Programs and Systems

The system and program enhance battle-type games by implementing a team-based online format with jewel acquisition and duration-based victory determination, addressing monotony and imbalance in existing games, ensuring engaging and balanced competition.

JP2026074130APending Publication Date: 2026-05-01COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-02-03
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing battle-type games lack efficient mechanisms for determining victory or defeat based on dynamic and engaging gameplay elements, leading to monotonous and unbalanced competition outcomes.

Method used

A system and program that implements a 'Group vs. Group' online game format where players are divided into teams, utilizing avatars with synchronized gameplay across multiple terminals, where points are accumulated through the acquisition of jewels with varying values, and the duration of these points above a threshold determines the winning team, incorporating real-time and recorded game distribution.

Benefits of technology

Enhances gameplay engagement by providing dynamic competition through team-based point accumulation and duration-based victory determination, ensuring balanced and interactive gameplay experiences across multiple user terminals.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026074130000001_ABST
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Abstract

We provide programs that can enhance interest. [Solution] In a game in which multiple first objects are classified into multiple groups and played against each other in a virtual space, the program causes the computer to identify a candidate region from among multiple candidate regions set in the virtual space that has a small number of first objects belonging to any of the multiple groups, and then causes a second object that affects the outcome or superiority of the game to appear in the identified candidate region.
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Description

Technical Field

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[0005]

[0001] The present invention relates to a program and a system.

Background Art

[0002] Conventionally, a battle-type game in which a plurality of characters battle on a field has been known. As an example of such a game, there is a method of determining victory or defeat based on the magnitude of the number of points obtained within a limited time (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0007] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram for the game server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of the game server. [Figure 5] This figure shows an example of a field. [Figure 6] This is an example of a gameplay screen showing one avatar facing another. [Figure 7] This is an example of a gameplay screen showing an avatar facing a standard jewel. [Figure 8] This diagram shows the procedure for arranging the jewels as time progresses. [Figure 9] This diagram shows the procedure for placing jewels according to viewer instructions. [Figure 10] This diagram shows the procedure for placing Mega Jewels. [Figure 11] This is a diagram to explain how to obtain jewels. [Figure 12] This is a flowchart of the measurement process. [Figure 13] This is a flowchart for determining the winner and loser. [Modes for carrying out the invention]

[0008] Hereinafter, System 1 according to an embodiment will be described with reference to the drawings. The embodiments of the present invention described below are merely examples of how the present invention can be implemented, and do not limit the scope of the present invention to the scope described in the embodiments. Therefore, the present invention can be implemented by making various modifications to the embodiments.

[0009] [System 1 Overview] Figure 1 is a diagram illustrating an overview of System 1 according to this embodiment. As shown in Figure 1, System 1 mainly comprises a game server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are shown in Figure 1, the examples of user terminals 20 included in System 1 are not limited to these. The game server 10 and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.

[0010] System 1 is an online game system that provides an online game implemented on user terminals 20 by mutual communication between a game server 10 and multiple user terminals 20. System 1 according to this embodiment provides a so-called "GvG (Group vs. Group)" where multiple players belong to one of two groups and compete against each other. In other words, System 1 according to this embodiment provides an online game in which multiple players belonging to the same group cooperate to compete against multiple players belonging to other groups.

[0011] More specifically, the game according to this embodiment progresses through the actions of multiple avatars on Field F. That is, in the game according to this embodiment, multiple avatars are divided into two groups and compete against each other. In this embodiment, an example of a competition with a total of 12 people (i.e., 6 vs 6) is described, but the number of players (avatars) that can participate in one game is not limited to this. Hereinafter, in group competition, a group to which multiple players (avatars) belong will be referred to as a "team".

[0012] An avatar is, for example, a 3D object with a three-dimensional coordinate and a solid shape. An avatar is an example of a character that is a duplicate of a player operating within a field (virtual space) in a game. However, specific examples of characters are not limited to avatars in human form, and may also be animals, monsters, robots, etc.

[0013] Specific examples of games are not limited to the examples described above. As another example, a part of the avatars constituting a group may be an NPC (Non Player Character). As another example, the game may be a "PvP" in which two avatars fight one-on-one. As yet another example, the game may be an offline game in which one avatar and one NPC fight. In this case, the game server 10 can be omitted. Also, the game is not limited to a form in which an avatar operates on the field F.

[0014] Furthermore, the system 1 is a game distribution system that provides a so-called "game distribution" that allows a user of another user terminal 20 to view an image of an online game (hereinafter referred to as a "game image") being executed on the user terminal 20. Game distribution includes, for example, "real-time distribution" in which a game image is viewed in parallel with the execution of an online game, and "recording distribution" in which an image recorded after an online game ends is viewed.

[0015] Hereinafter, the user terminal 20 that plays a game may be referred to as a "play terminal 20", and the user terminal 20 that views a game image may be referred to as a "viewing terminal 20". Also, the user who operates the play terminal 20 may be referred to as a "player", and the user who operates the viewing terminal 20 may be referred to as a "viewer".

[0016] [Configuration of Game Server 10] The game server 10 enables online gaming by synchronizing the game data (for example, field data, avatar data, jewel data, count data, etc., as described later) from multiple player terminals 20. The game server 10 also enables game distribution by acquiring game images from the player terminals 20 and providing the acquired game images to the viewing terminals 20. Note that the server that enables online gaming and the server that enables game distribution are not limited to operating on the same hardware; they may operate on different hardware. However, the server that enables online gaming and the server that enables game distribution operate in cooperation with each other, as described later.

[0017] Figure 2 is a hardware configuration diagram of the game server 10. The game server 10 is implemented on a general-purpose computer such as a workstation or personal computer. As shown in Figure 2, the game server 10 mainly comprises a processor 11, memory 12, storage 13, input / output interface 14, and communication interface 15. Each component of the game server 10 is connected to the communication bus 19.

[0018] The processor 11 performs the processing described later by executing a series of instructions contained in the server program 13P stored in memory 12 or storage 13. The processor 11 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other device.

[0019] Memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded, for example, from storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, memory 12 can be implemented as RAM (Random Access Memory) or other volatile memory.

[0020] Storage 13 permanently holds the server program 13P and data. Storage 13 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, storage 13 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the game server 10, storage 13 may be connected to the game server 10 as an external storage device. With such a configuration, for example, in situations where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the server program 13P and data all at once.

[0021] The input / output interface 14 is an interface for connecting external devices such as monitors, input devices (e.g., keyboards, pointing devices), external storage devices, speakers, cameras, microphones, and sensors to the game server 10. The processor 11 communicates with external devices through the input / output interface 14. The input / output interface 14 can be implemented using, for example, USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark) (High-Definition Multimedia Interface), or other terminals.

[0022] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0023] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet terminal is described, as shown in Figure 1.

[0024] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly consists of a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, and operating device 42 (operating unit). Each component of the user terminal 20 is connected to the communication bus 29.

[0025] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the game server 10, consisting of the processor 11, memory 12, storage 13, and communication interface 15. Additionally, the storage 23 stores the terminal program 23P.

[0026] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.

[0027] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.

[0028] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0029] The operating device 42 receives commands (operations) from the user to the user terminal 20. The operating device 42 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel type display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 42.

[0030] [Functional block diagram of game server 10] Figure 4 is a functional block diagram of the game server 10. As shown in Figure 4, the server program 13P loaded into memory 12 causes the game server 10 (computer) to function as a game progression means 110, a placement means 120, a counting means 130, a measurement means 140, a storage means 150, a judgment means 160, and a distribution means 170. The processing of the game progression means 110, the placement means 120, the counting means 130, the measurement means 140, and the storage means 150 is executed in parallel during the game. The processing of the judgment means 160 is executed after the game ends. Furthermore, the distribution means 170 is executed during the game (in-game) and after the game ends (out-game).

[0031] The game progression means 110 synchronizes the game's progress across multiple play terminals 20. More specifically, the game progression means 110 transmits the game data necessary for game progression to all play terminals 20 participating in the game. The game progression means 110 also allows multiple play terminals 20 participating in the game to share the game data. That is, the game progression means 110 transmits game data received from one play terminal 20 to all other play terminals 20. This ensures that the game progresses synchronously across all play terminals 20. The processes executed by the game progression means 110 are an example of game progression steps.

[0032] The game progression means 110, for example, deploys the field F shown in Figure 5 into the memory 22 of each of the multiple play terminals 20. More specifically, the game progression means 110 transmits field data representing field F to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P deploys the field data received from the game server 10 via the communication IF 25 into the memory 22. Field F is a virtual space where the avatars of the players participating in the game can move.

[0033] Figure 5 shows an example of Field F. Field F includes terrain (e.g., plains, forests, woods, hills, mountains, rivers, seas) and fixed objects (e.g., trees, bridges, buildings). Field F also contains multiple avatars α1, α2, β1, β2, ... and multiple jewels 51, 52, 53. The game may have multiple Field Fs prepared, each with a different size and layout. The Field F on which the game is run may be selected by the player hosting the game, or it may be randomly selected by the game server 10.

[0034] In this embodiment, we will describe an example in which multiple avatars are divided into teams α and β and compete against each other. Hereinafter, avatars belonging to team α (the first group) will be referred to as avatar α1, α2, ... (first character), and avatars belonging to team β (the second group) will be referred to as avatar β1, β2, ... (second character). Note that for simplicity, Figure 5 shows four avatars α1, α2, β1, and β2, but the number of avatars participating in the game is not limited to these.

[0035] Jewels 51-53 are items (objects) used to determine the outcome of the game. In other words, Jewels 51-53 are distinct from recovery items that restore an avatar's health, attack items that attack other avatars, etc. Jewels 51-53 are placed on Field F by the placement method 120 described later.

[0036] Furthermore, the game progression means 110 displays the game screens shown in Figures 6 and 7 on the monitors 31 of each of the play terminals 20A in synchronization. However, the screens displayed on the monitors 31 of the multiple play terminals 20 are not necessarily identical. That is, each monitor 31 of the multiple play terminals 20 displays a screen of the game field F, captured from a viewpoint centered on the avatar of the corresponding player.

[0037] Here, "the game progression means 110 causes the play terminal 20 to display a screen" means that the game progression means 110 instructs the terminal program 23P of the play terminal 20 to display a screen. Instructing the display of a screen may mean, for example, transmitting screen data of the screen to be displayed on the monitor 31, or transmitting information to be displayed on the screen (for example, numbers, icons, images). These processes will be omitted from the description below. The same applies to other control means.

[0038] Furthermore, the game progression means 110 operates the avatar on field F according to the player's operations on the play terminal 20. More specifically, the game progression means 110 moves the avatar on field F, has the avatar acquire or use items (for example, jewels 51-53), and has the avatar attack other avatars. The specific actions of the avatar will be described later through Figures 7 and 8 and beyond.

[0039] Here, the terminal program 23P of the play terminal 20 receives player commands to instruct the avatar's movements through the control device 42. The terminal program 23P then sends avatar data indicating the avatar's movements instructed by the player to the game server 10. The game server 10 proceeds with the game based on the received avatar data and sends game data indicating the result to all play terminals 20. The terminal program 23P proceeds with the game on the play terminal 20 based on the received game data (i.e., updates the state of the avatar on field F expanded in its own memory 22). These processes are omitted below. The same applies to other control means.

[0040] However, in the above process, the time lag caused by communication between the game server 10 and the player terminal 20 may impair the gameplay experience. Therefore, the terminal program 23P, upon receiving the avatar's movement instructions, may, in parallel with sending the avatar data to the game server 10, predict the game's progress and move the avatar accordingly. The terminal program 23P may then later modify (roll back) the avatar's movements based on the game data received from the game server 10.

[0041] Furthermore, the game progression means 110 switches the state of avatars between a living state (first state) and a dead state (second state). The living state is the state of an avatar that can operate on field F. The dead state is the state of an avatar that cannot operate on field F. At the start of the game, the game progression means 110 places all avatars participating in the game on field F in the living state. The game progression means 110 also switches an avatar from the living state to the dead state if, for example, its health becomes 0 due to an attack from an avatar belonging to the opposing team. Furthermore, the game progression means 110 switches an avatar from the dead state to the living state if, for example, a predetermined amount of time has passed since it was switched to the dead state, or if an avatar has been revived by an allied avatar.

[0042] Furthermore, the game progression means 110 controls the start and end of the game. For example, the game progression means 110 starts the game when six players have been matched into teams α and β. The game progression means 110 also ends the game when the started game has met predetermined termination conditions. The game termination conditions will be described later with reference to Figure 6 and subsequent figures.

[0043] The placement means 120 places jewels 51 to 53 on field F. More specifically, the placement means 120 transmits jewel data indicating the type and position of the placed jewels 51 to 53 to all play terminals 20 participating in the game via communication IF 15. The terminal program 23P of the play terminal 20 places jewels 51 to 53, indicated by the jewel data received from the game server 10, on field F which is expanded in memory 22.

[0044] Jewels 51-53 include Standard Jewel 51, Mega Jewel 52, and Death Jewel 53. Standard Jewel 51 is a jewel assigned X points (for example, X=1). Mega Jewel 52 is a jewel assigned Y times the points of Standard Jewel 51 (for example, Y=5). Death Jewel 53 is a jewel that appears when an avatar dies. Death Jewel 53 is a jewel assigned 1 / Z times the points of the jewels the deceased avatar possessed (for example, Z=2). However, the specific values ​​of X, Y, and Z are not limited to the examples given above.

[0045] In other words, the placement means 120 can place multiple types of jewels 51-53 with different assigned points. However, the types of jewels 51-53 are not limited to the three mentioned above. The specific method by which the placement means 120 places jewels 51-53 on field F will be described later with reference to Figures 8-10. The process performed by the placement means 120 is an example of a placement step.

[0046] The counting mechanism 130 counts (accumulates) the points assigned to the jewels 51-53 acquired by each avatar. The points counted for each avatar are referred to as "acquired points". The counting mechanism 130 increments the acquired points when an avatar acquires jewels 51-53, and decrements the acquired points when an avatar loses jewels 51-53. The counting mechanism 130 also counts the total points α (first value), which is the sum of the acquired points of avatars α1, α2, ... belonging to team α, and the total points β (second value), which is the sum of the acquired points of avatars β1, β2, ... belonging to team β.

[0047] More specifically, the counting means 130 transmits count data showing the counted acquired points and total points to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P of the play terminal 20 displays the acquired points and total points shown by the count received from the game server 10 on the game screen (Figures 6 and 7) described later. The conditions for acquiring and losing jewels 51-53 by avatars will be described later with reference to Figure 11. The processing performed by the counting means 130 is an example of a count step.

[0048] Furthermore, the counting means 130 counts (accumulates) the points earned by each player (avatar) participating in the game. The counting means 130 adds predetermined points to the points earned by an avatar, for example, based on the number and type of jewels 51-53 acquired by the avatar, the damage dealt by the avatar to other avatars, and the amount of time the avatar remained alive during the game.

[0049] The measurement means 140 measures the duration for which the total points α of team α, as counted by the counting means 130, remain above a threshold (for example, 12 points). The measurement means 140 also measures the duration for which the total points β of team β, as counted by the counting means 130, remain above a threshold. The method for measuring the duration by the measurement means 140 will be described later with reference to Figure 12. However, the threshold is not limited to the example above. The threshold can be changed as appropriate, for example, by the number of avatars belonging to teams α and β, the game time limit, the settings of the player who hosted the game, etc. The processing performed by the measurement means 140 is an example of the measurement steps.

[0050] The memory means 150 stores in memory 22, for each of teams α and β, the longest duration among the durations that the measurement means 140 stopped measuring midway, and the time at which the longest duration was achieved, in association with each other. The processing performed by the memory means 150 is an example of a memory step.

[0051] The determination means 160 determines the winner of the game. The determination means 160 determines which team, α or β, won the game. More specifically, the determination means 160 determines the winner of the game based on the duration of time that a predetermined number of jewels 51-53 placed on field F were maintained. The specific method for determining the winner of the game will be described later with reference to Figure 13. The determination means 160 may also determine the most outstanding player (MVP) in the game. The process executed by the determination means 160 is an example of a determination step.

[0052] The distribution means 170 distributes game images of the game running on the play terminal 20 to the viewing terminal 20 (hereinafter referred to as "game distribution"). For example, the distribution means 170 may receive game images from the play terminal 20 via the communication IF 15 and transmit game images to the viewing terminal 20 via the communication IF 15. As another example, the distribution means 170 may generate image data for the play terminal 20 based on game data collected by the game progress means 110 and transmit the generated image data to the viewing terminal 20 via the communication IF 15. The processing performed by the distribution means 170 is an example of a distribution step.

[0053] The game image is a still image or a moving image (video) displayed on the monitor 31 of the play terminal 20. The game image may also include images captured by the cameras 33 and 34 of the play terminal 20. Furthermore, the game image may also include audio picked up by the microphone 35 of the play terminal 20 and audio output from the speaker 36 of the play terminal.

[0054] [Basic Avatar Movements] Referring to Figures 6 and 7, the play screen displayed on the monitor 31 of the play terminal 20 and the basic operation of the avatar will be explained. Figure 6 is an example of the play screen when avatar α1 is facing another avatar β1. Figure 7 is an example of the play screen when avatar α1 is facing a standard jewel 51.

[0055] The following explanation uses the play terminal 20, which controls avatar α1, as an example, but the same applies to other play terminals 20 participating in the game. The user who controls avatar α1 through play terminal 20 is a "player." In addition, those who control avatars other than avatar α1 that belong to Team α are "collaborators." Furthermore, those who control avatars belonging to Team β are "opponents." Collaborators and opponents may be the user who controls play terminal 20, or they may be server program 13P or terminal program 23P.

[0056] First, the game progression means 110 displays the play screen shown in Figure 6 or Figure 7 on the monitor 31 of the play terminal 20. The play screen includes an overhead image 60 taken by a virtual camera on the field F, viewing the avatar α1 from diagonally above (typically from behind and above). The virtual camera moves in accordance with the movement of the avatar α1. That is, when the avatar α1 moves on the field F, the overhead image 60 displayed on the monitor 31 also changes.

[0057] Furthermore, the game progression method 110 displays the remaining timer 61, the minimap 62, the health gauge 63, the attack icon 64, the acquired icon 65, the avatar icons 66A-66F, 67A-67F, and the total counters 68 and 69 on the play screen.

[0058] The remaining timer 61 displays the remaining time until the game ends. That is, the game progress means 110 starts counting down a predetermined time limit (for example, 30 minutes) when the game starts. The game progress means 110 then displays the remaining time limit on the remaining timer 61.

[0059] Minimap 62 shows the surroundings of Avatar α1 on Field F (for example, terrain, the positions and orientations of other avatars, the positions of items, the positions of Jewels 51-53, the total number of Jewels 51-53 on Field F, and the positions of enemy characters).

[0060] The health gauge 63 shows the maximum and remaining health of avatar α1. The attack icon 64 is an icon used to instruct an attack on another avatar that has approached within a predetermined distance. That is, as shown in Figure 6, when avatar α1 is in close proximity to avatar β1 and the attack icon 64 is tapped, avatar α1 attacks avatar β1. Then, damage calculated considering avatar α1's attack power and avatar β1's defense power is subtracted from avatar β1's health. On the other hand, when avatar α1 is attacked by avatar β1, damage calculated from the remaining health shown in the health gauge 63 is subtracted. Then, the game progression means 110 switches avatar α1 from a living state to a dead state when its remaining health reaches 0.

[0061] Attacks include physical attacks with weapons, magical attacks, and attacks using items. The distance (i.e., range) at which avatars α1 and β1 can perform an attack varies depending on the type of attack. Furthermore, attacks are not limited to those that reduce the avatar's health; they may also include those that temporarily incapacitate the avatar (stun them) or restrict their actions (for example, slowing their movement speed).

[0062] The acquisition icon 65 is an icon used to instruct the player to acquire jewels 51 to 53. As shown in Figure 7, when avatar α1 enters a predetermined range including jewel 51 (hereinafter referred to as the "acquisition range"), the acquisition icon 65 is displayed on the play screen. On the other hand, as shown in Figure 6, when avatar α1 leaves the acquisition range of jewel 51, the acquisition icon 65 is removed from the play screen. Then, when avatar α1 is inside the acquisition range of jewel 51 and the acquisition icon 65 is long-pressed, avatar α1 acquires jewel 51. The specific method by which avatar α1 acquires jewel 51 will be described later with reference to Figure 11. The player's operation of long-pressing the acquisition icon 65 is an example of an acquisition operation.

[0063] Furthermore, while the acquisition operation is being performed, the game progression means 110 causes avatar α1 to perform an acquisition action (for example, a pose pointing both hands towards jewels 51-53) to acquire jewels 51-53. In addition, while the acquisition icon 65 is pressed, the game progression means 110 restricts (prohibits) any actions by avatar α1 other than the acquisition action (for example, movement, attacking other avatars, using items).

[0064] Avatar icons 66A to 66F represent individual avatars belonging to Team α. Additionally, avatar icons 66A to 66F display the current points earned by the corresponding avatar. Furthermore, the display of avatar icons 66A to 66F may change depending on the status of the corresponding avatar (e.g., alive, dead). For example, when avatar α1 is dead, the corresponding avatar icon 66A may be grayed out. Avatar icons 67A to 67F represent individual avatars belonging to Team β. The role of avatar icons 67A to 67F is the same as that of avatar icons 66A to 66F.

[0065] Total counters 68 and 69 display the total points of Team α and β. Above total counters 68 and 69, the remaining points until Team α and β reach a threshold are displayed.

[0066] [Placement rules for Jewels 51-53] Referring to Figures 8-10, the placement rules for jewels 51-53 by the placement means 120 will be explained. Figure 8 is a diagram showing the procedure for placing jewels 51 over time. Figure 9 is a diagram showing the procedure for placing jewels 51 according to the viewer's instructions. Figure 10 is a diagram showing the procedure for placing mega jewels 52.

[0067] First, as shown in Figure 5, the placement means 120 places one or more (typically multiple) standard jewels 51 at the start of the game. The number and positions of the standard jewels 51 at the start of the game may be predetermined or determined randomly. However, it is desirable that they be distributed across the field F so as not to create a sense of unfairness between teams α and β.

[0068] Furthermore, as shown in Figure 8, the placement means 120 places additional standard jewels 51 on the field F according to the elapsed time since the start of the game. For example, when 30 seconds have elapsed since the start of the game, the placement means 120 places standard jewels 51 at four locations randomly selected from the five candidate locations A, B, C, D, and E shown in Figure 8(A). Also, when 60 seconds have elapsed since the start of the game, the placement means 120 places standard jewels 51 at three locations randomly selected from the four candidate locations F, G, H, and I shown in Figure 8(B). Furthermore, when 120 seconds have elapsed since the start of the game, the placement means 120 places standard jewels 51 at two locations randomly selected from the four candidate locations J, K, L, and M shown in Figure 8(C).

[0069] Subsequently, a standard jewel 51 will be added to field F in the same manner each time a predetermined amount of time has elapsed. However, the timing of the addition of standard jewel 51, the number of candidate positions, and the number of standard jewel 51 added are not limited to the example described above. Furthermore, the method for determining the position to place the standard jewel 51 from among multiple candidate positions may be random, a position with few avatars nearby, or a position with few other jewels 51-53 nearby.

[0070] Furthermore, the placement means 120 may place the standard jewel 51 at a position specified by the viewer on field F at a predetermined time after the game has started. For example, suppose that four viewing terminals 20A to 20D are viewing the game image as shown in Figure 9. At a predetermined time after the game has started, the placement means 120 displays the field image 54 shown in Figure 9 on the monitors 31 of the viewing terminals 20A to 20D. The field image 54 includes a plurality of candidate positions N, O, P, and Q set on field F. The candidate positions N, O, P, and Q may be predetermined or selected randomly. Also, the positions and number of candidate positions N, O, P, and Q are not limited to the example in Figure 9.

[0071] Next, the placement means 120 causes each of the multiple viewers to specify one of the multiple candidate positions N, O, P, and Q through viewing terminals 20A to 20D. In this embodiment, it is assumed that candidate position Q is specified by viewing terminal 20A, candidate position N is specified by viewing terminal 20B, candidate position P is specified by viewing terminal 20C, and candidate position P is specified by viewing terminal 20D. Next, the placement means 120 selects one of the multiple viewing terminals 20A to 20D by lottery (for example, viewing terminal 20A). Then, the placement means 120 places the standard jewel 51 at candidate position Q specified through the viewing terminal 20A selected by lottery. As another example, the placement means 120 may place the standard jewel 51 at candidate position P, which is specified by the most viewing terminals 20C and 20D among the multiple candidate positions N, O, P, and Q.

[0072] However, the specific method for placing the standard jewel 51 is not limited to the examples described above. As another example, the placement means 120 may place the standard jewel 51 at a predetermined position at a predetermined timing. As yet another example, when team α gains an advantage over team β, the placement means 120 may place the standard jewel 51 near avatars β1, β2, ... belonging to the disadvantaged team β. The methods for placing the standard jewel 51 described above are also applicable to mega jewels 52.

[0073] The placement means 120 may or may not place the Mega Jewel 52 on the field F at the start of the game. Alternatively, the placement means 120 may place the Mega Jewel 52 at a predetermined time after the game has started. First, the placement means 120 sets up multiple candidate regions R, S, and T on the field F, for example, as shown by dashed lines in Figure 10. The placement means 120 also counts the number of avatars placed in each of the candidate regions R, S, and T. Then, the placement means 120 places the Mega Jewel 52 in the candidate region S with the fewest avatars. For example, the placement means 120 may place the Mega Jewel 52 at the center of candidate region S.

[0074] The number and positions of candidate regions R, S, and T are not limited to the example in Figure 10. Furthermore, the shapes of candidate regions R, S, and T are not limited to perfect circles; they may be ellipses, quadrilaterals, or other shapes. Additionally, the areas of candidate regions R, S, and T may be the same or different. For example, the areas of the candidate regions may differ between the center and the outer edge of field F. However, the specific method of arranging the mega jewel 52 is not limited to the example described above. The method of arranging the mega jewel 52 described above is also applicable to the standard jewel 51.

[0075] Furthermore, the placement means 120 may notify all player terminals 20 participating in the game before placing the Mega Jewel 52 and at the time the Mega Jewel 52 is placed. That is, the placement means 120 may display the message "Event coming soon!" on the monitor 31 of the player terminal 20 before placing the Mega Jewel 52 (for example, 1 minute before). Also, the placement means 120 may display the message "Mega Jewel appeared!" on the monitor 31 of the player terminal 20 at the time the Mega Jewel 52 is placed.

[0076] Furthermore, the placement means 120 places a Death Jewel 53 on the field F when the avatar enters a death state. More specifically, the placement means 120 places a Death Jewel 53 at the position of the avatar that has entered a death state on the field F. The placement means 120 may place the Death Jewel 53 at a predetermined position, a random position, or a position determined by the method shown in Figures 8 to 10. The placement means 120 may also distribute (1 / Y) Death Jewels 53, equal to the avatar's acquired points at the time of death, across the field F. In this case, the points allocated to the Death Jewel 53 may be the same as those allocated to the Standard Jewel 51.

[0077] [Rules for obtaining Jewel 51] Refer to Figure 11 to explain the procedure for Avatar α1 to acquire Jewel 51. Figure 11 is a diagram illustrating how to acquire Jewel 51. The method for acquiring Jewels 52 and 53 is the same. Similarly, the method for other avatars to acquire Jewels 51-53 is also the same. From Avatar α1's perspective, other avatars belonging to the same team α are referred to as "ally avatars," and avatars belonging to the opposing team β are referred to as "opponent avatars."

[0078] Jewel 51 has a set acquisition range and acquisition time. The acquisition range is, for example, a circle centered on Jewel 51. However, the shape of the acquisition range may be an ellipse, a rectangle, or other shape. Also, the size of the acquisition range for Jewels 51 to 53 may differ. For example, the acquisition range for Jewels 51 to 53 that yield more acquisition points may be set to be smaller. The acquisition time is the duration of the acquisition action required to acquire Jewel 51. The acquisition times for Jewels 51 to 53 may also differ. For example, the acquisition time for Jewels 51 to 53 that yield more acquisition points may be set to be longer.

[0079] As shown in Figure 11(A), the counting means 130 measures the duration for which avatar α1, having entered the acquisition range of the jewel 51, continues the acquisition operation (i.e., long-presses the acquisition icon 65). At this time, the counting means 130 may display an indicator 51A above the jewel 51 that shows the duration of avatar α1's acquisition operation. When the duration reaches the acquisition time (for example, 10 seconds), the counting means 130 allows avatar α1 to acquire the jewel 51. The jewel 51 acquired by avatar α1 disappears from the field F.

[0080] On the other hand, the counting means 130 stops measuring the duration if avatar α1 stops the acquisition operation before the duration reaches the acquisition time. The counting means 130 also counts back the duration measured up to that point as time progresses. Furthermore, if avatar α1 resumes the acquisition operation, the counting means 130 resumes measuring the duration from where it left off (i.e., resumes measuring from the counted-back duration).

[0081] Furthermore, as shown in Figure 11(B), if multiple avatars α1 and β1 belonging to different teams α and β enter the acquisition range of the same jewel 51 and perform an acquisition operation, the counting means 130 separately measures the duration of the acquisition operation of avatars α1 and β1. At this time, the counting means 130 may display indicators 51A and 51B, which indicate the duration of the acquisition operation of avatars α1 and β1, above the jewel 51. The counting means 130 then allows avatar α1 to acquire the jewel 51 if its duration reaches the acquisition time first. On the other hand, the counting means 130 allows avatar β1 to acquire the jewel 51 if its duration reaches the acquisition time first.

[0082] Furthermore, as shown in Figure 11(C), when multiple avatars α1 and α2 belonging to the same team α enter the acquisition range of the same jewel 51 and perform the acquisition action, the counting means 130 increases the rate at which the duration progresses compared to when only avatar α1 enters the acquisition range of the jewel 51. For example, if there are two avatars that enter the acquisition range of the same jewel 51, the rate of progress should be doubled, and if there are three, the rate of progress should be tripled. Then, when the measured duration reaches the acquisition time, the counting means 130 causes avatar α1 (hereinafter referred to as "the voter"), who started the acquisition action first, to acquire the jewel 51.

[0083] Furthermore, as shown in Figure 11(D), if avatar α1, which is the voter, interrupts the acquisition operation among avatars α1 and α2 that have entered the acquisition range of the same jewel 51, the counting means 130 switches the voter from avatar α1 to avatar α2 and restores the rate at which the duration progresses to its original state. Then, if avatar α1 resumes the acquisition operation before the duration reaches the acquisition time, the counting means 130 increases the rate at which the duration progresses while keeping avatar α2 as the voter.

[0084] The counting means 130 adds (counts up) the points assigned to Jewel 51 when Avatar α1 acquires Jewel 51. The counting means 130 also adds (counts up) any points newly acquired by Avatar α1 to the total points α. On the other hand, the counting means 130 resets Avatar α1's acquired points to 0 (counts down) when Avatar α1 is switched to a dead state. The counting means 130 also subtracts (counts down) the acquired points lost by Avatar α1 from the total points α.

[0085] [Measurement rules for deviation time] Referring to Figure 12, the procedure for measuring the duration by the measurement means 140 will be explained. Figure 12 is a flowchart of the measurement process. The measurement means 140 executes the measurement process shown in Figure 12 when any avatar belonging to Team α acquires Jewel 51. The same applies when any avatar belonging to Team β acquires Jewel 51.

[0086] First, the measurement means 140 determines whether the total points α of team α are above a threshold (S11). The measurement means 140 also determines whether the total points α of team α are greater than the total points β of team β (S12). Then, if the measurement means 140 determines that the total points α are above a threshold and greater than the total points β (S11: Yes & S12: Yes), it starts measuring the maintenance time (S13).

[0087] On the other hand, if the measurement means 140 determines that the total points α are less than the threshold, or that the total points α are less than or equal to the total points β (S11: No / S12: No), it terminates the measurement process without executing the processes from step S13 onward (i.e., without starting the measurement of the duration). In this case, the game progression means 110 continues to advance the game.

[0088] Next, the measurement means 140 determines whether the duration of Team α, which started in step S13, has reached a threshold time (for example, 30 seconds) (S14). The measurement means 140 may count down the duration from the threshold time or count up the duration from 0. The game progress means 110 may then display the current value of the duration measured by the measurement means 140 on the game screen of the play terminal 20 participating in the game.

[0089] Then, if the measurement means 140 determines that the duration of Team α has reached the threshold time (S14: Yes), it notifies the game progress means 110 and the determination means 160 that the duration of Team α has reached the threshold time, and terminates the measurement process. As a result, the game progress means 110 terminates the game without waiting for the time limit to expire. The determination means 160 then executes the win / loss determination process shown in Figure 13.

[0090] Furthermore, the measurement means 140 determines whether the total points α have decreased to below the threshold (S15) and whether the total points α have become less than or equal to the total points β (S16) while the duration of team α is reaching the threshold time (S14: No). The case in which the total points α have decreased to below the threshold is, for example, when an avatar belonging to team α is switched to a dead state, and the total points α are counted down by the amount of points acquired by that avatar. The case in which the total points α have become less than or equal to the total points β is, for example, when an avatar belonging to team β acquires an additional 51 to 53 jewels.

[0091] Then, if the measurement means 140 determines that the total points α have decreased to below the threshold (S15: Yes) or that the total points α have become less than or equal to the total points β (S16: Yes) before the duration of team α reaches the threshold time (S14: No), it terminates the duration measurement that was started in step S13 (S17).

[0092] Furthermore, if the measurement means 140 terminates the measurement of the duration midway (S17), the storage means 150 compares the duration of team α stored in memory 22 with the duration of team α whose measurement was terminated in step S17 (S18). If the duration of team α whose measurement was terminated in step S17 is longer than the duration of team α stored in memory 22 (S18: Yes), the storage means 150 stores the duration of team α whose measurement was terminated in step S17 and the time of achievement when that duration was achieved (the execution time of step S17) in association with each other in memory 22 (S19), and terminates the measurement process. On the other hand, if the duration of team α whose measurement was terminated in step S17 is less than or equal to the duration of team α stored in memory 22 (S18: No), the storage means 150 terminates the measurement process without executing the process in step S19.

[0093] In step S19, the memory means 150 overwrites the duration and achievement times already stored in memory 22 with the duration and achievement times measured in step S17. That is, memory 22 stores, in association with the longest duration α and the achievement time α at which the longest duration was achieved, for team α whose duration measurement was terminated midway through the game. Similarly, memory 22 stores, in association with the longest duration β and the achievement time β at which the longest duration was achieved, for team β whose duration measurement was terminated midway through the game. In this case, the game progression means 110 continues to advance the game.

[0094] [Rules for determining winner and loser] Referring to Figure 13, the procedure for determining the winner or loser of the game by the determination means 160 will be explained. Figure 13 is a flowchart of the win / loss determination process. The determination means 160 executes the win / loss determination process shown in Figure 13 when the duration of either team α or β reaches a threshold time, or when the elapsed time since the start of the game reaches a time limit.

[0095] First, the determination means 160 determines whether the game has ended or not, based on whether the duration of either team α or team β, as measured by the measurement means 140, has reached a threshold time (S21). If the determination means 160 determines that team α's duration reached the threshold time first (S21: Yes), it determines that team α has won (S22). On the other hand, if the determination means 160 determines that team β's duration reached the threshold time first (S21: Yes), it determines that team β has won (S22).

[0096] Furthermore, if the determination means 160 determines that the game has ended without the duration of teams α and β reaching the threshold time (S21: No), it compares the longest durations α and β stored in memory 22 (S23). If the determination means 160 determines that the longest duration α is longer than the longest duration β (S23: Yes), it determines that team α has won (S24). On the other hand, if the determination means 160 determines that the longest duration β is longer than the longest duration α (S23: Yes), it determines that team β has won (S24).

[0097] Furthermore, if the determination means 160 determines that the longest maintenance times α and β stored in memory 22 are the same (S23: No), it compares the achievement times α and β stored in memory 22 (S25). Then, if the determination means 160 determines that achievement time α is earlier than achievement time β, it determines that team α has won. On the other hand, if the determination means 160 determines that achievement time β is earlier than achievement time α, it determines that team β has won.

[0098] Furthermore, the determination means 160 may determine the ranking of the 12 players who participated in the game for each of the multiple categories. Specific examples of categories include, for example, the points earned at the end of the game, the cumulative number of points earned during the game, the number of times a player helped an ally avatar acquire jewels, the number of opposing players defeated, the number of points lost by defeating opposing players, and the cumulative amount of damage dealt to opposing players.

[0099] Furthermore, the determination means 160 may determine the MVP from among the 12 players who participated in the game. First, the determination means 160 determines the player with the most points earned as the MVP. Also, if multiple players have earned the most points, the determination means 160 determines the player from the winning team as the MVP. Also, if multiple players belonging to the same team have earned the most points, the determination means 160 determines the MVP to be one of the following: the player with the most points at the end of the game, the player with the most cumulative points, the player with the fewest deaths, or the player with the most first-place finishes in each category. However, the method of determining the MVP is not limited to the examples described above.

[0100] [Effects of the Embodiment] According to the above embodiment, Team α is determined to have won when the duration for which the total points α are maintained above the threshold reaches the threshold time. This makes it possible to provide a game where players belonging to the losing Team β are less likely to feel that the game is unfair, compared to determining the winner based on the number of points at the moment the game ends. As a result, the enjoyment of the game is improved.

[0101] Furthermore, according to the above embodiment, if the time limit expires before the duration of teams α and β reaches the threshold time, the winner is determined by the length of the longest duration α and β, and the speed of their completion times α and β, thus ensuring a reliable determination of the game's winner. In addition, since the duration is measured only while the total points α are greater than the total points β, it is possible to prevent teams α and β from reaching the threshold time simultaneously, and also to prevent their completion times α and β from being the same. This ensures a reliable determination of the game's winner.

[0102] However, the method for determining the winner when it is determined that the maintenance times α and β have not reached the threshold time is not limited to the examples in steps S23 to S25. As another example, the team with the higher total points α and β at the end of the game may be determined to win. As yet another example, the determination means 160 may determine that the team with the higher cumulative total points α and β during the game is the winner. As yet another example, the determination means 160 may determine that the team with the longer cumulative time during which the total points α and β are above the threshold is the winner.

[0103] As another example, the game progression means 110 may conduct an overtime round if the time limit is reached while the total points α and β are equal and above a threshold. The game progression means 110 may also end the overtime round when a difference arises in the total points α and β (for example, team α gains points, team β loses points, etc.). The judgment means 160 may then determine that the team with the higher total points is the winner.

[0104] Furthermore, according to the above embodiment, when an avatar that has earned points switches to a dead state, that avatar loses the points it has earned. As a result, the total points α and β are counted down, so even if there is a large difference in the total points α and β in the early stages of the game, there is still a good chance of a comeback. As a result, players can maintain their motivation to continue playing the game until the end.

[0105] Furthermore, according to the above embodiment, by having the avatar continue the acquisition action for the acquisition time, the avatar can acquire jewels 51 to 53. This increases the difficulty of acquiring jewels 51 to 53 compared to having the avatar acquire jewels 51 to 53 with an instantaneous acquisition action. As a result, the sense of unfairness due to the location of jewels 51 to 53 is reduced.

[0106] Furthermore, according to the above embodiment, the rate at which the duration progresses is increased by having multiple avatars belonging to the same team cooperate in performing acquisition actions. This makes it possible to realize a cooperative game where players cooperate closely within the team. In addition, when multiple avatars belonging to different teams perform acquisition actions on the same jewels 51-53, the duration is measured individually, so it is possible to realize a cooperative game where players cooperate closely within the team, for example, by dividing the roles of acquiring jewels 51-53 and defeating the opposing team's avatars.

[0107] Furthermore, according to the above embodiment, by placing additional jewels 51-52 as time progresses, or by placing mega jewels 52 and death jewels 53 in addition to standard jewels 51, a chance for a comeback is created for the team that is at a disadvantage at that time. Also, by placing jewels 51-52 in areas with fewer avatars, the sense of unfairness due to the location of jewels 51-52 is reduced. In addition, by placing jewels 51-52 in locations specified by the viewer, the viewer will feel as if they are participating in the game, thus providing motivation to watch the game images.

[0108] [Other embodiments] The game progression mechanism 110 may restore the health of each avatar participating in the game after a predetermined amount of time has elapsed. For example, the predetermined time and the amount of restoration may be the same for all avatars. As another example, the predetermined time may be shorter or the amount of restoration increased for avatars with less remaining health. This allows avatars with less remaining health to participate in the game again. As yet another example, the predetermined time may be longer or the amount of restoration decreased for avatars with more acquired points. This makes avatars with more acquired points more likely to die, thus promoting the increase or decrease of acquired points.

[0109] Furthermore, the game progression means 110 may change (decrease) the movement speed of avatars according to the points acquired. More specifically, the game progression means 110 may slow down the movement speed of avatars that have acquired more points. For example, if the movement speed at 0 points is 100%, then it would be 80% at 3 points, 70% at 5 points, and 0.5% at 10 points or more. This makes it easier to target (attack) avatars with many acquired points, thus promoting the increase or decrease of acquired points.

[0110] Furthermore, the game progression means 110 may introduce enemy characters (e.g., monsters) onto the field F at the start of the game or during the game. Enemy characters attack nearby avatars without distinguishing between teams α and β. Alternatively, enemy characters may prioritize attacking avatars that have earned more points. Meanwhile, avatars can acquire items that give them an advantage in the game (e.g., items that increase the rate at which the duration of an acquisition action progresses, or items that temporarily slow down the movement speed of the opposing team's avatars) by defeating enemy characters. In addition, the determination means 160 may determine the ranking of the number of enemy characters defeated.

[0111] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the game server 10 and the user terminal 20 is not limited to the examples described above. That is, a part of the processing of the game server 10 may be executed by the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the game server 10.

[0112] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet. [Explanation of Symbols]

[0113] 1...System, 2...Communication Network, 10...Game Server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 13P...Server Program, 14...Input / Output Interface, 15,25...Communication Interface, 19,29...Communication Bus, 20...User Terminal, 23P...Terminal Program, 31...Monitor, 33,34...Camera, 35...Microphone, 36...Speaker, 41...Motion Sensor, 42...Operating Device, 51...Standard Jewel 51A, 51B…Indicator, 52…Mega Jewel, 53…Death Jewel, 54…Field Image, 60…Overview Image, 61…Remaining Timer, 62…Minimap, 63…Health Gauge, 64…Attack Icon, 65…Acquisition Icon, 66, 67…Avatar Icon, 68, 69…Total Counter, 110…Game Progression Method, 120…Placement Method, 130…Counting Method, 140…Measurement Method, 150…Memory Method, 160…Judgment Method, 170…Distribution Method

Claims

1. On the computer, In a game where multiple first objects are classified into multiple groups and played against each other in a virtual space, Among the multiple candidate regions set up in the virtual space, identify the candidate region that has a small number of first objects belonging to any of the multiple groups. A program that causes a second object that affects the outcome or superiority of the game to appear within the identified candidate region.

2. In the program described in claim 1, A program that causes the computer to identify the candidate region with the fewest number of first objects among a plurality of candidate regions.

3. In the program described in claim 1, A program for the computer that causes the area of ​​the candidate region to differ between the region at the outer edge of the virtual space and the region outside the outer edge.

4. In the program described in claim 1, A program that causes the computer to notify the terminal of the player operating the first object of the appearance of the second object before the second object is placed, or at the time the second object is placed.

5. In a game where multiple first objects are classified into multiple groups and played against each other in a virtual space, A means for identifying a candidate region among a plurality of candidate regions set in the virtual space that has a small number of first objects belonging to any of the plurality of groups, A system comprising: an appearance means for causing a second object that affects the outcome or superiority of the game to appear within the identified candidate region.

Citation Information

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