle mode of the first type, the battle player is a virtual player, The second type of second battle mode is that the battle player is a real player. 11. A program according to any one of appendices 8 to 10.

[0302] [Appendix 12] the matching request means requests matching in the second battle mode of the first type when the rank of the player exceeds a predetermined rank, and requests matching in the second battle mode of the second type when the rank of the player is below the predetermined rank; 12. A program according to any one of appendices 8 to 11.

[0303] [Appendix 13] causing the computer to function as a notification means for notifying at least one of the fact that communication has become unavailable and the fact that matching has been cancelled after a predetermined time has elapsed since the communication has become unavailable; 13. A program according to any one of appendices 8 to 12.

[0304] [Appendix 14] The notification means controls the time until the notification is made to vary depending on the time when the communication failure state occurred. 14. A program according to any one of appendices 8 to 13.

[0305] [Appendix 15] The notification means controls the control means so that a first time period is required for the notification when the communication unavailable state occurs during a first time period, and so that a second time period shorter than the first time period is required for the notification when the communication unavailable state occurs during a second time period. 15. A program according to any one of appendices 8 to 14.

[0306] [Appendix 16] The first period is from the introduction of the competition partner to the organization of characters to be featured in the competition game, The second period is from the formation of characters to be featured in the fighting game to the start of the fighting game. 16. A program according to any one of appendices 8 to 15.

[0307] [Appendix 17] the notification means notifies the player that the matching between the player and the competition partner will be terminated and that matching in the second competition mode will begin. 17. A program according to any one of appendices 8 to 16.

[0308] [Appendix 18] a matching request means for requesting matching between a player and a competition partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; Equipped with the matching request means, on the condition that communication between the player and the competition partner becomes unavailable after the player and the competition partner have been matched, cancels the matching between the player and the competition partner and requests matching between the player and the competition player; the game execution means executes a match game of a second match mode between the player and the opponent player; Game device. [Explanation of symbols]

[0309] 1. Game device 2 Server 10 Processing section 11 Display section 14 Operation input section 15 Price detection unit 16 User information reading unit 17 Sound output section 18 Communications Department 19 Memory section 20 Processing section 21 Recording Section 110 Game Element Acquisition Unit 111 Unit Component Section 112 Game Execution Department 113 Profile Card Settings 114 Profile screen display section 115 Guild Settings 116 Matching request section 117 Evaluation information assignment unit 118 Cost Allocation Department 119 Experience Points Granting Department 120 Ranking Reward Department 201 Player Information Management Department 202 Game Execution Management Department 203 Profile Information Management Department 204 Guild Management Department 205 Player Matching Department 206 Collaborative Pair Matching Club 207 Evaluation Information Management Department 208 Battle Character Management Department 209 Ranking Management Department

Claims

1. a matching means for matching a player with a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; It functions as the matching means, after matching the player with the competition partner, cancels the matching between the player and the competition partner on the condition that communication between the player and the competition partner becomes unavailable, and matches the player with the competition player; the game execution means executes a battle game of a second battle mode between the player and an opponent player; program.

2. the first battle mode is a mode in which the cooperative pair and a battle player battle each other; The second battle mode is a one-on-one battle mode between the player and an opponent player. The program according to claim 1.

3. the second battle mode includes a first type of second battle mode and a second type of second battle mode, the matching means selects either a second battle mode of the first type or a second battle mode of the second type according to the progress of the game of the player, and performs matching according to the second battle mode of the selected type. The program according to claim 2.

4. In the second battle mode of the first type, the battle player is a virtual player, The second type of second battle mode is such that the battle player is a real player. The program according to claim 3.

5. the matching means performs matching in a second battle mode of the first type when the rank of the player exceeds a predetermined rank, and performs matching in a second battle mode of the second type when the rank of the player is below the predetermined rank; The program according to claim 4.

6. the matching means controls so that the fighting partner of the cooperative pair is not matched as a fighting player of the fighting game of the second fighting mode; The program according to claim 1 or 2.

7. a matching means for matching a player with a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; Equipped with the matching means, after matching the player with the competition partner, cancels the matching between the player and the competition partner on the condition that communication between the player and the competition partner becomes unavailable, and matches the player with the competition player; the game execution means executes a battle game of a second battle mode between the player and an opponent player; Game management device.

8. a matching request means for requesting a match between a player and a playing partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; It functions as the matching request means, on the condition that communication between the player and the competition partner becomes unavailable after the player and the competition partner have been matched, cancels the matching between the player and the competition partner and requests matching between the player and the competition player; the game execution means executes a match game of a second match mode between the player and the opponent player; program.

9. the first battle mode is a mode in which the cooperative pair and a battle player battle each other; The second battle mode is a one-on-one battle mode between the player and an opponent player. The program according to claim 8.

10. the second battle mode includes a first type of second battle mode and a second type of second battle mode, the matching request means selects either the second battle mode of the first type or the second battle mode of the second type according to the progress of the game of the player, and requests matching in the second battle mode of the selected type. The program according to claim 9.

11. In the second battle mode of the first type, the battle player is a virtual player, The second type of second battle mode is such that the battle player is a real player. The program according to claim 10.

12. the matching request means requests matching in the second battle mode of the first type when the rank of the player exceeds a predetermined rank, and requests matching in the second battle mode of the second type when the rank of the player is below the predetermined rank; The program according to claim 11.

13. The program according to claim 8 or claim 9, which causes a computer to function as a notification means for notifying at least one of the fact that communication has become impossible and that matching has been terminated after a predetermined time has elapsed since the communication has become impossible.

14. The notification means controls the time until the notification is made to vary depending on the time when the communication failure state occurred. The program according to claim 13.

15. The notification means controls the control means so that a first time period is required for the notification when the communication unavailable state occurs during a first time period, and so that a second time period shorter than the first time period is required for the notification when the communication unavailable state occurs during a second time period. The program according to claim 14.

16. the first period is a period from the introduction of the competition partner to the formation of characters to appear in the competition game, the second period is from after the characters to appear in the fighting game are organized to before the fighting game starts; The program according to claim 15.

17. the notification means notifies the player that matching between the player and the competition partner will be terminated and that matching in the second competition mode will begin. The program according to claim 13.

18. a matching request means for requesting matching between a player and a competition partner; a game execution means for executing a battle game of a first battle mode by a cooperative pair of the player and the battle partner; Equipped with the matching request means, on the condition that communication between the player and the competition partner becomes unavailable after the player and the competition partner have been matched, cancels the matching between the player and the competition partner and requests matching between the player and the competition player; the game execution means executes a match game of a second match mode between the player and the opponent player; Game device.

Citation Information

Patent Citations

  • Game system and computer program therefor

    JP2011087715A

  • Game program, game method, and information processor

    JP2020171773A

  • Server, method, terminal, and game program

    JP2022020999A

  • Information processing unit, program and information processing method

    JP2022092455A

  • Game system, program and processing method

    JP2023055887A