Team play game program

The game program addresses the lack of strategic depth in team play games by dividing characters into teams, aggregating battle points, and ranking groups based on team performance, enhancing strategic gameplay and player engagement.

JP7620420B2Active Publication Date: 2025-01-23SQUARE ENIX HLDG CO LTD
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Patent Information

Application Number
JP2020204917
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-10
Publication Date
2025-01-23
Estimated Expiration
2040-12-10

AI Technical Summary

Technical Problem

In existing team play type games, group rankings are simply a summation of individual player character battle results, lacking strategic depth and reducing player engagement.

Method used

A game program that divides players' characters into teams within groups, aggregates battle points for each team, and ranks groups based on team performance, allowing players to change teams dynamically and set battle start positions strategically.

Benefits of technology

Enhances strategic gameplay by emphasizing team performance over individual character strength, promoting closer cooperation and fluid team composition, thereby increasing player interest and engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a new team play type game program.SOLUTION: A game program allows playing characters to fight one another so as to acquire a battle point, totals the battle point and calculates a total value, and executes a ranking procedure according to the total value. In the game program, each playing character belongs to one of plural groups each, and the respective groups are divided into plural teams. The game program allows a computer to execute the steps of: dividing playing characters into specific teams within a group; storing data for showing which team the playing characters belong to; allowing the playing characters to play a match among teams of different groups; totaling battle points acquired by the respective playing characters during a battle for each team and storing them; totaling all team points for each group, ranking each group, and storing the ranking; and outputting the ranking.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a team play type game program in which playing characters belonging to a team fight against each other in a battle space set within a three-dimensional virtual space. [Background technology]

[0002] A team play type game is known in which a certain number of players form groups (called clans, guilds, etc.) in a battle space set within a three-dimensional virtual space in the server's memory, and the playing characters of players in each group compete one-on-one against playing characters of players belonging to other groups (through events such as tournaments or wins and losses in regular battles, etc.), and the results (battle records) are tallied for each group, and the groups compete for rankings. Summary of the Invention [Problem to be solved by the invention]

[0003] In such game programs, the ranking of a group is simply a compilation of the battle records of the playing characters of each player in the group, which means that the strategy and tactics of the group cannot be utilized, which has the disadvantage of ruining the fun of the game.

[0004] The present invention aims to provide a new team play type game program that can reflect the overall performance of a group consisting of playing characters of multiple players in a form that makes use of the combination of playing characters of the multiple players that make up the group. [Means for solving the problem]

[0005] A first aspect of the present invention is a game program that causes a computer (2) to execute a procedure of having playing characters (PCs) controlled by a number of players fight each other in a three-dimensional virtual space, thereby acquiring battle points, tallying up the acquired battle points to calculate an aggregate value, and ranking the players according to the aggregate value, wherein each of the playing characters (PCs) belongs to one of a number of groups in a game world within the three-dimensional virtual space, and each of the groups constituting the number of groups is divided into a number of teams; The game program is installed on the computer. a team allocation step of allocating playing characters (PCs) controlled by the multiple players to specific teams within the group to which the playing characters (PCs) belong, based on input from the players; a storage step of storing in a memory, for each of the playing characters divided into teams, team data indicating to which team the playing character belongs, together with the group to which the playing character belongs; a battle procedure for causing a battle to take place between a plurality of playing characters (PCs) constituting each team, the playing characters belonging to different groups; a point tallying step of tallying up the battle points acquired by each playing character in battle in real time for each team to which each playing character belongs while executing the battle step, and storing the points in a memory as team points (TP); a group ranking step of tallying up the team points for each team obtained by the point tallying step for all teams belonging to each group over a certain period of time, ranking the results by group, and storing the rankings in a memory; a ranking output step of outputting rankings for each group; The present invention is characterized in that the above-mentioned is executed.

[0006] In a second aspect of the present invention, the game program includes: In response to a team change command input at any time by a player via a terminal (5) operated by the player, the system executes a procedure for changing the team to which the playing character (PC) of the player belongs, or for the playing character to leave the team to which the playing character belongs.

[0007] A third aspect of the present invention is characterized in that the battle procedure further includes a procedure for controlling the battle to be started by placing objects of playing characters (PCs) constituting different teams of the group at predetermined battle start positions within a battle space (BF) set within the three-dimensional virtual space.

[0008] A fourth aspect of the present invention is characterized in that the teams participating in the battle in the battle procedure are a plurality of teams for each group. Effect of the Invention

[0009] According to the present invention, the playing characters of each player are divided into specific teams within the group to which the playing characters belong, and for each team, a battle is fought between the playing characters constituting the team, each team belonging to a different group. As a result, the battle points acquired by each playing character (PC) are tallied as team points (TP) for each team to which the playing character (PC) belongs, and furthermore, the points are tallied for each group over a certain period of time for all teams belonging to each group, and the results are ranked by group. As a result, the emphasis is placed on how each group constituting the team acquires team points (TP) rather than on the strength of each individual playing character, and a higher level of strategy and close cooperation between players are required, which greatly increases the interest of the game.

[0010] In addition, since a player can change the team to which his or her playing character (PC) belongs or leave the team at any time, the team composition of each group can be made fluid, and the intentions and preferences of each player can be reflected in the planning and operation of team and group strategies.

[0011] Furthermore, at the start of a battle, the objects of the playing characters (PC) constituting the different teams of a group are positioned at predetermined battle start positions, so that the battle start state can be set in advance by the game program. This not only enables each playing character to be positioned in a short time compared to a case in which each player positions his or her own playing character arbitrarily, but also makes it possible to prevent the playing characters (PC) from being positioned in an inappropriately biased manner within the battle space (BF).

[0012] Furthermore, by having multiple teams participate in the battle in each group in the battle procedure, players can easily coordinate their teams to attack while watching the display on their own terminals (5), making it possible to provide a highly strategic game. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is a block diagram showing an example of a game system to which the present invention is applied. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a game server. [Diagram 3] FIG. 3 is a diagram showing an example of a team composition table showing the team composition of each group. [Figure 4] FIG. 4 is a diagram showing an example of a table summarizing the results of each group. [Diagram 5] FIG. 5 is a diagram illustrating an example of a group ranking table. [Figure 6] FIG. 6 is a schematic diagram showing an example of a team battle in a battle space. [Figure 7]FIG. 7 is a flowchart showing an example of a team battle control program. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] In the following description of the embodiments, specific details are set forth for a deeper understanding, but the embodiments are not limited to these specific details, and well-known matters are not set forth in detail to avoid unnecessary and cumbersome description.

[0015] 1, a game system 1 to which the present invention is applied has a game server 2, and a large number of terminals 5 are connected to the game server 2 via a communication network 3 such as the Internet. In order to distinguish between the terminals 5, the terminals are illustrated as "terminal 1," "terminal 2," "terminal 3," ... "terminal n," but when there is no need to distinguish between the terminals, they will simply be referred to as terminals 5.

[0016] Furthermore, each terminal 5 may be a stationary terminal dedicated to a game, or may be a portable game terminal, a portable general-purpose terminal such as a smartphone or tablet, or a personal computer, etc., as long as it can be connected to the game server 2 and can control the playing character of the player operating each terminal 5 to be placed / detached within the battle space, which is a three-dimensional virtual space formed in the memory of the game server 2.

[0017] As shown in FIG. 2, the game server 2 has a main control unit 6, which is connected to a communication control unit 9, which is connected to the network 3 via a bus line 7, a game program memory 10, a battle execution control unit 11, a playing character management unit 12, a player group management unit 13, and a group performance management unit 15.

[0018] It should be noted that the main control unit 6, communication control unit 9, game program memory 10, battle execution control unit 11, playing character management unit 12, player group management unit 13 and group performance management unit 15 constituting the game server 2 shown in FIG. 2 are schematic diagrams for the purpose of making it easier to understand the present invention, and in reality they function as a computer consisting of a CPU, memory, various control programs, etc.

[0019] In addition, the game server 2 executes a part of the game program described later, causing the CPU of the computer constituting the game server 2 to function in a time-sharing manner as each functional block of Figure 2 constituting each game server 2, but it is of course also possible to configure each functional block shown in Figure 2 with dedicated hardware and / or software.

[0020] Since the game system 1 has the above-mentioned configuration, a game played by the game system 1 is executed by a plurality of players operating their respective terminals 5 and logging in to the game server 2, with each player controlling the movement of his / her own playing character in a battle space within a three-dimensional virtual space formed within the memory of the battle execution control unit 11 of the game server 2, and fighting against playing characters (or non-playing characters controlled by a game program) operated by other players who are also placed within the battle space as enemy characters.

[0021] Games in which playing characters corresponding to each player fight enemy characters in a battle space, which is a three-dimensional virtual space of the server 2, through such a large number of terminals 5 are well known. Therefore, in this description, the playing characters corresponding to each player are stored in the playing character management unit 12 of the server 2 in a memory, together with various combat ability data (HP, MP, weapons, items, etc., data necessary for fighting enemy characters in the battle space), and can freely move in the battle space according to instructions from each terminal 5 of the player via the game program stored in the game program memory 10. The same applies to non-playing characters that can fight with the playing characters in the battle space. In addition to battles between the playing characters PC and non-playing characters that are enemy characters, events may be set by the game program in which playing characters PC fight each other and compete for superiority between groups (guilds, clans, etc.) to which each player belongs according to their battle records.

[0022] Usually, when players play a game involving combat actions in a battle space in the game server 2 based on a game program, each player operates his / her own terminal 5 to log in to the server 2 via the network 3. The login information of each player is processed by the communication control unit 9, and the playing character management unit calls up data of the playing character of the logged-in player from a memory (not shown) and outputs it to the battle execution control unit 11. Based on the game program, the battle execution control unit 11 places the playing character of the logged-in player (one or more players) at a predetermined position in the battle space in the three-dimensional virtual space at a predetermined timing, and starts the battle.

[0023] Here, as described above, a case will be described in which an event is held in which playing characters PC fight each other and compete against groups (guilds, clans, etc.) to which each player belongs based on their battle records. Such an event may be incorporated as part of a game scenario by the game program, or may be set as an event in which each player can voluntarily participate. Hereinafter, an event in which playing characters PC fight each other and compete against groups (guilds, clans, etc.) to which each player belongs based on their battle records will be simply referred to as a team battle, and the team battle will be controlled based on a team battle control program TBC that constitutes a part of the game program.

[0024] When executing a team battle, the team battle control program TBC determines in step S1 of Fig. 7 whether a request to execute such a team battle is made by a player, or whether a request is generated and made on a game scenario managed by the battle execution control unit 11 based on a game program. A request to execute a team battle can be based on a request from each player via the terminal 5, or can be configured to be generated based on a game program when each playing character takes a certain action in the three-dimensional virtual space.

[0025] If a request for a team battle is made, the process proceeds to step S2, where the team battle control program TBC requests the player who has output the request or the players who are involved in the progress of the game scenario to divide the playing characters into teams so that the playing characters of the players belong to one of the multiple teams set for each group to which the players belong. This request is sent by the battle execution control unit 11 to the terminals 5 operated by the players via the communication control unit 9 and the network 3.

[0026] In the game world in a three-dimensional virtual space, whose progress is controlled by the battle execution control unit 11 based on the game program, the playing character operated by the player is required to act in the virtual space as belonging to a group (guild, clan, etc.). If there is no existing group to which the player wishes to belong, the game program allows the player to create a new group by himself. This system is well known, but when a team competition is held, the battle execution control unit 11 sets categories that further divide each group into a plurality of teams (for example, as shown in FIG. 3, team A, team B, team C, . . . team J, etc.) based on the game program, and requests each player to belong to an appropriate team so that the team competition can be held (step S2). If a predetermined number of playing characters have already been assigned to each team and the team competition can be started, the process proceeds to step S3.

[0027] In response to the team division request from the battle execution control unit 11, each player uses the chat function in the game with other players in the group to which he belongs to discuss and decide which team each player's playing character should belong to, and each terminal 5 notifies the battle execution control unit 11 of the server 2 of the result. This team division is performed by the players constituting each group according to the characteristics of each player's playing character, for example, the level, HP, MP, weapon, magic, special skill, etc. of the playing character, so that the players can face the expected playing characters of the enemy side. In other words, since the game program sets each team in each group to fight in the form of a team competition, it is possible to strategically divide the teams within the group, such as by gathering playing characters with strong magic or playing characters good at physical attacks in a specific team, which can increase the interest of the game.

[0028] As a result, for each team set for a plurality of groups participating in the game (for example, as shown in FIG. 3, group 1, group 2, group 3, . . . group N, etc.), as shown in FIG. 3, the playing characters PC of each player are divided into teams TM within the group to which the player belongs, by input from a large number of players who wish to participate in the team battle via the terminal 5. The team division is stored as a team composition table TCT as shown in FIG. 3 in a memory (not shown) in the player group management unit 13 in response to a command from the battle execution control unit 11 based on the game program. In the team composition table TCT, the playing characters PC belonging to each team of each group are stored with their respective identification symbols PCID. The number of people constituting each team can be set to a fixed number, such as 10 people (characters) per team, or a minimum number can be set. Furthermore, the number of playing characters constituting each team can be set within a certain range, and can be increased or decreased within the range of each group's strategy, or the number of playing characters in each team can be set to a fixed number. The team competition control program TBC has an interrupt processing procedure that enables a player to change the team to which the playing character of that player belongs or to leave the team to which the playing character belonged, in response to a team change command input at any time via the terminal 5 operated by that player, and this procedure is executed and controlled by the player group management unit 13.

[0029] Once the playing characters of each group of players participating in the team battle have been divided into teams within the group, the battle execution control unit 11 starts the team battle in a battle space BF within a three-dimensional virtual space formed in a memory (not shown) within the battle execution control unit 11 (not shown) based on the game program.

[0030] In the team battle, as shown in Fig. 6, the battle execution control unit 11 arranges two teams Tm (m: A, B, ... J) in a group Gn (n: 1, 2 ... N) GnTm in a battle space BF in a three-dimensional virtual space formed in a memory (not shown) in the battle execution control unit 11 based on a game program so that the teams in different groups face each other (in the case of Fig. 6, one team is team C belonging to group 1, that is, team G1TC). Which team from which group and which team from which group are arranged in the battle space BF for the battle may be arranged randomly or may be determined based on a certain rule (lottery, dice, etc.).

[0031] As shown in FIG. 6, objects 16 such as shields are appropriately arranged in the battle space BF, and the objects of the playing characters PC of each of the players constituting the team GnTm of each group are arranged at a predetermined battle start position based on the team competition control program TBC, and the battle starts from that state. The battle is carried out by attacking the playing characters of the opposing team using a known method, and the damage received by each playing character PC is calculated and tallied by the battle execution control unit 11. When the damage received exceeds a predetermined value, the playing character is determined to have been defeated, and a predetermined battle point is given to the playing character of the attacking team. There are various methods for counting the battle points obtained by each playing character accompanying the exchange of damage during such a battle, and any method can be adopted.

[0032] The state of the battle in the battle space BF is appropriately rendered by a virtual camera arranged at an appropriate position in the battle space BF and displayed on the display of each player's terminal 5, and each player continues the battle by controlling the movement of his / her playing character displayed on the display through an operation means such as a controller, in the battle space BF. The battle between each team in the battle space BF does not necessarily have to be one-to-one, and it is also possible for multiple teams belonging to different groups, for example, team B and team C of group 1 and team D and team G of group 6, to fight in the same battle space BF. In another embodiment, multiple battle spaces BF are set in the memory of the battle execution control unit 11, and in the multiple battle spaces BF, battles are carried out between teams belonging to different groups, and the battle execution control unit 11 monitors and controls each battle situation in each battle space BF, and can be configured to display a rendering image from a virtual camera on the display of each terminal 5 of the player participating in the battle, individually for the battle space BF in which the player is participating. In this case, the battle execution control unit 11 may control the display of the terminal 5 operated by each player to display only images related to the battle space BF in which the playing character PC operated by that player is participating and the battle is taking place, or may control the display to simultaneously display images related to a battle space BF in which the player's playing character PC is not participating (for example, another battle space BF in which a team belonging to the same group as the player is participating and the battle is taking place) in the form of a multi-screen, or to switch between the battle states of multiple battle spaces BF at regular intervals.

[0033] The battle status of each team in the battle space BF is constantly monitored by the group battle record management unit 15 based on step S4 of the team competition control program TBC, and when each playing character PC in the battle space BF defeats a playing character PC of the opposing team as a result of the battle, a predetermined battle point is counted in real time as the team point TP of the team to which the playing character PC belongs as a battle record, and is stored in the battle record count table BTL as shown in FIG. 4. The important point here is that the battle points obtained when each playing character PC defeats a playing character PC of the opposing team as a result of the battle are not counted for each playing character PC, but are counted as the team point TP for each team to which the playing character PC belongs. Therefore, in the battle record count table BTL, as shown in FIG. 4, the team points TP for each team in each group at that time are counted, and further, for each group, the team points TP for all teams belonging to the group are counted and counted as group points GP.

[0034] The group battle record management unit 15 enters step S5, and tallies up the team points TP for all teams belonging to each group at every predetermined period, for example, every time a battle for each team in the battle space BF ends, or every predetermined time in the game world (a few days to a few years), calculates the group points GP for the group, and generates and stores the result as a ranking table RTB in a memory (not shown), as shown in FIG. 5. In the ranking table RTB, each group is ranked and stored in order of the most group points GP at that time, such as 1st place, 2nd place, 3rd place, and so on. Therefore, each player outputs a battle record display request to the game server 2 via the terminal 5, and the group battle record management unit 15 can refer to the ranking table RTB and output and display the ranking of each group at that time on the display of each terminal 5.

[0035] The results of team competitions are tallied as team points TP for each team in each group, and the rankings of each group are tallied for each group over a certain period of time for all teams in each group, and the results are ranked by group. Therefore, the emphasis is placed on how each group that makes up a team earns team points TP, rather than on the strength of each individual playing character, requiring greater strategy and close cooperation between players, which makes the game much more interesting. [Explanation of symbols]

[0036] 2. Computer (game server) 5. Terminal BF...Battle Space PC... Playing character TP: Team points for the team

Claims

1. A game program that causes a computer to execute a procedure of having multiple players fight each other in a three-dimensional virtual space to acquire battle points, tallying up the acquired battle points to calculate an aggregate value, and ranking the players according to the aggregate value, wherein the players belong to one of a plurality of groups set in the game program by the game program, The procedure includes: a step of determining whether a request for a team competition has been made by the player via the player's terminal, the team competition being an event in which playing characters respectively controlled by the players fight as a team and compete against each other for superiority among groups to which the players belong according to their battle records; a step of setting a plurality of teams for each of the groups when it is determined that the team competition has been requested, and requesting each player to assign his / her playing character to one of the teams in the group to which the player belongs; a step of allowing communication between the players when a request is made to each of the players to assign his / her playing character to any of the teams, and receiving from each of the players' terminals the teams to which each of the playing characters should belong, as determined by each of the players; a team allocation step of allocating playing characters controlled by the players who have requested the execution of the team competition from their terminals via a network to specific teams within the group to which the players belong, based on an input from the terminals of the players; a storage step of storing in a memory, for each of the playing characters divided into teams, team data indicating to which team the playing character belongs, together with the group to which the playing character belongs; a battle procedure for causing a battle to take place in the three-dimensional virtual space between a plurality of playing characters constituting each team, the playing characters belonging to different groups; a point tallying step of tallying up the battle points acquired by each playing character during the battle for each team while the battle procedure is being executed, and storing the points in a memory as team points for the team; a group ranking step of tallying up the team points for each team obtained by the point tallying step for all teams belonging to each group over a certain period of time, ranking the results by group, and storing the rankings in a memory; a ranking output step of outputting rankings for each group; having A team play game program.

2. 2. The game program according to claim 1, wherein the step further comprises:

2. The team play type game program according to claim 1, further comprising a procedure for changing the team to which the playing character of a player belongs or for leaving the team to which the playing character belongs, in response to a team change command input at any time by the player via a terminal operated by the player.

3. 2. The team play type game program according to claim 1, wherein the battle procedure, at the start of the battle procedure, places objects of playing characters constituting different teams of the groups at predetermined battle start positions within a battle space set in the three-dimensional virtual space.

4. A game system having a means for causing a number of players to acquire battle points by having playing characters controlled by each of the players fight against each other in a three-dimensional virtual space, tallying up the acquired battle points to calculate an aggregate value, and ranking the players according to the aggregate value, wherein the players belong to one of a number of groups set in the game program; The game system includes: Processing equipment, a memory having a game program stored therein, which when executed by the processing device causes the processing device to perform the following steps, said steps comprising: determining whether a request for a team competition has been made by the player via the player's terminal, the team competition being an event in which playing characters respectively controlled by the players fight as a team and compete for superiority among groups to which the players belong according to their battle records; when it is determined that a request for the team competition has been made, setting a plurality of teams for each of the groups, and requesting each player to assign his / her playing character to one of the teams in the group to which the player belongs; when a request is made to each of the players to assign his / her playing character to any team, allowing communication between the players and receiving from each player's terminal the team to which each playing character should belong that has been determined by each player; for playing characters controlled by players who have requested the implementation of the team competition via the network from said terminals, sorting the playing characters controlled by the players into specific teams within the group to which the playing characters belong, based on input from the terminals of the players; storing team data indicating which team each playing character belongs to together with the group to which each playing character belongs in a memory; causing a battle to take place in the three-dimensional virtual space between a plurality of playing characters constituting each team and between teams belonging to different groups; while said battle is being carried out, said battle points acquired by each playing character during the battle are tallied for each team, and stored in a memory as team points; tallying up team points for each group for all teams belonging to each group over a certain period of time, ranking the results by group, and storing the ranking results in a memory; and outputting a ranking for each of the groups.

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