Game system, server system, terminal device, and program

The program enhances team-based game systems by managing game media acquisition and providing team-based effects, improving solidarity and enjoyment through strategic competition and cooperation.

JP2026063135APending Publication Date: 2026-04-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-14
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing game systems fail to enhance the sense of solidarity among players in team-based competitions and improve the enjoyment of games by fostering cooperation and competition between teams.

Method used

A program that manages game media acquisition on a team basis, providing favorable effects to teams that meet specific conditions, and includes game control means to execute team-based game control, determination processing, and management of game media acquisition, allowing teams to acquire limited game media that enhance the team's performance.

Benefits of technology

Enhances the sense of solidarity among team members and improves the enjoyment of competitive games by stimulating team cooperation and competition for game media, incorporating strategic elements and varying game effects based on team attributes and conditions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide programs that enhance the sense of camaraderie among players belonging to a team and improve the enjoyment of team-based games, such as competitive games, which differ from individual competitions. [Solution] The server device 10 performs various controls for teams consisting of one or more players to compete against each other, and has a configuration to manage each team, including the team's performance, the number of players belonging to the team, and the duration of the team's existence, including changes to the team to which the player belongs during the game. It also has a configuration to determine whether the conditions for acquiring team items have been met based on the performance of each player belonging to the team during the game, and to allow teams that have met the conditions for acquiring team items to acquire team items that provide advantageous effects in the game.
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Description

Technical Field

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

Background Art

[0002] In recent years, with the multifunctionalization, 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, an online game called a social game that combines a communication-type networking service called a social networking service (hereinafter referred to as "SNS") and a game has been provided.

[0004] And each user executes various games such as fighting games, battle games, or RPGs with other users via a portable information communication terminal device such as a smartphone.

[0005] Particularly, recently, in such games, when a predetermined condition such as collecting a plurality of specific items (game media) during the game is satisfied, an effect for more advantageously advancing the game than other players is also known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] However, in the system described in Patent Document 1, players compete with other players to collect multiple specific items in order to obtain advantageous effects, but each player does not individually advance the game in order to fulfill the conditions for a team composed of multiple players to cooperate in acquiring those specific items. Therefore, further improvements are desired for application to such team battles.

[0008] The present invention was made to solve the above problems, and its purpose is to provide a program that can enhance the sense of solidarity among players belonging to a team and improve the enjoyment of games where teams compete for results, such as competitive games, which differ from individual competitions. [Means for solving the problem]

[0009] (1) In order to solve the above problems, the present invention is A program that runs a game involving a team consisting of at least one player, using player characters, Game control means that executes control related to a given game on a team basis, A game medium acquired by the aforementioned team and providing the acquiring team with a favorable effect in the game, and a management means for managing the game medium, the number of which can be acquired is limited. A determination processing means for each of the aforementioned teams, which performs a determination process to determine whether or not a given first condition is met, For the team determined to have met the first condition through the aforementioned determination process, the game Acquisition control means for acquiring a medium, To make the computer function as, The aforementioned game control means The system has a configuration that provides a favorable effect in the game to the team that acquires the aforementioned game medium.

[0010] With this configuration, the present invention can provide a favorable effect to the entire team when players belonging to a team cooperate to acquire specific game elements such as items. This enhances the sense of solidarity among players belonging to a team and improves the enjoyment of games where teams compete for performance, such as competitive games, which differ from individual competition.

[0011] In particular, the present invention can stimulate competition among teams for game media that provide advantageous effects in the game by making the number of game media acquired less than the number of teams participating in the game, thereby revitalizing team battles and improving the enjoyment of the game.

[0012] The phrase "a team consisting of at least one player" indicates that a team can be formed with just one player, but from the perspective of fostering a sense of camaraderie among players, it is preferable for the team to consist of multiple players.

[0013] 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 one or more players (preferably multiple players), and does not include executing control over a game on a team basis consisting of one or more player characters per player.

[0014] Furthermore, "game media with a limited number of acquisitions" generally refers to game media whose number is less than the number of teams, but it is not limited to this, as long as there is a limit.

[0015] Furthermore, the "given first condition" is a condition relating to the team's growth during the game, or the growth of each player belonging to each team during the game, and is a condition relating to the game elements that change as a team when each player belonging to each team plays the game.

[0016] For example, the "given first condition" is: (A1) The number of players belonging to the team, (A2) As a whole team, the items (including in-game currency), abilities (including number, type, or quantity, etc.), or characteristics acquired by the player characters used by each player belonging to the team (including number, type, or quantity, etc.), (A3) As a whole team, parameters related to players or player characters such as experience points, scores or points, or physical strength values, (A4) The level of the team, (A5) The contribution degree of the players belonging to the team to the team (the quantity or proportion of the provision of materials such as items and funds such as in-game currency from each player), (A6) The continuous period (duration of existence) since the establishment of the team, (A7) As a whole team, the number and type of game stages and tasks cleared by the players belonging to each team, and, (A8) Combinations of two or more of (A1)-(A7), and the like are included.

[0017] In addition to the above, the "game medium" includes, for example, player characters and items (including abilities and characteristics) that are the objects of operation or instruction of the player, and the game cards used for this (that is, electronically provided game cards). However, it is preferable that it is a game medium that has effect on the team or all the players belonging to the team.

[0018] Also, "acquiring a game medium" includes acquiring a game medium that does not yet belong to any team and taking away a game medium that has already been acquired by another team.

[0019] Furthermore, the "advantageous effects in the game" include, for example, (B1) Improving the abilities of the team, each player belonging to the team, and each player character that is the object of operation of each player (including the increase of the original inherent ability value and the addition of new abilities). (B2) increasing various parameters such as points, scores, in-game currency, or experience points of the team or players belonging to the team, and (B3) increasing the winning probability of the gacha executed by the team or players belonging to the team, and the like are included.

[0020] (2) Further, the present invention further functions the computer as determination change processing means for executing a determination process for determining the team to which the player belongs and a change process for changing the team of a player whose team has already been determined.

[0021] With this configuration, the present invention can determine the team to which each player belongs randomly, according to the game situation, or based on the player's instruction, and even if the player already belongs to a team, the team can be changed randomly, according to the game situation, or based on the player's instruction.

[0022] In particular, since the present invention can determine and change the team based on the player's instruction, if the charm of the game medium having an advantageous effect is enhanced as a team available for using the game medium, participation of many players can be expected, and a good cycle in which advantageous effects can be obtained thereby can be achieved, that is, the team can be operated.

[0023] Therefore, the present invention can enhance the sense of solidarity of players belonging to the team and improve the interestingness different from that of individual battles in games where achievements as team battles such as battle games are competed.

[0024] Note that the "determination process" includes, for example, a process of newly forming a team by a player.

[0025] (3) Further, the present invention The aforementioned game medium is a leader character that functions as a leader in the aforementioned game, The aforementioned game control means As a game-advantageous effect, the system has a configuration that changes the parameters related to the abilities set for the leader character for players belonging to the team that acquired the leader character, or for the player character of such player.

[0026] This configuration allows the present invention to realistically construct a game world, such as a game where players compete based on an instructor, thereby improving the player's immersion in the game and enhancing its appeal.

[0027] (4) Furthermore, the present invention is The system has a configuration in which the computer is further configured to function as a performance management means for managing performance information showing the performance of each team in a game that has a given game period and in which teams compete for performance.

[0028] With this configuration, the present invention can be implemented as a game in which teams compete against each other, and it can also display the results of each team and provide players with indicators for when they change the team they participate in based on this display. This promotes increased player mobility and competition between teams, thereby improving the enjoyment of the game.

[0029] Furthermore, "performance information" includes not only the performance itself, such as the score, points, and experience points earned, the amount of in-game currency acquired, the number and type of items acquired, the battle record against other players and other player characters (number of kills and losses), and the number and area of ​​bases (bases and castles) occupied, but also scores, points, and rankings calculated from these performances.

[0030] (5) Furthermore, the present invention is The determination processing means, The system has a configuration that performs the determination process to determine whether the game elements relating to the growth of each team during the game, or the growth of each player belonging to each team during the game, satisfy the first condition.

[0031] This configuration allows the present invention to encourage cooperation among players belonging to a team and enhance their sense of solidarity, thereby revitalizing team competitions and improving the enjoyment of the game.

[0032] Furthermore, the "game elements relating to the growth of a team during a game, or the growth of each player belonging to each team during a game" include the elements (A1)-(A8) described above, and in this case, growth means that the value of each element increases or improves.

[0033] The "determination process" then determines, for example, whether these game elements are above a certain level, below a certain level, or whether they have been acquired.

[0034] (6) Furthermore, the present invention is The aforementioned management means The game medium for which each of the above first conditions is defined is managed, The determination processing means, The system has a configuration that performs the determination process to determine whether or not each game medium meets the first condition specified for it.

[0035] With this configuration, the present invention allows for setting the first condition according to the effects provided by the game medium, such as using stricter first conditions for game mediums that exhibit more advantageous effects. This enhances the gameplay by making strategies for acquiring the game medium essential, and as a result, improves the entertainment value of the game.

[0036] (7) Furthermore, the present invention is If a team that has acquired the aforementioned game medium retains the game medium until the end of the game, a reward granting control means grants a given reward to that team. It has a configuration that makes the computer function even better.

[0037] This configuration allows teams to compete for game media, making strategy essential for retaining game media, and enabling teams to focus on retaining game media until the end of the game, thereby enhancing the gameplay and, as a result, improving the enjoyment of the game.

[0038] For example, "given benefits" include: (C1) Provision of items usable in the game, (C2) Execute the gacha, (C3) Acquisition of bonus points and in-game currency, and, (C4) Prizes such as medals and trophies (electronic prizes), This includes things like:

[0039] (8) Furthermore, the present invention is The game control means The timing of acquisition of game media acquired by each team is managed, The system has a configuration that, when providing a favorable effect in the game to a team that has acquired the game medium, changes the favorable effect depending on the timing of the acquisition of the game medium.

[0040] With this configuration, the present invention can vary the game effect regarding the timing of acquiring game media, for example, by making the game more advantageous the closer it is to the end of the game. This allows for the incorporation of strategic elements into the game for acquiring the game media, thereby enhancing the gameplay and, consequently, improving the enjoyment of the game.

[0041] (9) Furthermore, the present invention is Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The aforementioned management means For each of the aforementioned game media, acquisition eligibility information is managed, indicating whether or not the team can be acquired based on its attributes. The acquisition control means, The system has a configuration that allows a team determined to satisfy the first condition by the aforementioned determination process to acquire a game medium containing the acquisition feasibility information indicating that the team attribute information of that team can be acquired.

[0042] This configuration allows the present invention to incorporate strategic elements into the game by having different game media obtainable depending on the team's attributes, thereby enhancing the gameplay and, as a result, improving the game's appeal.

[0043] For example, "team attribute information" refers to, (D1) The number of players, such as 5 or fewer (small team) or 50 or more (large team), (D2) If all members of the team have the same attribute, or if a certain percentage (e.g., 80%) or more of the players belonging to the team have the same attribute, the type of that attribute, (D3) Attributes set by the team, such as those determined by player selection instructions, and (D4) Specific items acquired by the team (such as the team flag or sword, which are determined during the game) Attributes determined by items acquired by the player, etc. This shows information about attributes indicated by, for example.

[0044] (10) Furthermore, the present invention is Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The determination processing means, The system has a configuration that varies the first condition according to the attributes indicated by the team attribute information.

[0045] With this configuration, the present invention allows the first condition to be varied according to the attributes indicated by the team attribute information. For example, for large teams with 50 or more players, the first condition is that the team level must be 5 or higher, while for small teams with 5 or fewer players, the first condition is that the team level must be 2 or higher.

[0046] Therefore, since the conditions for acquiring game media can be varied according to team attributes, the balance for acquiring game media based on team attributes can be adjusted.

[0047] In particular, by varying the first condition according to the type of game medium and the team attributes, the present invention makes it possible to set game mediums that are easy or difficult to acquire according to the team attributes. This allows for the incorporation of strategic elements for acquiring the game medium into the game, enhances the gameplay, and consequently improves the enjoyment of the game.

[0048] (11) Furthermore, the present invention is Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The aforementioned game control means The system has a configuration that, when providing a favorable effect in the game to a team that has acquired the aforementioned game medium, provides the favorable effect in the game that changes according to the team attribute information of the said team.

[0049] This configuration allows the present invention to, for example, provide a more advantageous effect to large teams than to small teams, or to provide a more advantageous effect to a game medium having the same attributes as a team than when it does not have the same attributes as a team. This allows for the incorporation of strategic elements for acquiring the game medium into the game, enhances the gameplay, and consequently improves the enjoyment of the game.

[0050] (12) Furthermore, the present invention is The aforementioned game control means The system has a configuration in which, when a first team that has already acquired the aforementioned game medium plays a game with a competitive element against a second team different from the first team, if the second team wins the match, a transfer control process is executed to transfer the game medium held by the first team to the second team.

[0051] This configuration allows the present invention to implement transfer control, such as having teams compete for game media, thereby incorporating strategic elements into the game regarding which game media to acquire and when to acquire them.

[0052] In particular, the present invention provides a limit on the number of game media owned by a team, etc. By imposing restrictions, it becomes possible to incorporate strategic elements into the game, such as deciding which game media to acquire and which to discard.

[0053] Furthermore, "games with competitive elements" include, for example, games where there is a winner and loser between teams, and this includes not only direct battle games but also games where the winner and loser can be determined by the results of mini-games or other gameplay.

[0054] (13) Furthermore, the present invention is The determination processing means, For players who have not yet acquired the aforementioned game medium, a determination process is performed to determine whether or not they meet a given second condition which is set to be more disadvantageous in the game than the first condition. The aforementioned game control means The system has a configuration that grants a given benefit if it is determined by the aforementioned determination process that the second condition is met.

[0055] With this configuration, the present invention allows teams that did not acquire game media to acquire a benefit that has an advantageous effect in the game, provided they meet the second condition. This makes it possible for them to turn the tables against teams that possess game media, and also helps maintain the motivation of teams that did not acquire game media to continue playing until the end.

[0056] Furthermore, the "given second condition" can be any condition that is less favorable than the first condition, such as a higher game level or a larger number of players.

[0057] Furthermore, "given benefits" include, for example, (E1) Provision of in-game items such as invincibility items and team items. (E2) Perform the gacha, and, (E3) Bonus points and in-game currency can be earned. These include, however, it is preferable that the rewards allow teams to turn the tables on teams that possess the team item, and also motivate teams that did not acquire the team item to continue playing until the end.

[0058] (14) Furthermore, the present invention is The acquisition control means, To the multiple teams determined by the aforementioned determination process to have met the first condition, the right to acquire the game medium is granted. Depending on the attributes of each team or the game elements when each team fulfills the first condition, the ranking of teams that have the right to acquire the game medium will be determined. Based on the determined ranking, the system has a configuration that allows each team to acquire a game medium from among several game media according to their selection instructions.

[0059] With this configuration, the present invention allows a team to select and acquire a game medium based on their own will, for example, according to the order and timing in which the first condition is met, or the number of members in the team. For example, if the first condition is met early, or if the team has many members, the team can preferentially acquire the game medium they desire.

[0060] Therefore, since the process of acquiring the game medium can also influence the acquisition of the game medium, the present invention allows for the incorporation of strategies for acquiring the game medium. This enhances the game's appeal and, as a result, improves its overall enjoyment.

[0061] Furthermore, "game elements" include, for example, the order and timing in which the first condition is fulfilled, and, if the first condition is composed of multiple conditions, the difficulty level and the number of conditions fulfilled.

[0062] (15) In addition, in order to solve the above problems, the present invention is A game system that runs a game involving a team consisting of at least one player, using player characters, Game control means that executes control over a given game on a team basis, A management means for managing a game medium acquired by the aforementioned team and which provides a favorable effect in the game to the team that acquired it, the number of which such game mediums can be acquired is limited. For each of the aforementioned teams, a determination processing means is provided to perform a determination process to determine whether or not a given first condition is met. A means for acquiring the game medium, which allows a team determined to have met the first condition through the aforementioned determination process to acquire the game medium, Equipped with, The game control means The system has a configuration that provides a favorable effect in the game to the team that acquires the aforementioned game medium.

[0063] With this configuration, the present invention can provide a favorable effect to the entire team when players belonging to a team cooperate to acquire specific game elements such as items. This enhances the sense of solidarity among players belonging to a team and improves the enjoyment of games where teams compete for performance, such as competitive games, which differ from individual competition.

[0064] In particular, the present invention can stimulate competition among teams for game media that provide advantageous effects in the game by making the number of game media acquired less than the number of teams participating in the game, thereby revitalizing team battles and improving the enjoyment of the game.

[0065] (16) In addition, in order to solve the above problems, the present invention is A terminal device connected to the above game system via a network, A receiving processing means for receiving instructions from the aforementioned player, A communication control means that transmits the received player instructions to the game system and receives game information related to the game, A display control means that causes an image related to the competitive game to be displayed on a display means based on the received game information, It has a configuration that includes the following:

[0066] With this configuration, the present invention can provide a favorable effect to the entire team when players belonging to a team cooperate to acquire specific game elements such as items. This enhances the sense of solidarity among players belonging to a team and improves the enjoyment of games where teams compete for performance, such as competitive games, which differ from individual competition.

[0067] In particular, the present invention can stimulate competition among teams for game media that provide advantageous effects in the game by making the number of game media acquired less than the number of teams participating in the game, thereby revitalizing team battles and improving the enjoyment of the game.

[0068] (17) In addition, in order to solve the above problems, the present invention is A server system that causes terminal devices connected via a network and operated by players to run a game involving teams of at least one player, which is executed using player characters, A receiving means for receiving operation instructions for the aforementioned player, A game control means that performs control over a given game on a team basis based on the operation instructions received, A management means for managing a game medium acquired by the aforementioned team and which provides a favorable effect in the game to the team that acquired it, the number of which such game mediums can be acquired is limited. For each of the aforementioned teams, a determination processing means is provided to perform a determination process to determine whether or not a given first condition is met. A means for acquiring the game medium, which allows a team determined to have met the first condition through the aforementioned determination process to acquire the game medium, A means for providing game control information relating to the competitive game to the terminal device, including information relating to the acquired game medium, Equipped with, The game control means The system has a configuration that provides a favorable effect in the game to the team that acquires the aforementioned game medium.

[0069] With this configuration, the present invention can provide a favorable effect to the entire team when players belonging to a team cooperate to acquire specific game elements such as items. This enhances the sense of solidarity among players belonging to a team and improves the enjoyment of games where teams compete for performance, such as competitive games, which differ from individual competition.

[0070] In particular, the present invention can stimulate competition among teams for game media that provide advantageous effects in the game by making the number of game media acquired less than the number of teams participating in the game, thereby revitalizing team battles and improving the enjoyment of the game. [Brief explanation of the drawing]

[0071] [Figure 1] This figure shows an example of a system configuration illustrating the structure of a game system in one embodiment. [Figure 2] This diagram shows the functional block of a 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 figure illustrates a team item acquisition control process, including an acquisition condition determination process, in a competitive game according to one embodiment. [Figure 5] This is an example of player information and team information stored in the player information storage unit of one embodiment. [Figure 6] This figure illustrates the game control process in a competitive game according to one embodiment. [Figure 7] This is a diagram (part 1) illustrating the game control process for a competitive game executed by a server device according to one embodiment. [Figure 8] This is a diagram (part 2) illustrating the game control process for a competitive game executed by a server device according to one embodiment. [Figure 9] This is a diagram (part 3) illustrating the game control process for a competitive game executed by a server device according to one embodiment. [Figure 10] This figure shows the operation of a team item acquisition control process, including an acquisition condition determination process, which is executed by a server device of one embodiment. [Modes for carrying out the invention]

[0072] 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.

[0073] [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 system configuration of the game system 1 of this embodiment.

[0074] 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).

[0075] Players can access the server device 10 from their terminal device 20, retrieve games from the server device 10 via the internet, and play those games. Furthermore, players can communicate with other players while playing games by accessing the server device 10 from their terminal device 20.

[0076] In particular, the server device 10 is an information processing device that can provide a service that allows players to play games using terminal devices 20 connected via the Internet. Furthermore, the server device 10 can also function as an SNS server (i.e., an information processing device that provides communication-type services) that provides a service that enables communication between multiple players.

[0077] Furthermore, if the server device 10 functions as an SNS server, for example, it can provide games called social games that are executed using the SNS operating environment (API (Application Programming Interface), platform, etc.) it provides.

[0078] Specifically, 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® Applet, and JavaScript® (games that start simply by opening the installation site in a web browser).

[0079] 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 players' terminals (smartphones, PCs, game consoles, etc.) via a network and provide online games that allow simultaneous online sharing of the same game progress.

[0080] On the other hand, the server device 10 may consist of one (device, processor) or multiple (devices, processors).

[0081] Furthermore, the billing information, game information, and other 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). Alternatively, if it functions as an SNS server, the player information storage unit 146 and other information stored in the storage area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). It may also be stored in a database (or, in a broader sense, memory).

[0082] Specifically, the server device 10 of this embodiment receives input information based on the operations of the player on the terminal device 20 (i.e., the player running the game), and performs game processing based on the received input information.

[0083] The server device 10 then transmits the game processing results to the terminal device 20. The terminal device 20 is configured to perform various processes to provide the game processing results received from the server device 10 to the player in a viewable format.

[0084] 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.

[0085] 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, and 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 player operation data to the server device 10.

[0086] For example, the terminal device 20 may obtain necessary information from the server device 10, such as game information about other players during matches, execute game processing based on the game application stored in the memory area (storage unit 270, described later), and also execute various processes to provide the game screen to the player, allowing the player to play the game.

[0087] Alternatively, for example, the terminal device 20 may transmit player operation data to the server device 10, acquire game control information provided by the server device 10, execute predetermined game processing, and then execute a game based on the game processing.

[0088] In particular, when the terminal device 20 executes game processing based on game control information provided by the server device 10, it makes a request to the server device 10 to play a predetermined game, connects to the game site of the server device 10, and the game starts.

[0089] Furthermore, the terminal device 20 has a configuration that, by using an API as needed, causes the server device 10, which functions as an SNS server, to perform predetermined processing, or to obtain the player information storage unit 146 managed by the server device 10, which functions as an SNS server, in order to execute the game.

[0090] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. Figure 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. Furthermore, the server device 10 of this embodiment may have a configuration in which some of the components (each part) in Figure 2 are omitted.

[0091] 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.

[0092] The input unit 120 allows system administrators to configure game-related settings and other necessary settings, and data This is used for inputting data. For example, the input unit 120 in this embodiment is composed of a mouse, keyboard, or the like.

[0093] 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.

[0094] 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).

[0095] 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.

[0096] 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.

[0097] Furthermore, the storage unit 140 of this embodiment includes, in addition to the main storage unit 142, (A1) A game data storage unit 144 that stores various table data used when executing game processing, and game-related information (including initial values) such as game cards provided to the player, including information about the game. (A2) A player information storage unit 146 that stores information about each player (hereinafter referred to as "player information") and information about the team to which each player belongs (hereinafter referred to as "team information"), (A3) In the case of a simulation game, a calculation data storage unit 148 stores automatic calculation data (automatic calculation information) generated by game control processing related to the simulation. It has.

[0098] In particular, the game data storage unit 144 stores information (hereinafter referred to as "team item information") regarding items (hereinafter referred to as "team items") that are provided by game cards or the like and acquired by the corresponding team.

[0099] Furthermore, the team item information specifies, for each team item, the name, ID, and number of items, as well as the conditions under which each team can acquire the team item during the team item acquisition control process (hereinafter referred to as "team item acquisition conditions") and effect information indicating the advantageous in-game effects provided to each team when the team item is acquired.

[0100] Furthermore, the team item information may include information specifying team attributes that make it impossible to acquire a team item even if the acquisition conditions are met (specifically, the number of players on the team, the team level, etc.) (hereinafter referred to as "acquisition attribute feasibility information"), and may also include attribute information indicating the attributes of each team item (such as fire attribute or water attribute, which are pre-set in the game), and the effect information of the team item information in item 1 may be specified for each team attribute.

[0101] 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.

[0102] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).

[0103] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and also performs various processes such as controlling the transfer of data between each part. Furthermore, it performs processes to provide various services in response to requests from terminals.

[0104] 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 reception processing unit 104, a game period management unit 105, an item acquisition control unit 106, a performance management unit 107, an item management unit 108, a timer management unit 110, and an information provision unit 111.

[0105] For example, in this embodiment, the game management unit 103 constitutes the game control means and decision change processing means of the present invention, and the item acquisition control unit 106 constitutes the determination processing means and acquisition control means of the present invention. Also, for example, in this embodiment, the performance management unit 107 constitutes the performance management means of the present invention, and the item management unit 108 constitutes the management means of the present invention.

[0106] 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.

[0107] In particular, the communication control unit 101 of this embodiment works in conjunction with the information provision unit 111 to transmit game screens and information related to the game to the player's terminal device 20 based on a request from the player's terminal device 20.

[0108] 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.

[0109] 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.

[0110] The game management unit 103 works in conjunction with the terminal device 20 and executes game processing related to role-playing games (RPGs) and competitive games for each player based on player operations input via the terminal device 20.

[0111] In particular, the game management unit 103 executes various games for each player based on the player's instructions or at appropriate times during game progression (before the game starts or during the game).

[0112] Specifically, the game management unit 103 controls games such as player-versus-player matches that are performed using player characters, manages teams consisting of at least one player, and controls a given game on a team-by-team basis.

[0113] Furthermore, when the game management unit 103 controls the game as a simulation game, it performs automatic calculations related to each game control, such as city building or battles, based on various game parameters (hereinafter also referred to as "game parameters") included in the user information, generates automatic calculation data, and stores it in the calculation data storage unit 148.

[0114] Then, the game management unit 103 provides the corresponding terminal device 20 via the information provision unit 111 with the automatic calculation data based on the instructions of the corresponding player (i.e., the player who is the subject of the simulation game), or it plays back the automatic calculation data and provides the played-back image data to the corresponding terminal device 20 via the information provision unit 111.

[0115] The reception processing unit 104 receives game-related information (including information regarding operation input) transmitted from each terminal device 20 as game information.

[0116] The game period management unit 105 manages various game periods. In particular, in this embodiment, the game period management unit 105 manages a first game period that starts from a predetermined game start time, a second game period that starts after the end of the first game period and ends at a predetermined game end time, and the entire game period (hereinafter referred to as "season") which consists of these two game periods.

[0117] The item acquisition control unit 106 performs a determination process (hereinafter referred to as the "acquisition condition determination process") for each team to determine whether or not the team item acquisition conditions are met, and allows teams that are determined to have met the team item acquisition conditions by the acquisition condition determination process to acquire the item as a game medium.

[0118] The performance management unit 107 manages overall performance information showing each player's overall performance in competitive games and team performance information showing each team's performance in competitive games, based on first performance-related information generated by control of games in the first game field and second performance-related information generated by control of games in the second game field.

[0119] The Item Management Unit 108 manages team items, which are game items that are assigned (acquired) to each team.

[0120] The timer management unit 110 has a timer function and is used to manage each period during the game in conjunction with the game period management unit 105 or the terminal device 20, etc.

[0121] In particular, the timer management unit 110 outputs the current time or a preset time to the game management unit 103, the game duration management unit 105, or other units based on requests from those units. The timer management unit 110 is also used to synchronize with each terminal device 20.

[0122] The information provision unit 111 generates various game control information (including information related to presentation) to allow the terminal device 20 to process the game, and provides it to the corresponding terminal device 20.

[0123] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. 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.

[0124] The input unit 260 is a device for receiving input information from the player, and the input from the player The force information is output to the processing unit 200. The input unit 260 in this embodiment 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.

[0125] 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.

[0126] 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).

[0127] 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).

[0128] In this embodiment, the server device 10 receives programs and game data stored in its information storage medium 180 and storage unit 140, which are used to make the computer function as each component of this embodiment, via the network, and stores the received programs and data in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. The case in which the network system functions by receiving programs and data in this manner is also included within the scope of the present invention.

[0129] 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). The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker or headphones.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, an input reception processing unit 214, a drawing unit 220, and a sound processing unit 230. Some of these units may be omitted.

[0134] For example, the communication control unit 210 in this embodiment constitutes the communication control means of the present invention, and the display control unit 213 constitutes the display control means of the present invention. Also, for example, the input of this embodiment The reception processing unit 214 constitutes the reception processing means of the present invention.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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.

[0139] The web browser 211 is an application program for viewing web pages (game screens). It downloads HTML files, image files, etc., from the web server (server device 10), analyzes the layout, and controls the display. The web browser 211 also sends data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0140] 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).

[0141] 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.

[0142] 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 advance the game, and processes to terminate the game when the game end conditions are met.

[0143] 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.

[0144] 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).

[0145] 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.

[0146] 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.

[0147] The input receiving processing unit 214 performs recognition processing of input information entered by the player from the input unit 260. Specifically, the input receiving processing unit 214 in this embodiment receives instructions for the first and second game cards to be used in combination.

[0148] 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.

[0149] 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.

[0150] [4] Processing method of this embodiment [4.1] Overview Next, using Figure 4, we will explain the team item acquisition control process, including the acquisition condition determination process, in the competitive game of this embodiment.

[0151] Figure 4 is a diagram illustrating the team item acquisition control process, including the acquisition condition determination process, in the competitive game of this embodiment.

[0152] The server device 10 of this embodiment works in conjunction with the terminal device 20 and provides each player with a player character and other characters, a game space or a part thereof, game parameters, BGM, and a game scenario, and has a configuration to execute games such as battle games, fighting games, RPGs, or simulation games based on the operations of each player.

[0153] Furthermore, the server device 10 in this embodiment constitutes a server system that performs game control to cause a given game to be executed on a terminal device 20 that is connected via a network and operated by a player.

[0154] In particular, the server device 10 of this embodiment has a configuration that allows each player to individually control the execution of a competitive game against other players using their player character, while also performing various controls for teams composed of one or more players to compete against each other.

[0155] Specifically, the server device 10 has a configuration that manages each team, including changes in the team a player belongs to during a game, the team's performance, the number of players belonging to the team, and the duration of the team's existence.

[0156] The server device 10 then determines during the game whether the conditions for acquiring team items have been met based on the performance of each player belonging to the team, and for the teams that have met the conditions for acquiring team items (i.e., for each player belonging to that team) It has a structure that allows players to acquire team items that provide advantageous effects in the game.

[0157] More specifically, the server device 10 is (A1) Manage a team consisting of at least one player, which is executed using player characters. (A2) Each team performs control over a given game (e.g., a competitive game). (A3) Team items are items acquired by a team and provide advantageous in-game effects to the team that acquired them, and the number of such acquired items is limited. (A4) For each team, execute the acquisition condition determination process to determine whether or not the conditions for acquiring the team item are met. (A5) For teams that the acquisition condition determination process determines to have met the conditions for acquiring a team item, the team item acquisition control process is executed to allow them to acquire the team item. (A6) The system has a configuration that provides advantageous effects in the game to teams that acquire items through the team item acquisition control process.

[0158] In particular, the server device 10 has a configuration that, in the case of a leader character that functions as a leader in the game as a team item, modifies the parameters related to the abilities set for the leader character for players belonging to the team that acquired the leader character, or for the player characters of those players, as a favorable effect in the game.

[0159] For example, as shown in Figure 4, the game data storage unit 144 stores one team item (leader) AC for each leader character that has not yet been acquired by any team, and the conditions for acquiring each team item (a game card that specifies the leader who guides the team) are as follows.

[0160] Conditions for acquiring Coach A: The team must have 2 or more players and a team level of 3 or higher. • Requirements for obtaining Coach B: The team must have 10 or more players and a team level of 5 or higher. • Requirements for obtaining Coach C: The team must have 50 or more players and a team level of 10 or higher.

[0161] In this case, if the team level of team ABC, which consists of "5" players, reaches "3" during the game, the server device 10 determines through the acquisition condition determination process that the conditions for acquiring the team item leader A have been met, and executes an item acquisition control process to allow team ABC to acquire leader A, deeming the recruitment a success.

[0162] Furthermore, for example, as shown in Figure 4, when the server device 10 allows team ABC to acquire leader A, it provides the player character of each player belonging to team with the game-advantageous effects defined for leader A as team A.

[0163] In other words, as shown in Figure 4, the server device 10 provides the following effects to Team ABC that give Leader A an advantage in the game: a Leader Skill that permanently increases each attack ability of each player character belonging to Team ABC by 10% (as long as Leader A is retained by the team), and a Speech Skill that increases each movement ability of each player character belonging to Team ABC by 20% up to four times for eight hours only.

[0164] Furthermore, as shown in Figure 4, the server device 10 changes the parameters related to the abilities set for the leader character as follows: the attack ability of player A, who belongs to team ABC, is changed from "10" to "11", the attack ability of player B is changed from "20" to "22", the agility of player A as a movement ability is changed from "10" to "11", and the movement of player B The agility stat will be changed from "10" to "11".

[0165] With this configuration, in this embodiment, when players belonging to a team cooperate to acquire team items as a game medium, it can provide a favorable effect to the entire team. This enhances the sense of solidarity among players belonging to a team and improves the level of enjoyment in games where teams compete for results, such as competitive games, which differ from individual competition.

[0166] In particular, in this embodiment, by making the number of team items acquired less than the number of teams participating in the game, it is possible to incite competition among teams for team items that provide advantageous effects in the game, thereby revitalizing team battles and improving the enjoyment of the game.

[0167] In this embodiment, team items are used as the game medium for explanation. However, instead of team items, any player character or item (including abilities and characteristics) that is controlled or directed by the player, or cards used in the game in which these are defined (i.e., electronically provided game cards), that have an effect on the team or on all players belonging to the team may be used. However, in this embodiment, unless otherwise specified, team items are used as the game medium for explanation.

[0168] Furthermore, in this embodiment, the game described involves a game in which each player and each team manages their own base (a so-called city-building game), as well as a competitive game in which players attack the bases of opposing teams and the bases of other players belonging to those opposing teams to compete for rankings. However, the game is not limited to this, as long as it is a game between teams to which each player belongs.

[0169] [4.2] Player Information and Team Information Next, the player information and team information of this embodiment will be explained using Figure 5. Figure 5 shows an example of the player information and team information stored in the player information storage unit 146 of this embodiment.

[0170] (Player Information) Player information is provided for each player, for example, as shown in Figure 5A. (A1) Player's nickname, player ID, and the name and ID of the team they belong to (hereinafter referred to as "affiliation information"), (A2) Information regarding the player's attributes (hereinafter referred to as "attribute information") and information regarding the player's level (hereinafter referred to as "level information"), (A3) Information on individual and team performance in each game field, including scores, points, items (including the number and type, hereinafter also referred to as "player items"), or other rewards (hereinafter referred to as "performance-related information"), and information on individual and team performance in the overall competitive game (hereinafter referred to as "overall performance information"). (A4) Information regarding the characteristics and attributes of the player character and the types of items (including the abilities of the items) that the player character possesses (hereinafter referred to as "player character information"), (A5) The starting point from which player characters deploy when engaging in battle, and information regarding bases such as the location of bases within the game space set by each player for each game field (hereinafter referred to as "base information"), (A6) Information regarding the rewards each player has obtained (hereinafter referred to as "reward information"), (A7) Information related to billing, such as billing history and billing amount (hereinafter referred to as "billing information"), and, (A8) Information regarding each player's play history and login history (hereinafter referred to as "history information"), This information is included and stored in the player information storage unit 146.

[0171] In this embodiment, player items include in-game currency and encompass not only the items themselves, such as swords and shields, but also their abilities (including number, type, or quantity) or characteristics.

[0172] Furthermore, the above performance-related information and overall student performance information will be updated at predetermined intervals. For example, predetermined intervals may include every 5 minutes, when a player logs out, at a predetermined time in the game (e.g., 8:00 AM), or when a predetermined event occurs (e.g., when any individual or team match ends).

[0173] (Team Information) Team information is provided for each team, for example, as shown in Figure 5B. (B1) Team ID, (B2) Player names and player IDs of the leader and sub-leader, (B3) Number of players belonging to the team, (B4) Team level, (B5) As a team, parameters related to players or player characters such as experience points, scores or points, or stamina, (B6) Team items acquired as game media by the team, (B7) The degree of contribution of each player to the team (the extent to which each player provides resources such as items and funds such as in-game currency), (B8) The duration of the team's existence since its establishment. (B9) Information indicating the number and type of game stages and tasks cleared by the players belonging to each team as a whole (hereinafter referred to as "Team Achievement Information" or "Achievement Information"), and, (B10) Information on the team's performance calculated from the performance-related information of each player belonging to the team and the overall performance information (hereinafter referred to as "team performance information" or "performance information"), This is stored in memory.

[0174] In particular, team items are items that are acquired by a team and provide that team with advantageous in-game effects.

[0175] Furthermore, team items are limited in number to the number of teams participating in the game, in order to encourage competition among teams for items that provide advantageous effects in the game. They are used as items with a limited number that can be acquired, and team item information is stored in the game data storage unit 144.

[0176] Furthermore, as a general rule, fewer team items are prepared than the number of teams. For example, a predetermined number of items may be prepared at the start of the game based on the expected number of teams, or the number of items may be prepared according to the number of participating players. The number of items is stored in the team item information.

[0177] Furthermore, the number of team items may be increased as appropriate in response to an increase in the number of teams to adjust the difficulty of obtaining them. However, if the number of teams decreases due to team mergers or other reasons as the game progresses, the number of team items may remain the same, or it may be adjusted to be less than the number of teams in question.

[0178] In addition to the above, in this embodiment, the team item is, for example, a leader character that functions as a leader in the game.

[0179] Furthermore, as mentioned above, the team item information for each team item specifies the conditions for acquiring the team item, which are used in the team item acquisition control process. Each team item is acquired by a team that meets those conditions.

[0180] The team items acquired by each team are managed by the item management unit 108, and the team item information stored in the game data storage unit 144 is associated with each team and registered in the player information storage unit 146.

[0181] Furthermore, the item management unit 108 manages team items with limited acquisition quantities based on the team item information stored in the game data storage unit 144.

[0182] Furthermore, in this embodiment, team items are controlled as NPCs, but they may also be controlled based on player instructions.

[0183] On the other hand, the team item information for each team's acquired team item specifies information about the advantageous in-game effects provided to the team that acquired the team item (hereinafter referred to as "effect information").

[0184] In particular, the effect information includes: (C1) Information to improve the abilities of a team, each player belonging to a team, or each player character controlled by such player (information to increase existing ability scores and information to add new abilities), (C2) Information to increase various parameters such as points, scores, in-game currency, or experience points of a team or players belonging to that team, or (C3) Information to increase the chances of winning in gacha games performed by teams or players belonging to those teams. It includes.

[0185] For example, the effect information includes: (D1) If the provision of advantageous effects in the game is limited to specific players belonging to the team (leader, sub-leader, or player with a specific item), then that information (i.e., information of the player providing the effect), (D2) If there is a defined period during which a favorable effect is provided in the game (hereinafter referred to as the "effect provision period"), then that information (i.e., information on the effect provision period), and (D3) Similarly, if there is a set period for providing a favorable effect in the game, information on the number of times it can be provided (e.g., unlimited or a set number of times), It includes.

[0186] Furthermore, team items such as leader characters have a defined level (hereinafter referred to as "team item level"), and this team item level changes (i.e., increases or decreases in a direction advantageous to the player) by consuming the experience points of each team, other items such as resources acquired by player characters in the game, or in-game currency (including paid currency).

[0187] Furthermore, as the team item level increases, the player of the team possessing that team item, or the player character of that player, will receive a specified advantageous effect in the game. The amount of parameter changes also varies.

[0188] Furthermore, even if a team item is stolen by another team, the team item level at that time will be retained when it is transferred to the other team.

[0189] Therefore, in this embodiment, a strategy of having other teams increase their team item level, and in some cases increasing that team item level to its maximum value before taking it, can also be effective.

[0190] [4.3] Game control processing in player-versus-player games Next, using Figures 6 to 9, we will explain the game control process in a player-versus-player game executed by the server device 10 of this embodiment.

[0191] Figure 6 is a diagram illustrating the basic principle of the competitive game in this embodiment, and Figures 7 to 9 are diagrams illustrating the game control processing of the competitive game performed by the server device 10 in this embodiment.

[0192] (Basic principles of competitive games) The game management unit 103 controls player-versus-player and team-versus-team competitive games using player characters, in order to expand the game field during competitive games and revitalize the game, by defining a game period (i.e., a season) that consists of a first game period in which the game progresses mainly using the first game field, and a second game period in which the game field is expanded to include the second game field in addition to the first game field.

[0193] In particular, the game management unit 103 has a configuration for executing a game using an overall map (i.e., game space) composed of at least two game fields, namely a first game field such as the ground and space, and a second game field different from the first game field.

[0194] For example, as shown in Figure 6, we can consider a scenario where, in a season (for example, February) in which the game period is switched from the first game period to the second game period at a predetermined time (for example, January) after a certain period has elapsed since the start of the game (for example, January) (hereinafter also referred to as the "switching timing"), we control a competitive game in which teams composed of multiple players compete for bases in a ground game field as the first game field (hereinafter referred to as the "ground field") and a space game field as the second game field (hereinafter referred to as the "space field").

[0195] In such cases, as shown in Figure 6, the game management unit 103 primarily conducts the competitive game using only the ground field during the first game period. For example, it identifies a player who has acquired an advance base to the space field located on the ground field as a specific player meeting certain conditions, and grants that player the right to access the space field as a reward during the first game period.

[0196] In other words, in this case, the server device 10 controls the system so that players can only move to the space field if they have acquired a reward, and restricts access to the player character in the space field for other players.

[0197] On the other hand, as shown in Figure 6, when the second game period begins, the server device 10 removes the access restrictions in the space field, allowing the game to be played in both the ground field and the space field.

[0198] (Game control processing in the first game field during the first game period (domestic affairs game)) At the start of the first game period, the game management unit 103 sets up a base (hereinafter referred to as "this base") for the player character controlled by each player (such as a mothership or robots mounted on the mothership) at a location within the first game field as instructed by each player, or randomly, for the first game field.

[0199] Then, at each player's base, the game management unit 103 executes various game control processes to develop each base as a city-building game, based on each player's instructions. These processes include, for example, building (including upgrading) and repairing the mothership used in battles, manufacturing (including upgrading) and repairing robots and fighter jets to be mounted on the mothership, and building various facilities such as production facilities and defensive facilities.

[0200] In particular, the game management unit 103, as a domestic affairs game, performs growth management for each player character and the main base based on various parameters.

[0201] For example, as shown in Figure 7, the game management unit 103 sets up a base within the Earth field as the first game field, and for each of these bases, as an internal affairs game, controls the increase or decrease of various parameters related to the mothership, robots and each facility based on the player's instructions, and executes various processes to strengthen the mothership, robots and bases.

[0202] Figure 7 shows the case where player A's base P is set on the ground field, which is the first game field.

[0203] On the other hand, in a combat game in which players compete against each other using player characters, if the game management unit 103 acquires a base occupied by another player (hereinafter referred to as "occupied base") or a base occupied by an NPC (hereinafter also referred to as "strategic base"), it sets various defensive parameters for the acquired base (i.e., occupied base) based on the player's instructions in order to prepare for attacks from other players.

[0204] On the other hand, the game management unit 103 performs the following processes in the domestic affairs game: strengthening the team level (strengthening based on contributions to the team such as in-game currency), determining which team a player will belong to, such as forming a new team (hereinafter also referred to as "team determination process"), and changing the team of a player who has already been assigned to a team (hereinafter referred to as "team change process").

[0205] (Game control processing (combat game) in the first game field during the first game period) Based on each player's instructions, the game management unit 103 controls the combat game using player characters within the game space during the first game period, while restricting player characters' access to the second game field.

[0206] In particular, during the first game period, the game management unit 103 controls access to the second game field not to all player characters, but only to the player characters of specific players who have been granted special privileges.

[0207] Specifically, the game management unit 103 sets up, for example, the type, number, and capabilities of the sortie ships to be deployed, as well as the robots and fighter jets to be mounted on each sortie ship, and sets up the player characters or decks composed of multiple player characters to attack other bases, as shown in Figure 8.

[0208] Figure 8 shows an example of a game screen used to set up a deck for a battle game, where players can choose their battleships and the warriors who will be aboard them.

[0209] Meanwhile, the game management unit 103, for example as shown in Figure 9A, executes various processes related to combat games such as simulation games and action games, which involve attacking other players' bases, bases occupied by those other players (hereinafter referred to as "occupied bases"), and bases occupied by NPCs (hereinafter also referred to as "strategic bases").

[0210] Specifically, in the case of a simulation game, for example as shown in Figure 9B, the game management unit 103 calculates the movement of the player character that received the command in the game space during that turn based on the command received based on the player's operation instructions and information about a player character of another player different from the player character that received the command, and then executes a game control process that automatically controls the movement of the player character based on the result of the calculation.

[0211] Furthermore, in the case of a simulation game, the game management unit 103 performs automatic calculations related to attacks on other players' bases (main base and occupied bases) based on various parameters such as the set player characters and decks, and various parameters of each base being attacked. It generates automatic calculation data such as base acquisition, failure to acquire bases, the course of the battle (processing related to each player character's attack and defense), and the final state of the player characters (each player character set in the deck), and stores the generated automatic calculation data in the calculation data storage unit 148.

[0212] Then, when the game management unit 103 receives a playback instruction for automatically calculated data from the terminal device 20, it performs game playback processing via the information provision unit 111 to play and display the game screen on the corresponding terminal device 20. However, the game management unit 103 may also provide the automatically calculated data itself to the corresponding terminal device 20 and have the terminal device 20 perform playback.

[0213] Figure 9A shows an example of a case where the game control process is instructed to attack strategic base T1 from player A's main base P1 based on a command entered by player A, and Figure 9B shows an example of a game screen for a combat game as a simulation game at strategic base T1.

[0214] On the other hand, when the game management unit 103 is running a combat game in which the player attacks the base, for example, it runs a simulation based on the parameters of the attacking player's character or deck and the parameters related to defense set for the base. If the attacking side wins, it occupies the base for a certain period of time and performs game control to disrupt the internal affairs activities of the defeated enemy player.

[0215] Furthermore, when the game management unit 103 is running a combat game in which players attack occupied bases or strategic bases, for example, it runs a simulation based on the parameters of the attacking player's character or deck and the parameters set by other players or NPCs at the strategic base, and then executes game control in which the processing side occupies the said strategic base.

[0216] (Game period switching process to the second game period) If the game period management unit 105 detects that a given timing has occurred during the first game period, it executes a game period switching process to switch from the first game period to a second game period, which expands the game field from the first game field to the second game field.

[0217] In particular, a given timing refers to, for example, (A1) At the time when a predetermined period has elapsed from the start of the first game period, (A2) When any player (including multiple players) reaches a predetermined game level, acquires a specific item, or when a predetermined parameter such as score or experience points reaches a predetermined value, (A3) When the number of participating players exceeds a certain number, or when a predetermined number of specific items are acquired by a group consisting of multiple players, or when the game situation during the first game period reaches a predetermined state, This includes things like:

[0218] Furthermore, when the game management unit 103 switches to the second game period, it controls the competitive game using player characters within the game space, with the restrictions on player characters' access to the second game field removed.

[0219] In other words, the game management unit 103 sets the system so that the player characters of players participating in the competitive game during the second game period can freely access the second game field.

[0220] The game management unit 103 will, in principle, configure the system so that the player characters of players who are not participating in the second game period, such as players who are eliminated during the first game period due to defeat or other reasons, cannot access the second game field. However, if an eliminated player is revived, the system may configure the player character of such a player to be able to freely access the second game field.

[0221] (Game control processing in each game field during the second game period (domestic affairs game)) When the game period switches to the second game period, the game management unit 103 randomly (i.e., without relying on player input) determines the location of each base for each player within the second game field and sets up the base for the second game field, unless a specific player has used a perk to access the second game field during the first game period and it has already been generated.

[0222] Then, the game management unit 103 executes game controls related to the domestic affairs game for each designated base, similar to the first game field.

[0223] For example, the game management unit 103 sets up a base in the space field as a second game field, and for each of these bases, as an internal affairs game, controls the increase or decrease of various parameters related to the mothership, robots and each facility based on the player's instructions, and executes various processes to strengthen the mothership, robots and bases.

[0224] Furthermore, the game management unit 103 continues to control the domestic affairs game and combat game in the first game field even during the second game period. However, the game management unit 103 may terminate the various games in the first game field when the second game period begins.

[0225] Meanwhile, the Game Management Unit 103, similar to the first game period, performs team determination processes in the domestic affairs game, such as strengthening teams (strengthening based on contributions to teams such as in-game currency), determining which teams players will belong to, and changing the teams of players who have already been assigned. Execute the process.

[0226] (Game control processing in each game field during the second game period (combat game)) Similar to the first game field, in a combat game, when a player acquires a captured base or strategic base occupied by another player, the game management unit 103 sets various defensive parameters for the acquired base (i.e., captured base) based on the player's instructions in order to prepare for attacks from other players.

[0227] Furthermore, the game management unit 103, similar to the first game field, sets up player characters or decks composed of multiple player characters to attack other bases, based on each player's instructions, for example, by setting the type, number, and capabilities of the motherships to be deployed, and the robots and fighter jets to be mounted on each mothership.

[0228] Then, similar to the first game field, the game management unit 103 executes various processes related to combat games such as simulation games and action operation games that attack the bases of other players, the occupied bases of such other players, and strategic bases based on the set player characters and decks.

[0229] On the other hand, the game period management unit 105 operates in conjunction with the game management unit 103 and, when it detects that a given timing has occurred during the second game period, executes a process for ending the second game period and completing one season.

[0230] In particular, when the game management unit 103 detects a predetermined timing such as a predetermined timing during the second game period or the timing when a predetermined item is acquired by any player or team by the game period management unit 105, the game management unit 103 ends the second game period and ends one season.

[0231] (Game control process in turn-based system) The game management unit 103 executes each game control process based on a turn-based system for the domestic game (so-called town-building game) and the combat game, or either of them.

[0232] That is, when the game management unit 103 receives, by the reception processing unit 104, a command instructed by the corresponding player for each turn of each player during each of the first game period and the second game period, the game management unit 103 executes control regarding the corresponding player character for each turn based on the received command.

[0233] In particular, the game management unit 103 calculates movements such as attacks, defenses, and movements during the corresponding turn in the game space of the player character that received the command based on the received command and information regarding the player character that received the command, and executes control (that is, motion control) regarding the corresponding player character based on the result of the calculation.

[0234] Furthermore, when the game management unit 103 calculates the movements of a player character during such a turn, it may include player information in the calculation of the movements. In the case of a match against an enemy player, including an NPC, it may also use information about the enemy player character, or the player information of the player controlling the enemy player character, to calculate the movements of the player character (including the movements of the enemy player).

[0235] Furthermore, the Game Management Unit 103 controls not only the movement of the player character, but also the equipment, characteristics, and abilities of the player character, the target of attacks, and other player actions. - You may configure settings for collaborative actions with other characters (including combo attacks), settings for the mobile vehicle (mothership, robot, fighter jet, etc.) that the player character will be riding, and settings related to the base or city to which the player character belongs (such as increasing attack power or defense power).

[0236] Furthermore, when the game management unit 103 performs turn-based game control processing using a deck with multiple player characters, it may, each time it receives an operation instruction for one player character, count as one turn and control the movements of the player characters alternately with the opponent's player character, or it may, each time it receives an operation instruction for multiple player characters set in each deck (i.e., for each player), count as one turn and control the actions of all the player characters set in the deck.

[0237] [4.4] Game control processing in team-based competitive games Next, the game control process in a team-based competitive game executed by the server device 10 of this embodiment will be described.

[0238] (Team establishment and changes in affiliation) The game management unit 103 has a configuration that allows players to establish teams consisting of one or more players at the start of a competitive game or during a competitive game, based on player instructions or randomly, to newly join an already established team, and to transfer from an existing team to another team.

[0239] In other words, the game management unit 103 performs team determination processing, which determines which team a player belongs to, such as establishing a new team (execution of team formation) and deciding which team a player will belong to, as well as team change processing, which changes the team of a player who has already been assigned a team.

[0240] In particular, when a new team is established during the team determination process, the game management unit 103 sets the team's name, the player who will be the leader, and the player who will be the sub-leader, along with a base in the game space that will serve as the team's headquarters (hereinafter referred to as the "team base"), based on the instructions of the leader or sub-leader, and registers this information as team information in the player information storage unit 146.

[0241] While it is possible to form a new team with just one player, it is preferable to establish a team with multiple players from the perspective of fostering a sense of camaraderie among the players.

[0242] Furthermore, in this embodiment, the game management unit 103 is configured to set up team bases only in the first game field (i.e., the ground field), but it is also possible to configure it to set up team bases in each game field.

[0243] On the other hand, the game management unit 103 has a configuration that allows players to transfer from their current team to another team during a competitive game, either at their own discretion or at the request of their leader or sub-leader.

[0244] In particular, Game Management Unit 103 can manage the team in a positive cycle: by acquiring items that have a favorable effect on the entire team and enhancing the team's appeal, it can expect more players to participate, which in turn allows the team to acquire even more advantageous items.

[0245] Specifically, Game Management Department 103, based on the instructions of the transferring player, or the team Based on instructions from the team leader or sub-leader, a team change process is executed for the target player, which involves deleting various information about that player from the old team's team information and registering that information in the new team's team information.

[0246] Furthermore, the game management unit 103 may have a configuration that changes teams randomly or according to the game situation as part of the team change process.

[0247] (Handling of team-based competitive games (combat games)) The game management unit 103 executes the process for each player on the same team to cooperate in playing the competitive game on the first and second game fields described above.

[0248] Specifically, the game management unit 103, for example, places player characters (such as a mothership or the warriors aboard the mothership) at a team base, which are used by players belonging to that team to defend the team, and defends against attacks on the team base by the enemy team.

[0249] Furthermore, the game management unit 103 sets up player characters (such as sortie ships and the warriors aboard those sortie ships) that will attack the enemy team's base, the enemy player's main base, and strategic bases, and uses the set player characters to conduct a battle game with the enemy team, similar to a battle game between players.

[0250] In this embodiment, the game management unit 103 sets a deck using player characters that attack players belonging to the same team, and executes a simulation game based on the set deck and the deck of the enemy team.

[0251] That is, the game management unit 103 executes automatic calculations related to battles based on the set deck and the deck of the enemy team, generates automatic calculation data such as capture of bases, success or failure of base capture, the process of battles (processing related to attacks and defenses of each player character), and the final states of player characters (each player character set in the deck), and stores the generated automatic calculation data in the calculation data storage unit 148.

[0252] [4.5] Team Item Acquisition Control Process Next, the team item acquisition control process executed by the server device 10 of this embodiment will be described.

[0253] (Basic Principle of Team Item Acquisition Control Process) During the battle game, the item acquisition control unit 106 executes an acquisition condition determination process to determine whether each team satisfies the team item acquisition conditions for team items that have not yet been acquired by other teams, and executes a team item acquisition control process to cause the team determined to satisfy the team item acquisition conditions by the acquisition condition determination process to acquire the corresponding team item as a game medium.

[0254] Then, the item acquisition control unit 106 executes an acquisition condition determination process to determine whether game elements related to the growth of each team during the game or the growth of each player belonging to each team during the game satisfy the team item acquisition conditions.

[0255] In particular, in this embodiment, the team item acquisition conditions are conditions relating to the growth of each team during the game, or the growth of each player belonging to each team during the game, and are conditions relating to the game elements that change as a team when each player belonging to each team plays the game.

[0256] Specifically, the conditions for acquiring team items in this embodiment include: (A1) Number of players belonging to the team, (A2) As a team, the acquisition of items (including in-game currency), abilities (including number, type, or quantity) used by each player character belonging to that team, (A3) As a team, parameters related to players or player characters such as experience points, scores or points, or stamina, (A4) Team level, (A5) The contribution of each player to the team (the percentage of resources such as items and funds such as in-game currency provided by each player), (A6) The duration of the team's existence since its establishment, (A7) As a team, the number and types of game stages and tasks cleared by the players belonging to each team, and Two or more combinations of (A8)(A1)-(A7), This includes conditions related to game elements such as those mentioned above.

[0257] Furthermore, the item management unit 108 manages team items for which team item acquisition conditions are defined, including whether or not they have been acquired. The item acquisition control unit 106 determines for each team whether or not they have met the team item acquisition conditions for each team item that has not yet been acquired by another team, and allows the team that has been determined to have met the conditions to acquire the corresponding team item.

[0258] For example, in the case of team item A, which has not yet been acquired by any team, the acquisition conditions for the team item are set so that it can be acquired when the number of players belonging to the team is "10" and the team level is "20" or higher. The item acquisition control unit 106 will allow a team that meets these acquisition conditions to acquire team item A.

[0259] Please note that team items are limited in number. Even if you meet the acquisition requirements for a particular team item, you will not be able to acquire it if it has already been acquired by another team.

[0260] In other words, the item acquisition control unit 106 may automatically acquire a team item that meets the team item acquisition conditions if the team has met the conditions for acquiring a team item and the item has not yet been acquired by another team. Furthermore, in this case, if the team requests it (specifically, if it receives an acquisition instruction from the leader or sub-leader, etc.), it may also acquire a team item that meets the team item acquisition conditions.

[0261] Furthermore, the item management unit 108 of this embodiment may set stricter conditions for acquiring team items that provide a more advantageous effect.

[0262] In this case, the conditions for acquiring team items are set according to the effects provided by the team items, and by making a strategy for acquiring those game items essential, the gameplay is enhanced, and as a result, the enjoyment of the game can be improved.

[0263] (Team item transfer control process (conflict control process)) The item acquisition control unit 106, when a game with competitive elements such as a battle game is played during the game between a first team that has already acquired team items and a second team different from the first team, will determine whether the second team will compete in that game. If the first team wins, a transfer control process is executed to transfer the team items held by the first team to the second team.

[0264] In particular, the item acquisition control unit 106 executes games that have winners and losers between teams, not just combat games, and games in which the winner and loser can be determined by the outcome of games such as mini-games, not just direct battle games, and executes game control processing (i.e., competition control processing) such as transferring team items or keeping them with the original team without transferring them, depending on the outcome of the game.

[0265] Furthermore, when the item acquisition control unit 106 transfers a team item held by the first team to the second team through the competition control process as described above, it may transfer the item while retaining the team item level value specified for that team item.

[0266] As the team item level increases, the amount of parameter changes specified for the player of the team possessing that team item, or for that player's player character, also changes. Therefore, if the acquired second team acquires team items with a high team item level, it will be able to powerfully enhance the abilities of each player's player character.

[0267] In other words, in this embodiment, with the configuration described above, a strategy of having other teams increase their team item level to the maximum value before taking it from them becomes effective.

[0268] (Advantageous effect in the game) When a team item is held by a team, the game management unit 103 provides the entire team (i.e., each player belonging to that team) with the in-game advantages predetermined for that team item.

[0269] In particular, the game management unit 103, in the case of a leader character that functions as a leader in the game as a team item, modifies the parameters related to the abilities (attack ability, defense ability, and movement ability, etc.) set for the leader character for the player belonging to the team that acquired the leader character or for the player character of that player, as a favorable effect in the game.

[0270] For example, the game management unit 103 considers the following as advantageous effects in the game: (B1) To improve the abilities of the team, each player belonging to the team, or each player character controlled by each of those players (including increasing their existing ability scores and adding new abilities), (B2) Increase various parameters such as points, scores, in-game currency, or experience points of the team or the players belonging to that team, or (B3) Increases the chances of winning in gacha draws performed by teams or players belonging to those teams.

[0271] Furthermore, the game management unit 103 may provide the advantageous in-game effects of team items only to certain players, such as the leader, sub-leader, or players who possess specific items.

[0272] Furthermore, the game management unit 103 may provide team items to the entire team at any time while the team holds them, or it may provide them to the entire team for a certain period of time when instructed by a player (for example, a specific player such as a leader or sub-leader).

[0273] Furthermore, when the game management unit 103 provides advantageous game effects to the entire team for a certain period of time, it may provide them without limit, or it may provide them according to a prescribed limit on the number of times.

[0274] On the other hand, the game management unit 103 has a configuration that allows a team to increase the level of team items such as leader characters (i.e., team item level) by consuming experience points and stamina points of teams that possess team items, other items such as resources acquired by player characters belonging to the team in the domestic affairs game, or in-game currency (including paid currency).

[0275] Furthermore, the game management unit 103 has a configuration that allows for increasing the team item level of a leader character, for example, by increasing the team item level by one for every day that has passed since acquiring the leader character, depending on the length of time the team item is held.

[0276] As mentioned above, even if a team item is stolen by another team, the item acquisition control unit 106 will move the team item to the other team while maintaining its current team item level.

[0277] (Granting of benefits) The item acquisition control unit 106 may grant a given reward to a team that has acquired a team item if that team retains the team item until the end of the game, in order to encourage each player to focus on holding the team item until the end of the game.

[0278] In particular, the item acquisition control unit 106, as a given benefit, (C1) Provision of items usable in the game (excluding team items), (C2) Execute the gacha, (C3) Earn bonus points or in-game currency, or (C4) Prizes such as medals and trophies (electronic prizes), Grant it.

[0279] On the other hand, the item acquisition control unit 106 loses the chance of reversing the position of the game for teams that do not possess the team item. As a remedy for this, it may grant a given benefit to the team that does not possess the team item.

[0280] Specifically, the item acquisition control unit 106 is: (D1) At a predetermined timing during the game, or at the end of the game, a determination process (hereinafter referred to as the "bonus condition determination process") is executed for teams that have not yet acquired a team item, to determine whether they meet conditions that are set to be less favorable in the game than the conditions for acquiring a team item (hereinafter referred to as the "bonus acquisition conditions"). (D2) If it is determined that the conditions for obtaining the reward have been met, the given reward may be granted.

[0281] In particular, the item acquisition control unit 106 has the same conditions for acquiring rewards as for acquiring team items. (E1) Number of players belonging to the team (E2) As a team, the acquisition of items (including in-game currency), abilities (including number, type, or quantity) used by each player character belonging to that team, (E3) As a team, experience points, scores or points, or parameters related to players or player characters such as stamina, (E4) Team level, (E5) The degree of contribution of each player to the team (the extent to which each player provides resources such as items and funds such as in-game currency), (E6) Duration since the team's establishment, (E7) As a team, the number and types of game stages and tasks cleared by the players belonging to each team, and Two or more combinations of (E8)(E1)-(E7), The game uses conditions related to game elements such as those mentioned above. However, these conditions are set to be more disadvantageous in the game (i.e., more difficult to meet) than the conditions for acquiring team items, as described above.

[0282] Furthermore, in this case, the item acquisition control unit 106 shall, as a given benefit, (F1) Providing in-game items such as invincibility items and team items, (F2) Execute the gacha, or (F3) Earn bonus points and in-game currency, The reward shall be granted. However, it is preferable that the reward be such that it is possible to turn the tables on a team that possesses the team item, and that it is possible to maintain the motivation of teams that did not acquire the team item to continue playing until the end.

[0283] [4.6] Grade Management Processing Next, the performance management process performed by the server device 10 of this embodiment will be described.

[0284] (Performance management process during the season) The performance management unit 107 manages overall performance information indicating each player's performance in competitive games, based on first performance-related information, which is information generated by the control of games in the first game field and pertains to each player's performance in competitive games (domestic affairs games and combat games), and second performance-related information, which is information generated by the control of games in the second game field and pertains to each player's performance in competitive games.

[0285] In other words, the performance management unit 107 manages the first game period and the second game period as a single performance determination period.

[0286] On the other hand, the performance management unit 107 manages each player's overall performance information by changing the weighting of the first performance-related information and the second performance-related information, for example, so that the performance-related information for the second performance field is given more weight, in order to give more importance to the competitive games in the second game field.

[0287] Preferably, the first performance-related information and the second performance-related information are elements that indicate the same performance, but they may be different elements.

[0288] Furthermore, if the elements of the first grade-related information and the second grade-related information indicate different grades, the grade management unit 107 normalizes and calculates the grade information using a predetermined calculation or the like.

[0289] (Performance management process during the first game period) The performance management unit 107, during the first and second game periods, at predetermined timings, collects first performance-related information, for example, on the first game field, The system calculates and stores the player's performance, including points, experience, and score earned, the amount of in-game currency acquired, the number and type of items acquired, battle results against other players and other player characters (number of kills and losses), the number and area of ​​bases (bases and castles) occupied, and scores, points, and rankings derived from these results. This calculated performance and score are then stored in the player information as the first set of performance-related information.

[0290] (Performance management process during the second game period) The performance management unit 107, at predetermined timings during the first and second game periods, stores the second performance-related information in the player information as second performance-related information, similar to the first performance-related information. For example, on the first game field, it calculates performance such as scores, points, and experience points earned, the amount of in-game currency earned, the number and type of items obtained, battle results against other players and other player characters (number of kills and losses), the number and area of ​​occupied bases (bases and castles), or scores, points, and rankings calculated from these performance results.

[0291] Then, during the first and second game periods, the performance management unit 107, at predetermined timings, sums the first and second performance-related information managed in this manner based on weighting, calculates the overall performance information for each player in the match, and stores the calculated overall performance information in the player information.

[0292] The specified timings include, for example, predetermined regular timings (including timings set to repeat every 5 minutes, etc.), irregular timings in the course of the game, and timings indicated by the player.

[0293] (Team performance management processing) The Performance Management Unit 107 manages performance information (hereinafter referred to as "team performance information") that shows the performance of each team for each game period, each season, or both, along with the performance of each player as described above.

[0294] In particular, the performance management unit 107 presents team performance information to each player (specifically, the relevant terminal device 20) or provides players with information to use as a guide when changing teams, in order to stimulate player mobility and intensify competition between teams.

[0295] Specifically, during the first and second game periods, the performance management unit 107 calculates the first performance-related information, second performance-related information, and overall performance information for each team based on the first performance-related information, second performance-related information, and overall performance information of each player belonging to each team, which are calculated as described above, and stores the calculated information in the team information.

[0296] (Performance management process at the end of the season) As described above, when a predetermined timing occurs during the second game period, ending the second game period and thus concluding a season, the performance management unit 107 determines the final rankings for each player and each team based on the stored overall performance information for each player and each team, and performs predetermined processes such as payment of rewards based on the determined rankings.

[0297] Furthermore, the performance management department 107 may, at this time, determine the final standings of each player and team for each game period and perform prescribed processing, such as payment of rewards, based on the determined final standings.

[0298] [4.7] Others Next, we will describe the team item acquisition control process and other examples of advantageous effects in the game that are performed by the server device 10 of this embodiment.

[0299] (Team item acquisition control process based on team attribute information 1) The item acquisition control unit 106 may execute a team item acquisition control process that acquires only team items that can be acquired according to the team's attributes.

[0300] In this case, the item management unit 108 stores team attribute information related to attributes for each team in the team information of the player information storage unit 146, and for each team item, it manages acquisition attribute availability information stored in the game data storage unit 144, which indicates whether or not the item can be acquired based on the team attribute (specifically, information indicating that the team item cannot be acquired).

[0301] In this case, the item acquisition control unit 106 determines whether a team item is obtainable based on the team attribute information of the team and the acquisition attribute eligibility information included in the team item information of the game data storage unit 144, for teams that have been determined by the acquisition condition determination process to have a team item that meets the team item acquisition conditions. If it determines that acquisition is possible, it allows the team item to be acquired.

[0302] Specifically, the team attribute information and acquisition feasibility information of this embodiment include: (A1) The number of players, such as 5 or fewer (small team) or 50 or more (large team), (A2) If all members of the team have the same attribute, or if a certain percentage (e.g., 80%) or more of the players belonging to the team have the same attribute, the type of that attribute, (A3) Attributes set by the team, such as those determined by player selection instructions; (A4) Attributes determined by specific items acquired by the team (such as team flags or swords, or items acquired by specific players during the game); and (A5)(A1)-(A4)2 or more combinations, This includes attribute information indicated by, for example.

[0303] In other words, even if the item acquisition control unit 106 determines through the acquisition condition determination process that team ABC (number of players 3 or more and team level 3 or higher) has met the conditions for acquiring team item A (number of players 3 or more and team level 3 or higher), if the acquisition attribute eligibility information for team item A specifies that acquisition of attributes other than "water" is prohibited, the unit will control the acquisition of the team item A.

[0304] (Team item acquisition control process based on team attribute information 2) The item acquisition control unit 106 may adjust the balance when acquiring team items based on team attributes by changing the team item acquisition conditions defined for each team item according to the team attributes and then execute team item acquisition control processing.

[0305] In this case, similar to the team item acquisition control process based on the team attribute information described above, team attribute information relating to attributes is stored in the team information of the player information storage unit 146 for each team.

[0306] In this case, the item management unit 108 manages the information on the conditions for acquiring team items stored in the game data storage unit 144, for each team item and for each team attribute.

[0307] In this case, the item acquisition control unit 106, in the team item acquisition control process, for each team, (B1) Read the attribute information of each team, (B2) Identify the team item acquisition conditions for each team item that matches the attribute information read out, (B3) For each team item that has not yet been acquired by another team, execute an acquisition condition determination process to determine whether or not the specified team item acquisition conditions are met. (B4) For teams that have been determined to meet the team item acquisition conditions identified by the acquisition condition determination process, an item acquisition control process is executed to allow them to acquire the corresponding team item.

[0308] For example, with respect to Team Item A, for teams with the attribute of a large team (50 or more players), the condition for acquiring the Team Item is that the team level must be 5 or higher. Conversely, for teams with the attribute of a small team (5 or fewer players), the condition for acquiring the Team Item is that the team level must be 2 or higher.

[0309] Furthermore, by varying the acquisition conditions for team items according to the type of team item and the team's attributes, it becomes possible to set team items that are easier or harder to acquire depending on the team's attributes, thereby incorporating a strategic element into the game for acquiring those team items.

[0310] (Team item acquisition control process based on team ranking) The item acquisition control unit 106 is: (C1) To multiple teams that are determined to have met the conditions for acquiring team items through the acquisition condition determination process, the right to acquire team items (hereinafter referred to as "team item acquisition right") is granted. (C2) Depending on the attributes of each team or the game elements when each team fulfills the conditions for acquiring a team item, the ranking of teams that are entitled to acquire the team item will be determined. (C3) Based on the determined ranking, each team may be allowed to acquire their desired team item from among several team items, according to their selection instructions.

[0311] In particular, in this case, the item acquisition control unit 106 sets at least one team item acquisition condition, and based on the set team item condition, it executes an acquisition condition determination process for each team to determine which team meets the condition.

[0312] In this case, the item acquisition control unit 106, as a game element, determines the order in which the team members have the right to acquire team items according to the order in which they meet the team item conditions, and allows the team members to acquire the desired team items from a number of team items, starting from the highest-ranking member of that order, based on the team's will (for example, the leader's selection instruction).

[0313] In this embodiment, the game elements include not only the order in which the above-mentioned team item acquisition conditions are met, but also the timing at which the conditions are met (for example, the smaller the deviation from a predetermined timing, the higher the rank), the difficulty level if the conditions consist of multiple conditions (for example, the higher the difficulty, the higher the rank), and the number of conditions met (the more conditions, the higher the rank).

[0314] (Changes in effects based on the timing of team item acquisition) The game management unit 103 manages the timing of acquisition of team items for each team, and when providing advantageous effects in the game to teams that have acquired team items, it may change the advantageous effects according to the timing of acquisition of those team items.

[0315] In other words, the game management unit 103 may have a configuration that allows it to vary the game effect regarding the timing of acquiring game media, for example, by making the game effect more advantageous the closer the timing of acquiring team items is to the end of the game.

[0316] (Changes in effects based on team attributes) The Game Management Unit 103 may provide advantageous in-game effects to teams that acquire team items, such as providing more favorable effects to larger teams than to smaller teams, or providing more favorable effects to team items that have the same attributes as the team attributes than to team items that do not, by providing advantageous in-game effects that change according to the team attribute information of the team in question.

[0317] In this case, the game data storage unit 144 stores effect information for each team item, and when a team item is acquired, the item management unit 108 registers the effect information as team item information in the corresponding player information.

[0318] In this case, when providing advantageous effects in the game, the game management unit 103 identifies the attribute of the team to which the team item was acquired, searches for effect information specified in the player information based on the identified team attribute, and provides the team with the effect indicated in the matching effect information.

[0319] [4.8] Variant Next, a modified example of this embodiment will be described.

[0320] (Example 1: Continuation of competitive games across multiple seasons) When the game management unit 103 has completed a second game period and concluded a season (a period for determining results), it may use information regarding the games played in at least one of the first and second game fields as given information for the next season (i.e., the next period for determining results that begins after the second game period).

[0321] Specifically, the game management unit 103 may carry over information regarding the number of items acquired and the types of items acquired, information regarding the type, abilities, and characteristics of player characters, and performance information such as rankings during the first game period, the second game period, and the performance determination period, or related information, as player information for the next season. Alternatively, based on information indicating that a player had a special privilege, or information indicating that they were a specific player, the unit may allow the player to enjoy advantageous items (including in-game currency), a given choice in the game, or the right to perform a gacha.

[0322] (Modification 2: Management of each season) In this embodiment, the game management unit 103 manages the period for determining the winning player and rankings among multiple players, which is defined as one season (one period for determining results). However, one season may be managed by a predetermined length of time (for example, two months), by a timing determined according to the progress of the game, or by the number of turns.

[0323] (Variation 3: Changes in the benefits provided) The item acquisition control unit 106 may also incorporate gameplay into the timing of fulfilling the conditions for granting rewards. For example, it may grant rewards that change depending on when a particular player fulfills the conditions, such as granting more advantageous rewards the earlier the conditions are met.

[0324] For example, in this case, the item acquisition control unit 106 may grant items with different abilities (such as attack method, movement method, stamina value, or agility) or items with different effects (such as attack power, defense power, winning probability, or movement speed) as the changing bonus.

[0325] (Modification 4: Processing by terminal device) The terminal device 20 of this embodiment is (A1) Accept the player's instructions, (A2) The received player instructions are transmitted to the server device 10, and game information related to the competitive game is received. (A3) Based on the received game information, an image related to the game is displayed on the display unit 290. It has a structure.

[0326] Specifically, the input reception processing unit 214 receives player instructions, such as setting the base location and inputting commands, as described above.

[0327] The communication control unit 210 then transmits information, including player instructions received by the input reception processing unit 214, to the server device 10.

[0328] Meanwhile, the display control unit 213, via the communication control unit 210, causes the display unit 290 to display images related to the selected competitive game.

[0329] [5] Operation of this embodiment (team item acquisition control process including acquisition condition determination process) Next, using Figure 10, the operation of the team item acquisition control process, including the acquisition condition determination process, executed by the server device 10 of this embodiment will be described.

[0330] Figure 10 is a flowchart showing the operation of the game control process during one season, which is performed by the server device 10 of this embodiment.

[0331] This operation is performed for each team participating in the game at a predetermined timing, and it is assumed that the player information storage unit 146 already stores the player information of each player participating in the game.

[0332] First, when the item acquisition control unit 106 detects a predetermined timing during the game (for example, every 3 minutes from the start of the game) (step S101), it determines whether there are any team items that have not yet been acquired by other teams (step S102).

[0333] At this point, if the item acquisition control unit 106 determines that there are no team items that have not been acquired by other teams, it terminates this operation. If it determines that there are team items that have not been acquired by other teams, it proceeds to the process in step S103.

[0334] Next, if the item acquisition control unit 106 determines that there is a team item that has not been acquired by another team, it identifies one team item from among the team items that have not been acquired by another team according to a predetermined algorithm (step S103).

[0335] At this time, the item acquisition control unit 106 identifies one team item that has not yet been acquired by another team, based on characteristics such as the order of the IDs assigned to the team items and the level of the team items, or by using an algorithm such as randomness.

[0336] Next, the item acquisition control unit 106 identifies the team item acquisition conditions for the identified team item and determines whether the team meets the identified team item acquisition conditions (step S104).

[0337] At this point, if the item acquisition control unit 106 determines that the team does not meet the specified team item acquisition conditions, it proceeds to the process of step S105. If it determines that the team does meet the specified team item acquisition conditions, it proceeds to the process of step S102.

[0338] Next, if the item acquisition control unit 106 determines that the specified team item acquisition conditions are met, it executes team item acquisition control processing for the specified team item information (step S105).

[0339] Furthermore, the item acquisition control unit 106 reads various information about the relevant team item stored in the game data storage unit 144 as part of the team item acquisition control process and registers it in the team information of the team in the player information storage unit 146.

[0340] Next, the item acquisition control unit 106 sets the advantageous game effect specified for the acquired team item as an effect that can be activated for the corresponding team (step S106) and terminates this operation.

[0341] [6] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0342] In this embodiment, a competitive game consisting of an internal affairs game (city-building game) and a battle game executed through simulation was used for the explanation. However, this embodiment is not limited to that, and may be applied to various games, such as competitive games like baseball games, soccer games, basketball games, role-playing games, or other action games.

[0343] Furthermore, 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.

[0344] Furthermore, in this embodiment, game processing is executed by the terminal device 20 based on game control information provided by the server device 10. However, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the game program, and the terminal device 20 may realize the game by performing operation input and image display via streaming.

[0345] In this case, the server device 10 will provide the terminal device 20 with information regarding the display of game images as game control information.

[0346] 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.

[0347] 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]

[0348] 10 … Server device 20 … Terminal device 100 ... Processing 101 ... Communication Control Unit 102 … Web Processing 103… Game Management Department 104 ... Reception Processing Department 105... Game Period Management Department 106... Item Acquisition Control Unit 107 … Grade Management Department 108... Item Management Department 110 ... Timer Management Department 111 … Information provision department 120 ... Input section 130 … Display section 140 … Storage section 142 … Main memory section 144 ... Game data storage unit 146 … Player Information Storage Unit 148 ... Calculation data storage unit 180 … information storage medium, 196... Communications Department 200 ... Processing 210 ... Communication Control Unit 211 … Web browser 212 ... Game Processing Unit 213 ... Display Control Unit 214 ... Input reception section 220 ... Drawing section 230 ... Sound Processing Unit 260 ... Input section 262 … Detection unit 270 … Storage section 271 … Main memory section 272 ... Image buffer 280 … Information storage medium 290…Display section 292 ... Audio output section 296 … Communications Department

Claims

1. A program that runs a game involving a team consisting of at least one player, using player characters, Game control means that executes control related to a given game on a team basis, A game medium acquired by the aforementioned team and providing a favorable effect in the game to the team that acquired it, and a management means for managing the game medium, the number of which can be acquired is limited. A determination processing means for each team to perform a determination process to determine whether or not a given first condition is met, A means for acquiring the game medium, which allows a team determined to have met the first condition through the aforementioned determination process to acquire the game medium. To make the computer function as, The game control means A program characterized by providing a favorable effect in the game to the team that acquires the aforementioned game medium.

2. In the program described in claim 1, A program that further causes the computer to function as a decision-change processing means, which performs a decision-making process to determine the team to which the aforementioned player belongs, and a change-making process to change the team of a player whose team has already been determined.

3. In the program according to claim 1 or 2, The aforementioned game medium is a leader character that functions as a leader in the aforementioned game, The aforementioned game control means As a game-advantageous effect, the program modifies the parameters related to the abilities set for the leader character for players belonging to the team that acquired the leader character, or for the player character of such player.

4. In the program according to any one of claims 1 to 3, A program that further causes the computer to function as a performance management means for managing performance information showing the performance of each team in a game having a given game period and in which teams compete for performance.

5. In the program according to any one of claims 1 to 4, The determination processing means, A program that performs the determination process for determining whether the game elements relating to the growth of each team during the game, or the growth of each player belonging to each team during the game, satisfy the first condition.

6. In the program according to any one of claims 1 to 5, The aforementioned management means The game mediums for which the first conditions are defined are managed, The determination processing means, A program that performs the determination process described above, which determines whether or not each game medium meets the first condition specified for it.

7. In the program according to any one of claims 1 to 6, If a team that has acquired the aforementioned game medium retains the game medium until the end of the game, a reward granting control means grants a given reward to that team. A program that makes a computer function even better.

8. In the program according to any one of claims 1 to 7, The game control means The timing of acquisition of game media acquired by each team is managed, A program that provides a favorable effect in the game to a team that has acquired the aforementioned game medium, and changes the favorable effect depending on the timing of acquisition of the game medium.

9. In the program according to any one of claims 1 to 8, Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The management means manages acquisition eligibility information for each game medium, indicating whether or not an acquisition is possible based on the attributes of the team. The acquisition control means, A program that causes a team determined to satisfy the first condition by the determination process to acquire a game medium containing the acquisition feasibility information indicating that the team attribute information of that team can be acquired.

10. In the program according to any one of claims 1 to 9, Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The determination processing means, A program that changes the first condition according to the attributes indicated by the team attribute information.

11. In the program according to any one of claims 1 to 10, Team attribute information regarding attributes is stored in a storage medium for each of the aforementioned teams. The game control means A program that provides a favorable game effect to a team that has acquired the aforementioned game medium, and that provides the favorable game effect in a way that changes according to the team attribute information of the said team.

12. In the program according to any one of claims 1 to 11, The aforementioned game control means A program that, when a first team that has already acquired the aforementioned game medium plays a game with a competitive element against a second team different from the first team, executes a transfer control process to transfer the game medium from the first team to the second team if the second team wins the match.

13. In the program according to any one of claims 1 to 12, The determination processing means, For players who have not yet acquired the aforementioned game medium, a determination process is performed to determine whether or not they meet a given second condition which is set to be more disadvantageous in the game than the first condition. The aforementioned game control means A program that grants a given benefit if the determination process determines that the second condition is met.

14. In the program according to any one of claims 1 to 5, The acquisition control means, To the multiple teams determined by the aforementioned determination process to have met the first condition, the right to acquire the game medium is granted. Depending on the attributes of each team or the game elements when each team fulfills the first condition, the ranking of teams that have the right to acquire the game medium will be determined. A program that, based on the determined ranking, causes each team to acquire a game medium from among several game mediums according to their selection instructions.

15. A game system that runs a game involving a team consisting of at least one player, using player characters, Game control means that executes control over a given game on a team basis, A management means for managing a game medium acquired by the aforementioned team and which provides a favorable effect in the game to the team that acquired it, the number of which such game mediums can be acquired is limited. For each of the aforementioned teams, a determination processing means is provided to perform a determination process to determine whether or not a given first condition is met. A means for acquiring the game medium, which allows a team determined to have met the first condition through the aforementioned determination process to acquire the game medium, Equipped with, The game control means A game system characterized by providing a favorable effect in the game to the team that acquires the aforementioned game medium.

16. A terminal device connected via a network to the game system described in claim 15, A receiving processing means for receiving instructions from the aforementioned player, A communication control means that transmits the received player instructions to the game system and receives game information related to the game, A display control means that causes an image related to the competitive game to be displayed on a display means based on the received game information, A terminal device characterized by being equipped with the following features.

17. A server system that causes terminal devices connected via a network and operated by players to run a game involving teams of at least one player, which is executed using player characters, A receiving means for receiving operation instructions for the aforementioned player, A game control means that performs control over a given game on a team basis based on the operation instructions received, A management means for managing a game medium acquired by the aforementioned team and which provides a favorable effect in the game to the team that acquired it, the number of which such game mediums can be acquired is limited. For each of the aforementioned teams, a determination processing means is provided to perform a determination process to determine whether or not a given first condition is met. A means for acquiring the game medium, which allows a team determined to have met the first condition through the aforementioned determination process to acquire the game medium, A means for providing game control information relating to the competitive game to the terminal device, including information relating to the acquired game medium, Equipped with, The aforementioned game control means A server system characterized by providing advantageous effects in the game to the team that acquires the aforementioned game medium.

Citation Information

Patent Citations

  • Program and server device

    JP2019042352A