Game server, game program, and game system
The game server, program, and system address the limitations of simulation games by offering multiple sub-games and flexible matchmaking, enhancing user interaction and engagement through adjustable profile disclosure.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2026-04-07
AI Technical Summary
Existing simulation games lack flexibility in matchmaking, leading to users being unable to play with preferred partners due to limited game options, which can hinder progression and engagement.
A game server, program, and system that provide multiple sub-games with a matchmaking function, allowing users to play with approved partners across different games, and adjust profile information disclosure based on game progress and interaction.
Enhances user interaction and engagement by facilitating gameplay across various sub-games, promoting continued participation and progression through flexible matchmaking and information sharing.
Smart Images

Figure 2026059606000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game server, a game program, and a game system.
Background Art
[0002] In recent years, communication tools between users that are utilized by accessing a server via a program installed on terminals such as smartphones and PCs have been widely used.
[0003] As one such communication tool, there is provided one having a so-called matching function in which users can obtain an opportunity to communicate with each other through a game, and by further increasing intimacy by exchanging messages and approving each other, a state is achieved where communication with a higher degree of freedom than communication that can be performed with respect to other users becomes possible.
[0004] For example, in a simulation game in which a virtual space for each user is allocated in a game, and the user develops his / her virtual space through activities that imitate real activities and environments such as cultivation of crops, raising of animals, fishing, and mining, there are those having a matching function. In such a simulation game, the user can devise time management and resource usage and advance the game based on his / her own choices. Also, in order to increase the intimacy between users prior to matching, there may be provided various collaborative works that are performed by users together (see, 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] In simulation games like the one shown in Patent Document 1, the available games are unified into one. Therefore, even if a user wants to be matched with others, if they don't like or are not good at the available game, they may not actively play it, which can prevent them from leveling up and thus fail to meet the in-game conditions for matchmaking.
[0007] Therefore, even if the main game is a simulation game like the one in Patent Document 1, a platform function is desired that has a matching function and provides multiple sub-games to meet various user needs. Furthermore, a function that allows matching partners to be carried over when moving between the main game and sub-games is also desired.
[0008] Therefore, the present invention aims to provide a server, program, and game system that facilitate and support interaction between specific users through games. [Means for solving the problem]
[0009] The game server according to the present invention comprises: a game provision unit that provides a game including multiple sub-games to a user terminal used by a user; a storage unit that stores the user's profile and the user's progress in the game; a matching management unit that manages matching between users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined upper limit; and a profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game.
[0010] Furthermore, the game program according to the present invention causes a computer to perform the following steps: providing a game including multiple sub-games to a user terminal used by the user; storing the user's profile and the user's progress in the game; managing matching between users within the game and accepting registration of mutually approved matching partners for each user up to a predetermined upper limit; and changing the amount of profile information disclosed between the user and the matching partner based on the progress of the game.
[0011] The game system according to the present invention comprises: a game provision unit that provides a game including multiple sub-games to a user terminal used by the user; a storage unit that stores the user's profile and the user's progress in the game; a matching management unit that manages matching between the users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined upper limit; and a profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game. [Effects of the Invention]
[0012] According to the present invention, which has the configuration described above, it is possible to provide a game server, a game program, and a game system that can promote and support interaction between specific users through games. [Brief explanation of the drawing]
[0013] [Figure 1] This is a schematic diagram showing a game system according to an embodiment of the present invention. [Figure 2] This is a functional block diagram of a game server according to an embodiment of the present invention. [Figure 3] This figure shows an example of information contained in the storage unit of a game server according to an embodiment of the present invention. [Figure 4] This is a functional block diagram of a user terminal according to an embodiment of the present invention. [Figure 5] It is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 6] It is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 7] It is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 8] It is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 9] It is a flowchart showing the matching process by the game system according to an embodiment of the present invention. [Figure 10] It is a flowchart showing the information disclosure process by the game system according to an embodiment of the present invention. [Figure 11] It is a flowchart showing the transfer process by the game system according to an embodiment of the present invention. [Figure 12] It is a block diagram showing the basic configuration of a computer.
Embodiments for Carrying Out the Invention
[0014] Hereinafter, a game system 1 to which a game server 100 according to an embodiment of the present invention is applied will be described with reference to the drawings. In all the drawings for describing the embodiments, the same reference numerals are assigned to common components, and repeated descriptions are omitted.
[0015] <System Configuration> FIG. 1 is a schematic diagram showing a game system 1 to which a game server 100 according to an embodiment of the present invention is applied.
[0016] The game system 1 includes a game server 100 and a plurality of user terminals 300 (300(1), 300(2), …, 300(N)). The game server 100 and the user terminals 300 are connected to a network NW and can communicate with each other via the network NW. The network NW includes the Internet. The network NW may include a LAN (Local Area Network) and / or a WAN (Wide Area Network).
[0017] The game server 100 and the user terminals 300 are each composed of one or more computers 900. The basic configuration of the computer 900 will be described later.
[0018] FIG. 2 is a functional block diagram of the game server 100 according to an embodiment of the present invention. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130. The game server 100 is a server that provides a game G to the user terminals 300 accessed via the network NW. In the present embodiment, the user terminal 300 is a smartphone, and the case where the user needs to install the application of the game G on the user terminal 300 will be described below as an example.
[0019] The communication unit 110 is a network interface and communicates with the user terminals 300 via the network NW. The communication unit 110 passes the data received from the user terminals 300 to the processing unit 130 and transmits the data generated by the processing unit 130 to the user terminals 300.
[0020] The storage unit 120 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The storage unit 120 stores user information, information on the game G, application programs, etc. necessary for the game server 100 to function.
[0021] Figure 3 shows an example of information included in the user information stored in the memory unit 120. The user information includes basic information, avatar information, progress information, matching information, and reward information.
[0022] Basic information includes user ID, username, profile information, and age information. The username is publicly available to all other users and is transferable information that can be transferred during the transfer process described later. Profile information includes multiple items, each of which can be set to be public or private. Profile information items include, for example, place of origin, blood type, educational background, annual income / savings, hobbies, marital status, views on marriage, attitude towards housework, job / occupation, work-life balance, purpose of playing the main game MG, chat message response speed, active times, club activities, favorite subjects, sibling relationships, roommates, pets, preferred type of person, how to spend holidays, timing of holidays, favorite food, tendency in the age of people one falls in love with, hobbies, number of friends, number of past relationships, communication skills, car, etc. At least some of the profile information is also referred to as private questions (and their answers) within the game MG. The public / private setting may be changed by the game server 100 based on at least one of the following: the user's game G progress, their status with their matchmaking partner, or their matchmaking level with their matchmaking partner. The game server 100 may also propose a change to the public / private setting to the user and make the change after receiving the user's approval. Furthermore, the public / private setting for some items of profile information may be changeable by the user. In addition, some items of profile information, like the username, may be set to "public" by default for all users and for all time periods, and users may not be able to change the public / private setting.
[0023] Avatar information refers to information about the user's avatar controlled within the game G, including the character and equipment. Users can select their character and equipment on the user settings screen (not shown). Avatar information is transferable.
[0024] Progress information is managed and updated for each user according to their progress in each game within Game G. Each game's progress information includes the game type and stage (level). Game G's types include: Type 1: Main game MG, Type 2: Limited sub-game SGL (unlocked only to users with matching partners), and Type 3: Sub-game SG (other than Type 2). Note that the limited sub-game SGL is a type of sub-game SG. The progress information for the main game MG further includes work process name information, work completion information, work time information, transferable process information, and gameplay videos. Each sub-game SG's progress information further includes unlock status.
[0025] Matching information is information managed on a per-user basis regarding the matching function provided by Game G. Matching information includes the maximum number of matches and information about the matched partner. The maximum number is a number set in advance on game server 100 that indicates the maximum number of matched partners a user can register. Matched partner information is information managed for each of a user's matched partners and includes the matched partner's user ID, the matching status, the number of "likes", the matching level, the disclosure amount, and the chat history between the user and the matched partner. The status includes at least the states of "matching in progress" and "matching terminated". The status may also include subcategories such as "friends" and "couple" as subcategories for "matching in progress". Note that the "couple" status is limited to only one matched partner. The matching level is a number that increases or decreases according to the progress of collaborative work with the matched partner in Game G, mainly in the main game MG. The disclosure amount may indicate the items of the user's profile information that the user makes public to the matched partner, or it may indicate the items of the matched partner's profile information that the matched partner makes public to the user, or both. The amount of information disclosed may be changed by the game server 100 depending on the user's game progress information and / or matching information (status, evaluation information (number of "likes"), matching level), the user may change it, or both. Matching partner information is transferable information.
[0026] Reward information is user-specific information about the rewards and experience points a user possesses. Reward information includes currency, experience points, and possessions. Currency includes common currency and dedicated currency. Experience points include common experience points and dedicated experience points. Owned items include common owned items and dedicated owned items. "Common" here includes cases where it is common between the main game MG and the sub-game SG, cases where it is common between the user and their matchmaking partner, and cases where it is both. "Dedicated" here includes cases where it is dedicated to a specific game, cases where it is dedicated to a specific user, and cases where it is both. At least a portion of the reward information is set as transferable information.
[0027] In addition to the information shown in Figure 3, the storage unit 120 may also store information related to user billing as transferable information.
[0028] Returning to Figure 2, the processing unit 130 comprises, as functional units, a game provision unit 131, a matching management unit 132, a profile management unit 133, an age authentication unit 134, a chat provision unit 135, and a reward management unit 136. The processing unit 130 realizes each of these functional units by executing application programs stored in the memory unit 120, and performs matching processing, information disclosure processing, and handover processing. The matching processing is for registering matches between users in game G and managing functions related to matching, and executes a series of processes including a matching success determination process, an upper limit determination process, a matching registration process, a sub-game release process, an age acquisition process, an age determination process, a disclosure change function application process, and a function restriction process, which will be described later. The information disclosure processing is for changing and managing the amount of information disclosed in the mutual disclosure of profile information performed on pairs of users who are currently matched. The transfer process is the process of transferring the relationship between the user and their matched partner, as well as the settings information such as rewards associated with that relationship, when the user moves between games. It executes a series of processes including the game provision process, progress update process, move determination process, game type determination process, transfer process, cooperation determination process, and reward condition application process, which will be described in detail later. Movement between games includes moving between the main game MG and the sub-game SG while the user is logged into game G, and moving between sub-games SG.
[0029] The game provider unit 131 provides game G to user terminals 300, which can be played by multiple users logging in via their respective user terminals 300. Game G is a platform game having a main game MG and multiple sub-games SG (SG1, SG2, ..., SGN). The main game MG has a matchmaking function. The application providing game G may also be a super application that integrates functions and services other than game G. Users can freely move between the main game MG, sub-games SG, and functions and services other than game G while logged into the game G application. Details of game G will be described later using screen examples.
[0030] Main game MG is a simulation game in which users can display and progress through the activities of their avatars in a virtual space. In Main game MG, users can develop their own assigned virtual space, visit other users' virtual spaces, or visit virtual spaces shared by multiple users to collaborate.
[0031] Subgames (SG) are of different genres from the main game (MG), such as puzzle, action, music, card, board, adventure, family, racing, role-playing, sports, strategy, trivia, and word games. Puzzle games may be in a royal match format, for example. Action games may be in a battle format, for example. Subgames (SG) may also include limited subgames (SGL) that are only available to users who are currently matched with another player.
[0032] The game provider unit 131 may transfer transferable information from the main game MG or sub-game SG before the user moves to the main game MG or sub-game SG after sub-game SG after the user moves to the main game MG or sub-game SG after the user moves to the sub-game SG after the user moves to the main game MG or sub-game SG after the user moves to the sub-game SG after the user moves to the main game MG or sub-game SG after the user moves to the sub-game SG Similarly, when a user moves between sub-games SG, the game provider unit 131 may transfer the transferable information from the previous sub-game SG to the next sub-game SG.
[0033] In addition, the game provider unit 131 provides the main game MG, as well as the limited sub-game SGL, which is a sub-game SG that can only be played by users who have a matching partner.
[0034] The matching management unit 132 manages matching between users. The matching management unit 132 accepts registration of mutually approved matching partners for each user, up to a predetermined maximum number.
[0035] The profile management unit 133 changes the amount of profile information disclosed between a user and their matching partner based on the progress of game G and / or the matching partner's information (disclosure amount change function). Specifically, for example, when user A is in the process of matching with user B (i.e., user A and user B are each other's matching partners), the unit changes the amount of user B's profile information displayed on user A's game screen, and / or the amount of user A's profile information displayed on user B's game screen, based on the progress of game G for user A and / or user B and / or the matching partner's information.
[0036] The profile management unit 133 may gradually increase the amount of user and matching partner profile information disclosed in accordance with the user's and / or matching partner's progress in the game G.
[0037] The age verification unit 134 obtains the user's age information and determines whether the user meets the predetermined age requirements (age determination).
[0038] The chat provider unit 135 provides a chat function between the user and their matching partner. The chat provider unit 135 also manages the provision of the chat function between the user and their matching partner according to the age determination result of the age verification unit 134. For example, if the chat provider unit 135 determines, based on the age determination, that the user is a legal minor, it may restrict the chat function for that user as one of the function restrictions. Restrictions on the chat function may include, for example, prohibiting the use of the chat function itself, detecting inappropriate language in the message content and displaying an error message if detected, or limiting the use to only stamps.
[0039] The reward management unit 136 manages in-game rewards that users can acquire and use in game G. In-game rewards include in-game currency, experience points, and in-game possession items. In-game rewards include common game rewards (common currency, common experience points, and common possession items) that can be used in common in the main game MG and sub-game SG. For each sub-game SG, the grant rate and / or evaluation rate of common game rewards are graded according to the number of users playing sub-game SG, the difficulty level of sub-game SG, or the usage rate of common currency. The reward management unit 136 may change the grade of the reward grant rate / evaluation rate according to the user's progress information in game G and / or matching partner information.
[0040] Figure 4 is a functional block diagram of a user terminal 300 according to an embodiment of the present invention. The user terminal 300 comprises a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350. The communication unit 310, storage unit 320, control unit 330, display unit 340, and operation unit 350 are electrically connected to each other via a communication bus 360. The user terminal 300 is a terminal that allows a user to play game G alone or together with other users using other user terminals 300 by accessing the game server 100 via an installed program, such as a smartphone, tablet terminal, or PC.
[0041] <Screen example> Next, a specific example of a game G provided to a user terminal 300 by a game server 100 having the above-described configuration and functions will be explained using a screen example.
[0042] Figure 5 shows screen D100 as an example of a screen of game G displayed on a user terminal 300 according to an embodiment of the present invention.
[0043] The screen D100 is the game selection screen of the game G. On the screen D100, there are arranged a menu button D110, a button D120 for selecting the main game MG, buttons D131, D132, D133, D134 for selecting the sub - games SG (sub - game 1 to sub - game 4), and an icon D140 of the logged - in user. In FIG. 5, an example with 4 buttons for the sub - game SG is shown, but it may be 3 or less, or 5 or more.
[0044] The screen D100 which is the game selection screen may be displayed when the game G application is launched, or may be displayed by selecting the transition from the menu button displayed on the screen during the provision of the main game MG or the sub - game SG to the game selection screen. The user transitions from the screen D100 to the game provision screen of the main game MG or the sub - game SG that the user wants to play. In addition, when the user launches the application while logged in, the display of the screen D100 may be omitted and the game may be resumed from the game provision screen of the last scene played previously.
[0045] FIG. 6 is a diagram showing a screen D200 as an example of the screen of the game G displayed on the user terminal 300 according to an embodiment of the present invention. The screen D200 shows an example of the game provision screen of the main game MG.
[0046] As shown in the screen D200 of FIG. 6, the game provision unit 131 of the game server 100 according to the present embodiment provides a sandbox cultivation game as the main game MG for cultivating a dedicated sandbox D220 and a shared sandbox D230 in which users can perform collaborative work with each other. The avatar DA1 displayed on the screen D200 corresponds to the user who is the owner of the dedicated sandbox D220, and the movement etc. within the dedicated sandbox D220 and the shared sandbox D230 are performed by the operation of the user who is the owner of the dedicated sandbox D220. The avatar DA2 corresponds to another user who is the matching partner, and the movement etc. of the avatar DA2 within the shared sandbox D230 are performed by the operation of the other user.
[0047] The dedicated garden D220 is a garden exclusive to each user and is displayed only on that user's user terminal 300. The dedicated garden D220 has a work area called Field D231 and a house D232, and through avatar DA1, users can perform tasks (main quests) in the dedicated garden D220, such as cultivating and harvesting crops D233 in Field D231, selling the harvested crops D233 for currency, and repairing the house D232. The harvested crops D233 can be sold in-game to obtain currency usable within the game. The obtained currency can be exchanged for items used to cultivate the dedicated garden D220 or the shared garden D230, or for decorations for the user's avatar DA1. The private sandbox D220 is connected to the shared sandbox D230 by a bridge D240, and avatar DA1 can freely move between the private sandbox D220 and the shared sandbox D230 via this bridge D240. In addition, users can gift acquired items and decorations to other matched users (hereinafter sometimes referred to as matched partners).
[0048] The shared garden D230 is displayed on the user terminals 300 of both the user who owns the private garden D220 and other users who are matched with that user. The shared garden D230 has a work area consisting of a field D231 and a house D232. Users and other users who are matched with that user can perform various collaborative tasks in the shared garden D230 (main quest) through their respective avatars DA1 or DA2, such as cultivating and harvesting crops D233 in the field D231, selling the harvested crops D233 for currency, and repairing the house D232 within the shared garden D230. The harvested crops D233 can be sold in-game to obtain in-game currency, and can also be exchanged for various items and decorations.
[0049] Collaborative tasks within the shared sandbox D230 can be completed by performing a single task, or by performing multiple tasks. Each task can be performed by either the user or other matched users. For example, in a collaborative task consisting of five tasks, the user can perform the first two tasks, and the other users can perform the remaining three. Furthermore, each task is not limited to when both users are logged in simultaneously; it can also be performed by only one user when the other is logged out.
[0050] Furthermore, regarding this collaborative work, the game provision unit 131 of the game server 100 generates progress information including work process name information indicating completed work processes among the work processes included in the collaborative work of the main quest, work completion information indicating that all work processes have been completed, the user ID of the user who performed the work process, work time information indicating the time the work process was performed, transferable process information indicating incomplete work processes that can be taken over by other users who are logged out, and a gameplay video showing the user performing the work, and records this information in the memory unit 120.
[0051] Furthermore, Avatar DA2 can freely move between shared sandboxes D230 and other private sandboxes D220, which are separately prepared for other users who are compatible with Avatar DA2. These private sandboxes are not displayed to the user who owns D220. These other private sandboxes are only displayed on the user terminal 300 of other users who are compatible with Avatar DA2, and therefore are not displayed on the user's screen D200 shown in Figure 4.
[0052] Additionally, a menu button D210 labeled "MENU" is located in the upper left corner of screen D200. By selecting (clicking or tapping) this menu button D210, the user can access various menu items, including those for operating the main game MG, transitioning to the game selection screen, transitioning to the sub-game SG (all not shown), and saving and exiting the main game MG.
[0053] Figure 7 shows screen D300 as a specific example of the matching registration screen for the main game MG displayed on a user terminal 300 according to an embodiment of the present invention. The user can transition to screen D300 shown in Figure 7 by clicking the menu button D210 on screen D200 shown in Figure 6 and selecting user management from the operation items. It is also possible to return to screen D200 shown in Figure 5 from the menu button D310 shown in the upper left of screen D300.
[0054] Screen D300 displays information about the user and other users they are matched with. The user's information includes their name (Haruto), experience points (10), their avatar DA1, the number of "likes" received from matched partners (14), the number of "likes" for each matched partner (Hinata 9, Aoi 5), the number of usable currencies in the main game MG (255), the number of common game currencies (55) and game-specific currencies (200), and a "Change Settings" button that allows the user to change settings such as the user's avatar's accessories.
[0055] Additionally, within area D320, information about other users you are matched with is displayed, including their names (Hinata, Aoi), experience points (8, 12), and matching level (Matching Lv.) (5, 3), as well as their respective avatars DA2 and DA3.
[0056] Furthermore, within area D320, when user (Haruto) logs in, area D330, which displays the progress information of the collaborative work performed by the other matched users (Hinata and Aoi) in the shared sandbox D230 during user (Haruto)'s logout period, shows the details of each task that can be taken over by user (Haruto) below the words "Let's continue!". In the example shown in Figure 7, button D331 is displayed indicating the task "Harvesting Turnips" as the task that can be taken over by Hinata, and button D332 is displayed indicating the task "Repairing the House" as the task that can be taken over by Aoi.
[0057] When the user (Haruto) selects a button (D331, D332) indicating the work content of the transferable process information, the user terminal 300 generates work process selection information indicating that it has selected a work process corresponding to the transferable process information, and sends it to the game server 100. Upon receiving the work process selection information, the game server 100's game provision unit 131 transitions the screen displayed on the user terminal 300 from screen D300 in Figure 5 to screen D200 in Figure 4, and makes the avatar DA1 appear in the work area where the work process corresponding to the transferable process information is performed, enabling the user (Haruto) to immediately perform the work process. The work area is, for example, a field D231 or a house D232.
[0058] Furthermore, in area D330, progress information is displayed below the words "Finished!" indicating that all of the aforementioned work processes have been completed by other users (Hinata and Aoi). In Figure 7, button D333 is displayed as the work completion information for Hinata, one of the other users, indicating the work content "Plant flowers".
[0059] When the user (Haruto) selects the button D333 for the task completion information, the screen transitions from screen D300 in Figure 7 to screen D200 in Figure 6, and the avatar DA1 appears in the work area where the work process corresponding to the task completion information was performed, allowing the user (Haruto) to immediately confirm the completed collaborative work. This work area is also a field D231, house D232, etc.
[0060] Furthermore, the progress information includes gameplay videos showing other users (Hinata, Aoi) working together in the game. By enabling the playback of gameplay videos in advance, when the user (Haruto) clicks buttons D331, D332 for transferable process information or button D333 for work completion information, the gameplay video will start playing before or simultaneously with the transition to screen D200.
[0061] Below the information on transferable processes and the information on completed work, there is a "Like!" button. When a user (Haruto) clicks this "Like!" button, evaluation information indicating that a "Like!" has been given is generated by the user's terminal 300 and sent to the game server 100. This information is then sent via the game server 100 to the user terminal 300 of the other user (Hinata or Aoi) who is the target of the "Like!", and a message indicating that Haruto has given a "Like!" is displayed.
[0062] Similarly, when another user (Hinata or Aoi) clicks the "Like!" button below the transferable process information and work completion information on their user terminal 300, evaluation information is generated from the other user's user terminal 300 and similarly sent to the user (Haruto)'s user terminal 300 via the game server 100. The user (Haruto)'s user terminal 300 then displays a message indicating that another user (Hinata or Aoi) has given a "Like!". The "Like!" displayed on screen D300 in Figure 5 for user (Haruto) indicates the evaluation information sent from the other user (Hinata or Aoi) in this manner.
[0063] In this embodiment, only "Like!" indicating a high rating is provided as evaluation information. However, the present invention is not limited to this, and other evaluation information such as "Dislike!" indicating a low rating, or "Love!" indicating an even higher rating than "Like!" can be provided.
[0064] Figure 8 shows screen D400 as an example of a screen of subgame SG displayed on a user terminal 300 according to an embodiment of the present invention. In Figure 8, a screen of a puzzle game, which is a limited subgame SGL among the subgames SG, is shown as an example.
[0065] Screen D400 is the gameplay screen for the puzzle game displayed on the user terminal 300 of the user (Haruto). This puzzle game, which is a limited sub-game SGL, is a game in which the user (Haruto) and their matched partner (Hinata) can cooperate to progress through the game. Screen D400 contains a menu button D410, an area D420 for displaying the puzzle, chat messages D431-D439 between the user (Haruto) and their matched partner (Hinata), a button D441 for the user (Haruto) to send a chat message, a button D442 for the user (Haruto) to send a "like" rating, the user (Haruto) icon D451, an area D452 showing the amount of currency the user (Haruto) holds, an area D453 showing the user (Haruto)'s level, an area D454 showing the user (Haruto)'s interaction level (status) with their matched partner (Hinata), and an area D460 showing information such as advice that helps promote interaction between the user (Haruto) and their matched partner (Hinata).
[0066] In this way, information about matchmaking partners can be carried over and displayed or used between the main game MG and the sub-game SG.
[0067] <System Operation> Next, the operation of game system 1, which has the configuration and functions described above, will be explained using a flowchart. In the following explanation, it will be assumed that user A (for example, "Haruto" shown in Figure 7) is using user terminal 300, and user A is in the process of matching with user B (for example, "Hinata" shown in Figure 7) in the main game MG.
[0068] Figure 9 is a flowchart showing the matching process by the game system 1 according to an embodiment of the present invention.
[0069] In step S101, the game server 100 provides the game G to the user terminal 300.
[0070] In step S102, the matchmaking management unit 132 of the game server 100 determines whether or not a match has been made (matching success determination step). Specifically, in game G, a match is made when user A requests a match from another user B and user B approves the request, or when user B requests a match from user A and user A approves the request. If the determination result is true (YES), i.e., a match has been made, the process proceeds to step S103. On the other hand, if the determination result is false (NO), i.e., a match has not been made, the process ends.
[0071] In step S103, the matchmaking management unit 132 of the game server 100 determines whether the matches established in step S102 are within the upper limit for the number of matches for user A and user B (upper limit determination step). Specifically, the matchmaking management unit 132 refers to the matching partner information for user A in the storage unit 120 to calculate the number of matching partners whose status is "match established" and compares it with the upper limit set for user A. If the determination result is true (YES), that is, within the upper limit for both user A and user B, the process proceeds to step S104. On the other hand, if the determination result is false (NO), that is, if at least one of user A or user B exceeds the upper limit, the process proceeds to step S108.
[0072] In step S104, the matchmaking management unit 132 of the game server 100 registers user B, who was matched with user A in step S102, as user A's matching partner (matching registration step). Specifically, the matchmaking management unit 132 adds user B to the user A matching partner information in the storage unit 120 and stores the status as "matching established".
[0073] In step S105, the game provision unit 131 of the game server 100 releases the subgame to user A (and user B) who registered for matching in step S104 (subgame release step). This step can be omitted if user A is already in the process of matching with another user C and the limited subgame SGL has already been released.
[0074] In step S106, the age authentication unit 134 of the game server 100 obtains the age information of users A and B who were registered for matching in step S104 (age acquisition step).
[0075] In step S107, the age authentication unit 134 of the game server 100 determines whether the age information of user A and user B obtained in step S106 meets predetermined conditions (age determination step). If the determination result is true (YES), i.e., the predetermined conditions are met, the process proceeds to step S109. On the other hand, if the determination result is false (NO), i.e., the predetermined conditions are not met, the process proceeds to step S110.
[0076] In step S108, that is, if the upper limit determination in step S103 is determined to be false (NO), the matchmaking management unit 132 of the game server 100 notifies users A and B that although a match was made, the match could not be registered because either or both of them exceeded the upper limit, and then terminates the flow.
[0077] In step S109, that is, in the age determination in step S107, if user A and / or user B meet the predetermined age conditions, the profile management unit 133 of the game server 100 applies the disclosure amount change function to the user A and user B pair (disclosure amount change function application step) and terminates the flow. The disclosure amount change function is a function that changes the amount of profile information disclosed between user A and user B to each other according to the progress of game G of user A and / or user B. Specifically, for example, it sets the disclosure amount to a larger number of items (disclosure amount) than before matching registration.
[0078] In step S110, that is, in the age determination in step S107, if user A and / or user B do not meet the predetermined age conditions, the age authentication unit 134 of the game server 100 applies a function restriction to the user A and user B pair (function restriction step) and terminates the flow. Specifically, for example, the chat function between user A and user B is restricted.
[0079] Figure 10 is a flowchart showing the information disclosure process by the game system 1 according to an embodiment of the present invention. The information disclosure process is applied between user A and user B who have been registered for matching (i.e., are in the process of matching) through the matching process described above.
[0080] In step S201, the game provision unit 131 of the game server 100 provides game G to the user terminals 300 of user A and user B, respectively.
[0081] In step S202, the game provision unit 131 of the game server 100 updates the progress information of user A in game G in response to user A's actions, and also updates the progress information of user B in game G in response to user B's actions.
[0082] In step S203, the profile management unit 133 of the game server 100 determines whether predetermined disclosure conditions are met based on at least one of the progress information of user A and the progress information of user B (disclosure condition determination step). If the determination result is true (YES), i.e., the predetermined disclosure conditions are met, the process proceeds to step S204. On the other hand, if the determination result is false (NO), i.e., the predetermined disclosure conditions are not met, the process ends. The predetermined disclosure conditions are, for example, clearing a quest in the main game MG, reaching a predetermined experience point level, reaching a predetermined matching level with the matching partner to be disclosed, etc. The predetermined conditions may include multiple conditions in which the achievement conditions become progressively stricter.
[0083] In step S204, if the progress information of user A and / or user B meets the predetermined disclosure conditions, the profile management unit 133 of the game server 100 gradually increases the amount of profile information disclosed to each other for the user A and user B pair, and then terminates the flow.
[0084] Figure 11 is a flowchart showing the transfer process according to the game system 1 according to an embodiment of the present invention. The transfer process is applied when a user moves between games in game G.
[0085] In step S301, the game provision unit 131 of the game server 100 provides game G (main game MG or sub-game SG) to user terminal 300 of user A (game provision process).
[0086] In step S302, the game provision unit 131 of the game server 100 updates the progress information of the game G being provided in response to user A's actions (progress update step).
[0087] In step S303, the game provision unit 131 of the game server 100 determines, based on the input from user A, whether user A has requested to move to another game in game G (move determination step). If the determination result is true (YES), i.e., user A has requested to move, the process proceeds to step S304. On the other hand, if the determination result is false (NO), i.e., user A has not requested to move, the process returns to step S302 and continues to provide the game.
[0088] In step S304, the game provision unit 131 of the game server 100 determines the type of the destination game (game type determination step). The game types are: Type 1: Main game MG, Type 2: Limited sub-game SGL, Type 3: Sub-game SG that is not a limited sub-game SGL. If the determination result is Type 1 or Type 2, the process proceeds to step S305. On the other hand, if the determination result is Type 3, the process proceeds to step S309.
[0089] In step S305, the game provision unit 131 of the game server 100 takes over the transferable information of user A and begins providing user A with the destination game (main game MG or limited sub-game SGL) (transfer process), and proceeds to step S306.
[0090] In step S306, the game provision unit 131 of the game server 100 determines whether User B, who is User A's matching partner, is also participating in the destination game (main game MG or limited sub-game SGL) and whether User A and User B are playing cooperatively (cooperation determination step). If the determination result is true (YES), i.e., they are playing cooperatively, the process proceeds to step S307. On the other hand, if the determination result is false (NO), i.e., they are not playing cooperatively, the process proceeds to step S308. "Not playing cooperatively" includes User A playing the limited sub-game SGL alone, and User A playing cooperatively with another user D who is not User A's matching partner.
[0091] In step S307, that is, if it is determined in the cooperation determination in step S306 that cooperative play is taking place, condition 1 is applied to the reward acquisition conditions for user A and user B (reward condition application step), and the flow ends.
[0092] In step S308, that is, if it is determined in the cooperation determination in step S306 that cooperative play is not taking place, condition 2 is applied to the reward acquisition conditions for user A (reward condition application step), and the flow ends.
[0093] In step S309, that is, if the game type is determined to be type 3 in step S304, condition 3 is applied to the reward acquisition conditions for user A (reward condition application step), the destination game (sub-game SG) is provided to user A, and the flow ends.
[0094] Here, conditions 1, 2, and 3, which apply to the conditions for obtaining rewards, are, for example, reward multipliers, and the order is condition 1 > condition 2 > condition 3.
[0095] <Basic Computer Configuration> Figure 12 is a block diagram showing the basic hardware configuration of computer 900. Computer 900 includes a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.
[0096] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.
[0097] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device that stores various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the game server 100 and the user terminal 300 executing the programs stored in their respective memory units 902.
[0098] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer constituting the game server 100 and the user terminal 300 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1. The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.
[0099] <Program> Here, we will describe the programs for realizing each functional unit of the game server 100 according to this embodiment.
[0100] The game server 100 is implemented in the computer 900. The operation of each component of the game server 100 is stored in the auxiliary storage device of the storage unit 902 in the form of a program. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it into the main memory of the storage unit 902, and executes the above processing according to the program. The control unit 901 also reserves a storage area in the main memory of the storage unit 902 corresponding to the storage unit 120 described above, according to the program.
[0101] Specifically, the program is a program to be executed by a computer 900, which is equipped with a processor and a memory unit, and is a program that causes the computer to perform the following steps: provide a game G including multiple sub-games SG to a user terminal 300 used by a user; store the user's profile and the user's progress in game G; manage matching between users within game G and accept registration of mutually approved matching partners for each user up to a predetermined upper limit; and change the amount of profile information disclosed between the user and the matching partner based on the progress of the game.
[0102] The auxiliary storage device of the memory unit 902 is an example of a tangible medium that is not temporary. Other examples of tangible mediums that are not temporary include magnetic disks, magneto-optical disks, CD-ROMs, DVD-ROMs, and semiconductor memory connected via the input unit 904. Furthermore, if this program is distributed to the computer 900 via the network NW, the computer 900 that receives the program may load it into the main memory of the memory unit 902 and execute the above processing.
[0103] Furthermore, the program may be intended to implement some of the functions described above. In addition, the program may be a so-called differential file (differential program) that implements the functions described above in combination with other programs already stored in the auxiliary storage device of the memory unit 902.
[0104] According to the game system 1 of this embodiment described above, it is possible to promote and support interaction between specific users through game G. Matching through Game G doesn't rely solely on superficial information like appearance or income, as is common with typical dating apps, allowing for deeper relationships to develop. Furthermore, the requirement of certain tasks, such as collaborative work or event completion, reduces the potential for simple bots or fraudulent activities (romance scams). Furthermore, within Game G, multiple sub-games SG are provided with variations to meet diverse user needs, and interactions and rewards from the main game MG can be carried over between the main game MG and the sub-games SG. Therefore, even if a player does not like or is not good at the main game of Game G, they can still progress through Game G by acquiring experience points, currency, etc., in their preferred sub-games.
[0105] Furthermore, the present invention is not limited to the embodiments described above, and various modifications can be adopted.
[0106] For example, in the above embodiment, when a user moves between the main game MG and the sub-game SG, or between sub-games SG, the matching partner information and / or reward information from before the move could be carried over after the move. However, the reverse may be prevented.
[0107] Furthermore, while the status of the matching partner information in the above embodiment was a single state of interaction, such as "matching established" and "dissolved," the state of interaction may be divided into three stages: friend, matched, and couple, with each having a "established" and "dissolved" state. The strength of the interaction is friend < matched < couple. Also, when the state is dissolved and the interaction moves to a lower strength, the amount of information disclosed will also change accordingly.
[0108] Furthermore, in the above embodiment, the multiple games included in game G were conveniently classified into main game MG and sub-game SG, but they could all be classified as sub-game SG.
[0109] Furthermore, although the transfer of setting information in step S305 of the above embodiment was performed between the main game MG and the limited sub-game SGL, or between two limited sub-games SGL, it may be performed during movement between all games.
[0110] Furthermore, in the matching process of the above embodiment, functional restrictions were applied according to the age determination result, but this may be omitted. Specifically, steps S106, S107, and S110 may be omitted.
[0111] Furthermore, in the matching process of the above embodiment, if the number of matches exceeds the upper limit as a result of the upper limit determination in step S103, a notification that registration is not possible is issued in step S108. However, in step S108, it is also possible to accept the cancellation of an existing matching registration and return to step S103. This provides a means to make it possible to register the partner with whom a match has been successfully made this time.
[0112] (Note) The features of the above-described embodiment are noted below. (Note 1) A game provision unit that provides a game including multiple sub-games to the user terminal used by the user, A storage unit that stores the user's profile and the user's game progress, A matching management unit manages matching between users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined maximum number. A profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game server equipped with the following features. In games with a matchmaking function, providing multiple sub-games with variations to meet diverse user needs promotes interaction among users as they progress through the game by acquiring experience points, currency, etc., in their preferred sub-games. (Note 2) When the user moves between subgames, the game provision unit transfers information regarding the matching partner, which reflects the user's progress in the previous subgame, to the subgame after the move. The game server described in Appendix 1. This allows users to maintain their relationships with other players when moving between sub-games in games with matchmaking features, thereby promoting interaction among users. (Note 3) When the user moves between subgames, the game provision unit transfers the reward information reflecting the user's progress in the previous subgame to the next subgame. The game server described in Appendix 1. This allows users to carry over their rewards from their previous game when moving between sub-games in games with a matchmaking function, thereby promoting interaction among users. (Note 4) The profile management unit increases the amount of disclosure in stages according to the progress of the user and / or the matching partner in the game. The game server described in Appendix 1. This allows users to deepen their relationship with their match by constantly monitoring their actions and personality through the game. Unlike typical dating apps that rely solely on superficial information such as appearance and income, this system fosters deeper connections. Furthermore, because it requires users to complete certain tasks, such as completing events, it reduces the possibility of simple bots or fraudulent activities (romance scams). (Note 5) An age authentication unit that obtains the user's age information, Furthermore, The game provider unit restricts some of the game's functions according to the age information. The game server described in Appendix 1. This allows us to offer games to users of a diverse age range. (Note 6) A chat provisioning unit that provides a chat function between the user and the matching partner, Furthermore, The chat service provider restricts the chat function according to the age information. The game server described in Appendix 5. This allows us to offer games to users of a diverse age range. (Note 7) The game further comprises a reward management unit that manages reward information that the user can acquire and use, The aforementioned reward information includes common reward information that can be used in common across the aforementioned subgames. The aforementioned common reward information is graded for each subgame based on the number of users playing the subgame, the difficulty level of the subgame, or the utilization rate of the common reward information. The game server described in Appendix 1. This prevents users from being concentrated in specific sub-games and distributes the server load. (Note 8) The game provider displays the user as an avatar in the virtual space of the game. The game server described in Appendix 1. This allows for the protection of user privacy while providing a means of self-expression and improving immersion and motivation in the game. (Note 9) The steps include providing a game containing multiple sub-games to the user's terminal, A step of storing the user's profile and the user's progress in the game, The steps include managing the matching between users within the game and accepting registration of mutually approved matching partners for each user up to a predetermined maximum number, The steps include changing the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game program that causes a computer to run. (Note 10) A game provision unit that provides a game including multiple sub-games to the user terminal used by the user, A storage unit that stores the user's profile and the user's game progress, A matching management unit manages matching between users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined maximum number. A profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game system that includes these features. [Explanation of Symbols]
[0113] 1: Game System 100: Game Server 110: Communications Department 120: Storage section 130: Processing Unit 131: Game Provision Department 132: Matching Management Department 133: Profile Management Department 134: Age Verification Department 135: Chat Service Department 136: Compensation Management Department 300: User terminal S, U: Screen NW: Network
Claims
1. A game provision unit that provides a game including multiple sub-games to the user terminal used by the user, A storage unit that stores the user's profile and the user's game progress, A matching management unit manages matching between users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined maximum number. A profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game server equipped with the following features.
2. When the user moves between subgames, the game provider unit transfers information regarding the matching partner, which reflects the user's progress in the previous subgame, to the subgame after the move. The game server according to claim 1.
3. When the user moves between subgames, the game provision unit transfers the reward information reflecting the user's progress in the previous subgame to the next subgame. The game server according to claim 1.
4. The profile management unit increases the amount of disclosure in stages according to the progress of the user and / or the matching partner in the game. The game server according to claim 1.
5. An age authentication unit that obtains the user's age information, Furthermore, The game provider unit restricts some of the game's functions according to the age information. The game server according to claim 1.
6. A chat provisioning unit that provides a chat function between the user and the matching partner, Furthermore, The chat service provider restricts the chat function according to the age information. The game server according to claim 5.
7. The game further comprises a reward management unit that manages reward information that the user can acquire and use, The aforementioned reward information includes common reward information that can be used in common across the aforementioned subgames. The aforementioned common reward information is graded for each subgame based on the number of users playing the subgame, the difficulty level of the subgame, or the utilization rate of the common reward information. The game server according to claim 1.
8. The game provider displays the user as an avatar in the virtual space of the game. The game server according to claim 1.
9. The steps include providing a game containing multiple sub-games to the user's terminal, A step of storing the user's profile and the user's progress in the game, The steps include managing the matching between users within the game and accepting registration of mutually approved matching partners for each user up to a predetermined maximum number, The steps include changing the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game program that causes a computer to run.
10. A game provision unit that provides a game including multiple sub-games to the user terminal used by the user, A storage unit that stores the user's profile and the user's game progress, A matching management unit manages matching between users within the game and accepts registration of mutually approved matching partners for each user up to a predetermined maximum number. A profile management unit that changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game, A game system that includes the following features.
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