computer system
Patent Information
- Application Number
- JP2025029831
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-27
- Publication Date
- 2026-09-08
Smart Images

Figure 2026142698000001_ABST
Abstract
Description
[Technical Field]
[0001] This invention relates to a computer system for providing games. [Background technology]
[0002] There are known games in which players combine elemental game objects to determine the object they will manipulate, and then play using that determined object. For example, some games involve assembling characters by combining parts and using them in gameplay, or assembling decks by combining virtual cards and using them in gameplay. Before playing, players will have to experiment to decide which combinations to use to determine the object they will manipulate. By providing a wide variety of elemental objects to choose from, the enjoyment of combining them can be given to the player. On the other hand, some players may perceive the process of combining objects as a chore, finding it cumbersome and time-consuming.
[0003] One technique for presenting candidates from among multiple available characters is described in Patent Document 1. Patent Document 1 describes a method for presenting characters that have been used in gameplay by other players in the past (for example, characters with high usage frequency) as candidates when a player selects a character to use in a game. [Prior art documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-120929 [Overview of the project] [Problems that the invention aims to solve]
[0005] However, the game described in Patent Document 1 is not a game in which the target of manipulation is determined by combining elemental objects. Furthermore, the technology described in Patent Document 1 was merely a technology that presents as candidates items that are frequently used by other players.
[0006] The problem that the present invention aims to solve is to provide a new technology for presenting to the player a list of candidate objects to be manipulated, which are determined by combining elemental objects. [Means for solving the problem]
[0007] The first invention for solving the above problems is a computer system that provides a game in which the player selects element objects to combine to set an object to be operated on for use in gameplay, and the game progresses using the object to be operated on, and comprises: creation means (for example, creation unit 239 in Figure 10) that creates a group of element objects based on the contents of a usage status storage unit that stores data on the usage status of the element objects used in gameplay; object setting means (for example, object setting unit 241 in Figure 10) that makes it possible to set an object to be operated on using the element objects included in the group of element objects; and presentation control means (for example, presentation control unit 243 in Figure 10) that controls the presentation of the object to be operated on to the player.
[0008] According to the first invention, a group of element objects can be created based on the usage status of element objects used in gameplay, and the target of manipulation can be set using the element objects included in the group of element objects and presented to the player.
[0009] The second invention is a computer system in which, in the above invention, the usage data is data on the usage status of the element objects used by each of the multiple players in gameplay.
[0010] According to the second invention, a group of element objects can be created based on the usage status of element objects used by multiple players.
[0011] The third invention is a computer system in which, in the above invention, the target of operation has a plurality of assignment positions to which the element objects constituting the target of operation can be assigned spatially or temporally, the element objects are associated with the assignment positions to which they can be assigned, the creation means creates a group of element objects by selecting a plurality of element objects for each assignment position, and the target of operation setting means sets the target of operation by selecting element objects from the group of element objects for each assignment position.
[0012] According to the third invention, element objects can be selected according to the assignment position of the operation target to which the element objects can be assigned, and a group of element objects can be created. Then, the operation target can be set by selecting element objects according to the assignment position.
[0013] The fourth invention is a computer system in which, in the above invention, the creation means includes a predetermined number of top element objects whose usage status is evaluated according to predetermined criteria in the element object group.
[0014] According to the fourth invention, the usage status of element objects used in gameplay can be evaluated, and a group of element objects can be created that includes highly-rated element objects.
[0015] The fifth invention is a computer system that, in the above invention, further comprises a situation analysis means (for example, a situation analysis unit 235 in Figure 10) for analyzing the contents of the usage situation memory unit, wherein the creation means creates the group of element objects by selecting the element objects based on the analysis results of the situation analysis means.
[0016] According to the fifth aspect of the present invention, element objects can be selected and an element object group can be created based on a result obtained by analyzing the usage status of element objects used in game play.
[0017] The sixth aspect of the present invention provides a computer system according to the above-mentioned invention, wherein said situation analysis means analyzes a combination status in which said element objects are used in combination with each other, and said creating means selects said element objects based on said combination status to create said element object group.
[0018] According to the sixth aspect of the present invention, element objects can be selected and an element object group can be created based on the combination status of element objects with each other.
[0019] The seventh aspect of the present invention provides a computer system according to the above-mentioned invention, further comprising situation analysis means for analyzing content stored in said usage status storage unit, wherein said operation target setting means selects said element object from said element object group and sets said operation target based on an analysis result of said situation analysis means.
[0020] According to the seventh aspect of the present invention, an element object can be selected from the element object group and an operation target can be set based on a result obtained by analyzing the usage status of element objects used in game play.
[0021] The eighth aspect of the present invention provides a computer system according to the above-mentioned invention, wherein said situation analysis means analyzes a combination status in which said element objects are used in combination with each other, and said operation target setting means selects said element objects to be combined and sets said operation target based on said combination status.
[0022] According to the eighth aspect of the present invention, an element object can be selected from the element object group and an operation target can be set based on the combination status of element objects with each other.
[0023] In a ninth aspect of the present invention, there is provided the computer system according to the above invention, further comprising play history analysis means for analyzing a game play history of a player to be presented by the presentation control means (for example, a play history analysis unit 237 in FIG. 10), wherein the creation means creates the element object group by selecting the element objects based on an analysis result of the play history analysis means.
[0024] According to the ninth aspect of the present invention, element objects can be selected and an element object group can be created based on an analysis result of the game play history of the player to be presented.
[0025] In a tenth aspect of the present invention, there is provided the computer system according to the above invention, further comprising play history analysis means for analyzing a game play history of a player to be presented by the presentation control means, wherein the operation target setting means sets the operation target by selecting the element object from the element object group based on an analysis result of the play history analysis means.
[0026] According to the tenth aspect of the present invention, an element object can be selected from the element object group and the operation target can be set based on an analysis result of the game play history of the player to be presented.
[0027] In an eleventh aspect of the present invention, there is provided the computer system according to the above invention, further comprising selection condition setting means for setting a selection condition for the element objects based on an operation input from the player (for example, a selection condition setting unit 233 in FIG. 10), wherein the creation means creates the element object group by selecting the element objects that satisfy the selection condition.
[0028] According to the eleventh aspect of the present invention, a selection condition can be set by receiving an operation input from a player, and an element object group can be created by selecting element objects that satisfy the selection condition.
[0029] The twelfth invention is a computer system in which, in the above invention, the usage status storage unit stores the date and time information of use in the usage status data, and the selection condition setting means sets the selection conditions including the usage period conditions.
[0030] According to the twelfth invention, a group of element objects can be created based on usage data of element objects that satisfy the usage period conditions.
[0031] The thirteenth invention is a computer system that, in the above invention, further comprises a selection condition setting means for setting selection conditions relating to the element objects based on the player's operation input, wherein the operation target setting means selects the element objects that satisfy the selection conditions from the group of element objects to set the operation target.
[0032] According to the 13th invention, it is possible to accept player input, set selection conditions, select an element object that satisfies the selection conditions from a group of element objects, and set the target of operation.
[0033] The fourteenth invention is a computer system that, in the above invention, further comprises a situation analysis means for analyzing the contents of the usage situation memory unit, wherein the creation means creates a group of element objects from among the element objects owned by the player who is the target of presentation by the presentation control means, based on the analysis results of the situation analysis means.
[0034] According to the 14th invention, it is possible to select element objects from among the element objects owned by the player being presented and create a group of element objects.
[0035] The fifteenth invention is a computer system in which, in the above invention, the presentation control means identifies and presents, among the element objects constituting the target of operation, element objects owned by the player of the presented target and element objects not owned by the player of the presented target.
[0036] According to the 15th invention, it is possible to present candidate objects for manipulation in a way that distinguishes between element objects owned by the player being presented and element objects not owned by the player being presented.
[0037] The sixteenth invention is a computer system that, in the above invention, further comprises a selection means (for example, a selection unit 245 in Figure 10) for selecting some element objects from among the element objects constituting the target of operation based on a selection operation by the player, and the target of operation setting means is a computer system that sets a new target of operation by replacing the element objects other than those selected by the selection means from among the element objects constituting the target of operation with other element objects included in the group of element objects.
[0038] According to the 16th invention, when a player performs a selection operation, it is possible to replace element objects other than the element object selected based on the selection operation with other element objects and set a new target for operation.
[0039] The seventeenth invention is a computer system in which, in the above invention, the operation target setting means sets a plurality of operation target candidates, and the presentation control means presents the plurality of operation target candidates to the player.
[0040] According to the 17th invention, multiple candidate targets for manipulation can be generated and presented to the player. [Brief explanation of the drawing]
[0041] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2] A diagram showing an example of the device configuration of a terminal device. [Figure 3] A diagram showing an example of a robot character's configuration. [Figure 4] A diagram illustrating the contents of stored play history data and usage data, and their analysis. [Figure 5] A diagram showing an example of the conditions setting screen. [Figure 6] A diagram to explain the creation process when popularity is prioritized. [Figure 7] A diagram illustrating the creation process when combination priority is set. [Figure 8] A diagram illustrating the creation process when compatibility is prioritized. [Figure 9] A diagram showing an example of a candidate display screen. [Figure 10] A block diagram showing an example of the functional configuration of a server system. [Figure 11] A diagram showing an example of the data structure of part object definition data. [Figure 12] A block diagram showing an example of the functional configuration of a terminal device. [Figure 13] A flowchart illustrating the processing flow performed by a server system. [Figure 14] A block diagram showing an example of the functional configuration of a user terminal in a modified example. [Modes for carrying out the invention]
[0042] 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.
[0043] [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.
[0044] 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.
[0045] 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).
[0046] This server system 1100 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, by having the CPU 1151 and other components perform calculations based on predetermined programs and data. 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 with the issued account (player ID), and enjoys the game in this embodiment.
[0047] 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.
[0048] 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.
[0049] 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. This 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.
[0050] 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.
[0051] 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, and an interface circuit 1557. The interface circuit 1557 includes a circuit 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, and a signal input / output circuit for the memory card reader 1542. 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. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.
[0052] In this 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.
[0053] [detail] The game of this embodiment is a combat simulation game set in space, in which the player uses robot weapon characters (hereinafter also referred to as "robot characters") as the target of gameplay and enjoys battling against targets (enemy characters) and opposing robot characters controlled by other players.
[0054] Figure 3 shows an example of the configuration of a robot character. As shown in Figure 3, the robot character C1 is composed of multiple part objects as elemental objects. The robot character has multiple assignment positions to which part objects can be spatially assigned. In this embodiment, for example, there are assignment positions for each part such as "body," "head," "arms," and "legs," and it is composed by combining part objects to which the assignable assignment positions are associated. For example, part objects whose assignment position is "arm" include part objects for the arm part and part objects for weapons attached to the arm part. In Figure 3, part objects P for each part H ,P B ,P A ,P L And, the rifle P with the arm assigned to the position W -1 and Shield P W An example combining -2 is shown.
[0055] Multiple types of part objects are pre-prepared for each body part and weapon category corresponding to the assigned position. Each part object has attribute types (e.g., fire / water / ...), combat types (e.g., melee / ranged / magic / ...), skills, and various parameter values such as attack power and defense power, depending on its type. In addition, each part object has a compatibility list with other part objects. The compatibility list sets the compatibility level when used in combination with other part objects. Specifically, the compatibility level is set based on the relationship between the attribute types and combat types of each object. For example, compatibility is high if the attributes are the same, and low if the attributes are opposite. Also, for example, if there is a specific weapon with a skill that enhances a part object of a specific body part, the compatibility level of that weapon will be set high in the compatibility list of the part object of that body part. The reverse is also true; if there is a specific body part with a skill that enhances a part object of a specific weapon, the compatibility level of that body part will be set high in the compatibility list of the part object of that weapon. Furthermore, not only is the compatibility between the body part object and the weapon part object set, but the compatibility between the body part objects themselves and between the weapon part objects themselves are also set.
[0056] Before starting gameplay, players determine the robot character they will control by selecting part objects for each body part and weapon parts to equip. For example, they select part objects from each category while considering individual parameter values, compatibility when combined, and overall design consistency. Therefore, by providing a wide variety of part objects in each category, players can enjoy the process of assembling their preferred robot character by combining them. On the other hand, having a large number of part objects means that the number of inputs required to determine the robot character increases, which some players may find cumbersome.
[0057] Therefore, in this embodiment, prior to the start of the game for the player, the system presents the player as a target player with candidate combinations of part objects (candidates for operation). To this end, the server system 1100 collects game play history data (play history data 520; see Figure 4) each time a game is played on the terminal device 1500 and registers it in the game play history DB 510. In addition, based on the newly collected play history data 520, the server system 1100 generates usage status data (usage status data 540; see Figure 4) for each part object of the robot character that was the target of operation in that game play and registers it in the usage status DB 530. The server system 1100 then executes a selection condition setting process to set selection conditions related to part objects, a situation analysis process to analyze usage data 540, a play history analysis process to analyze play history data 520 of the target player, a creation process to create a group of part objects (group of element objects), an operation target setting process to enable setting an operation target using the part objects included in the group of part objects, a presentation control process to control the presentation of the operation target to the target player, and a selection process to select some of the part objects from among the part objects that make up the operation target.
[0058] 1. About play history data and usage data Figure 4 is a diagram illustrating the contents of the stored play history data 520 and usage data 540, and their analysis. As shown in Figure 4, when player 2 plays the game on terminal device 1500, the server system 1100 collects play history data 520 from terminal device 1500 (1) and adds it to the game play history DB 510 (2).
[0059] The play history data 520 is associated with the account 521 that played the game and stores the player's play level 522, play date and time (start and end dates and times of the game play) 523, the parts configuration of the robot character that was controlled 524, and game status information 525 that describes the game situation during that game play. The game status information 525 stores the game stage ID played, the progress of the scenario, various statuses indicating the position, posture, and state of robot characters and enemy characters, and actions taken in chronological order.
[0060] Furthermore, the server system 1100 generates usage data 540 for each part object from the play history data 520 newly collected in (1) and adds it to the usage DB 530 (3). Here, usage data 540 is generated for each part object of the robot character that was controlled in that gameplay, according to the part configuration 524 of the play history data 520 that was used as the basis.
[0061] Each usage data entry 540 is associated with the corresponding part object ID 541 and stores the play date and time 542, the player's play level (user play level) 543, the category of the part object 544, a list of other part objects combined with the part object in that gameplay (combination part list) 545, and the usage record of the part object in that gameplay 546. The usage record 546 may include, for example, the number of enemy characters defeated in battles during that gameplay. If the part object is a weapon, it may also include the total amount of damage dealt to enemy characters in that gameplay, the hit rate of attacks, the damage received, etc.
[0062] 2. Regarding the selection condition setting process In the selection condition setting process, the server system 1100 sets selection conditions for part objects based on the player's (in this case, the target player's) input. The usage data 540 to be used in subsequent processing is selected according to the selection conditions set here.
[0063] Figure 5 shows an example of a condition setting screen that accepts input related to setting selection criteria. In addition to setting selection criteria, the condition setting screen in Figure 5 also accepts input related to priority settings used in creating part object groups.
[0064] For example, the condition setting screen provides two menus for setting selection conditions: Menu M21, which uses all usage data 540 without setting any selection conditions, and Menu M23, which sets selection conditions. In the condition setting screen shown in Figure 5, radio buttons are displayed so that either Menu M21 or Menu M23 can be selected. Menu M23 includes, for example, Menu M231, "Period Specification" for setting the usage period to be included in the selection conditions; Menu M233, "Attribute Type" for narrowing down the usage data 540 by attribute type; Menu M235, "Battle Type" for narrowing down by battle type; and Menu M237, "Play Level" for narrowing down by the play level of the target player. The selection conditions are set according to the selected menu.
[0065] Specifically, when menu M231 is selected, the server system 1100 includes the period specified in input box IB231 as a condition for the usage period in the selection criteria. For example, input box IB231 presents options such as "All periods," "Past week," "Past month," "Past six months," and "Past year" to accept the specification of the usage period. Of course, the system can also be configured to accept the specification of the start and end dates of the usage period to set the usage period.
[0066] If menu M233 is selected, the server system 1100 sets the attribute type specified in input box IB233 as the selection condition. If menu M235 is selected, the combat type specified in input box IB235 is set as the selection condition. Input box IB233 presents a list of attribute types as options, and input box IB235 presents a list of combat types as options.
[0067] If menu M237 is selected, the play level specified in input box IB237 will be set as the selection condition. Input box IB237 accepts play level specifications in three stages, for example, "Beginner," "Intermediate," and "Advanced." In this case, the range of play levels to which each stage belongs should be set in advance. Of course, it is also possible to configure the system to accept direct specification of the play level range.
[0068] Furthermore, the condition setting screen in Figure 5 provides three menus related to priority settings: "Popularity Priority," "Combination Priority," and "Compatibility Priority" (M251, M253, M255). Priority settings are applied according to the selected menu. In the condition setting screen in Figure 5, radio buttons are displayed for each of the menus M251, M253, and M255, and selection is optional. Players can choose not to select any of the menus M251, M253, or M255, or they can select one or more of them.
[0069] 3. Regarding the process of analyzing the situation As shown in Figure 4, in the situation analysis process, the server system 1100 analyzes the contents of the usage data 540 stored in the usage status DB 530. In this embodiment, the server system 1100 first determines the type of part object to be targeted (hereinafter also referred to as "target type") according to the selection conditions set in the selection condition selection process. Basically, all types of part objects are targeted. However, if menu M233 is selected in the condition setting screen in Figure 5, part objects of the attribute type specified in input box IB233 are targeted, and if menu M235 is selected, part objects of the combat type specified in input box IB235 are targeted. In this embodiment, part objects are combined from the types targeted here, and candidate robot characters for operation are presented to the target player.
[0070] Once the target type has been determined, the server system 1100 selects the usage data 540 that meet the selection criteria from the usage data 540 to be analyzed. Then, the server system 1100 analyzes the usage status for each target type based on the selected usage data 540.
[0071] Specifically, if menu M21 is selected in the condition setting screen shown in Figure 5, all usage data 540 registered in the game play history DB 510 will be included in the analysis. On the other hand, if menu M23 is selected, the usage data 540 to be analyzed will be narrowed down.
[0072] For example, if menu M231 is selected in menu M23, usage data 540, whose play date and time fall within the specified period, will be selected for analysis.
[0073] Furthermore, if menu M233 is selected, usage data 540 whose attribute type satisfies the selection criteria will be selected for analysis. Here, usage data 540 related to part objects of the attribute type specified in input box IB233 will be selected. Similarly, if menu M235 is selected, usage data 540 whose battle type satisfies the selection criteria will be selected for analysis. That is, usage data 540 related to part objects of the battle type specified in input box IB235 will be selected.
[0074] Additionally, if menu M237 is selected, usage data 540 whose play level meets the selection criteria will be selected for analysis. In this case, usage data 540 whose user play level 543 falls within the play level range specified in input box IB237 will be selected.
[0075] Once the server system 1100 has selected the usage data 540 to be analyzed, it then groups the selected usage data 540 according to the type of part object. The server system 1100 then analyzes the usage data 540 on a group basis. Specifically, for example, if focusing on a single part object, it calculates the usage time of that part object by summing the play times 542 of the usage data 540 belonging to that group. It also counts the number of usage data 540 belonging to the group and calculates the number of times that part object has been used. If there is a type of part object for which no usage data 540 exists, the usage time and number of uses are both set to "0". Furthermore, if the system is configured to accept ratings such as "likes" for part objects, it counts the number of ratings posted for that part object. Alternatively, it may analyze the battle record in gameplay in which the part object was used based on the usage history 546 of the usage data 540 belonging to the group. For example, it may count the number of enemy characters defeated by the player in the battle in that gameplay.
[0076] The processing here allows for the appropriate filtering of the usage data 540 to be analyzed by accepting player input. Based on the selected usage data 540, it becomes possible to analyze usage status for each part object, such as usage time, number of uses, and number of reviews posted. For example, if all usage data 540 registered in the usage DB 530 are selected, the usage status can be analyzed for each part object across all past gameplay. If a usage period is specified for filtering, the usage status of part objects can be analyzed for gameplay within that period. If filtering is done by attribute type or combat type, the usage status of part objects of that type in past gameplay can be analyzed. If filtering is done by play level (e.g., "beginner"), the usage status of part objects can be analyzed for gameplay by beginner players.
[0077] Furthermore, in the status analysis process of this embodiment, the server system 1100 performs a combination analysis in addition to the usage analysis. In this case as well, the usage data 540 is analyzed in groups for each target type. Specifically, for example, when focusing on one part object, the combination parts list 545 of the usage data 540 belonging to that group is referred to, and it is determined whether there are settings for each of the other target type part objects. For part objects that have settings, the number of settings is counted as the number of combination uses. This makes it possible to analyze the combination situation between part objects, such as which part objects are frequently combined with each target type part object.
[0078] 4. Regarding the analysis process of play history In the play history analysis process, the server system 1100 analyzes the game play history of the target player by referring to the play history data 520 related to the target player from the play history data 520 registered in the game play history DB 510. For example, as shown in Figure 4, the server system 1100 analyzes the target player's preferred attribute types, combat types, and frequently used part objects. For the part objects used in games the target player has played up to that point, the server system 1100 analyzes their preferred types by aggregating the usage time and number of uses for each attribute type and combat type. Furthermore, based on the aggregated usage time for each part object, the server system 1100 analyzes the part objects that the target player prefers to use by category.
[0079] 5. About the creation process In the creation process, the server system 1100 selects a predetermined number (N) of part objects from among the part objects to create a group of part objects (a group of element objects). The specific number of N can be set as appropriate. In this embodiment, the server system 1100 creates the group of part objects by executing the processing according to the priority settings set on the condition setting screen in Figure 5.
[0080] 5-1. Regarding the creation process when popularity is prioritized. Figure 6 is a diagram illustrating the creation process when the priority setting is "Popularity Priority". The server system 1100 first groups the target type of part objects by category (1).
[0081] Next, the server system 1100 calculates an evaluation value V for each part object based on the usage status (e.g., usage time, number of uses, number of evaluations posted, etc.) analyzed for each part object of the target type in the situation analysis process, and the results of the game play history analysis (e.g., preferred attribute type, combat type, frequently used part objects, etc.) analyzed for the target player in the play history analysis process (2).
[0082] For example, first, an evaluation value Vd is calculated for each target type of part object based on the results of the gameplay history analysis. Specifically, for each part object, the evaluation value Vd is calculated by evaluating whether its attribute type matches or is similar to the preferred attribute type analyzed for the target player, whether its combat type matches the preferred combat type, and whether the part object matches the part objects that the player frequently uses. This can be achieved by pre-setting evaluation points for each item and calculating the evaluation value Vd as the sum of the corresponding evaluation points.
[0083] Then, as a criterion for evaluating usage, an evaluation value V is calculated for the part object in question. For example, the evaluation value V is calculated according to formula (1) from (a) usage time, (b) number of uses, (c) number of evaluation submissions, and (d) evaluation value Vd. The coefficients Ka~Kc may be fixed values set in advance, or they may be configured to be set in response to player input. If items other than (a)~(c) above, such as battle results, are to be analyzed as usage status, those items should be added and the evaluation value V should be calculated. V = Usage time × Ka + Number of uses × Kb + Number of reviews posted × Kc + Vd ... (1)
[0084] Once the evaluation value V is calculated, the server system 1100 sorts the part objects belonging to each category group in descending order of evaluation value V, thereby ranking each part object (3). Then, the server system 1100 extracts a predetermined number (N) of the top part objects from each category group and creates them as a group of part objects for each category (4).
[0085] 5-2. Regarding the creation process when combination priority is set. Figure 7 is a diagram illustrating the creation process when the priority setting is "combination priority". The creation process when combination priority is set follows the same procedure as the creation process when popularity priority is set up to (2) in Figure 6, but the subsequent steps differ from the creation process when popularity priority is set. That is, in the case of combination priority, the server system 1100 calculates an evaluation value V for each part object in the same manner as in (2) in Figure 6, and then selects a base category (base category) as shown in Figure 7 (11). This can be configured to randomly select one from each of the categories "body", "head", "arm", "leg", and "weapon", or it can be selected by accepting input from the target player. Figure 7 shows an example where a weapon is selected.
[0086] Next, the server system 1100 sorts the part objects belonging to the base category group in descending order of evaluation value V, ranks each part object, and extracts the top predetermined number (N) part objects from each (12). For the base category, the extracted N objects are considered a group of part objects.
[0087] In the situation analysis process described above, for each part object of the target type, the number of times it is used in combination with each other part object is counted as its combination status. In the following (13), the server system 1100 extracts the top M items from each category other than the base category, in descending order of the number of times they are used in combination with each of the extracted part objects, based on the analysis results of the combination status for each part object extracted in (12). For example, part object P W Let's focus on 004. In that case, first, for each category other than weapons, the part objects belonging to the group in that category are part object P W The objects are sorted in descending order of the number of times they are used in combination with 004. Then, the top M objects in terms of the number of times they are used in combination are selected from each category. After that, for each category other than the base category, the selected part objects are sorted in descending order of evaluation value V, and the top predetermined number (N objects) are extracted to form the group of part objects for that category (14).
[0088] 5-3. Creation processing when compatibility is prioritized FIG. 8 is a diagram for explaining the compatibility-prioritized creation processing when the priority setting is "compatibility priority". In the compatibility-prioritized creation processing, the procedures up to step (12) in FIG. 7 are the same as those in the combination-prioritized creation processing, and the subsequent procedures are different from those in the combination-prioritized creation processing. That is, after the server system 1100 creates a part object group of the base category (weapon in the example of FIG. 8) in the same manner as in step (12) of FIG. 7, based on the compatibility list for each part object in the part object group, the server system 1100 extracts top M parts objects from each category other than the base category in descending order of compatibility with each part object in the part object group (15). For example, the part object P W 033 will be focused on. In this case, first, for each category other than weapons, part objects belonging to the group of that category are sorted in descending order of compatibility with the part object P W 033. Then, top M parts objects with high compatibility are selected from each category. After that, for each category other than the base category, the selected part objects are sorted in descending order of evaluation value V, and a predetermined top number (N pieces) are extracted to obtain a part object group of the category (16).
[0089] 5-4. Operation target setting processing In this embodiment, the server system 1100 sets candidate targets for operation, so that the final candidate targets for operation are used in gameplay. Therefore, setting a target for operation can be rephrased as setting candidate targets for operation. Specifically, the server system 1100 randomly selects part objects from each group of part objects to generate multiple combinations of part objects, and each of these is set as a candidate target for operation. More specifically, it assembles a robot character by assigning selected part objects from the group of part objects in each body part category to their respective assignment positions, and then attaches one candidate target for operation to the robot character by assigning selected weapon part objects from the group of part objects in the weapon category to their respective assignment positions. This is repeated multiple times to set multiple candidate targets for operation. The number of candidates to be set can be set as appropriate.
[0090] According to this, it becomes possible to select, for example, a random part object from a group of part objects created by category based on usage data 540, set a candidate for the object to be manipulated, and present it to the target player.
[0091] More specifically, for example, by selecting menu M21 in the condition setting screen shown in Figure 5, you can set up candidate objects for operation by combining highly-rated part objects (for example, those that are frequently used regardless of trends) based on all usage data 540. Furthermore, by specifying a short period such as the past week or the past month from menu M231 in menu M23, it becomes possible to set up candidate objects for operation by combining popular part objects during that period.
[0092] On the other hand, by specifying your preferred attribute type or combat type from menus M233 or M235, you can set up a list of controllable objects by combining highly-rated parts objects of that type. Also, by selecting "Beginner" from menu M237, you can set up controllable objects suitable for beginners. In other words, you can set up controllable objects by combining highly-rated parts objects based on their usage in beginner gameplay. Conversely, by selecting "Advanced" from menu M237, you can set up a list of controllable objects suitable for advanced players by combining highly-rated parts objects based on their usage in gameplay.
[0093] 5-5. Presentation control processing and selection processing In the presentation control process of this embodiment, the server system 1100 displays the robot characters of the candidate targets set in the target target setting process on the terminal device 1500 of the target player. Figure 9 is a diagram showing an example of a candidate presentation screen for the candidate targets. In this embodiment, multiple candidate targets are set. Therefore, as shown in Figure 9, the server system 1100 displays a candidate presentation screen on the terminal device 1500, which displays these multiple candidate targets Co(Co-1,2,3,...) side by side, and presents it to the target player.
[0094] Each frame displaying a potential control target Co contains a setting button B31 for selecting that target Co as the control target. The player can choose one of the presented potential control target Cos and touch the setting button B31 to set it as the control target to be used in gameplay.
[0095] Furthermore, on the candidate presentation screen, for each candidate Co to be operated on, it is possible to select the part objects that make up that candidate Co. The player being presented with the candidates selects some of the part objects from among them and inputs the operation of confirming with the selection button B33 corresponding to the candidate Co to be operated on as the selection operation. The configuration may allow only one part object to be selected for each candidate to be operated on, or it may allow multiple part objects to be selected. Figure 9 shows an example of the latter, in which the body and head of candidate Co-2 to be operated on are selected. The server system 1100 selects part objects for each candidate to be operated on according to the selection operation received here. If the selection button B33 is selected in the state shown in Figure 9, two part objects, the body and the head, will be selected for candidate Co-2 to be operated on.
[0096] If a part object is selected, the server system 1100 sets up a new candidate for operation. Here, the server system 1100 performs the following processing for each candidate for operation in which a part object was selected during the selection process. That is, first, among the part objects that make up the candidate for operation, the part objects other than the selected part object are to be replaced. In the example in Figure 9, the part objects other than the body and head are to be replaced. Then, the server system 1100 replaces the part objects to be replaced with other part objects included in the corresponding group of part objects. For example, it randomly selects a part object other than the part object to be replaced from that group of part objects and replaces the part object to be replaced with it.
[0097] When reviewing the suggested target objects on the candidate display screen, there may be cases where the player wants to keep some part objects as they are while changing others. In such cases, the player can select the parts objects they want to keep and perform a selection operation, thereby setting the other parts objects as modified new target objects.
[0098] [Functional Configuration] 1. Server System Figure 10 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 10, 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 communicates with the terminal device 1500 and performs control to provide the data necessary for game play. In this embodiment, the game management unit 230 includes an acquisition unit 231, a selection condition setting unit 233, a situation analysis unit 235, a play history analysis unit 237, a creation unit 239, an operation target setting unit 241, a presentation control unit 243, and a selection unit 245.
[0105] The acquisition unit 231 collects play history data 520 according to the player's gameplay on the terminal device 1500 and adds it to the gameplay history DB 510. The acquisition unit 231 also generates usage status data 540 for each part object of the robot character that was controlled in that gameplay, based on the collected play history data 520, and adds it to the usage status DB 530.
[0106] The selection condition setting unit 233 is a functional unit that executes the selection condition setting process, and sets selection conditions related to part objects based on the player's operation input. In this embodiment, it controls the display of the condition setting screen shown in Figure 5 on the terminal device 1500 of the target player and accepts operation input related to setting selection conditions. In addition, the condition setting screen also accepts operation input related to priority settings.
[0107] The status analysis unit 235 is a functional unit that performs status analysis processing and analyzes the usage status of part objects based on the usage status data 540. In this embodiment, usage status data 540 that meets the selection criteria are selected from the usage status DB 530 as the target of analysis and used for analysis. The status analysis unit 235 also analyzes the combination status of part objects used in combination with each other based on the target usage status data 540.
[0108] The play history analysis unit 237 is a functional unit that performs play history analysis processing and analyzes the game play history of the target player.
[0109] The creation unit 239 is a functional unit that executes the creation process, and for example, it creates a group of part objects for each part of a robot character and for each category of weapon. In this embodiment, an evaluation value V is calculated for each part object based on the usage status and combination status analyzed for each part object, and the results of the analysis of the game play history of the target player, and a group of part objects is created by selecting part objects by category using the evaluation value V.
[0110] The target of operation setting unit 241 is a functional unit that executes the target of operation setting process, and makes it possible to set the target of operation (i.e., the candidate for the target of operation) using part objects included in the group of part objects. In this embodiment, the target of operation setting unit 241 sets multiple candidate for the target of operation by selecting part objects from each group of part objects categorized by category and generating multiple combinations of part objects. When an input is received to select one of the multiple candidate for the target of operation, the selected candidate for the target of operation is set as the target of operation for the player. In addition, when a part object is selected by the selection unit 245, the target of operation setting unit 241 replaces the part objects other than the selected part object with other part objects in the corresponding group of part objects and sets them as new candidate for the target of operation.
[0111] The presentation control unit 243 is a functional unit that executes presentation control processing and presents the candidate to be operated on to the player being presented.
[0112] The selection unit 245 is a functional unit that executes the selection process. It receives a selection operation for the player to be presented and selects some of the part objects that make up the candidate for the operation.
[0113] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.
[0114] 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.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] In this embodiment, the server storage unit 500s stores a game play history DB 510 and a usage status DB 530 as usage status storage units. The game play history DB 510 registers the play history data 520 of each game play session on the terminal device 1500. The usage status DB 530 registers the usage status data 540 of the part objects used in each game play session.
[0122] Furthermore, the server memory unit 500s stores the server program 501, the game client program 503 for distribution, user management data 550, and game setting data 560. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.
[0123] 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.
[0124] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 12) that is downloaded to the terminal device 1500.
[0125] User management data 550 is prepared for each registered player and stores various management data related to the player's gameplay. For example, one user management data 550 is associated with the player's account and includes the player's name, personal information such as age, gender, and birthday, information on the income and expenses of the electronic payment medium (game coins in this embodiment) associated with the player, the player's play level, data on game objects owned by the player, and save data related to the player's gameplay status.
[0126] The game setting data 560 stores various setting data necessary to run the game of this embodiment. In this embodiment, the game setting data 560 includes part object definition data 570. In addition, the game setting data 560 also stores stage setting data related to the setting of the game stage, object definition data that defines objects such as items that the player may obtain during the game, and enemy character definition data that defines enemy characters that appear during the game.
[0127] Part object definition data 570 is prepared for each part object and defines the various part objects of the robot character that the player using to control the game. For example, as shown in Figure 11, one part object definition data 570 stores the identification ID (part object ID) 571 of the part object, the category 572, the assigned position 573, parameter information 574 with various parameter values set, and a compatibility list 575 with other part objects.
[0128] 2. Terminal device Figure 12 is a block diagram showing an example of the functional configuration of the terminal device 1500. As shown in Figure 12, 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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.
[0133] The screen display control unit 273 controls the display of various screens, such as the game screen and advertising windows, 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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 10) provided from the server system 1100.
[0142] [Process flow] Figure 13 is a flowchart showing the processing flow executed by the server system 1100. The processing described here is achieved when the server processing unit 200s reads and executes the server program 501.
[0143] In this process, when a player on terminal device 1500 plays a game (step S1: YES), the acquisition unit 231 collects play history data 520 for that game play and adds it to the game play history DB 510 (step S3). The acquisition unit 231 also generates usage status data 540 for each part object of the control target (robot character) used in that game play based on the collected play history data 520 and adds it to the usage status DB 530 (step S5).
[0144] Then, when the player decides which robot character to use for gameplay on the terminal device 1500, that player is designated as the target player, and the process from step S9 onwards is performed. That is, if there is a target player (step S7: YES), first, the selection condition setting unit 233 sets the selection conditions and priority settings based on the operation input of that target player (step S9). Here, the condition setting screen (see Figure 5) is displayed on the target player's terminal device 1500, and operation input for setting the selection conditions and priority settings is accepted.
[0145] Next, the situation analysis unit 235 selects usage data 540 that meet the selection criteria set in step S9 as the target for analysis (step S11), and analyzes the usage status for each target type of part object based on the usage data 540 to be analyzed (step S13). The situation analysis unit 235 also analyzes the combination status for each part object based on the usage data 540 to be analyzed (step S15).
[0146] Next, the play history analysis unit 237 analyzes the game play history of the target player based on the target player's play history data 520 (step S17).
[0147] Next, the creation unit 239 branches the process according to the priority setting in step S9 (step S19). Specifically, if the priority setting is "popularity priority", the creation unit 239 executes the popularity priority creation process (step S21; see Figure 6), if the priority setting is "combination priority", it executes the combination priority creation process (step S23; see Figure 7), and if the priority setting is "compatibility priority", it executes the compatibility priority creation process (step S25; see Figure 8), creating a group of part objects by category.
[0148] Next, the operation target setting unit 241 selects part objects from each category of part object group to generate multiple combinations of part objects and sets each of them as a candidate for operation (step S27).
[0149] Then, the presentation control unit 243 controls the presentation of the candidate target for operation set in step S27 to the target player (step S29). Here, the candidate presentation screen (see Figure 9) is displayed on the target player's terminal device 1500 to present the candidate target for operation. If the target player makes a selection operation on the candidate presentation screen (step S31: YES), the selection unit 245 selects some of the part objects that make up the candidate target for operation based on the selection operation (step S33). Then, the target setting unit 241 replaces the part objects other than the selected part objects with other part objects in the corresponding part object group and sets them as new candidate target for operation (step S35). In that case, the display of the candidate target for operation related to the selection operation is changed to the display of the new candidate target for operation set in step S35, and the display of the presentation screen is updated.
[0150] Furthermore, if the system receives an input request to select one of the multiple operation target candidates presented (step S37: YES), the operation target setting unit 241 sets that operation target candidate as the operation target for the presented player (step S39).
[0151] After that, a termination check is performed, and until termination is determined (step S41: NO), the process returns to step S1.
[0152] As described above, according to this embodiment, usage data 540 is generated for each part object from the player's game play history on the terminal device 1500 and registered in the usage DB 530. When presenting candidate controllable objects to the target player, the usage status of each part object and its combination status with other part objects can be analyzed based on the usage data 540. The game play history of the target player can also be analyzed. Based on the analysis results, groups of part objects can be created by category. For example, an evaluation value V can be calculated for each part object based on the analysis results, and a predetermined number of part objects can be extracted by category using the calculated evaluation value V to create a group of part objects. Then, candidate controllable objects can be set by randomly combining part objects from the group of part objects by category and presented to the target player. Furthermore, if one of the candidate controllable objects is selected by the player, it can be set as the controllable object that the player will use in gameplay. This makes it possible to present robot characters as candidate controllable objects to the target player, incorporating frequently used and highly-rated items while reflecting the player's preferences.
[0153] 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.
[0154] [Example 1] For example, in the above embodiment, an example was described in which a group of part objects is created for each category using the results of analysis of usage status, combination status, and game play history. In contrast, when generating candidate targets for manipulation, it is also possible to select part objects from the group of part objects in each category using various analysis results. In that case, the group of part objects is created, for example, by randomly extracting a predetermined number (N) from the part objects belonging to the corresponding category. Once the group of part objects has been created, the part object with the highest evaluation value V is selected from the group of part objects in each category to generate candidate targets for manipulation. If multiple candidate targets for manipulation are to be generated, the part objects constituting each group of part objects may be sorted and ranked in descending order of evaluation value V, and multiple candidate targets for manipulation may be generated by combining part objects with the same rank.
[0155] Alternatively, before selecting a part object from the group of part objects, the group of part objects may be narrowed down according to selection criteria. Then, from the remaining part objects, part objects may be selected by category to generate candidates for operation.
[0156] [Differentiation 2] Furthermore, the above embodiment described an example of generating candidate objects for manipulation, assuming that all types of available part objects can be freely used. In contrast, there are games in which players collect part objects by acquiring new part objects (element objects) during the game or by purchasing additional part objects they want, and then play using the manipulated objects that are combinations of the part objects they possess. In such cases, when presenting candidate objects for manipulation, the system may be configured to distinguish between part objects owned by the target player and part objects not owned. For example, this can be achieved by changing the color of owned part objects or adding a mark to them on the screen presented to the target player, thereby making the owned part objects identifiable. Alternatively, the system may be configured to control the identification display by changing the color of unowned part objects or adding a mark to them.
[0157] Alternatively, the system may generate and present a list of potential targets for manipulation consisting only of the part objects owned by the target player by creating a group of part objects from among the part objects owned by the target player. In the example of the above embodiment, when creating the group of part objects, a predetermined number (N) of part objects may be extracted based on the evaluation value V, and the top M part objects with the highest evaluation value V may be extracted from among the part objects owned by the target player.
[0158] [Difference 3] Furthermore, in the above embodiments and modifications, multiple combinations of part objects are generated by selecting part objects from each group of part objects, thereby setting up multiple potential targets for manipulation and presenting them to the player. Then, the player is prompted to select one of the multiple potential targets for manipulation, thereby setting the target to be used in gameplay. Alternatively, the system may be configured to generate a single combination of part objects, set it as the target for manipulation, and present it to the player.
[0159] [Differentiation Example 4] Furthermore, in the above embodiment, we described a game in which the player controls a character, with the target of operation being the character, the assigned position being a part of the character, and the element object being a part of a body or weapon part object to which any of the assigned positions are associated. However, the games to which this can be applied are not particularly limited.
[0160] For example, this can be similarly applied to games where the object of manipulation is a deck, elemental objects are virtual card objects, and players assemble and use decks by combining the card objects they have. In addition, some games in which players manipulate decks use the combined card objects in sequence. For example, in a game where characters are associated with card objects, players select five card objects and assign them to positions in the order of battle, from "Vanguard" to "General," and then compete to see who can win by having the characters of the opposing team battle in sequence with the corresponding positions. In this case, the positions in the order of battle correspond to the assignment positions to which card objects (elemental objects) can be assigned in terms of time.
[0161] This principle can also be applied to games where players control teams, such as baseball and soccer games. For example, in a baseball game, the team is the controlled object, and the player characters that make up the team are the elemental objects. The defensive position (formation) of each player character corresponds to the spatially assignable position to which the player object (elemental object) can be assigned, and the batting order of the player characters corresponds to the temporally assignable position to which the player object (elemental object) can be assigned. The player assigns the player characters to the necessary positions, specifies the batting order, forms a team, and then plays the game.
[0162] This approach can also be applied to games where players control avatars whose appearance can be customized. In such cases, the controllable object is the avatar, and various part objects such as the face outline, eyes, nose, mouth, hairstyle, and clothing become the elemental objects.
[0163] [Difference 5] Furthermore, the presentation of potential targets for manipulation is not limited to presenting the entire target; it may also be presented in a manner that only a part of it is shown. For example, in the example shown in Modification 3 where the target for manipulation is an avatar, only the face portion of the generated potential target avatar may be displayed and presented to the target player.
[0164] [Modification 6] Furthermore, in the above embodiments and modifications, the server system 1100 was described as the processing entity for game management. However, the configuration may also be such that the terminal device 1500 is the processing entity, or the processing related to game management may be distributed and executed between the server system 1100 and the terminal device 1500. For example, if the terminal device is the processing entity in the configuration of the above embodiment, an example of the functional configuration of the terminal device 1500A is shown in Figure 14. In Figure 14, components similar to those in the above embodiments are denoted by the same reference numerals.
[0165] As shown in Figure 14, in this modified example, the terminal device 1500A has a game management unit 230 in the terminal processing unit 200, and the screen display control unit 273 is omitted. In other words, the terminal device 1500A in this modified example does not acquire data for displaying images such as game screens from the server system 1100, but rather its own game management unit 230 performs processing related to game management to control the execution of the game and generates images such as game screens. The terminal storage unit 500 of this terminal device 1500A stores a game program 504 that, when executed by the terminal device 1500A, which is a computer system, causes the terminal processing unit 200 to function as a player terminal calculation unit 270 and a game management unit 230. In addition, the terminal storage unit 500 stores a game play history DB 510, a usage status DB 530, user management data 550 related to the player of the terminal device 1500A, and game setting data 560.
[0166] Furthermore, the processing flow of the terminal device 1500A in this modified example is basically the same as the flowchart shown in Figure 13, and can be interpreted as the game management unit 230 of the terminal device 1500A executing each step.
[0167] According to this modified example, the same effects and advantages as in the above embodiment can be obtained. Note that the terminal device 1500 may not perform all of the functions of the game management unit 230, but rather perform only some of them. [Explanation of Symbols]
[0168] 1000...Game System 1100…Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220...Billing Processing Unit 230...Game Management Department 231…Acquisition Department 233...Selection Condition Setting Section 235... Situation Analysis Department 237... Play History Analysis Department 239... Creation Department 241... Operation target setting section 243…Presentation Control Unit 245...Selection 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...Game Play History Database 520... Play history data 521… Account 522... Play Level 523... Play date and time 524...Parts configuration 525...Game status information 530...Usage Database 540…Usage data 541... Part Object ID 542… Play date 543...User's play level 544...Category 545... Combination Parts List 546…Usage record 550...User management data 560...Game settings data 570... Part object definition data 571... Part Object ID 572…Category 573... Assigned position 574...Parameter Information 575... Compatibility List 1500, 1500A… Terminal equipment 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 N... Network 2…Player
Claims
1. A computer system that provides a game in which the player selects and combines elemental objects to set the target of operation used in gameplay, and the game progresses using that target of operation, A creation means for creating a group of element objects based on the contents of a usage storage unit that stores data on the usage status of the element objects used in gameplay, Operation target setting means that enables setting the operation target using the element objects included in the group of element objects, Presentation control means for performing control to present the object to be operated on to the player, A computer system equipped with the following features.
2. The aforementioned usage data is data on the usage of the element object used by each of the multiple players during gameplay. The computer system according to claim 1.
3. The target of the operation has a plurality of assignment positions to which the element objects constituting the target of the operation can be assigned spatially or temporally, The aforementioned element object has an assignable assignment position associated with it. The creation means creates the group of element objects by selecting a plurality of element objects for each of the assigned positions, The operation target setting means sets the operation target by selecting the element object from the group of element objects according to the assigned position. The computer system according to claim 1.
4. The creation means includes the top predetermined number of element objects whose usage status has been evaluated according to predetermined criteria in the element object group. The computer system according to claim 1.
5. A situation analysis means for analyzing the contents of the usage status memory unit, Furthermore, The creation means creates the group of element objects by selecting the element objects based on the analysis results of the situation analysis means. The computer system according to claim 1.
6. The situation analysis means analyzes the combination situation in which the element objects are used in combination, The creation means selects the element objects based on the combination status and creates the group of element objects. The computer system according to claim 5.
7. A situation analysis means for analyzing the contents of the usage status memory unit, Furthermore, The operation target setting means sets the operation target by selecting an element object from the group of element objects based on the analysis results of the situation analysis means. The computer system according to claim 1.
8. The situation analysis means analyzes the combination situation in which the element objects are used in combination, The operation target setting means selects the element objects to be combined based on the combination status and sets the operation target. The computer system according to claim 7.
9. A play history analysis means that analyzes the game play history of the player to whom the presentation is made by the presentation control means. Furthermore, The creation means creates the group of element objects by selecting the element objects based on the analysis results of the play history analysis means. The computer system according to claim 1.
10. A play history analysis means that analyzes the game play history of the player to whom the presentation is made by the presentation control means. Furthermore, The operation target setting means sets the operation target by selecting an element object from the group of element objects based on the analysis results of the play history analysis means. The computer system according to claim 1.
11. A selection condition setting means that sets selection conditions for the element object based on the player's input, Furthermore, The creation means selects the element objects that satisfy the selection conditions and creates the group of element objects. The computer system according to claim 1.
12. The aforementioned usage status storage unit stores the date and time information of use, including it in the usage status data. The selection condition setting means sets the selection conditions, including the condition of the usage period. The computer system according to claim 11.
13. A selection condition setting means that sets selection conditions for the element object based on the player's input, Furthermore, The operation target setting means sets the operation target by selecting the element object that satisfies the selection conditions from the group of element objects. The computer system according to claim 1.
14. A situation analysis means for analyzing the contents of the usage status memory unit, Furthermore, The creation means creates the group of element objects from among the element objects owned by the player who is the target of presentation by the presentation control means, based on the analysis results of the situation analysis means. The computer system according to claim 1.
15. The presentation control means controls the presentation of element objects that are owned by the player of the target of the presentation, and which element objects are not owned by the player of the target of the presentation, among the element objects that constitute the target of the operation. The computer system according to claim 1.
16. Selection means for selecting some element objects from among the element objects constituting the target of the operation based on the selection operation by the player, Furthermore, The operation target setting means sets a new operation target by replacing the element objects other than those selected by the selection means among the element objects constituting the operation target with other element objects included in the group of element objects. The computer system according to claim 1.
17. The aforementioned operation target setting means sets a plurality of operation target candidates, The presentation control means presents the plurality of candidate operation targets to the player. The computer system according to claim 1.
Citation Information
Patent Citations
Information processing device and program
JP2020120929A