Game program and game system

The game system adjusts multiplayer game conditions to connect neighboring users in areas with low population density, ensuring continuous gameplay and user interaction.

JP7623621B2Active Publication Date: 2025-01-29CAPCOM CO LTD
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Patent Information

Application Number
JP2024010597
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-26
Publication Date
2025-01-29
Estimated Expiration
2040-02-21

AI Technical Summary

Technical Problem

Multiplayer games between neighboring users fail to function in areas with a small user population, reducing game excitement.

Method used

A game system and program that allows multiplayer games within a specified distance range, adjusting matching conditions based on user population density, elapsed time, and location information to facilitate connections between neighboring users.

Benefits of technology

Enables multiplayer gaming with neighboring users even in areas with a small user population, enhancing game engagement and communication opportunities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system and a game program for enabling a user to enjoy a multi-player game with a neighborhood user even in an area having small user population.SOLUTION: A game program relating to the present invention causes a computer to function as: information processing means for receiving matching request information and position information for specifying positions of game devices in a real space from the game devices; and matching means for matching game devices with each other, the position information of which is within a prescribed distance range in the real space among the game devices transmitting the matching request information, causing the game devices to execute a multi-player game in the case that the total number of player characters corresponding to the matched game devices is a prescribed number, and resuming the matching after changing the prescribed distance range so as to be large in the case that the total number of player characters does not reach the prescribed number.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a game system and a game program that, when online communication is possible, allows a user to enjoy multiplayer games with nearby users even in areas with a small user population. [Background technology]

[0002] There is known a multiplayer game in which multiple users are matched together to play a multiplayer game (communication game) (see Patent Document 1). In this multiplayer game, a user selects a quest with a specified condition for completion (such as hunting a specific monster) and requests a server device to match with other users. In response, the server device matches users (game devices) that are requesting matching at the same time. This allows the matched users (game devices) to cooperate with each other to enjoy the multiplayer game, such as completing a quest.

[0003] In recent years, such multiplayer games have also become available for users who live in the same neighborhood to enjoy playing the game together. Users who participate in such a multiplayer game with other users who live in the same neighborhood may feel a stronger sense of teamwork and may be able to enjoy the game more than in a normal multiplayer game.

[0004] Here, nearby users refer to users who are determined to be in a specified area based on location information detected using, for example, the GPS function of a game device, or users who are determined to be within a specified physical distance. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2013-176472 A DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]

[0006] However, in areas where the user population of the game is relatively small, there may be few or no local users, and the number of local users required to play a multiplayer game between local users may not be gathered, or may not even be recruited. In this case, the multiplayer game between local users may not function properly, resulting in a problem of reduced interest in the game.

[0007] An object of the present invention is to provide a game program and a game system that, when online communication is possible, allows a user in an area with a small user population to enjoy a multiplayer game with nearby users. [Means for solving the problem]

[0008] A first aspect of the present invention includes a plurality of game devices for executing a multiplayer game in which a multiplayer game can be played in a virtual space based on an operation by a user within a predetermined distance range; a game program for causing a server device in a game system, the server device being connected to the plurality of game devices via a network, to function as a predetermined means, The game device comprises: a game control unit that controls the actions of player characters in the virtual space based on an operation of the user and executes the multiplayer game; and a communication unit that transmits matching request information with other game devices and location information of the game device to the server device; Equipped with The server device, an information processing means for receiving the matching request information and the location information; and a matching means for matching the game devices which have transmitted the matching request information with each other when a total number of the player characters corresponding to the game devices which have transmitted the matching request information within the predetermined distance range reaches a predetermined number; Function as a when the total number of the player characters does not reach a predetermined number, the matching means changes the matching condition by increasing the value of the predetermined distance range from an initial state to a first predetermined value, and then resumes matching. It is a game program.

[0009] A second aspect of the present invention provides a system for playing a multiplayer game in a virtual space based on user operations within a predetermined distance range, comprising: a game program for causing a server device in a game system, the server device being connected to the plurality of game devices via a network, to function as a predetermined means, The game device comprises: a game control unit that controls the actions of player characters in the virtual space based on an operation of the user and executes the multiplayer game; and a communication unit that transmits matching request information with other game devices and location information of the game device to the server device; Equipped with The server device, an information processing means for receiving the matching request information and the location information; and a matching means for matching the game devices which have transmitted the matching request information with each other when a total number of the characters corresponding to the game devices which have transmitted the matching request information within the predetermined distance range reaches a predetermined number; Function as a when the total number of the player characters does not reach a predetermined number, the matching means changes the matching conditions by rewriting the position information of the game device which has transmitted the matching request information to different position information, and then resumes matching. It is a game program.

[0010] Also, in the first or second invention, the server device can further function as an elapsed time counting means for counting the elapsed time since the start of the matching, and when the elapsed time reaches or exceeds a predetermined time while the matching is not established, the matching means can change the matching conditions by increasing the value of the predetermined distance range from an initial state to a first predetermined value, and then resume matching.

[0011] Also, in the first or second invention, when a specified item is used in the game based on the user's operation during matching, the matching means can change the matching conditions to increase the value of the specified distance range from an initial state to a first specified value and then resume matching.

[0012] Also, in the first invention, if a predetermined time or more has elapsed since the matching was resumed while the matching was not established, the matching means can change the matching conditions by increasing the value of the predetermined distance range to a second predetermined value greater than the first predetermined value, and then resume matching.

[0013] In addition, in the second invention, the server device can further function as a match establishment counting means for counting the number of times the match has been established for each specified region, and the matching means can rewrite the other location information to location information of any of the regions in which the number of times the match has been established is equal to or greater than a specified number.

[0014] In the second invention, the matching means can rewrite the different location information to location information of a region selected based on an operation of the user.

[0015] Also, in the first invention, the matching means counts the number of times the matching is restarted, and when the number of times the matching is restarted reaches a predetermined number or more, a non-player character can be allowed to participate in the matching.

[0016] In the first or second invention, the game device or the server device has a storage unit that stores information on the matching conditions changed when the matching means resumes the matching (hereinafter, changed matching condition information), When the changed matching condition information is stored in the memory unit, the matching means performs matching based on the changed matching condition information, and when the total number of the player characters reaches a predetermined number, completes the matching, and when the total number of the player characters does not reach the predetermined number, further changes the changed matching condition information and resumes the matching.

[0017] A third invention is a game system comprising: a game device that receives an operation signal from a user to an operation unit and executes a game; and a server device that includes a memory unit that stores the game program described in the first or second invention and executes the game program. Effect of the Invention

[0018] According to the present invention, it is possible to provide a game system and program that allows users to enjoy multiplayer games with local users even in areas with a small user population. [Brief description of the drawings]

[0019] [Figure 1] 1 is a block diagram showing the hardware configuration and functional configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of account information at the time of matching in the present embodiment. [Diagram 3] 10 is a flowchart showing the flow of a matching process in the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] [Embodiment] A game system 1 according to an embodiment of the present invention will be described with reference to the drawings. The game system 1 of the present invention executes matching for a multiplayer game in which, for example, multiplay can be performed on the home game devices 3.

[0021] In the multiplayer game described in this embodiment, users control any character (hereinafter, player character) to fight against enemy characters in a virtual space. Hereinafter, the present invention will be described using as an example a multiplayer game in which, when four nearby users (hereinafter, sometimes simply referred to as "users") are matched within a predetermined distance range, these users cooperate with each other to fight against a common enemy character. An example of such a game is an action hunting game in which multiple hunters (player characters) fight against monsters (enemy characters).

[0022] Here, within a predetermined distance range refers to, for example, within a 2 km radius from the current location of the game device 3 of the host user in the real world in which the users live. In the following, the present invention will be described using as an example the predetermined distance range within a 2 km radius from the current location of the game device 3 of the host user.

[0023] <Hardware configuration> With reference to FIG. 1, a hardware configuration of a server device 2 that realizes a game system 1, and a hardware configuration of a plurality of game devices 3 that are communicatively connected to each other via this server device 2 will be described.

[0024] Each game device and each user is assigned different account information (unique identification information). An ID (identification code) is assigned to each piece of account information. When each game device 3 communicates with the server device 2 via the communication network 4, the account information is transmitted from this game device 3. The transmitted account information is subjected to a predetermined authentication by the server device 2. This enables communication between the server device 2 and each game device 3.

[0025] <About the server device> The server device 2 includes a control unit 20, a storage unit 21, and a network interface 22.

[0026] The storage unit 21 and the network interface 22 are connected to the control unit 20 of the server device 2 via a bus 200 .

[0027] The control unit 20 controls the operation of the server device 2 .

[0028] The storage unit 21 is mainly composed of a hard disk drive (HDD), a random access memory (RAM), and a read only memory (ROM).

[0029] The memory unit 21 stores, for example, game programs and data for executing a multiplayer game, an information processing module for realizing the game system 1 of the present invention, a quest generation module and data on candidate quest content, a matching module, an elapsed time counting module, and various data (for example, data related to each module, regional information by city, town, and village (hereinafter referred to as regional information), map data, etc.).

[0030] The information processing module is a module that processes transmission and reception of data necessary for game progress between each game device 3, and is a module that receives, for example, matching request information and position information, which will be described later. In addition, the information processing module is a module that authenticates the account information by using the account information transmitted from the game device 3.

[0031] The quest generation module is a module that randomly sets quest contents based on data of quest content candidates, and generates quest content information.

[0032] Here, the quest content refers to the type of main monster that appears in the quest, the number of times it appears, the type of sub-monster that appears, the stage, and events that occur, etc. And the quest content candidates refer to quest content that can be appropriately determined as the quest content by the quest content generation program.

[0033] The information about the user is data indicating the user's account information, user information, player character information, and the like.

[0034] The matching module is a module that performs a process of determining whether or not matching request information from a user has been received via the information processing module.

[0035] In addition, the matching module is a module that performs processing to associate matching request information received via the information processing module based on location information received and processed by the information processing module when the total number of characters of users participating in the multiplay (multiplayer game) related to a quest is set in advance to a predetermined number ("4" in this embodiment).

[0036] In addition, the matching module is a module that performs matching processing between game devices 3 that have transmitted matching request information when the number of characters corresponding to game devices 3 that have transmitted matching request information within a specified distance range reaches a predetermined number ("4" in this embodiment).

[0037] In addition, the matching module is also a module that, if a predetermined time or more has elapsed without matching being established, changes the matching conditions by increasing the value of the predetermined distance range from the initial state (for example, within a radius of 2 km from the host game device 3) to a first predetermined value (for example, a radius of 4 km from the host game device 3), and then resumes matching.

[0038] In addition, if a predetermined time has elapsed since matching was resumed and no matching has been established, the matching module also changes the matching conditions by increasing the value of the predetermined distance range to a second predetermined value (e.g., a radius of 8 km from the host game device 3) greater than the first predetermined value (e.g., a radius of 4 km from the host game device 3), and then resumes matching.

[0039] The network interface 22 is connected to the communication network 4 in order to transmit and receive data between the server device 2 and each game device 3.

[0040] <Functional configuration of the control unit of the server device> The control unit 20 of the server device 2 functions as an information processing means 201, a quest generation module 202, a matching means 203, and an elapsed time counting means 204 by executing the information processing module, the quest generation module, the matching module, the count module, the non-player character participation module, and the game program.

[0041] The information processing means 201 transmits and receives data related to a current location, data related to matching, data related to quest content generation, and data necessary for the progress of the multiplayer game between each game device 3. In addition, the information processing means 201 uses account information transmitted from the game device 3 to authenticate the account information.

[0042] For example, the information that the information processing means 201 receives from each game device 3 includes current location information, player character movement information based on user operation, matching request information, user account information, game device account information, user information, and player character information.

[0043] The current location information includes information obtained from location services such as GPS.

[0044] The matching request information includes information as to whether the user is requesting matching as a host user or a guest user.

[0045] The account information includes game device identification information set for the game device 3 and user identification information set for the user. The game device identification information and the user identification information are unique identification codes (IDs).

[0046] The user information includes user rank information, which is a so-called player rank or player level that increases when the user operates a player character to fight and win against enemy characters in the virtual space.

[0047] The player character information includes the type of player character selected by the user, rank information of that player character, and equipment set for that player character.

[0048] The type of player character is the type of player character that the user operates in a multiplayer game. For example, the user can select one or more characters to use from a plurality of selectable characters such as "Hunter A" and "Hunter B."

[0049] The rank information of the player character is a so-called character rank or character level that increases when the user operates the player character to fight and defeat enemy characters in the virtual space or to strengthen the player character.

[0050] The equipment set for the player character includes weapons (great sword, hammer, bow, etc.), armor (head armor, body armor, arm armor, leg armor, etc.), and items (decorations, pickaxe, insect net, etc.) equipped to the player character.

[0051] The information that the information processing means 201 transmits to each game device 3 includes the quest contents (the type of main monster and its number of appearances, the type of sub-monster and its number of appearances, the stage, and the events that occur, etc.) and information related to matched users (game devices 3) that is necessary for communication to play a multiplayer game.

[0052] The quest generation means 202 determines, for example, the type and number of main monsters that appear in a quest of a multiplayer game, the type and number of sub-monsters that appear, the stage, and the events that occur, either randomly or based on the user's operation.

[0053] The matching means 203 determines whether or not matching request information has been received from a user by the information processing means 201 .

[0054] In addition, when the total number of characters of users participating in a multiplay (multiplayer game) related to a quest in the area is set in advance to a predetermined number ("4" in this embodiment), the matching means 203 associates the matching request information received via the information processing means 201 based on the location information received and processed by the information processing means 201, and stores it in the memory unit 21.

[0055] Furthermore, the matching means 203 determines whether or not matching request information has been received from a user by the information processing means 201 .

[0056] In addition, when the matching means 203 determines that the information processing means 201 has received matching request information from a user, it matches a player character corresponding to the user (game device 3) by transmitting to the user (host game device 3) a matching room ID (session information) and account information of each game device 3 that will be a guest and is located within a predetermined distance range (for example, within a radius of 2 km from the host game device 3).

[0057] Specifically, in response to a request from a host user (host game device) who wishes to participate in a multiplayer game, the matching means 203 generates a session (room) in which four player characters including the host user's player character can participate. Then, the matching means 203 adds to this session each of the player characters corresponding to three guest users (guest game devices) within a predetermined distance range (for example, within a 2 km radius from the host game device 3) who wish to participate in the session.

[0058] At this time, the information processing means 201 transmits the account information and IP address of each game device to each game device 3. The multiplayer game may be either a client-server type multiplayer game or a P2P type multiplayer game. In addition to a multiplayer game in which the server device 2 performs matching, it may be an ad-hoc mode game played with users (game devices 3) within a communication area by short-distance communication. The same applies below.

[0059] The elapsed time counting means 204 counts the elapsed time from the start of matching for each matching, and stores information on the elapsed time obtained by counting in the storage unit 21.

[0060] Here, the matching means 203 normally performs the matching described above, but not only is matching infrequent, but even if matching is started, matching may not be achieved if the specified number of characters required to perform the quest are not available for a specified period of time (a specified number or more of matching request information has not been received from a specified number of game devices 3 for a specified period of time).

[0061] At this time, if the elapsed time reaches or exceeds a predetermined time (e.g., one minute) while no matching has been established, the matching means 203 changes the matching conditions by increasing the value of the predetermined distance range from the initial state (e.g., within a radius of 2 km from the host game device 3) to a first predetermined value (e.g., within a radius of 4 km from the host game device 3), and then resumes matching.

[0062] Furthermore, if the elapsed time after resuming matching reaches a predetermined time (e.g., one minute) or more without matching being established, the matching means 203 changes the matching conditions by increasing the value of the predetermined distance range from the first predetermined value (e.g., within a radius of 4 km from the host game device 3) to a second predetermined value (e.g., within a radius of 8 km from the host game device 3), and then resumes matching.

[0063] A specific example of matching by the matching means 203 will be described below. For example, the matching means 203 generates a session (room) in which a quest can be performed when four player characters are gathered, in response to a request from a host user (host game device) who wishes to participate in a multiplayer game. When this matching is started, the matching means 203 notifies nearby users via the game device 3 that matching for the multiplayer game is possible.

[0064] Then, for example, when a matching request is made from a guest user (guest game device 3) who wishes to participate in the session based on an operation of a nearby user who has become aware of the match-seeking announcement via the game device 3, the matching means 203 adds a player character corresponding to the guest user to the session in response to the request.

[0065] At this time, if there is no matching request from the third user (third game device 3) and the fourth user (fourth game device 3) even after a predetermined time (e.g., one minute) has elapsed, the matching means 203 changes the matching conditions by increasing the value of the predetermined distance range from the initial state (e.g., within a radius of 2 km from the host game device 3) to a first predetermined value (e.g., within a radius of 4 km from the host game device 3), and then resumes matching.

[0066] Then, if a matching request is made from a third user (third game device 3) and a fourth user (fourth game device 3) within a predetermined time (for example, one minute), the matching means 203 adds player characters corresponding to the third and fourth guest users to the session in response to the requests.

[0067] On the other hand, if there is no matching request from the third user (third game device 3) and the fourth user (fourth game device 3) within a specified time (e.g., one minute), the matching conditions are changed to increase the value of the specified distance range to a second specified value (e.g., within a radius of 8 km from the host game device 3) greater than the first specified value (e.g., within a radius of 4 km from the host game device 3), and matching is then resumed.

[0068] Then, if a matching request is made from a third user (third game device 3) and a fourth user (fourth game device 3) within a predetermined time (for example, one minute), the matching means 203 adds player characters corresponding to the third and fourth guest users to the session in response to the requests.

[0069] In this way, when there is a shortage of guest users, the matching means 203 expands the search range by a predetermined distance range (e.g., a radius of 2 km) every predetermined time (e.g., 1 minute), gradually increasing the number of guest users who can participate in matching compared to the initial state.

[0070] In this embodiment, a system will be described in which the server device 2 performs matching, and then a plurality of game devices 3 execute a game in a P2P manner. In this embodiment, user account information will be taken as an example of information related to a user.

[0071] <About game devices> A monitor 330, a speaker 340, and a controller 350 are externally connected or built into the game device 3. In this game device 3, a game progresses based on a game program and data read from a storage medium or the like. In addition, the game device 3 can communicate data with other game devices 3 and the server device 2 via a communication network 4 such as the Internet or wireless LAN communication.

[0072] The game device 3 includes a control unit 30, a storage unit 31, a network interface 32, a graphics processing unit 33, an audio processing unit , and an operation unit .

[0073] The memory unit 31 , the network interface 32 , the graphics processing unit 33 , the audio processing unit 34 , and the operation unit 35 are connected to the control unit 30 via a bus 300 .

[0074] The control unit 30 controls the operation of the game device 3 .

[0075] The storage unit 31 is mainly composed of a HDD, a RAM, and a ROM. The storage unit 31 stores, for example, a game program and data for executing a multiplayer game.

[0076] The network interface 32 is connected to a communication network 4 in order to transmit and receive data to and from the other game devices 3 and the server device 2. This allows a multiplayer game to be played synchronously within the same game space.

[0077] The graphics processing unit 33 renders game images including the virtual space and each character in a moving image format in accordance with instructions from the control unit 30. The game images rendered in a moving image format by the graphics processing unit 33 are displayed on the monitor 330 as a game screen.

[0078] The audio processing unit 34 plays and synthesizes digital game sounds according to instructions from the control unit 30. A speaker 340 is also connected to the audio processing unit 34. The game sounds are output from the speaker 340 to the outside.

[0079] The operation unit 35 is connected to the controller 350 attached to the game device 3 by wire or wirelessly, and is capable of transmitting and receiving data related to operation inputs. A user inputs operation signals to the game device 3 by operating operators (not shown) such as buttons provided on the controller 350.

[0080] <Functional configuration of the control unit of the game device> The control unit 30 of the game device 3 functions as a game control means 301 and a communication means 302 by executing a game program that has been downloaded (installed) to a storage medium inserted into the game device 3 or to the memory unit 31 of the game device 3.

[0081] The game control means 301 reads data such as objects and textures included in the game data from the storage unit 31, and generates a two-dimensional or three-dimensional virtual game space. Furthermore, the game control means 301 generates a virtual space, and places non-player characters such as a player character and an enemy character in the virtual space.

[0082] Furthermore, the game control means 301 controls the actions of the player's character and the actions of enemy characters in the virtual space according to operation signals to a controller 350 connected to the player's game device 3 and the progress of the game.

[0083] In progressing a multiplayer game, a communication means 302, which will be described later, receives an operation signal from a controller 350 connected to another game device 3 via the server device 2 or the host game device. Based on the signal, a game control means 301 controls the actions of not only the player's own character but also the characters of other players.

[0084] The game control means 301 generates information for displaying the virtual space and characters as a game screen on the monitor 330. In accordance with this information, the graphics processing unit 33 draws game images.

[0085] For example, based on a user's operation, the communication means 302 transmits player character action information based on the user's operation, matching request information, user account information, user information, and player character information to the server device 2. In addition, the communication means 302 receives matching completion information and quest content data from the server device 2.

[0086] Furthermore, the communication means 302 transmits and receives data required for the progress of the multiplayer game between the other game devices 3 and the server device 2.

[0087] <About the matching process> The matching process of the server device 2 will be described with reference to FIG. 2 and FIG.

[0088] FIG. 2 is a diagram showing account information when matching is performed under normal circumstances, and FIG. 3 is a flowchart showing the flow of matching processing according to this embodiment.

[0089] 2, account information is set for each user, and when normal matching, which will be described later, is performed, information indicating whether the user is a host or a guest is associated by the matching means 203 and stored in the storage unit 21 of the server device 2. The account information for User1 is "12345", the account information for User2 is "67890", the account information for User3 is "76543", and the account information for User4 is "99009".

[0090] The flow of the matching process of the server device 2 will be described with reference to FIG.

[0091] First, the matching means 203 determines, by the information processing means 201, whether or not matching request information has been received from any game device 3 within a predetermined time, that is, whether or not a matching request (host) has been made within the predetermined time (step S1).

[0092] In step S1, if the matching means 203 determines that there is no matching request (host) (step S1: NO), the matching process ends.

[0093] On the other hand, in step S1, if the matching means 203 determines that a matching request (host) has been made within a predetermined time (step S1: YES), the matching means 203 determines the player character corresponding to the user of the game device 3 that made the matching request (host) as the host of the matching (step S2).

[0094] Next, the quest generating means 202 reads out data of quest content candidates stored in the storage unit 21 of the server device 2 (step S3).

[0095] Then, the quest generating means 202 determines the quest content selected based on the operation of the game device 3 of the user corresponding to the host player character as the quest to be performed after the current matching by the matching means 203 (step S4).

[0096] Next, the matching means 203 generates a session with the player character corresponding to the user of the game device 3 that made the matching request (host) as the host. Then, based on the position information of the game devices 3 other than the host, the matching means 203 notifies the other game devices 3 present within a predetermined distance range (for example, a radius of 2 km) from the position information of the host game device 3 that a session has been generated (that matching is possible). At this time, the quest generation means 202 transmits (notifies) to the game devices 3 (the host game device or all notified game devices) the quest content selected by the user's operation or automatically determined by the quest generation means 202 (step S5).

[0097] Next, the matching means 203 judges whether or not three matching requests (guests) other than the matching request (host) have been received within a predetermined time (step S6).

[0098] In step S6, if the matching means 203 determines that three matching requests (guests) have been made within a predetermined time (step S6: YES), the matching means 203 adds each of the player characters corresponding to the users of the game devices 3 that made the matching requests (guests) to the session (step S7).

[0099] Specifically, the matching means 203 reads out, for example, the account information of "12345," "67890," "76543," and "99009" corresponding to each user shown in FIG. 2 as the four matched account information, and adds them to the session.

[0100] After a series of steps like this are performed, the matching process ends.

[0101] On the other hand, in step S6, if the matching means 203 determines that there have not been three matching requests (guests) within the specified time (step S6: NO), the matching means 203 increases the value of the specified distance range (e.g., a radius of 2 km) (e.g., a radius of 4 km) to expand the search range (step S8).

[0102] Then, in step S9, based on the location information of the game devices 3 of users who have not yet participated in the matching, the other game devices 3 that are present within a predetermined distance range (for example, a radius of 4 km) from the location information of the host game device 3 are notified that a session has been generated (that matching is possible).

[0103] Next, the matching means 203 judges whether or not four matching requests (one host and three guests) have been received within a predetermined time (step S10).

[0104] In step S10, if the matching means 203 determines that four matching requests (one host and three guests) have been received within a predetermined time (step S10: YES), the matching means 203 adds to the session each of the player characters corresponding to the users of the game devices 3 that made the matching requests (guests) (step S11).

[0105] Specifically, the matching means 203 reads out, for example, the account information of "12345," "67890," "76543," and "99009" corresponding to each user shown in FIG. 2 as the four matched account information, and adds them to the session.

[0106] After a series of steps like this are performed, the matching process ends.

[0107] On the other hand, if in step S10 the matching means 203 determines that four matching requests (one host and three guests) have not been received within the specified time (step S10: NO), the matching means 203 increases the value of the specified distance range (e.g., a radius of 4 km) (e.g., a radius of 8 km) to further expand the search range (step S8).

[0108] That is, steps S8 to S10 are repeated until the matching means 203 determines in step S10 that four matching requests (one host and three guests) have been received within a predetermined time.

[0109] The progress of the multiplayer game is managed by the game device 3 (host game device). Each game device 3 communicates with each other to send and receive information necessary for the progress of the game. In this way, the multiplayer game is executed on each game device 3 in accordance with the quest contents.

[0110] Furthermore, when a quest achievement condition is met or the game is over in the multiplayer game, the game device 3 (the host game device or all matched game devices) transmits that information to the server device 2.

[0111] In summary, the present invention provides a system including: a plurality of game devices 3 for executing a multiplayer game in which users can play a multiplayer game in a virtual space based on their operations within a predetermined distance range; A game system including a server device 2 connected to a plurality of game devices 3 via a network, The game device 3 is a game control unit 301 that controls the actions of player characters in the virtual space based on the user's operation and executes the multiplay; and a communication unit 302 for transmitting matching request information with other game devices and location information of the game device to the server device; Equipped with The server device 2 includes: an information processing unit 201 that receives the matching request information and the location information; and a matching means 203 for matching the game devices 3 which have transmitted the matching request information with each other when the total number of the player characters corresponding to the game devices 3 which have transmitted the matching request information within the predetermined distance range reaches a predetermined number; Function as a the matching means 203, when the total number of the player characters does not reach a predetermined number, changes the matching condition by increasing the value of the predetermined distance range from the initial state to a first predetermined value, and then resumes matching; It is a game system.

[0112] [Effects of the invention] According to the game system of this embodiment, when online communication is possible, users can enjoy playing multiplayer games with nearby users even in areas with a small user population.

[0113] Furthermore, the game system of this embodiment can provide an opportunity to communicate with local users who have met through a multiplayer game.

[0114] [Other embodiments] In the above embodiment, an example is described in which the server device 2 and the game device 3 are separate computers, but the embodiment of the present invention is not limited to this. That is, if necessary, a host game device, which is the game device 3 of the host user, may play the role of the server device 2 in the above embodiment.

[0115] The control means and processing procedure described in Fig. 3 are merely examples, and the embodiment of the present invention is not limited to these. The processing procedure and the like can be appropriately modified in design without departing from the gist of the present invention.

[0116] In a client-server type multiplayer game and an ad-hoc mode multiplayer game, part of the flow shown in FIG. 3 differs from this embodiment.

[0117] When a client-server type game system is adopted, the control unit 20 of the server device 2 executes a program including an information processing module, a quest generation module, a matching module, a counting module, a non-player character participation module, etc., as well as a game program, thereby functioning as information processing means, quest generation means, matching means, counting means, and non-player character participation means. In this case, the control unit 20 does not need to transmit quest content selected by a user's operation or automatically determined by the quest generation means to each game device 3. In a client-server type multiplayer game, the server device 2 executes the progress of the game.

[0118] In addition, when an ad hoc mode game system is adopted, the control unit 30 of the host game device functions as an information processing means, a quest generation means, a matching means, a counting means, and a non-player character participation means by executing a program including an information processing module, a quest generation module, a matching module, a counting module, and a non-player character participation module, as well as a game program.

[0119] In other words, according to the ad hoc mode game system, the present invention is a program that causes a computer (server device 2 or host game device 3) connected to a game device 3 via a network to function as an information processing unit that receives matching request information from the game device 3, a matching unit that matches a plurality of the game devices 3 with each other based on the received matching request information, a quest generation unit that determines the content of a quest for a multiplayer game, a counting means that counts the number of times matching is established, and a non-player character participation means.

[0120] In addition, in the above embodiment, an example is described in which a home game device is used as the game device 3, but the embodiment of the present invention is not limited to this. For example, the present invention can also be realized using an arcade game cabinet provided in game centers. In addition, a mobile terminal device such as a smartphone equipped with a touch panel (operation unit) can also be used as the game device 3.

[0121] In the above embodiment, an action hunting game is described as an example of a multiplayer game, but the embodiment of the present invention is not limited to this. The present invention can be applied to various types of multiplayer games, such as shooting games, role-playing games, simulation games, board games, and puzzle games.

[0122] In the above embodiment, the number of player characters operated by the user in one multiplayer game (quest) has been described as one, but this is not limited thereto. For example, the number of player characters operated by the user may be multiple (five), and the five characters may be set as a so-called deck to play a multiplayer game in which the user fights against enemy characters.

[0123] Furthermore, the matching means in the above embodiment may, if the total number of player characters does not reach a predetermined number, rewrite the location information of the game device 3 (host) that transmitted the matching request information to another location information (for example, information of an urban area or an area with many active users) (which may be temporarily rewritten (for example, between matching and the end of multiplay)) and then resume matching. In this way, even if matching cannot be established in the location where the host user is, a user from another area can be welcomed as a guest and matching can be performed.

[0124] Furthermore, the server device 2 in the embodiment may also function as a matching establishment counting means for counting the number of times matching has been established for each predetermined area (for example, a city, town, village, or an area divided into a grid of 5 km squares). In this case, the matching means 203 may rewrite the other location information to the location information of any of the areas where a predetermined number of matchings have been established or more. This allows matching to be performed by welcoming a user from an area where a large number of matchings have been established as a guest, even if matching is not established in the location where the host user is present. In other words, it is possible to make it easier to establish a match.

[0125] Furthermore, the matching means 203 in the above embodiment may rewrite the different location information to location information of an area selected based on a user's operation. This allows the user to at least temporarily rewrite the location information of the game device 3 that the user operates at his / her own will. For example, by temporarily rewriting the location information of the user's own game device 3 to an urban area or an area with many active users, matching becomes more likely to be established.

[0126] Furthermore, the matching means 203 in the embodiment may be configured to, when a predetermined item is used in the game based on a user's operation during matching, change the matching conditions by increasing the value of the predetermined distance range from the initial state to a first predetermined value, and then resume matching. This allows a user from another region to be welcomed as a guest at any time and matching to be performed, as long as the player character of the host user has the predetermined item in the game.

[0127] Furthermore, the matching means 203 in the above embodiment may count the number of times matching is restarted, and when the number of times matching is restarted reaches a predetermined number or more, may allow a non-player character to participate in this matching.

[0128] In the above embodiment, the case where player characters corresponding to four people are matched has been described as an example, but the present invention is not limited to this. For example, only player characters corresponding to two or three people may be matched, or player characters corresponding to five or more people may be matched. Furthermore, the matching of these player characters may include one or more non-player characters.

[0129] In the above embodiment, the quest generation means 202 determines the quest content selected based on the operation of the game device 3 of the user corresponding to the host player character as the quest to be performed after matching. Alternatively, the quest may be determined while the users chat with each other in the game via the game device 3 after matching.

[0130] Furthermore, the game device or the server device may have a storage unit that stores information on the matching conditions changed by the matching means 203 when resuming the previous matching (hereinafter, changed matching condition information). When changed matching condition information is stored in the storage unit, the matching means 203 may be capable of performing matching based on the changed matching condition information. That is, the matching means 203 performs matching based on the changed matching condition information, and completes matching when the total number of player characters reaches a predetermined number, and can further change the changed matching condition information and resume matching when the total number of player characters does not reach the predetermined number.

[0131] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0132] 1. Game System 2. Server device (computer) 201 Information processing means (information processing unit) 202 Quest generation means (quest generation unit) 203 Matching means (matching section) 204 Elapsed time counting means (elapsed time counting unit) 3. Game device (computer) 301 Game Control Means 302 Communication means (communication department) 4. Communication Network (Network)

Claims

1. Computer, an information processing means for receiving matching request information from a game device and position information that identifies a position of the game device in real space; a matching means for matching, among the game devices which have transmitted the matching request information, the game devices according to the location information for each city, town, or village in the real space, causing the game devices to execute a multiplayer game when a total number of player characters corresponding to the matched game devices reaches a predetermined number, and, if the total number of player characters does not reach the predetermined number, changing the city, town, or village area used for the matching to another city, town, or village area where matching has been established a predetermined number or more, and then resuming the matching; A game program that functions as a

2. The matching means changes the area of ​​the other city, town, or village to an area selected based on a user's operation, and then resumes the matching. The game program according to claim 1 .

3. When the total number of the player characters does not reach the predetermined number, the matching means changes the area of ​​the other city, town, or village to an area of ​​a predetermined urban area and then resumes the matching. The game program according to claim 1 .

4. A game device which receives an operation signal input by a user to an operation unit and executes a game; A server device including a storage unit that stores the game program according to any one of claims 1 to 3 and that executes the game program; A game system comprising:

Citation Information

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