Game system and program

The game system addresses the challenge of player matching by enabling players to acquire desired elements, enhancing motivation and entertainment through tailored game environments.

JP2026036541APending Publication Date: 2026-03-05BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-20
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

Existing game systems fail to effectively match players to acquire desired game elements, leading to a lack of motivation and entertainment value in multiplayer games.

Method used

A game system that matches players based on their desired game elements, such as characters and items, and adjusts the game environment to facilitate acquisition, using a memory management system, matching processing, and setting means to ensure players can obtain desired elements.

Benefits of technology

Enhances player motivation and enjoyment by allowing players to acquire desired game elements, increasing the interest and liveliness of multiplayer games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system or the like that matches players with each other from the viewpoint of obtaining game elements desired by the players when changing the game environment in a multi-player game, and changes the game accordingly, thereby providing motivation for the multi-player game and increasing the interest in the game. [Solution] When a game is executed, the server device 10 executes a matching process that references the stored items each player desires to acquire and matches multiple players who meet given game element conditions related to the items they desire to acquire, executes a game environment setting process that sets a game environment in which each player can acquire the game elements they desire to acquire in the game of the players matched by the matching process, and provides the set game environment to the relevant player.
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Description

[Technical Field]

[0001] The present invention relates to a game system, a program, and the like. [Background technology]

[0002] Generally, in games such as fighting games and role-playing games, the player progresses through the game by controlling a character of their choice in accordance with a game environment such as a pre-prepared map, events, or quests (tasks). One of the important elements in providing a game is the type of game environment that is prepared and the world view that is created.

[0003] Recently, a game system has also become known that matches two or more players participating in a game, generates a world map by connecting the unique maps of each matched player, and provides a game that changes the game environment and adds variety to the game's worldview (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7097136 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in a game system using matching, such as that described in Patent Document 1, players are not matched with each other with the aim of allowing players to acquire the game elements they desire when changing the game environment, and there is room for improvement in terms of increasing the entertainment value of a multiplayer game in which multiple players are matched and played.

[0006] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that matches players with each other in a multiplayer game with the aim of enabling players to acquire the game elements they desire when changing the game environment, and changes the game accordingly, thereby providing motivation for the multiplayer game and increasing the enjoyment of the game. [Means for solving the problem]

[0007] (1) In order to solve the above problems, the present invention provides: A game system that matches multiple players to play a given game, comprising: a memory management means for managing, for each player, a memory means in which game elements desired by each player are stored as desired game elements, in association with the identification information of each player; a matching processing means for, when executing the game, referencing the game elements desired by each player stored in the storage means and executing a matching process for matching a plurality of players who meet given game element conditions related to the game elements desired to be acquired; a setting means for executing a game environment setting process for setting a game environment in which each player can acquire a desired game element in the game of the players matched by the matching process; providing means for providing the set game environment to a corresponding player; The configuration includes:

[0008] With this configuration, in a multiplayer game in which multiple players are matched to play the game, the present invention can match players with each other with the aim of acquiring the game elements that the players desire, such as acquiring the same game elements or related game elements (for example, game elements that improve abilities or characteristics when used (combined) simultaneously, or game elements that can be synthesized), and can make changes to the game environment accordingly, thereby providing motivation for the game and increasing the interest in the game.

[0009] "Game elements" include, for example, player characters and items (including abilities and characteristics) that are operated or instructed by the player, as well as game media such as cards (i.e., electronically provided game cards) used in games in which these are defined.

[0010] In addition to the above, "game elements" also include parameters relating to the player or player character, such as experience points, scores, points, levels, or stamina values, as well as in-game currency.

[0011] The "given game" includes various types of games, such as fighting games (fighting games and sports games), RPGs, shooting games, racing games, sound games, puzzle games, and simulation games.

[0012] Furthermore, "when a given game is being played" refers to, for example, before the game starts, at the start of the game, and during the game.

[0013] In addition to the above, the "game element condition" includes, for example, a specific game element, or a game element related to a specific game element.

[0014] In particular, related game elements include, for example, game elements that have the same type, attribute, color, and appearance as the specific game element.

[0015] Furthermore, the "matching process" also includes cases where it is not necessarily required that all players participating in the game meet given conditions. In other words, the "matching process" also includes cases where, when multiple players participate, the matching process is executed for some of the players.

[0016] The "game environment" includes, for example, the type and layout of the map used in the game, the type and number of events carried out within the game, and the type and number of quests required within the game.

[0017] Furthermore, "obtainable" does not only mean that it will be 100% possible to acquire something, but also that the possibility of acquiring it is high (i.e., the expected value of acquiring it is high).

[0018] (2) The present invention also provides analysis means for executing an analysis process for analyzing, for each player, at least one piece of information among possession status information indicating the possession status of game elements at a given time, numerical information indicating numerical values ​​as parameters of the game elements at that time, and prospective information indicating game elements that will become essential in the future according to the game situation; a determination means for executing a process for determining the game elements each player wishes to acquire based on the results of the analysis process; Further provided with The storage management means a registration process of registering the desired game elements determined by the desired game element determination process in the storage means in association with the identification information of the corresponding player; The system has a configuration for performing the above steps.

[0019] With this configuration, the present invention can, for example, by analyzing the presence or absence of items or parameter values, recognize the numerical values ​​of items or parameters required in a game, or predict the values ​​of items or parameters that will become essential in the future, thereby accurately determining the game elements desired by the player and performing matching based on the determined game elements.

[0020] Note that "prospect information" refers to, for example, the value of an item or parameter required to complete a task, or the value of an item or parameter that will be required when combining with other game elements in the future.

[0021] Furthermore, "given timing" includes predetermined timing, such as when the game starts, when an event is executed during game play, when a task or quest is completed, or at a predetermined date and time (such as midnight every day).

[0022] Furthermore, the "process for determining game elements desired to be acquired" refers to, for example, a process for determining game elements that will be necessary in the future as each player progresses through the game.

[0023] (3) The present invention also provides a reception processing means for executing a reception process for receiving instructions from the player; a determination means for executing a process for determining the game elements each player wishes to acquire based on the instructions of the players received in the reception process; Further provided with The storage management means The system is configured to execute a registration process for registering the desired game element determined by the desired game element determination process in the storage means in association with the identification information of the corresponding player.

[0024] With this configuration, the present invention can accurately identify the game elements desired by the player, and can perform matching based on the identified game elements.

[0025] The "determined game element desired to be acquired" may be a game element designated by the player, or may be a game element related to the game element designated by the player.

[0026] In particular, "related game elements" include, for example, items and their parameters that enhance abilities or characteristics when used (combined) simultaneously, items and their parameters that can be synthesized, items and their parameters that have the same attributes or characteristics, or items and their parameters that are used at the same time.

[0027] (4) The present invention also provides The setting means The game environment setting process is executed to change the game environment in which each player can acquire the game elements that he or she desires to acquire, depending on the status of the players matched by the matching process.

[0028] With this configuration, the present invention can set up a map or event as the game environment in which the number of game elements that can be acquired, the types that can be acquired, the parameter values, etc. that change depending on the attributes such as the level of the matched players, the values ​​of given parameters, the possession status of items, etc., or the proportion of such players.

[0029] Therefore, the present invention can motivate players to play the game, increase their interest in the game, and stimulate their participation.

[0030] The "player status" includes the level, attributes (characteristics) and number of players of each player.

[0031] (5) The present invention also provides The matching processing means The matching process is executed by using as the game element condition that the game element is a specific game element or a game element related to a specific game element, and players who have set the specific game element or a game element related to a specific game element as the game element they wish to acquire are matched together.

[0032] With this configuration, the present invention can match players with each other with the aim of allowing them to acquire the game elements they desire, while also making changes to the game environment accordingly, thereby providing motivation for the game and increasing the interest in the game.

[0033] "Related game elements" include items that are the same or are considered to be the same in type (purpose, use, or category, such as attack, defense, or recovery), attribute (for example, attribute, rarity, characteristic, or category, such as fire, water, or earth), color, and appearance as the specific item for matching (item desired to be acquired).

[0034] (6) The present invention also provides The matching processing means The matching process is performed by using as the game element condition that the game elements desired to be acquired are in a given combination, and players whose game elements desired to be acquired are in the given combination are matched with each other.

[0035] With this configuration, the present invention can match players with each other with the aim of allowing them to acquire the game elements they desire, while also making changes to the game environment accordingly, thereby providing motivation for the game and increasing the interest in the game.

[0036] It should be noted that a "given combination" may include not only a predetermined combination of items, such as a combination of items used in specific play such as competitive play or cooperative play, but also a combination of game elements that do not meet the conditions of some of the matched players, or a combination in which all of the game elements desired to be acquired are different.

[0037] (7) The present invention also provides The system further includes a matching management means that, if the result of the matching process does not satisfy a given first condition, executes a process to encourage an unmatched player who has not been matched by the matching process but who meets a given second condition to participate in a game played by a player who has been matched by the matching process.

[0038] With this configuration, the present invention can ensure the number of players who will participate in advance, for example, and thus can make the game more lively.

[0039] The "first condition" includes a condition regarding the number of matched players, a combination condition indicating that the combination of game elements desired to be acquired is a predetermined combination, and the like.

[0040] In addition, the "second condition" states: (A1) You are a player currently playing the game tutorial; and (A2) In the case where multiple desired game elements are registered for each player in order of preference, a matching process is performed based on the desired game element as the first preference, and on the assumption that the first condition is not met, such as when the number of matched players is below a certain number, the player is the one who has registered the desired game element as the second preference. These include:

[0041] (8) The present invention also provides When a map to be used in the game in which each player can acquire a desired game element is set by the game environment setting process, The setting means A map setting process (selection) for selecting a map from a predetermined reference map for the game that allows each player to acquire a desired game element as the map to be used; A map setting process (modification) in which the reference map is modified as the usable map based on the game elements each player desires to acquire; or a map setting process (new setting) for generating a new map on which each player can acquire the game elements he or she desires to acquire, and setting the generated new map as the map to be used; The system has a configuration for performing the above steps.

[0042] With this configuration, the present invention allows players to obtain game elements such as items that they desire, thereby providing motivation for the matching game and increasing the interest in the game.

[0043] (9) The present invention also provides The setting means The map setting process is configured to set the map to be used including game element information indicating information relating to the corresponding game element desired to be acquired.

[0044] With this configuration, the present invention allows players to obtain game elements such as items that they desire, thereby providing motivation for the matching game and increasing the interest in the game.

[0045] "Game element information" includes information such as the location on the map where the desired game element item can be acquired, the type, number, occurrence conditions, and acquisition conditions of the desired game element that can be acquired, or the type and value of parameters set for the desired game element that can be acquired.

[0046] (10) The present invention also provides When the matching process is executed based on a specific game element desired to be acquired or a game element related to the specific game element desired to be acquired, The setting means The map setting process is configured to improve the possibility that the player will acquire the desired game element that was the basis for the matching, compared to when a game based on another matching process is executed.

[0047] With this configuration, the present invention allows players to obtain game elements such as items that they desire, thereby providing motivation for the matching game and increasing the interest in the game.

[0048] It should be noted that "when a game based on another matching process is executed" includes, for example, cases where the number of obtainable items (placement) is increased compared to the reference map, the map before modification, or another generated map, the process of obtaining the items is made easier, or the items are placed in a location that is easy for the player character to reach, thereby increasing the probability of obtaining the items.

[0049] (11) The present invention also provides In the matching process, when players with a given combination of the game elements desired to be acquired are matched with each other, The setting means The map setting process is configured to improve the possibility that the player will acquire the desired game element that was the basis for the matching, compared to when a game based on another matching process is executed.

[0050] With this configuration, the present invention allows players to acquire game elements such as items that they desire, thereby providing motivation for the matching game and increasing the interest in the game.

[0051] (12) The present invention also provides The setting means The game environment setting process includes an event setting process for setting an event in which each player can acquire a game element that the player desires to acquire, based on player-related information about the player.

[0052] With this configuration, the present invention allows players to obtain desired game elements, such as items, through events, thereby providing motivation for the matching game and increasing the interest in the game.

[0053] In addition, "events" include, for example, (B1) Lottery event, (B2) Battle events, (B3) In-game games such as bonus games, (B4) An event for performing a given task (item acquisition event), and (B5) An event indicating a subtask for a given task; These include:

[0054] (13) The present invention also provides The setting means The event setting process is configured to set at least one of the type, number, and activation condition of the event.

[0055] With this configuration, the present invention allows players to obtain desired game elements, such as items, through events, thereby providing motivation for the matching game and increasing the interest in the game.

[0056] (14) The present invention also provides The setting means If a player matched by the matching process interferes with another player during the execution of a game based on the matching process, the game environment setting process is configured to change the settings related to the game elements desired to be acquired that correspond to the game environment based on at least one of the relationship between the interfering player and the interfered player, the behavioral status of the interfering player, and the behavioral status of the interfered player.

[0057] With this configuration, the present invention allows players to change the type, number, parameters, occurrence conditions, or acquisition conditions of game elements they wish to acquire through competition, cooperation, or communication between players within the game, thereby making the game more lively.

[0058] It should be noted that "interference" includes competition between players, cooperation, communication within the game, contact within the game, and disruption of game progress.

[0059] Furthermore, "player relationships" include friendships or rival relationships in the game, and are determined to exist if they are registered in advance as relationship information.

[0060] (15) The present invention also provides When a game is played by a team consisting of a predetermined number of players, The setting means The system is configured to detect each player's contribution to the team, and change the content of the game elements that the player or the team to which the player belongs can acquire based on the detected contribution to the team.

[0061] With this configuration, the present invention can change the matching and the possibility of acquiring the desired game element based on the matching even in team battle games, thereby making team battle games more lively.

[0062] (16) In order to solve the above problems, the present invention provides: A program for matching multiple players to play a given game, comprising: a memory management means for managing, for each player, a memory means in which game elements desired by each player are stored as desired game elements, in association with the identification information of each player; a matching processing means for executing a matching process, when executing the game, by referring to the game elements desired by each player stored in the storage means, to match a plurality of players who meet given game element conditions related to the game elements desired to be acquired; a setting means for executing a game environment setting process for setting a game environment in which each player can acquire a desired game element in the game of the players matched by the matching process; and providing means for providing the set game environment to a corresponding player; The computer has a configuration that causes the computer to function as a

[0063] With this configuration, in a multiplayer game in which multiple players are matched to play the game, the present invention can match players with each other with the aim of acquiring the game elements that the players desire, such as acquiring the same game elements or related game elements (for example, game elements that improve abilities or characteristics when used (combined) simultaneously, or game elements that can be synthesized), and can make changes to the game environment accordingly, thereby providing motivation for the game and increasing the interest in the game. [Brief explanation of the drawings]

[0064] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing a configuration of a game commentary distribution system according to an embodiment; [Figure 2] FIG. 2 is a diagram illustrating functional blocks of a game server device according to an embodiment. [Figure 3]FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 10 is a diagram illustrating a game setting process including a matching process and a game environment setting process executed by a server device of an embodiment. [Figure 5] 1 is a diagram showing an example of game element information for each player stored in a game element information storage unit in one embodiment. [Figure 6] FIG. 10 is a diagram illustrating a process for determining a game element to be acquired based on a player's operation, which is executed in the server device of an embodiment. [Figure 7] 10 is a flowchart illustrating an operation of a game setting process including a matching process and a game environment setting process executed by the server device of an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0065] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0066] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.

[0067] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0068] A user (i.e., a player) can play a game transmitted from the server device 10 via the Internet by accessing the server device 10 from a terminal device 20. Furthermore, by accessing the server device 10 from the terminal device 20, a user can communicate with other users (players).

[0069] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0070] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS that it provides.

[0071] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0072] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to provide an online game that can be connected to other users' devices (smartphones, PCs, game consoles, etc.) via a network and simultaneously share the same game progress online.

[0073] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0074] Information such as billing information and game information stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as the player-related information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0075] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.

[0076] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0077] The terminal device 20 also has a web browser capable of viewing web pages (HTML data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a web browser function for performing display control using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting user operation data to the server device 10, and is configured to perform various processes for providing a game screen to the user and allowing the user to play a game. However, the terminal device 20 may also acquire game control information provided from the server device 10, perform predetermined game processing, and play a game based on the game processing.

[0078] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 is configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to acquire the player-related information storage unit 146 managed by the server device 10 functioning as an SNS server, and execute the game.

[0079] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0080] The server device 10 includes an input unit 120 for use by the administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0081] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.

[0082] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of this embodiment is configured by a liquid crystal display or the like.

[0083] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0084] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0085] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0086] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, a player-related information memory unit 146 in which information about each player and information about the player's game (hereinafter referred to as "player-related information") is stored, and a game element information memory unit 148 in which information about game elements including player characters and items owned by each player is stored as game element information.

[0087] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0088] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0089] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0090] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a matching processing unit 105, a matching management unit 106, a player-related information management unit 107, a game environment setting unit 108, a timer management unit 109, and an information provision unit 110.

[0091] The communication control unit 101 performs processing for transmitting and receiving data via the network to and from the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.

[0092] In particular, the communication control unit 101 of this embodiment accepts a matching request sent from a player's terminal device 20 from a player who wishes to be matched (hereinafter referred to as a "matching-seeking player").

[0093] Furthermore, the communication control unit 101 performs processing to transmit a game screen to the terminal device 20 of the corresponding player based on the results of the game processing, including the results of the matching processing.

[0094] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0095] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0096] The game management unit 103 works in conjunction with the terminal device 20 to create a game space as a virtual space, and executes various game processes related to various competitive games such as battle games, action games, racing games, RPGs, sound games, or sports games in which multiple players compete against each other and fight or grapple, based on player operations input via the terminal device 20.

[0097] The matching processing unit 105 executes a matching process for matching two or more players in a given game.

[0098] In particular, when a given game is executed, the matching processing unit 105 performs a matching process to match multiple players who meet given game element conditions regarding game elements, while referring to the game element information that each player wishes to acquire stored in the player-related information storage unit 146.

[0099] The matching management unit 106 manages each process related to matching, including the matching process, for each player.

[0100] The player-related information management unit 107 manages information relating to each player (ie, player-related information).

[0101] In particular, the player-related information management unit 107 executes processing for registering game elements such as items that each player wishes to acquire as game elements that the player wishes to acquire in the player-related information.

[0102] The game environment setting unit 108 executes a game environment setting process for setting a game environment in which each player matched by the matching process can acquire game elements that the player desires to acquire.

[0103] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 to output the current time and preset times to each unit. The timer management unit 109 is also used to synchronize with each terminal device 20.

[0104] The information providing unit 110 generates various types of game information to cause the terminal device 20 to process the game, and provides the information to the terminal device 20 .

[0105] In particular, the information providing unit 110 generates information (i.e., game information) for controlling each player's target player character by the corresponding terminal device 20, along with the game environment, and provides the generated game information to the corresponding terminal device 20.

[0106] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to FIG.

[0107] 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.

[0108] The input unit 260 is a device for inputting input information from the player, and outputs the player's input information to the processing unit 200. The input unit 260 of this embodiment includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.

[0109] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.

[0110] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0111] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0112] In this embodiment, the programs and game data for causing a computer to function as each unit of this embodiment, which are stored in the information storage medium 180 and storage unit 140 of the server device 10, are received via a network, and the received programs and data are stored in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. Such cases of receiving programs and data and causing a network system to function are also included within the scope of the present invention.

[0113] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0114] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker, headphones, etc. For example, the display unit 290 constitutes the display means of the present invention.

[0115] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0116] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.

[0117] The processing unit 200 performs various processes using a main memory unit 271 in the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0118] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.

[0119] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 210 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0120] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may then communicate with the server device 10 when receiving input information from the player to start communication.

[0121] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and performs processing to receive information about the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.

[0122] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs processing to receive a game screen from the server device 10.

[0123] The web browser 211 is an application program for viewing web pages (game screens), downloading HTML files, image files, etc. from the web server (server device 10), analyzing the layout, and controlling the display. The web browser 211 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0124] The web browser 211 of this embodiment can realize a browser game. For example, the web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a web server (server device 10).

[0125] The terminal device 20 can display information from a web server specified by a URL via the Internet using the web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 211.

[0126] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is met, a process for executing a game, and a process for ending a game when a game end condition is met.

[0127] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.

[0128] Here, the object space is a virtual space, and includes both two-dimensional space and three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0129] In addition to setting the game cards as deck data, the game processing unit 212 also controls the sending and receiving of various information at login, executes game processing based on the player's operation when the game is executed in real time in conjunction with the server device 10, and executes game processing including replaying received automatic calculation data when the game is executed by automatic calculation.

[0130] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the web browser 211 for display.

[0131] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.

[0132] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0133] [4] Method of this embodiment [4.1] Overview Next, an overview of the game setting process including the matching process and the game environment setting process executed by the server device 10 of this embodiment will be described with reference to FIG.

[0134] FIG. 4 is a diagram for explaining an overview of the game setting process including the matching process and the game environment setting process executed by the server device 10 of this embodiment.

[0135] The server device 10 of this embodiment is configured to work in conjunction with terminal devices 20 owned by players connected via a network, and to execute various games in which multiple players participate using each player character set in a game space (for example, a single game field in a virtual three-dimensional space).

[0136] For example, the server device 10 of this embodiment has a configuration for executing a fighting game (fighting game or sports game), a RPG, a shooting game, a racing game, a sound game, a puzzle game, or a simulation game.

[0137] Furthermore, the server device 10 of this embodiment has a configuration for matching a plurality of players participating in a game and executing the above-mentioned game based on the matched plurality of players.

[0138] Specifically, as shown in FIG. 4, the server device 10 (A1) For each player, items (so-called game elements) that each player wishes to acquire are managed as desired items (desired game elements) in association with the player's identification information (i.e., player ID), (A2) When the game is executed, a matching process is executed to match a plurality of players who meet given game element conditions related to the desired items while referring to the stored desired items of each player; (A3) executing a game environment setting process for setting a game environment in which each player can acquire a desired game element in the game of the players matched by the matching process; (A4) Providing the configured game environment to the relevant player; It has the following structure.

[0139] Note that Figure 4 shows an example in which, out of the items "Magic Wand," "Recovery Drink," and "Hero's Sword," "Hero's Sword" is determined as the desired item to acquire, and when Player A, Player B, and Player C, who each have "Hero's Sword" as their desired item, are matched as matching players, a map (treasure map) is set in which the "Hero's Sword" can be acquired (dropped) and provided to terminal device 20 as game environment information.

[0140] With this configuration, the server device 10 of this embodiment and the game system 1 including it can match players in a multiplayer game in which multiple players are matched to play a game, with the aim of acquiring the game elements that the players desire, such as acquiring the same game elements or related game elements (for example, game elements that improve abilities or characteristics when used (combined) simultaneously, or game elements that can be synthesized).

[0141] Therefore, the server device 10 of this embodiment and the game system 1 including it can change the game environment according to the game elements, thereby providing motivation for the game and increasing the interest in the game.

[0142] In this embodiment, items (including player characters) are used as game elements for explanation. However, game elements also include game media such as player characters and items (including abilities and characteristics) that are operated or instructed by the player, and cards (i.e., electronically provided game cards) used in games in which these are defined.

[0143] [4.2] Player-related and game element information [4.2.1] Player-related information Next, the player-related information of this embodiment will be described.

[0144] The player-related information is stored in the player-related information storage unit 146 in association with the ID of each player (ie, player ID).

[0145] In particular, player-related information includes information indicating the progress of the game (hereinafter referred to as "game progress information"), such as each player's experience points, acquired points and in-game currency, stages cleared, the type and number of items acquired, or the type and number of quests completed.

[0146] [4.2.2] Game Element Information Next, the game element information of this embodiment will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of game element information for each player stored in the game element information storage unit 148.

[0147] The game element information is stored in the game element information storage unit 148 for each player in association with each player ID.

[0148] In particular, the game element information includes, for each player, the following information in association with the player ID, as shown in FIG. (A1) Information on items held by the player, including the player character (hereinafter referred to as "held item information"); and (A2) Information on the desired item (hereinafter referred to as "desired item information"); Includes:

[0149] Specifically, the owned item information includes the following, as shown in Figure 5: (A1-1) Item level, (A1-2) Each ability of the item and parameters that define each ability, and (A1-3) Item attributes, It includes information such as:

[0150] The desired item information also includes, for example, the type, number, and attributes of the items that each player wishes to acquire, as well as the values ​​of the parameters defined for each item.

[0151] The desired item information is determined based on the player's instructions, or is determined and registered based on the item possession status of the player at a given time.

[0152] [4.3] Desired game element determination process [4.3.1] Determining desired game elements based on player operations Next, a process for determining a desired game element to be acquired based on a player's operation, which is executed in the server device 10 of this embodiment, will be described with reference to FIG.

[0153] FIG. 6 is a diagram for explaining the process of determining a game element to be acquired based on a player's operation, which is executed in the server device 10 of this embodiment.

[0154] The matching management unit 106, in conjunction with the terminal device 20, executes a reception process for receiving instructions from players, and executes a process for determining game elements to be acquired, which determines items that each player wishes to acquire, based on the instructions from the players accepted by the reception process.

[0155] In particular, as shown in FIG. 6, the matching management unit 106 provides the player via the terminal device 20 with a list of a plurality of items that can be selected as desired items, and accepts a selection instruction from the player.

[0156] Then, the matching management unit 106 determines the item selected by the selection instruction as the desired item to be acquired.

[0157] When the desired item is determined, the player-related information management unit 107 executes a registration process to register the determined desired item in the game element information storage unit 148 in association with the player ID.

[0158] In addition, the matching management unit 106 may determine, in addition to or instead of the selected item, an item related to the selected item or the selected parameter as the desired item to be acquired (in the case of a parameter, the desired game element to be acquired).

[0159] For example, the matching management unit 106 (A1) An item that enhances abilities and characteristics when used (combined) with the selected item. (A2) An item that can be synthesized with the selected item, (A3) An item that has the same attributes or characteristics as the selected item, or (A4) An item that is used at the same time as the selected item, may be determined as the desired item to be acquired.

[0160] Furthermore, for example, the matching management unit 106 (B1) Parameters that enhance abilities or characteristics when used (combined) with the selected item, or (B2) Parameters for advantageously progressing through the game while the game is running, The above may be determined as the game element desired to be acquired.

[0161] [4.3.2] Determining desired game elements based on item ownership status, etc. Next, a process for determining a desired game element to be acquired based on the item possession status and the like, which is executed in the server device 10 of this embodiment, will be described.

[0162] (Outline of the process for determining desired game elements based on the item ownership status, etc.) The matching management unit 106 may determine the items each player wishes to acquire based on the player's game situation or the item possession status at a given time.

[0163] Specifically, in this case, the matching management unit 106 performs an analysis process to analyze, for each player, at least one piece of information from among possession status information indicating the possession status of items at a given time, numerical information indicating numerical values ​​as parameters related to items at that time, and prospective information indicating items or parameters (such as level) that will become essential in the future depending on the game situation.

[0164] That is, the matching management unit 106 executes at least one of the three analysis processes.

[0165] Then, the matching management unit 106 executes a process for determining a desired game element to be acquired, which determines an item (or a desired game element such as a parameter) that each player wishes to acquire based on the analysis result.

[0166] In addition, the matching management unit 106 executes a process for determining game elements to be acquired at predetermined times, such as when the game starts, when an event is executed during game execution, when a task or quest is completed, or at a predetermined date and time (such as midnight every day).

[0167] In addition, similar to the process of determining a desired game element based on the player's operation, when the desired item (or a desired game element such as a parameter) is determined, the player-related information management unit 107 executes a registration process of registering the determined desired item (or desired game element) in the game element information storage unit 148 in association with the player ID.

[0168] (Analysis processing) As a first analysis process, the matching management unit 106 searches for owned item information in the game element information storage unit 148 at a predetermined timing, such as when the game starts, when an event or quest is executed, or at a specific date and time (midnight every day or 12:00 on the 1st of each month), and detects the item ownership status of each player.

[0169] In addition, as a second analysis process, the matching management unit 106 searches for player-related information in the player-related information storage unit 146 at a predetermined timing, and detects the values ​​of various parameters of each player, such as the player's level (hereinafter referred to as "player level") or score, as numerical information.

[0170] Furthermore, as a third analysis process, the matching management unit 106 detects the game status of each player, such as the number or positions of player characters or enemy characters, individual or team game scores, game stages that have been cleared or are currently being attempted, task completion status, and the status of game events (whether they can be carried out or their progress).

[0171] Then, the matching management unit 106 identifies an item that corresponds to the next stage or the type or ability of the enemy character that will attack next, or an item that will become necessary in the future, such as a synthesis material that will be necessary in such a future game situation, depending on the detected game situation.

[0172] In particular, in this case, the matching management unit 106 identifies items that will be required in the future (i.e., prospective information) using table data that pre-matches the next stage, the type or ability of the enemy character that will attack next, or future game situations with synthesis materials that will be required in the future.

[0173] That is, as the third analysis process, the matching management unit 106 identifies, as prospective information, for example, the value of an item or parameter required to complete a task, or the value of an item or parameter that will be essential when combining with other game elements in the future.

[0174] (Process for determining desired game elements) In the case of the first analysis process, when the matching management unit 106 executes a process for determining game elements to be acquired based on the detected possession information, it sets an item that is not possessed or an item that can be synthesized with a possessed item as an item to be acquired.

[0175] In addition, in the case of the second analysis process, when the matching management unit 106 executes the process of determining the game elements to be acquired based on numerical information indicating the values ​​of various parameters of each player, it sets, as the items to be acquired, items having the same level as the player level, or items that are predetermined in correspondence with points or the ability parameters of the player character.

[0176] In particular, in this case, the matching management unit 106 sets the desired item to be acquired using table data or the like in which points or ability parameters of the player character are associated in advance with the desired item to be acquired.

[0177] Furthermore, in the case of the third analysis process, the matching management unit 106 sets, for example, an item that is essential in the next stage as a desired acquisition item that will become essential in the future.

[0178] The matching management unit 106 may determine, based on the analysis results, parameters relating to the player, the player character, or the items possessed as the game elements desired to be acquired.

[0179] For example, in this case, if the matching management unit 106 determines based on the analysis results that the value of a specific parameter (specifically, the player's level) has not reached a predetermined value in order to progress in the game, or if a specific parameter (specifically, a parameter indicating the player character's attack ability) has not reached the starting condition for the next stage, the matching management unit 106 may determine the corresponding parameter as the game element to be acquired.

[0180] [4.4] Matching process Next, the matching process executed in the server device 10 of this embodiment will be described.

[0181] (Basic principles of matching processing) The matching processing unit 105 executes a matching process that matches multiple players who meet given game element conditions related to the desired items to be acquired, while referencing the desired item game elements of each player stored in the game element information storage unit 148, on the premise that the desired items to be acquired have been registered in the game element information storage unit 148 for each player through the desired game element determination process.

[0182] In particular, the matching processing unit 105 executes the matching process, for example, before the start of the game, at the start of the game, and during the game, using as game element conditions a specific item (i.e., an item desired to be acquired, hereinafter also referred to as a "specific item for matching"), or an item related to the specific item for matching (hereinafter referred to as a "specific related item for matching").

[0183] For example, when the matching processing unit 105 sets a condition that the item is a specific related item for matching, it matches multiple players who have an item that has the same type (purpose, use, or category, such as offensive, defensive, or recovery), attribute (for example, attribute, rarity, characteristic, or category, such as fire, water, or earth), color, and appearance as the specific item for matching (item desired to be acquired).

[0184] It should be noted that the matching processing unit 105 does not necessarily have to match all players who participate in the game (that is, are matched) who meet the above conditions.

[0185] In other words, in this case, if the matching processing unit 105 can match a certain number of players who meet the above conditions, for example, 80% or more of the players to be matched, it may also match players who do not meet the above conditions.

[0186] (Matching process variation 1) Instead of the above-described matching process, the matching processing unit 105 may execute the matching process by using a given combination of items desired to be acquired as a game element condition, and match players whose desired game elements form the given combination.

[0187] That is, the matching processing unit 105 may execute the matching process with the game element condition that the items desired to be acquired are a combination of predetermined items, such as a combination of items used in a specific play such as competitive play or cooperative play.

[0188] Specifically, the matching processing unit 105 executes a matching process for matching players who have registered a plurality of items required for cooperative play as desired items.

[0189] As described above, the matching processing unit 105 does not need to ensure that the items desired by all matched players meet the game element conditions, and some matched players may not meet the game element conditions.

[0190] Furthermore, the matching processing unit 105 may set a condition that the desired items of the matched players are all different combinations as a condition for the desired items to be a combination of predetermined items.

[0191] (Matching process variation 2) If the result of the above matching process (hereinafter referred to as the "main matching process") does not satisfy a given first condition, the matching processing unit 105 may perform an additional matching process (hereinafter referred to as the "additional matching process") based on that result.

[0192] Specifically, the matching processing unit 105 uses, as a first condition, the matching result of the main matching process, such as the number of matched players reaching a certain number (for example, 10 or more), or the combination of items desired to be acquired being a predetermined combination (hereinafter referred to as the "item combination condition").

[0193] For example, the item combination conditions include that two or more players have registered items A, B, and C as desired items, or that players who have registered multiple items of different pre-set types as desired items are all matched.

[0194] Then, the matching processing unit 105 proceeds to a game environment setting process if the first condition is met, and executes an additional matching process if the first condition is not met.

[0195] In addition, assuming that an item desired to be acquired has been registered as a second candidate, the matching processing unit 105 performs a matching process similar to the main matching process for the second candidate item desired to be acquired, and performs processing to encourage players who qualify for the match to participate in the game.

[0196] That is, the matching processing unit 105 executes an additional matching process for matching a player who meets a given game element condition (second condition) related to the desired item registered as the second candidate.

[0197] In this case, the matching processing unit 105 works in conjunction with the information providing unit 110 to generate an image that guides the player to participate in a game based on the second candidate desired item, along with instructions for operation to participate, and provides information about the generated image to the terminal device 20 of the corresponding player.

[0198] Furthermore, when the matching processing unit 105 receives an operation instruction for participating in a game matched by a player, it executes processing for allowing the player to participate in the game.

[0199] As an additional matching process, the matching processing unit 105 may allow the matched player to directly participate in the game instead of the process of encouraging participation.

[0200] Furthermore, the matching processing unit 105 may use, as a second condition, that the player is currently playing a tutorial of the game.

[0201] [4.5] Game environment setting process [4.5.1] Setting the map to be used (map setting process) Next, a process for setting a map to be used (hereinafter referred to as "map setting process") executed in the server device 10 of this embodiment will be described.

[0202] The game environment setting unit 108 executes a game environment setting process for setting a game environment in which each player can acquire a desired item for the players matched by the matching process.

[0203] In particular, the game environment setting unit 108 sets a map (hereinafter referred to as a "used map") to be used in the game, including the type, arrangement (combination), etc., as the game environment.

[0204] Specifically, the game environment setting unit 108: (A1) A map setting process (selection) for selecting a map from a predetermined reference map for the game on which each player can acquire a desired item as the map to be used; (A2) A map setting process (modification) for modifying a reference map as a map to be used based on the items each player desires to acquire; or (A3) A map setting process (new setting) for generating a new map on which each player can acquire the game elements he or she desires to acquire, and setting the generated new map as the map to be used; Do one of the following:

[0205] On the other hand, the game environment setting unit 108 may set the map to be used, including information about the corresponding desired item to be acquired (hereinafter referred to as "desired item map information"), as part of the map setting process.

[0206] In particular, in this case, the game environment setting unit 108 sets the map to be used, including desired item map information such as the position on the map where the desired item can be acquired, the type, number, occurrence conditions (drop rate), and acquisition conditions of the desired item that can be acquired, or the type and value of parameters set for the desired item.

[0207] Specifically, when a matching process is executed based on a specific item for matching, a specific related item for matching related to the specific item for matching, or both items, the game environment setting unit 108 performs map setting processing to increase the possibility that a player will acquire the specific item for matching that is the basis for matching, the specific related item for matching, or both items, compared to when a game based on other matching processes is executed.

[0208] For example, in this case, the game environment setting unit 108 sets a map that increases the probability of obtaining the desired item by increasing the number of items that can be obtained (number of items placed) compared to the reference map, the map before modification, or other generated maps, by making the process of obtaining the item easier, or by placing the item in a location that is easy for the player character to reach.

[0209] Furthermore, when players with a given combination of desired items are matched as part of the matching process, the game environment setting unit 108 may, as part of the map setting process, increase the possibility that each player will acquire the desired items that served as the matching criterion compared to when a game based on another matching process is played.

[0210] For example, in this case, the game environment setting unit 108 sets a map that increases the probability of each player obtaining the desired item by increasing the number of items that can be obtained (number of items placed) that can be obtained by each player, by making the process of obtaining the item easier, or by placing the item in a location that is easy for the player character to reach, as described above, compared to the reference map, the map before the modification, or other generated maps.

[0211] (Map setting process (selection)) The game environment setting unit 108 executes the map setting process on the premise that a reference map is stored in the game data storage unit 144 in association with each desired item that serves as a matching reference.

[0212] Specifically, the game environment setting unit 108 reads out the corresponding reference map from the game data storage unit 144 based on the item desired to be acquired when the matching process is executed, and sets the read-out reference map as the map to be used.

[0213] The game environment setting unit 108 may set a reference map as an overall map stored in association with each desired item, or may set the reference map by reading and combining multiple corresponding reference maps.

[0214] (Map setting process (modification)) The game environment setting unit 108 may modify the reference map read from the game data storage unit 144 as described above, based on the items each player wishes to acquire.

[0215] Specifically, the game environment setting unit 108 rearranges the read reference map, or changes or adds desired item map information.

[0216] In particular, in this case, it is preferable that the game environment setting unit 108 modify the map to one that increases the possibility of each player acquiring the desired item.

[0217] (Map setting process (new setting)) The game environment setting unit 108 executes the map setting process on the premise that the game data storage unit 144 stores part data for constructing a map in association with each desired item that serves as a matching criterion.

[0218] Specifically, the game environment setting unit 108 reads part data such as terrain, roads, and buildings from the game data storage unit 144 in association with the items each player wishes to acquire, and combines the read part data to generate a new map.

[0219] [4.5.2] Event settings Next, a process for setting an event (hereinafter referred to as "event setting process") executed in the server device 10 of this embodiment will be described.

[0220] The game environment setting unit 108 may execute an event setting process, instead of or in addition to the map setting process, as the game environment setting process, in which an event in which each player can acquire an item that the player desires to acquire is set based on the item that the player desires to acquire.

[0221] Specifically, the game environment setting unit 108 sets the following events as events in which each player can acquire the desired item: (A1) Lottery event, (A2) Battle events, (A3) In-game games such as bonus games, (A4) An event for performing a given task (item acquisition event), or (A5) An event indicating a subtask for a given task; etc.

[0222] In particular, the game environment setting unit 108 may increase the probability of winning a corresponding item in a lottery event for a predetermined reference event, and may lower the difficulty of acquiring the corresponding item in a battle event, an in-game game, or a task, thereby increasing the possibility of each player acquiring the item they desire.

[0223] Furthermore, the game environment setting unit 108 may set at least one of the type, number, and activation condition of an event as the event setting process.

[0224] For example, in this case, the game environment setting unit 108 may set a low difficulty event (for example, a task event that lowers the level of the boss character) for a pre-set standard event in order to increase the possibility of each player obtaining the item they desire, control the number of events that are triggered (for example, control an event that triggers every 10 minutes to trigger every 5 minutes), or relax the conditions for triggering (for example, reduce the number of items or item types held to 3 when 5 of a specific item are required as the trigger condition).

[0225] [4.6] Information provision processing Next, the information providing process of this embodiment will be described.

[0226] During the game, the information providing unit 110 provides the relevant terminal device 20 with various game information related to the control and display of the game, as well as information on the determined items desired to be acquired, information on the matching process such as the selected matching player, and the map set by the map setting process.

[0227] [4.7] Variations Next, a modification of this embodiment will be described.

[0228] (Variation 1: When parameters are used as game elements) In the above embodiment, items are used as game media as game elements, and matching processing and game environment setting processing are performed as desired items to be acquired. However, as mentioned above, parameters of the player or player character may be used as desired parameters to be acquired instead of desired items to be acquired.

[0229] In other words, in this case, the matching management unit 106 may execute a process for determining a desired game element to be acquired, based on the player's operation instructions or on an analysis process, to determine a desired parameter to be acquired as a new parameter or as a parameter to increase the current value.

[0230] In this case, the matching processing unit 105 and the game environment setting unit 108 may execute the matching processing or the game environment setting processing based on the determined desired parameters to be acquired.

[0231] (Variation 2: In the case of a game where players interfere with each other) In the above embodiment, if interference occurs between players during the game, such as when playing against other players, playing cooperatively with other players, or communicating with other players, the game environment may change settings related to the items desired to be acquired depending on the interference situation.

[0232] That is, in the above embodiment, for a player who has participated in many player battles or cooperative plays, the settings relating to desired items may be changed so as to increase the possibility of acquiring desired items.

[0233] Specifically, when a player matched by the matching process interferes with another player during the execution of a game based on the matching process (when communication such as a battle, cooperative play, or chat is carried out), the game environment setting unit 108 changes the settings related to the desired item to be acquired that corresponds to the game environment based on at least one of the relationship between the interfering player and the interfered player, the behavioral status of the interfering player, and the behavioral status of the interfered player, as part of the game environment setting process.

[0234] For example, the game environment setting unit 108 increases the possibility of a player who has played a predetermined number of matches or a player who has played a predetermined number of cooperative matches to acquire a desired item.

[0235] Furthermore, for example, the game environment setting unit 108 may increase the number of items that the player desires to acquire that are placed on the map, or may lower the difficulty of the task (for example, lowering the difficulty level from "high" to "low"), in order to improve the possibility of acquiring the items.

[0236] In this embodiment, the relationship between the interfering player and the interfered player refers to a friend relationship, a rival relationship, etc., and in the case of a friend relationship, the game environment setting unit 108 increases the possibility of acquiring the desired item compared to a non-friend relationship, for example by increasing the number of corresponding desired items placed on the map.

[0237] In addition, in this embodiment, the behavioral status of an interfering player or an interfered player indicates the number of battles, the number of victories in the battles, or the number of kills of enemy characters, and the game environment setting unit 108 changes the possibility of acquiring the corresponding desired item placed on the map depending on the number of victories or kills.

[0238] Furthermore, the settings regarding the desired item include, for example, settings for at least one of the type, number, and activation conditions of the item.

[0239] In this embodiment, "interference" includes not only battle, cooperative play, or communication, but also contact (dialogue) between player characters and obstructive behavior.

[0240] On the other hand, the game environment setting unit 108 may change the settings related to the desired parameters to be acquired instead of the desired items to be acquired when a player matched by the matching process interferes with another player during the execution of a game based on the matching process.

[0241] (Variation 3: For games that involve team battles) In the above embodiment, a game environment setting process is performed for each player, but if the game is a team battle consisting of multiple players, the content of the game elements that the player wishes to acquire may be changed based on the player's level of contribution to the team to which he or she belongs.

[0242] In this case, the game environment setting unit 108 detects the contribution level based on the amount of in-game currency donated, the number of attacks in a team match, or the hit points during the team match, and changes the content of the game elements that the player or the team to which the player belongs can acquire based on the detected contribution level of the team.

[0243] Specifically, the higher the team's contribution level, the more the game environment setting unit 108 improves the possibility of each player acquiring the item they wish to acquire, or improves the possibility of each team acquiring an advantageous item or an item they wish to acquire.

[0244] For example, the game environment setting unit 108 increases the number of corresponding items placed on the map in order to improve the possibility of acquiring the corresponding items.

[0245] (Variation 4: Game Environment Setting Process Based on Matched Other Players) In the above embodiment, the game environment, such as the possibility of acquiring a desired item, may be changed depending on the situation of the matched player.

[0246] That is, the game environment setting unit 108 may execute a game environment setting process that changes the game environment in which each player can acquire a desired item, depending on the situation of the players matched by the matching process.

[0247] Specifically, when a certain number of players with a certain level are matched through the matching process, the game environment setting unit 108 may change the game environment, such as increasing the upper limit on the number of items that can be acquired (from the usual 2 to 5).

[0248] For example, as shown in FIG. 6 above, the matching processing unit 105 sets matching rooms that can be provided to each player for each item that the player wishes to acquire, and when a matching room is selected by a player's instruction, the matching processing unit 105 matches the player with other players who have selected the matching room.

[0249] At this time, the game environment setting unit 108 sets, for example, an upper limit on the number of items that can be acquired, or a game environment (increasing the probability of acquisition) to improve the possibility of acquiring the above-mentioned items, depending on the level of the matched player.

[0250] In this case, as described above, the matching processing unit 105 has a configuration that allows the player to view information about players who may be matched while the matching process is being executed and before the matching process is finalized.

[0251] For example, in this case, as shown in FIG. 6, the matching processing unit 105 provides, for each matching room, information about the players who have selected that matching room (players who have already been matched) to the player who is currently selecting the matching room.

[0252] That is, in this case, the matching processing unit 105 provides the player who has requested the matching with information about the other player who has been provisionally matched, and confirms the matching based on the instructions of that player.

[0253] In this case, the matching processing unit 105 may set matching conditions for each obtainable item.

[0254] In other words, in this case, the matching processing unit 105 may be configured to be unable to issue a selection instruction (selection of a matching room in the above example) unless the player's attributes, such as being at a certain level or above, meet pre-set conditions.

[0255] (Modification 5: Another Example of the Server Device Configuration) In the game system 1 of this embodiment, the game and the matching process are executed by a single server device 10, but this may also be realized by a plurality of server devices.

[0256] [5] Operation in this embodiment Next, the operation of the game setting process including the matching process and the game environment setting process executed by the server device 10 of this embodiment will be described with reference to FIG.

[0257] FIG. 7 is a flowchart showing the operation of the game setting process including the matching process and the game environment setting process executed by the server device 10 of this embodiment.

[0258] In this operation, it is assumed that the items desired by each player have already been stored in the game element information storage unit 148.

[0259] After this operation is completed, the game will start after waiting for an operation by the matching requesting player and predetermined processing by the game management unit 103.

[0260] In this operation, it is assumed that the other player who desires matching is in a matching standby state at the time when the other player desires matching.

[0261] In addition, since the matching process for other players is also executed in parallel during this operation, if a player waiting for matching is selected as a matching player in the matching process for another player, the waiting state will be released and the player will no longer be eligible for matching.

[0262] First, when the matching management unit 106 receives a matching request from the terminal device 20 based on instructions from a player (hereinafter referred to as the "target player") (step S101), it works in conjunction with the terminal device 20 and starts executing a desired item determination process to determine the desired item to be acquired based on the instructions of the target player (step S102).

[0263] At this time, the matching management unit 106 provides the terminal device 20 with a list of multiple items (hereinafter referred to as "selectable items") that are eligible for acquisition, and also provides the terminal device 20 with information to allow the user to select one of the items as the desired item (step S103).

[0264] For example, as shown in FIG. 6, the matching management unit 106 displays a list of selectable items such as "magic wand," "recovery drink," and "hero's sword."

[0265] At this time, the matching management unit 106 may work in conjunction with the terminal device 20 to perform a display control process to display, for each selectable item, a list of players (matching players) who have already set each item as an item they wish to acquire, as shown in Figure 6.

[0266] Next, the matching management unit 106 executes a desired item determination process for determining an item that the target player wishes to acquire, based on a selection instruction from the target player (step S104).

[0267] Next, the player-related information management unit 107 registers the determined desired item in the game element information storage unit 148 (step S105).

[0268] Next, the matching processing unit 105 executes a matching process to match multiple players who meet given game element conditions regarding the item desired by the target player, while referring to the desired items already stored in the game element information storage unit 148 of other players different from the target player (step S106).

[0269] At this time, the matching processing unit 105 determines whether the matching process is complete, such as whether the number of players set as matching players for the corresponding desired item has reached a predetermined number (step S107).If it determines that the matching process is not complete, it waits for a predetermined time (e.g., 10 seconds) (step S108) and makes the same determination again (step S107).If it determines that the matching process is complete, it proceeds to processing in step S109.

[0270] Next, the game environment setting unit 108 executes a game environment setting process to set a usable map in which each player can acquire the desired item as a game environment for the game of the players matched by the matching process (step S109).

[0271] Finally, the information providing unit 110 provides the information on the map, which is the set game environment, to the terminal device 20 (step S110), and ends this operation.

[0272] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0273] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.

[0274] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but with the exception of operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operation input and image display by streaming.

[0275] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that runs in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.

[0276] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0277] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0278] 1: Game System 10: Server device 20: Terminal device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 105: Matching processing unit 106: Matching Management Department 107: Player related information management unit 108: Game environment settings 109: Timer management unit 110: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player-related information storage unit 148: Game element information storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control unit 211: Web browser 212: Game processing section 213: Display control unit 220: Drawing section 230: Sound processing unit 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290:Display section 292: Sound output unit 296: Communications Department

Claims

1. A game system that matches multiple players to play a given game, comprising: a memory management means for managing, for each player, a memory means in which game elements desired by each player are stored as desired game elements, in association with the player's identification information; a matching processing means for, when executing the game, referencing the game elements desired by each player stored in the storage means and executing a matching process for matching a plurality of players who meet given game element conditions related to the game elements desired to be acquired; a setting means for executing a game environment setting process for setting a game environment in which each player can acquire a desired game element in the game of the players matched by the matching process; providing means for providing the set game environment to a corresponding player; A game system comprising:

2. 2. The game system according to claim 1, analysis means for executing an analysis process for analyzing, for each player, at least one piece of information among possession status information indicating the possession status of game elements at a given time, numerical information indicating numerical values ​​as parameters of the game elements at that time, and prospective information indicating game elements that will become essential in the future according to the game situation; a determination means for executing a process for determining the game elements each player wishes to acquire based on the results of the analysis process; Further provided with The storage management means a registration process of registering the desired game elements determined by the desired game element determination process in the storage means in association with the identification information of the corresponding player; A game system that runs

3. 2. The game system according to claim 1, a reception processing means for executing a reception process for receiving instructions from the player; a determination means for executing a process for determining the game elements each player wishes to acquire based on the player's instructions received in the reception process; Further provided with The storage management means The game system executes a registration process for registering the desired game element determined by the desired game element determination process in the storage means in association with the identification information of the corresponding player.

4. 2. The game system according to claim 1, The setting means The game system executes the game environment setting process to change the game environment in which each player can acquire the game elements that he or she desires to acquire, depending on the status of the players matched by the matching process.

5. 2. The game system according to claim 1, The matching processing means A game system that executes the matching process by using as the game element condition that the game element is a specific game element or a game element related to a specific game element, and matches players who have set the specific game element or a game element related to a specific game element as the game element they wish to acquire.

6. 2. The game system according to claim 1, The matching processing means A game system in which the matching process is performed by using as the game element condition that the game elements desired to be acquired are in a given combination, and matches players whose game elements desired to be acquired are in the given combination.

7. 2. The game system according to claim 1, The game system further comprises a matching management means that, when the result of the matching process does not satisfy a given first condition, executes a process to encourage an unmatched player who has not been matched by the matching process but who has a given second condition to participate in a game played by a player matched by the matching process.

8. 2. The game system according to claim 1, When a map to be used in the game in which each player can acquire a desired game element is set by the game environment setting process, The setting means A map setting process (selection) for setting a map that allows each player to acquire a desired game element from among the reference maps that are preset for the game as the map to be used; A map setting process (modification) in which the reference map is modified as the usable map based on the game elements each player desires to acquire; or a map setting process (new setting) for generating a new map on which each player can acquire the game elements he or she desires to acquire, and setting the generated new map as the map to be used; The game system that runs it.

9. 9. The game system according to claim 8, The setting means In the map setting process, the game system sets the map to be used, including game element information indicating information relating to the corresponding game element desired to be acquired.

10. 9. The game system according to claim 8, When the matching process is executed based on a specific game element desired to be acquired or a game element related to the specific game element desired to be acquired, The setting means The game system, as the map setting process, improves the possibility that the player will acquire the game element that the player desires to acquire, which is the basis of the matching, compared to when a game based on another matching process is executed.

11. 9. The game system according to claim 8, In the matching process, when players with a given combination of the game elements desired to be acquired are matched with each other, The setting means The game system, as the map setting process, improves the possibility that the player will acquire the game element that the player desires to acquire, which is the basis of the matching, compared to when a game based on another matching process is executed.

12. 2. The game system according to claim 1, The setting means The game system executes, as the game environment setting process, an event setting process for setting an event in which each player can acquire a game element that the player desires to acquire, based on player-related information about the player.

13. 13. The game system according to claim 12, The setting means The event setting process includes setting at least one of the type, number, and activation condition of the event.

14. 2. The game system according to claim 1, The setting means A game system in which, when a player matched by the matching process interferes with another player during the execution of a game based on the matching process, the game environment setting process changes the settings related to the game elements desired to be acquired that correspond to the game environment based on at least one of the relationship between the interfering player and the interfered player, the behavioral status of the interfering player, and the behavioral status of the interfered player.

15. 2. The game system according to claim 1, When a game is played by a team consisting of a predetermined number of players, The setting means A game system that detects each player's contribution to a team and changes the content of the game elements that the player or the team to which the player belongs can acquire based on the detected contribution to the team.

16. A program for matching multiple players to play a given game, comprising: a memory management means for managing, for each player, a memory means in which game elements desired by each player are stored as desired game elements, in association with the player's identification information; a matching processing means for executing a matching process, when executing the game, by referring to the game elements desired by each player stored in the storage means, to match a plurality of players who meet given game element conditions related to the game elements desired to be acquired; a setting means for executing a game environment setting process for setting a game environment in which each player can acquire a desired game element in the game of the players matched by the matching process; and providing means for providing the set game environment to a corresponding player; A program that causes a computer to function as a

Citation Information

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    JP7097136B1