SERVER SYSTEM, PROGRAM, PLAYER TERMINAL, AND PROVIDING METHOD
The server system optimizes game play controls and visuals for player terminals with varying specifications by creating special game spaces and adjusting object grades and operation types, ensuring a comfortable gaming experience for all players.
Patent Information
- Application Number
- JP2021160086
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-29
- Publication Date
- 2025-01-23
- Estimated Expiration
- 2041-09-29
AI Technical Summary
Existing online gaming technologies fail to provide a comfortable playing experience for game clients with low communication speeds or inferior hardware specifications, as they are often relegated to text-based modes or simplified screens, neglecting the importance of communication processing capacity and calculation processing capacity.
A server system that detects involvement situations between player characters with different game play specifications and adjusts game play controls and image displays individually for each terminal, creating special game spaces with varying object grades and operation types to optimize the gaming experience based on terminal capabilities.
This approach ensures that all players, regardless of hardware specifications, can enjoy a high-quality and comfortable gaming experience by tailoring game play controls and visuals to their individual capabilities, maintaining a seamless and synchronized gameplay across diverse terminals.
Smart Images

Figure 0007620528000001 
Figure 0007620528000002 
Figure 0007620528000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a server system or the like that provides an online game in which each player enjoys playing the game by controlling a player character using a player terminal. [Background technology]
[0002] A typical example of an online game is an MMO (Massively Multiplayer Online) game. One of the technologies for MMO games is a technology that allows various types of computers, such as home game consoles, portable game consoles, personal computers, and smartphones, to be used as game clients.
[0003] For example, Patent Document 1 discloses a technique for acquiring communication quality information for each game client and controlling the progress of a game in a game mode according to the communication quality. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2014-73266 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, with the technology of Patent Document 1, game clients with low communication speeds (communication environments) are set to "text mode," and direct operation of the player characters is not possible. In addition, the game play screen is simple, and the player must operate an update button to display a screen that reflects the latest game progress. With such conventional technology, game clients with poor communication environments only manage to somehow play the game, and it cannot be said that they are getting a "comfortable playing experience."
[0006] In addition, in order to play online games comfortably, the performance indicators of a game client include not only the communication speed but also the communication processing capability and computing capability of the game client itself. Therefore, it may be unreasonable to treat game clients differently based only on the communication speed.
[0007] The problem to be solved by the present invention is to provide a new technique for providing a comfortable playing experience in online games. [Means for solving the problem]
[0008] A first invention for solving the above-mentioned problems is a server system for providing an online game in which each player enjoys playing a game in a shared game space by controlling a player character using a player terminal, comprising: The player terminals include a first player terminal having different game play specifications and a second player terminal having game play specifications inferior to those of the first player terminal; an involvement status detection means (e.g., the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 6, the game management unit 210, the involvement status detection unit 214 in FIG. 6, the involvement status registration data 730 in FIG. 7, step S40 in FIG. 15) that detects that a first player character related to the first player terminal and a second player character related to the second player terminal have reached a given involvement status in the shared game space; The server system includes a gameplay control means for performing gameplay control for each of the player terminals, and when detection is made by the involvement status detection means, performs a first gameplay control set in accordance with the gameplay specifications of the first player terminal on the first player terminal, and performs a second gameplay control set in accordance with the gameplay specifications of the second player terminal on the second player terminal (for example, the control board 1150 of FIG. 1, the server processing unit 200s of FIG. 6, the game management unit 210, the involvement status gameplay control unit 220, the involvement status management data 750 of FIG. 12, step S48 of FIG. 15, and steps S60 to S62 of FIG. 16).
[0009] An "involvement situation" is a situation in which a first player character and a second player character have a significant influence on each other's game progress and game results in a shared game space. For example, an encounter in a player-versus-player battle royale-style action game corresponds to this. Also, this applies when a common event involving multiple accompanying players occurs (for example, a cooperative play event, a conversation with a special NPC that is a highlight in the game progress, the acquisition of a special item, etc.). Playing in an involvement situation can be said to be the core of gameplay in online games. Therefore, in playing in an involvement situation, providing a play experience that makes the most of the gameplay specifications of the player terminals leads to providing a comfortable play experience.
[0010] According to the first aspect of the present invention, when player characters are in a given participation state in a shared game space, special gameplay control (first gameplay control, second gameplay control) can be performed for each player terminal of the player character according to its gameplay specifications. The gameplay specifications can be, for example, any one of communication processing capability, calculation processing capability, type of OS (Operating System) installed, and communication speed with a server system.
[0011] In the prior art, there is no focus on the involvement situation.
[0012] Also, the first invention does not make all the player terminals of the player characters who are involved in the game the same gameplay control. The first invention performs gameplay control according to the gameplay specifications of each player terminal. In high-spec player terminals, it is possible to realize a higher quality and more comfortable gameplay experience by using the remaining capacity. In other words, it is possible to provide a comfortable gameplay experience according to the various gameplay specifications of the game clients.
[0013] The second invention is a server system of the first invention, further comprising a special game space setting means (e.g., control board 1150 of FIG. 1, server processing unit 200s, game management unit 210, special game space setting unit 216 of FIG. 6, involvement status management data 750 of FIG. 12, step S46, step S48 of FIG. 15) for setting a special game space in which the first player character and the second player character who have entered the involvement status can exist when detection is made by the involvement status detection means, and the game play control means performs the first game play control on the first player terminal and the second game play control on the second player terminal as game play control in the special game space when detection is made by the involvement status detection means.
[0014] According to the second aspect of the present invention, the server system can execute game play control related to the participation state by using the special game space. By providing the special game space, game play control directed to the first player terminal and the second player terminal can be realized without affecting objects outside the special game space.
[0015] A third invention is a server system of the second invention, comprising: the special game space setting means for setting the special game space in the shared game space so that the special game space is visible to a player character existing outside the special game space (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 6, the game management unit 210, the reflection control unit 218, the simplified reflection display control data 724 in FIG. 11, the spatial range setting data 752 in FIG. 12, and step S50 in FIG. 15).
[0016] According to the third invention, by setting a special game space as a limited range within the shared game space, players other than the involved parties can visually see what is happening in the involved situation on the game play image. Specifically, the state of the special game space can be visually seen even in the game play image displayed on the player terminal of the player character who is not involved. Therefore, the shared game space and the special game space are not separated in the game world, and the players feel that they are the same game world.
[0017] A fourth invention is the server system of any of the first to third inventions, wherein the involvement situation is a situation in which the first player character and the second player character satisfy a given encounter condition in the shared game space.
[0018] According to the fourth aspect of the invention, an encounter between player characters in the shared game space is regarded as a participation situation.
[0019] In a fifth aspect of the present invention, when a given end condition is satisfied after the involvement state detection means has detected something, the game play control means performs control to return the game play control corresponding to the detection to the game play control before the detection (for example, steps S80 to S82 in FIG. 16 ). A server system according to any one of the first to fourth aspects of the present invention.
[0020] According to the fifth aspect of the present invention, the game play control is temporarily performed in response to the detection of the involvement situation, so that the consumption of resources related to the game play control can be made temporary. Also, a dramatic effect of adding a special feeling to the occurrence of the involvement situation can be obtained.
[0021] A sixth invention is a server system of any of the first to fifth inventions, in which the game play control includes controlling the display quality of game play images at the player terminal, and the game play control means has terminal image control means (for example, the control board 1150 of FIG. 1, the server processing unit 200s of FIG. 6, the game management unit 210, the terminal image control unit 222, generation of images applying the applied image size 763 in step S48 of FIG. 15 and step S62 of FIG. 16) that performs first terminal image control for causing the game play images at the first player terminal to have a first display quality, and second terminal image control for causing the game play images at the second player terminal to have a second display quality that is inferior to the first display quality, when detection is made by the involvement status detection means.
[0022] "Display quality" is determined by the image quality of the game play images showing the shared game space or special game space, the image size (the number of pixels that make up the image; the larger the image size, the higher the display resolution on the player terminal), the display refresh rate, the number of colors, the dynamic range of the color space, etc.
[0023] "Terminal image control" refers to various controls required to display game play images on a player terminal, such as 1) control to select an object model of an appropriate grade to realize display quality and place it in the game space that is the source of rendering, 2) control to select a motion of an appropriate grade to realize display quality and operate the object model, and 3) rendering game space image 12 with an appropriate image size and number of colors to realize display quality.
[0024] According to the sixth aspect of the present invention, the server system can individually control the terminal images of the first player terminal and the second player terminal, thereby providing a high-quality and comfortable play experience as possible within the game play specifications of the first player terminal and the second player terminal.
[0025] A seventh invention is a server system according to the sixth invention, wherein the gameplay control includes controlling objects to be displayed in a gameplay image on the player terminal, and the terminal image control means performs, as the first terminal image control, control for changing the type of objects to be displayed in the gameplay image on the first player terminal to a first type, and performs, as the second terminal image control, control for changing the type of objects to be displayed in the gameplay image on the second player terminal to a second type having inferior quality compared to the first type (for example, selection and arrangement of objects of a grade indicated by the involvement status grade setting data 608 in steps S46 and S48 of FIG. 15).
[0026] According to the seventh aspect of the present invention, the server system can control the models of objects such as characters used to display game play images of the first player terminal and the second player terminal by dividing them into a plurality of grades. For example, for a player terminal with high game play specifications, a detailed and rich model with many polygons is used to provide a comfortable play experience and good-looking game play images. On the other hand, for a player terminal with low game play specifications, a model with fewer polygons is used to ensure a comfortable play experience even if the appearance of the player character is compromised. In this way, it is possible to achieve a balance between the quality of the play experience, such as play operations and display image quality, and comfort according to the game play specifications.
[0027] An eighth invention is a server system according to any one of the first to seventh inventions, in which the game play control includes controlling the type of operation input available at the player terminal, and the game play control means has terminal operation type control means (e.g., the control board 1150 of FIG. 1, the server processing unit 200s of FIG. 6, the game management unit 210, the terminal operation type control unit 224 of FIG. 1, the operation type data by display quality 525 of FIG. 8, the display quality under participation status 606 of FIG. 10, the permitted operation type list 756 of FIG. 12, and step S60 of FIG. 16) which performs first terminal operation type control for setting the type of operation input available at the first player terminal to a first operation type when detection is made by the involvement status detection means, and second terminal operation type control for setting the type of operation input available at the second player terminal to a second operation type which is fewer in number than the first operation types.
[0028] According to the eighth aspect of the present invention, the server system can separately manage operations that can be input at the first player terminal and operations that can be input at the second player terminal, thereby adjusting the influence of advantages / disadvantages in operability between a player terminal with high game play specifications and a player terminal with low game play specifications on game play.
[0029] A ninth invention is a server system of any of the first to eighth inventions, wherein the player terminals include a third player terminal having inferior game play specifications compared to the second player terminal, the involvement status detection means detects that the first player character and a third player character associated with the third player terminal have entered the involvement status, and when the involvement status detection means detects that the first player character and the third player character have entered the involvement status, the game play control means performs third game play control on the third player terminal, which is set according to the game play specifications of the third player terminal.
[0030] According to the ninth aspect, the server system can execute play control according to the superiority or inferiority of the game play specifications of the player terminals.
[0031] A tenth invention is a server system of any of the first to ninth inventions, further comprising a notification display control means (for example, notification display 16 (16a, 16b) in Figure 5, control board 1150 in Figure 1, server processing unit 200s in Figure 6, game management unit 210, notification display control unit 230, notification display data 783 in Figure 13, step S62 in Figure 16) for causing a player terminal associated with a player character detected by the participation status detection means to notify that game play control will be performed in response to the detection.
[0032] According to the tenth aspect of the present invention, the server system can notify the player who is a party to the participation situation that special game play control is being performed.
[0033] An eleventh invention is a server system of any of the first to tenth inventions, further comprising a reinforcement control processing means (e.g., the control board 1150 of FIG. 1, the server processing unit 200s of FIG. 6, the game management unit 210, the reinforcement control processing unit 232, the reinforcement setting data 526 for each display quality of FIG. 8, step S60 of FIG. 16) which executes a reinforcement control process for improving a parameter value of the second player character when the game play control means performs game play control in accordance with the detection of the involvement status detection means.
[0034] According to the eleventh aspect of the present invention, the server system can adjust the influence that the superiority or inferiority of the game play specifications of the player terminal has on game play.
[0035] A twelfth invention is a server system of any of the first to eleventh inventions, further comprising a storage means (e.g., the server storage unit 500s in FIG. 6, the user registration data 600 in FIG. 10, and the permission / denial setting 609) for storing a permission / denial setting for switching to the second game play control as a setting for each of the player terminals, and the game play control means performs the first game play control on the second player terminal when the permission / denial setting for the second player terminal is a setting indicating denial (e.g., step S44 in FIG. 15).
[0036] According to the twelfth aspect, the player can select whether or not to allow the second game play control to be applied to the player.
[0037] A thirteenth invention is a server system of any of the first to twelfth inventions, wherein the game play control includes control of transmitting data necessary for generating a game play image to the player terminal and causing the player terminal to generate the game play image (e.g., step S174 of FIG. 23), and control of transmitting a game play image generated in the server system to the player terminal and displaying it on the player terminal (e.g., step S142 of FIG. 22).
[0038] According to the thirteenth aspect of the present invention, the server system can realize game play control by selectively executing a method of generating game play images at a player terminal based on data transmitted from the server system, and a method of displaying the game play images generated by the server system on the destination player terminal.
[0039] A fourteenth invention is a server system of any of the first to twelfth inventions, wherein the game play control is control (e.g., step S62 of Figure 16) of transmitting data necessary for generating a game play image to the player terminal and causing the player terminal to generate the game play image.
[0040] A fifteenth invention is a program (e.g., client program 502 in FIG. 14) for causing a player terminal that communicates with the server system of the fourteenth invention to enjoy game play in an online game to generate game play images based on data necessary for generating the game play images received from the server system.
[0041] According to the fourteenth or fifteenth aspect of the present invention, a part of the calculations related to game play control is executed by the player terminal, thereby reducing the load on the server system.
[0042] A sixteenth aspect of the present invention relates to a server system that provides an online game in which each player enjoys game play in a shared game space by operating a player character using a player terminal, and a player terminal of the game system that is configured by communicating with the player terminals, the player terminals including a first player terminal having different game play specifications and a second player terminal having inferior game play specifications compared to the first player terminal, the server system being configured to detect when a first player character related to the first player terminal and a second player character related to the second player terminal have entered a given participation state in the shared game space. and game play control means for performing game play control for each of the player terminals, the game play control means executing, when detection is made by the participation status detection means, a first game play control set in accordance with the game play specifications of the first player terminal for the first player terminal, and a second game play control set in accordance with the game play specifications of the second player terminal for the second player terminal, and the game play control means controls the generation and display of a game play image based on data necessary for generating the game play image received from the server system.
[0043] According to the sixteenth aspect, it is possible to realize a player terminal that brings about the same effects as the first aspect.
[0044] A seventeenth invention is a method for providing an online game in which each player enjoys game play in a shared game space by operating a player character using a player terminal, the player terminals including a first player terminal having different game play specifications and a second player terminal having game play specifications inferior to the first player terminal, the method including an involvement status detection step of detecting that a first player character associated with the first player terminal and a second player character associated with the second player terminal have reached a given involvement status in the shared game space, and a gameplay control step of performing gameplay control for each of the player terminals, the gameplay control step executing, when detected in the involvement status detection step, a first gameplay control set in accordance with the gameplay specifications of the first player terminal for the first player terminal, and a second gameplay control set in accordance with the gameplay specifications of the second player terminal for the second player terminal.
[0045] According to the sixteenth aspect of the present invention, a providing method that brings about the same effect as the first aspect of the present invention can be realized. [Brief description of the drawings]
[0046] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 1 is a diagram for explaining an online game provided by the game system. [Diagram 3] 11A and 11B are diagrams for explaining a battle play of a player character that has entered an involvement state; [Figure 4] 11A and 11B are diagrams for explaining settings of grades applied to objects placed in a special game space. [Diagram 5] FIG. 13 is a diagram for explaining generation of a game play image of an engagement situation. [Figure 6] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system. [Figure 7]FIG. 4 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 8] FIG. 4 is a diagram showing an example of the data structure of object initial setting data. [Figure 9] FIG. 4 is a diagram showing an example of the data configuration of display quality selection criteria data. [Figure 10] FIG. 4 is a diagram showing an example of a data configuration of user registration data. [Figure 11] FIG. 4 is a diagram showing an example of the data configuration of game progress management data. [Figure 12] FIG. 4 is a diagram showing an example of the data configuration of participation status management data. [Figure 13] FIG. 13 is a diagram showing an example of the data structure of game play image management data. [Figure 14] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal. [Figure 15] 6 is a flowchart illustrating a flow of processing executed by the server system. [Figure 16] Flowchart continuing from Figure 15. [Figure 17] FIG. 11 is a diagram for explaining the system configuration of a game system according to a second embodiment and the parties responsible for generating game space images and game play images. [Figure 18] FIG. 11 is a functional block diagram showing an example of the functional configuration of a server system according to a second embodiment. [Figure 19] FIG. 11 is a diagram showing an example of programs and data stored in a server storage unit in the second embodiment. [Figure 20] FIG. 11 is a functional block diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Figure 21] FIG. 11 is a diagram showing an example of programs and data stored in a terminal storage unit according to the second embodiment. [Figure 22] FIG. 11 is a diagram for explaining the operation of the game system according to the second embodiment, and is a diagram for explaining the flow of processing between the server system and the player terminals. [Diagram 23] Flowchart continuing from Figure 22. [Figure 24] Flowchart continuing from Figure 23. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0047] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0048] [First embodiment] FIG. 1 is a diagram illustrating an example of the configuration of a game system. The game system 1000 comprises a server system 1100 and player terminals 1500 (1500a, 1500b, ...) for each player that can communicate with the server system 1100, and is a system for implementing an online game using the player terminals 1500 as a man-machine interface. Although only three player terminals 1500 are depicted in Fig. 1, the number of player terminals 1500 is not important in actual system operation.
[0049] In the game system 1000 , the server system 1100 and the player terminals 1500 are capable of data communication via a network 9 , and the player terminals 1500 are also capable of data communication with each other via the network 9 .
[0050] 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.
[0051] The server system 1100 is a computer system having, for example, a main unit, a keyboard, a touch panel, and storage, and a control board 1150 mounted on the main unit. 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).
[0052] The server system 1100 realizes a user management function that manages information related to user registration, etc., and a game management function that allows users to play online games, by the control board 1150 performing calculations based on predetermined programs and data.
[0053] Although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices working together. For example, the server system 1100 may be configured to include multiple blade servers each sharing a function, and connected to each other via an internal bus so that data communication is possible. Furthermore, the location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole.
[0054] The player terminals 1500 (1500a, 1500b, ...) are computer systems used by users to play games using the game system 1000, and are electronic devices (electronic equipment) that access the server system 1100 and other player terminals 1500 via the network 9. In other words, the player terminals 1500 function as a man-machine interface in the game system 1000.
[0055] The player terminal 1500 includes an operation input device (eg, a keyboard, a touch panel, a game controller, a mouse, etc.), an image display device (eg, a video monitor, a touch panel, a head mounted display, etc.), and a control board 1550.
[0056] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 for connecting to the network 9, and the like. These elements equipped 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. A part or all of the control board 1550 may be composed of an ASIC, an FPGA, or an SoC. The control board 1550 stores programs and various data for realizing the functions of a player terminal in the IC memory 1552.
[0057] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but may also be configured to read them from a separately obtained storage medium such as a memory card.
[0058] The form of the player terminal 1500 is not limited as long as it is a computer system. For example, it may be a wearable computer such as a smartphone or a smart watch, a portable game device, a home-use stationary game device, a tablet computer, a personal computer, an arcade game device, etc. In the case where a single function is performed by multiple electronic devices communicatively connected to each other, such as a combination of a smartphone and a smart watch communicatively connected to the smartphone, the multiple electronic devices can be regarded as one player terminal 1500.
[0059] In actual operation, the player terminals 1500 (1500a, 1500b, ...) will be a mixture of various models of devices in various categories, such as smartphones, home game devices, and personal computers. Naturally, the hardware specifications (CPU specifications, installed memory capacity, graphics board specifications, communication module specifications, bus specifications, display specifications, etc.) and software specifications (OS specifications, communication standards, etc.) will also vary. The computational processing capabilities and communication processing capabilities of each player terminal 1500 are determined by the hardware specifications and software specifications.
[0060] Furthermore, the actual conditions of the network 9 that communicatively connects each player terminal 1500 and the server system 1100, that is, the communication environment, also vary. For example, various elements related to communication quality, such as whether the connection is via a base station of a wireless mobile phone network or a wired connection, the degree of delay (including transmission delay, propagation delay, etc.), the bandwidth, the degree of packet loss, etc., vary depending on each player terminal 1500. As a result, the effective communication speed when each player terminal 1500 communicates with the server system 1100 varies.
[0061] These factors that affect game play on each player terminal 1500 (any of the following: the communication processing capability of the player terminal 1500, the calculation processing capability of the player terminal 1500, and the communication speed between the player terminal 1500 and the server system) are collectively referred to as the "game play specifications." In other words, "gameplay specs" refers to hardware specs (CPU specs, installed memory capacity, graphics board specs, communications module specs, bus specs, display specs, etc.), software specs (OS specs, communications standard, etc.), line speed and line type, etc.
[0062] The information considered to be the game play specifications of each player terminal 1500 is acquired and stored by the server system 1100 before the start of the game. Among the game play specifications, the hardware and software specifications of the player terminal 1500 can be acquired using a remote system information collection function according to the model and OS version. In addition, the communication speed can be measured by conducting a transmission and reception test of dummy data.
[0063] 2 is a diagram for explaining an online game provided by the game system 1000. The online game provided by the game system 1000 is an MMO game with a battle royale theme based on encounter battles.
[0064] A user uses a player terminal 1500 to access the server system 1100 or a predetermined website managed by the server system 1100, and completes a predetermined user registration procedure to become eligible to become a player. Then, by going through a predetermined sign-in procedure using a unique user account (signature name) set during registration, the user's player terminal 1500 is incorporated into the game system 1000 and the system becomes online. Also, by going through a predetermined sign-out procedure, the user can withdraw from the system and take the system offline. Then, in the system online state, the user can play an online game by performing a predetermined game login (hereinafter, "login"). Note that a form in which logging in occurs automatically when the system becomes online may also be used.
[0065] A player character 4 (4a, 4b, ...) is assigned to each player terminal 1500 (1500a, 1500b, ...). The player characters 4 are placed in a single shared game space 8 together with NPCs (non player characters) 6 and background objects that contribute to the structure of the game world. Specifically, data of various objects is stored in the shared game space 8, and the data is updated by coordinate conversion in association with the movement control of the objects.
[0066] Each player can customize his / her own player character 4 before starting the game. Specifically, the player can select one of several basic character types as a base and customize it by providing appropriate equipment to suit the player's preferred fighting style. The player starts playing while viewing a game play image displayed on the player terminal 1500 from a bird's-eye view of the shared game space 8. The bird's-eye view may be of the entire shared game space 8, or may be of only a limited range based on the player character 4.
[0067] While watching the gameplay images, the player operates and moves his / her player character 4 while considering the terrain and timing suitable for the fighting style he / she prefers. Then, he / she brings his / her player character 4 close to other player characters and brings them into the battle, aiming to survive. Battles between player characters 4 encountered in the shared game space 8 are a core part of the play element in the online game, and for the players involved, it is an important situation in which they are involved with each other and affect the play results and game experience.
[0068] The progress of the game, such as the movement and action of each object placed in the shared game space 8 and hit determination, is managed by the server system 1100 as an asynchronous game. When multiple nearby player characters 4 satisfy a given involvement situation determination condition in the shared game space 8, the server system 1100 considers the relevant player characters 4 to be "involved." In other words, it detects that an involvement situation has occurred, that is, the occurrence of an involvement situation. In the example of FIG. 3, the player characters 4a and 4b are involved.
[0069] The "involvement status determination condition" can be set appropriately according to the game content, such as the first player character and the second player character 4 satisfying a given encounter condition in the shared game space 8. In this embodiment, it may be "the other player's character has entered the attackable range of one of the player's characters" or "the other player's character has been locked on (set as an automatic tracking target for attack aiming)." Furthermore, it may be added that "the start of combat has been acknowledged" by one or both players.
[0070] Then, when the server system 1100 detects the occurrence of an involvement situation, it controls the progress of the match play between these player characters 4 that have become involved as a fully synchronous game in parallel with the progress of the game in the shared game space 8. Hereinafter, this match play is referred to as an "involvement situation play."
[0071] 3 is a diagram for explaining the involvement situation play. The server system 1100 creates a special game space 10 for the involvement situation play. A game play image of the involvement situation play (game play from when the involvement situation is entered to when the involvement situation ends) is created based on this special game space 10. That is, on the player terminal 1500 (hereinafter referred to as the "involvement terminal") of the player character 4 that has entered the involvement situation, the display switches from a game play image created based on the shared game space 8 to a game play image created based on the special game space 10 at the time when the involvement situation occurs.
[0072] The special game space 10 is created with a representative point related to the detected involvement status (for example, the midpoint of the player character 4 that has become involved) as a reference position. The special game space 10 is created within the shared game space 8 as a space that is a copy of a limited range within the shared game space 8. While the special game space 10 is shared between players of participating terminals, it is a space in which the quality of images displayed on the participating terminals differs depending on the game play specifications of the participating terminals.
[0073] The special game spaces 10 (10a, 10b, ...) are prepared in a number corresponding to the types of game play specifications of the participating terminals. In the example of Fig. 3, the game play specifications of the participating terminal, player terminal 1500a (second player terminal), are inferior to the game play specifications of the other participating terminal, player terminal 1500b (first player terminal), so two special game spaces 10 are prepared.
[0074] Since engagement play is one of the core parts of the online game of this embodiment, it should provide a high quality and comfortable playing experience as much as possible as a fully synchronous game. When image quality is prioritized as the quality of the play experience, "detailed modeling," "realistic shading," "detailed expression of movements," and so on are required. However, to achieve these, high computational processing power, high image display power, and high communication speed are required. If an attempt is made to forcibly achieve these on a player terminal 1500 that does not have sufficient game play specifications, the player character 4 in the game play image will move in a jerky manner because the computational processing cannot keep up with the updates of the specified frame images, and the smoothness of the movements will be lost. As a result, the operational responsiveness will also deteriorate. The quality of the play experience may deteriorate.
[0075] In order to provide a "comfortable play experience" for the player terminal 1500a (second player terminal) with inferior game play specifications, it is necessary to reduce the load related to calculation processing, image display, and communication. However, for the player terminal 1500b with superior game play specifications, it is desirable to utilize the high capabilities of the player terminal as much as possible to provide a high-quality and comfortable play experience as much as possible. If a game space is prepared to match the game play specifications of one of the player terminals 1500, based on the premise of a single same game space such as the shared game space 8, the "quality of play experience" and "comfortable play experience" of the other player terminal will be impaired.
[0076] Therefore, the server system 1100 prepares special game spaces 10 (10a, 10b) for each game play specification. For each special game space 10, the player characters 4 (4a, 4b), backgrounds, items, effect displays, etc., use different object models and grades even if the types of objects are the same.
[0077] A number of grades are available for data used for the placement and control of various objects such as the player character 4. In this embodiment, as an example, three grades are provided: LD (Low Definition), SD (Standard Definition), and HD (High Definition), but they may be divided more finely.
[0078] The lower the grade, the fewer the number of vertices and polygons that make up the object model, and the smaller the data size. It is also possible to set a grade with a number of vertices and polygons of "0", meaning that no object is actually placed in the game space. The lower the grade, the fewer the number of colors in the skin and texture data applied to the object model, and the smaller the data size. Additionally, the lower the grade, the simpler the motion and the smaller the data size of the motion data applied to that object model.
[0079] In other words, the lower the grade, the poorer the expression of the details of the object being represented by the object, and the quality of the play experience is inferior to that of a high grade, but a "comfortable play experience" can be realized. Incidentally, the grade of the object can be set appropriately for the shared game space 8. However, since it is preferable to uniformly control the shared game space 8 as the only game space that allows player terminals 1500 with various game play specifications, it is preferable to set the grade to LD or SD.
[0080] 3, the special game space 10a for the player terminal 1500a with low game play specs has SD grade objects such as the player characters 4 (4a, 4b), background, items, effect displays, etc. In contrast, the special game space 10b for the player terminal 1500b with high game play specs has HD grade objects such as the player characters 4 (4a, 4b), background, items, effect displays, etc.
[0081] 4 is a diagram for explaining the setting of grades applied to objects placed in the special game space 10. The server system 1100 sets, for each participating terminal, an appropriate "display quality" for providing the highest possible quality and comfortable play experience in the participation situation play, based on information on the game play specifications of each player terminal 1500 acquired in advance.
[0082] A plurality of types of "display quality" are prepared according to differences in the settings of the image size of the game space image (rendered image) generated from the special game space 10 and the grade applied to each category of objects (e.g., the player character 4, NPC 6, background, effect, etc.) placed in the special game space 10. The server system 1100 selects one of the display qualities for each participating terminal and associates it with the participating terminal.
[0083] FIG. 5 is a diagram for explaining generation of a game play image of an involvement state. The server system 1100 selects the display quality for each participating terminal, and then prepares special game spaces 10 (10a, 10b) according to the display quality, and controls the progress of the participation status play as a fully synchronized game so that the special game spaces 10 (10a, 10b) are fully synchronized.
[0084] The server system 1100 then renders a game space image 12 based on each special game space 10 at an image size specified by the display quality. It then generates a game play image 14 (display content seen by the player during game play; play screen) including the game space image 12, and generates and transmits data for displaying the game play image 14 to each participating terminal for each participating terminal. Note that in addition to the game space image 12, the game play image 14 includes a notification display 16 indicating which display quality is associated with the participating terminal.
[0085] Returning to FIG. 3, the state of the special game space 10 is reflected in the shared game space 8. First, an object of a range display 20 indicating the range of the special game space 10 is arranged in the shared game space 8. In addition, the state of the object model of the player character 4 in the involvement situation play is reflected in the object model of the player character 4 (4a, 4b, ...) that has become an involvement situation in the shared game space 8. This is called reflection control. The server system 1100 controls the progress of the involvement situation play, and reflects and controls the result of the progress control as a simple image of the state in the coexisting shared game space 8 seen from the outside. In addition, simple effects 22 such as a flash of light for attacking in the involvement situation play and sparks and smoke for causing damage are also subject to reflection control.
[0086] In other words, the shared game space 8 and the special game space 10 have differences in details such as the grade of the object models placed therein, but are essentially in the same situation. Conceptually, this can be said to be such that the special game space 10 is set within the shared game space 8 so that the inside of the special game space 10 can be seen from a player character that exists outside the special game space 10 (a player character that is not in the participation situation in the shared game space 8).
[0087] Therefore, the players of the outfield player characters 4 (4c, 4d, ...) other than the player character 4 (4a, 4b) that has become involved can see in the game play image based on the shared game space 8 how the player character 4 (4a, 4b) that has become involved is in a combat state.
[0088] Of course, only the player character 4 (4a, 4b) that is in the participation status can participate in the participation play, so the outsiders can only watch the battle, but it is possible to effectively create the feeling that a battle royale is taking place within a single shared game space 8.
[0089] When a situation end condition that is deemed to be the end of the involvement situation play is met (for example, the match is decided, the time limit is reached, both players run out of ammunition, etc.), the involvement situation play is ended. The data in the special game space 10 related to this is erased.
[0090] The player terminals 1500 (1500a, 1500b, ...) that were designated as participating terminals are no longer treated as participating terminals, and control of the player characters 4 (4a, 4b) that were in a participating state is returned to control of the asynchronous game in the shared game space 8, which is the state before they became involved.
[0091] In this way, while the server system 1100 uses the basic gameplay images as images based on the shared game space 8, gameplay control is executed so as to realize the display quality set according to the gameplay specifications of the participating terminals for the participation status play, which is one of the core aspects of online games.
[0092] Therefore, the game system 1000 can provide each game client with different game play specifications with a comfortable play experience that is suited to that game client.
[0093] In addition, when the participation status includes a third player terminal 1500, a fourth player terminal 1500, etc. (for example, in the case of a team battle format such as 2on2, or rules allowing three-way battles, etc.), the third player terminal 1500 and the fourth player terminal 1500 are also treated in the same manner as if they are in the same participation status.
[0094] Next, the functional configuration will be described. FIG. 6 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 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.
[0095] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.
[0096] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, FPGA, etc., as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminals 1500, etc., and performs integrated control of the operation of the server system 1100.
[0097] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing 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.
[0098] The user management unit 202 performs processing related to user registration procedures and manages various information associated with user accounts. Specifically, the user management unit 202 assigns unique user accounts to registered users, manages personal information for each user account, manages save data related to playing online games, and the like.
[0099] The game management unit 210 performs various controls for playing a given online game on the player terminal 1500. Specifically, the game management unit 210 executes various processes related to game progress control of the online game. For example, the game management unit 210 performs the following: determining the initial placement of various objects such as the player character 4 and NPC 6 in the shared game space 8, controlling the movement of the player character 4 in response to the player's operation input, controlling the movement of the NPC 6, determining collision of objects, determining hit of an attack, determining damage and reflecting damage, changing the ability parameter values of the player character 4 and NPC 6, generating an event, calculating the game score, determining the end of the game or the end of the involvement status, and the like.
[0100] The game management unit 210 has a shared game space setting unit 212, an involvement status detection unit 214, a special game space setting unit 216, a reflection control unit 218, an involvement status game play control unit 220, a notification display control unit 230, and a reinforcement control processing unit 232.
[0101] The shared game space setting unit 212 sets up a shared game space 8 in a virtual three-dimensional space, arranges various objects appearing in the game, such as the player character 4, and controls the position, posture, shape, size, appearance, and disappearance of these objects according to the results of the game progress control.
[0102] The involvement status detection unit 214 detects that a first player character associated with a first player terminal and a second player character associated with a second player terminal have entered a given involvement status in the shared game space 8. Of course, when a third player terminal having game play specifications inferior to those of the second player terminal 1500 is included among the player terminals 1500 in the system online state, the involvement status detection unit 214 can detect that the first player character and the third player character associated with the third player terminal 1500 have entered an involvement status.
[0103] When the involvement status detection unit 214 detects that a player is in an involvement status, the special game space setting unit 216 sets a special game space 10 in which the first player character and the second player character who are in an involvement status can exist.
[0104] The reflection control unit 218 executes control to reflect the status of the special game space 10 in the shared game space 8 in order to make the special game space visible to player characters existing outside the special game space. Specifically, the reflection control unit 218 (1) sets objects of the range display 20 and the simple effect 22, and (2) executes control to reflect the game progress results related to the involvement status to the objects of the first player character 4 and the second player character 4 that have entered an involvement status in the shared game space 8 (see FIG. 3).
[0105] Specifically, regarding the above (2), since the player character 4 that has become an involvement situation exists in both the shared game space 8 and the special game space 10, although the grades of the object model, etc. are different, the reflection control unit 218 performs control to match the state of the object model in the shared game space 8 to the state of the object model in the special game space 10 as a result of the progress control of the involvement situation play. When the server system 1100 receives operation input information (or information of an operation command determined according to the operation input) from the player terminal 1500 that has become an involvement terminal, it performs progress control of the involvement situation play, while referring to the progress control data of the involvement situation at a given period, and performs control to match the state of the object model in the shared game space 8 to the state of the object model in the special game space 10.
[0106] When detection is made by the involvement status detection unit 214, the involvement status gameplay control unit 220 performs a first gameplay control set in accordance with the gameplay specifications of the first player terminal on the first player terminal, and performs a second gameplay control set in accordance with the gameplay specifications of the second player terminal on the second player terminal.
[0107] Specifically, when detection is made by the involvement status detection unit 214, the involvement status gameplay control unit 220 performs first gameplay control on the first player terminal and second gameplay control on the second player terminal as gameplay control in the special game space 10. Then, the involvement status gameplay control unit 220 transmits data required for generating a gameplay image to the player terminal of the player character that has become involved, and controls the generation of the gameplay image at that player terminal.
[0108] However, the involvement status game play control unit 220 controls the storage and saving of a permission / denial setting for switching to the second game play control as a setting for each player terminal 1500, and when the permission / denial setting for the second player terminal is a setting indicating denial, the first game play control is performed for the second player terminal.
[0109] In addition, when a third player terminal having inferior game play specifications compared to the second player terminal 1500 is included among the player terminals 1500 in the system online state, when the involvement status detection unit 214 detects that the first player character and the third player character have become involved, the involvement status game play control unit 220 performs third game play control set according to the game play specifications of the third player terminal on the third player terminal.
[0110] Furthermore, after a detection is made by the involvement status detection unit 214, when a given termination condition is satisfied, the involvement status gameplay control unit 220 performs control to return the gameplay control corresponding to the detection to the gameplay control before the detection.
[0111] The involvement state game play control unit 220 also has a terminal image control unit 222 and a terminal operation type control unit 224 .
[0112] When detection is made by the involvement status detection unit 214, the terminal image control unit 222 performs first terminal image control for causing the game play image on the first player terminal to have a first display quality, and second terminal image control for causing the game play image on the second player terminal to have a second display quality that is inferior to the first display quality.
[0113] Specifically, the terminal image control unit 222 performs a first terminal image control to set the type of object (object grade) displayed in the game play image in the first player terminal to a first type. Also, the terminal image control unit 222 performs a second terminal image control to set the type of object displayed in the game play image in the second player terminal to a second type, which is inferior in quality to the first type (see FIG. 4). In FIGS. 3 and 4, the player terminal 1500a corresponds to the second player terminal, and has inferior game play specifications to the player terminal 1500b, which is the first player terminal. Therefore, the special game space 10a displays game play images with simpler quality than the special game space 10b.
[0114] When detection is made by the involvement status detection unit 214, the terminal operation type control unit 224 performs a first terminal operation type control for setting the type of operation input possible at the first player terminal to a first operation type, and a second terminal operation type control for setting the type of operation input possible at the second player terminal to a second operation type which is fewer in number than the first operation types.
[0115] The reduced number of operation types may be automated or omitted. The number of actions required to execute one operation type may be varied. For example, for an operation to select a type of ammunition to be fired from a gun equipped by the player character 4, a first operation type may be a two-action type, that is, an action to display a list of ammunition types and an action to select a type of ammunition from the list. On the other hand, a second operation type may be a one-action type, in which a type of ammunition is selected in rotation each time a predetermined button is pressed.
[0116] The notification display control unit 230 causes the player terminal associated with the player character detected by the participation status detection unit 214 to notify that game play control will be performed in response to the detection. This corresponds to the display control associated with the notification display 16 (16a, 16b; see FIG. 5).
[0117] The reinforcement control processing unit 232 executes reinforcement control processing for improving the parameter value of the second player character when the involvement situation game play control unit 220 performs game play control in accordance with the detection by the involvement situation detection unit 214.
[0118] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.
[0119] 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, sound effects, BGM, and voice calls related to the system management of the server system 1100 and the provision of online games. Then, the sound signal related to the system management is output to the sound output unit 390s.
[0120] The sound output unit 390s is realized by a speaker or the like, and outputs sound based on an audio signal.
[0121] The image generation unit 292s generates images of various management screens for system management of the server system 1100, and outputs the image data to the image display unit 392s. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.
[0122] Furthermore, the image display unit 392s renders game space images of the shared game space 8 and the special game space 10 that are the basis for game play images to be displayed on each player terminal 1500 (see FIG. 5).
[0123] 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.
[0124] 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, the communication device 1153 corresponds to this.
[0125] 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 disks mounted on the main unit 1101. Online storage may be included in the server storage unit 500s.
[0126] 7 is a diagram showing examples of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, user registration data 600, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.
[0127] The server program 501 is a program that causes the server processing unit 200s to realize the functions of the user management unit 202 and the game management unit 210 by being read and executed by the server processing unit 200s.
[0128] The delivery client program 503 is an original program that is provided to the player terminal 1500 and executed.
[0129] The game initial setting data 510 stores various initial setting data related to the online game. For example, the game initial setting data 510 includes shared game space initial setting data 512, range display initial setting data 514 that defines the range display 20 (see FIG. 3), simple effect initial setting data 516 that defines the simple effect 22 (see FIG. 3), object initial setting data 520, and display quality selection standard data 530. Of course, data other than these may also be included as appropriate.
[0130] The shared game space initial setting data 512 stores various data that defines the state of the shared game space 8 at the start of the game, including, for example, data defining the shape of the shared game space 8, the types and positions of background objects, the types and positions of NPCs 6, and the like.
[0131] The object initial setting data 520 is prepared for each type of object that appears in the game, and stores various initial setting data that defines the object. For example, one object initial setting data 520 includes an object category 521, an object type 522, a grade-specific data set 523, and It includes an initial ability parameter value 524, operation type data by display quality 525, and reinforcement setting data by display quality 526. Of course, data other than these may be included as appropriate depending on the game content, etc.
[0132] The object category 521 indicates which category the object belongs to, such as a base character for the player character, an NPC, background, effects, equipment, . . . .
[0133] The grade-specific data sets 523 are prepared for each grade. In this embodiment, three grade-specific data sets 523 corresponding to the three grades of LD, SD, and HD are prepared. One grade-specific data set 523 includes a grade setting indicating the grade to which the data set applies, object model data, skin data, and motion data. Of course, other setting data for arranging, controlling, and displaying objects in the game space can also be included as appropriate.
[0134] The details of the object model data differ depending on the grade. The details become finer in the order of LD, SD, and HD, and the number of vertices and polygons that make up the object increases. Also, the type of model, such as a polygon model or a particle model, may be different depending on the grade.
[0135] In addition, the motion data for each grade can include a setting for whether or not to use simulation of physical phenomena. For example, in LD grade and SD grade motion data, the movement trajectory and movement timing of an object are pre-determined data, but in HD grade, the movement of an object may be calculated and determined each time by a physics calculation engine.
[0136] In addition to the grade-specific data sets 523 for LD, SD, and HD, a grade-specific data set 523 dedicated to the shared game space 8 may be prepared separately.
[0137] The initial ability parameter value 524 stores the initial value when the object is set to manifest a certain ability in the game progress. For example, if the object is the player character 4, initial parameter values such as durability, attack power, defense power, movement power, and recovery power are stored. If the object is equipment such as a weapon or armor that can be equipped to the player character 4, initial parameter values that determine the action and effect of the equipment, such as a change value of attack power and a change value of defense power, are stored.
[0138] The operation type data by display quality 525 is prepared by grade and defines the operation type that can be used in the participating terminal set to the corresponding display quality. Specifically, one operation type data by display quality 525 includes the applicable display quality corresponding to the application requirement of the data and the usable operation command comparison table data.
[0139] The lower the applicable display quality, the greater the types of available operation commands (operation types). Alternatively, the contents of the operation commands themselves may be different. For example, when the applicable display quality is low, the operation commands are mainly operation commands for roles such as defense, rear guard, and supporter, which are relatively simple to operate and are estimated to be input less frequently. On the other hand, when the applicable display quality is high, the operation commands are mainly operation commands for roles such as offense, front guard, and player, which are relatively complex and are estimated to be input more frequently. In this manner, in a configuration in which the roles in a play related to the participation situation are actually assigned depending on the contents of the operation commands, it is preferable to display the role assignment name in the notification display 16 (see FIG. 5).
[0140] The reinforcement setting data by display quality 526 is prepared for each grade of display quality, and defines the reinforcement to be applied to the player character 4 of the participating terminal set to that display quality. Specifically, one piece of reinforcement setting data by display quality 526 includes an applicable display quality corresponding to the application requirement of the data, a reinforcement ability parameter value indicating the parameter to be reinforced, and the amount of reinforcement (which can be set to any of positive, negative, and 0).
[0141] 7, the display quality selection criteria data 530 stores various data related to the selection of the display quality to be applied when the player terminal 1500 is regarded as a participating terminal, based on the game play specifications of the player terminal 1500. Specifically, for example, as shown in FIG. 9, one display quality selection criteria data 530 includes a unique display quality 531, selection requirement definition data 533, a specified image size 535, and specified grade setting data 536.
[0142] The selection requirement definition data 533 is data that defines the conditions for game play specifications that should be satisfied in order to select the display quality, and is described by combining one or more sub-conditions with AND or OR. As the sub-conditions, for example, model conditions, CPU type conditions, installed memory amount conditions, OS type conditions, rendering engine type conditions, screen specification conditions, communication device specification conditions, etc., related to the specifications of the player terminal 1500 can be used. In other words, conditions related to specifications that affect the computation processing capacity and communication processing capacity can be used. Also, for example, as sub-conditions related to the communication environment, line type conditions, communication speed conditions, etc. can be used.
[0143] The designated image size 535 corresponds to a selection requirement for the display quality and designates the image size of the game play image 14 for the participating terminals when that display quality is selected (see FIG. 4 and FIG. 5).
[0144] The specified grade setting data 536 corresponds to the selection requirements for the display quality and specifies the grade setting by category of the object to be placed in the special game space 10 for the participating terminals when the display quality is selected (see FIG. 4).
[0145] Returning to FIG. 7, the user registration data 600 is created for each registered user who will become a player, and stores various data associated with the user.
[0146] 10, one user registration data 600 includes a unique user account 601, terminal access information 603 (e.g., IP address, etc.) for accessing the player terminal 1500 via the network 9, game play specification information 605, participation status display quality 606, participation status image size 607, participation status grade setting data 608, and permission / denial setting 609. Of course, data other than these, such as save data for online games, can also be included as appropriate.
[0147] The information included in the game play specification information 605 corresponds to the items of sub-conditions describing the selection requirement definition data 533 (see FIG. 9) of the display quality selection criteria data 530.
[0148] The display quality during involvement status 606 indicates the type of display quality applied when the player character 4 of the user is involved and the special game space 10 is set. Basically, the display quality 531 of the display quality selection criteria data 530 that satisfies the selection requirement definition data 533 (see FIG. 9) is set. However, as described below, if the setting of the display quality during involvement status 606 is presented to the player and then customized by the player, a predetermined value meaning a predetermined "custom setting" is set.
[0149] As the participation status image size 607, the designated image size 535 of the display quality selection criteria data 530 that satisfies the selection requirement definition data 533 (see FIG. 9) is set.
[0150] The involvement status grade setting data 608 is initially set to the designated grade setting data 536 of the display quality selection criteria data 530 that satisfies the selection requirement definition data 533 (see FIG. 9). However, as will be described later, if the player customizes the involvement status display quality 606 setting after it has been presented to the player, the data is changed to the customized result.
[0151] The permission setting 609 stores the result of the user's selection of permission or refusal to execute control with display quality according to the game play specifications during the involvement situation. In other words, the permission setting 609 indicates, as a setting for each player terminal 1500, a permission or refusal setting for switching to the second game play control by the involvement situation game play control unit 220. The initial value of this setting is a value indicating permission. This is changed when non-permission (rejection) is selected in the permission or refusal selection acceptance from the user before the start of the game.
[0152] 7, the game play data 700 stores various data related to the realization of the online game, and is updated successively as the game progresses. The game play data 700 includes game progress management data 710, participation status registration data 730, participation status management data 750, and terminal-specific image management data 780. Of course, data other than these can also be stored as appropriate.
[0153] The game progress management data 710 stores various data describing the game progress status of the online game. Specifically, as shown in Fig. 11, the game progress management data 710 includes player character management data 711, shared game space data 720, viewpoint camera control data 722, and simplified reflection display control data 724. Of course, data other than these can also be stored as appropriate.
[0154] The player character management data 711 is prepared for each player character and stores various data related to the player character. One player character management data 711 includes, as information linking the player and the character, a user account indicating the player who uses the character, a unique terminal ID indicating the player terminal 1500, a unique character ID, and a character type indicating the base of the character. In addition, the player character management data 711 includes, as information indicating the latest state of the player character 4, position information 712 of the representative point of the character in the shared game space 8, motion control data 713, equipment control data 714, ability parameter value 715, and permitted operation type list 716. Of course, data other than these can also be stored as appropriate.
[0155] Although not shown, it is assumed that similar management data for NPC 6 is also included in the game progress management data 710.
[0156] The shared game space data 720 is a data group of vertex data and polygon data in the latest state of the object models of various objects placed in the shared game space 8.
[0157] The viewpoint camera control data 722 is prepared for each player terminal 1500, and stores various data indicating the state of the viewpoint camera of the game play image 14 displayed on the player terminal. Specifically, one viewpoint camera control data 722 stores information such as a terminal ID (or a user account) and position coordinates, angle of view, and attitude in the shared game space 8.
[0158] The simplified reflection display control data 724 is prepared for each participation status, and stores various data for simply reflecting and displaying the status of the special game space 10 related to the participation status in the shared game space 8. One simplified reflection display control data 724 includes range display control data and simplified effect display control data. In addition, data on objects related to simplified reflection display, etc. may be included.
[0159] Returning to FIG. 7, when it is detected that a player character 4 in the shared game space 8 has entered an involvement state, the involvement status registration data 730 is created for each detection. One involvement status registration data 730 includes a unique involvement status ID and an involvement terminal ID list (a list of terminal IDs of player terminals 1500 associated with the player character 4 that has entered an involvement state). Of course, data other than these can also be stored as appropriate. For example, if a rule stipulates a time limit for the involvement status, the involvement start date and time, etc. may be stored.
[0160] The involvement situation management data 750 is created each time an involvement situation is detected, and stores various data describing the latest progress control of the play in the special game space 10 for that involvement situation. Specifically, as shown in FIG. 12, one involvement situation management data 750 includes a target involvement situation ID 751 indicating the corresponding involvement situation, space range setting data 752, player character management data 754 for the involvement situation of the player character 4 that has entered that involvement situation, and special game space management data 760. Of course, data other than these can also be stored as appropriate. For example, a timer value for timing a time limit required for determining the end condition of the involvement situation can also be included.
[0161] The spatial range setting data 752 indicates which part of the shared game space 8 the special game space 10 related to the participation status corresponds to. For example, the spatial range setting data 752 stores the position coordinates of the boundary of the special game space in the shared game space 8, and when the special game space 10 is set to a specified size, the position coordinate values of the representative point in the shared game space 8.
[0162] In the player character management data for involvement situation 754, the player character management data 711 (see FIG. 11) of the character at the time the involvement situation occurs is copied. However, the ability parameter value data 755 and the permitted operation type list 756 are changed according to the display quality set in the involved terminal after copying. Specifically, the object initial setting data 520 (see FIG. 8) of the player character 4 is referenced, and the ability parameter value data 755 is changed according to the setting of the display quality-specific reinforcement setting data 526 that matches the display quality indicated by the involvement status display quality 606 (see FIG. 10) of the involved terminal corresponding to the player character 4. The permitted operation type list 756 is changed according to the setting of the display quality-specific operation type data 525 that matches the display quality indicated by the involvement status display quality 606 of the involved terminal.
[0163] When an NPC 6 is placed in the special game space 10 of the involvement situation, data similar to the involvement situation player character management data 754 is prepared for each NPC.
[0164] The special game space management data 760 is prepared for each special game space 10 created in accordance with the participation situation, and stores various data related to the setting and management of the game space. Note that, since Fig. 12 illustrates an example in which there are two participating terminals, each with a different participation situation display quality 606, two pieces of special game space management data 760 are depicted, but the number of special game space management data 760 may be one or three or more depending on the situation.
[0165] One special game space management data 760 includes a unique space ID 761, an applicable display quality 762, an applicable image size 763, applicable grade setting data 764, a space use terminal ID list 766, space use terminal specific viewpoint camera control data 767, and special game space data 770. Of course, data other than these may also be included as appropriate.
[0166] The applied display quality 762 indicates the display quality to be applied to the special game space. Specifically, one of the display qualities 531 in the display quality selection reference data 530 (see FIG. 9) is set.
[0167] The applied image size 763 indicates an image size applied when rendering the game space image 12 based on the special game space 10. Basically, the designated image size 535 of the display quality selection reference data 530 (see FIG. 9) corresponding to the applied display quality 762 is copied, but when customization is performed by the player, the contents of the setting data are appropriately changed from the copied contents.
[0168] The applied grade setting data 764 indicates the applied grade for each category of the object placed in the special game space. Basically, the applied grade setting data 764 is a copy of the designated grade setting data 536 of the display quality selection reference data 530 (see FIG. 9) corresponding to the applied display quality 762, but when the player customizes the data, the content of the setting data is appropriately changed from the copied content.
[0169] The space use terminal ID list 766 stores the terminal IDs of the participating terminals that use the special game space 10 to generate the game play image 14, that is, the space use terminals.
[0170] The space use terminal-specific viewpoint camera control data 767 is prepared for each space use terminal, and stores information related to the control of the viewpoint camera for rendering the game space image 12 that is the basis of the game play image 14 displayed on the terminal. For example, it includes the terminal ID, position coordinates in the special game space 10, angle of view, attitude, etc.
[0171] The special game space data 770 is a data group of vertex data and polygon data of an object model placed in the special game space. The grade of the object model used is a grade according to the applied display quality 762. Therefore, if the special game space management data 760 is different, the number of polygons etc. included in the special game space data 770 will differ by the amount of the difference in the grade of the object model.
[0172] Returning to Fig. 7, terminal-specific image management data 780 is prepared for each player terminal 1500, and stores various information for displaying the game play image 14 on that terminal. As shown in Fig. 13, for example, one terminal-specific image management data 780 includes an applicable terminal ID 781 indicating the application destination of the management data, game space image data 782 of the game space image 12, notification display data 783 of the notification display 16, and game play image data 784 of the game play image 14 (see Fig. 5). Of course, data other than these can also be stored as appropriate.
[0173] 14 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. 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.
[0174] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, or the like.
[0175] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, it executes various calculation 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.
[0176] The device processing unit 200 in this embodiment includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0177] The client control unit 260 performs control as a game client in a C / S type (client-server type) game system. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.
[0178] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 in response to an input from the operation input unit 100 .
[0179] The display control unit 262 performs control for displaying the game play images 14 based on the data received from the server system 1100, but in this embodiment, since the game play images 14 are generated by the server system 1100, the display control unit 262 does not perform control related to the rendering of the game space images 12. When compressed data provided by the server system 1100 is sent as data for displaying the game play images 14, the display control unit 262 performs processing such as decompressing the compressed data.
[0180] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0181] The sound generation unit 290 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.
[0182] The sound output unit 390 is realized by a device that outputs (emits) sound based on a sound signal input from the sound generation unit 290, such as a speaker.
[0183] The image generation unit 292 generates an image based on the control of the client control unit 260, and outputs an image signal to the image display unit 392. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit) or a graphics controller mounted on the control board 1550.
[0184] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.
[0185] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.
[0186] The communication unit 394 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, the communication module 1553 corresponds to this.
[0187] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. 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, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, and the like. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.
[0188] Specifically, the terminal storage unit 500 stores a client program 502 (application program) for causing the terminal processing unit 200 to function as the client control unit 260, and a current date and time 900. Of course, other data can also be stored as appropriate. For example, game initial setting data 510 (see FIG. 7) and the like may be downloaded from the server system 1100 and stored as appropriate.
[0189] Next, the operation of the game system 1000 will be described. 15 and 16 are flowcharts for explaining the flow of processing executed by the server system 1100 for executing an online game.
[0190] 15, the server system 1100 performs a process of accepting participation in an online game (step S10). The server system 1100 acquires information on the game play specifications (e.g., model, CPU type, line type, etc.) of each player terminal 1500 that has accepted participation, and stores the information as game play specification information 605 (see FIG. 10) in the user registration data 600 (step S12).
[0191] Next, the server system 1100 selects the display quality to be applied to each player terminal 1500 (step S14). Specifically, the game play specification information 605 is compared with the display quality selection reference data 530 (see FIG. 9), and the involvement status display quality 606, involvement status image size 607, and involvement status grade setting data 608 are initially set (see FIG. 10).
[0192] Then, the server system 1100 notifies the player of the initial setting results by displaying them on each player terminal 1500, and accepts customization (step S16). In this customization procedure, first, an optional selection of the player as to whether or not to execute control with display quality according to the game play specifications during the participation situation is accepted. The result of the permission or refusal is set in the permission or refusal setting 609 (see FIG. 10).
[0193] Secondly, this customization procedure responds to the player's preference for the appearance of the gameplay image. For example, even if all grade settings are initially set to "SD" in the involvement situation grade setting data 608, if the player wishes, the grade of objects such as the NPC 6 and background can be changed to "LD" and the grade of the player character 4 can be changed to "HD". In this case, customization can be performed according to the player's preference, such as degrading the appearance of the NPC 6 and background in the gameplay image 14 while maintaining the appearance of the player character 4. If the permission setting 609 is set to "not permitted", the setting of the involvement situation grade setting data 608 is not applied to the involvement situation play, so that the appearance is substantially the same between the shared game space 8 and the gameplay image 14.
[0194] Next, the server system 1100 initializes the shared game space 8 (step S30). The player character 4, NPC 6, background objects, etc. are initially placed in the shared game space 8. The objects in each category are set to a predetermined grade for the shared game space 8 (for example, SD grade or special grade).
[0195] Next, the server system 1100 starts controlling the game progress as an asynchronous MMO game using the shared game space 8 (step S32), and starts generating and transmitting data to each player terminal 1500 to display game play images 14 (step S34).
[0196] That is, based on operation input information received from a player terminal 1500, the server system 1100 controls the movement of the player character 4 associated with that terminal, and automatically controls the NPC 6. Additionally, the server system 1100 controls the viewpoint camera for each player terminal 1500 accordingly. Then, the server system 1100 renders an image (game space image 12) of the shared game space 8 seen from the viewpoint camera, synthesizes various information displays to generate a game play image 14, and transmits data for displaying the game play image 14 to each player terminal 1500.
[0197] The image size, number of colors, etc. of the game play image 14 for the shared game space 8 are set appropriately to ensure a "comfortable playing experience" with the highest possible quality images as an asynchronous MMO game. The settings may be appropriately selected from among predetermined values separately prepared in advance according to the game play specifications, depending on the game play specifications of each player terminal 1500.
[0198] When the game progress control is started, the server system 1100 constantly monitors the occurrence of an involvement situation. When the occurrence of an involvement situation is detected (YES in step S40), the server system 1100 creates and registers the involvement situation registration data 730 (see FIG. 7) with the player terminal 1500 of the player character 4 that has entered the involvement situation as the "involved terminal" (step S42).
[0199] Next, the server system 1100 refers to the participation status display quality 606 (see FIG. 10) of the participating terminals, and determines whether or not the display quality settings are the same (step S44).
[0200] In addition, for a participating terminal of a player with low game play specs and the permission setting 609 (see FIG. 10) set to “not permitted”, regardless of the setting of the participation status display quality 606 of that participating terminal, the setting of the participation status display quality 606 is regarded as being the same as that of another participating terminal with high game play specs. Alternatively, the setting is regarded as being a predetermined quality equivalent to the display quality of the game play image 14 in the shared game space 8.
[0201] Then, if the involvement status display quality 606 of all the involved terminals is uniform (YES in step S44), one new involvement status management data 750 is created, and one special game space data 770 is created (step S46).
[0202] Specifically, the server system 1100 copies the player character management data 711 (see FIG. 11) of the multiple player characters 4 that have become involved into the player character management data for involvement situation 754 of this new involvement situation management data 750 (see FIG. 12). Then, as described above, the ability parameter value data 755 and the permitted operation type list 756 are changed in accordance with the involvement situation display quality 606 (see FIG. 10) set in the involved terminal of the player character 4.
[0203] Specifically, after copying, the ability parameter value data 755 has its parameter value changed in accordance with the display quality-specific reinforcement setting data 526 of the object initial setting data 520 (see FIG. 8). That is, reinforcement is applied according to the applied display quality 762. In a case where reinforcement is applied to only one of the player terminals 1500 having different game play specifications, this creates a handicap effect when playing in a participation situation. When reinforcement is applied, a notification to that effect may be displayed on the player terminal 1500 of the player character 4 that has been reinforced.
[0204] Moreover, after copying, the participation status display quality 606 is limited to the available operation commands indicated by the operation type data by display quality 525 of the object initial setting data 520. This limitation, like the previous reinforcement, creates a handicap effect when playing in the participation status if it is applied to only one of the player terminals 1500 having different game play specifications. Of course, it is also possible to configure the system so that only one of the reinforcement of ability parameter values and the change of operation type is performed.
[0205] Furthermore, one special game space management data 760 is created in this new involvement status management data 750. Then, the server system 1100 copies the unified involvement status display quality 606 to the applied display quality 762 (see FIG. 12), and copies the involvement status grade setting data 608 of the participating terminal to the applied grade setting data 764. The display grade of the object placed in the special game space 10 of the special game space data 770 is set to the grade indicated by the applied display quality 762.
[0206] Furthermore, the server system 1100 registers in the space use terminal ID list 766 those participating terminals whose participation status display quality 606 matches the applied display quality 762 . The space-using terminal-specific viewpoint camera control data 767 is initially set so as to inherit the orientation and position in the shared game space 8 of the player character 4 corresponding to the space-using terminal at the time of the participation situation. This initial setting reduces the unnatural feeling caused by a sudden change in viewpoint position when the game play image 14 at the participating terminal switches from the game play using the shared game space 8 to the game play image 14 using the special game space 10.
[0207] On the other hand, if the involvement status display quality 606 of the involved terminals is not uniform (NO in step S44), the server system 1100 creates new involvement status management data 750 and creates special game space management data 760 for each type of involvement status display quality 606 of the involved terminals (step S48). In the example of Fig. 3, special game space management data 760 is created for each of the special game space 10a and the special game space 10b. The special game space management data 760 is created in the same manner as in step S46.
[0208] Then, the terminal IDs of the participating terminals having the same participation status display quality 606 are set in the space use terminal ID list 766 (see FIG. 12), and the space use terminal specific viewpoint camera control data 767 is created for each of them.
[0209] That is, in step S48, when an involvement status is detected, a first terminal image control is performed to make the game play image on the first player terminal (first involved terminal having superior game play specifications) have a first display quality (display quality during involvement status 606), and a second terminal image control is performed to make the game play image on the second player terminal (second involved terminal having inferior game play specifications) have a second display quality that is inferior to the first display quality.
[0210] Specifically, by selecting an object model of the grade specified by the display quality during involvement status 606 and placing it in the corresponding special game space 10, control is performed to make the type of object displayed in the game play image on the first player terminal a first type, and control is performed to make the type of object displayed in the game play image on the second player terminal a second type that is inferior in quality to the first type.
[0211] Furthermore, in step S48, a first terminal operation type control is performed for setting the type of operation input possible at the first player terminal to a first operation type, and a second terminal operation type control is performed for setting the type of operation input possible at the second player terminal to a second operation type which is fewer in number than the first operation types.
[0212] Furthermore, in step S48, when game play control is performed in response to the detection of the involvement state, a reinforcement control process for improving the parameter value of the player character of the second player terminal is executed.
[0213] Also, as described above, in step S44, for a participating terminal (second player terminal) with inferior game play specifications and a participating terminal of a player whose permission setting 609 (see FIG. 10) is set to "not permitted", regardless of the setting of the participation status display quality 606 of the participating terminal, the setting of the participation status display quality 606 is regarded as being the same as that of another participating terminal (first player terminal) with superior game play specifications. Alternatively, the setting of the display quality is regarded as being of a predetermined quality equivalent to the display quality of the game play image 14 in the shared game space 8. Therefore, in a case where the process reaches step S48 as a result, the first game play control related to the display quality executed for the participating terminal with superior game play specifications is similarly performed on the participating terminal with inferior game play specifications.
[0214] If steps S44 to S48 are interpreted as a single event, then it can also be said that the server system 1100 detects the occurrence of an event in the shared game space 8, and creates a special game space based on the number of player terminals 1500 involved in the event and their game play specifications, to achieve appropriate display quality for the game play specifications of the involved player terminals 1500.
[0215] Now, when the special game space 10 is generated in step S46 or step S48, the server system 1100 places an object of the range display 20 of the newly created special game space 10 in the shared game space 8 (step S50). This makes the special game space visible to the player characters 4 of the player terminals 1500 other than the participating terminals that are present outside the special game space 10.
[0216] Moving on to FIG. 16, the server system 1100 switches the game progress of the player character 4, whose involvement situation has newly changed, to a fully synchronous game using the special game space 10, and starts the involvement situation play (step S60).
[0217] Then, the server system 1100 performs rendering of the game space image 12 based on the special game space 10 for each participating terminal, generates a game play image 14, and starts control to transmit data for displaying the game play image 14 (step S62). The image size of the game play image 14 for the participating terminal is set to the designated image size 535 (see FIG. 9) of the display quality indicated by the applied display quality 762. The data for displaying the game play image 14 may be image data of the game play image 14, or may be compressed data of the image data.
[0218] In the case where multiple special game spaces 10 are generated in step S48, when a participation status is detected by executing steps S60 to S62, a first gameplay control set according to the gameplay specifications of a first player terminal (first participating terminal) is executed for that terminal. Also, a second gameplay control set according to the gameplay specifications of a second player terminal (first participating terminal) is executed for that terminal.
[0219] From step S60 onwards, the operation input information from the participating terminals is used for controlling the game progress using the special game space 10, and is no longer used directly for controlling the game progress using the shared game space 8. Instead, the server system 1100 starts control of reflecting the progress control results relating to the new special game space 10 to the shared game space 8 (step S64).
[0220] Specifically, the server system 1100 refers to the game progress results (e.g., the object control of the player character 4, the latest ability parameter value, etc.) of the player character 4 of the participating terminal in the special game space 10 at a predetermined period, and changes the object position information 712, the motion control data 713, the equipment control data 714, and the ability parameter value 715 of the player character 4 of the participating terminal in the shared game space 8 (see FIG. 11). That is, the player character 4 in the shared game space 8 of the participating terminal is shadowed by that in the special game space 10 of the same terminal. Also, in a situation where an effect display such as a flash or smoke explosion is performed in the special game space 10, a part or all of it is displayed in the shared game space 8 as a simple effect 22 (see FIG. 3).
[0221] After starting game progress control using the shared game space 8, the server system 1100 constantly monitors the end of each involvement situation that has already occurred. The conditions for ending the involvement situation can be set appropriately according to the game content. Since the online game of this embodiment is a battle royale-style fighting action game, the involvement situation ends when the outcome of the fight between the player characters 4 involved in the involvement situation is decided (for example, one of them is defeated). Of course, the involvement situation may end when the time limit is reached. Also, in the case of a turn-based fight, the involvement situation may end when the number of turns reaches a specified value.
[0222] Then, when the end of the involvement situation is detected (YES in step S80), the server system 1100 returns the game progress of the participating terminal of the involvement situation for which the end was detected from a fully synchronous game using the special game space 10 to an asynchronous game using the shared game space 8 (step S82). In other words, after the involvement situation is detected, if the involvement situation satisfies an end condition, the game play control that was being performed on the participating terminal is returned to the game play control before the detection.
[0223] Next, the server system 1100 ends the simplified reflection control of the involvement state that has been detected as having been terminated (step S84). As a result, the objects of the range display 20 and the simplified effect 22 that have been placed in the shared game space 8 in relation to the involvement state that has been detected as having been terminated are also erased.
[0224] Furthermore, the server system 1100 reverts the generation of game play images 14 for the participating terminal of the participation situation for which the end was detected from being based on the special game space 10 to being based on the shared game space 8 (step S86). The image size of the game play images 14 generated for the participating terminal is also reverted from the designated image size 535 (see FIG. 9 ) of the display quality indicated by the applied display quality 762 to the image size for the shared game space 8.
[0225] Then, the server system 1100 erases the involvement status registration data 730 and the involvement status management data 750 of the involvement status for which the termination has been detected (step S88; see FIG. 7).
[0226] The server system 1100 constantly monitors whether the end condition of the asynchronous game using the shared game space 8 has been satisfied. Steps S40 to S90 are repeated until the end condition is satisfied (NO in step S100). If the end condition is satisfied (YES in step S100), a predetermined game end process (e.g., declaring the end of the game, announcing the ranking, awarding rewards, updating the ranking, saving the save data, etc.) is performed (step S102), and the series of processes is terminated.
[0227] As described above, according to this embodiment, a new technique can be provided for providing a game client with a comfortable playing experience that matches the game play specifications of the game client.
[0228] In an MMO game, various player terminals 1500 with different game play specifications may participate, and it is required that each player terminal 1500 be provided with as comfortable a play experience as possible. MMO games set in one shared game space 8 are basically asynchronous games. In a configuration in which the server system 1100 generates game play images 14 and provides them to the player terminals 1500, the image size of the game play images 14, the number of polygons of the object models of the player characters 4 and the like, the number of colors, the fineness of the motion, and the like are determined so that even a player terminal 1500 with a relatively low game play specification can be provided with a comfortable play experience.
[0229] Specifically, a special game space 10 according to the game play specifications is created for each player terminal 1500 (involved terminal) of the player character 4 that has entered the participation state. Then, game play control using the special game space is executed individually for each player terminal 1500 with different game play specifications. This makes it possible to optimize the image size of the game play image 14 for the involved terminal, the number of polygons and the number of colors of the object model of the player character 4 and the like, the fineness and smoothness of the motion, and the like according to the game play specifications of the involved terminal.
[0230] Therefore, in the participation situation, a comfortable playing experience can be provided even to some of the player terminals 1500 with low game play specifications. Also, a high-quality and comfortable playing experience that fully utilizes the specifications can be provided to the player terminals 1500 with high game play specifications.
[0231] Second Embodiment Next, a second embodiment will be described. In the description of the second embodiment, differences from the first embodiment will be mainly described, and the same components as those in the first embodiment will be given the same reference numerals and overlapping descriptions will be omitted.
[0232] FIG. 17 is a diagram for explaining the system configuration in the second embodiment and the entity responsible for generating the game space image 12 and the game play image 14. As shown in FIG.
[0233] The game system 1000B of this embodiment basically has the same configuration as that of the first embodiment. The server system 1100B of this embodiment manages data of the shared game space 8 and controls the progress of an asynchronous game using the shared game space 8. The server system 1100B renders a game space image 12e based on the shared game space 8 for the player terminals 1500B, generates a game play image including the game space image 12e, and transmits data for generating the game play image to each player terminal 1500B.
[0234] In addition, the server system 1100B detects the occurrence of an involvement situation and controls the progress of the involvement situation play, but does not generate the game space image 12 (12a, 12b) and game play image 14 related to the involvement situation play. The generation of the game space image 12 (12a, 12b) and game play image 14 related to the involvement situation play is performed by the player terminal 1500B of this embodiment, which has become the participating terminal.
[0235] FIG. 18 is a functional block diagram showing an example of the functional configuration of the server system 1100B. In comparison with the functional configuration in the first embodiment (FIGS. 6 and 14), the server system 1100B has a shared game space setting unit 212, an involvement status detection unit 214, a reflection control unit 218, and a reinforcement control processing unit 232 in the game management unit 210B.
[0236] As shown in FIG. 19, a server storage unit 500s of a server system 1100B stores a server program 501B, a distribution client program 503B, game initial setting data 510, user registration data 600, and play data 700s.
[0237] The server program 501B is a program for causing the server processing unit 200s to realize the functions of the game management unit 210B. The delivery client program 503B is an original client program that is downloaded by the player terminal 1500B. The play data 700s includes game progress management data 710, involvement status registration data 730, involvement status management data 750B, and terminal-specific image management data 780. The involvement status management data 750B corresponds to the involvement status management data 750 (see FIG. 12) of the first embodiment, but the special game space management data 760 is omitted.
[0238] FIG. 20 is a functional block diagram showing an example of the functional configuration of the player terminal 1500B. The player terminal 1500B has a client control unit 260B. The client control unit 260B has an operation input information providing unit 261, a display control unit 262B, a special game space setting unit 216, an involvement situation game play control unit 220, and a notification display control unit 230.
[0239] The display control unit 262B corresponds to the display control unit 262 in the first embodiment, but also executes control relating to the rendering of the game space image 12 and the generation of the game play image .
[0240] The terminal storage unit 500 of the player terminal 1500B stores a client program 502B, game initial setting data 510, special game space management data 760B, and a current date and time 900, as shown in FIG.
[0241] The client program 502B is a program for causing the terminal processing unit 200 to realize the functions as the client control unit 260B. The game initial setting data 510 is downloaded from the server system 1100B before the start of the game.
[0242] The special game space management data 760B includes an applied display quality 762 , an applied image size 763 , an applied grade setting data 764 , an application permission setting 765 , viewpoint camera control data 767B, and special game space data 770 .
[0243] The application permission setting 765 is a copy of the permission setting 609 (see FIG. 10) of the player who uses the player terminal 1500B. The viewpoint camera control data 767B is control data for the viewpoint camera of the player terminal 1500B set in the special game space 10 of the management data.
[0244] 22 to 24 are diagrams for explaining the operation of the game system 1000B of this embodiment, and are diagrams for explaining the flow of processing between the server system 1100B and the player terminal 1500B.
[0245] 22, the server system 1100B executes a participation acceptance process (step S110). The player terminal 1500B executes a participation application process (step S112).
[0246] After completing the participation application, the player terminal 1500B provides the game play specification information 605 (see FIG. 10) to the server system 1100B (step S114). The server system 1100B initializes the involvement status display quality 606, involvement status grade setting data 608, and acceptance / rejection setting 609 (see FIG. 10) for each player terminal 1500B based on the acquired game play specification information 605 (step S116), and notifies each player terminal 1500B of these initial settings (step S118).
[0247] The player terminal 1500B displays these initial settings, accepts customization operations, and transmits the results of the customization to the server system 1100B (step S120). The server system 1100B changes the participation status display quality 606, participation status grade setting data 608, and acceptance / rejection setting 609 of the player terminal 1500B that transmitted the results of the customization (step S122) in accordance with the results of the customization.
[0248] Next, the server system 1100B initializes the player character management data 711 and the viewpoint camera control data 722 (see FIG. 11), and initially places various objects such as the player character 4 in the shared game space 8 (step S124). As a result, the zenith data of various objects, position information of polygons, etc., are initially set in the shared game space data 720.
[0249] Then, the server system 1100B starts controlling the game progress of the asynchronous game using the shared game space 8 (step S140), and starts generating and transmitting data of the game play image 14 (game space image data or compressed data thereof, etc.) for each player terminal 1500B (step S142). That is, the server system 1100B renders a game space image 12 of the shared game space 8 for each player terminal 1500, and generates a game play image 14 including the game space image 12. The game play image 14 at this stage does not include a notification display 16 because it is not based on the special game space 10.
[0250] In response to the start of the game progress, the player terminal 1500B transmits operation input information (or operation command information reflected from the operation input) to the server system 1100B one by one, and displays the game play image 14 on the display of the player terminal 1500B based on the received data for displaying the game play image 14 (step S144).
[0251] After starting game progress control, the server system 1100B monitors the occurrence of an involvement situation. If the occurrence of an involvement situation is detected (YES in step S150), the server system 1100B registers the involvement situation and the participating terminal (step S152), and transmits a situation start signal to the participating terminal of the involvement situation (step S154).
[0252] The "situation start signal" includes the involvement situation display quality 606, involvement situation image size 607, involvement situation grade setting data 608, and permission / denial setting 609 (see Figure 10) related to the destination player terminal 1500B (involved terminal), various information indicating the latest status of the player character 4 (part or all of the player character management data 711 (see Figure 11); hereinafter referred to as "involved character information"), and viewpoint camera control data 722.
[0253] Then, the server system 1100B temporarily suspends the generation of game play images 14 of the asynchronous game using the shared game space 8 to the participating terminal of the newly detected participation status, and the transmission of data for displaying the game play images 14 to the participating terminal (step S156).
[0254] 23, when the player terminal 1500B receives a situation start signal from the server system 1100B (YES in step S170), it creates special game space management data 760B (step S172). Specifically, the applicable display quality 762, the applicable image size 763, the applicable grade setting data 764, and the application permission setting 765 are set based on the situation start signal. In the special game space data 770, various object models such as the player character 4 that has become an involved situation are arranged at the grade indicated by the applicable grade setting data 764, at the position and state indicated by the involved character information.
[0255] When the player terminal 1500B creates the special game space management data 760B, the player terminal 1500B starts generating and displaying game play images 14 based on the special game space 10, and switches from displaying game play images 14 of the asynchronous game using the shared game space 8 that was sent from the server system 1100B to displaying game play images 14 based on the special game space 10 (step S174).
[0256] Specifically, the player terminal 1500B renders a game space image 12 of the special game space 10 represented by the special game space data 770 from a viewpoint camera indicated by the viewpoint camera control data 767B at the applied image size 763. Then, a game play image 14 including the game space image 12 and a notification display 16 corresponding to the display quality indicated by the applied display quality 762 is generated and displayed on the display of the player terminal 1500B's device.
[0257] Furthermore, after creating the special game space management data 760B, the player terminal 1500B applies the operation type data by display quality 525 (see FIG. 8) that matches the applied display quality 762 in the control of transmitting operation input information one by one to the server system 1100B (step S176). Specifically, even if it is an operation input by the player, any operation other than the operation commands allowed in the matching operation type data by display quality 525 is considered invalid, and the operation input information is not transmitted to the server system 1100B.
[0258] On the other hand, when the server system 1100B detects the occurrence of an involvement situation, it starts the involvement situation play progress control as a fully synchronous game, and starts the control to send "situation progress information" to the participating terminal of the involvement situation each time the player character management data 754 for the involvement situation is updated by the progress control of the competitive play (step S190).
[0259] The "situation progress information" is information on the update contents of the participation situation player character management data 754. For example, this information includes the movement of the player character 4, the start of an action, the cancellation of an action, changes in ability parameter values, information on newly placed objects (for example, NPCs 6 and flash / smoke effect objects, etc.), information on objects to be erased, etc. The reinforcement of abilities based on the display quality-specific reinforcement setting data 526 (see FIG. 8) is applied at the start of control of the progress of the battle play.
[0260] In addition, together with the start of the involvement situation play progress control, the server system 1100B starts control for reflecting the progress results of the involvement situation in the shared game space 8 (step S192).
[0261] Meanwhile, the player terminal 1500B starts control to update the special game space data 770 based on the situation progress information along with the creation of the participation status management data 750 (step S194). Therefore, the player terminal 1500B updates the special game space data 770 based on the situation progress information every time it receives it from the server system 1100B, so that the contents of the special game space 10 of the participation terminal are maintained in a state consistent with the latest play progress status of the participation status.
[0262] The server system 1100B concurrently executes game progress control of the asynchronous game using the shared game space 8, while monitoring the end of a participation situation that has already occurred. When the end of the involvement situation is detected (YES in step S200), the server system 1100B stops the play progress control of the involvement situation for which the end has been detected, and also stops sending involvement situation update information to the participation terminal for the involvement situation for which the end has been detected (step S202).
[0263] Next, the server system 1100B returns the participating terminal of the participation situation whose termination was detected to the control target of the asynchronous game using the shared game space 8 (step S204), and ends the reflection control of the participation situation whose termination was detected in the shared game space 8 (step S206). Then, the server system 1100B transmits a predetermined situation end signal to the participating terminal of the participation situation whose termination was detected (step S208).
[0264] Then, the server system 1100B deletes the involvement status registration data 730 of the involvement status for which the end has been detected, and the involvement status management data 750B (step S210).
[0265] When the play control of the completely synchronous game is stopped and the control target of the asynchronous game is restored, the server system 1100B reflects the contents of the player character management data 754 for the participation situation (the final state in the participation situation detected when the end is detected) in the player character management data 711 (see FIG. 11) of the game progress management data 710. At that time, the reinforcement of the ability parameter value is also terminated.
[0266] 24, when the player terminal 1500B receives the situation end signal (YES in step S220), it cancels the operation type restriction by display quality related to the transmission of operation input information to the server system 1100B (step S222). Then, the player terminal 1500B ends the generation and display of the game play image 14 based on the special game space 10 (step S224), and erases the participation situation management data 750 (step S226).
[0267] Meanwhile, the server system 1100B monitors whether the end condition of the game is satisfied from the start of the asynchronous game using the shared game space 8. If the end condition is satisfied (YES in step S250), the server system 1100B executes a game end process, transmits a game end signal to the player terminal 1500B (step S252), and ends the series of processes. When the player terminal 1500B receives the game end signal (YES in step S254), it ends the series of processes.
[0268] As described above, according to this embodiment, it is possible to obtain the same effects as in the first embodiment, and also to distribute the load on the server system 1100B to the player terminal 1500B.
[0269] [Modifications] An example of an embodiment to which the present invention is applied has been described above, but the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.
[0270] (Variation 1) In the above embodiment, an MMO game is exemplified, but the present embodiment can also be applied to online games other than MMO games, that is, multiplayer online games that do not have enough players to be called MMO games.
[0271] In addition, the content of the game is not limited to a battle royale type fighting action game and can be set appropriately. Depending on the game content, the definition of the involvement situation can also be set appropriately. For example, the involvement situation in the above embodiment is defined as an event involving multiple player characters 4, but the occurrence of the involvement situation may be detected by only a single player character 4.
[0272] (Variation 2) In the above embodiment, the game system 1000 (1000B) is exemplified as a C / S type system, but is not limited to this. For example, it is possible to omit the server system 1100 and configure a P2P system using peer-to-peer connections of the player terminals 1500B, with one or more of the player terminals 1500 performing the functions of the server system 1100.
[0273] (Variation 3) In the above embodiment, the game progress control (progress control of an asynchronous game using the shared game space 8 and a completely synchronous game using the special game space 10) that was handled by the server system 1100 or the server system 1100B can be handled by one or more of the player terminals 1500. That is, in this configuration, the server system 1100 handles participation acceptance, centralized management of the user registration data 600, and relay processing of data between the player terminals 1500. The player terminal 1500 in this configuration has the game management unit 210 of the first embodiment.
[0274] (Variation 4) Based on the game system 1000B of the second embodiment, a server system 1100B: It is also possible to configure the generation of game play images 14 for a game using the shared game space 8 and the generation of game play images 14 relating to participation situation play using the special game space 10 to be executed on the player terminal 1500B.
[0275] In this case, the server system 1100B stores the game progress management data 710, but the shared game space data 720, the player's viewpoint camera control data 722, and the simplified reflecting display control data 724 are omitted from the game progress management data 710. Instead, each player terminal 1500B stores the shared game space data 720, the player's viewpoint camera control data 722, and the simplified reflecting display control data 724 of the game progress management data 710 (see FIG. 11).
[0276] Then, the server system 1100B distributes progress information indicating the results of progress control of the asynchronous game using the shared game space 8 to each player terminal 1500B. Based on the progress information, each player terminal 1500B updates the shared game space data 720, the player's viewpoint camera control data 722, and the simplified reflection display control data 724 stored therein. Then, based on the respective shared game space data 720, each generates and displays a game play image 14 of the shared game space 8.
[0277] (Variation 5) The information describing the game play specifications can be set as appropriate. For example, only the model may be used. In this case, in step S44, when the occurrence of an event called a participation status is detected, the model of the player terminal 1500 involved in the event is determined. Then, in step S46, if the number of model types is one, the special game space 10 is shared to one, thereby reducing the processing load.
[0278] (Variation 6) The reinforcement of the above embodiment may be configured to be implemented for a limited period of time, for example, to be limited to a predetermined period on a calendar. [Explanation of symbols]
[0279] 4...Player character 8. Shared gaming space 10. Special game space 14…Gameplay images 200s…Server processing section 210…Game Management Department 212…Shared game space setting section 214... Involvement status detection unit 216…Special Game Space Setting Department 220... Involvement status game play control unit 222...Terminal image control unit 224...Terminal operation type control unit 230...Notification display control unit 232...Reinforcement control processing unit 501...Server program 502 - Client program 520...Object initial setting data 523...Grade-specific data sets 525...Operation type data by display quality 526…Reinforcement setting data by display quality 530...Display quality selection criteria data 605...Gameplay spec information 606…Display quality during engagement 607…Image size during involvement 608...Grade setting data during involvement 609...Permissible / Invalid Setting 700...Play data 710...Game progress management data 711...Player character management data 720...Shared game space data 730…Involvement status registration data 750…Involvement status management data 754...Player character management data for participation status 760…Special game space management data 762…Applicable display quality 763…Applicable image size 764…Applicable grade setting data 765…Application permission setting 770…Special game space data 780...Image management data by device 782...Game space image data 783...Notification display data 784...Gameplay image data 1000…Game System 1100...Server system 1500…Player terminal
Claims
1. A server system for providing an online game in which each player operates a player character using a player terminal to enjoy game play in a shared game space, comprising: The player terminals include a first player terminal having different game play specifications and a second player terminal having game play specifications inferior to those of the first player terminal; an involvement status detection means for detecting that a first player character associated with the first player terminal and a second player character associated with the second player terminal have reached a given involvement status in the shared game space; a special game space setting means for setting a special game space in which the first player character and the second player character that have entered the involvement state can exist when the involvement state detection means detects that the involvement state has occurred; a game play control means for performing game play control for each of the player terminals, which, when detection is made by the participation status detection means, performs, as game play control in the special game space, a first game play control set in accordance with game play specifications of the first player terminal for the first player terminal, and a second game play control set in accordance with game play specifications of the second player terminal for the second player terminal; A server system comprising:
2. the special game space setting means sets the special game space in the shared game space so that the special game space is visible from a player character existing outside the special game space; The server system according to claim 1 .
3. the engagement situation being a situation in which the first player character and the second player character satisfy a given encounter condition in the shared game space; 3. The server system according to claim 1 or 2.
4. the game play control means, when a given end condition is satisfied after the detection by the participation state detection means, performs control to return the game play control corresponding to the detection to the game play control before the detection. The server system according to any one of claims 1 to 3.
5. The game play control includes controlling a display quality of a game image on a player terminal; the game play control means includes terminal image control means for performing, when detection is made by the participation status detection means, a first terminal image control for causing a game image in the first player terminal to have a first display quality, and a second terminal image control for causing a game image in the second player terminal to have a second display quality that is inferior to the first display quality, The server system according to any one of claims 1 to 4.
6. the game play control includes controlling an object to be displayed on a game image on a player terminal; The terminal image control means as the first terminal image control, a control is performed to set a type of object displayed in a game image in the first player terminal to a first type; as the second terminal image control, a control is performed to change a type of object displayed in a game image in the second player terminal to a second type having a quality inferior to that of the first type; The server system according to claim 5.
7. the game play control includes controlling a type of operation input available at a player terminal; the game play control means includes terminal operation type control means for performing, when detection is made by the participation status detection means, a first terminal operation type control for setting a type of available operation input in the first player terminal to a first operation type, and a second terminal operation type control for setting a type of available operation input in the second player terminal to a second operation type which is fewer in number than the first operation types, The server system according to any one of claims 1 to 6.
8. the player terminals include a third player terminal having game play specifications inferior to those of the second player terminal; the involvement status detection means detects that the first player character and a third player character related to the third player terminal have entered the involvement status; the game play control means, when it is detected by the involvement status detection means that the first player character and the third player character have entered the involvement status, performs a third game play control set in accordance with game play specifications of the third player terminal on the third player terminal. The server system according to any one of claims 1 to 7.
9. a notification display control means for causing a player terminal associated with the player character detected by the participation status detection means to notify the player that game play control will be performed in response to the detection; The server system according to any one of claims 1 to 8, further comprising:
10. a reinforcement control processing means for executing a reinforcement control process for improving a parameter value of the second player character when the game play control means performs game play control in accordance with the detection by the involvement state detection means; The server system according to any one of claims 1 to 9, further comprising:
11. a storage means for storing, as a setting for each of the player terminals, a setting for permission or refusal of switching to the second game play control; Further comprising: the game play control means, when the permission / denial setting for the second player terminal is a setting indicating denial, performs the first game play control on the second player terminal; The server system according to any one of claims 1 to 10.
12. The game play control includes: transmitting data necessary for generating a game play image to the player terminal to cause the player terminal to generate the game play image; Control of transmitting the game play image generated in the server system to the player terminal and displaying it on the player terminal; Including, The server system according to any one of claims 1 to 11.
13. the game play control is a control of transmitting data necessary for generating a game play image to the player terminal and causing the player terminal to generate the game play image; The server system according to any one of claims 1 to 11.
14. A player terminal for enjoying game play in the online game by communicating with the server system according to claim 13, A program for generating a game play image based on data necessary for generating the game play image received from the server system.
15. A server system that provides an online game in which each player enjoys playing a game in a shared game space by controlling a player character using a player terminal, and the player terminal are communicatively connected to the server system, the player terminal comprising: The player terminals include a first player terminal having different game play specifications and a second player terminal having game play specifications inferior to those of the first player terminal; The server system includes: an involvement status detection means for detecting that a first player character associated with the first player terminal and a second player character associated with the second player terminal have reached a given involvement status in the shared game space; a special game space setting means for setting a special game space in which the first player character and the second player character that have entered the involvement state can exist when the involvement state detection means detects that the involvement state has occurred; a game play control means for performing game play control for each of the player terminals, which, when detection is made by the participation status detection means, performs, as game play control in the special game space, a first game play control set in accordance with game play specifications of the first player terminal for the first player terminal, and a second game play control set in accordance with game play specifications of the second player terminal for the second player terminal; Equipped with A player terminal that performs control to generate and display a game play image based on data required for generating the game play image received from the server system.
16. A method for providing an online game in which each player enjoys playing a game in a shared game space by controlling a player character using a player terminal, comprising: The player terminals include a first player terminal having different game play specifications and a second player terminal having game play specifications inferior to those of the first player terminal; an involvement status detection step of detecting that a first player character associated with the first player terminal and a second player character associated with the second player terminal have reached a given involvement status in the shared game space; a special game space setting step of setting a special game space in which the first player character and the second player character that have entered the involvement status can exist when the involvement status is detected in the involvement status detection step; a game play control step of performing game play control for each of the player terminals, which, when detected in the participation status detection step, performs, as game play control in the special game space, a first game play control set in accordance with game play specifications of the first player terminal for the first player terminal, and a second game play control set in accordance with game play specifications of the second player terminal for the second player terminal; The method of provision includes:
Citation Information
Patent Citations
Video data accuracy adjustment method and adjustment system linked to video signal processing capability of terminal means
JP2007520925A
Game system, game controller, method for controlling game controller, game device, method for controlling game device, and program
JP2014073266A
Web server device and program distribution method
JP2014086047A
Server and method for providing game
JP2015035997A
Information processing system, information processing method, information processing device, and information processing program
JP2017068743A