Computer system and server system

The computer system addresses unfairness in multiplayer events by managing a common pool of game media and adjusting selection conditions, improving fairness and interest through diverse deck compositions.

JP7597505B2Active Publication Date: 2024-12-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2019187998
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-10-11
Publication Date
2024-12-10
Estimated Expiration
2039-10-11

AI Technical Summary

Technical Problem

In multiplayer online games, multiplayer events often result in undesirable gameplay situations due to players forming similar decks using their own game media, leading to unfair advantages and reduced interest, especially when experienced players face novice players.

Method used

A computer system that manages game media owned by players and allows selection from a common pool of media, using selection conditions and probability adjustments to ensure diversity and fairness in deck composition during events.

Benefits of technology

Enhances fairness and interest in multiplayer events by allowing players to use diverse game media, independent of ownership, through mechanisms like probability adjustments and media sharing within teams.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a new technique capable of improving fairness and amusement of a multi-play game for playing a game by organizing a deck by a predetermined number of game media.SOLUTION: In a first type game (normal play), a deck (a medium group for a first type game) organized by allowing a player to select a game medium used for game play from among game media possessed by the player is used. In a second type game (multiplayer event play), a predetermined number of candidate game media suitable for a selection condition 20 are selected from among all the game media and are presented to a player regardless of whether the player possesses them or not, and a deck (a medium group for a second type game) organized by allowing the player to select from among the candidate game media is used.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to a computer system for controlling a game. [Background technology]

[0002] A popular genre of video games includes multiplayer online games in which players form groups called "decks," "units," or "teams" (collectively referred to as "decks") using multiple game media (elements for gameplay) and compete against each other.

[0003] In many cases, the game media that can be used to organize a deck are characters that appear in the game, items used for those characters, etc. A player acquires (meaning acquires the right to use) game media by, for example, purchasing trading cards and completing a prescribed registration procedure, purchasing them online, or acquiring them as a result of playing the game.

[0004] Players then select from the game media they own to assemble a deck, taking into consideration their opponent, the rules of the battle, and the state of the battle field, and enjoy the game with the game media that make up the deck as their "hand of cards" or "pieces."

[0005] Related technology, for example, is known that provides a bonus to a player when the player creates a deck that includes characters that the player does not use frequently from among the characters that the player owns in order to prevent the deck composition from becoming fixed and the game from becoming monotonous (see Patent Document 1). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] JP 2015-188503 A Summary of the Invention [Problem to be solved by the invention]

[0007] In the above-mentioned multiplayer online games, a management method is adopted in which a multiplayer limited-time event is set and prizes are awarded to the winners and outstanding players of the event to liven up the game. Conventionally, even in the event, each player has to organize a deck to be used in the event from the game media he or she owns.

[0008] This is fine if the purpose of the event is for everyone to have fun playing together, but when considering the fairness and satisfaction of the event, a rule that requires each player to assemble a deck to be used in the event from game media that they own could lead to undesirable gameplay situations.

[0009] For example, when playing games outside of events, players tend to organize their decks with game media that are generally more powerful and easier to use. As a result, even in multiplayer events, the game media used in the event tend to be similar, which can result in a lack of the "sense of something special that is different from usual" that is expected of a limited-time event, and can result in dissatisfaction.

[0010] In some games, experience points are added to the game media used in the game play that constitute the deck according to the player's performance, and the game media grow and improve their abilities as the experience points accumulate. In such a configuration, there may be an overwhelming difference in ability between the game media used by a skilled player who is proficient in the game and the game media used by a novice player who is not familiar with the game. If such a skilled player and a novice player play in the same event, an excessively advantageous / disadvantageous situation will arise, which will reduce the interest of the game.

[0011] The present invention has been devised with the objective of providing a new technology that can improve fairness and interest in multiplayer games in which decks are organized and played using a predetermined number of game media. [Means for solving the problem]

[0012] The first invention for solving the above-mentioned problems includes a general management means for managing data of each game medium including all game media that a player can own (for example, the control board 1150 in FIG. 1, the server processing unit 200s, the game management unit 210, the general management unit 212 in FIG. 13, the population data 511 in FIG. 14, and the game medium initial setting data 512); A player data management unit (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 13, the user management unit 202, and the user management data 600 in FIG. 14) that manages data of game contents owned by the player; a first type game control means for controlling a first type game using a first type game media group organized by a player selecting game media to be used for game play from among game media owned by the player (e.g., the player-owned game media group 10 in FIG. 3, the control board 1150 in FIG. 1, the server processing unit 200s, game management unit 210, first type game control unit 214 in FIG. 13, owned game media group data in the user management data 600 in FIG. 14, normal play management data 610); a second type game control means (e.g., the secondary selection set 18 in FIG. 5, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 13, the game management unit 210, the second type game control unit 220, and the event management data 700 in FIG. 14) for controlling a second type game using a second type game medium group, the second type game medium group having some or all of its constituent media as game media managed by the comprehensive management means; The second type game control means includes: a candidate selection means (e.g., the candidate selection unit 221 in FIG. 13 and the candidate game media list 734 in FIG. 17) for selecting candidate game media from among the game media managed by the comprehensive management means; candidate presentation means for presenting the candidate game media to the player (e.g., the candidate game media presentation unit 40 in FIG. 9, the candidate presentation unit 223 in FIG. 13, step S46 in FIG. 20); a medium selection means for selecting game media to be used as constituent media of a second type game media group from the candidate game media (e.g., the medium selection unit 225 in FIG. 13, the deck organization data 740 in FIG. 17, and the game media data by setting slot 741); A computer system having the following:

[0013] The "computer system" referred to here may be a system made up of a single computer or a system made up of multiple computers connected to each other so that data communication is possible via a communication line.

[0014] According to the first invention, a player can enjoy a first type game in which the player selects and plays a game medium to be used from among the game medium the player owns, and a second type game in which the player selects and plays a game medium to be used from among all game media, regardless of whether the player owns the game medium or not.

[0015] In the type 1 game, the player can enjoy the conventional pleasure of collecting game media, as well as the pleasure of developing specific game media among the game media that he or she owns. On the other hand, in a type 2 game, players can select the game media to use from among all game media to play the game. Therefore, the types of game media used in a type 2 game are more diverse than when each player plays using game media that they own. Also, because all players select the game media to use from the same common group of game media, growth elements do not affect gameplay in a type 2 game, as they do with game media that players already own.

[0016] Therefore, in the second type game, fairness and interest can be improved compared to a case in which each player selects the game medium to be used from among the game media that he or she owns.

[0017] A second invention is a computer system of the first invention, in which the second type game control means selects each constituent medium of the second type game media group from the game media managed by the overall management means by operating the candidate selection means, the candidate presentation means, and the used medium selection means according to the selection opportunity for the constituent media of the second type game media group (for example, loop B in Figures 19 to 20).

[0018] According to the second aspect of the present invention, when forming a second type game medium group, each time a game medium to form the group is determined, the candidate game media can be selected, the candidate game media can be presented, and the game medium to be used can be selected. This further increases the variety of game media to be used in the second type game, which is expected to further increase the interest in game play.

[0019] A third invention is a computer system of the first or second invention, in which the second type game control means has a selection condition setting means (e.g., the selection condition setting unit 227 in Figure 13, the reference selection condition data 709 in Figure 16, steps S6 to S12 in Figure 19) that sets selection conditions under which the candidate selection means selects the candidate game medium.

[0020] According to the third aspect of the present invention, the candidate selection means can change the selection conditions for selecting the candidate game media. This allows the selection conditions to be appropriately adjusted. For example, by imposing appropriate restrictions, or so-called "restrictions," on the game media that can be used in the second type game, the occurrence of "undesirable game play situations" can be suppressed, and the interest of the second type game can be increased, compared to when no selection conditions are set or when the selection conditions are fixed.

[0021] A fourth invention is a computer system of the second invention, in which the second type game control means has a selection condition setting means (for example, the first slot selection conditions 20a to the fourth slot selection conditions 20d in Figures 5 and 6, the selection condition setting unit 227 in Figure 13, the adjustment pattern definition data 530 in Figure 15(3), the individually applied selection condition data 732 in Figure 17, steps S6 to S12, and step S24 in Figure 19) that variably sets the selection conditions under which the candidate selection means selects the candidate game media, depending on the selection opportunity of the constituent media of the second type game media group.

[0022] According to the fourth aspect of the present invention, when forming a second type game medium group, it is possible to change the composition of the candidate game media each time a game medium to form the group is determined. Therefore, compared to the case where the selection conditions are fixed regardless of the selection opportunity of the component media, the variety of game media used in the second type game can be improved, thereby increasing the interest of the second type game.

[0023] A fifth invention is a computer system according to the third or fourth invention, further comprising play history information storage means for storing play history information of the first type game and / or the second type game (for example, play history information 780 in FIGS. 3, 10 and 11, play history information storage control unit 230 in FIG. 13, step S80 in FIG. 20), and the selection condition setting means sets the selection condition based on the play history information (for example, steps S10 to S12 in FIG. 19).

[0024] According to the fifth aspect of the present invention, the selection conditions can be set based on play history information. For example, the selection conditions can be improved based on game play results.

[0025] A sixth invention is a computer system of the fifth invention, wherein the play history information storage means stores information on the game media used in game play (for example, shoot-down rate data 791, number of game media types used 792, and contribution ranking of game media type 793 in FIG. 11), and the selection condition setting means sets the selection condition based on the degree of usage of each game media used in game play.

[0026] According to the sixth aspect of the present invention, the selection conditions can be changed based on the degree of use of game media used in game play (e.g., the frequency of use or the proportion of use of each game media used). For example, by appropriately setting the selection conditions, it becomes possible to adjust the variety of game media used to some extent.

[0027] A seventh invention is a computer system according to the sixth invention, in which the selection condition setting means sets a selection condition that gives a higher priority to game media that satisfy a given low-degree condition indicating a low degree of usage as the candidate game media compared to game media that do not satisfy the low-degree condition (for example, adjustment pattern definition data 530 in Figure 15 (2)).

[0028] According to the seventh aspect of the present invention, it becomes possible to adjust the selection conditions so that infrequently used game media can be used in the game.

[0029] An eighth invention is a computer system of any of the third to seventh inventions, wherein the selection conditions include setting excluded game media that are not to be the candidate game media (for example, selection restriction 27a in Figure 10), the selection condition setting means sets the selection conditions by setting game media owned by the player as the excluded game media (for example, adding selection restriction 27 in Figure 12), and the candidate selection means selects game media other than the excluded game media as the candidate game media.

[0030] According to the eighth aspect of the invention, for example, selection conditions can be set so that a specific type of game media is difficult to select, or even impossible to select. Paradoxically, it is also possible to relatively easily select a specific type of game media as a candidate game media. For example, appropriate adjustments can be made in relation to the diversity of game media used in the second type game, or in relation to the removal of specific game media that cause undesirable game play situations. Depending on the settings of excluded game media, it is also possible to increase the interest of the second type game by imposing "restrictions" on the game media used in the second type game.

[0031] A ninth invention is a computer system of any of the third to eighth inventions, in which an attribute (e.g., first attribute 515a in Figure 7) is set for the game medium, the selection conditions include attributes of the game medium to be selected as the candidate game medium (e.g., first attribute condition 21 in Figure 7), and the candidate selection means selects game media having attributes that match the attributes set as the selection conditions as the candidate game media (e.g., step S42 in Figure 19).

[0032] According to the ninth aspect of the present invention, the attributes of the game media that are to be the candidate game media can be adjusted by setting the selection conditions. For example, it is possible to allow the player to select the game media to be used from among game media with specific attributes. By setting the selection conditions appropriately, the "restrictions" on the game media to be used in the second type game can be adjusted, thereby increasing the interest of the game.

[0033] A tenth invention is a computer system of any of the first to ninth inventions, wherein the candidate selection means sets the selection probability for each game medium owned by the player so that the selection probability for game media owned by the player is lower than that for game media not owned by the player (for example, individual applied selection probability change setting data 731 in Figure 12), and selects the candidate game media based on the selection probability (for example, step S44 in Figure 20).

[0034] According to the tenth aspect of the present invention, the selection probability of each game medium can be set so that the selection probability of a game medium owned by a player is lower than that of a game medium not owned by a player. For example, in the second type game, the use of game media not owned by the player can be promoted, increasing the variety of game media used in the second type game and enhancing interest.

[0035] An eleventh invention is a computer system of any of the first to ninth inventions, wherein the game media have attributes set, the selection conditions include attributes of the game media that are to be the candidate game media, and the candidate selection means has a primary selection means (e.g., primary selection unit 221a of FIG. 13, primary selected game media list 733 of FIG. 17) that selects game media having attributes that match the attributes that are the selection conditions from among the game media managed by the comprehensive management means, and a secondary selection means (e.g., secondary selection unit 221b of FIG. 13) that calculates, for each game medium selected by the primary selection means, a selection probability (e.g., individual selection probability 26 of FIG. 8) that is an appropriate proportion of the attribute selection probability allocated for each attribute of the game medium, and selects the candidate game media based on the selection probability.

[0036] According to the eleventh aspect of the present invention, when selecting candidate game media, the selection can be made using an attribute selection probability set for each attribute. For example, by appropriately setting the attribute selection probability, it is possible to adjust the tendency for which attribute is likely to be selected as a candidate game medium.

[0037] A twelfth invention is a computer system of any of the first to eleventh inventions, in which the second type game control means has a candidate presentation redo means (e.g., presentation redo request operation icon 52 in Figure 9, candidate presentation redo section 228 in Figure 13) that causes the candidate selection means to select new candidate game media based on a candidate presentation redo request operation by the player in response to presentation by the candidate presentation means, and the candidate presentation redo means accepts the candidate presentation redo request operation up to a predetermined number that is less than the number of constituent media of the second type game media group (e.g., [candidate presentation redo request operation] in step S60 in Figure 20 → step S62 → step S44).

[0038] According to the twelfth aspect of the present invention, the player can request a re-selection of candidate game media.

[0039] A thirteenth invention is a computer system of any of the first to twelfth inventions, further comprising a bonus granting means (e.g., the bonus granting unit 232 in FIG. 13, the bonus target game media management data 737 in FIG. 17, step S84 in FIG. 20) that grants a given bonus to the player when the second type game is played using game media that the player does not own (hereinafter referred to as "non-owned media") included in the second type game media group.

[0040] According to the thirteenth aspect of the present invention, an incentive can be set to encourage players to use game contents that they do not own in the second type game, thereby increasing the possibility that a variety of game contents will be used in the second type game.

[0041] A fourteenth invention is the computer system of the thirteenth invention, wherein the benefit is a benefit related to the non-proprietary medium.

[0042] The "benefits related to non-owned media" mentioned here can be set as appropriate. For example, benefits can be the provision of a purchase coupon when purchasing the game media through online shopping, a temporary improvement in ability in the second type game, the provision of a special item in the second type game, etc.

[0043] According to the fourteenth aspect of the present invention, it is possible to increase the incentive to use game media that the player does not own in the second type game.

[0044] A 15th invention is a computer system of any one of the first to fourteenth inventions, in which the second type game is a multiplayer game played by a team consisting of a plurality of players, and the second type game control means further has a constituent media information sharing control means (e.g., information sharing display unit 56 in FIG. 9, constituent media information sharing control unit 229 in FIG. 13, team shared information data 719 in FIG. 16, step S66 in FIG. 20) for causing information regarding the constituent media of the second type game media group formed by each player to be shared within the same team.

[0045] According to the fifteenth aspect of the present invention, information regarding the constituent media of the second type game media group can be shared within a team. This allows the selection of game media to be made in consideration of the team's strategy and tactics, for example by selecting game media to be used while taking into consideration the balance of game media types within the entire team, thereby increasing the interest of the game.

[0046] A sixteenth aspect of the present invention is a server system, which is a computer system according to any one of the first to fifteenth aspects of the present invention, that communicates with player terminals and controls the first type game and the second type game.

[0047] According to the sixteenth aspect of the present invention, a server system can be realized that exerts the same effects as the first aspect of the present invention. [Brief description of the drawings]

[0048] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a diagram for explaining a player terminal. [Diagram 3] A diagram to explain deck composition in normal play. [Figure 4]FIG. 1 is a diagram for explaining an overview of event play. [Diagram 5] Diagram (part 1) to explain deck composition for event play. [Figure 6] Diagram (part 2) to explain deck composition for event play. [Figure 7] FIG. 13 is a diagram for explaining a limiting condition. [Figure 8] 13 is a diagram for explaining selection of candidate game media in a case where multiple types of attributes are specified as sub-conditions (first attribute conditions) related to a first attribute. FIG. [Figure 9] FIG. 13 shows an example of a deck organization screen display. [Figure 10] FIG. 13 is a diagram for explaining an adjustment function. [Figure 11] FIG. 4 is a diagram showing an example of the data configuration of play history information. [Figure 12] A diagram to explain a mechanism for encouraging the use of types of game media that are not normally used. [Figure 13] FIG. 2 is a functional block diagram showing an example of a functional configuration of the server system. [Figure 14] FIG. 4 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 15] FIG. 4 is a diagram showing an example of the data structure of adjustment pattern definition data. [Figure 16] FIG. 4 is a diagram showing an example of the data configuration of event management data. [Figure 17] FIG. 4 is a diagram showing an example of the data structure of player management data. [Figure 18] FIG. 4 is a functional block diagram showing an example of a functional configuration of a user terminal. [Figure 19] 11 is a flowchart illustrating a process flow for implementing one event. [Figure 20] Flowchart continued from Figure 19. [Figure 21] 13 is a flowchart for explaining a modified example of the flow of processing related to the implementation of one event. [Figure 22] Flowchart continuing from Figure 21. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0049] An example of an embodiment to which the present invention is applied will be described below, but it goes without saying that the form to which the present invention can be applied is not limited to the following embodiment.

[0050] [Hardware configuration description] First, an example of the hardware configuration in this embodiment will be described. 1 is a diagram showing an example of the configuration of a game system in this embodiment. The game system 1000 in this embodiment is a computer system including a server system 1100 and player terminals 1500 (1500a, 1500b, ...) that are capable of mutual data communication by connecting to a network 9. In actual operation, there are multiple player terminals 1500 (1500a, 1500b, ...) for each user who is a player 2 (2a, 2b, ...), and each of them can be in a state where they can be connected to the server system 1100 for communication.

[0051] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method may be either wired or wireless.

[0052] The server system 1100 comprises a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and the main device 1101 is equipped with a control board 1150.

[0053] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or an SoC (System on a Chip).

[0054] The server system 1100 realizes (1) a user management function related to user registration and the like, (2) a game management function for managing the game by providing data necessary for playing the game to the player terminal 1500, and (3) an online shopping function for selling various items usable in the game to users online, by the control board 1150 performing calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server type online game.

[0055] Although the server system 1100 is described as a single unit, it may be configured to include multiple blade servers each sharing a function, connected to each other via an internal bus for data communication. Alternatively, it may be configured to have multiple independent servers installed in remote locations communicate with each other via the network 9 to function as the server system 1100 as a whole.

[0056] FIG. 2 is a front view showing an example of the configuration of the player terminal 1500. As shown in FIG. The player terminal 1500 is a computer system used individually by a registered user who is a player to play a game, and is an electronic device that can access the server system 1100 via the network 9 to execute an online game. The player terminal 1500 of this embodiment is a device known as a smartphone, but may also be a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, a home game device, an arcade game device, or the like.

[0057] The player terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, etc. (not shown) are also provided. In addition, an IC card reader that can contactlessly read and write data from an IC card type credit card or prepaid card that can be used to pay for game play may also be provided.

[0058] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, DSP, etc., various IC memories 1552 such as VRAM, RAM, ROM, etc., a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the network 9, an interface circuit 1557, etc.

[0059] The interface circuit 1557 includes a driver circuit for the touch panel 1506, a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, an output amplifier circuit for outputting audio signals to the speaker 1510, an input signal generation circuit for generating an audio signal collected by the microphone 1512, and a signal input / output circuit for the memory card reader 1542.

[0060] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Note that a part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores a client program and various data for realizing the functions of the user terminal of the game of this embodiment in an IC memory 1552.

[0061] In this embodiment, the player terminal 1500 is configured to download the client program and various setting data from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card 1540 obtained separately.

[0062] [Game Description] The games provided by the game system 1000 are online games that allow single play as well as multiplayer play. In addition, the game is a game in which a player selects his / her preferred game media from a number of game media to create a "deck (a group of selected game media to be used in the game)" and uses the game media (component media) that make up the deck as "cards" or "pieces," i.e., as elements for playing the game.

[0063] In the game system 1000, limited-time events for multiple players are held by game operators. Hereinafter, normal game play other than these limited events will be referred to as "normal play," and game play during events will be referred to as "event play."

[0064] The content of the "game medium" can be set appropriately depending on the game content and the setting of the fictional world in which the game is set. In this embodiment, the game medium is a character designed as a robot weapon.

[0065] FIG. 3 is a diagram for explaining the composition of a deck in normal play. Normal play is game play in a first type game using a first type game media group as deck 12, which is organized by the player selecting game media to be used in game play from the game media owned by the player.

[0066] That is, in normal play, the player himself performs a selection operation to select a predetermined number of game media 6 ("four" in the example of Figure 3) from the player-owned game media group 10, which is a collection of game media 6 (6a, 6b, ...) owned by that player, to organize the deck 12.

[0067] The game media 6 owned by the player 2 are registered by the player 2 separately acquiring them from among the game media 6 included in the universe 14 prepared in advance by the operator of the game system 1000. The acquisition method can be set appropriately, such as being given to the player free of charge, being given by lottery (so-called gacha), being purchased by the player through online shopping, being given as a reward according to playing results, and so on.

[0068] In normal play, each player 2 uses game media 6 in a deck 12 selected from the game media 6 that he or she owns to enjoy one-on-one competitive play against a computer or another player.

[0069] Various information regarding play, such as the results of normal play, is recorded and stored as play history information 780. In addition, experience points according to the play results are granted to game media 6 used in normal play, and abilities and levels are automatically improved according to the accumulated experience points. In other words, the game media 6 automatically grows through its use.

[0070] FIG. 4 is a diagram for explaining an overview of the event play. The event in this embodiment is in the form of a team tournament. Each team 7 (7a, 7b, ...) has multiple players 2 (2a, 2b, ...) registered, and each player 2 organizes and uses a deck 12 (12a, 12b, ...) to play the game.

[0071] 5 and 6 are diagrams for explaining deck composition in event play. Event play is game play in a second type game that uses a second type game media group as deck 12, which is configured to include game media to be used from a universe 14 (a set including all game media that a player can own).

[0072] In event play, each player 2 also creates and uses a deck 12 to play the game, but the process of creating the deck is different from that in normal play.

[0073] Specifically, for each setting frame of the deck 12, first, from among the game media 6 in the parent set 14, game media 6 that meet the selection conditions 20 (20a, 20b, ...) applied to the setting frame are selected as a primary selection set 16. Next, a secondary selection set 18 is generated by selecting a predetermined number of game media 6 from among the game media 6 constituting the primary selection set 16 by a random lottery process using a selection probability applied to each game medium. The game media 6 constituting this secondary selection set 18 are set as "candidate game media" for the setting frame to be set at that time, and are presented to the player 2. The player 2 then selects one of the candidate game media (game media 6h, 6k, 6m, 6n in the example of FIG. 5) in the presented secondary selection set 18, thereby setting the selected game media in the setting frame of the deck 12 to be set. In other words, one of the game media to be used that corresponds to the setting frame is set.

[0074] Fig. 5 illustrates the setting for the first slot, and Fig. 6 illustrates the setting for the subsequent second slot. In this embodiment, the deck 12 has "four" setting slots. Therefore, a set of the selection process for generating the primary selection set 16, the lottery process for generating the secondary selection set 18, and the selection by the player 2 from the secondary selection set 18 is performed at least four times in total, for two slots in addition to those shown in Figs. 5 and 6.

[0075] Specifically, the first slot selection conditions 20a are applied to the generation of the primary selection set 16 related to the setting of the first slot. The second slot selection conditions 20b are applied to the setting of the second slot. The same applies below. The contents of the selection conditions 20 (20a, 20b, ...) prepared for each setting slot are basically different. Therefore, the contents of the secondary selection set 18 prepared for each slot differ for each setting slot of the deck 12 and each selection opportunity for the game medium to be used. Of course, the contents of the selection conditions 20 (20a, 20b, ...) may be the same for some selection slots.

[0076] If the player 2 does not like the contents of the secondary selection set 18, he or she can perform a specified candidate presentation redo request operation to redo the selection of the secondary selection set 18. However, there is a limit to the number of times that a candidate presentation redo request can be made. In this embodiment, a candidate presentation redo request operation can be accepted only once per deck composition. Of course, it may be possible to accept it multiple times. It may also be possible to accept it once or multiple times for each setting slot.

[0077] FIG. 7 is a diagram for explaining the selection conditions 20 (20a, 20b, . . . ). Game media initial setting data 512 is prepared for each game media 6 in the population 14. In the game media initial setting data 512, a unique game media type 514, multiple types of attributes 515 (515a, 515b), and ability parameter values ​​516 are set for medium data 513 for displaying and operating the game media 6 within the game screen.

[0078] The contents of the attribute 515 can be set appropriately depending on the position and role of the game medium in the game. In this embodiment, since the game medium is a robot weapon character, the first attribute 515a is set to "military branch" and the second attribute 515b is set to "cost".

[0079] "Military branch" is a classification of weapons. Specifically, there are four types: assault type, heavy attack type, support type, and sniper type. Of course, other types of military branches can also be set. For example, classification can be based on the form of the robot weapon, its purpose (land warfare / underwater warfare / air warfare / space warfare / transportation / base establishment, etc.), size (standard / large / extra large, etc.), function (single / combined / with accessories), design (humanoid / non-humanoid), color scheme, etc.

[0080] "Cost" is an evaluation standard value for the game medium, and indicates the price paid by player 2 to incorporate the game medium into deck 12. Specifically, a predetermined amount of payment media (e.g., currency in the game world, resources, etc.) is allocated to each player 2 for each event. When a game medium 6 is selected from secondary selection set 18 and incorporated into deck 12, the cost of the game medium is deducted from the payment media. Naturally, it is not possible to select a game medium 6 with a cost that exceeds the remaining amount of payment media and incorporate it into deck 12. A high "cost" basically means high ability.

[0081] The ability parameter value 516 stores various numerical values ​​that define the abilities within the game of the game medium. In the example of Fig. 7, it is expressed as a character level value for ease of understanding, but it is preferable to store parameter values ​​for each ability type, such as attack power, defense power, and movement power.

[0082] The selection conditions 20 (20a, 20b, ...) are various information that defines restrictions and requirements to be satisfied regarding the selection of the game media 6. Specifically, the selection conditions 20 are written as a combination of one or more sub-conditions regarding the attributes and abilities set in the game media 6, and are prepared for each setting frame of the deck 12.

[0083] In the example of Fig. 7, the selection condition for the first slot 20a means that the sub-condition for the first attribute (first attribute condition 21) is "the military branch is either an assault type, a heavy strike type, or a support type" and the sub-condition for the second attribute (second attribute condition 23) is "the cost is 380 or less." Since there is no description about the ability, the selection condition for the first slot 20a is essentially unlimited and unconditional regarding the ability.

[0084] FIG. 8 is a diagram useful in explaining selection of candidate game media in a case where multiple types of attributes are specified as sub-conditions related to the first attribute (first attribute condition 21). The attributes that match the first attribute condition 21 of the selection condition 20a for the first slot are three types: "assault type", "heavy attack type", and "support type". Meanwhile, attribute-specific weighting settings 24 of the priority in the lottery process for each attribute of the first attributes are set in advance by the game operator. The attribute-specific weighting settings 24 may be set for each event.

[0085] When applying the first slot selection conditions 20a to select candidate game media for the first slot, the server system 1100 performs a primary selection of game media 6 that meet the first slot selection conditions 20a from the game media 6 in the population 14. A primary selection set 16 is created from the selected game media 6.

[0086] Next, the server system 1100 performs a secondary selection of a predetermined number of the candidate game media from the primary selection set 16 to create a secondary selection set 18 . Specifically, the server system 1100 sets the attribute selection probability 25 for each attribute specified in the first attribute condition 21 based on the attribute-by-attribute weighting setting 24. In the example of Fig. 8, the weighting of "assault type", "heavy attack type", and "support type" indicated by the first attribute condition 21 of the selection condition for the first slot 20a is "1:1:2", so the selection probability of 100% is distributed according to this weighting, and the attribute selection probability 25 for the "assault type" attribute is set to 25%, the attribute selection probability 25 for the "heavy attack type" attribute is set to 25%, and the attribute selection probability 25 for the "support type" attribute is set to 50%.

[0087] Next, the server system 1100 sets an individual selection probability 26 for each game media 6 of each attribute in the primary selection set 16. The individual selection probability 26 is a value obtained by dividing the attribute selection probability 25 by the number of game media 6 of the attribute. In the example of FIG. 8, there are five types of game media 6 of the first attribute "assault type" in the primary selection set 16, and the attribute selection probability 25 for the "assault type" attribute is 25% divided into five, resulting in an individual selection probability 26 of the game media 6 of the first attribute "assault type" being 5%. There are two types of game media 6 of the first attribute "heavy attack type" in the primary selection set 16, and the attribute selection probability 25 for the "heavy attack type" attribute is 25% divided into two, resulting in an individual selection probability 26 of the game media 6 of the first attribute "heavy attack type" being 12.5%. There are two types of game media 6 having the first attribute “support type”, and the attribute selection probability 25 for the “support type” attribute is 50% and is divided in half, so that the individual selection probability 26 of the game media 6 having the first attribute “support type” is 25%.

[0088] Then, the server system 1100 executes a random lottery process in which the individual selection probability 26 of each game medium 6 in the primary selection set 16 is realized, and determines a secondary selection set 18 consisting of four candidate game media per setting slot of the deck 12 from the primary selection set 16.

[0089] FIG. 9 is a diagram showing a display example of the deck composition screen. The deck composition screen W8 is a screen displayed on the player terminal 1500 during the composition process of the deck 12. The deck composition screen W8 includes, for example, a setting status display section 31 for each setting frame, a selection condition display section 33, a candidate game media presentation section 40, a payment media balance display 50, a candidate presentation retry request operation icon 52, a composition completion operation icon 54, and an information sharing display section 56.

[0090] The setting status display unit 31 displays either an undetermined state or an image of the game media 6 that has been set in the corresponding setting frame. The setting status display unit 31 of a setting frame in which a setting operation is in progress is highlighted.

[0091] In the candidate game medium presentation unit 40, for each candidate game medium in the secondary selection set 18, a game medium image 41, setting information 42 related to the selection conditions 20 (in the example of Figure 9, military branch / cost), and additional information 43 (in the example of Figure 9, character level value indicating ability) are displayed in association with each other.

[0092] It should be noted that, when the game media image 41 (in the example of FIG. 9, an external image of a robot weapon) is touched, detailed information about the robot weapon is separately displayed in a pop-up. Furthermore, among the candidate game media in the secondary selection set 18, a benefit notification 44 is attached to a type of game media 6 that the player does not normally use, indicating that a benefit will be available if the game media is incorporated into the deck 12. When the benefit notification 44 is touched, a benefit detail display 45 is popped up. The content of the "benefit" can be set as appropriate. For example, the benefit can be a purchase coupon or discount coupon when purchasing the game media through online shopping, a temporary ability improvement or special item during the event play, or the like.

[0093] The information sharing display unit 56 is a display unit that notifies the player using the player terminal 1500 on which the deck composition screen W8 is displayed of information regarding the deck composition of other players. In this embodiment, information showing the latest status of deck composition by other players who belong to the same team as the player is displayed. Specifically, the setting number for each branch of the military is displayed. If the player is familiar with the game, he or she can adjust the composition of his or her own deck 12 by considering the balance of the team's overall fighting power from a strategic and tactical standpoint from the information sharing display unit 56, which increases the interest of the game.

[0094] In this way, each player participating in the event does not compile decks 12 from the game media 6 that they have used in normal play, but instead compiles decks 12 from candidate game media in a secondary selection set 18 prepared by the computer, allowing event play to be performed under fair conditions that are not influenced by each player's game media 6 ownership or growth status.

[0095] However, since the personalities of players participating in an event and their game proficiency levels vary, it is not always possible to improve the fairness and interest of event play by using selection conditions 20 that have been set once. Therefore, the game system 1000 is provided with a function for changing and adjusting the premise of event play based on the results of the event play.

[0096] FIG. 10 is a diagram for explaining the adjustment function. The events are held in a tournament format, with event play taking place for each tournament pairing during one event. The initial selection conditions 20 (20a, 20b, ...) for the event are applied to the first round of the tournament, and each play result is recorded as play history information 780. Then, the server system 1100 monitors the occurrence of a given "undesirable game play situation" based on the play history information 780 accumulated in relation to the event play.

[0097] "Undesirable gameplay conditions" include (1) one-sided developments in battles between opposing teams or individual players, (2) situations in which a particular type of game media 6 has an extreme advantage over other game media 6, and (3) situations in which the types of game media 6 used are excessively biased toward a particular type. Examples of "undesirable game play situations" are not limited to these, and can be set appropriately depending on the game content, the purpose of the event, etc. The detection algorithm can also be set appropriately accordingly.

[0098] If the server system 1100 detects such an "undesirable game play situation," it executes an adjustment process to prevent the situation from occurring.

[0099] The first adjustment method is to change or adjust the selection conditions 20. In the example of Fig. 10, the initial selection conditions 20 (20a, 20b, ...) applied to the first round are adjusted to generate selection conditions 20' (20'a, 20'b, ...) and are applied to the second and subsequent rounds.

[0100] Specifically, in the first round of the tournament, it was discovered that powerful assault-type robot weapons had a one-sided shoot-down rate compared to other types of robot weapons, which met the condition of "the existence of game media that creates an excessively advantageous situation," resulting in undesirable gameplay conditions.

[0101] In this case, the attribute "assault type" of the game media that caused the "undesirable gameplay situation" is deleted from the conditions for the military branch in one or more selection conditions 20'. In addition, the conditions for the cost of robot weapons types other than "assault type" are changed to the higher cost side, and adjustments are made so that high-cost but powerful game media 6 are included in the secondary selection set 18. In addition, a selection restriction 27 is added to exclude game media 6 with an excessively high shoot-down rate from the selection in the secondary selection set 18 (selection restriction 27a), or to limit the selection to powerful game media 6 (selection restriction 27b).

[0102] As a second adjustment method, the selection probability applied to the secondary selection set 18 is changed for game media that are presumed to be the source of the "undesirable game play situation" (for example, game media that are too strong or that are used excessively frequently, etc.).

[0103] Specifically, globally applicable selection probability change setting data 707 is set. In this setting data, the game media estimated to have created the "undesirable game play situation" are treated as the game media to be changed, and selection probability change contents indicating how to change the individual selection probabilities 26 (see FIG. 8) are stored in association with the game media. When the setting data is available for drawing the secondary selection set 18, the individual selection probabilities 26 are changed based on the data, and the drawing is performed using the changed probabilities.

[0104] The type of adjustment method to be adopted when an "undesirable gameplay situation" is detected is defined separately by preparing definition data for each pattern. The patterns can be set appropriately according to the game content and the settings of the game world.

[0105] Then, when the second round of the tournament is over, the server system 1100 monitors the occurrence of "undesirable game play situations" based on the play history information 780 of the second round, and if such a situation is detected, it adjusts and modifies the currently applied selection conditions 20' again and applies it to the third round of the tournament. The same applies to the fourth round and onwards of the tournament.

[0106] FIG. 11 is a diagram showing an example of the data configuration of the play-history information 780. As shown in FIG. The data configuration of the play history information 780 can be appropriately set by a detection algorithm for "undesirable game play situations." For example, the play history information 780 includes (1) a play ID 781 for identifying each game play, (2) a play type 782 indicating whether the history is a normal play or an event play, (3) a match ID 783 indicating which match in the tournament the play corresponds to, (4) a tournament round number 785 indicating which round in the tournament the play corresponds to, (5) matching data 787, (6) application criterion selection condition data 788, (7) team-specific battle record time series data 789, (8) shoot-down rate data 791, (9) number of game media types used 792, (10) game media type contribution rank 793, (11) ratio by military branch 795, and (12) military branch contribution rank 796. Of course, data other than these can also be appropriately included.

[0107] The applied criterion selection condition data 788 stores the contents of the selection condition 20 that was used as the criterion in the match of the event. If the match is the first round of a tournament, the applied criterion selection condition data 788 has the copied contents of the selection condition 20 prepared as the initial setting for the event, but if the match is the second round or later, the applied criterion selection condition data 788 has the contents of the selection condition applied in the previous round or the adjusted selection condition after the selection condition was adjusted.

[0108] The team performance time series data 789 stores, for example, the amount of damage inflicted on the opponent, the number of points scored, the number of kills, and the like, by team. The kill rate data 791 is the kill ratio of the aircraft that are shot down to the aircraft that are shot down (Kill Ratio) by type of game medium 6 used in the event. The number of game media types used 792 stores the number of types of game media 6 used in the event play. This can be considered a virtual popularity ranking of the game media 6. Game Media Type Contribution Ranking 793 is a ranking by type of game media 6, focusing on the amount of damage, points, and kills inflicted on the opponent. The proportion by military branch 795 stores the proportion by military branch (by type of specified attribute) of the game media 6 being used in the event play. The 796th Military Branch Contribution Ranking is a ranking by military branch that focuses on the amount of damage inflicted on the enemy, the number of points scored, the number of kills, etc.

[0109] If the difference in performance in the team performance time series data 789 is greater than the specified standard value, It can be inferred that one-sided developments are occurring in battles between competing teams and individual players.

[0110] Furthermore, by referring to the shoot-down rate data 791, the contribution ranking by game media type 793, and the contribution ranking by military branch 796, it can be inferred that a particular type of game media 6 or military branch has an extremely advantageous situation compared to others.

[0111] Furthermore, by referring to the number of game media types used 792 and the ratio by military branch 795, it can be estimated that an undesirable gameplay situation is occurring in which there is an excessive bias in the types of game media 6 used and the military branch.

[0112] FIG. 12 is a diagram for explaining a mechanism for encouraging players participating in an event to use "types of game media that they do not normally use." The games provided by the game system 1000 are said to use the worldview of the original manga or anime in which robot weapons appear, and many types of game media 6 that appear in the original are available. Among them, there are major, strong, and cool types like the protagonist's machine and rival machine in the original, as well as various minor types such as special machines specialized for local battles or specific tactics, experimental machines, and mass-produced machines. Players who are fans of the original work, as well as players who simply want to achieve good results in the game, tend to actively use major game media 6.

[0113] On the other hand, game creators and operators are making efforts to make even minor types of game media 6 enjoyable to play, and to make it possible to achieve playing results that are comparable to those of major game media 6, depending on how the minor game media 6 is used, and they hope that players will enjoy playing using minor game media 6.

[0114] Therefore, the game system 1000 incorporates a mechanism for encouraging players participating in an event to use "types of game media that are not normally used." "Types of game media that are not normally used" are game media that the player has used less than a predetermined reference number of times. It may simply be game media 6 that the player does not own at the time of participating in the event. It may also be game media 6 that the player has used less than a predetermined reference number of times in past plays.

[0115] Then, the server system 1100 performs a process to make the "type of game media that is not regularly used" more likely to be selected as the secondary selection set 18 in order to encourage the use of the "type of game media that is not regularly used."

[0116] Specifically, for example, the server system 1100 adds a selection restriction 27 to the selection conditions 20, which excludes game media other than "types of game media that are not regularly used," for example, game media that the user owns (see FIG. 10).

[0117] Furthermore, for example, the server system 1100 changes the selection probabilities applied to game media other than "types of game media not regularly used" in generating the secondary selection set 18 so that they are less likely to be included in the secondary selection set 18. More specifically, the individually applied selection probability change setting data 731 that is individually applied to the player is set. In this setting data, game media other than "types of game media not regularly used" are set as the type of game media to be changed, and changes are defined that lower the individual selection probabilities 26 (see FIG. 8) of the game media relatively to those of the other game media. Of course, the individually applied selection probability change setting data 731 may be set to "types of game media not regularly used" as the type of game media to be changed, and the changes may be set to relatively increase the individual selection probabilities 26.

[0118] Then, if there is individually applicable selection probability change setting data 731 for the player who is forming the deck, the server system 1100 changes the individual selection probability 26 in accordance with the setting data, applies the changed individual selection probability 26, and draws candidate game media for the secondary selection set 18.

[0119] For the game media 6 for which the selection probability has been changed in this way, a benefit is set that will be granted when the deck 12 is compiled using that game media. Benefit notification 44 in Fig. 9 notifies the user of this benefit.

[0120] [Functional configuration description] 13 is a functional block diagram showing an example of a functional configuration of a server system 1100 in this embodiment. The server system 1100 in this embodiment includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0121] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.

[0122] The server processing unit 200s is realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory, and controls input and output of data between the operation input unit 100s and each functional unit including the server storage unit 500s. The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, and data received from the player terminals 1500, and controls the operation of the server system 1100 in an integrated manner.

[0123] The server processing unit 200s of this embodiment includes a user management unit 202, an online shopping management unit 204, a game management unit 210, a clock unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0124] The user management unit 202 performs processing related to user registration procedures and stores and manages data linked to accounts (user IDs). In this embodiment, the unit has the following functions: (1) assigning accounts to registered users; (2) registration information management for registering and managing personal information for each account; (3) management of payment media consumed for payment of billing elements related to games (e.g., game play, paid lottery, online shopping); and (4) play history management for managing login / logout history. The user management unit 202 also has a function as a player data management unit for managing data of game media 6 owned by users (players). Of course, the unit may also include a function for managing data other than the above linked to accounts as appropriate.

[0125] The online shopping management unit 204 is responsible for controlling online shopping among the billing elements, and can appropriately use known online shopping technology.

[0126] The game management unit 210 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server type online game, the game management unit 210 of this embodiment performs control to provide data necessary for game play while communicating with the player terminal 1500.

[0127] Specifically, the game management unit 210 includes a general management unit 212 , a first type game control unit 214 , a second type game control unit 220 , a play history information storage control unit 230 , and a bonus granting unit 232 .

[0128] The general management unit 212 manages data on each game medium, including all game media that a player can own.

[0129] The first type game control unit 214 controls the first type game using a first type game media group organized by a player selecting game media to be used for game play from among game media owned by the player. This corresponds to game progress control in "normal play."

[0130] The second type game control unit 220 controls a second type game using a second type game media group organized by a player selecting game media to be used for game play from among all game media that the player can own, regardless of whether the player owns them or not. In other words, it controls a second type game using a second type game media group in which some or all of the constituent media of the second type game media group are game media managed by the general management unit 212. This corresponds to game progress control by "event play".

[0131] The type 2 game control unit 220 has a candidate selection unit 221 , a candidate presentation unit 223 , a medium to be used selection unit 225 , a selection condition setting unit 227 , a candidate presentation redo unit 228 , and a component medium information sharing control unit 229 .

[0132] The candidate selection unit 221 selects candidate game media from among the game media managed by the general management unit 212. This corresponds to the process of drawing lots for the candidate game media that make up the secondary selection set 18 (see FIG. 5).

[0133] Specifically, the candidate selection unit 221 has a primary selection unit 221a and a secondary selection unit 221b. The primary selection unit 221a selects game media having attributes that match the attributes set as selection conditions from among game media managed by the general management unit 212. The secondary selection unit 221b calculates a selection probability for each game medium selected by the primary selection unit 221a that is an appropriate proportion to the attribute selection probability for that game medium, and selects candidate game media based on the selection probability.

[0134] The candidate presentation unit 223 controls presentation to the player of the candidate game media selected by the candidate selection unit 221. This corresponds to the control of presentation display by the candidate game media presentation unit 40 (see FIG. 9).

[0135] The medium to be used selection unit 225 selects the game media to be used as constituent media of the second type game media group from among the candidate game media presented by the candidate presentation unit 223. This corresponds to a control of accepting a selection operation input of the options presented by the candidate game media presentation unit 40 and editing the game media 6 of the selected option into the deck 12 for event play.

[0136] The selection condition setting unit 227 sets the selection conditions under which the candidate selection unit 221 selects candidate game media. Specifically, the selection condition setting unit 227 variably sets the selection conditions under which the candidate selection unit 221 selects candidate game media for each constituent medium of the second type game medium group. The selection condition setting unit 227 also sets the selection conditions according to the play history information (for example, according to the degree of use of the game media used in the game of the play history information). This includes the adjustment process of the selection conditions 20 based on the detection of an "undesirable game play situation." Another example is the change of the selection conditions 20 related to a mechanism for encouraging the use of "types of game media that are not normally used."

[0137] The candidate presentation redo unit 228 causes the candidate selection unit 221 to select new candidate game media based on the player's operation to request a redo of candidate presentation in response to presentation by the candidate presentation unit 223 (see FIG. 5). However, the candidate presentation redo unit 228 accepts the candidate presentation redo request operation up to a predetermined number that is less than the number of constituent media of the second type game media group. In this embodiment, since the number of setting frames on the deck 12 is "4", the upper limit number of times that the candidate presentation redo request operation is accepted is less than "4". Preferably, it is set to "1".

[0138] The component media information sharing control unit 229 performs control for sharing information about the component media of the second type game media group created by each player within the same team. This corresponds to the control related to the display of the information sharing display unit 56 of the deck organization screen W8 (see FIG. 8).

[0139] The play-history information storage control unit 230 controls the storage of the play-history information 780 of the first type game and / or the second type game.

[0140] The benefit providing unit 232 provides a given benefit to a player when the second type game is played using game media (non-owned media) that are included in the second type game media group and that the player does not own.

[0141] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.

[0142] The sound generation unit 290s is realized by executing an IC or software that generates or decodes sound data, and generates or decodes sound data such as operation sounds and BGM related to system management and game play of the server system 1100. Then, sound signals related to system management are output to the sound output unit 390s.

[0143] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.

[0144] The image generation unit 292s can generate images related to system management of the server system 1100, game images (or data for displaying game images on the player terminal 1500), etc. Then, the images related to system management can be output to the image display unit 392s.

[0145] The image display unit 392s displays various images for system management based on the image signal input from the image generation unit 292s. For example, this can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of FIG. 1, this corresponds to the touch panel 1108.

[0146] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s.

[0147] The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, it corresponds to the communication device 1153.

[0148] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. It is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. This function is implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as the IC memory 1152 and hard disk mounted on the main unit 1101, and the storage 1140.

[0149] 14 is a diagram showing examples of programs and data stored in the server storage unit 500s in this embodiment. The server storage unit 500s prestores a server program 501, a distribution game client program 503, game initial setting data 510, event initial setting data 520, and adjustment pattern definition data 530. The server storage unit 500s also stores user management data 600, normal play management data 610, event management data 700, play history information 780, and current date and time 800 as data that are sequentially generated and managed. In addition, information such as timers, counters, and various flags can be stored as appropriate.

[0150] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202, the online shopping management unit 204, and the game management unit 210 (see FIG. 13).

[0151] The distribution game client program 503 is an original game client program provided to the player terminal 1500 .

[0152] The game initial setting data 510 stores various initial setting data for executing the game. In this embodiment, the game content initial setting data 512 (see FIG. 7) is included as the population data 511. Of course, other data may also be included as appropriate.

[0153] The event initial setting data 520 is prepared for each event by the operator of the game system 1000, and stores various initial setting data related to the event. One event initial setting data 520 includes, for example, an event ID, an event period, initial selection condition data which is initial setting data for the selection conditions 20, and attribute-specific weighting settings 24 (see FIG. 8). Of course, data other than these may also be included as appropriate.

[0154] The adjustment pattern definition data 530 is prepared for each pattern for adjusting or changing the current selection conditions 20 when an "undesirable game play situation" is detected, and stores various data defining the pattern. For example, as shown in Fig. 15, one adjustment pattern definition data 530 includes situation detection requirement data 532 that defines the conditions that must be met to be recognized as an "undesirable game play situation", an adjustment target type 533 that specifies the data to be changed as the target of adjustment, and adjustment content data 534 that indicates how to change the selection conditions 20 when the situation is detected. Of course, data other than these may also be included as appropriate.

[0155] Returning to Fig. 14, the user management data 600 is prepared for each registered user, and stores various data associated with an account, which is unique identification information. One piece of user management data 600 includes, for example, a unique user account, owned game media group data, and usage history for each game medium. The owned game media group data includes save data for each game medium 6. Of course, the user management data 600 can also include other data as appropriate.

[0156] The normal play management data 610 is prepared for each normal play, and stores data for controlling the play and various data describing the latest situation.

[0157] Event management data 700 is created when an event is held, and stores data for managing and controlling the event and various data describing the latest situation. As shown in Fig. 16, one event management data 700 includes a unique event ID 701, tournament data 703, a tournament round number 705 indicating which round in the tournament the currently played match is, overall application selection probability change setting data 707, standard selection condition data 709, and match management data 710 prepared for each match in the tournament. Of course, data other than these may also be included as appropriate.

[0158] The globally applicable selection probability change setting data 707 is generated as one of the methods for adjusting the selection conditions 20 when an "undesirable game play situation" is detected, and stores various data describing the probability change applied to all the compositions of the decks 12 related to the event. The setting data is used to change the individual selection probabilities 26 calculated for each game medium 6 of the primary selection set 16 in the drawing of the secondary selection set 18 (see FIG. 10).

[0159] The standard selection condition data 709 is data that defines the contents of the selection conditions 20 that are the standards used when forming a deck for a player in relation to the event. Basically, the selection condition initial setting data stored in the event initial setting data 520 for the event (see FIG. 14) is copied, but if the selection conditions 20 are adjusted due to the detection of an "undesirable gameplay situation" (see FIG. 10, FIG. 12), it is changed to the adjusted selection condition data.

[0160] Match management data 710 is created for each match in the tournament. One match management data 710 includes a unique match ID 711, matching data 715, team shared information data 719, player management data 720, and play result data 750. Of course, data other than these may also be included as appropriate.

[0161] The team shared information data 719 is prepared for each team (two teams in this embodiment) participating in the match, and stores information shared by each team. The contents displayed in the shared information display area 56 of the deck organization screen W8 are included in this data.

[0162] The player management data 720 is created for each player 2 participating in the match, and stores various data related to the player. As shown in Fig. 17, one player management data 720 includes a player account 721, a team 723, organization control data 730, and deck organization data 740. Of course, data other than these may also be included as appropriate.

[0163] The composition control data 730 stores various data required to perform composition operations for the deck 12. Specifically, the composition control data 730 includes individual application selection probability change setting data 731, individual application selection condition data 732, a primary selection game media list 733, a candidate game media list 734, a candidate presentation retry count 736, and special game media management data 737. Of course, data other than these may also be included as appropriate.

[0164] The individually applied selection probability change setting data 731 is data used in a mechanism for encouraging the use of "game media of types not normally used" and is applied only to the player of the management data. The setting data is used to change the individual selection probability 26 calculated for each game medium 6 of the primary selection set 16 in the drawing of the secondary selection set 18 (see FIG. 12).

[0165] The individually applied selection condition data 732 is data that defines the selection conditions 20 that are applied to the deck composition of the player, and is applied only to the player of the management data. The standard selection condition data 709 (see FIG. 16) is copied into the individually applied selection condition data 732, and when the selection conditions are changed to encourage the use of "game media that are not regularly used," the contents copied from the standard selection condition data 709 are changed.

[0166] The primary selection game media list 733 is data that defines the primary selection set 16 (see FIG. 5), and is a list of the game media 6 in the primary selection set 16. The candidate game media list 734 is data that defines the secondary selection set 18 (see FIG. 5), and is a list of candidate game media selected as the secondary selection set 18.

[0167] The number of candidate presentation retry attempts 736 indicates the total number of times a request operation for re-presentation (resetting of the secondary selection set 18) of the secondary selection set 18 has been input. The initial value is "0".

[0168] The bonus eligible game media management data 737 is created for each game media that is determined to be a "type of game media that is not normally used" and specifies the bonus content that will be granted to the player when that game media is used to organize deck 12 and used in event play. In addition, when the total number of "types of game media that are not regularly used" reaches a specified upper limit, a single common bonus target game media management data 737 that applies to all bonus target game media that have the same bonus content may be set.

[0169] The deck composition data 740 stores the composition results of the player's deck 12. In other words, the deck composition data 740 includes the same number of slot-specific used game media data 741 as the number of slots in the deck 12.

[0170] FIG. 18 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. As shown in FIG. The player terminal 1500 includes an operation input unit 100 , a terminal processing unit 200 , a sound output unit 390 , an image display unit 392 , a communication unit 394 , and a terminal storage unit 500 .

[0171] The operation input unit 100 outputs an operation input signal to the device processing unit 200 in response to various operation inputs by the player. For example, this can be realized by a push switch, a joystick, a touch pad, a track ball, an acceleration sensor, a gyro, a CCD module, etc. The directional input key 1502, the button switch 1504, and the touch panel 1506 in Fig. 2 correspond to this.

[0172] The device processing unit 200 is realized by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an ASIC or IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the device storage unit 500. Then, it executes various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100, to control the operation of the player terminal 1500. This corresponds to the control board 1550 in Fig. 2. The device processing unit 200 includes a terminal control unit 260, a timer unit 280, a sound generation unit 290, and a communication control unit 294.

[0173] The terminal control unit 260 includes an operation signal transmission control unit 261 and a display control unit 262.

[0174] The operation signal transmission control unit 261 executes processing for transmitting various data and requests to the server system 1100 in response to operations performed on the operation input unit 100 .

[0175] The display control unit 262 performs control for displaying a game screen and the like based on various data received from the server system 1100. In this configuration, a game space image (e.g., a 3DCG image, etc.) is generated by the server system 1100, but it is also possible to generate the game space image by the player terminal 1500. In that case, the display control unit 262 may include control of objects arranged in a virtual three-dimensional space for generating the 3DCG, for example.

[0176] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing audio files, etc., and generates sound signals for game-related sound effects, background music, and various operation sounds based on the processing results by the terminal control unit 260, and outputs them to the sound output unit 390.

[0177] The sound output unit 390 is realized by a device that outputs sound such as sound effects and background music based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.

[0178] The image display unit 392 displays various images based on image signals input from the display control unit 262. For example, the image display unit 392 can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head mounted display. In this embodiment, the touch panel 1506 in FIG. 2 corresponds to this.

[0179] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc., and corresponds to the wireless communication module 1553 in FIG.

[0180] The terminal storage unit 500 stores system programs for implementing various functions for the terminal processing unit 200 to comprehensively control the player terminal 1500, programs necessary for game play, various data, etc. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. These functions are implemented by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, etc. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in FIG. 2 correspond to this.

[0181] The terminal storage unit 500 of this embodiment stores a game client program 502, operation input data 690, and a current date and time 800. Of course, data other than these can also be stored as appropriate.

[0182] The game client program 502 is application software that the terminal processing unit 200 reads and executes to realize the functions of the terminal control unit 260, and is a copy of a distribution game client program 503 (see Figure 14) provided by the server system 1100.

[0183] The game client program 502 may be a dedicated client program depending on the technical method used to realize the online game, or may be composed of a web browser program and a plug-in that realizes interactive image display.

[0184] [Explanation of operation] 19 and 20, a process flow related to the implementation of one event in the server system 1100 will be described. The process flow described here is realized by the server processing unit 200s executing the server program 501.

[0185] 19, the server system 1100 first accepts participation in the event and executes a tournament matching process (step S2), initializes the number of tournament rounds 705 to "1", and copies and initializes the selection condition initial setting data of the event initial setting data 520 (see FIG. 14) of the event to the reference selection condition data 709 (see FIG. 16) (step S4). At this stage, the overall application selection probability change setting data 707 has not been generated.

[0186] Next, the server system 1100 prepares and initializes the battle management data 710 (step S6). In this embodiment, the team shared information data 719 is the number of achievements set by military branch, so it is all initialized to "0." As for the player management data 720 (see FIG. 17), the individual application selection probability change setting data 731 is not generated at this stage, and the standard selection condition data 709 is copied to the individual application selection condition data 732.

[0187] Next, the server system 1100 judges whether or not there was an "undesirable game play situation" in past event plays of the same event (step S10). Specifically, the play history information 780 of the same event is searched for history data that satisfies the requirements indicated by the situation detection requirement data 532 of the adjustment pattern definition data 530 (see FIG. 15).

[0188] If there is corresponding historical data, the server system 1100 determines that an "undesirable game play situation" has occurred (YES in step S10), and executes an adjustment process (step S12).

[0189] Specifically, the server system 1100 executes the content defined in the adjustment content data 534 (see FIG. 15) of the adjustment pattern definition data 530 when the requirements indicated by the situation detection requirement data 532 are satisfied (see FIG. 10). If the adjustment content data 534 indicates a change in the selection condition 20, the standard selection condition data 709 (see FIG. 16) is changed. For example, a selection restriction 27 is added that designates a specific game medium that is presumed to be causing the "undesirable game play situation" as an excluded game medium.

[0190] Furthermore, if the adjustment content data 534 indicates a change in the selection probability of a specific game medium 6, globally applicable selection probability change setting data 707 is created, which targets the specific game medium presumed to be causing the "undesirable game play situation", and the selection probability change content is set to a relatively lower selection probability than before the change for game media other than the specific game medium.

[0191] Next, loop A is executed for each player whose deck 12 has not yet been organized (steps S20 to S78; FIG. 20).

[0192] In loop A, the server system 1100 first extracts "types of game media that are not regularly used" of the player to be processed (step S22), and executes a process to increase the likelihood that the extracted types of game media will be included in the secondary selection set 18 (step S24). Specifically, the individually applied selection probability change setting data 731 is created with the "types of game media that are not regularly used" as the change target, and the selection probability change content is set to a relatively lower selection probability than before the change for types of game media other than the "types of game media that are not regularly used". Alternatively, conversely, the selection probability change content is set to a relatively higher selection probability than before the change for types of game media that are not regularly used as the change target, and the selection probability change content is set to a relatively higher selection probability than before the change for types of game media that are not regularly used.

[0193] Next, the server system 1100 regards the "game media of a type that is not normally used" as a game medium eligible for a bonus and sets a bonus (step S26). Then, the server system 1100 displays the deck composition screen W8 (see FIG. 9) on the player terminal 1500 of the processing target player and starts accepting composition operations (step S28).

[0194] When the reception of the organization operation is started, the server system 1100 executes a loop B for each setting slot (unset slot) of the deck 12 in which the game media 6 to be used has not been set (steps S40 to S68; FIG. 20).

[0195] In loop B, the server system 1100 refers to the data applied to the setting frame to be processed in loop B from the individually applied selection condition data 732 (see FIG. 17) of the player to be processed in loop A, and extracts game media 6 that meet the selection conditions indicated by the data, i.e., game media 6 to be included in the primary selection set 16, from the game media 6 in the parent set 14 (step S42).

[0196] Turning now to FIG. 20, the server system 1100 randomly selects a predetermined number of game media 6 from the primary selection set 16 to form a secondary selection set 18 for unspecified slots to be processed in loop B (step S44). Specifically, prior to the lottery, the server system 1100 calculates the individual selection probabilities 26 to be applied to each of the game media 6 in the primary selection set 16 based on the attribute selection probabilities 25 and the number of the primary selections (see FIG. 8).

[0197] Next, among the game media 6 in the primary selection set 16, the individual selection probabilities 26 of the game media corresponding to the type of game media to be changed indicated by the overall application selection probability change setting data 707 (see FIG. 16) for the event are changed so as to realize the selection probability change content of the overall application selection probability change setting data 707. Furthermore, among the game media 6 in the primary selection set 16, the individual selection probabilities 26 of the game media corresponding to the type of game media to be changed indicated by the individual application selection probability change setting data 731 (see FIG. 17) for the player to be processed in loop A are further changed so as to realize the selection probability change content of the individual application selection probability change setting data 731.

[0198] Then, the server system 1100 selects candidate game media from the game media 6 in the primary selection set 16 by random drawing using the individual selection probabilities 26 of each game medium 6 in the primary selection set 16 thus calculated and changed, and determines the secondary selection set 18.

[0199] The server system 1100 then presents, as options, the candidate game media that are determined to be the secondary selection set 18 by the candidate game media presentation unit 40 on the deck organization screen W8 (see FIG. 9) (step S46). At this time, if the processing target player of loop A is dissatisfied with the contents of the presented secondary selection set 18, he / she can input a candidate presentation redo operation to reselect the candidate game media that make up the secondary selection set 18.

[0200] In other words, if a candidate presentation retry request operation is input and the current number of candidate presentation retry counts 736 has not reached a predetermined upper limit value (candidate presentation retry request operation in step S60), the server system 1100 increments the count of the candidate presentation retry counts 736 by "1" (step S62) and reselects the secondary selection set 18.

[0201] On the other hand, if a selection operation is input to select one of the candidate game media presented on the candidate game media presentation unit 40 (selection operation in step S60), the server system 1100 sets the selected candidate game media in the setting frame to be processed in loop B (step S64). In other words, the constituent media of the deck 12 and the game media to be used have been determined.

[0202] Then, when the game media to be used has been set for all setting slots of the deck 12 of the player who is the target of loop A processing, the server system 1100 ends loop B (step S68) and terminates the display of the deck composition screen W8 on the player terminal 1500 of the player who is the target of loop A processing (step S76).

[0203] When the organization of the decks 12 of all the players is completed, the server system 1100 ends loop A (step S78), starts controlling the progress of each match play in the tournament, and starts recording the play history information 780 thereof (step S80).

[0204] When all the competitive matches for the current number of rounds have been completed (step S82), the server system 1100 awards a bonus to the player who used the "type of game media that is not normally used" (step S84). If the tournament does not end when all the competitive matches for the current number of rounds have been completed (NO in step S86), that is, if there are matches remaining in the next tournament, the server system 1100 updates the tournament pairings and increments the tournament round number 705 by "1" (step S88), and returns to step S10.

[0205] On the other hand, if all competitive play in the current tournament round has ended and the tournament is now over (YES in step S86), the server system 1100 announces the results of the event (step S90) and ends the series of processes.

[0206] As described above, according to this embodiment, it is possible to provide a new technology for improving the fairness and entertainment value of a multiplayer game in which participating players form decks with a predetermined number of game media and play.

[0207] In other words, each player can enjoy normal play (type 1 game) in which the player selects the game media to use from among the game media he or she owns and plays, and event play (type 2 game) in which the player selects the game media to use from among all game media, regardless of whether the player owns the game media or not, and plays the event play (type 2 game).

[0208] In normal play, the player can enjoy the conventional pleasure of collecting game media, as well as the pleasure of developing specific game media among the game media that the player owns. On the other hand, in event play, players can select game media to use from among all game media and play the game. This increases the variety of game media that can be used compared to when each player plays using game media that they own. Also, because all players select game media to use from among the common game media, growth elements do not affect event play, as they do with game media that players already own.

[0209] Therefore, event play can improve fairness and interest compared to a case in which each player selects the game media to be used from among the game media that he or she owns.

[0210] [Modifications] Although the embodiment to which the present invention is applied has been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and constituent elements can be added, omitted, or modified as appropriate.

[0211] [Variation 1] In the above embodiment, a computer system consisting of the server system 1100 and multiple player terminals 1500 is exemplified, but the present invention can be applied to a game system consisting of a single computer. For example, a single arcade game device that supports multi-play and has operation consoles and operation seats for the number of participants may be used. In this case, the functional configurations shown in Figs. 13 and 18 can be basically read as being realized by a single computer.

[0212] [Variation 2] Also, a configuration is possible in which a predetermined number of the set slots of the deck 12 for event play are filled by selecting game media to be used from game media owned by each player, similar to the composition of the deck 12 for normal play. In addition, when organizing the deck 12 for event play, it is also possible to omit the secondary selection and present the primary selection set 16 directly to the player as a set of candidate game media.

[0213] [Variation 3] In addition, in the above embodiment, in order to encourage the use of "a type of game medium that is not normally used," a mechanism is exemplified in which the game medium is excluded from the selection of candidate game media or the probability of selecting the game medium is relatively reduced; however, it is also possible to configure the mechanism in such a way that further coercive force is added.

[0214] Specifically, as shown in the flowchart of the modified example in Figures 21 and 22, after loop B is completed, the server system 1100 may forcibly replace game media that meets a given high frequency of use condition (for example, game media that meets a specified frequency of use or a specified number of times of use in the play history information 780 for normal play) from among the constituent media of the deck 12 (game media set in the setting frame) with "a type of game media that is not normally used" (step S70), and notify the user of the forced replacement and grant a bonus (step S72). [Explanation of symbols]

[0215] 2. Player 6. Game media 10. Game media owned by players 12. Deck 14…Mother set 16... Primary choice set 18...Secondary choice set 20...Selection criteria 20a…Selection conditions for the first slot 20b…Selection conditions for the second slot 20c…Selection conditions for the third slot 20d…Selection conditions for the 4th slot 25…Attribute selection probability 26…Individual choice probability 27...Selection restrictions 40…Candidate Game Media Presentation Section 52...Candidate presentation retry request operation icon 56…Information sharing display section 200s…Server processing section 210…Game Management Department 212…General Management Department 214...Type 1 game control unit 220...Type 2 game control unit 221…Candidate Selection Section 221a... Primary selection section 221b...Secondary selection section 223…Candidate presentation section 225... Media selection section 227...Selection condition setting section 228…Candidate presentation redo section 229…Component media information sharing control unit 230...play history information storage control unit 232…Benefits Granting Department 500s…Server storage 501...Server program 510... Game initial setting data 511…Population data 512...Game media initial setting data 515...Attributes 520...Event initial setting data 530...Adjustment pattern definition data 600...User management data 700…Event management data 707…Overall application selection probability change setting data 709... Criteria selection condition data 710…Match management data 719…Team shared information data 720...Player management data 730... Formation control data 731…Individual application selection probability change setting data 732…Individual application selection condition data 733…First selection game media list 734…List of candidate game media 736…Number of times candidates were presented 737...Bonus game media management data 740…Deck composition data 741...Game media data by setting frame 780...Play history information 1000…Game System 1100...Server system 1500…Player terminal W8: Deck organization screen

Claims

1. A comprehensive management means for managing data of each game medium including all game media that a player may own; a player data management means for managing data of game media owned by the player; a first type game control means for controlling a first type game using a first type game media group consisting of a plurality of game media organized by a player selecting game media to be used for game play from among game media owned by the player; a second type game control means for controlling a second type game using a second type game media group consisting of a plurality of game media, the second type game media group being part or all of which are game media managed by the integrated management means; Equipped with The second type game control means includes: a candidate selection means for automatically selecting candidate game media from among the game media managed by the comprehensive management means, regardless of whether the candidate game media is owned by the player; a candidate presentation means for presenting the candidate game media to the player; a medium selection means for selecting one by one of the candidate game media to be used as a constituent medium of a second type game medium group based on an operation of the player; having Computer system.

2. the second type game control means operates the candidate selection means, the candidate presentation means and the use medium selection means for each selection opportunity of the constituent media of the second type game media group, thereby selecting each constituent media of the second type game media group from among the game media managed by the comprehensive management means; 2. The computer system of claim 1.

3. A comprehensive management means for managing data of each game medium including all game media that a player may own; a player data management means for managing data of game media owned by the player; a first type game control means for controlling a first type game using a first type game media group organized by a player selecting game media to be used for game play from among game media owned by the player; a second type game control means for controlling a second type game using a second type game media group, the second type game media group having some or all of its constituent media managed by the comprehensive management means; Equipped with The second type game control means includes: an organization screen display control means for controlling the display of a group organization screen for a second type game, the group organization screen including a setting state display unit for displaying a setting state of each of the constituent media of a second type game medium group, and a candidate game media display unit for displaying candidate game media corresponding to each of the constituent media; a candidate selection means for selecting candidate game media from among the game media managed by the comprehensive management means; a candidate presentation means for presenting the candidate game media selected by the candidate selection means to the player by displaying the candidate game media on a candidate game media display unit; a game medium selection means for selecting a game medium to be used as a constituent medium of a second type game medium group from the candidate game media based on an operation of the player; having Computer system.

4. 4. The computer system according to claim 3, wherein the candidate selection means, the candidate presentation means and the use medium selection means are operated for each selection opportunity for selecting each of the constituent media of the second type game medium group in order.

5. The computer system according to claim 4, wherein the display content of the candidate game media display unit is reset for each selection opportunity, and the candidate presentation means displays on the candidate game media display unit the candidate game media selected by the candidate selection means at the current selection opportunity.

6. 6. The computer system according to claim 5, wherein the game media already selected by the game media selection means are displayed on the setting state display section regardless of the order of the selection opportunities.

7. The second type game control means has a selection condition setting means for setting a selection condition by which the candidate selection means selects the candidate game media. A computer system according to any one of claims 1 to 6.

8. the second type game control means has a selection condition setting means for variably setting a selection condition for the candidate selection means to select the candidate game media for each selection opportunity of the constituent media of the second type game media group; A computer system according to any one of claims 2, 4 to 6.

9. a play history information storage means for storing play history information of the first type game and / or the second type game; Further comprising: the selection condition setting means sets the selection condition based on the play history information; 9. A computer system according to claim 7 or 8.

10. A comprehensive management means for managing data of each game medium including all game media that a player may own; a player data management means for managing data of game media owned by the player; a first type game control means for controlling a first type game using a first type game media group organized by a player selecting game media to be used for game play from among game media owned by the player; a second type game control means for controlling a second type game using a second type game media group, the second type game media group having some or all of its constituent media managed by the comprehensive management means; Equipped with the second type game is composed of a plurality of competitive games, a play history information storage means for storing play history information of each of the competitive games in the second type game; Further comprising: The second type game control means is a means that functions before playing each of the competitive games, a candidate selection means for selecting candidate game media from among the game media managed by the comprehensive management means; a candidate presentation means for presenting the candidate game media to the player; a game medium selection means for selecting game media to be used as constituent media of a second type game medium group from the candidate game media; a selection condition setting means for setting a selection condition for the candidate selection means to select the candidate game media, the selection condition being set based on the play history information of the player; having Computer system.

11. the play history information storage means stores information on game media used in playing the first type game, the selection condition setting means sets the selection condition based on a degree of use of each game medium used in game play of the first type game.

11. A computer system according to claim 9 or 10.

12. A comprehensive management means for managing data of each game medium including all game media that a player may own; a player data management means for managing data of game media owned by the player; a first type game control means for controlling a first type game using a first type game media group organized by a player selecting game media to be used for game play from among game media owned by the player; a second type game control means for controlling a second type game using a second type game media group, the second type game media group having some or all of its constituent media managed by the comprehensive management means; a play history information storage means for storing play history information including information on the game medium used in playing the first type game; Equipped with The second type game control means includes: a candidate selection means for automatically selecting candidate game media from among the game media managed by the comprehensive management means, regardless of whether the candidate game media is owned by the player; a candidate presentation means for presenting the candidate game media to the player; a game medium selection means for selecting a game medium to be used as a constituent medium of a second type game medium group from the candidate game media based on an operation of the player; a selection condition setting means for setting a selection condition for the candidate selection means to select the candidate game media based on a degree of use of each game medium used in game play of the first type game; having Computer system.

13. the selection condition setting means sets the selection condition such that a game medium that satisfies a given low degree condition indicating a low degree of usage is given a higher priority for selection as the candidate game medium than a game medium that does not satisfy the low degree condition.

13. A computer system according to claim 11 or 12.

14. the selection conditions include setting excluded game media that are not to be included in the candidate game media; the selection condition setting means sets the selection condition by designating game media owned by the player as the excluded game media; the candidate selection means selects game media other than the excluded game media as the candidate game media; A computer system according to any one of claims 7 to 13.

15. Attributes are set to the game medium, the selection conditions include attributes of the game media to be the candidate game media; the candidate selection means selects, as the candidate game media, game media having attributes that match the attributes set as the selection conditions; A computer system according to any one of claims 7 to 14.

16. the candidate selection means sets a selection probability for each game medium so that a selection probability for a game medium owned by the player is lower than a selection probability for a game medium not owned by the player, and selects the candidate game media based on the selection probabilities. A computer system according to any one of claims 1 to 15.

17. Attributes are set to the game medium, the selection conditions include attributes of the game media to be the candidate game media; The candidate selection means a primary selection means for selecting game media having attributes that match the attributes set as the selection conditions from among game media managed by the comprehensive management means; a secondary selection means for calculating a selection probability for each of the game media selected by the primary selection means by dividing an attribute selection probability allocated for each attribute of the game media, and then selecting the candidate game media based on the selection probability; having A computer system according to any one of claims 1 to 16.

18. the second type game control means has a candidate presentation redoing means for causing the candidate selection means to select new candidate game media based on a candidate presentation redoing operation by the player in response to a presentation by the candidate presentation means, the candidate presentation redo means accepts the candidate presentation redo operation up to a predetermined number which is smaller than the number of constituent media of the second type game media group; A computer system according to any one of claims 1 to 17.

19. a bonus granting means for granting a given bonus to the player when the player plays the second type game with game media not owned by the player (hereinafter referred to as "non-owned media") included in the second type game media group; The computer system of any one of claims 1 to 18, further comprising:

20. The benefit is a benefit related to the non-owned medium.

20. The computer system of claim 19.

21. the second type of game is a multiplayer game played by a team of multiple players; the second type game control means further comprises a component medium information sharing control means for causing information regarding the component media of the second type game medium group configured by each player to be shared within the same team; A computer system according to any one of claims 1 to 20.

22. 22. A server system which is a computer system according to claim 1, which communicates with player terminals and controls the first type game and the second type game.

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