computer system

JP2026137550APending Publication Date: 2026-08-27BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025023723
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-17
Publication Date
2026-08-27

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Abstract

In multiplayer games that utilize owned objects with variable properties, this system allows players to easily participate regardless of the level of development or enhancement of their owned objects. [Solution] The server system 1100 has a change element, which is a development element and / or enhancement element, that can change predetermined variable parameter values ​​for the player's owned objects, and provides a multiplayer game with multiple participating players. In the server system 1100, the setting change unit 235 changes the target parameter value among the variable parameter values ​​of each participating player's owned objects to a value that satisfies a given standard condition. The game management unit 230 then controls the progress of the multiplayer game with the owned objects in the state changed by the setting change unit 235.
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Description

Technical Field

[0001] The present invention relates to a computer system that provides a multiplayer game.

Background Art

[0002] Conventionally, there have been known games in which players enjoy growing and strengthening owned objects having changing elements such as growing elements and strengthening elements. Further, as a technique of a multiplayer game in which an owned object having a changing element participates, there is a technique in which players who participate are classified into classes and players of the same class are made to play against each other (see Patent Document 1). In Patent Document 1, taking a racing game as an example, (1) for the racing cars to be used, only those from the prescribed ones can be selected, and a class in which the pure driving skills of the cars are competed against, and (2) a class in which the use of a racing car customized by the player for himself / herself is permitted are included, and a mechanism for playing against each other by class is disclosed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a configuration in which players who participate in a multiplayer game are classified into classes as in Patent Document 1, there is a problem that players can only play together with players of the same class.

[0005] The problem to be solved by the present invention is to realize a mechanism in which, in a multiplayer game played using an owned object having a changing element, participating players can easily participate regardless of the degree of growth or strengthening of the owned object.

Means for Solving the Problems

[0006] The first invention for solving the above problems is a computer system that provides a multiplayer game for multiple participating players, in which there are change elements which are development elements and / or enhancement elements that can change predetermined variable parameter values ​​for objects owned by players, and the computer system comprises: setting change means (for example, setting change unit 235 in Figure 7) that changes the target parameter value among the variable parameter values ​​of the objects owned by each of the participating players to a value that satisfies a given standard condition, and progress control means (for example, game management unit 230 in Figure 7) that controls the progress of the multiplayer game with the owned objects in the state in which the settings have been changed by the setting change means.

[0007] According to the first invention, prior to the start of the multiplayer game, the target parameter value among the variable parameter values ​​that are changed by the change element, which is a training element and / or enhancement element, is changed to a value that satisfies a given standard condition. As a result, even if there are participating players with different levels of training or enhancement of owned objects, it is possible to control the progress of the multiplayer game after adjusting the target parameter value of each owned object to satisfy the standard condition.

[0008] The second invention is a computer system in which, in the above invention, the multiplayer game is a game in which multiple participating players form teams and compete against each other, and the setting change means changes the target parameter values ​​of the owned objects of each participating player who makes up the same team so that they become equivalent values.

[0009] According to the second invention, the progress of a team game can be controlled while the target parameter values ​​of the objects owned by each participating player in the team are changed to equivalent values.

[0010] The third invention is a computer system in which, in the above invention, the equivalent value is a value obtained by statistically processing the target parameter value of the object owned by each of the participating players who constitute the same team.

[0011] According to the third invention, the target parameter value of each player's owned object can be changed to a value obtained by statistically processing the said target parameter value.

[0012] The fourth invention is a computer system in which, in the above invention, the multiplayer game is a racing game, and the variable parameter value is a value relating to a predetermined driving performance of the owned object.

[0013] According to the fourth invention, the progress of a race game can be controlled while the values ​​related to the driving performance of each player's owned object are set and changed.

[0014] The fifth invention is a computer system in which, in the above invention, the target parameter value is a value relating to the driving power of the owned object.

[0015] According to the fifth invention, the progress of the race game can be controlled while the value of the driving power of each of the multiple players' owned objects is set and changed.

[0016] The sixth invention is a computer system further comprising, in the above invention, a selection means for selecting the target parameter value from among the variable parameter values.

[0017] According to the sixth invention, a target parameter value selected from among the variable parameter values ​​can be changed to a value that satisfies the standard conditions.

[0018] The seventh invention is a computer system in which, in the above invention, the owned object is an object selected from among multiple types of objects with different basic specifications, and the progress control means controls the progress of the multiplayer game while maintaining the basic specifications of the owned object, with the target parameter values ​​of the owned object changed by the setting change means.

[0019] According to the seventh invention, the game's progress can be controlled while maintaining the basic specifications of the owned objects, and changing the target parameter values ​​to values ​​that satisfy the standard conditions.

[0020] The eighth invention is a computer system further comprising, in the above invention, a single-player control means (for example, a game management unit 230 in Figure 7) for controlling the progress of a single-player game with the owned object in the state of the variable parameter values ​​changed by the change element.

[0021] According to the eighth invention, for single-player games, the progression of the game can be controlled by owned objects in a developed and / or enhanced state.

[0022] The ninth invention is a computer system in which, in the above invention, the multiplayer game is a game in which teams compete against each other, and the system further comprises a matching means (for example, a matching processing unit 237 in Figure 7) that matches the teams to compete based on the equivalent values ​​set by the setting change means.

[0023] According to the ninth invention, opposing teams can be matched based on equivalent values ​​for which the target parameter values ​​have been changed.

[0024] The 10th invention is the computer system according to the above invention, wherein the multiplayer game is a game in which teams compete against each other, and further includes team name generating means (for example, the team name generating unit 233 in FIG. 7) for generating the name of the team using the information of each participating player constituting the team and / or the information of the owned objects of the participating player.

[0025] According to the 10th invention, the team name can be generated using the information of the participating players constituting the team and the information of the owned objects of the participating players.

[0026] The 11th invention is the computer system according to the above invention, wherein the team name generating means generates the name of the team by including a term corresponding to given common information based on the information of the owned objects of each participating player constituting the team.

[0027] According to the 11th invention, the team name can be generated by including a term corresponding to the common information among the information of the owned objects of each player constituting the team.

Brief Description of the Drawings

[0028] [Figure 1] A diagram showing an example of the overall configuration of the game system. [Figure 2] A diagram showing an example of the device configuration of the terminal device. [Figure 3] A diagram for explaining tuning. [Figure 4] A diagram for explaining the generation of the team name. [Figure 5] A diagram for explaining the setting change of the horsepower parameter value. [Figure 6] A diagram showing an example of the game screen displayed on the terminal device during team battle. [Figure 7] A block diagram showing an example of the functional configuration of the server system. [Figure 8] A diagram showing an example of the data configuration of the battle play data. [Figure 9] A block diagram showing an example of the functional configuration of a terminal device. [Figure 10] A flowchart illustrating the processing flow performed by a server system. [Figure 11] A diagram showing an example of the overall configuration of game system 1000 in a modified example. [Figure 12] A diagram illustrating the game modes of a racing game in a modified example. [Figure 13] This diagram illustrates an example where multiple variable parameter values ​​are set for an object owned by the player. [Modes for carrying out the invention]

[0029] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited by the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, the same parts are denoted by the same reference numerals in the drawings.

[0030] [Overall structure] Figure 1 shows an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 is a computer system that includes a server system 1100 and a terminal device 1500 owned by a player (user) 2 of the game in this embodiment, and these are connected to each other via a network N so that they can communicate data with one another.

[0031] Network N refers to a communication path capable of data communication. In other words, Network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.

[0032] The server system 1100 is a computer system comprising a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which 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 are mounted. Note that part or all of 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).

[0033] The server system 1100, through calculations performed by the CPU 1151 and other components based on predetermined programs and data, implements a player management function related to user registration of player 2, and a game management function that provides data necessary for playing the game on the terminal device 1500 and manages the execution control of the game on the terminal device 1500. In other words, the game in this embodiment is implemented as a type of client-server online game. Player 2 accesses the server system 1100 with their terminal device 1500, logs in using the issued account (player ID), and enjoys the game in this embodiment.

[0034] Furthermore, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment service provider to perform the purchase procedure (billing process) for game coins, which are the in-game currency. During the billing process, the electronic payment server responds to inquiries from the server system 1100 and settles the purchase amount of game coins using the player 2's credit card, prepaid card, etc. The server system 1100 then grants the player 2 the game coins equivalent to the purchase amount settled by the electronic payment server.

[0035] Furthermore, the server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a network N, functioning as a single server system 1100.

[0036] The terminal device 1500 is a computer system that performs the function of a human-machine interface and can connect to the network N via a mobile phone base station, a wireless communication base station, etc., and communicate data with the server system 1100. The terminal device 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game console, a home game console, a controller for a home game console, a commercial game console, a personal computer, a tablet computer, a wearable computer, etc.

[0037] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a terminal device 1500. As shown in Figure 2, the terminal device 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons (not shown), are also provided.

[0038] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to network N, a 3-axis gyroscope 1554, a 3-axis accelerometer 1555, and an interface circuit 1557. The interface circuit 1557 includes circuits for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, a signal input / output circuit for the memory card reader 1542, and signal input / output circuits for the 3-axis gyroscope 1554 and the 3-axis accelerometer 1555. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Furthermore, part or all of the control board 1550 may be configured using an ASIC, FPGA, or SoC.

[0039] In the control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the terminal device 1500 in response to input from the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.

[0040] [detail] The game of this embodiment is a racing game and has game modes including a single-player mode, which is a story mode and a time attack mode, and a multiplayer mode, which is a team battle mode.

[0041] 1. About Story Mode Story Mode is a mode in which players develop and strengthen the race cars used in the game while progressing through the story. In this embodiment, it will be explained that the player develops and strengthens one race car while using it in the game.

[0042] To begin Story Mode, the player first selects a car model to use as their race car (hereinafter also referred to as the "player car"). Multiple car models are available, some modeled after actual cars sold by various manufacturers. Each car model differs in its drivetrain, gear ratio, engine, and other specifications.

[0043] Once the player has chosen their car, they progress through the story by driving on courses designated for each story and completing the required missions. More specifically, tuning points are awarded for completing each story. When a certain number of tuning points are accumulated, the player can tune their car based on their selections. Figure 3 is a diagram illustrating the tuning process, with Figure 3(a) showing an example of the tuning screen.

[0044] There are two types of tuning: power tuning, which increases acceleration and top speed, and handling tuning, which improves cornering ability. When power tuning is performed, the power gauge PG increases, and when handling tuning is performed, the handling gauge HG increases. For example, in power tuning, various power tuning parts are added or replaced to the player car O1, and the power gauge PG value increases according to the content of these additions or replacements. In handling tuning, various handling tuning parts are added or replaced to the player car O1, and the handling gauge HG value increases according to the content of these additions or replacements.

[0045] Then, depending on the tuning performed, the horsepower (hereinafter referred to as the "horsepower parameter value"), which is one of the variable parameters of the player car O1, will gradually increase (see Figure 3(b)). When the story mode is completed, the horsepower parameter value will reach a predetermined maximum value, and the full tuning of the player car O1 will be completed. The initial and maximum values ​​of the horsepower parameter value may be the same for all car models, or they may be different depending on the car model, and may be set as appropriate. In the following examples, we will assume that they are the same for all car models, and use "300" as an initial value and "850" as a maximum value as an example.

[0046] 2. About Time Attack Mode Time Attack mode is a mode where players race on a course alone, aiming for the fastest lap time. Players train and upgrade their player car in Story Mode while striving to achieve faster lap times.

[0047] 3. About Team Battle Mode Team Battle mode is a mode where multiple players form teams and compete against each other. Each player drives their own car on a course, competing against the opposing team for finishing order and time. There is no particular limit to the number of players participating in team battle, but below we will use a 4v4 team battle as an example, where two teams of four players compete against each other. Since eight people will be competing for finishing order, ranking points are assigned to each rank from 1st to 8th place in advance. At the end of the team battle, the team with the most ranking points based on finishing order wins. Ranking points should be set so that higher ranks are worth more.

[0048] In team battle mode, the server system 1100 first performs a team division process, dividing the registered players into teams of four. The teams can be divided in the order of registration, or four players can be randomly selected. The server system 1100 then performs a team name generation process to generate names for the teams divided in the team division process, and a process to change the settings of target parameter values. After that, the server system 1100 matches the teams to compete against each other and starts the team battle. In addition, the server system 1100 performs a team strength evaluation process after the team battle ends, evaluating the strength of each team.

[0049] 3-1. Team Name Generation Process In the team name generation process, the server system 1100 generates team names for the teams that were divided in the team division process. At the same time, it sets a team color for each team. The team color may be set automatically by randomly selecting a color, or it may be set by accepting input from participating players for each team. Figure 4 is a diagram illustrating the generation of team names.

[0050] In this embodiment, the server system 1100 generates a team name for a team of interest using information (player information) 520 about the participating players 2a to 2d that make up the team of interest, and information (player car information) 530 about the player cars O11 to O14 of each participating player 2a to 2d. For example, the team name is generated by combining general terms and terms indicating team colors registered in the term list 550. When there is common information in each item of the player information 520 or player car information 530, the team name is generated by including that common information or the term corresponding to that common information (hereinafter collectively referred to as "common term corresponding term").

[0051] Player information 520 includes, for example, personal information such as the player's name, gender, age, and place of origin, as well as play history, level, progress in story mode (tuning progress), mileage, race record, and play style. Player car information 530 includes, for example, information on the basic specifications of the race car, such as the car model, the car group to which it belongs, and the drive system, as well as information on variable elements that change from time to time in story mode, such as the gauge values ​​of the power gauge and handling gauge, and horsepower parameter values.

[0052] The player's play style is determined based on their gameplay history. For example, the number of times a player makes contact with a race car in front of them (rear-end collisions), the number of times they make contact with a race car behind them (blocking), and the number of times they make contact with walls or obstacles on the course (obstacle collisions) are all accumulated for each gameplay session. Based on these counts, a play style such as "aggressive," "defensive," or "steady" is set and updated accordingly.

[0053] The 550-word list includes general terms and common-corresponding terms used to generate team names.

[0054] General terms include, for example, terms used as the leading element of a team name, terms used as the trailing element, and modifiers. For example, terms such as "legendary" and "team" are registered as leading elements, and terms such as "club," "fighters," and "friends' association" are registered as trailing elements. Modifiers include terms used in combination with common information when the team name includes such common information. For example, terms such as "owner," "supporter," and "love" are registered as modifiers used in combination with items such as manufacturer name, car model, and car model group.

[0055] Common-specific terminology is set for some or all of the items in player information 520 and player car information 530. For example, if the play style setting in player information 520 is the same, terms to be included in the team name are registered. For example, if the play style is "aggressive," terms such as "Crusher" or "Rampage" are registered for common-specific terminology, and if the play style is "defensive," terms such as "Guardian" or "Guardian Deity" are registered for common-specific terminology.

[0056] The specific generation procedure involves the server system 1100 first referring to the player information 520 and player car information 530 for each participating player 2a to 2d. If there are any items in each item that are the same for all players, the settings for those items are extracted as common information. In the example in Figure 4, the place of origin is the same for all players in player information 520 ("Tokyo"), and the play style is the same for all players ("Aggressive"). Also, the manufacturer name is the same for all players in player car information 530 ("abc"). Therefore, the settings for each of these items, "Tokyo," "Aggressive," and "abc," are extracted as common information.

[0057] The server system 1100 then generates a team name, including the extracted common information or the corresponding terms for those common elements. For example, if three or more pieces of common information are extracted, at least one of them is used and combined with general terms and team colors to generate a team name. Figure 4 shows an example of generating a team name using the extracted common information, namely the place of origin and playing style, combined with team colors. Figure 4 shows an example of generating a team name using the extracted common information, namely the manufacturer's name, combined with its modifiers and general terms. If no common information exists, the server system generates a team name by, for example, randomly selecting one element each from the beginning and end of a name and combining them with team colors.

[0058] 3-2. Regarding the setting change process As mentioned above, the horsepower parameter value of a player's car varies depending on the progress the owner player has made in Story Mode. Therefore, the players who make up a team may include players with low horsepower parameter values, ranging from those who have just started the game to those who have already completed full tuning and have reached the maximum horsepower parameter value.

[0059] Therefore, in the configuration change process, the server system 1100 changes the horsepower parameter value of each player's car that makes up the same team to a value that satisfies the given criteria. Figure 5 is a diagram illustrating the change in the horsepower parameter value setting.

[0060] In this embodiment, the server system 1100 sets the horsepower parameter values ​​of each player car O11 to O14 based on the standard condition that "all players' horsepower parameter values ​​are the same." The procedure involves statistically processing the horsepower parameter values ​​of each player car O11 to O14, as shown in Figure 5, to obtain a representative value (e.g., the average value). Then, the horsepower parameter values ​​of each player car O11 to O14 are changed to the representative value (average value).

[0061] This allows for adjustments to be made, such as lowering the horsepower parameter value for participating players whose player cars have been developed and strengthened (tuned), and raising it for players whose player cars have not been developed and strengthened. On the other hand, by keeping the settings of player car information 530 the same except for changing the horsepower parameter value, the basic specifications such as the car model and drive system are maintained. Therefore, for advanced players who have made progress in tuning, the driving performance of their player car (the horsepower parameter value corresponding to driving power in this embodiment) will decrease, but since the basic specifications are maintained, they can compete based on their own driving skill. Also, for beginners who have just started the game and have not made progress in tuning, the driving performance (driving power) of their player car will improve. However, since this is only an upper limit on the improvement of the average value for all participating players, it prevents situations where the driving performance becomes too high and unsuitable for the player's skill level, making it difficult to play. In addition, since a player's horsepower parameter value will not contribute to raising the horsepower parameter value after the setting change if their own value remains low, it is less likely that changing the horsepower parameter value in team battle mode will discourage players from playing story mode.

[0062] Furthermore, the system may use not only the average value, but also other representative values ​​such as the sum, maximum, minimum, and median to adjust the horsepower parameter settings. Additionally, when using the maximum value as the representative value, the horsepower parameter settings may be adjusted conditionally. For example, an upper limit (e.g., 600) could be set in advance. Then, the system could use the maximum value as the representative value when the maximum value does not exceed the upper limit, and use the upper limit as the representative value when the maximum value exceeds the upper limit, adjusting the horsepower parameter settings accordingly.

[0063] 3-3. About Team Matches The server system 1100 generates team names and sets representative values ​​for the horsepower parameter values ​​of participating players for each team, then executes the matching process. Here, the server system 1100 matches teams to compete based on the horsepower parameter values ​​(representative values) after the settings have been changed. Teams with similar representative values ​​can be matched as opponents. After that, the server system 1100 starts a team match between the matched teams and controls the progress of the game.

[0064] Figure 6 shows an example of a game screen displayed on the terminal device 1500 during a team match. In this embodiment, the game screen employs a third-person perspective, viewing the course ahead obliquely through the player's player car PC on the terminal device 1500. The player plays while looking at the course 3 they are heading towards and other player cars 4 traveling ahead. For example, the player holds the terminal device 1500 with its long sides facing left and right, grasping both ends with their left and right hands, and steers the terminal device 1500 by rotating it left and right as if it were a steering wheel. Steering is determined based on the output of the 3-axis gyroscope 1554 and the 3-axis acceleration sensor 1555. In this embodiment, acceleration, braking, and gear shifting are automated, but the device may also be configured to accept manual operations via directional input keys 1502 or a touch panel 1506.

[0065] In addition to the speed display 5, the game screen also displays rankings 6 that show the latest running positions of each participating player on both the player's team and the opposing team, which are updated in real time. Players can enjoy the team competition while checking these displays as needed, aiming for their team's victory. In this embodiment, the team competition ends, for example, when the first-place player crosses the finish line, and the winner is determined by the running positions at that time.

[0066] 3-4. Regarding the evaluation process of team strength In the team strength evaluation process, the server system 1100 evaluates the team strength of each team in the completed team matches. In this embodiment, each team that participated in the matches is evaluated sequentially, and evaluation values ​​are calculated for four evaluation items: speed, dominance rate, fair play, and teamwork.

[0067] For speed, the evaluation value is calculated by summing the ranking points of each participating player on the team being evaluated.

[0068] For top-place dominance, the evaluation value is calculated based on the amount of time that the players of the team being evaluated maintain first place during team matches. The longer the time spent in first place, the higher the evaluation value.

[0069] Fair play is evaluated based on the number of collisions each participating player on the team being evaluated has had. For example, first, the number of collisions each participating player on each team has had with the opposing team's player car is counted. Next, each participating player is ranked in descending order of the number of collisions, and fair play points are awarded according to their rank. Finally, the total fair play points of all participating players on the team being evaluated is used to calculate the evaluation value.

[0070] Teamwork is evaluated based on the number of blocks each participating player in the team being evaluated receives. For example, first, the number of blocks each participating player in each team receives against the opposing team's player car is counted. Next, each participating player is ranked in descending order of the number of blocks, and teamwork points are awarded according to their rank. Finally, the total teamwork points of all participating players in the team being evaluated are used to calculate the evaluation value.

[0071] [Functional Configuration] 1. Server System Figure 7 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 7, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.

[0072] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.

[0073] The server processing unit 200s can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the terminal device 1500, etc., and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.

[0074] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.

[0075] The user management unit 210 handles user registration processes and manages data for each player linked to an account. For example, it can perform processes such as assigning a unique account to each player, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data linked to accounts as appropriate.

[0076] The billing processing unit 220 performs billing processing in response to a player's purchase operation for game coins and grants the player game coins equivalent to the purchase amount.

[0077] The game management unit 230 performs various processes related to the execution management of the game. Since the racing game in this embodiment is a client-server type online game, the game management unit 230 communicates with the terminal device 1500 and controls the provision of data necessary for gameplay. When providing data, the game management unit 230 controls the progress of the game according to the selected game mode (in this embodiment, one of story mode, time attack mode, and team battle mode). For example, the game management unit 230 performs the following: 1) the process of arranging a course to form a game space, 2) the process of arranging player cars in the game space and controlling player cars according to operation inputs on the terminal device 1500, 3) the process of arranging and controlling virtual cameras, 4) the process related to collision detection of player cars, and 5) the process of determining whether the game termination conditions have been met.

[0078] Furthermore, in this embodiment, the game management unit 230 includes, as a functional unit related to controlling the progress of the game in team battle mode, a team division processing unit 231, a team name generation unit 233, a setting change unit 235, a matching processing unit 237, and a team strength evaluation unit 239.

[0079] The team division processing unit 231 is a functional unit that performs the team division process. It accepts entries for team battles in team battle mode and divides participating players into teams of four.

[0080] The team name generation unit 233 is a functional unit that executes the team name generation process, and generates team names for the teams that have been divided by the team division processing unit 231 (see Figure 4). In this embodiment, common information is extracted from each item of the player information 520 and player car information 530 of each participating player that makes up the team, and the team name of the team is generated by including the extracted common information.

[0081] The setting change unit 235 is a functional unit that executes setting change processing, and changes the horsepower parameter values ​​for the teams that have been divided by the team division processing unit 231 (see Figure 5). In this embodiment, the setting change unit 235 calculates the average value of the horsepower parameter values ​​of each player's car that makes up the team as a representative value. Then, the setting change unit 235 changes the horsepower parameter values ​​of each player's car to the calculated representative value.

[0082] The matching processing unit 237 is a functional unit that performs matching processing, and matches the teams to compete against each other based on the horsepower parameter values ​​(representative values) that have been changed by the setting change unit 235.

[0083] The team strength evaluation unit 239 is a functional unit that performs team strength evaluation processing, and at the end of a team match in team match mode, it evaluates the team strength of each team in that match. In this embodiment, team strength is evaluated by calculating evaluation values ​​for four evaluation items: speed, top possession rate, fair play, and teamwork.

[0084] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.

[0085] The image generation unit 290s generates images related to the system management of the server system 1100 and outputs them to the image display unit 390s.

[0086] The sound generation unit 292s generates or decodes audio data such as operation sounds related to the system management of the server system 1100 and outputs it to the sound output unit 392s.

[0087] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., terminal device 1500) via the communication unit 394s, thereby realizing data exchange with the external device.

[0088] The image display unit 390s displays various screens for system management and other purposes based on the image signals input from the image generation unit 290s. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 1, the touch panel 1108 is an example of this.

[0089] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.

[0090] The communication unit 394s connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.

[0091] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be achieved using IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.

[0092] In this embodiment, the server storage unit 500s stores the server program 501, the game client program 503 for distribution, user management data 510, game setting data 540, a glossary 550 (see Figure 4), and versus play data 560. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.

[0093] The server program 501 is a program that causes the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s may also be included as appropriate.

[0094] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 9) that is downloaded to the terminal device 1500.

[0095] User management data 510 is prepared for each registered player and stores various management data related to the player's gameplay. For example, one user management data 510 stores player information 520 and player car information 530, and each item, as explained with reference to Figure 4, is updated and set as needed. Among the items that are updated is the horsepower parameter value 531 of the player car information 530. In addition, user management data 510 also stores information on the income and expenses of the electronic payment medium (game coins in this embodiment) associated with the player, data on items owned by the player, and save data related to the player's gameplay status.

[0096] The game setting data 540 stores various setting data necessary to run the game of this embodiment. For example, the game setting data 540 includes course definition data that defines the course and surrounding environment of the racing game of this embodiment, and race car definition data that sets model data for race cars and initial values ​​of various variable parameters for each car type.

[0097] A battle play data 560 is prepared for each team battle in team battle mode. For example, as shown in Figure 8, one battle play data 560 stores the team data 570 of the two teams competing in that team battle, associated with a unique battle ID 561. In addition, the battle play data 560 also stores various other data that describes the progress of the game in that team battle.

[0098] The team data 570 includes the team name 571 generated by the team name generation unit 233 for the team in question, and the participant player data 580 for each participating player (four players in this embodiment) that makes up the team. Each participant player data 580 includes the account 581 of the corresponding player, the player name 583, and the player car information 590. The player car information 590 is basically a copy of the player car information 530 of the corresponding player, but the setting of the horsepower parameter value 591 is different from the original horsepower parameter value 531, and is set to the same value for all four participant player data 580. That is, in each participant player data 580, the horsepower parameter value 591 stores the horsepower parameter value that the setting change unit 235 has changed for the team (a representative value calculated as the average value of the original horsepower parameter value 531 for the team when changing the setting).

[0099] 2. Terminal device Figure 9 is a block diagram showing an example of the functional configuration of the terminal device 1500. As shown in Figure 9, the terminal device 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.

[0100] The operation input unit 100 is for the player to input various operations and can be implemented using, for example, button switches, joysticks, touchpads, trackballs, accelerometers, angular velocity sensors, CCD modules, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 correspond to this.

[0101] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the terminal device 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a player terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.

[0102] The player terminal processing unit 270 performs various calculations to enable the terminal device 1500 to function as a terminal for the player's gameplay. For example, the player terminal processing unit 270 includes an operation signal transmission control unit 271 and a screen display control unit 273.

[0103] The operation signal transmission control unit 271 processes various data and request information to be transmitted to the server system 1100 in response to operation inputs to the operation input unit 100.

[0104] The screen display control unit 273 controls the display of various screens, such as the game screen, based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Furthermore, in the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the terminal device 1500. In that case, the screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.

[0105] The image generation unit 290 works in conjunction with the screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.

[0106] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for the game's background music, sound effects, and various operation sounds, and outputs them to the sound output unit 392.

[0107] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.

[0108] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.

[0109] The sound output unit 392 emits background music, sound effects, and other sounds related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.

[0110] The communication unit 394 connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.

[0111] The terminal memory unit 500 stores in advance or temporarily stores each time processing is performed a program for operating the terminal device 1500 and realizing the functions of the terminal device 1500, as well as data used during the execution of this program. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.

[0112] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a player terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 7) provided from the server system 1100.

[0113] [Process flow] Figure 10 is a flowchart showing the processing flow executed by the server system 1100. Figure 10 shows the processing flow in team battle mode. The processing described here is achieved when the server processing unit 200s reads and executes the server program 501.

[0114] In team battle mode, the system accepts entries from players who wish to participate in a team battle. Then, the team division processing unit 231 performs the team division process and divides the registered players into teams of four (step S1).

[0115] Next, the team name generation unit 233 executes the team name generation process and generates team names for the teams separated in step S1 (step S3). In addition, the setting change unit 235 executes the setting change process and changes the horsepower parameter values ​​of each player's car that makes up the team separated in step S1 (step S5). For example, the setting change unit 235 calculates the average value of the horsepower parameter values ​​of each player's car as a representative value and changes the horsepower parameter values ​​of each player's car in the team match to the representative value.

[0116] Then, the matching processing unit 237 executes the matching process and matches the teams to compete based on the horsepower parameter value (representative value) that was changed in step S5 (step S7). After that, the teams matched in step S7 compete against each other (step S9). Prior to the start of the team competition, the game management unit 230 generates the competition play data 560 related to the team competition. At that time, the horsepower parameter value 591 of each participating player's player car is set to the value that was changed in step S5 for the team to which they belong. During the team competition, the player cars are controlled according to the settings of the player car information 590 based on the operation input of each participating player, and the progress of the game is controlled.

[0117] After the team match has finished (Step S11: YES), the game management unit 230 awards ranking points to each participating player according to their finishing order and determines the winner by totaling the ranking points for each team (Step S13). The team strength evaluation unit 239 then performs a team strength evaluation process and evaluates the team strength by calculating evaluation values ​​for each team for four evaluation items: speed, top dominance rate, fair play, and teamwork (Step S15). The game management unit 230 then controls the display of the match results by displaying the winner determined in Step S13 and the evaluation values ​​for each evaluation item evaluated in Step S15 on each participating player's terminal device 1500 (Step S17). The game management unit 230 also controls the awarding of rewards to the participating players of the winning team (Step S19). For example, parts that can be attached to the player car or various tickets such as lottery tickets can be awarded.

[0118] As explained above, according to this embodiment, prior to a team battle in team battle mode, the horsepower parameter value of each player's car that makes up the team can be changed to a value that satisfies the standard conditions. For example, by changing the horsepower parameter value of each player's car to the average value, the progress of the team battle game can be controlled with the car set to an equivalent value. This makes it possible for players to easily participate in and enjoy team battles regardless of their progress in story mode (the progress of tuning their player cars).

[0119] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.

[0120] [Example 1] For example, in the above embodiment, three game modes were given as examples: story mode, time attack mode, and team battle mode. An example was described in which the player car is trained and strengthened in story mode and then used in time attack mode or team battle mode. However, the player car may also be trained and strengthened not only in story mode but also in time attack mode and team battle mode. For example, tuning points may be awarded when time attack mode or team battle mode is played, depending on the results of the play, and tuning may be performed once tuning points have been accumulated. In that case, the number of tuning points awarded and the ease with which they are awarded may differ between story mode, time attack mode, and team battle mode. For example, even for the same victory, team battle mode may award more tuning points than the other two modes, thus differentiating the ease with which tuning points are accumulated depending on the mode played.

[0121] Furthermore, the items that can be trained and strengthened (such as the power gauge and handling), and the ease of leveling up during training and strengthening, may differ between Story Mode, Time Attack Mode, and Team Battle Mode. For example, the power gauge value (horsepower parameter value) may increase through gameplay in Time Attack Mode or Team Battle Mode, but the rate of increase may be higher (or lower) compared to playing Story Mode. It is also possible to make it so that the power gauge value (horsepower parameter value) does not increase unless Story Mode is played.

[0122] [Differentiation 2] This modified example is an application to commercial game machines installed in stores such as game centers and amusement facilities. Figure 11 shows an example of the overall configuration of the game system 1000A in this modified example. For example, as shown in Figure 11, the game system 1000A is configured such that a server system 1100A, multiple game machines 1200 and terminal devices 1300 installed in each store are connected to each other via a network N so as to be able to communicate data with one another, and the game machine 1200 is used as the human-machine interface to realize a video game. Player 2 performs operations related to a predetermined user registration procedure at the terminal device 1300 and receives an IC card 7 that stores a unique account set up upon registration. Then, the player declares their status using the IC card 7 at the game machine 1200 and enjoys the game.

[0123] Although Figure 11 depicts four game machines 1200 installed in each store, in actual system operation, there may be fewer than four game machines 1200 or five or more.

[0124] The game device 1200 includes an operation input device 1202 (e.g., a steering wheel, shift lever, pedals, etc.), a touch panel 1206 that functions as both an image display device and a contact position input device, an IC card reader / writer 1208, and a speaker 1210. The casing of the game device 1200 is designed to resemble the cockpit of a race car.

[0125] The terminal device 1300 is for receiving input for various procedures such as user registration procedures, and includes a touch panel 1306, an IC card reader / writer 1308, and an IC card issuing machine 1320 for issuing new IC cards 7.

[0126] Figure 12 is a diagram illustrating the time attack mode and team battle mode of the racing game in this modified example. The racing game in this modified example has a story mode, a time attack mode, and a team battle mode, similar to the embodiment described above. In this modified example, when the game is played in time attack mode, ghost data 600 is generated and stored in the server system 1100A. Note that the ghost data 600 may be generated and stored not only when playing in time attack mode, but also when playing in story mode or team battle mode.

[0127] Ghost data 600 is a set of data equivalent to "full replay data" that makes it possible to reproduce gameplay in Time Attack mode. For example, one set of ghost data 600 includes a unique ghost ID 601, player information 603 of the ghost player who played the Time Attack mode that was the source of the data, player car information 605 of the ghost player at the time of play, information 607 of the store where the game was played, and replay data 609 that includes data on the operation input history during gameplay.

[0128] In this modified version's team battle mode, the players' teams compete against a virtual opposing team, vying for finishing order and goal time. First, the players' teams are formed by store. For example, in a 4 vs 4 team battle, the team consists of four players who gather at one store and operate four game machines 1200 each. On the other hand, the opposing team is made up of four ghost players. For example, the opposing team is also formed by store, by selecting four ghost data 600 that are played at the same store from among the ghost data 600 to form the opposing team.

[0129] During team matches, the ghost player's car is automatically controlled based on ghost data 600. While the automatic control is based on the input data stored as ghost data, it can also be an AI control that includes some modifications to the input content, such as evasive maneuvers to avoid collisions between race cars during the race.

[0130] In this modified version, the team battle mode involves each participating player individually aiming to conquer the entire country. Therefore, when forming the opposing team, the server system 1100A first determines the opponent's prefecture. Here, it prioritizes selecting a prefecture that all four participating players have not yet conquered. Then, the server system 1100A selects four ghost data 600, which are stores in the prefectures whose settings in the play store information 607 have been determined, to form the opposing team. If the player team wins the match, all participating players are considered to have conquered the opponent's prefecture. Players aim to conquer all prefectures by teaming up with other players at the stores they play at each time.

[0131] More specifically, once the server system 1100A has formed a player team and an opposing team consisting of ghost players, it generates team names for each team in the same manner as in the embodiment described above (team name generation process) and changes the horsepower parameter values ​​for each team (setting change process). Furthermore, when the team match is over, 1100A evaluates the team strength of the player team (team strength evaluation process).

[0132] In Modification 2, an example was shown in which four players playing on four game machines 1200 installed in one store compete against four ghost players. However, if four participating players are not available, the player team may be formed by adding computer-controlled players (which may be ghost players or computer-controlled players that do not use ghost data) for the number of players missing. In that case, the setting change process may involve determining a representative value from the horsepower parameter values ​​of the participating players who make up the player team (for example, if the player team consists of three participating players and one ghost player, then the three participating players) and changing the horsepower parameter value. For the ghost players added to the player team, the system may select ghost data 600 whose horsepower parameter value is close to the representative value that has been changed, or it may adjust the horsepower parameter value of the selected ghost data 600 to the representative value.

[0133] Furthermore, the rules apply not only to matches against teams of ghost players, but also to matches where players from each of the 1200 game machines in a single store are divided into teams. For example, each of the four 1200 game machines could play a 2v2 team match. Alternatively, the system could be configured to allow players to select the number of players per team based on the number of 1200 game machines installed. For example, in a store with eight 1200 game machines, players could choose from "4v4," "3v3," or "2v2" team matches and form teams with the corresponding number of players.

[0134] Furthermore, although the above embodiments and modifications describe examples of team competitions, the same can be applied to competitive games in which two or more players compete individually for finishing order or goal time. The number of players participating in a competition is not particularly limited, and it may be a competitive game in which many players participate and each player aims for victory. In addition, the participants in a competition may include computer-controlled players in addition to human players. In that case, the horsepower parameter value of each player's car may be set to a representative value such as the average value.

[0135] [Difference 3] For example, the applicable game genre is not limited to racing games. For instance, any game in which players control a player character and compete against others can be similarly applied. More specifically, the above embodiment described an example where a player's owned object is a race car in a racing game, and it is used in a multiplayer game (team battle mode) while being trained and strengthened in a single-player game (story mode). In contrast, for example, the same can be applied when a player uses a character they own as a training element, such as leveling up, and trains it in a multiplayer game, or when the parts that make up a character are used as enhancement elements, and the character is used in a multiplayer game while being strengthened by exchanging parts. Furthermore, when there are multiple variable parameter values ​​that can be changed for training or enhancement elements, the configuration may allow the player to select which variable parameter values ​​to change when using it in a multiplayer game. The multiplayer game may be a team battle game, a game in which each player aims for victory, or a battle royale-style game in which each player competes for survival.

[0136] Figure 13 shows an example where multiple variable parameter values ​​are set for an object owned by the player. In this modified example, we assume a combat simulation game in which the player controls a robot weapon character (hereinafter also referred to as "robot character") as the player character and enjoys battling against the opponent's robot character. Figure 13 shows an example configuration of robot character C2.

[0137] As shown in Figure 13, the robot character C2 is composed of parts that make up the machine, such as the "body," "head," "arms," ​​and "legs," and equipment parts such as weapons and armor. The variable parameter values ​​of the robot character C2 include, for example, machine durability, movement speed, attack power, and recovery power, which are changed depending on the combination of parts.

[0138] In this modified example, prior to the setting change process, one of several variable parameter values ​​is selected as the target parameter value as a selection means. For example, one of the four variable parameter values ​​exemplified—unit durability, movement speed, attack power, and recovery power—is selected as the target parameter value. The system may be configured to accept player input to select one, or to select one randomly. Then, in the setting change process, the selected target parameter is changed in the same manner as in the above embodiment. Alternatively, two or more of the multiple variable parameter values ​​may be selected as target parameter values, and the setting change may be performed for each of the selected target parameter values. [Explanation of Symbols]

[0139] 1000, 1000A… Game System 1100, 1100A… Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220...Billing Processing Unit 230...Game Management Department 231... Team division processing 233... Team Name Generation Department 235...Settings change section 237... Matching Processing Unit 239... Team Performance Evaluation Department 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...User management data 520...Player Information 530...Player car information 531... Horsepower parameter value 540...Game settings data 550… Glossary 560... Battle play data 570... Team Data 571... Team Name 580... Participant Player Data 590...Player car information 591... Horsepower parameter value 1500…Terminal device 100... Operation input section 200... Terminal Processing Unit 270...Player terminal processing unit 271... Operation signal transmission control unit 273...Screen display control unit 290...Image generation unit 292...Sound generation section 294... Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program 1000A...Game System 1300... Terminal device 600...Ghost data N... Network 2…Player

Claims

1. A computer system that provides a multiplayer game with multiple participating players, which includes a transformation element that is a development element and / or enhancement element that allows players to change predetermined variable parameter values ​​for objects owned by the player, A setting change means for changing the target parameter value among the variable parameter values ​​of the objects owned by each of the participating players to a value that satisfies a given standard condition, A progress control means for controlling the progress of the multiplayer game with the owned object in the state in which the settings have been changed by the setting change means, A computer system equipped with the following features.

2. The aforementioned multiplayer game is a game in which multiple participating players form teams and compete against each other as such teams. The setting change means changes the target parameter value of the owned object of each of the participating players who constitute the same team so that it becomes equivalent to the same value. The computer system according to claim 1.

3. The aforementioned equivalent value is a statistically processed value of the target parameter value of the object owned by each of the participating players who constitute the same team. The computer system according to claim 2.

4. The aforementioned multiplayer game is a racing game, The aforementioned variable parameter value is a value relating to the predetermined driving performance of the owned object. The computer system according to claim 2.

5. The aforementioned parameter value is a value relating to the driving power of the owned object. The computer system according to claim 4.

6. A selection means for selecting the target parameter value from among the variable parameter values, The computer system according to claim 4, further comprising:

7. The aforementioned owned object is an object selected from among several types of objects with different basic specifications. The progress control means controls the progress of the multiplayer game while maintaining the basic specifications of the owned object, with the target parameter values ​​of the owned object changed by the setting change means. The computer system according to claim 1.

8. A single-player control means for controlling the progress of a single-player game with the owned object in the state of the variable parameter value changed by the aforementioned change element, A computer system according to any one of claims 1 to 7, further comprising:

9. The aforementioned multiplayer game is a game in which teams compete against each other. A matching means that matches opposing teams based on the equivalent value set by the setting change means, A computer system according to any one of claims 2 to 6, further comprising:

10. The aforementioned multiplayer game is a game in which teams compete against each other. A team name generation means that generates the name of the team using information about each participating player that makes up the team and / or information about the objects owned by those participating players. A computer system according to any one of claims 2 to 6, further comprising:

11. The team name generation means generates the team name such that it includes a term corresponding to a given common information based on the information of the owned objects of each participating player constituting the team. The computer system according to claim 10.

Citation Information

Patent Citations

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    JP2000157741A