Computer systems and game systems

The computer system addresses the lack of group-based multiplayer enhancements in games by controlling group battles and selecting representative characters based on multiple criteria, including spectator support, to increase game enjoyment and interaction.

JP2026100995APending Publication Date: 2026-06-22BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2024-12-10
Publication Date
2026-06-22

AI Technical Summary

Technical Problem

Existing game systems lack effective methods to enhance enjoyment by utilizing character groups, particularly in multiplayer battles, by controlling group-based matches and selecting representative characters based on various criteria.

Method used

A computer system that controls multiplayer battle play between characters with assigned groups, including in-group battle control, representative character selection based on multiple criteria, and group match play for a specified period, with dynamic selection criteria adjustments based on date and time conditions, and support reception from spectators.

Benefits of technology

Enhances game enjoyment by enabling dynamic group-based matches and representative battles, allowing for player engagement through group-specific criteria and spectator support, thereby increasing the appeal and interaction within the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide new technology that enhances the enjoyment of games where players use characters belonging to designated groups. [Solution] The server system 1100 executes an event in which player characters 4, each assigned to a group, compete against each other. In the event, a group-specific intra-group battle play T1 is performed, and multiple representative characters 10 are selected for each group based on multiple selection criteria, which include at least the criteria based on the results of the intra-group battle play T1. Then, a representative battle play T2 is performed in which the selected representative characters 10 compete against each other.
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Description

Technical Field

[0001] The present invention relates to a computer system that controls the execution of multiplayer battle play between characters with assigned groups, and the like.

Background Art

[0002] There is known a technique for setting a group to which each character appearing in a video game belongs, and enhancing the enjoyment of the game by using the grouping.

[0003] For example, Patent Document 1 describing the technique of a baseball game describes a technique of setting a plurality of groups according to the teams and positions to which player characters belong, and selecting representative characters for each group.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] The problem to be solved by the present invention is to provide a new technique for enhancing the enjoyment by using groups in a game played with characters with assigned groups.

Means for Solving the Problems

[0006] A first invention for solving the above problems is a computer system that controls the execution of multiplayer battle play between characters with assigned groups, the system including in-group battle control means for controlling the execution of in-group battle play for each group (for example, the in-group battle control unit 224 in FIG. 8, the in-group battle play data 650 in FIG. 13, step S44 in FIG. 15), and A representative character selection means (for example, the representative character selection unit 226 in Figure 8, the applicable selection criterion setting data 630 in Figure 13, and step S120 in Figure 15) that selects multiple representative characters for each group based on a plurality of selection criteria that include at least a criterion based on the results of the group's inter-group play, The computer system includes a representative battle control means (for example, the representative battle control unit 228 in Figure 8, the participating representative character registration data 708 in Figure 14, and step S126 in Figure 15) that controls the execution of representative battle play between the aforementioned representative characters.

[0007] According to the first invention, the computer system can control the execution of group-based matches and select multiple representative characters for each group based on a plurality of selection criteria, which include at least criteria based on the results of those matches. It can then control the execution of representative matches between the selected representative characters. This makes it possible to enhance the enjoyment of games where players use characters that belong to a designated group.

[0008] The second invention is a computer system that further includes, in the above-described computer system, a means for setting the group to which a character belongs (for example, the group setting unit 212 in Figure 8, the group 605 in Figure 12, and step S14 in Figure 15).

[0009] According to the second invention, the computer system becomes capable of setting the group to which a character belongs.

[0010] The third invention is a computer system in which, in the above-described computer system, the group match control means controls the holding of the group match play for a given period of time (for example, the group match holding period 544 in Figure 10, step S42 in Figure 16, and step S98 in Figure 17).

[0011] According to the third invention, the computer system becomes capable of hosting group competitive play for a given period of time.

[0012] The fourth invention is a computer system in which, in the above-described computer system, the representative character selection means selects the representative character by changing the selection criteria based on the date and time conditions of the group match play (for example, the group match date and time sub-condition 573f in the application requirement 572 of the selection criterion change definition data 570 in Figure 5, step S52 in Figure 16).

[0013] According to the fourth invention, the computer system can enhance the appeal of the game by changing the selection criteria based on the date and time conditions of the group competitive play.

[0014] The fifth invention is a computer system in which, in the above-described computer system, the group match control means controls the matching of opponents in the group match play (for example, step S56 in Figure 16).

[0015] According to the fifth invention, the computer system becomes capable of controlling the matching of opponents in group competitive play.

[0016] The sixth invention is a computer system in which, in the above-described computer system, the representative character selection means selects the representative character for each of the selection criteria.

[0017] According to the sixth invention, the computer system becomes capable of selecting representative characters for each selection criterion.

[0018] The seventh invention is a computer system which further comprises selection criterion notification control means (for example, the selection criterion notification control unit 230 in FIG. 8, the applicable selection criterion notification data 640 in FIG. 13, step S106 in FIG. 17) for performing control to notify a player of the selection criterion related to the selection when the representative character is selected in the above computer system.

[0019] According to the seventh invention, the computer system can notify a player of the selection criterion related to the selection of the representative character.

[0020] The eighth invention is a computer system in which the representative character selection means sets the selection criterion for each group (for example, the applicable selection criterion setting data 630 of the in-group battle management data 620 for each implementation group type 622 in FIG. 13) in the above computer system.

[0021] According to the eighth invention, the computer system can set the selection criterion for each group.

[0022] The ninth invention is a computer system in which the representative character selection means changes the selection criterion so that a predetermined number of the representative characters can be selected for each group in the above computer system.

[0023] According to the ninth invention, the computer system can change the selection criterion so that a predetermined number of representative characters can be selected for each group.

[0024] The 10th invention is a computer system in which the in-group battle control means variably controls the achievement parameter value related to the character or the player of the character who participated in the in-group battle play (for example, the in-group battle achievement parameter data 607 in FIG. 12, step S82 in FIG. 16), and the representative character selection means selects the representative character by including the criteria based on the achievement parameter value in the selection criteria (for example, the achievement criteria data 631 in FIG. 4, the participation achievement criteria data 632).

[0025] According to the 10th invention, the computer system can select a representative character based on the selection criteria based on the achievement parameter value related to the in-group battle play.

[0026] The 11th invention is a computer system in which the in-group battle control means controls the achievement parameter value based on the battle result of the in-group battle play (for example, steps S80 to S82 in FIG. 16).

[0027] According to the 11th invention, the computer system can control the achievement parameter value based on the battle result of the in-group battle play. That is, it becomes possible to select a representative character based on the battle result.

[0028] The 12th invention is a computer system in which the in-group battle control means controls the achievement parameter value based on the participation achievement of the in-group battle play.

[0029] According to the 12th invention, the computer system can control the achievement parameter value based on the participation achievement of the in-group battle play. That is, it becomes possible to select a representative character based on the participation achievement.

[0030] The thirteenth invention is a computer system that further includes a cheer reception control means (for example, the cheer reception control unit 234 in Figure 8, step S76 in Figure 16) that receives cheers from spectator players watching the group match play for the characters participating in the match play or the players of those characters, and the group match control means controls the performance parameter values ​​based on the cheering performance.

[0031] According to the 13th invention, the computer system can control performance parameter values ​​based on the amount of support received from spectator players watching group matches.

[0032] The fourteenth invention is a computer system further comprising the above-described computer system, a representative match play overview setting means (for example, the representative match play overview setting unit 236 in Figure 8, the representative match play overview data 703 in Figure 14, and step S32 in Figure 15) which sets a representative match play overview that includes at least one of the mechanism, rules, stage, and pairing of the representative match play, the representative match control means which controls the execution of the representative match play according to the representative match play overview, and the representative character selection means which sets the selection criteria based on the representative match play overview (for example, the representative match play overview sub-condition 573e in Figure 5).

[0033] According to the 14th invention, the computer system can set selection criteria according to the content of the representative match play summary.

[0034] The fifteenth invention is a computer system in which, in the above-described computer system, the group battle control means changes the parameter values ​​of the characters participating in the group battle play based on the representative battle play outline (for example, the participating character control data 652 in Figure 13, the representative battle play outline initial setting data 548 in Figure 10, the character parameter value change definition data 558, and step S72 in Figure 16).

[0035] According to the 15th invention, the computer system can change the parameter values ​​of characters participating in group play based on the representative play summary.

[0036] The sixteenth invention is a computer system that further comprises, in the above-described computer system, a means for determining the winning group based on the results of the representative match play (for example, the winning group determination unit 238 in Figure 8, step S180 in Figure 15).

[0037] According to the 16th invention, the computer system will be able to determine the winning group based on the results of representative match play.

[0038] The seventeenth invention is a computer system in which, in the above-described computer system, the representative match play is a match format that includes at least a number of tournaments, and the means for determining the winning group is a computer system that determines the winning group using the results of each of the tournaments.

[0039] According to the 17th invention, the computer system can perform representative matches in a competition format that includes multiple tournaments, and use the results of each tournament to determine the winning group.

[0040] The 18th invention is a computer system in which, in the above-described computer system, the representative character selection means selects a representative character for each of the selection criteria, and the representative battle control means matches opponents for the representative battle play so as to include battle play between representative characters selected based on the same selection criteria.

[0041] According to the 18th invention, the computer system becomes capable of performing representative battle play, including battle play between representative characters selected based on the same selection criteria.

[0042] The 19th invention is a game system configured in which a server system, which is a computer system according to any of the 1st to 18th inventions, and each player's terminal are communicated with each other.

[0043] According to the 19th invention, it becomes possible to realize a game system having the same functions as any of the 1st to 18th inventions. [Brief explanation of the drawing]

[0044] [Figure 1] A system configuration diagram showing an example of a content delivery system. [Figure 2] A diagram to explain the game. [Figure 3] A diagram to explain the event. [Figure 4] A diagram illustrating the selection of representative characters. [Figure 5] A diagram showing an example of the data structure for the definition data of the selection criteria change. [Figure 6] A diagram to explain the tournament structure for representative matches. [Figure 7] A diagram showing examples of programs and data stored by a server system. [Figure 8] A diagram showing an example of the functional configuration of the server processing unit. [Figure 9] A diagram showing an example of the data structure for data defining changes in affiliated groups. [Figure 10] A diagram showing an example of the data structure of event definition data. [Figure 11] A diagram showing an example of the data structure for defining the criteria for national team match pairings. [Figure 12] A diagram showing an example of the data structure of user registration data. [Figure 13] This diagram shows an example of the data structure for group match management data. [Figure 14] A diagram showing an example of the data structure for representative match management data. [Figure 15]A flowchart to explain the processing flow. [Figure 16] A flowchart to explain the process of processing matches within a group. [Figure 17] Flowchart continuing from Figure 16. [Figure 18] A flowchart to explain the process for handling representative matches. [Figure 19] A diagram showing a modified version of the data used to set the selection criteria for application. [Modes for carrying out the invention]

[0045] Examples of embodiments of the present invention will be described below, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.

[0046] Figure 1 is a system configuration diagram showing an example of the configuration of a content provision system according to this embodiment. The content provision system 1000 is a computer system that provides content offering virtual experiences in a virtual space, such as video games, virtual activities, and shopping, to multiple registered users. In other words, the content provision system 1000 provides virtual experiences to users. Hereafter, the content provision system 1000 will be described as providing video games.

[0047] The content provision system 1000 is a computer system that includes a server system 1100 and user terminals 1500 for each user, all of which are connected via a network 9 to enable data communication.

[0048] Network 9 refers to a communication path capable of data transmission. In other words, Network 9 includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also telephone networks, cable networks, and the Internet.

[0049] The server system 1100 has a control board 1150 mounted on the main unit 1101. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Some or all of the functions mounted on the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0050] In Figure 1, the server system 1100 is depicted as a single server device, but it may also be implemented using multiple devices. For example, the server system 1100 may be configured with multiple servers, each responsible for a specific function, connected to each other via an internal bus or network 9 for data communication.

[0051] User terminal 1500 serves as a Man-Machine Interface (MMIF) for user 2 to play content as a player. For example, if the content to be played is a game, user terminal 1500 functions as a gameplay terminal for user 2, who is the player. In actual operation, it is common for multiple user terminals 1500 to communicate with the server system 1100 simultaneously.

[0052] The user terminal 1500 is a computer system that can connect to the network 9, such as a personal computer, smartphone, wearable computer, portable game console, home game console, or tablet computer.

[0053] The user terminal 1500 is a computer comprising an operation input device, an image display device, a communication device, and a control board 1550 for performing calculations. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include a touch panel 1506, a head-mounted display, and a glasses-type display.

[0054] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 that connects to the network 9. These elements mounted on the control board 1550 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1550 may be an ASIC, FPGA, or SoC.

[0055] The control board 1550 stores programs and various data necessary to realize the functions of the user terminal 1500 in the IC memory 1552. The user terminal 1500 realizes the functions of a play terminal for playing content by executing a predetermined application program.

[0056] Figure 2 is a diagram illustrating the game provided by the content provision system 1000. The game provided by the content provision system 1000 is a multiplayer online game. The server system 1100 functions as a game server for an action RPG (Role Playing Game). The server system 1100 constructs the game space 3 by placing background objects in a virtual three-dimensional space. Then, it places each player character 4 of the user 2, who is a player, in the game space 3 and controls their actions according to the operation input made on each user terminal 1500. Each player character 4 is equipped with a virtual camera, and a game screen W3 is generated based on the image of the game space 3 captured by the virtual camera and displayed on the user terminal 1500 of that player character 4.

[0057] Each user 2 controls their own player character 4, moving around the game space 3 and enjoying a virtual otherworld experience while encountering enemy NPCs 6 in battle. Multiple player characters 4 can exist in the game space 3 simultaneously. Player-versus-player (PvP) battles between player characters 4 can also be enjoyed as part of the virtual world experience.

[0058] Before playing, User 2 selects their player character 4 from several candidate characters 7 (7a, 7b, ...). Each candidate character 7 is assigned an initial group based on its appearance and other characteristics. For example, in the example in Figure 2, the initial groups are exemplified as follows: the first group 8a of black rabbits, the second group 8b of tights-wearing rabbits, and the third group 8c of scarf-wearing rabbits. The design of the candidate characters 7, the number and type of groups, and the number of characters belonging to each group can be set as appropriate.

[0059] Figure 3 is a diagram illustrating the competitive events that occur within the game. In the game, events are triggered at given timings. These events include Group Battle Play T1, which is equivalent to a preliminary round to select 10 representative characters from 4 player characters belonging to each of the 8 groups, and Representative Battle Play T2, which is equivalent to the main tournament or final round with the 10 representative characters from each of the 8 groups.

[0060] Group vs. Group Play T1 is a competitive game in which 4 player characters belonging to each of the 8 groups are matched and played. Then, 10 representative characters are selected based on the performance in Group vs. Group Play T1. In the example in Figure 3, Group vs. Group Play T1 is a 1v1 PvP fighting game. Note that the game genre, the number of participants in one match (number of players), and the rules (e.g., number of rounds per match, time limit, victory conditions, etc.) in Group vs. Group Play T1 may be set as appropriate. The format of Group vs. Group Play T1 may be a tournament or a league.

[0061] Representative Battle Play T2 is a tournament-style competitive game featuring 10 representative characters. The game genre, number of participants per play (number of opponents), and game rules for Representative Battle Play T2 may be set as appropriate.

[0062] Figure 4 is a diagram illustrating the selection of the representative character 10. In Group 8, multiple selection criteria are set for selecting the 10 representative characters, and at least one representative character is selected for each criterion. In the example in Figure 4, three types of selection criteria are set: "Performance Criteria," "Participation Record Criteria," and "Support Criteria," with one character selected for each, for a total of three representative characters. The number of representative characters selected for each criterion may be determined as appropriate depending on the content of the representative battle play T2, etc.

[0063] The selection criteria are defined in the applicable selection criteria setting data 630. The applicable selection criteria setting data 630 includes performance criteria data 631, participation performance criteria data 632, and support criteria data 633.

[0064] Performance criteria data 631 defines the selection criteria for match results in group play T1. For example, performance criteria data 631 includes the type of performance parameter to be judged, the passing value, and the performance point conversion function.

[0065] The type of performance parameter to be evaluated indicates which of the parameter values ​​representing the play performance in group matches T1 (for example, number of matches, wins / losses, batting average against, ranking, etc., which are set according to the rules) will be used for evaluation.

[0066] If the value of the performance parameter indicated by the performance parameter type being judged reaches the passing value, then player character 4 and user 2, who is the player of player character 4, will be considered to have passed the performance criteria.

[0067] The performance point conversion function uses the values ​​of the performance parameters to be judged as variables and calculates performance points for ranking the 4 player characters who have passed the performance criteria.

[0068] Player characters 4 who meet the performance criteria will be ranked based on their performance points calculated using a performance point conversion function, and the player character 4 that ranks first will become the representative character 10 corresponding to the performance criteria.

[0069] The participation performance criteria data 632 defines participation performance criteria based on the number of times a player has participated in group-wide competitive play T1 in the past. For example, the participation performance criteria data 632 includes a passing value for the number of participations, a passing value for the rate of change in the number of participations, and a participation performance point conversion function that takes the passing value for the number of participations and the passing value for the rate of change in the number of participations as variables.

[0070] Player character 4 who meets the passing criteria for the number of participations and the passing criteria for the rate of change in the number of participations is considered to have passed the participation achievement test. Then, player character 4 who has passed the participation achievement criteria is ranked by participation achievement points, and the player who ranks first becomes the representative character 10 corresponding to the participation achievement criteria.

[0071] If player character 4, who has the highest participation points, has already been selected as representative character 10 corresponding to the performance criteria, then player character 4, who has the second highest participation points, will be designated as representative character 10 corresponding to the participation criteria. Either the passing value for the number of participations or the passing value for the rate of change in the number of participations may be omitted.

[0072] Support criteria data 633 defines the support criteria based on the support received from spectator players 15 (or other player characters 4 who are spectating) when participating in group match play T1 in the past.

[0073] In group-wide competitive play T1, other players in the same group, excluding the players of the characters competing, can become spectators 15 and watch the match. Specifically, the server system 1100 displays a list of spectable group-wide competitive play T1 matches for the user's group to the user terminal 1500 that has made a predetermined spectating request operation, and accepts the user's selection of a match to watch. The gameplay image of the selected match is then displayed on the user terminal 1500.

[0074] During a match, user 2, a spectator player 15, can select a preferred opponent and perform a designated cheering action. Cheering actions may include, for example, using a cheer icon, entering cheering text, donating items owned by spectator player 15, or donating virtual currency (so-called tipping). The user terminal 1500 transmits information about the cheering actions to the server system 1100, which receives the information, records the amount of support received for each opponent, and sets cheering parameter values ​​for each opponent based on that record.

[0075] The "Support Parameter Value" may be set as appropriate, based on the cumulative number of times support has been received, the number of support comments, the number of donated items, the level distribution of donated items, etc. Support comments may be classified by keyword, and statistical values ​​for each classification of support comment content may be included in the Support Parameter Value. If the player character 4's operation commands include reactions to support (e.g., bowing, waving, winking, etc.), the Support Parameter Value may include information about the opposing player's reaction to the support. The support criteria will be the criteria for the performance of this support operation.

[0076] The support criteria data 633 includes the type of support parameter to be evaluated, which indicates which support parameter values ​​will be used for evaluation, the passing value for that parameter, and the support point conversion function.

[0077] If the parameter value of the support parameter type being judged reaches the passing value, player character 4 is considered to have passed the support criteria. Then, player characters 4 who have passed the support criteria are ranked by support points, and the player who ranks first becomes the representative character 10 corresponding to the support criteria.

[0078] If player character 4, who has the most support points, has already been selected as representative character 10, then player character 4, who has the second most participation points, will be selected as the third representative character 10.

[0079] Note that the types and number of selection criteria defined in the applicable selection criteria setting data 630 may be other than those listed above.

[0080] The applicable selection criteria setting data 630 is determined by modifying the pre-prepared initial settings. How to modify the initial settings is predefined in the selection criteria change definition data 570.

[0081] Figure 5 shows an example of the data structure of the selection criteria change definition data 570. Multiple types of selection criterion change definition data 570 are available. One selection criterion change definition data 570 includes application requirements 572, change content specification data 574, and revised selection criterion notification data 576.

[0082] Application requirement 572 indicates the conditions that must be met for the definition data to be applied, and is described by combining one or more subconditions 573 with AND or OR. Subconditions 573 may include, for example, the number of past events triggered subcondition 573a, participating characters subcondition 573b, representative character selection status subcondition 573c, support record subcondition 573d, representative match play summary subcondition 573e, and group match date and time subcondition 573f.

[0083] The subcondition 573a for past event activation count defines the conditions that must be met regarding the number of past event activations. For example, it may be described as a range or threshold for the number of past event activations.

[0084] The sub-condition 573b for participating characters is a set of conditions that must be met by the four player characters (participating characters) participating in Group Battle Play T1. For example, it may describe the range and threshold of the average level of the participating characters, the range and threshold of the distribution of character types of the participating characters, etc.

[0085] Sub-condition 573c for the selection of representative character defines the conditions that must be met regarding the selection of representative character 10. For example, it describes the type of selection criteria for when representative character 10 has not yet been decided in the group match play T1 at that time, the range and threshold of the ratio of participating characters to the total number of characters belonging to the group, and the range and threshold of the total number of participating characters.

[0086] Support performance sub-condition 573d defines the conditions that must be met regarding the spectator players 15 and support. For example, it describes the range and threshold for the total number of spectator players, the range and threshold for the total number of times support has been given, etc.

[0087] Representative Match Play Overview Subcondition 573e defines the conditions that must be met for the Representative Match Play Overview. The Representative Match Play Overview includes, for example, at least one of the following: the mechanics of Representative Match Play T2 (e.g., the number of tournaments), the rules governing wins and losses in individual matches, the setting of the match stages, and the match pairings in the first tournament. Representative Match Play Overview Subcondition 573e is described as a condition for one or more of these.

[0088] The sub-condition 573f for group match date and time defines the conditions that must be met for group matches to take place. These conditions may be set as a period, as time slots within a day, or as days of the week.

[0089] The change specification data 574 includes the type of selection criterion to be changed, which indicates which selection criterion among the applicable selection criterion setting data 630 will be changed; the type of parameter to be changed related to the selection criterion type to be changed; and the specified change value. Multiple change specification data 574 may be set.

[0090] The revised selection criteria notification data 576 stores data for notifying user 2 of the revised selection criteria. For example, if the notification is to be displayed as text, the revised selection criteria notification data 576 stores data such as text explaining the selection criteria, an icon, and a spoken audio.

[0091] Figure 6 is a diagram illustrating the tournament structure of Representative Match Play T2. Note that the number of tournaments is not limited to the example in Figure 6. Representative Match Play T2 consists of multiple tournaments (21 first tournaments, 22 second tournaments, ...).

[0092] The first tournament 21 (21a, 21b, ...) consists of multiple representative characters 10 selected from a predetermined number of groups 8 (for example, 2 in the example in Figure 6), and determines one winning character. The structure of the tournament bracket is not limited to the example in Figure 6.

[0093] The 2nd Tournament 22 will consist of eight groups selected from the top groups based on their performance in the 1st Tournament 21. Each group will have 10 representative characters participating, and one winning character will be determined. In other words, while the individual matches in the 1st Tournament 21 are one-on-one battles between characters, the purpose of the 1st Tournament 21 is to select the eight groups that will advance to the 2nd Tournament 22.

[0094] In the example shown in Figure 6, there are two groups participating in the tournament, but the number of groups and the combinations of groups participating in a single tournament can be set as appropriate.

[0095] If there is one set second tournament (22 rounds), and there is only one winning character after the second tournament (22 rounds) has finished, then the representative match play (T2) will end there.

[0096] However, if there are multiple secondary tournaments 22 set up, and there are multiple winning characters after all secondary tournaments 22 have finished, then the next higher tournament (nth tournament; n is a natural number) is set up. The next higher tournament (nth tournament) is set up for a predetermined number of participating groups selected from the top groups based on the results of the previous lower tournament (n-1th tournament). In the next higher tournament as well, multiple representative characters 10 from each participating group are used as participants, and one winning character is determined.

[0097] From this point onward, a single tournament is set up, and higher-level tournaments are set up one by one, increasing the degree n by one each time, until only one character remains as the winner at the end of the tournament. This process is then executed.

[0098] Then, once there is only one winning character at the end of the tournament, Representative Match Play T2 ends, and the results of Representative Match Play T2 are comprehensively evaluated to determine the rankings for Group 8, and the winning group is decided and notified to the players.

[0099] Note that the format of the Representative Match Play T2 is not limited to a tournament format. If there are many participants in Group 8, a first round league tournament may be held instead of the first round tournament 21, and the top groups from each first round league tournament may proceed to the second round tournament 22 and beyond.

[0100] Figure 7 shows an example of programs and data stored by the server system 1100. The server system 1100 stores the server program 501, the distribution client program 503, the content initial setup data 510, the user registration data 600, the play data 610, and the current date and time 900 in the IC memory 1152. Of course, other data may also be stored as appropriate.

[0101] The server system 1100 implements various functions as the server processing unit 200s shown in Figure 8 by executing and processing the server program 501 on the CPU 1151.

[0102] The server processing unit 200s performs various controls related to content provision. Specifically, the server processing unit 200s includes a user information management unit 202, a game progress control unit 210, and a timing unit 280.

[0103] The User Information Management Unit 202 executes the prescribed user registration procedure and controls the registration and management of user registration data 600 for each user 2.

[0104] The game progress control unit 210 performs various controls for providing content featuring characters, specifically controlling the progress of the game. For example, the game progress control unit 210 performs the placement and control of objects in the virtual 3D space, and the placement and control of virtual cameras that capture the virtual 3D space. It also performs controls related to the generation of game images (content images) captured by the virtual cameras, object collision detection, and play performance determination.

[0105] The game progress control unit 210 also includes a affiliation setting unit 212 and an event control unit 220.

[0106] The Affiliation Setting Unit 212 sets the group to which a character belongs. The Affiliation Setting Unit 212 basically sets the player character 4's group to the initially set group 8, but changes it according to the Affiliation Group Change Definition Data 520 (see Figure 9; details described later). It also changes it in response to a request from user 2.

[0107] The event control unit 220 controls the progress of the activated event. The event control unit 220 includes a group battle control unit 224, a representative character selection unit 226, a representative battle control unit 228, a selection criteria notification control unit 230, and a spectator control unit 232. It also includes a support reception control unit 234, a representative battle play overview setting unit 236, and a winning group determination unit 238.

[0108] The group battle control unit 224 controls the execution of the group battle play T1, which is the first element of the event (see Figure 3).

[0109] The representative character selection unit 226 selects multiple representative characters 10 for each group based on multiple selection criteria, which include at least one criterion based on the results of the group match play T1 (see Figure 4).

[0110] The representative battle control unit 228 controls the execution of the representative battle play T2 between the representative characters 10 (see Figures 3 and 6).

[0111] The selection criteria notification control unit 230 controls the notification of the selection criteria related to the selection of the representative character 10 when the representative character 10 is selected.

[0112] The spectator control unit 232 controls spectating by players who are not participating in the group match (spectator players 15; see Figure 4).

[0113] The support reception control unit 234 receives support from spectator players 15 who are watching the group match, for the characters participating in the match or the players of those characters. The support reception control unit 234 then controls the system to reflect the received support in the group match T1 and stores information about the support record associated with the user 2 of the player character 4 who received the support.

[0114] The Representative Match Play Overview Setting Unit 236 sets the Representative Match Play Overview, which includes at least one of the following: the mechanism of Representative Match Play, the rules, the match stage, and the match pairings.

[0115] The group selection section 238 determines the winning group based on the results of the representative match play.

[0116] The timing unit 280 uses the system clock to perform various timing operations, such as determining the current date and time and the time limit.

[0117] Returning to Figure 7, the distribution client program 503, when executed by the user terminal 1500, causes the user terminal 1500 to function as a game client or as a man-machine interface for the content provision system 1000.

[0118] Content initial settings data 510 defines various initial settings for the content, i.e., the game. Content initial settings data 510 includes, for example, character initial settings data 512 prepared for each type of candidate character 7 (see Figure 2), group change definition data 520, and event definition data 540. It also includes selection criteria change definition data 570 (see Figure 5) and representative match pairing criteria definition data 590. Other data, such as item definition data, may also be included as appropriate.

[0119] One character initial setup data file (512) includes the character type, initial group affiliation type, initial value of ability parameters, character model data, motion data, and so on.

[0120] The group affiliation change definition data 520 is prepared for each pattern of changing the player character 4's affiliation group from the initial setting. One group affiliation change definition data 520 stores the application requirements 522 and the target group affiliation type 524 in association, for example, as shown in Figure 9.

[0121] Application requirement 522 defines the requirements that must be met in order to apply the definition data. Application requirement 522 is written by combining one or more subconditions 523 with AND or OR.

[0122] Subconditions 523 may include, for example, character type subcondition 523a, non-event performance subcondition 523b, player information subcondition 523c, etc.

[0123] Character type subcondition 523a is a condition that must be met for the type of player character 4, and a specific type is designated.

[0124] The non-event performance sub-condition 523b is a condition that must be met regarding player character 4's performance outside of events (for example, performance in encounters with enemy NPC 6, the number of quests completed, etc.), and is described in terms of performance type, range, threshold, etc.

[0125] Player Information Sub-condition 523c is a set of conditions that must be met regarding the personal information registered in relation to user 2, who is a player. For example, it describes the type, range, and thresholds of information such as address, gender, age, and billing history.

[0126] Returning to Figure 7, the event definition data 540 is prepared for each event, including group match play T1 and representative match play T2, and stores various data related to the event. One event definition data 540 includes, for example, application requirements 542, group match duration 544, representative match duration 546, representative match play overview initial setup data 548, and group match initial setup data 550, as shown in Figure 10.

[0127] Application requirement 542 corresponds to the trigger condition for the event. Application requirement 542 is described by combining one or more subconditions 543 with AND or OR. Examples of subconditions 543 include a date and time subcondition 543a described by a specific date and time or period on a real-world calendar, and a past event trigger count subcondition 543b described by a range or threshold of the cumulative number of times an event has been triggered in the past.

[0128] The initial setup data 548 for the representative match play overview includes the overview ID, the representative match play mechanism, the combination of participating groups for each of the first tournaments, the rules to be applied to individual matches in the tournament, and the match stage settings.

[0129] The representative match play system defines things like the number of tournament rounds and the criteria for advancing. The advancement criteria determine which groups will be allowed to participate in the higher-level tournaments. For example, it indicates how many top groups will be selected based on the performance of the representative match play T2 in a single tournament (specifically, the group-by-group ranking based on the tournament rankings of the 10 representative characters).

[0130] The initial group battle setup data 550 is prepared separately for each of the 8 groups participating in the event. Each initial group battle setup data 550 includes the applicable group ID 552, the selection criteria initial setup data 554, the selection criteria notification initial setup data 555, the initial group battle rule setup data 556, and the character parameter value change definition data 558.

[0131] The initial selection criteria data 554 stores the initial selection criteria for the representative character 10 related to the event.

[0132] The initial selection criteria notification data 555 stores data (notification data) for notifying user 2 of the initial selection criteria. The notification data may include, for example, text, icons, and audio explanations of the selection criteria.

[0133] The group match rule initial settings data 556 stores the initial settings such as the match format, number of matches to be played, and rules that will be applied to the group match play T1 of the event.

[0134] The character parameter value change definition data 558 pertains to the characters participating in the group battle play T1 of the event, and is prepared for each change pattern of ability parameter values ​​that is limited to the group battle play T1. Each character parameter value change definition data 558 stores the selection conditions for the character to be changed, the type of parameter to be changed, and the change content data.

[0135] The selection criteria for the characters to be modified are described in terms of the type, level, skills, etc., of the player character 4, specifying the conditions that must be met, along with their types, ranges, and thresholds.

[0136] Returning to Figure 7, the representative match pairing criteria definition data 590 is prepared for each pattern of how the representative characters 10 are combined in the tournament bracket for representative match play T2. One representative match pairing criteria definition data 590 includes, for example, the application requirements 592 and the application pairing criteria data 594, as shown in Figure 11.

[0137] Application requirement 592 is a condition that must be met in order to select and apply the definition data, and is described by combining one or more subconditions 593 with AND or OR. Examples of subconditions 593 may include the match summary subcondition 593a, which is a condition that must be met regarding the representative match play summary, and the past event activation count subcondition 593b, which must be met regarding the number of past event activations.

[0138] The applicable combination criterion data 594 describes the criteria for determining the combination of representative characters 10 by combining one or more sub-criteria 595 using AND or OR. Examples of sub-criteria 595 may include character type sub-criteria 595a, play performance sub-criteria 595b, player information sub-criteria 595c, and selection criterion type sub-condition 595d regarding the type of selection criterion used to select the representative character 10.

[0139] Character type subcriterion 595a specifies, for example, same type / different type. The sub-criterion 595b for play performance may be specified by the player level, the range of the difference in player levels, or a threshold. Player Information Subcribing 595c describes the conditions that players must meet regarding their age, gender, and spending history. Selection criterion type subcondition 595d is described as identical selection criteria, different selection criteria, specified combinations of one and the other selection criteria, etc.

[0140] Returning to Figure 7, the user registration data 600 is prepared for each user 2 who has completed the prescribed registration procedure, and stores various information associated with that user 2. One user registration data 600 includes, for example, a user account 602, player information 603, player character setting data 604, affiliated group 605, and off-event play performance data 606, as shown in Figure 12. It also includes group battle performance parameter data 607 and support performance data 608. Of course, other data may be included as appropriate.

[0141] The group battle performance parameter data 607 stores parameter values ​​that indicate various achievements related to group battle play T1 by the player character 4 of user 2. For example, it includes battle result parameter values, participation performance parameter values, and support parameter values. The battle record parameter value represents the battle record. For example, it could be the battle record for each type of opponent character, or the battle ranking, etc. The participation performance parameter value may be, for example, the total number of times participated, or the participation rate of actual participation in group-wide competitive play T1 compared to previous opportunities to participate. The support parameter value indicates the amount of support received in group match play T1. For example, it could include the cumulative number of times support was received, the number of support comments, the number of donated items, the level distribution of donated items, statistical values ​​by content category of support comments, and information about the reactions of opposing players to the support.

[0142] The cheering record data 608 stores the content of the cheers received by the player character 4 of user 2 from spectator player 15 while the player character 4 was participating in group match play T1, as well as statistical values ​​for those cheers.

[0143] Returning to Figure 7, the play data 610 stores various information related to the provision of content. The play data 610 includes event management data 612, which is prepared for each triggered event. Of course, other data may also be included as appropriate.

[0144] Event management data 612 includes group match management data 620 for each group match play T1, and representative match management data 700. Of course, other data may be included as appropriate.

[0145] One group-internal match management data 620 includes, for example, as shown in Figure 13, the type of group being targeted by the group-internal match play T1, the start date and time 624, and the applicable match rule data 626. It also includes applicable selection criterion setting data 630 (see Figure 4), applicable selection criterion notification data 640, group-internal match play data 650, group-internal match performance data 660, and representative character registration data 666.

[0146] The applied battle rule data 626 contains a copy of the initial battle rule data 556 (see Figure 10) for the group of the triggered event.

[0147] The applicable selection criteria notification data 640 is created when the applicable selection criteria setting data 630 is initially set. The initial selection criteria notification data 555 (see Figure 10) is copied to this data, and each time it is changed, it is overwritten with the modified selection criteria notification data 576 (see Figure 5).

[0148] Group match play data 650 is prepared for each match of Group Match Play T1 and stores various data describing the latest state of that match. For example, it includes match matching data 651, participant character control data 652 which is applied only to matches involving player character 4, and spectator character control data 653.

[0149] The participating character control data 652 includes the position coordinates of the player character 4 participating in the match, motion control data, ability parameter values, etc. The ability parameter values ​​of the character (e.g., HP, MP, etc.) are copied and modified according to the character parameter value change definition data 558 (see Figure 10), after which the group match play T1 begins. The data is then updated as the group match play T1 progresses.

[0150] Group match performance data 660 includes the match matching list 661, the number of matches played 662, the elapsed time of matches 663, and group match performance data 664 by participating character for each T1 play session. Of course, other data may be included as appropriate.

[0151] Representative character registration data 666 is prepared for each representative character 10 selected from group 8 indicated by the implementation group type 622 of the management data. Each representative character registration data 666 includes the representative character ID, the group to which it belongs, and the corresponding selection criterion type, which indicates which of the multiple selection criteria the representative character 10 was selected to.

[0152] Figure 14 shows an example of the data structure of the representative match management data 700. Representative match management data 700 includes match ID 702, representative match play summary data 703, and participating representative character registration data 708. It also includes tournament number 710, tournament bracket data 712, representative match play data 720, tournament results data 730, and group results data 732.

[0153] The match ID 702 can be, for example, a multi-digit number formed by combining the start date and time with the total number of times events have been triggered up to that point.

[0154] The Representative Match Play Overview Data 703 includes the group pairings for the first tournament 21 704, the Representative Match Play Mechanism Data 705, the applicable rule data 706, and the match stage setting data 707. The Representative Match Play Overview Data 703 is set by copying the Representative Match Play Overview Initial Setup Data 548 of the triggered event (see Figure 10).

[0155] The representative character registration data 708 is prepared for every 10 representative characters and is copied from the representative character registration data 666 (see Figure 13) for group 8, as indicated by the participating group combination 704.

[0156] Tournament degree 710 indicates the degree n of the tournament currently underway.

[0157] Representative match play data 720 is prepared for each individual match in the tournament defined in the tournament bracket data 712. One representative match play data 720 includes the tournament ID 722, representative character combination data 724, and representative character control data 726 for each of the 10 representative characters.

[0158] A tournament results data file (730) is prepared for each tournament. Each tournament results data file (730) includes the tournament ID, the tournament ranking by representative character, and the tournament ranking by group. The tournament ranking by group may be determined, for example, by aggregating the tournament ranking points, which are determined for each of the 10 representative characters, for each participating group.

[0159] Group performance data 732 is prepared for each of the 8 groups participating in the event. Each group performance data 732 includes the group ID and the group ranking. Of course, other data may be included as appropriate. The group ranking may be determined by the total number of tournament ranking points earned, from highest to lowest.

[0160] Figure 15 is a flowchart illustrating the processing flow related to events executed by the server system 1100. It is assumed that the server system 1100 has already started configuring the game space 3 and controlling the progress of non-event play. Furthermore, it is assumed that the placement and control of user 2's player character 4 and enemy NPC 6, as well as the determination of play results, are already in progress.

[0161] When the server system 1100 receives a predetermined user registration request from the user terminal 1500 (YES in step S10), it accepts the selection of the player character 4 of the requesting user 2 from among the candidate characters 7 (step S12).

[0162] Next, the server system 1100 sets the affiliated group 605 (see Figure 12) (step S14). Specifically, the server system 1100 sets it as the initial affiliated group for the selected candidate character 7, and if there is affiliated group change definition data 520 (see Figure 9) that satisfies the application requirement 522, it changes it to the target affiliated group type 524.

[0163] If a user terminal 1500 inputs a command to specify a designated group (YES in step S16), the server system 1100 changes and sets the group 605 of the player character 4 associated with that user terminal 1500 to the specified group (step S18).

[0164] Then, the player character 4 of user 2 is placed in the game space, and control of player character 4 is started (step S20).

[0165] The server system 1100 monitors whether the application requirement 542 (see Figure 10) is met. If an event occurs in which the application requirement 542 is met (YES in step S30), the server system 1100 refers to the event definition data 540 and sets the representative match play summary data 703 (see Figure 14) (step S32).

[0166] Next, the server system 1100 executes Loop A for each participating group (steps S40 to S124).

[0167] In loop A, if the group match is held within the group match period 544 (YES in step S42), the server system 1100 executes the group match processing (step S44).

[0168] Figures 16 and 17 are flowcharts illustrating the process of processing matches within a group. As shown in Figure 16, in the group match processing, the server system 1100 first prepares the group match management data 620 (see Figure 13) (step S50), and then executes the selection criteria setting process to set the applicable selection criteria setting data 630 (step S52). Specifically, it refers to the event definition data 540 (see Figure 10) of the triggered event and copies the selection criteria initial setting data 554 of the group match initial setting data 550 that matches the applicable group ID 552 to the applicable selection criteria setting data 630 (see Figure 13).

[0169] Next, the server system 1100 sets the applicable battle rule data 626 (step S54). Specifically, it refers to the event definition data 540 of the triggered event (see Figure 10) and copies the group battle rule initial setting data 556 of the group battle initial setting data 550 that matches the applicable group ID 552 to the applicable battle rule data 626.

[0170] Next, the server system 1100 performs matchmaking for group-wide competitive play T1 (step S56). The matchmaking method can be set as appropriate. For example, it may be determined randomly, or players belonging to the target group may be paired with players whose character levels are similar.

[0171] Next, the server system 1100 executes Loop B for each matchmaking and then executes the group match play T1 (steps S70 to S84). Specifically, in Loop B, the server system 1100 first refers to the character parameter value change definition data 558 of the group battle initial setup data 550 (see Figure 10) to which the applicable group ID 552 matches. Then, it changes the ability parameter values ​​of the player character 4 (participating character) of the battle match to be processed in Loop B, based on the type of participating group participating in Representative Battle Play T2 and the Representative Battle Play summary data 703 (Step S72).

[0172] Next, the server system 1100 starts controlling the progress of the group match T1 based on the matching of players to be processed (step S74). Then, it starts accepting support from the spectator players 15 for the match, and begins reflecting the received support and recording the support received (step S76).

[0173] Next, the server system 1100 terminates the group-wide match play T1 (step S80). Then, it updates the group-wide match performance parameter data 607 (see Figure 12) and group-wide match performance data 660 (see Figure 13) related to the participating characters of the match being processed (step S82), and ends loop B (step S84).

[0174] If loop B has been executed for all match combinations, proceed to Figure 17. The server system 1100 determines whether it is possible to select the representative character 10 for group 8, which is the target of processing in loop A, if it is within the group match period 544 (YES in step S98) (step S100). In other words, it determines that it is positive if the representative character 10 can be selected according to each criterion based on the applicable selection criterion setting data 630 (see Figure 13).

[0175] If it is not possible to select a representative character 10 (NO in step S100), the server system 1100 searches for selection criterion change definition data 570 (see Figure 5) that satisfies the application requirement 572. If a match is found (YES in step S102), the system modifies the application selection criterion setting data 630 according to the change content specification data 574 (step S104) and returns to step S56.

[0176] If it is possible to select 10 representative characters (YES in step S100), the server system 1100 notifies user 2 of the applicable selection criteria for player character 4 belonging to the processing group of Loop A (step S106). Also, if the group match period 544 has ended (NO in step S98), the applicable selection criteria are notified (step S106).

[0177] Returning to Figure 15, the server system 1100 then selects representative characters 10 from among the player characters 4 belonging to the processing target group of Loop A, according to the type of selection criteria applied (step S120), and terminates Loop A (step S124).

[0178] If Loop A has been executed for all Group 8 that are set to participate in the Representative Match Play T2 of the activated event, the server system 1100 executes the Representative Match processing (step S126). Incidentally, all Group 8 that are set to participate in the Representative Match Play T2 can be found in the first tournament pairings in the Representative Match Play Overview Initial Setup Data 548 (see Figure 10). If there are multiple first tournaments 21, multiple pairings will be set.

[0179] Figure 18 is a flowchart illustrating the process for handling representative matches. In the representative match processing, the server system 1100 creates a tournament bracket for the first tournament 21 (step S140). Specifically, it creates a tournament bracket for the first tournament 21 for each first tournament combination in the representative match play overview initial setting data 548. At that time, the server system 1100 determines the representative character 10 in the individual matches of the tournament by applying the criteria shown in the applicable combination criteria data 594 of the representative match combination criteria definition data 590 that meets the application requirement 592 (see Figure 11).

[0180] Next, the server system 1100 executes loop C for each tournament (steps S142 to S162).

[0181] In loop C, the server system 1100 executes loop D for each individual match in the tournament being processed, starts controlling the progress of the representative match play T2 (step S146), and then ends loop D (step S148).

[0182] Once Loop D has been completed for all individual matches, the server system 1100 determines whether the winning character for the tournament being processed in Loop C has been determined (Step S160). If it is not yet determined (NO in Step S160), the server system 1100 returns to Step S144 and continues the tournament. If the winning character has been determined (YES in Step S160), Loop C ends (Step S162).

[0183] If Loop C has been executed for all tournaments, the server system 1100 determines whether there is only one winning character for each tournament, as determined in step S160 of Loop C (step S164).

[0184] If there are multiple winning characters in the tournament (as indicated by the NO in step S164), the winning group has not yet been determined at that point. In this case, the server system 1100 sets the tournament rankings by representative character and by group (step S166).

[0185] The server system 1100 then selects only the groups that rank a predetermined number higher in the group tournament standings (for example, the maximum value which is a multiple of 2) to participate in the next higher tournament (step S168). Then it creates the tournament bracket for the next higher tournament (step S170) and returns to step S140.

[0186] If there is only one winning character in the tournament (YES in step S164), server system 1100 terminates the representative match processing.

[0187] Returning to Figure 17, the server system 1100 determines the overall group performance data 732 based on the results of the representative match play (tournament performance data 730; see Figure 14), and determines the winning group. Then, it announces the results of the representative match play T2 to all users 2 belonging to group 8 who participated in the event (step S180).

[0188] In summary, according to this embodiment, it becomes possible to provide a new technology for selecting a representative character in a game featuring various types of characters.

[0189] [Variation] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or modified as appropriate.

[0190] (Variation 1) For example, the content provision system 1000 may be implemented using a P2P (Peer to Peer) architecture with multiple user terminals 1500. In this case, programs and data corresponding to the functional division are stored in the user terminals 1500, and the functions corresponding to the server processing unit 200s in the above embodiment are distributed and implemented by the user terminals 1500, which act as P2P nodes. The same effects as in the above embodiment can be obtained with this configuration as well.

[0191] (Variation 2) Furthermore, a distribution client program 503 (see Figure 7) allows some user terminals 1500 to have some of the functions of the server processing unit 200s (see Figure 8).

[0192] (Variation 3) In the above implementation example, performance, participation record, and support were given as examples of selection criteria, but the types and number of selection criteria are not limited to these.

[0193] For example, one of the criteria may be omitted, or other criteria may be added. For example, a playstyle criterion may be added. Specifically, the server system 1100 monitors the types of inputs used to control player character 4 in group battle play T1. If the ratio of attack-related inputs among all detected inputs is above a predetermined threshold, the playstyle is determined to be "attack-oriented style," and the higher the ratio, the more attack-oriented the playstyle is considered to be. Similarly, if the ratio of defense-related inputs is above a predetermined threshold, the playstyle is determined to be "defense-oriented style," and the higher the ratio, the more defense-oriented the playstyle is considered to be. Note that the types and number of playstyles are not limited to this example. For example, if the ratio of attack-related inputs and defense-related inputs are similar, the playstyle may be determined to be "balanced style."

[0194] Then, as shown in the application selection criteria setting data 630B in Figure 19, the criteria are set including the style criteria data 634. The style criteria data 634 specifies one or more types of styles to be adopted.

[0195] In terms of how to use the style criteria, a representative character 10 corresponding to the style criteria may be selected in the same manner as in the embodiment described above. For example, if the adopted style type of the style criterion data 634 is "attack-oriented style", then the player character 4 with the highest degree of attack-orientedness within group 8 is selected as the representative character 10.

[0196] Alternatively, the style criteria could be considered a sub-criterion, and for each of the three criteria—performance, participation, and support—10 representative characters could be selected, equal to the number of styles adopted as indicated by the style criterion data 634. [Explanation of Symbols]

[0197] 4…Player Mission 8…Group 10…Representative Character 15…Spectator Players 21…First Round 22…Second Tournament 200s... Server Processing Unit 212... Affiliation Setting Department 220...Event Control Unit 224...Group Intra-Group Battle Control Unit 226... Representative Character Selection Section 228... Representative Match Control Unit 230…Selection Criteria Notification Control Unit 234... Support Reception Control Unit 236... Representative Match Play Overview Settings Section 238...Determination of the winning group 501…Server Program 540…Event definition data 544... Period of inter-group matches 548... Representative Match Play Overview Initial Setup Data 554…Selection criteria initial settings data 555...Selection Criteria Notification Initial Setup Data 558... Character parameter value change definition data 570…Selection Criteria Change Definition Data 600...User registration data 604...Player character setting data 605... Affiliated group 607... Group match performance parameter data 608... Data on the number of people who have been cheered on 612…Event management data 620... Group match management data 630…Application Selection Criteria Setting Data 640…Notification data of applicable selection criteria 650... Group match play data 661... Matchmaking List 664…Battle record data by participating character 666... ​​Representative character registration data 700… Representative Match Management Data 703... Representative Match Play Overview Data 708... Participant representative character registration data 712...Tournament Bracket Data 720... Representative match play data 726...Representative character control data 730... Tournament results data 732…Group performance data 1000... Content delivery system 1100... Server System 1500... User terminal

Claims

1. A computer system that controls the execution of multiplayer battles between characters belonging to designated groups, A group-based match control means for controlling the execution of group-based matches within each group, A representative character selection means for selecting multiple representative characters for each group based on multiple selection criteria, which include at least criteria based on the results of the group's inter-group matches, A representative match control means for controlling the execution of representative match play between the aforementioned representative characters, A computer system equipped with the following features.

2. A means of setting the group to which a character belongs. The computer system according to claim 1, further comprising:

3. The group-internal match control means controls the group-internal match play to take place for a given period of time. The computer system according to claim 1.

4. The representative character selection means selects the representative character by changing the selection criteria based on the date and time conditions of the group match play. The computer system according to claim 3.

5. The group match control means controls the matching of opponents in the group match play. The computer system according to claim 1.

6. The representative character selection means selects the representative character according to the selection criteria. The computer system according to claim 1.

7. A selection criteria notification control means that controls the notification of the selection criteria related to the selection of the representative character when the representative character is selected. The computer system according to claim 1, further comprising:

8. The representative character selection means sets the selection criteria for each group. The computer system according to claim 1.

9. The representative character selection means modifies the selection criteria so that a predetermined number of representative characters can be selected for each group. The computer system according to claim 1.

10. The group-internal battle control means controls the performance parameter values ​​related to the characters participating in the group-internal battle play or the players of those characters in a variable manner. The representative character selection means selects the representative character by including the criteria based on the performance parameter values ​​in the selection criteria. The computer system according to claim 1.

11. The group match control means controls the performance parameter values ​​based on the match results of the group match play. The computer system according to claim 10.

12. The group match control means controls the performance parameter value based on the participation record of the group match play. The computer system according to claim 10.

13. A support reception control means that receives support from spectator players watching the aforementioned group match play for the characters participating in the match play or the players of those characters. Furthermore, The group match control means controls the performance parameter value based on the performance of the support. The computer system according to claim 10.

14. Representative match play overview setting means for setting a representative match play overview that includes at least one of the following: the mechanism, rules, match stage, and match pairings for the representative match play; Furthermore, The representative match control means controls the execution of the representative match play in accordance with the representative match play outline. The representative character selection means sets the selection criteria based on the representative match play overview. The computer system according to claim 1.

15. The group-internal battle control means modifies the parameter values ​​of the characters participating in the group-internal battle play based on the representative battle play overview. The computer system according to claim 14.

16. A means for determining the winning group based on the results of the aforementioned representative match play, The computer system according to claim 1, further comprising:

17. The aforementioned representative match play is a match format that includes at least multiple tournaments, The means for determining the winning group determines the winning group using the results of each of the tournaments. The computer system according to claim 16.

18. The representative character selection means selects the representative character according to the selection criteria, The representative match control means matches opponents for the representative match play so that it includes a match play between representative characters selected based on the same selection criteria. The computer system according to claim 1.

19. A server system which is a computer system according to any one of claims 1 to 18, Each player's player terminal, A game system configured with interconnected components capable of communication.