Game system and program

The game system dynamically adjusts specific player characters' effects within teams based on conditions, enhancing team balance and strategic depth, thereby improving gameplay appeal and excitement.

JP2026054290APending Publication Date: 2026-03-26BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

Existing game systems fail to effectively balance team abilities and enhance strategic depth in team-based games, limiting the appeal and entertainment value.

Method used

A game system that dynamically designates and changes specific player characters with special effects within teams based on predefined conditions, allowing for strategic adjustments and maintaining team balance.

Benefits of technology

Enhances gameplay appeal and excitement by enabling dynamic team strategies through balanced changes in player character abilities and effects, improving team balance and strategic depth.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

In a multiplayer game, the objective is to provide a game system that matches players with the goal of acquiring desired game elements when changing the game environment, and that modifies the game accordingly, thereby providing motivation for the multiplayer game and improving its appeal. [Solution] The server device 10, when running a game, performs a matching process that matches multiple players who meet given game element conditions related to the items each player wishes to acquire, while referring to the items each player wishes to acquire stored in memory. It then performs a game environment setting process that sets a game environment in the game of the players matched by the matching process in which each player can acquire the game elements they wish to acquire, and provides the set game environment to the corresponding players.
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Description

Technical Field

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

Background Art

[0002] In recent years, with the multi-functionality, performance improvement, and spread of information communication terminal devices such as tablet-type information communication terminal devices or smartphones, and personal computers (hereinafter referred to as "communication terminal devices"), the opportunity to execute games on these communication terminal devices has been increasing.

[0003] Also, conventionally, many games have emerged that can enhance the sense of teamwork among players belonging to a team and improve the interest different from that of individual battles in games such as team battles in competitive games.

[0004] In particular, recently, there is known a game in which the positional relationship of a plurality of player characters in a game space in each team is rotated, and damage control and efficient attacks of each player character are executed to advance the game (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, in the game system and the like described in Patent Document 1, although it provides an interest different from that of individual battles in team battles, there is still room for improvement in adjusting team balance and enhancing the strategy in team battles.

[0007] The present invention was made to solve the above problems, and its purpose is to provide a game system that allows players to build team strategies in conjunction with changes in player characters that have special effects on the game for each team, while balancing the abilities or superiority / inferiority of each team (i.e., maintaining team balance), and as a result, enhance the appeal of the game and improve its entertainment value. [Means for solving the problem]

[0008] (1) In order to solve the above problems, the present invention is A game system that runs a given game involving a team of multiple players, using player characters, A receiving processing means for receiving operation instructions for the player, A game control means that executes control over the game on a team basis based on the player operation instructions received, A setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is running, A character control means that controls each player character while granting special in-game effects to the specified player character as described above, Equipped with, The setting means is, When the given conditions are met, in the relevant team, a player character other than the already set specific player character will be designated as the specific player character. It has a configuration that allows adding or changing the specific player character to the other player character.

[0009] With this configuration, the present invention allows each team to change or add specific player characters, such as by rotating specific player characters within the team, when certain conditions are met during the game, for example, when a predetermined timing arrives or when a given game situation is reached. This makes it possible to change the advantageous or disadvantageous effects on the game associated with each team's specific player characters during the game.

[0010] Therefore, the present invention allows for the construction of team strategies that involve changes in player characters with special effects for each team, while maintaining a balance of abilities or superiority / inferiority within each team (i.e., maintaining team balance), thereby enhancing the appeal and excitement of the game.

[0011] The term "team-based games" includes various types of games such as fighting games, battle royale games, sports games, RPGs, shooting games, racing games, music games, puzzle games, and simulation games.

[0012] Furthermore, "executing control over a given game on a team basis" means, for example, executing control over a given game such as a competitive game, RPG, racing game, or sports game on a team basis, consisting of multiple players.

[0013] Furthermore, "At least one player character must be designated as a specific player character for each team" means that during gameplay, each team will always have one player character designated as a specific player character.

[0014] In particular, it is preferable that a specific player character is set when certain conditions are met, such as the activation of a given event, the use of an item, or the fulfillment of conditions in the game situation (such as when the match is evenly matched, like when the number of items acquired differs by more than twice, or when a predetermined skill difference of more than two occurs).

[0015] Furthermore, the "specific player character" may be set randomly, or it may be set as a player character with specific conditions, such as having the strongest or weakest abilities within the team (for example, parameters related to level or attack, or possessing a specific skill), or it may be set by the opponent player (for example, based on the use of a specific item) or by the selection of a player within the team.

[0016] Furthermore, "setting as a specific player character" specifically includes adding another player character as the aforementioned specific player character, or changing the other player character to the aforementioned specific player character.

[0017] For example, "to set as a specific player character" includes both cases: one player character being set, and two or more specific player characters being set simultaneously or at the same time (even if the timing of the setting differs).

[0018] In addition to the above, "specific player characters" refer to, for example, the leader characters of each team, and are characterized by their team performance (such as scoring more points than other members, or receiving more damage from enemies), actions (such as performing special moves), or abilities (such as having special skills, or having buffs on specific abilities (advantageous state)). It is preferable that the character has an influence.

[0019] And "set during at least a specific period while the game is being executed" means that it is set during a specific period such as within a certain period from a predetermined timing such as the timing when a given condition is satisfied (i.e., a part of the period during the game). However, since it is stated as "at least" in this definition, it also includes the case where a specific player character is set throughout the entire period from the start to the end of the game.

[0020] Also, "special effects in the game" specifically includes advantageous effects and disadvantageous effects in the game.

[0021] In particular, "advantageous effects" include (A1) improving the abilities of the team, each player belonging to the team, and each player character controlled by each player (including increasing the inherent ability values and adding new abilities); (A2) increasing various parameters such as points, scores, in-game currency, or experience points of the team or the players belonging to the team; and (A3) increasing the winning probability of the lottery (including so-called gacha, etc.) executed by the team or the players belonging to the team. And so on.

[0022] And "disadvantageous effects" include, as effects opposite to advantageous effects, (B1) decreasing the abilities of the team, each player belonging to the team, and each player character controlled by each player (including decreasing the inherent ability values and invalidating the abilities themselves); (B2) decreasing various parameters such as points, scores, in-game currency, or experience points of the team or the players belonging to the team; and (B3) decreasing the winning probability of the gacha executed by the team or the players belonging to the team. And so on.

[0023] Furthermore, "when given conditions are met" means, for example, (C1) A predetermined amount of time has elapsed since the start of the game or the acquisition of a given item. (C2) Every day at midnight, or at a predetermined time such as when the enemy boss character is defeated or when a given item is acquired, (C3) The game state has met predetermined conditions, such as clearing a given stage, defeating an enemy boss character, or acquiring a given item (including skills). (C4) When a specific player character or a player character other than the specific player character (hereinafter referred to as "non-specific player character") takes a predetermined amount of damage, or becomes incapacitated, or when the specific player character enters a predetermined state, (C5) A given game situation is reached, such as the team becoming dominant (for example, the team's total life energy exceeding a certain value) or being at a disadvantage (for example, the team's total life energy falling below a certain value), and (C6) The player's game device specifications or communication status have reached the specified state. This includes things like:

[0024] And, to "add or change in the relevant team," Essentially, this includes the addition or modification of specific players in each team, but also the fact that no such addition or modification will be made to teams that are not affected.

[0025] (2) Furthermore, the present invention is The setting means is, Assuming the given conditions are met, the system has a configuration in which, when it is detected that a predetermined time has elapsed from a given timing, or that a predetermined timing has arrived, the team in question adds the other player character as the specified player character, or changes the specified player character to the other player character.

[0026] With this configuration, the present invention allows for the modification or addition of specific player characters within each team, such as rotating specific player characters within the team, at predetermined times during the game, such as when a certain amount of time has elapsed from a given timing, such as when the game starts or when a given item is acquired, or at predetermined timings, such as at midnight every day, when an enemy boss character is defeated, or when a given item is acquired.

[0027] (3) Furthermore, the present invention is The setting means is, The system has a configuration in which, assuming the given conditions are met, when it is detected that a given game situation meets predetermined conditions, the team in question adds the other player character as the specified player character, or changes the specified player character to the other player character.

[0028] With this configuration, the present invention allows for the modification or addition of a specific player character when a given game situation is met by the player or team in question, such as clearing a given stage, defeating an enemy boss character, acquiring a given item (including skills; the same applies hereinafter), using a given item, the team becoming superior or inferior, or a specific player character or an unspecified player character being in a given state.

[0029] The "given game situation" includes the status of each player or player character, the status of each team, the status of item acquisition and usage, and the status of the game space, including enemy characters.

[0030] For example, "Player Status" would show information about the player's game, such as their participation status, the number of players, or their billing history.

[0031] Furthermore, "Player Character Status" includes various conditions for a specific player character, a non-specific player character, or a combination of a specific and non-specific player character, such as the status of life energy, location in the game space (e.g., territory control games), item acquisition or usage status, action status (number of attacks, attack frequency, or time spent in specific areas such as enemy territory), the level of the player character's abilities (e.g., ability level or ability parameter values) or performance (number of kills, number of matches, number of wins / losses, number of points earned, number of points lost), and cooperation / cooperation status with other player characters.

[0032] In particular, "Player Character Status" includes the above-mentioned situations (direct situations), as well as the above A situation determined from one or more of the situations described above may include an overall situation such as whether the player character is in an advantageous or disadvantageous position. For example, this may include a predetermined disadvantageous situation for a specific player character (when a certain amount of damage is received), and a situation in which a specific player character is unable to act during the game.

[0033] Furthermore, "team status" basically indicates whether the team is winning or losing, and includes the number of remaining characters during the match (not just the number, but also the number of each character attribute or type, such as vanguard, second-in-command, or general, or differences in level or ability), the team's total life energy value, or the battle / match area (whether it's the enemy's territory or your own, or the distance to the goal).

[0034] (4) Furthermore, the present invention is The setting means is, The system has a configuration in which, if the specified player character enters a predetermined disadvantageous situation during the game, or if the specified player character becomes unable to act during the game, the team in question may add another player character as the specified player character, or change the specified player character to that other player character, assuming that the given game situation meets predetermined conditions.

[0035] With this configuration, the present invention allows for the modification or addition of a specific player character when that character becomes unable to participate in the game, or is likely to become unable to participate (when a predetermined amount of damage is received), thereby preventing the team from suffering disadvantages due to the inability of a specific player character to participate in the game.

[0036] (5) Furthermore, the present invention is The player further comprises a management means for managing the communication environment of the terminal device used by the player, The setting means is, Assuming the given conditions are met, the system has a configuration in which, when it detects that the communication environment in a given player's terminal device is in a specific state, the team adds the other player character as the specified player character, or changes the specified player character to the other player character.

[0037] With this configuration, the present invention allows for the exclusion of players who operate a specific player character from the team battle if, for example, the terminal device specifications of the player operating that character are low (CPU type, terminal device type, memory capacity, compatible communication line type, etc.) or if the communication conditions (presence or absence of wireless communication, communication speed or ping value, etc.) are poor, thus enabling the setting of specific player characters (i.e., changing or adding specific player characters).

[0038] (6) Furthermore, the present invention is The setting means is, The system has a configuration that, during the execution of the aforementioned game and when given conditions are met, if a non-specific player character different from the specified player character is set as the specified player character, the player character already set as the specified player character is changed to the non-specific player character.

[0039] This configuration allows for switching or rotating specific player characters within a team, thereby changing the in-game effects for each team during gameplay.

[0040] Therefore, the present invention allows for the construction of team strategies that take into account changes in the advantageous or disadvantageous effects on the game associated with specific player characters for each team, while maintaining a balance of abilities or superiority / inferiority within each team (i.e., team balance), thereby enhancing the appeal and excitement of the game.

[0041] (7) Furthermore, the present invention is The character control means, Control the aforementioned specific player character and a non-specific player character that is different from the said specific player character, When setting the specified player character, the configuration includes setting the value of a given parameter of the specified player character to a value different from the value of the parameter of the non-specified player character, as a special effect.

[0042] This configuration allows the present invention to impose special effects, such as making the points or items acquired by a specific player character when defeating an enemy character more or less than the points or items acquired by a non-specific player character when defeating the same enemy character, or making the damage dealt by a specific player character to an enemy character more or less than the damage dealt by a non-specific player character to the same enemy character.

[0043] Therefore, since the present invention allows for the changing of special effects on each team during the game, it enables the development of team strategies in accordance with the changes in special effects on each team during the game.

[0044] The "given parameters" include, as mentioned above, various parameters such as points, scores, in-game currency, or experience points for teams and players belonging to those teams.

[0045] Furthermore, "setting the values ​​of a given parameter for a specific player character" means that the values ​​of the parameters to be set may vary for each player character, may change according to the game situation (such as the activation of a predetermined event or the addition of a specific player character), or may change according to the elapsed time since the start of the game.

[0046] In particular, in this case, the value of the parameter may be changed during the setting period for one specific player character, or the value of the parameter may be changed each time the player character is switched, even if it is the same parameter, by setting a different value when switching to another specific player character.

[0047] (8) Furthermore, the present invention is The character control means, Control the specified player character and a non-specified player character that is different from the specified player character. The setting means is, When setting the aforementioned specific player character, the configuration includes setting the characteristics of the said specific player character to characteristics different from those of the said non-specific player character as a special effect.

[0048] With this configuration, the present invention can, for example, increase or decrease attack power, or increase or decrease the points or items obtained when defeating enemy characters, etc. It is possible to set a specific player character that has advantageous or disadvantageous characteristics compared to a specific player character.

[0049] Therefore, the present invention allows for the modification or addition of specific player characters to change the special effects on each team during the game, thereby enabling the development of team strategies that align with these changes in the special effects on each team during the game.

[0050] Furthermore, "setting the characteristics of a specific player character" means that the characteristics to be set may vary for each player character, may change according to the game situation (such as the activation of a predetermined event or the addition of a specific player character), or may change according to the elapsed time since the start of the game.

[0051] In particular, in this case, the characteristics of a specific player character may be changed during the setting period, or the characteristics may be changed each time the player character is switched, such as setting characteristics with different ability values ​​even if they are the same characteristics when switching to another specific player character.

[0052] (9) Furthermore, the present invention is The character control means, When executing attack-related processing for a given attack against the specified player character, the system has a configuration that, as a special effect, executes different control than that used when executing attack-related processing for a non-specified player character other than the specified player character.

[0053] This configuration allows the present invention to define a specific player character that has an advantage or disadvantage in attack control compared to an unspecified player character, such as having higher attack capabilities or receiving more damage from enemy attacks.

[0054] Therefore, the present invention allows for the modification or addition of specific player characters to change the special effects on each team during the game, thereby enabling the development of team strategies that align with these changes in the special effects on each team during the game.

[0055] (10) Furthermore, the present invention is The system further includes a display control means that performs a display control process for displaying an identification indicator for identifying the specified player character as said specified player character.

[0056] This configuration makes it possible to make other players, such as non-specific players, aware that a particular player character is a specific player character, for example, by making them recognize it as a target for attack or as a target for cooperative play, thereby facilitating battles or facilitating smooth cooperative play.

[0057] Furthermore, "display control processing" refers to performing display control on display means that function as part of a game system, such as a monitor, or providing information to a terminal device connected to the game system via a communication line to perform identification display.

[0058] Furthermore, the "display control process" may be a process that makes the information recognizable to all players participating in the game, or it may be a process that makes the information recognizable only to players within the team to which a specific player belongs. This could involve a process that displays the character in a visible state, or a process that makes the character recognizable only when an item (such as a radar item) or ability is used to improve gameplay, such as making it difficult to easily recognize a specific player character.

[0059] (11) Furthermore, the present invention is The system further includes a count management means for managing the number of times a specific player character has been set for each player character, The setting means is, The system has a configuration that sets a specific player character according to the number of times each player character has been set.

[0060] This configuration allows the present invention to prohibit the setting of a specific player character beyond a limited number of times, thereby enabling smooth rotation of specific player characters within each team.

[0061] Furthermore, it is desirable that the "number of settings" includes one or more settings and is updated and stored in a memory or other storage means in association with identification information such as the player character's ID.

[0062] (12) Furthermore, the present invention is The setting means is, The system has a configuration in which the specific player characters are set according to a predetermined order for each team.

[0063] This configuration allows the present invention to smoothly rotate specific player characters within each team.

[0064] Furthermore, "a predetermined order" means that the entire order may be determined by the program or by the player, or only the first specific player character may be determined, with subsequent orders set randomly or as appropriate.

[0065] In particular, the order of play may be set by the players before the game starts, or it may be set at a predetermined time during the game.

[0066] (13) Furthermore, the present invention is The character control means, The system has a configuration that allows for variable control over the period during which the aforementioned specific player character is set.

[0067] This configuration allows the present invention to make the duration for which a specific player character is set variable, for example, when two or more specific player characters are set at the same time, or when they are set at different times.

[0068] In other words, the present invention can improve gameplay by making the game's progress, such as the battle situation, different depending on the period set for a specific player character. Furthermore, it can change whether or not the game can be beaten depending on the strategy for the game, such as the actions of each player character during the period set for a specific player character and the way the game progresses accordingly.

[0069] Furthermore, "variably controlling the period during which a specific player character is set" may involve changing the period according to the attributes of each team, or the time of day during which the game is played, and the game itself. The duration may be changed depending on the time elapsed since the start (e.g., different times at the start and near the end), or depending on the game situation.

[0070] (14) Furthermore, the present invention is The character control means, The system has a configuration that controls the period during which a player character is set as a specific player character, depending on the attributes of the player character set as that specific player character or the items that the player character possesses.

[0071] This configuration allows the present invention to incorporate bonus elements into the game, such as extending the duration for which a high-level player character is a specific player character, or extending the duration for which a player character possessing a specific item is a specific player character, thereby improving the game's appeal.

[0072] The "player character attributes" include type (including game categories), level, and abilities.

[0073] (15) Furthermore, the present invention is The setting means is, The system has a configuration that sets a specific period of time according to a given game situation, and sets a specific player character during that set period of time.

[0074] This configuration allows the present invention to set specific player characters to advance the game or introduce changes to the game when a match between two or more teams is closely contested, or when there is a large difference in the score, thereby improving gameplay and providing an attractive game.

[0075] Furthermore, "given game conditions" include, as mentioned above, the status of each player or player character, the status of each team, the status of item acquisition and usage, and the status of the game space, including enemy characters.

[0076] (16) Furthermore, the present invention is The character control means, The system has a configuration in which, when setting the specified player character, the special effect is determined according to the relationship between the set specified player character and the player character that was set as the specified player character before the setting, and the determined special effect is applied to the specified player character.

[0077] With this configuration, the present invention can enhance the abilities of a specific player character or grant special effects, such as making combo attacks or special effects last longer than usual, when a newly set specific player character and the player character that was previously set for that specific player character have the same attributes, or when they have performed a certain number of combo attacks or more.

[0078] The "relationship between a designated player character and a player character that was previously designated as a designated player character" includes, for example, having the same player character attributes, having performed a certain number of combo attacks, and possessing the same items.

[0079] Also, "player characters that were set as specific player characters before the settings were changed." This could be a player character that was set as the specific player character immediately before, a player character that was set as the specific player character before that, or multiple player characters that were previously set as the specific player character.

[0080] (17) Furthermore, the present invention is The character control means, The system has a configuration in which, when setting the aforementioned specific player character, if a given second condition different from the given first condition is met, the special effect is granted to the said specific player character.

[0081] With this configuration, the present invention allows for the enhancement of a specific player character's abilities or the continuation of special effects such as combo attacks or special effects for a longer period than usual when a second condition is met, such as when a newly established specific player character possesses a specific item, or when the player of the said specific player character wins a given lottery.

[0082] Furthermore, the "given second condition" is: (D1) A new specific player character, an old player character that was previously set as a specific player character, or both, must possess a specific item. (D2) A new specific player character, an old player character that was set as a specific player character before the setting, or both, must have been selected in the given lottery. (D3) The new specific player character, the old player character that was set as the specific player character before the setting, or both, must have cleared the given stage, and (D4) When a specific player character is set, the timing of that setting is a given timing. This includes things like:

[0083] (18) In addition, in order to solve the above problems, the present invention is Regarding teams consisting of multiple players, which are executed using player characters. A program that runs a given game involving a team of multiple players, using player characters, Reception processing means for receiving operation instructions for the player, A game control means that executes control over the game on a team basis based on the player operation instructions received, A setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is running, and A character control means that controls each player character while granting special in-game effects to the specified player character as described above. To make the computer function as, The setting means is, The system has a configuration in which, when given conditions are met, a player character other than the already set specific player character is added as the specific player character in the relevant team, or the specific player character is changed to that other player character.

[0084] With this configuration, the present invention enables a specific player character to rotate within each team when certain conditions are met during a game, such as when a predetermined timing arrives or when a given game situation is reached. Since characters can be changed or added, the advantageous or disadvantageous effects on the game associated with specific player characters for each team can be altered during the game.

[0085] Therefore, the present invention allows for the construction of team strategies that involve changes in player characters with special effects for each team, while maintaining a balance of abilities or superiority / inferiority within each team (i.e., maintaining team balance), thereby enhancing the appeal and excitement of the game. [Brief explanation of the drawing]

[0086] [Figure 1] This figure shows an example of the configuration of a game system in one embodiment. [Figure 2] This diagram shows the functional blocks of a game server device according to one embodiment. [Figure 3] This diagram shows the functional block of a terminal device according to one embodiment. [Figure 4] This diagram illustrates an overview of game control processing, including specific player character setting processing, which is performed by a server device according to one embodiment. [Figure 5] This figure shows an example of player-related information stored in the player-related information storage unit in one embodiment. [Figure 6] This figure shows an example of player character-related information stored in the player character-related information storage unit in one embodiment. [Figure 7] This figure shows an example of an information provision process performed by a server device of one embodiment, where a display indicating that the terminal device is a specific player character is shown. [Figure 8] This flowchart shows the operation of a game setup process, including a matching process and a game environment setup process, which is performed by a server device according to one embodiment. [Modes for carrying out the invention]

[0087] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.

[0088] [1] Game System First, the overview and general configuration of the game system 1 of this embodiment will be explained using Figure 1. Figure 1 is a diagram showing an example of the configuration of the game system 1 of this embodiment.

[0089] As shown in Figure 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).

[0090] Users (i.e., players) can access the server device 10 from the terminal device 20 and play games transmitted from the server device 10 via the internet.

[0091] Furthermore, users can communicate with other users (players) by accessing the server device 10 from the terminal device 20.

[0092] 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 via the Internet. The server device 10 may also function as an SNS server providing communication-type services. Here, an SNS server may be an information processing device that provides services enabling communication among multiple users.

[0093] Furthermore, if the server device 10 functions as an SNS server, for example, it can provide a game called a social game that is executed using the SNS operating environment (API (Application Programming Interface), platform, etc.) it provides.

[0094] In particular, the server device 10 is capable of providing games on the web browser of the terminal device 20, such as browser games created in various languages ​​including HTML, FLASH, CGI, PHP, Shockwave, Java® applets, and JavaScript® (games that can be launched simply by opening the installation site in a web browser).

[0095] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, the server device 10 has a configuration that allows it to connect with other users' terminals (smartphones, PCs, game consoles, etc.) via a network and provide online games that allow simultaneous online sharing of the same game progress.

[0096] On the other hand, the server device 10 may consist of one (device, processor) or multiple (devices, processors).

[0097] Furthermore, information such as billing information and game information stored in the storage area of ​​the server device 10 (storage unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). In the case of functioning as an SNS server, information such as player-related information storage unit 146 stored in the storage area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet).

[0098] Specifically, the server device 10 of this embodiment has a configuration that receives input information based on the operation of the user of the terminal device 20 (i.e., the player running the game) and performs game processing based on the received input information.

[0099] The server device 10 transmits the game processing results to the terminal device 20, and the terminal device 20 has a configuration that performs various processes to make the game processing results received from the server device 10 available for the user to view.

[0100] The terminal device 20 is an information processing device such as a smartphone, mobile phone, PHS, computer, game device, PDA, portable game console, or image generation device, and is capable of connecting to the server device 10 via a network such as the Internet (WAN) or LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0101] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (data in HTML format). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (web data, data created in HTML format, etc.), and sends user operation data to the server device 10, and performs various processes to provide the game screen to the user, allowing the user to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.

[0102] Specifically, the terminal device 20 makes a request to the server device 10 to play a predetermined game. Then, the terminal device 20 connects to the game site of server device 10 and the game starts. In particular, the terminal device 20 has a configuration that allows it to execute the game by using an API as needed to cause server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining player-related information storage unit 146 managed by server device 10, which functions as an SNS server.

[0103] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2.

[0104] Figure 2 shows the functional blocks of the server device 10 in this embodiment. Furthermore, the server device 10 in this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.

[0105] The server device 10 includes an input unit 120 for administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 for storing predetermined information, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly performing processing related to the games provided, and a storage unit 140 for mainly storing various data used for games.

[0106] The input unit 120 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is composed of a mouse, keyboard, etc.

[0107] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 in this embodiment is composed of a liquid crystal display or the like.

[0108] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0109] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.

[0110] The memory unit 140 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information stored in the memory unit 140 may be managed by a database.

[0111] Furthermore, in addition to the main memory unit 142, the storage unit 140 of this embodiment includes a game data storage unit 144 that stores game information indicating information related to the game, a player-related information storage unit 146 that stores information about each player and information related to the player's game (hereinafter referred to as "player-related information"), and a player character-related information storage unit 148 that stores information about player characters (including items) owned by each player as player character-related information.

[0112] The processing unit 100 performs various processes using the main memory unit 142 within the storage unit 140 as the 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.

[0113] The processing unit 100 performs various processing according to this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 contains, according to each part of this embodiment The program that makes the computer function (the program that instructs the computer to perform the processing of each part) is stored there.

[0114] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium, and also performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.

[0115] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a specific player character setting processing unit 104, a player character control unit 105, a player character management unit 106, a player-related information management unit 107, a timer management unit 109, and an information provision unit 110.

[0116] The communication control unit 101 performs processing to send and receive data with the terminal device 20 via the network. In other words, the server device 10 performs various processing based on the information received from the terminal device 20, etc., by the communication control unit 101.

[0117] In particular, the communication control unit 101 performs reception processing to receive player operation instructions transmitted from the terminal device 20.

[0118] Furthermore, the communication control unit 101 performs a process to transmit the game screen to the corresponding player's terminal device 20 based on the results of the game processing.

[0119] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs the process of sending data in response to a request from a Web browser 211 installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and the process of receiving data sent by the Web browser 211 on the terminal device 20.

[0120] In this embodiment, the example is given where the server device 10 also functions as an SNS server, but the server device 10 may be configured separately as a server for games and a server for SNS. Also, the game processing in this embodiment may be partially or entirely performed by the server device 10, or partially performed by the terminal device 20.

[0121] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and based on player operations input via the terminal device 20, executes various game processes related to various competitive games such as battle games, action games, racing games, RPGs, music games, or sports games in which multiple players compete against each other in combat or fighting.

[0122] The specific player character setting processing unit 104 executes a process (hereinafter referred to as the "specific player character setting process") to set at least one player character as a specific player character for each team, when the game is running and given conditions are met.

[0123] The player character control unit 105 controls each player character while granting special in-game effects to the specific player character set by the specific player character setting process.

[0124] The player character management unit 106 controls each player based on the game situation and player instructions. Manages the player character of the player.

[0125] The Player-Related Information Management Unit 107 manages information related to each player (hereinafter referred to as "player-related information").

[0126] In particular, the player-related information management unit 107 manages, for example, communication environment information for each player, and history information regarding past matching process executions (hereinafter referred to as "matching history information").

[0127] 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 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device 20.

[0128] The information provision unit 110 generates various game information and provides it to the terminal device 20 in order to allow the terminal device 20 to process the game.

[0129] In particular, the information provision 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.

[0130] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3.

[0131] Figure 3 is a diagram showing the functional blocks of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) of Figure 2 are omitted.

[0132] The input unit 260 is a device for receiving input information from the player and outputs the player's input information to the processing unit 200. In this embodiment, the input unit 260 includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 can be, for example, a lever, button, steering wheel, microphone, touch panel display, keyboard, mouse, etc.

[0133] The memory unit 270 serves as the work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as the work area and an image buffer 272 where the final display image and the like are stored. Note that some of these components may be omitted.

[0134] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0135] The processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing the computer to function as each part of this embodiment (programs for causing the computer to execute the processing of each part).

[0136] In this embodiment, the information storage medium 180 and storage unit 140 of the server device 10 are used to store programs and games for making the computer function, which are the various parts of this embodiment. The system receives program data via the network and stores the received program and data in the information storage medium 280. Alternatively, the program and data received from the server device 10 may be stored in the storage unit 270. This method of receiving programs and data to operate the network system is also within the scope of the present invention.

[0137] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.

[0138] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc. For example, the display unit 290 constitutes the display means of the present invention.

[0139] The communication unit 296 performs various controls for communication with external devices (e.g., other terminals, servers), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0140] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on game-related information obtained from the server device 10 via the communication unit 296, input information from the input unit 260, or programs.

[0141] This processing unit 200 performs various processes using the main memory unit 271 within the storage unit 270 as the work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or by programs.

[0142] 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. Some of these components may be omitted.

[0143] The communication control unit 210 performs data transmission and reception with each of the server devices 10. The communication control unit 210 also performs data storage in the storage unit 270, data analysis, and other control processing related to data transmission and reception.

[0144] Furthermore, the communication control unit 210 may store and manage the server's destination information (IP address, port number) in the information storage medium 280. The communication control unit 210 may also communicate with the server device 10 when it receives communication start input information from the player.

[0145] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and processes the reception of game-related information (player information, game card information, player's web page, and game screen, etc.) from the server device 10.

[0146] The communication control unit 210 may perform data transmission and reception with the server device 10 at predetermined intervals, or it may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 210 in this embodiment performs processing to receive the game screen from the server device 10.

[0147] The web browser 211 is an application program for viewing web pages (game screens), and it receives HTML files and images from the web server (server device 10). The system downloads image files and other data, analyzes their layout, and controls their display. The web browser 211 also sends data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0148] The Web browser 211 of this embodiment can implement browser games. For example, the Web browser 211 may execute programs written in JavaScript®, FLASH, Java®, etc., that are received from a Web server (server device 10).

[0149] The terminal device 20 can display information from a web server specified by a URL via the internet using its 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 its web browser 211.

[0150] The game processing unit 212 performs various game calculations. For example, it performs processes to start the game when the game start conditions are met, processes to run the game, and processes to terminate the game when the game end conditions are met.

[0151] The game processing unit 212 may also perform the process of placing various objects (objects composed of primitives such as polygons, freeform surfaces, or subdivision surfaces) that represent display elements such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) into the object space.

[0152] Here, object space refers to a virtual space that includes both 2D and 3D spaces. 2D space is, for example, the space in which objects are placed in 2D coordinates (X,Y), while 3D space is, for example, the space in which objects are placed in 3D coordinates (X,Y,Z).

[0153] In addition to setting the game card as deck data, the game processing unit 212 controls the sending and receiving of various information during login, executes game processing based on player operations when the game is run in real time in conjunction with the server device 10, and performs game processing including playback of received automatic calculation data when the game is run by automatic calculation.

[0154] Furthermore, the display control unit 213 performs the processing to display on the display unit 290. For example, the display control unit 213 may use a web browser 211 for display.

[0155] 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 then 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.

[0156] 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.

[0157] [4] The method of this embodiment [4.1] Overview Next, an overview of the game control process, including the specific player character setting process, executed by the server device 10 of this embodiment will be described using Figure 4.

[0158] Figure 4 shows a specific player character executed by the server device 10 of this embodiment. This diagram illustrates the overview of game control processing, including the setup process.

[0159] The server device 10 of this embodiment is configured to work in conjunction with terminal devices 20 of players connected via a network, and to execute various games in which multiple players participate, using each player character set up in a game space (for example, a game field in a virtual three-dimensional space).

[0160] In particular, the server device 10 of this embodiment has a configuration that allows it to run a game involving a team composed of multiple players, which is executed using player characters.

[0161] For example, the server device 10 of this embodiment has a configuration for running competitive games (fighting games or sports games), RPGs, shooting games, racing games, music games, puzzle games, or simulation games, and has a configuration for running games that are played by teams or by teams playing cooperatively.

[0162] Specifically, the server device 10 is as shown in Figure 4. (A1) Accepts player operation instructions, (A2) Based on the player's instructions received, the team will take control of the game. (A3) During at least a specific period of time while the game is running, execute a process to set at least one player character as a specific player character for each team (hereinafter referred to as the "specific player character setting process"), (A4) Control each player character while granting special in-game effects to a designated player character. It has a structure.

[0163] Furthermore, as shown in Figure 4, the server device 10 has a configuration that, as a specific player character setting process, if given conditions are met during a specific period, adds a player character other than the already set specific player character as the specific player character in the relevant team, or changes the specific player character to that other player character.

[0164] Figure 4 shows an example where, during the execution of game control processing, a matching process is performed based on the player's operation instructions to form teams consisting of three players each for Team A, Team B, and Team C. After the game starts, as part of the specific player character setting process and player character control, a rotation is performed for each team, switching the leader character (hereinafter also referred to as "leader") as a specific player character among the player characters of each player (indicated as "P-Ch" in the figure; for example, the player character of player 1 is indicated as "P-Ch1". The same applies to other players and player characters).

[0165] In particular, Figure 4 shows an example where, in each team, when a player character becomes the leader character, "+10" is added to the normal attack ability (i.e., the value of the attack parameter) for each player character.

[0166] Furthermore, in the example shown in Figure 4, although not shown in the figure, if further given setting conditions are met in Phase 3, the system is configured to return to Phase 1 and continue until the end of the game.

[0167] The server device 10 and the game system 1 including it in this embodiment are configured as described above. Furthermore, during the game, if certain conditions are met, such as when a predetermined timing arrives or when a given game situation is reached, each team may change or add specific player characters, such as by rotating specific player characters within the team.

[0168] Furthermore, the server device 10 and the game system 1 including it in this embodiment can change the advantageous or disadvantageous effects on the game associated with specific player characters for each team during the game. This allows for the construction of team strategies that take into account changes in player characters with special effects for each team during the game, while maintaining a balance of abilities or superiority / inferiority among the teams (i.e., maintaining team balance).

[0169] Therefore, the server device 10 and the game system 1 including it in this embodiment can enhance the appeal of the game and improve its entertainment value.

[0170] [4.2] Player-related information and player character-related information [4.2.1] Player-related information Next, the player-related information of this embodiment will be explained using Figure 5.

[0171] Figure 5 shows an example of player-related information stored in the player-related information storage unit 146.

[0172] Player-related information is stored in the player-related information storage unit 146, associated with the ID of each player (i.e., the player ID).

[0173] For example, player-related information is as shown in Figure 5. (A1) Player's nickname or name, (A2) Name of the team to which you belong or its ID, (A3) Information regarding individual and team performance, such as current score, experience points, or rewards earned or game time (hereinafter also referred to as "performance information"), (A4) Information regarding game status such as completed tasks or stages, acquired items, or the number or type of enemy characters defeated (hereinafter referred to as "game status information"), (A5) Total time since the first time the game was played (hereinafter also referred to as "total game time"), the period of use from the date of new registration, and information regarding game history such as login history (hereinafter referred to as "game history information"), (A6) Information related to billing, such as billing history and billing amount (hereinafter referred to as "billing information"), and (A7) Communication environment information for each player, This includes various types of information.

[0174] In particular, communication environment information includes various types of information such as wired and wireless communication line types (including whether Wi-Fi is used, whether wireless communication on a local area network is used, and whether wireless communication on a wide area network (WWAN) is used, such as whether mobile communication networks are used), communication speed (line speed), response time (Ping value), whether relay connections are used, information about the communication provider, information about the performance of communication connection equipment such as routers, and information about the computer's communication processing capabilities.

[0175] [4.2.2] Player Character Related Information Next, we will explain the player character-related information of this embodiment using Figure 6.

[0176] Figure 6 shows an example of player character-related information stored in the player character-related information storage unit 148.

[0177] Player character-related information is stored in the player character-related information storage unit 148 for each player, corresponding to the team to which each player belongs.

[0178] For example, as shown in Figure 6, player character-related information is associated with the player ID and the ID of the team to which the player belongs (hereinafter referred to as "team ID"), (A1) The type of player character or its ID (hereinafter referred to as "character ID") (A2) Information regarding the player character's abilities, parameter values, level (hereinafter referred to as "character level"), and attributes indicating characteristics, etc. (attribute information) (A3) Information about the items possessed by the player character, such as the type and number of items, the characteristics and parameter values ​​of each item, and their usage history (hereinafter referred to as "item-related information"), (A4) Information regarding the battle record of individual characters in games against other player characters or other teams, including the number of battles (including the number of sorties, etc.) and the number of victories (hereinafter referred to as "character battle record information"), and, (A5) Values ​​of parameters that directly affect the outcome of the game (parameters that change depending on the game situation) associated with each player character, such as life energy. This includes things like:

[0179] [4.3] Team-based games Next, we will describe a game in which teams compete against each other (i.e., a team-based game) according to this embodiment.

[0180] The game management unit 103 accepts registrations for participation in team battle games based on instructions entered by the player via the terminal device 20.

[0181] Then, as shown in Figure 4, the game management unit 103, when a predetermined number of players (for example, 9 people) (hereinafter referred to as "registered players") have registered to participate, assigns the registered players to a predetermined number of teams (for example, 3 teams) (i.e., performs a matching process) and starts a team battle game (3 players x 3 teams).

[0182] At this time, if the number of registered players exceeds a predetermined number, the game management unit 103 performs a given matching process, such as random matching or level-based matching, to form teams and start a team battle game.

[0183] Then, when a predetermined amount of time has elapsed (i.e., time is up), the game management unit 103 totals the points earned by each team and identifies the team with the highest total points as the winning team.

[0184] Specifically, as shown in Figure 4, for example, when a team battle game is being played, the game management unit 103 works in conjunction with the player character control unit 105 to perform various controls to advance the game based on instructions from each player transmitted from each terminal device 20.

[0185] In particular, during a team battle game, the game management unit 103 executes a game in which the player character of the opposing team is defeated, awards points for defeating the opposing team's player character, and continues the game until a predetermined amount of time has elapsed (i.e., until time runs out).

[0186] Furthermore, the player character control unit 105 controls the actions of each player character for each team based on the instructions sent from each player via each terminal device 20.

[0187] Furthermore, as shown in Figure 4, the specific player character setting processing unit 104 sets player character 1 as the leader character for the duration of the game.

[0188] For example, the specific player character setting processing unit 104 switches a specific character every minute and for each team.

[0189] Then, as shown in Figure 4, for example, the player character control unit 105 grants the leader character special game effects (including advantageous and disadvantageous effects, as described later) such as a permanently enhanced state, increased hit points (HP) (including both when attacked and when attacking), or faster reloading, unlike other player characters (i.e., non-specific player characters), and performs control based on these effects.

[0190] For example, the specific player character setting processing unit 104 grants more points when a specific player character of the opposing team is defeated than when a non-specific player character is defeated.

[0191] [4.4] Specific Player Character Setting Process Next, the process of setting a specific player character, which is performed by the server device 10 of this embodiment, will be described.

[0192] (Basic principle) The specific player character setting processing unit 104 executes a specific player character setting process that sets at least one player character for each team as a specific player character during at least a specific period of time while the game is running.

[0193] Specifically, the specific player character setting processing unit 104 sets one player character within a team as the specific player character for the entire game period from the start to the end of the game (for example, always during the entire team period), and when given conditions (hereinafter also referred to as "setting conditions") are met, it performs a process (switching) to change the specific player character to another player character that is not set as the specific player character (hereinafter referred to as "non-specific player character") for each team (or only the relevant team).

[0194] In particular, the specific player character setting processing unit 104 sets a specific player character at the start of the game randomly, based on a selection based on the player's instructions (including a selection based on the team's consensus), or based on conditions such as having a given attribute (e.g., level).

[0195] Then, after the game starts, the specific player character setting processing unit 104 sets the specific player character to another player character if the given setting conditions are met (these may be the same conditions as at the start of the game, or different setting conditions).

[0196] Specifically, the specific player character setting processing unit 104, when the setting conditions are met, randomly selects a specific player character from among the non-specific player characters, or This sets a player character that meets specific setting conditions as a designated player character.

[0197] On the other hand, the specific player character setting processing unit 104 may set the setting period for each specific player character to the same length, or it may set it to be variable.

[0198] In particular, if the specific player character setting processing unit 104 makes the setting period variable, it may change the period according to the attributes of each team, or it may change the period according to the time of day the game is being played, the time elapsed since the start of the game (which may differ between the start and near the end), or the game situation.

[0199] (Setting conditions) The specific player character setting processing unit 104 executes the specific player character setting process using, for example, the following conditions as given setting conditions.

[0200] Specifically, the specific player character setting processing unit 104 sets at least one player character as a specific player character for each team when it detects that a predetermined time has elapsed from a given timing, or that a predetermined timing has been reached, as a given setting condition.

[0201] For example, the specific player character setting processing unit 104, when a predetermined time has elapsed since the start of the game or the acquisition of a given item, adds a different player character as the specific player character, or changes the specific player character to that other player character.

[0202] Furthermore, for example, the specific player character setting processing unit 104 sets a specific player character at predetermined times, such as at midnight every day, when an enemy boss character is defeated, or when a given item is acquired.

[0203] Alternatively, the specific player character setting processing unit 104 may, as a given setting condition, set at least one player character as a specific player character for each team when it detects that a given game situation has met predetermined conditions.

[0204] In particular, a given game situation includes the status of each player or player character, the status of each team, the status of item acquisition and usage, and the status of the game space, including enemy characters.

[0205] Furthermore, player status includes player participation status, number of players, and other game-related information such as billing history.

[0206] Furthermore, the status of a player character includes, for a specific player character, a non-specific player character, or a combination of a specific player character and a non-specific player character, the status of life energy, position in the game space (such as in territory control games), acquisition or use of items, action status (number of attacks, attack frequency, or time spent in specific areas such as enemy territory), the level of the player character's abilities (e.g., ability level or ability parameter values) or performance (number of kills, number of matches, number of wins / losses, number of points earned, number of points lost), and the status of cooperation / cooperation with other player characters.

[0207] Specifically, the player character's situation includes the above-mentioned situations (direct situations), A situation determined from one or more of the above circumstances may include an overall situation such as whether the player character is in an advantageous or disadvantageous position. For example, this may include a predetermined disadvantageous situation for a specific player character (when a certain amount of damage is received), and a situation in which a specific player character is unable to act during the game.

[0208] Furthermore, the team's situation includes not only whether the team is winning or losing, but also the number of remaining characters in the match (including not only the number but also the type of character, such as vanguard, second-in-command, or general), the team's overall life energy value, and the battle / match area (whether it's the enemy's territory or your own, or the distance to the goal).

[0209] For example, when a given stage is cleared, an enemy boss character is defeated, or a given item (including a skill) is acquired, the specific player character setting processing unit 104 adds a different player character as the specific player character, or changes the specific player character to that other player character.

[0210] Furthermore, for example, the specific player character setting processing unit 104 sets a specific player character when a given game situation occurs, such as when the team in question gains an advantage, such as when the team's total life energy exceeds a certain value, or when the team in question loses an advantage, such as when the team's total life energy falls below a certain value.

[0211] On the other hand, the specific player character setting processing unit 104 may, as a given setting condition, set at least one player character as a specific player character for each team if a specific player character already set during the game enters a predetermined unfavorable situation, or if the specific player character becomes unable to act during the game, and the given game situation meets predetermined conditions.

[0212] For example, if a specific player character takes a predetermined amount of damage or becomes incapacitated, the specific player character setting processing unit 104 adds another player character, different from the already set specific player character, as the specific player character, or changes the specific player character to that other player character.

[0213] (Settings for a specific player character) The specific player character setting processing unit 104 may, after the game has started, randomly set specific player characters in an order predetermined before the game started, if the above conditions are met as described above.

[0214] Specifically, the specific player character setting processing unit 104 determines the order of all players by program or by the player before the game starts, and rotates the specific player characters during the game according to that order.

[0215] In this case, the specific player character setting processing unit 104 may determine only the first specific player character and set subsequent characters randomly or as appropriate, or it may be set at a predetermined timing during the game.

[0216] Furthermore, the specific player character setting processing unit 104 may set a specific player character based on the selection of the opposing player, for example, by using a specific item, or by the selection of the player currently controlling the specific player character, or by a vote among the players on the team.

[0217] On the other hand, if a new specific player character is set after the game has started, the specific player character setting processing unit 104 sets the already set specific player character to a non-specific player character.

[0218] In other words, when the game is running and given conditions are met, and a non-specific player character different from the specific player character is set as the specific player character, the specific player character setting processing unit 104 changes the player character already set as the specific player character to a non-specific player character and performs a rotation of specific player characters within the team.

[0219] Furthermore, when the specific player character setting processing unit 104 sets a specific player character, including rotation and switching, it may set one player character as the specific player character, or it may set two or more player characters as the specific player character simultaneously or at the same time (including at different timings).

[0220] Furthermore, when setting two or more player characters as specific player characters simultaneously, the specific player character setting processing unit 104 may set different setting periods for each of the specific player characters.

[0221] (Specific player character setting process during certain special periods) The specific player character setting processing unit 104 may set a specific player character for a specific period during the game, instead of setting a specific player character for the entire duration of the game.

[0222] In particular, the specific player character setting processing unit 104 may set a special period depending on a given game situation, and set a specific player character during the set special period.

[0223] In other words, the specific player character setting processing unit 104 determines whether or not to set a special period depending on the game situation, such as the activation of a given event or the use of a special item, and if it determines that a special period should be set, it may set a specific player character during that special period.

[0224] Specifically, the specific player character setting processing unit 104 may set a specific player character if the setting conditions are met during a special period, such as when a specific item is acquired, when a game is played on a special stage, when a player character enters a special area, when the battle is at a stalemate (for example, when a match continues for 3 minutes and a winner cannot be determined), when the battle is evenly matched (for example, when the scores of each team are the same or within a predetermined range), or when a difference in skill of a predetermined amount or more occurs (for example, when, in a match to acquire items, there is a difference of more than twice the number of items acquired).

[0225] [4.5] Control of Player Characters Next, the control of player characters performed by the server device 10 of this embodiment will be described.

[0226] (Basic principle) The player character control unit 105 grants special in-game effects to a specific player character set by the specific player character setting process as described above, while also providing other player characters. It controls each player character, along with the layer character (i.e., an unspecified player character).

[0227] Specifically, the player character control unit 105 grants special in-game effects to a specific player character designated as the team leader, including effects that influence the team's performance, actions, or abilities, as well as advantageous or disadvantageous effects in the game.

[0228] In particular, the player character control unit 105 controls a specific player character and a non-specific player character that is different from the specific player character in order to produce special effects for that specific player character, and when setting the specific player character, it sets the value of a given parameter of the specific player character to a value different from the value of the same parameter of the non-specific player character.

[0229] Furthermore, the player character control unit 105 may similarly set the characteristics of the specific player character to be different from those of a non-specific player character when setting the specific player character.

[0230] (Special effect) The player character control unit 105 performs special effects such as controlling the score earned by a specific player character to be greater than that of other player characters, controlling the amount of damage received from enemies to be greater than that of other player characters, granting special movements, special abilities, and special skills, and controlling the generation of "buffs (enhancements to specific abilities)" for the entire team (for example, increasing attack ability by 10%).

[0231] Specifically, the player character control unit 105 provides advantageous effects in the game to a specific player character. (A1) Effects that improve the abilities of a team, each player belonging to a team, and each player character controlled by that player (including increasing the ability values ​​that are already present and adding new abilities, for example, increasing the normal maximum ability by "+100"). (A2) Effects that increase various parameters such as points, scores, in-game currency, or experience points of a team or players belonging to that team (for example, points earned are multiplied by "10"), (A3) An effect that increases the probability of winning in gacha performed by a team or a player belonging to that team (for example, a 10% increase in the probability of winning an S-rare item). It performs control to assign such effects.

[0232] Furthermore, the player character control unit 105 may grant each of the effects (A1) to (A3) in a more favorable manner than when the player character set as the specific player character is not set as the specific player character, or it may grant a more favorable manner than the same effect for a non-specific player character during the period in which the specific player character is specified.

[0233] Furthermore, the player character control unit 105 imposes a disadvantageous effect on a specific player character in the game, (B1) Effects that reduce the abilities of a team, each player belonging to a team, and each player character controlled by that player (including reductions in their inherent ability scores and the nullification of those abilities themselves), (B2) An effect that reduces various parameters such as points, scores, in-game currency, or experience points of a team or players belonging to that team (for example, -3 points when a non-specific player character is defeated, but -1 when a specific player character is defeated). (Losing 0 points), or (B3) An effect that reduces the probability of winning in gacha performed by a team or a player belonging to that team (for example, a 10% reduction in the probability of winning an S-rare item). It performs control to assign such effects.

[0234] Furthermore, the player character control unit 105 may apply effects (B1) to (B3) that are less favorable to the player character set as a specific player character than when the player character is not set as a specific player character, or it may apply effects that are less favorable to the same effects applied to non-specific player characters during the period in which the specific player character is specified.

[0235] On the other hand, when the player character control unit 105 executes attack-related processing for a given attack on a specific player character, it may, as a special effect, execute control that is different from the control used when executing attack-related processing for an unspecified player character.

[0236] That is, in this case, during the game, in order to change the special effects for each team's game and construct a team strategy accompanying the change in the special effects for each team's game, the player character control unit 105 sets, for example, a specific player character with advantageous attack control or disadvantageous attack control compared to non-specific player characters, such as increasing the attack ability or receiving more damage from enemy attacks.

[0237] In addition to the above, the player character control unit 105 may restore values already lost in the team battle game, such as the hit points of the player character set for the specific player character.

[0238] [4.6] Information providing process Next, the information providing process of the present embodiment will be described using FIG. 7.

[0239] Note that FIG. 7 is a diagram showing an example when a display indicating that it is a specific player character is shown on the terminal device 20 as the information providing process of the present embodiment.

[0240] The information providing unit 110 provides various game information related to the control and display of the game to the corresponding terminal device 20 during the game.

[0241] In particular, the information providing unit 110 provides information for performing an identification display for identifying a specific player character set during the game to each terminal device 20 as the specific player character.

[0242] That is, the information providing unit 110 has a configuration that interlocks with each terminal device 20 and executes display control processing for identifying a specific player character as the specific player character.

[0243] In addition, as display control processing, the information providing unit 110 may execute processing for causing the information to be displayed in a recognizable manner for all players participating in the game, or processing for causing the information to be displayed in a recognizable manner only for the players within the team to which a specific player belongs, or processing for causing the information to be displayed in a recognizable manner only when an item (such as a radar item) or ability is used to improve the game properties, such as making it difficult to recognize a specific player character.

[0244] For example, as shown in FIG. 7, the information providing unit 110 may cause the specific player character to be displayed and identified by a color, size, or decoration (including text display or silhouette) different from that of non-specific player characters. The specific player character is displayed and identified by a color, size, or decoration (including text display or silhouette) different from that of non-specific player characters.

[0245] Note that when the order in which the specific player character is set (i.e., the rotation order) is predetermined (when only the next order is determined), during the game, the information providing unit 110 may display the order for all players, for all players in the corresponding team, or for only the corresponding player (i.e., only for each player in the order of each player).

[0246] In addition to the above, when the remaining period set as the specific player character reaches a predetermined time (for example, 10 seconds), the information providing unit 110 may provide information for causing the terminal device 20 to execute control for displaying that the specific player character is to be changed or for outputting a sound such as a warning sound.

[0247] Furthermore, in addition to the above, when the specific player character is switched to another player character, the information providing unit 110 may provide information for causing the terminal device 20 to execute control for displaying that fact or for outputting a sound such as a warning sound.

[0248] [4.7] Variation Next, a variation of the present embodiment will be described.

[0249] (Example 1: Using the communication environment status as a setting condition) In this embodiment, a specific player character is set when certain setting conditions are met, such as a predetermined timing. However, when it is detected that the communication environment of a given player's terminal device is in a specific state, the relevant team (specifically, each team) adds another player character as the specific player character, or changes the specific player character to that other player character.

[0250] In other words, the specific player character setting processing unit 104 may, if it detects that the communication environment at a given player's terminal device 20 is in a specific state, assuming that the given setting conditions are met, set at least one player character as the specific player character for the team in question.

[0251] Specifically, the specific player character setting processing unit 104, if the terminal device specifications (CPU type, terminal device type, memory capacity, compatible communication line type, etc.) of the player operating the specific player character are low, or if the communication conditions (presence or absence of wireless communication, communication speed or ping value, etc.) are poor, will add a player character from a player with high terminal device specifications or a player with good communication conditions as the specific player character, or change the specific player character to another player character.

[0252] At this time, the specific player character setting processing unit 104 sets the current specific player character to a non-specific player character.

[0253] (Example 2: Specific player setting period according to attribute or item) In this embodiment, the setting period for which a player character is set as a specific player character may be controlled according to the attributes of the player character set as that player character or the items that the player character possesses.

[0254] In other words, the specific player character setting processing unit 104, for example, sets the player's level to high. The system has a configuration that allows you to control the duration for which a character is set as a specific player character, such as extending the duration for which a character is a specific player character, or extending the duration for which a player character possesses a specific item is a specific player character, thus providing a bonus element to the game.

[0255] In this modified example, the player character's attributes include type (including game category), level, and abilities.

[0256] (Example 3: Number of times a specific player character is set) In this embodiment, there is no limit on the number of times a specific player character can be set, but a limit may be placed on the number of times such a specific player character can be set.

[0257] In other words, the specific player character setting processing unit 104 manages the number of times a specific player character has been set for each player character, and may set a specific player character according to the number of times each player character has been set.

[0258] Specifically, the specific player character setting processing unit 104 counts the number of times a specific player character has been set for each team and each player, and stores this information in the player character-related information storage unit 148, associating it with the corresponding player character.

[0259] Then, the specific player character setting processing unit 104 sets the specific player character according to the number of times each player character has been set.

[0260] In particular, the specific player character setting processing unit 104 sets a specific player character from among non-specific player characters whose setting count has not reached the upper limit, when the game is running and given conditions are met.

[0261] For example, when the order in which specific player characters are to be set is predetermined and the number of times the player character in the corresponding order has been set has not reached the upper limit, the specific player character setting processing unit 104 directly sets the corresponding player character as the specific player character. When the number of times the player character in the corresponding order has reached the upper limit, the player character in the next order is set as the specific player character.

[0262] Then, the specific player character setting processing unit 104 determines whether the number of times the player character in the next order has reached the upper limit. When the number of times has not reached the upper limit, the player character in the next order is set as the specific player character. When the number of times has reached the upper limit, as long as the number of times has not reached the upper limit, the player character in the further next order is set as the specific player character.

[0263] (Modification Example 4: When all player characters are set as specific player characters) In this embodiment, when a predetermined time has elapsed until the end time of the team battle game (i.e., time up), all player characters may be set as specific player characters.

[0264] That is, in this case, when the specific player character setting processing unit 104 determines that the predetermined timing has arrived, it sets all the player characters of each team as specific players.

[0265] Then, until the game ends, the player character control unit 105 imparts special effects to all player characters and executes the control.

[0266] (Modification Example 5: Another configuration example of the server device) In the game system 1 of this embodiment, game execution and matchmaking processing are performed by a single server device 10, but this may be achieved by multiple server devices.

[0267] (Variation 6: Granting special effects according to the relationship between leader characters) In this embodiment, when setting a specific player character (i.e., a leader character), a special effect may be determined according to the relationship between the newly set specific player character (hereinafter also referred to as the "new specific player character") and the player character that was set as a specific player character before the setting (hereinafter also referred to as the "old specific player character"), and the determined special effect may be applied to the new specific player character.

[0268] Specifically, when a new specific player character is set, the player character control unit 105 determines whether the relationship between the newly set specific player character and the old specific player character before the setting is a pre-set relationship.

[0269] Furthermore, if the player character control unit 105 determines that the relationship between the new specific player character and the old specific player character is a pre-set relationship, it may grant the new specific player character the special effects described above, or grant the effect of continuing combos or special effects (which may be provided for a longer period than usual).

[0270] In particular, the player character control unit 105 determines whether the relationship between the current player character and the player character that was previously set as the current player character, the player character that was previously set as the current player character, or multiple player characters that were previously set as the current player character, is a pre-set relationship.

[0271] (Variation 7: Granting special effects when other conditions are met) In this embodiment, when setting a specific player character (i.e., a leader character), if a given second condition different from a given first condition is met, a special effect may be granted to that specific player character.

[0272] Specifically, when a new specific player character is set, the player character control unit 105 determines whether the newly set specific player character, the old specific player character before the setting, or both, satisfy the second condition.

[0273] Furthermore, if the player character control unit 105 determines that a new specific player character, an old specific player character, or both of them meet the second condition, it may grant the new specific player character the special effects described above, or grant an effect that continues combos or special effects (which may be provided for a longer period than usual).

[0274] In particular, the player character control unit 105 determines whether the former specific player character, which is the player character that was set as the specific player character immediately before, the player character that was set as the specific player character before that, or multiple player characters that were previously set as the specific player character, or these together with the new specific player character, satisfy the second condition.

[0275] Furthermore, the given second condition is: (A1) A new specific player character, an old player character that was set as a specific player character before the setting, or both, must possess a specific item. (A2) A new specific player character, an old player character that was set as a specific player character before the setting, or both, must have been selected in the given lottery. (A3) The new specific player character, the old player character that was set as the specific player character before the setting, or both, must have cleared the given stage, and (A4) When a specific player character is set, the timing of that setting is a given timing. This includes things like:

[0276] [5] Operation in this embodiment Next, using Figure 8, we will explain the game control process specifically for setting a specific player character and controlling player characters (specifically, the timing of when control of each player character starts when a specific player character is switched) that is performed by the server device 10 of this embodiment.

[0277] Figure 8 is a diagram illustrating the game control process specifically for setting a particular player character and issuing control instructions for the player character, which is performed by the server device 10 of this embodiment.

[0278] In this operation, it is assumed that player-related information and player character-related information for each player are stored in the player-related information storage unit 146 and the player character-related information storage unit 148.

[0279] Furthermore, this operation is executed in parallel with other game control processes, including player character control processes based on player instructions or game progress.

[0280] Furthermore, in this operation, it is assumed that players who wish to participate in a team-based game have already submitted a request for matchmaking, including team assignment.

[0281] First, the game management unit 103 performs a matching process to match players who wish to participate in team battles at a given timing. Once the participating players are determined (for example, 9 people) and a predetermined number of teams (for example, 3 teams) are formed (step S101), the specific player character setting processing unit 104 determines the order in which to set specific player characters (i.e., leader characters) for each team (step S102).

[0282] Next, the specific player character setting processing unit 104 sets the first specific player character for each team (step S103).

[0283] Next, the player character control unit 105 grants a special in-game effect to the designated player character (step S104).

[0284] Next, the game management unit 103 starts a team battle game with the assembled team and players, including a specific player character (step S105).

[0285] Furthermore, the game management unit 103 works in conjunction with the player character control unit 105, and when a team battle game starts, it controls each player character, including a specific player character, based on player instructions transmitted from each player's terminal device 20, and proceeds with the game. To make someone do it.

[0286] Next, the game management unit 103 determines whether the team game has ended, such as whether it is the end of the game time (whether time has run out or not) (step S106).

[0287] At this point, if the game management unit 103 determines that the team battle game has not ended, it proceeds to the process in step S106, and if it determines that the team battle game has not ended, it terminates this operation.

[0288] Next, the specific player character setting processing unit 104 determines whether or not a given setting condition, such as whether or not a predetermined timing has arrived, has been met (step S107).

[0289] At this time, if the specific player character setting processing unit 104 determines that the setting conditions have been met, it proceeds to the process of step S108, and if it determines that the setting conditions have not been met, it proceeds to the process of step S106.

[0290] Next, if the specific player character setting processing unit 104 determines that the setting conditions have been met, it switches the specific player character to the corresponding player character in a predetermined order (step S108).

[0291] Specifically, the specific player character setting processing unit 104 sets the player character that has been determined to be the next specific player character as the specific player character, and sets the player character that has already been set as the specific player character as a non-specific player character.

[0292] Next, the player character control unit 105 works in conjunction with the game management unit 103 to grant special in-game effects to a designated player character (step S109), then starts controlling each player character, including non-designated player characters (step S110), and proceeds to the process in step S106.

[0293] In step S109, the player character control unit 105 controls the corresponding player character based on the instructions of each player transmitted from the terminal device 20 of each player.

[0294] [6] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited as broad or synonymous in the specification or drawings may be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0295] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device 20.

[0296] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20. However, except for the operation input, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the execution of the game program, and the terminal device 20 may realize the game by performing operation input and image display via streaming.

[0297] Furthermore, in this embodiment, the system is executed in conjunction with the terminal device 20 via the network. Although the game system of the present invention is applied to the server device 10, it can also be applied to tablet-type information terminal devices, personal computers, or game devices installed in amusement parks.

[0298] The present invention includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and result, or configurations with the same purpose and effect). Furthermore, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Furthermore, the present invention includes configurations that produce the same effects or achieve the same purpose as those described in the embodiments. Furthermore, the present invention includes configurations that add known technology to the configurations described in the embodiments.

[0299] As described above, embodiments of the present invention have been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel aspects and effects of the present invention. Therefore, all such modifications are included within the scope of the present invention. [Explanation of Symbols]

[0300] 10: Server device 20: Terminal device 100: Processing Unit 101: Communication Control Unit 102: Web Processing Unit 103: Game Management Department 104: Specific Player Character Setting Processing Unit 105: Player Character Control Unit 106: Player Character Management Department 107: Player-related information management department 109: Timer Management Department 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: Player character related information storage unit 180: Information storage medium 196: Communications Department 200: Processing Unit 210: Communication Control Unit 211: Web browser 212: Game Processing Unit 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 section 296: Communications Department

Claims

1. A game system that runs a given game involving a team of multiple players, using player characters, A receiving processing means for receiving operation instructions for the player, A game control means that executes control over the game on a team basis based on the player operation instructions received, A setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is running, A character control means that controls each player character while granting special in-game effects to the specified player character as described above, Equipped with, The setting means is, A game system characterized in that, when given conditions are met, the team adds a player character other than the already set specific player character as the specific player character, or changes the specific player character to the other player character.

2. In the game system described in claim 1, The setting means is, A game system that, assuming the given conditions are met, detects that a predetermined time has elapsed from a given timing, or that a predetermined timing has arrived, and in the relevant team, adds the other player character as the specified player character, or changes the specified player character to the other player character.

3. In the game system described in claim 1, The setting means is, A game system that, assuming the given conditions are met, detects that a given game situation meets predetermined conditions, and in the relevant team, adds the other player character as the specified player character, or changes the specified player character to the other player character.

4. In the game system described in claim 3, The setting means is, A game system in which, if the specified player character enters a predetermined disadvantageous situation during the game, or if the specified player character becomes unable to act during the game, the team in question adds another player character as the specified player character, or changes the specified player character to that other player character, assuming that the given game situation meets predetermined conditions.

5. In the game system described in claim 1, The player further comprises a management means for managing the communication environment of the terminal device used by the player, The setting means is, A game system that, assuming the given conditions are met, detects that the communication environment on a given player's terminal device is in a specific state, and in the team in question, adds the other player character as the specified player character, or changes the specified player character to the other player character.

6. In the game system described in claim 1, The setting means is, A game system that, during the execution of the aforementioned game and when given conditions are met, sets a non-specific player character different from the specified player character as the specified player character, changes a player character already set as the specified player character to a non-specific player character.

7. In the game system described in claim 1, The character control means, Control the aforementioned specific player character and a non-specific player character that is different from the said specific player character, A game system in which, when setting a specific player character, the value of a given parameter of the specific player character is set to a value different from the value of the parameter of the non-specific player character as a special effect.

8. In the game system described in claim 1, The character control means, Control the specified player character and a non-specified player character that is different from the specified player character, The setting means is, A game system in which, when setting a specific player character, the characteristics of that specific player character are set to be different from those of the non-specific player character as a special effect.

9. In the game system described in claim 1, The character control means, A game system that, when executing attack-related processing for a given attack on a specific player character, performs different control as a special effect compared to the control used when executing attack-related processing for a non-specific player character other than the specific player character.

10. In the game system described in claim 1, A game system further comprising display control means for executing display control processing for displaying an identification indicator on the specified player character to identify it as said specified player character.

11. In the game system described in claim 1, The system further includes a count management means for managing the number of times a specific player character has been set for each player character, The setting means is, A game system that sets a specific player character according to the number of times each player character has been set.

12. In the game system described in claim 1, The setting means is, A game system that sets the aforementioned specific player characters for each team according to a predetermined order.

13. In the game system described in claim 1, The character control means, A game system that variably controls the period during which the aforementioned specific player character is set.

14. In the game system described in claim 1, The character control means, A game system that controls the period during which a player is set as a specific player character, depending on the attributes of the player character set for that specific player character or the items that the player character possesses.

15. In the game system described in claim 1, The setting means is, A game system that sets a specific period of time according to a given game situation, and sets a specific player character during that set period of time.

16. In the game system described in claim 1, The character control means, A game system that, when setting a specific player character, determines a special effect based on the relationship between the set specific player character and the player character that was set as a specific player character before the setting, and then grants the determined special effect to the specific player character.

17. In the game system described in claim 1, The character control means, A game system that, when setting a specific player character, grants the special effect to the specific player character if a given second condition different from the given first condition is met.

18. A program that runs a given game involving a team of multiple players, using player characters, Reception processing means for receiving operation instructions for the player, A game control means that executes control related to the game on a team basis based on the player operation instructions received, A setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is running, and A character control means that controls each player character while granting special in-game effects to the specified player character as described above. To make the computer function as, The setting means is, A program characterized in that, if given conditions are met during the aforementioned specific period, the team adds a player character other than the already set specific player character as the specific player character, or changes the specific player character to the other player character.

Citation Information

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