GAME SYSTEM, GAME PROCESSING METHOD, AND GAME PROGRAM

By introducing multiple gaming devices and servers into the virtual game space, the problem of insufficient multiplayer opponents in online multiplayer games is solved, and more efficient player matching and network load management is achieved, while enhancing visual perception of other players.

JP7626799B2Active Publication Date: 2025-02-04NINTENDO CO LTD
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Patent Information

Application Number
JP2023099932
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-19
Publication Date
2025-02-04
Estimated Expiration
2043-06-19

AI Technical Summary

Technical Problem

In the existing online multiplayer game, players can only match players in the hall in the virtual hall, resulting in insufficient multiplayer opponents and increasing network processing load.

Method used

By introducing multiple game devices and servers in the virtual game space, players are allowed to match after selecting the game stage. The match is not limited to players in the lobby, and other player positions are displayed in the virtual game space, increasing the chance of matching.

Benefits of technology

マルチプレイヤーの対戦相手の数を効果的に増やし、ネットワーク処理負荷を減らし、プレイヤーが他のプレイヤーの存在を明確に認識できるようにします。

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system, a game processing method, and a game program that can prevent situations with limited availability of players for multiplayer games.SOLUTION: A game device connects to a first another game device group based on the result of a first matching process, and depicts a first virtual game space. While the first virtual game space is displayed, if playing a predetermined stage is selected, a second matching process is performed. In the second matching process, the game device is matched with a second another game device group, consisting of one or more other game devices which are selected, not limited to the first other game device group matched by the first matching process.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present disclosure relates to matching processing in online multiplayer games. [Background technology]

[0002] Conventionally, there is known a game system for playing a multiplayer game that provides a virtual lobby as a meeting place for players. In addition, when a player performs an operation to instruct the creation of a matching room in the lobby, an area visible to other players is set at the current position of the player character, and when the player character of another player enters the area, matching with the other player is performed (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-037305 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above games, matching is only performed between players in the lobby. In other words, the players who can be matched are limited to those in the lobby. Therefore, there may be situations where there are not enough players to play multiplayer games with. Also, if you try to include more players in the lobby in order to increase the number of players who can be matched with, the processing load on the network and other systems will increase accordingly. [Means for solving the problem]

[0005] In order to solve the above problems, for example, the following configuration examples are given.

[0006] (Configuration 1) Configuration 1 is a game system including a game device connected to a network, a plurality of other game devices connected to the network, and a server. In a first mode, a computer of the game device transmits a request for a first matching process to the server, connects the game device to a first group of other game devices based on a result of the first matching process received from the server, arranges and draws in a first virtual game space at least a part of a player's character whose movement is controlled based on an operation of a player of the game device and a group of other player characters whose movement is controlled based on data acquired from each of the other game devices included in the first group of other game devices, executes a stage selection process for selecting a predetermined game stage from a plurality of game stages in response to an operation of a player of the game device while the first virtual game space is being displayed, and transitions to a second mode in response to the execution of the stage selection process. Furthermore, in the second mode, the first game device transmits a request for a second matching process to the server, and based on the result of the second matching process received from the server, connects the game device to a second group of other game devices, and places and depicts at least a part of the player's own character and the group of other player characters operated by players of each of the other game devices included in the second group of other game devices in a second virtual game space corresponding to the stage selected by the stage selection process. Then, in response to receiving the request for the first matching process from the game device, the server computer matches the game device with a first group of other game devices selected from the multiple other game devices as the first matching process, and transmits the result of the first matching process to the game device. In addition, in response to receiving a request for a second matching process from the game device, as the second matching process, one or more other game devices selected from the multiple other game devices, without being limited to the first other game device group matched by the first matching process, are matched with the game device as a second other game device group, and the result of the second matching process is transmitted to the game device.

[0007] According to the above configuration, for example, when a player selects a stage to play in a first virtual game space such as a "lobby" in an online multiplayer game, the matching of members to play the stage in multiplayer can be performed not only with other players in the first virtual game space. This can prevent a situation in which there are not enough players to play multiplayer with. In addition, since the characters of other players can be displayed, the presence of other players can be visually and easily conveyed to the player.

[0008] (Configuration 2) Configuration 2 may be such that, in the above configuration 1, a game stage associated with one of a plurality of stage objects placed in a first virtual space is selected by moving a player character to the one of the stage objects placed in the first virtual space.

[0009] According to the above configuration, the action of the player character is performed such that the player character moves to the stage object, which makes it easier to visually grasp which player has selected which stage.

[0010] (Configuration 3) Configuration 3 may be such that in the above configuration 1, when transitioning to the second mode, the connection with the first group of other game devices in the first mode may be released.

[0011] According to the above configuration, matching is performed every time a player selects to play a specific stage, which increases the opportunities for players to meet various players.

[0012] (Configuration 4) Configuration 4 is configured as follows in configuration 1 above: in the first mode, if a player of the game device and a specified player among the players of other game devices included in the first other game device group select the same stage, and the stage selection process for both players is executed within a specified period of time, in the second mode, the game device may be connected to the second other game device group including the game device of the specified player.

[0013] According to the above configuration, players who selected a certain stage at a similar time can be included in the same communication group. This allows these players to start playing the stage at similar times. Therefore, each player can be provided with an opportunity to act together with other players from the start of playing the stage.

[0014] (Configuration 5) In configuration 5, in configuration 1, the computer of the game device may transition to the first mode when a predetermined stage end condition is satisfied in the second mode. Furthermore, when the game device transitions from the second mode to the first mode, the server computer may execute a first matching process with a third other game device group, which may include other game devices not included in the first other game device group, as a matching target for the game device. Then, the computer of the game device may connect the game device to the new first other game device group determined by the first matching process with the third other game device group as a matching target.

[0015] According to the above configuration, when a stage is ended, the first matching process is performed again, and the player can move to the first virtual game space in a state where the player is connected to a group of game devices different from the group of other game devices connected before the start of the stage, thereby increasing the opportunities to meet various players.

[0016] (Configuration 6) Configuration 6 is the same as configuration 5, in which, in the second mode, if the timing at which a player of the game device and a specified player among the players of other game devices included in a second other game device group clear a stage is included within a specified period, in the first mode, the game device is connected to a first other game device group which includes the game device of the specified player.

[0017] According to the above configuration, if multiple players who were playing the same stage cleared the stage around the same time, these players are included in the same communication group, and as a result, can be moved to the same first virtual game space.

[0018] (Configuration 7) In the seventh aspect of the first aspect, the game system may store world information defining a plurality of different virtual worlds that can be displayed as a first virtual game space. Furthermore, the computer of the game device may execute a world movement process for moving from the first virtual world to a second virtual world in response to an operation of a player of the game device while displaying a first virtual game space corresponding to the first virtual world. Furthermore, when the world movement process is executed, the computer may disconnect the game device from a first other game device group connected at that time, and connect the game device to a new first other game device group consisting of other game devices in which the first virtual game space corresponding to the second world is displayed, based on a result of a first matching process performed by the server in response to the world movement process.

[0019] According to the above configuration, matching is performed every time a player moves between multiple worlds. This provides an opportunity for players to meet various types of people. Effect of the Invention

[0020] According to the present disclosure, it is possible to visually notify the presence of other players and reduce the occurrence of a situation in which there are not enough multiplayer opponents when playing a stage. [Brief description of the drawings]

[0021] [Figure 1] FIG. 1 is a schematic diagram showing an overall view of a game system according to an embodiment of the present invention; [Diagram 2] Block diagram showing the hardware configuration of the game server 1 and the matching server 2 [Diagram 3] A block diagram showing the hardware configuration of the game device 3. [Figure 4] An example of a stage screen [Diagram 5] An example of the world map screen [Figure 6] FIG. 1 is a diagram for explaining the concept of a “room” in this embodiment. [Figure 7] An example of the world map screen [Figure 8] An example of a stage screen [Figure 9] FIG. 1 is a diagram for explaining the concept of moving between "rooms" in this embodiment. [Figure 10] A diagram for explaining entry into a stage room [Figure 11] FIG. 1 is a diagram for explaining data exchange in the present embodiment. [Figure 12] A memory map showing an example of various data stored in the memory unit 12 of the game server 1. [Figure 13] An example of the data configuration of re-sale ticket data 307 [Figure 14] A memory map showing an example of various data stored in the memory unit 22 of the matching server 2. [Figure 15] A memory map showing an example of various data stored in the storage unit 32 of the game device 3. [Figure 16] An example of the data configuration of regular ticket data 356 [Figure 17] A flowchart showing details of the game processing executed by the game device 3. [Figure 18] Flowchart showing details of start processing [Figure 19] Flowchart showing details of world map processing [Figure 20] Flowchart showing details of stage entry processing [Figure 21] Flowchart showing details of world movement processing [Figure 22] Flowchart showing details of stage play processing [Diagram 23] Flowchart showing details of stage exit processing [Figure 24] A flowchart showing details of the game server process executed by the game server 1. [Diagram 25] A flowchart showing details of a matching server process executed by the matching server 2. [Figure 26] A detailed flowchart of the matchmaking process DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] An embodiment of the present invention will be described below. FIG. 1 is a schematic diagram showing an overall image of an information processing system (game system) according to this embodiment. The information processing system 100 of this embodiment includes a game server 1, a matching server 2, and a plurality of information processing terminals 3. The game server 1, the matching server 2, and the information processing terminal 3 are configured to be able to communicate with each other via a network 10 such as the Internet. In this embodiment, information processing is executed with such a configuration, and below, game processing will be described as an example of the information processing. Specifically, a game program is installed on the information processing terminal 3, and game processing is executed while communicating with the server 1 as necessary.

[0023] [Game server and matching server hardware configuration] Next, the hardware configuration of the game server 1 and the matching server 2 will be described. In this embodiment, the game server 1 and the matching server 2 have the same hardware configuration. FIG. 2 is a block diagram showing the hardware configuration of the game server 1 and the matching server 2. In FIG. 2, the reference symbols in parentheses indicate the components in the matching server 2. In addition, hereinafter, the game server 1 and the matching server 2 may be collectively referred to simply as servers. Each server includes at least a processor 11 (21), a storage unit 12 (22), and a communication unit 13 (23). The processor unit executes various programs for controlling each server. The storage unit stores various programs executed by the processor unit and various data used. The communication unit is connected to a network by wired or wireless communication, and transmits and receives predetermined data between the information processing terminal 3 or another server. In this embodiment, an example in which there is one game server 1 and one matching server 2 is illustrated, but each server may be a single server or may be configured as a server group that performs distributed processing.

[0024] [Game device hardware configuration] Next, the information processing terminal 3 will be described. The information processing terminal 3 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. In this embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of the information processing terminal 3.

[0025] FIG. 3 is a block diagram showing an example of a hardware configuration of the game device 3 according to this embodiment. In FIG. 3, the game device 3 includes a processor 31. The processor 31 is an information processing unit that executes various information processes executed in the game device 3, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 31 executes various information processes by executing an information processing program (e.g., a game program) stored in the storage unit 32. Note that the storage unit 32 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium or the like that is inserted into a slot not shown.

[0026] The game device 3 also includes a wireless communication unit 33 for wireless communication between the game device 3 and the server and other game devices 3. As the wireless communication, for example, Internet communication or short-distance wireless communication is used.

[0027] The game device 3 also includes a controller communication unit 34 for allowing the game device 3 to communicate with the controller 4 in a wired or wireless manner.

[0028] Furthermore, a display unit 5 (e.g., a television or the like) is connected to the game device 3 via an image / audio output unit 35. The processor 31 outputs images and sounds generated (for example, by executing the above-mentioned information processing) to the display unit 5 via the image / audio output unit 35.

[0029] Next, the controller 4 will be described. The controller 4 includes at least one analog stick 42, which is an example of a directional input device. The analog stick 42 can be used as a directional input unit capable of inputting a direction. By tilting the analog stick 42, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). The controller 4 also includes a button unit 43 including various operation buttons. For example, the controller 4 may include a plurality of operation buttons on the main surface of the housing.

[0030] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 44. In this embodiment, the acceleration sensor detects the magnitude of acceleration along predetermined three axial directions. Furthermore, the angular velocity sensor detects angular velocity around the predetermined three axes.

[0031] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 34. The directional input contents to the analog stick 42, information indicating the pressed state of the button unit 43, and various detection results by the inertial sensor 44 are repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.

[0032] [Overview of information processing in this embodiment] Next, an overview of the operation of the information processing according to this embodiment will be described. In this embodiment, as an example of the information processing, a game processing in which a player operates a player character object (hereinafter referred to as a player character) existing in a virtual space to play will be assumed and described. More specifically, in this embodiment, a side-scrolling jump action game (hereinafter referred to as this game) will be assumed and described. In this game, a virtual space called a "stage" that is the main stage for play is prepared. A start point and a goal point are set in this stage. Various enemy characters, obstacles, jump platforms, pitfalls, and other various gimmicks are arranged between the start point and the goal point. This game is a game in which the player character reaches the goal point while defeating or avoiding these enemy characters. Note that the stage may be called a "course" or a "round" depending on the game.

[0033] FIG. 4 shows an example of a game screen (hereinafter, referred to as a stage screen) during the above-mentioned stage is being played. In the example of FIG. 4, a part of the stage configured as a horizontally long virtual space is displayed. Also, FIG. 4 shows an example of a screen near the start point, that is, a screen immediately after starting to play the stage. In FIG. 4, a player character 201 and an enemy character 202 are displayed. In addition, various terrain objects such as blocks are also displayed. In this stage, the start point is set near the left end of the stage, and the goal point is set near the right end of the stage. Therefore, the stage is configured such that the player character 201 advances toward the right direction of the screen as the overall game progresses. In such a stage screen, the player operates the player character 201 to move toward the goal point. In accordance with the movement of the player character, another part of the stage is displayed as the stage screen. Then, when the player character reaches the goal point, the stage is cleared.

[0034] [About the World Map] In addition, in this game, a plurality of the above stages are prepared. Then, before playing each stage, a screen called a "world map screen" is displayed as a screen having a function of allowing the player to select the stage to be played. FIG. 5 is an example of the world map screen. In FIG. 5, a screen showing a virtual space "world" from above is displayed. The virtual space may be a two-dimensional space or a three-dimensional space. The drawing method and display mode of the "world" and the "stage" may be different. For example, the stage may be drawn by projecting it from the front direction with an orthogonal projection, and the world may be drawn by photographing it from above with a bird's-eye view. In the world, a plurality of stage objects 204 that serve as an entrance to the above stage are arranged. In addition, as will be described later, a portal object 205 for moving to another world is also arranged. In addition, a player character 201 is also displayed on the world map screen, and the player can move the player character 201 on the world map screen by operating the controller 4. Furthermore, the player can select a stage corresponding to one of the stage objects 204 by moving the player character 201 so that the player touches the stage object 204. Then, by performing a predetermined operation for starting play of the stage (hereinafter referred to as a stage start operation), the player can start play of the stage corresponding to the stage object 204. Specifically, when the stage start operation is performed, a predetermined effect is displayed, and then the screen switches to a stage screen in which the player character 201 is positioned at the start point of the stage.

[0035] [About the relationship between worlds and stages] In addition, in this game, multiple worlds are prepared for the above-mentioned "world." In this game, as an example, it is assumed that there are five worlds (World 1 to World 5), and each world contains four stages. One of the five worlds is displayed as the world map screen.

[0036] Here, the appearance of each world is designed to have a worldview based on a predetermined theme. The same is true for the stages belonging to each world. Examples of worlds are, for example, a green world, a fire world, an ice world, etc. In the case of a green world, a large number of plant objects are arranged in the world map, and the design is based on the color green. In the case of a fire world, volcanoes and lava are arranged in the world map, and the design is based on the color red.

[0037] Also, in this game, you are not able to freely play all stages in all worlds from the beginning; initially, the worlds you can move to and the stages you can play are limited. Then, by clearing the playable stages, other stages are unlocked. For example, initially, you can only play Stage 1 in World 1, but once you clear Stage 1, Stage 2 in World 1 is unlocked and you can play it. Then, by clearing all the stages in World 1, World 2, which is predefined as the next world, is unlocked.

[0038] When moving from one world to another, the player first moves the player character 201 onto the portal object 205 on the world map screen. Then, the player performs a predetermined operation (hereinafter, referred to as a world movement operation) to move the player character to another world associated with the portal object 205. For example, when a world movement operation is performed on the portal object 205 associated with World 2 on the world map screen of World 1, the player character moves to World 2, and the world map screen is switched to the world map screen related to World 2.

[0039] It should be noted that unlocked stages can be played over and over again by performing the above stage start operation. Also, unlocked worlds can be moved freely. For example, it is possible to move from World 2 to World 1.

[0040] In this example, portal objects 205 in worlds that cannot be moved to yet and stage objects 204 in stages that cannot be played yet are also displayed on the world map screen, and it is possible to move the player character 201 there. However, it is assumed that a world movement operation and a stage start operation are not accepted. In this regard, in other embodiments, the player character 201 may be configured not to be able to move to unreleased portal objects 205 and stage objects 204 in the first place.

[0041] Thus, the basic flow of the game is to select the stage you want to play on the world map screen, and by clearing the stage, unlock the stages that you have not yet unlocked. Once you have cleared all the stages in a world, you unlock the next world, and by clearing the stages in each world, you unlock worlds one after another, with the goal of clearing the final stage of the final world.

[0042] In the following explanation, when each stage is to be distinguished, it will be shown in the format of "stage" world number "-"stage number". For example, stage 1 in world 1 will be shown as "stage 1-1", and stage 1 in world 2 will be shown as "stage 2-1".

[0043] [Online play elements] The basic flow of the game progression is as described above, and the game can basically be played with the feeling of single play. In addition to the above elements, the game also has an online play element that allows connection to the server or other game devices 3 for play.

[0044] The online play element of this game will be described below. First, the overall network configuration will be briefly described. The basic network configuration is as shown in FIG. 1 above. This game provides a game that utilizes the configuration of communication groups in so-called MO (Multiplayer Online) type online games. Specifically, a communication group corresponding to the world (hereinafter referred to as a world room) and a communication group corresponding to each stage (hereinafter referred to as a stage room) can be appropriately generated and managed. In other words, a virtual space corresponding to each world and a virtual space corresponding to each stage are prepared, and a predetermined number of players are connected to the virtual spaces. The world room may be called a "lobby" or the like in other games.

[0045] Also, each world room and stage room has a maximum number of people that can enter the room. As an example, in this game, a maximum of 30 people can enter each world room. Also, a maximum of 4 people can enter each stage room. Also, in this game, rooms are divided for each world and each stage as described above, but each of the world rooms and stage rooms can have multiple rooms in parallel. As an example, in this game, a connection mode (client-server mode) in which communication is performed via a server is used for the world rooms, and a mode in which game devices 3 are connected to each other by a P2P (Peer to Peer) communication mode is used for the stage rooms.

[0046] Next, FIG. 6 shows an example of the configuration of the communication group, that is, the world room and the stage room. In the example of FIG. 6, three world rooms, namely, world room 1A, world room 1B, and world room 1C, coexist in world 1, and three world rooms, namely, world room 2A, world room 2B, and world room 2C, coexist in world 2. In addition, in the stage rooms, FIG. 6 shows a state in which two rooms each corresponding to stages 1-1, 1-2, 2-1, and 2-2 coexist. That is, stage room 1-1A and stage room 1-1B corresponding to stage 1-1, stage room 1-2A and stage room 1-2B corresponding to stage 1-2, stage room 2-1A and stage room 2-1B corresponding to stage 2-1, and stage room 2-2A and stage room 2-2B corresponding to stage 2-2 coexist. Therefore, in the example of FIG. 6, a total of six world rooms and a total of eight stage rooms exist in parallel.

[0047] The server controls the increase and decrease of the number of rooms depending on the number of players in the room. Specifically, world rooms and stage rooms are generated as appropriate in response to the world movement operation and stage start operation. Furthermore, world rooms and stage rooms with zero players in them are deleted as appropriate.

[0048] Next, taking into account the above-mentioned "room" element, we will explain the general flow of operations from when the game is started until the stage play begins. First, when the player starts the game, a predetermined login process is performed, and processes such as loading save data are performed. After that, the player character "enters" a predetermined world room. Note that this entry means joining a predetermined communication group and establishing a connection with other game devices in the same communication group.

[0049] After entering a predetermined world room, the world map screen is displayed. As described above, the player is able to move the player character 201 on the world map screen. FIG. 7 shows an example of the world map screen when entering a world room in which a predetermined number of players have already entered. In addition to the player character 201, the screen also displays a plurality of player character objects 211 operated by other players who have entered the same world room. In addition, the movement of these other player character objects 211 on the world map in response to the operation of the other players is displayed in real time. In the following description, the player character objects operated by other players who have entered the same room (world room, stage room) are collectively referred to as "remote characters." Note that, regarding the display of the remote characters, all remote characters in the same world room may be displayed, or only some of the remote characters may be displayed. In addition, in this embodiment, the player character 201 and the remote characters are characters whose appearances are different enough to be recognized as different characters. This is because if multiple characters with substantially the same appearance were displayed at the same time, it would be difficult for the player to know which player character 201 the player is operating. In this embodiment, the world map screen is displayed after a connection with other game devices is established and the player enters a predetermined world room, but the world map screen may be displayed without waiting for a connection with other game devices to be established, and a remote character may appear after the connection is established. This allows the player to start operating the player character without waiting for a connection to be established, improving the game experience.

[0050] [About entering the stage room] On such a world map screen, when the player wants to play a specific stage, the player performs the stage start operation. That is, on the world map screen, the player moves the player character 201 onto a specific stage object 204 and presses a specific button. By such an operation, the player "leaves" the world room in which the player is currently present. Leaving the room means disconnecting from the other game devices in the communication group to which the player previously belonged. In this case, the player disconnects from the other game devices in the same world room. Then, the player enters a specific stage room corresponding to the selected stage. Note that the method of determining the stage room to enter at this time will be described later. After this, the screen switches to a stage screen, where the player character 201 is placed at the starting point, and the stage play begins.

[0051] [Online elements in stage play] Next, the online element in the stage play will be described. Here, as an example, a case will be described assuming that the player enters a stage room in which two other players have already entered. FIG. 8 is an example of a stage screen when entering such a stage room. In this case, similar to the case of the world map screen, the remote characters, which are other player characters operated by the other players, may be displayed on the stage screen of the game device 2 operated by the player. In the example of FIG. 8, in addition to the player character 201, two remote characters 211 are displayed. Also, since the other players have entered the room before the player and started the stage play, these remote characters 211 are in a position slightly further toward the goal point than the starting point.

[0052] In this game, the remote characters displayed in the stage room move in response to the operations of other players, but do not directly interfere with or affect the game play being executed on the game devices of the players. Specifically, between the game devices 3 connected to a certain stage room, basically only the position information of each player's player character 201 is shared. Meanwhile, the state and position information of other objects such as enemy characters are not shared. For example, in each game device 3, a collision determination process with a stage object in a stage play is performed only for the player character 201 in each game device, and a collision determination process is not performed for the remote character. Therefore, even if the player character 201 overlaps with the position of the remote character, the remote character moves through the enemy character without colliding with the remote character. Also, even if the remote character overlaps with the enemy character, a collision determination between the remote character and the enemy character is not performed, and the enemy character moves through the remote character. Also, for example, even if the player character 201 defeats the enemy character A, the state of the enemy character A is not reflected in the other game devices 3. In the other game devices 3, if the other players of the other game devices have not defeated the enemy character A, the enemy character A is controlled to still exist. In other words, the progress management of the stage play itself is performed individually on each game device, and at this time, if there is a remote character, it is only displayed. Therefore, each player can basically play the stage with the same feeling as single play without being influenced by the actions of other players and without hindering the actions of other players. In other words, a feeling of play and a game experience can be obtained in which the presence of remote characters, in other words other players, can be recognized while progressing through the game alone.

[0053] Also, as mentioned above, each player can play the game independently without being influenced by other players. Therefore, it is not the case that stage play cannot start unless four players are present, and stage play can start even if there is only one player in the stage room. After that, up to four other players can enter the room in a mid-game manner. For example, if player B enters the room when player A has progressed to about one-third of the stage, player B's player character will start moving from the starting point. In other words, from player B's perspective, the stage play will start with player A in a position that has progressed to a certain extent. Also, from player A's perspective, player B's entry into the room does not impede his play, and he can continue playing.

[0054] [About the cooperation elements] As mentioned above, basically, each player can play the game individually without being influenced by other players. However, this game has elements of cooperative play in the following ways. Specifically, in this game, it is possible for players to influence other players in terms of "revival assistance" and "item transfer."

[0055] First, regarding the "revival assistance," for example, if the player character comes into contact with an enemy character, and it is assumed that the player character is playing a single game offline, it is treated as a "mistake," and for example, the player character loses a remaining life. In this case, if the game is played while connected online, the player character is not treated as a "mistake" immediately, and changes into a "ghost"-like character for a certain period of time. During the certain period, if the position of any remote character overlaps with the position of the "ghost," that is, if the remote character comes into contact with the ghost, it is possible to revive the player character without treating it as a "mistake." Therefore, for example, if the remote characters move together to some extent, it is possible to play as if they were playing a single game, and to easily recover from a mistake, which is an advantage of taking advantage of the online environment that is not available in a completely single-play game. In addition, the player character becomes a "ghost" when the situation in which the game is treated as a "mistake" and the game stops in the case of single game, so it does not hinder the player's play.

[0056] Next, regarding "item transfer," by performing a specific operation, the player character can "place" an item they possess on the stage. Then, when the remote character touches the item, the remote character can acquire the item. In other words, it is possible to transfer specific items to and from remote characters. This allows players to play the game as if they were playing in single player mode, while also enabling indirect cooperative play, such as helping remote characters by transferring useful items.

[0057] By providing the above-mentioned cooperative play elements, there is room for cooperation with other players in certain situations. This creates a situation where the game can be played as a single player, but if multiple players enter the stage room through matching, it becomes easier to cooperate with other players.

[0058] [About leaving the stage room] Next, the exit from the stage room will be described. As described above, if the player character reaches the goal point, the stage is cleared. The player (game device 3) who has caused the player character to reach the goal exits the stage room at the time of the goal, regardless of the progress of other players, and enters a specified world room. Although details will be described later, at this time, the player does not necessarily return to the world room that he / she entered before starting the stage play, but may enter a different world room, although it is the same world as the original world. For example, when moving from world room 1A to a specified stage room and exiting the room as the stage is cleared, he / she may enter world room 1A, or he / she may enter world room 1B or world room 1C.

[0059] In addition to clearing a stage as described above, a player can also leave the stage room voluntarily from the pause menu or by satisfying a game over condition. Voluntary leaving can be done during stage play by, for example, pressing the pause button to display the pause menu and selecting the "retire" option shown in the menu, at which point the player can leave the stage room and move to a specified world room. Game over leaving can be done by, for example, fulfilling a game over condition by running out of lives without receiving the above-mentioned revival assistance, forcing the player to leave the stage room at that point and entering a specified world room.

[0060] [About moving between worlds] Next, a case where the player moves from the current world to another world on the world map screen will be described. As described above, by moving the player character 201 onto the portal object 205 and performing a world movement operation, the player character can be moved to another world associated with the portal object 205. In this case, the player leaves the current world room and enters the other world room. For example, when the player wants to move from World 1 to World 2, it is assumed that the player performs a world movement operation to move from World 1 to World 2 while the player is in World Room 1A. In this case, the player may leave World Room 1A and enter World Room 2A, or may enter World Room 2B. The method of determining the room to enter will be described later.

[0061] The above-mentioned entry and exit of each room can be summarized as shown in FIG. 9. After the game starts, entry into a specific world room occurs based on the save data. When a world transfer operation is performed on the world map screen, exit from the current world room and entry into the destination world room (hereinafter sometimes referred to as inter-world transfer) occurs. Also, when the player performs a stage entry operation on the world map screen, exit from the current world room and entry into a specific stage room related to the specified stage occurs. Also, when the conditions for exiting a stage are met, such as clearing a stage, exit from the stage room and entry into a specific world room related to the world to which the stage belongs occurs.

[0062] [About matching process] As described above, the player can perform an operation to enter a world room or an operation to enter a stage room. In response to this operation, a process of entering any of the world rooms or stage rooms is performed, and the game device 3 of the player is connected to be able to communicate with other game devices (players) in the room to be entered. Here, as described above, a plurality of world rooms and stage rooms can exist in parallel for the same world and the same stage. Hereinafter, a method of determining the world room or stage room to be the entry destination, in other words, a method of determining the game devices (players) to be included in each of the above communication groups, will be described. In the following, the function of selecting the entry destination and entering the room in this embodiment is called "matching". As will be clear from the following description, more precisely, a control is performed to search for a predetermined player who meets the conditions, and if the player has already entered the room, to determine that room as the entry destination. Also, if the player has not yet entered the room, a control is performed to create a new room and enter the room together with the player.

[0063] First, the range of players to be matched will be explained. In this game, when deciding the stage room to enter, the matching targets are not limited to players in the same world room, but also players in other world rooms related to the same world. In other words, the matching is performed not only to other players in the world room where the player who performed the stage start operation is located, but also to all other players who selected the same stage in other world rooms. FIG. 10 shows an example of a matching result when entering a stage room. In FIG. 10, it is assumed that a stage start operation is performed to play stage 1-1 on the world map screen of world 1. In the example of FIG. 10, four world rooms from world room 1A to world room 1D and two stage rooms from stage room 1-1A and 1-1B are shown. Also, multiple players who intend to play stage 1-1 have entered the four world rooms in a distributed manner. Specifically, three players have entered world room 1A, one player has entered world room 1B and world room 1D, and two players have entered world room 1C. In this state, for example, each player performs a stage start operation for stage 1-1. In this case, for example, for player A in world room 1A, matching is performed not only for player B and player C in the same world room 1A, but also for players D to G who are players in other world 1 rooms. Similarly, for example, for world room 1C, matching is performed not only for player E and player F, but for all players A to G. As a result, in the example of FIG. 10, stage room 1-1A is a stage room where player A and player C who were in world room 1A, player D who was in world room 1B, and player F who was in world 1C are matched. Also, for stage room 1-1B, player B who was in world room 1A, player E who was in world room 1C, and player G who was in world room 1D are matched.

[0064] As described above, when matching a stage room, players in other world rooms are also matched, not just those in each world room, for the following reasons. First, in this game, in order to provide a game experience in which the player feels the presence of other players while playing as if playing a single game, as described above, there is an aspect of wanting each stage room to be filled with as many as four players. On the other hand, the number of people who can enter a world room is limited, and in this example, it is up to 30 people. In addition, there may be multiple stages that can be selected in one world room. Therefore, if members who play a stage are selected only from players in one world room, it may be difficult to gather people for each stage room. For example, assume that 10 players are in a world room with five selectable stages. In this case, it is quite conceivable that each player will select a different stage, but in that case, it is considered that a situation in which each stage room is filled with four players is unlikely to occur. Therefore, in this embodiment, when matching stage rooms, not only players in the same world room are matched, but other players in other world rooms who have selected the same stage are also matched. This makes it possible to create many stage rooms filled with four players.

[0065] Note that the number of people limit for a world room is merely an example, and the number limit may be set appropriately according to the nature of the game. In this example, since one world is configured to include multiple stages, the number of people who can enter a world is set to be greater than the number of people who can enter a stage. In other words, the upper limit number of people for matching in a world room is set to be greater than the upper limit number of people for matching in a stage room.

[0066] Next, an overview of matching control in this embodiment will be described. In this embodiment, matching is performed to produce the following results. As described above, since there are multiple worlds and stages, matching is performed for each world and each stage. (Priority condition 1) The destination is determined so that players who selected the same world or the same stage as their destination at a relatively close time are more likely to end up in the same room. (Priority Condition 2) If the above priority condition 1 does not apply, for world rooms, the world room with the most number of occupants is selected as a priority. For stage rooms, the room that any other player has entered at the time of the stage start operation and that was entered most recently is selected as a priority.

[0067] Next, we will outline the content of the matching that takes place at each timing according to the timing at which the matching takes place.

[0068] [When entering the stage room] First, matching of stage rooms may be performed when a stage start operation is performed on the world map screen. As described above, the matching of stage rooms is basically performed without limiting the matching targets to players in the same world room. In this embodiment, matching is controlled for multiple players in the same world so that players who performed a stage entry operation close in time are likely to be in the same room as much as possible. Regarding how to determine that the "stage entry operation is performed close in time," in this embodiment, the determination is made by focusing on the timing of the stage start operation, in other words, the timing of leaving the world room (the timing of the matching request). Specifically, matching is performed so that players within a certain time difference in this timing are likely to be in the same room. For example, assume that there are two players, player A and player B, in the world room 1A. In this case, assume that player B sees the remote character operated by player A enter stage 1-1 on the world map screen and immediately performs a stage start operation to stage 1-1 with the intention of chasing player A. As a result of such operations, it is assumed that after player A performs a stage start operation for stage 1-1, player B also performs a stage start operation for stage 1-1 within, for example, 3 seconds. In this case, both players have selected the same stage, and the timings at which they left the world room are also quite close. More specifically, within a period of 3 seconds, both player A and player B performed the start operation for stage 1-1. In this embodiment, when such a relationship is established, matching is performed so that player A and player B are likely to be in the same stage room. However, this only increases the possibility of the same stage room, and does not guarantee that the same room will always be used. For example, depending on the timing, even if the above-mentioned relationship is established, player A and player B may end up being assigned to different stage rooms because the stage room into which player A entered has reached capacity.

[0069] Next, a case where the above-mentioned relationship that can be said to be "the timing of performing the stage entry operation is close" is not established will be described. For example, assume that player C performs a stage start operation for stage 1-1, and there is no other player who performed the stage start operation for stage 1-1 within a period of 10 seconds before the operation. In this case, matching is performed by going back further in time to search for other players who have recently entered a stage room, and a stage room in which the other player has entered is preferentially selected as a room to be entered. In other words, matching is performed by preferentially selecting a stage room in which a stage play by a specific player has not yet progressed much since the start of the stage play by the specific player. In this way, when entering a stage room in which another player exists, it is easier to meet the other player. In addition, in this embodiment, control is also performed to gradually widen the past period. Specifically, initially, it is determined within a period of 10 seconds before the timing of the stage start operation (more precisely, the timing of the request for matching). If there are no "stage rooms with other players in them" within this period, the system will check the period up to 60 seconds ago, and if there are none within this period either, it will check the period up to 120 seconds ago. In this way, there are three periods to go back, and if there are no "stage rooms with other players in them" even after looking back 120 seconds, matching will be performed without taking such time factors into consideration. This allows for consideration of how easily players can meet, as mentioned above, while also preventing situations where players are unable to find a room to enter no matter how much time passes.

[0070] Next, we will explain how world rooms are matched. In this game, world rooms are matched in the following three cases. (1) If you leave the stage room (2) When moving from one world to another (world transfer) (3) When you transition to the world map screen for the first time after starting the game

[0071] First, the case of exiting a stage room will be described. As described above, when a player character reaches the goal point in a stage play, the stage is cleared, the player exits the stage room, and matching for a world room is performed. At this time, players who reached the goal in the same stage room at similar times are made more likely to be in the same world room. As in the case of entering a stage room described above, matching is performed by focusing on the timing of exiting the stage room, in other words, the timing of requesting matching for a world room. In other words, players who exited a stage by clearing the stage at similar times are made more likely to enter the same world room.

[0072] [About the World Room Joining Slot] Here, as described above, the number of people who can enter the world room is limited. Therefore, for example, assume that player A and player B leave the stage room at a timing close to each other, but the world room that is a candidate for the entry is, for example, a world room with only one more vacant room. In this case, only player A enters the world room, and player B may choose another world room as the entry destination. Considering this point, in this embodiment, out of the 30 people that are the number of people that can enter the world room, 20 are set as the "normal slot" and 10 are set as the "joining slot" so that the entry destination is likely to be the same world room when the players leave the room at a timing close to each other as described above. And, basically, if the number of people entering the room becomes 20 or more, it is treated as full and is excluded from the matching target. For example, assume that there is a world room with 18 people, and 4 players leave a certain stage room at a timing close to each other. In this case, assume that a world room with 18 players is selected as the room for Player A to enter. In this case, two joining slots are used to match up the four players mentioned above to increase the possibility of them entering the world room. As a result, when the four players enter the world room, the world room will have 22 players in it. The world room will then be treated as full, and will be excluded from matching until the number of players in the room falls to 19 or less.

[0073] [About moving between worlds] Next, the case of inter-world movement will be described. In this embodiment, even when moving from one world to another, matching of world rooms is performed each time. In this case, similar to the above, players who have the same world designated as the destination and who performed a world movement operation at a certain timing are matched so that the same world room is likely to be selected as the entry destination. Therefore, for example, if player B sees that player A has moved to world 2 in a room in world 1A, and immediately performs a world movement operation to world 2, the room in world 2A may be determined as the entry destination of player A and player B. As a result, it becomes possible for player B to move while chasing player A, so to speak.

[0074] [When you first enter the world room after starting the game] Next, a case where the world map screen is displayed for the first time after the game is started will be described. For example, this is the case where the world map screen is displayed first after logging in. In this case, matching is performed so that a world room with a large number of participants is given priority. Note that in this embodiment, the world to which the player moves first after the game is started is determined based on the save data. In other words, the world to which the player was last present when the player logged out the previous time is determined as the destination.

[0075] [Details of the matching control process of this embodiment] The game processing in this embodiment will be described in more detail below. First, the basic mechanism of the matching processing in this embodiment will be described. In this embodiment, a matching request is transmitted from the game device 3 (game application) and the game server 1 (game server program) to the matching server 2. This request includes various data necessary for matching. Hereinafter, the data group necessary for matching that is included in the request will be called a "ticket." For convenience of the following description, the ticket transmitted from the game device 3 will be called a "normal ticket," and the ticket transmitted from the game server 1 will be called a "re-recruitment ticket."

[0076] [Regular tickets] First, a matching request from the game device 3 will be described. When the game device 3 attempts to enter the world room or the stage room, the normal ticket is transmitted to the matching server 2 as a matching request. The matching server 2 performs matching processing using the normal ticket included in the matching request received from each game device 3, and notifies each game device 3 of the matching result. Based on the notification, processing is performed to establish a connection with a predetermined game device or game server 1, that is, processing is performed to enter the world room or stage room.

[0077] [About re-sale tickets] Next, a matching request from the game server 1 will be described. In this embodiment, the game server 1 also transmits a matching request to the matching server 2. This is a request to compensate for players to a room that has already been created, where the world room and stage room are managed in the game server 1. For example, assume that there is a world room with 10 people in it. In order to compensate for the number of people entering such a world room, the game server 1 transmits the re-recruitment ticket as a matching request to the matching server. In the following description, the room that is associated with the re-recruitment ticket and for which players are to be compensated is called a "re-recruitment room". In the matching server, a matching process is performed using the normal ticket and the re-recruitment ticket, and as a result, compensation of players to the re-recruitment room is realized.

[0078] In this embodiment, a maximum of 30 people can enter a world room, but for world rooms with 20 or more people, the "normal slots" are filled as described above, so the room is treated as full and no additional players are added. In other words, no re-recruitment tickets are sent for such world rooms. This is to allow the above-mentioned "merging slots" to function.

[0079] An example of data exchange in the matching process of this embodiment is shown in Fig. 11. Fig. 11 shows an example of the flow from when game device A and game device B each start up a game to when a predetermined stage is played.

[0080] First, a login process is performed on each game device, and after the save data is loaded, a normal ticket including the device's information is sent to the matching server (P1-A, P1-B). The normal ticket from each game device includes information requesting matching of a world room related to the same world. For example, assume that both devices are requesting matching specifying "World 1."

[0081] In addition, the game server 1 manages and controls each of the above rooms, and transmits the above-mentioned re-recruitment ticket as necessary (P2). Here, it is assumed that a re-recruitment ticket for the world room for "World 1" with a capacity of 5 people has been transmitted.

[0082] Next, matching is performed by the matching server 2 (P3). Here, it is assumed that as a result of matching, the world room related to the re-recruitment is matched with game device A and game device B. In other words, it is assumed that the world room related to the re-recruitment is selected as the entry destination for game device A and game device B. The matching result is communicated to game device A, game device B, and game server 1. Note that the process for this matching may be executed when the matching server receives the ticket, or may be executed periodically at predetermined intervals.

[0083] Next, the game server 1 transmits the world room status to the matched game devices A and B (P4). The world room status includes information such as the position on the world map of the player currently in the room.

[0084] Next, on each game device, a world map screen on which the player character and the remote character are arranged is generated and displayed based on the world room status. After that, operation information and the world room status are appropriately transmitted and received between each game device and the game server 1, and game processing related to the world map screen is executed (P5-A, P5-B, P6).

[0085] Next, assume that a stage start operation is performed on each game device (P7-A, P7-B). Here, it is assumed that a stage start operation is performed on the same stage at game device A and game device B at relatively close timing. In this case, first, an exit notification is transmitted from each game device to game server 1. In response to this, the game server 1 executes a process of causing the players of game device A and game device B to exit the world room (P8).

[0086] Furthermore, a regular ticket is transmitted from each game device (game application thereof) to the matching server 2. In this case, the regular ticket includes information requesting matching of a stage room.

[0087] Next, matching of stage rooms is performed by the matching server 2, and the results are transmitted to each game device and the game server (P9). In matching of the stage rooms, as described above, matching is performed not only with the original world room, but also with other logged-in players as matching targets. Here, it is assumed that game device A and game device B are matched.

[0088] In the game server 1 that has received the matching result of the stage room, a predetermined process for managing the stage room is executed (P10). Specifically, the update of the room management data, which will be described later, and the like are executed.

[0089] Furthermore, a process is executed to establish a session between game device A and game device B that have received the matching result (P11-A, P11-B). That is, a process to enter the stage room is executed. Here, it is assumed that a new stage room (communication group) is generated. In this case, the result is a stage screen in which both player A's player character and player B's player character are displayed near the starting point. That is, a situation is expressed in which the players enter the same stage room at almost the same time.

[0090] Next, while performing P2P communication between the game devices, a process related to the stage play is executed (P12-A, P12-B). During this time, the game server 1 may also transmit a re-recruitment ticket related to the stage room as appropriate.

[0091] Next, when the stage is cleared, stage end processing is performed on each game device (P13-A, P13-B). Here, it is assumed that the stage is cleared at almost the same time. In this processing, first, an exit notification is sent to the other game devices and the game server 1, and the player exits the stage room. If necessary, the game server 1 also performs processing to delete a stage room from which no player has left, for the purpose of managing the stage room (P14).

[0092] When each game device has finished leaving the stage room, it transmits the normal ticket to the matching server and requests matching for the world room.

[0093] The matching server 2 performs matching for world rooms, and the results are transmitted to each game device 3 and the game server 1 (P15).

[0094] Thereafter, in the same manner as above, entry into the world room is performed based on the matching result, and game processing relating to the world map screen is executed (P16, P17-A, P17-B, P18).

[0095] In this embodiment, matching and entering and leaving the world room and stage room are generally performed in the above-mentioned manner. Below, various data used by each of the game device 3, game server 1, and matching server 2, and the details of the processes performed by each will be described.

[0096] [About the data used on Game Server 1] First, an explanation will be given of the data used in the game server 1. Fig. 12 is a memory map showing an example of various data stored in the storage unit 12 of the game server 1. At least a game server program 301, a player database 302, world room management data 303, world room status data 304, stage room management data 305, and request data 306 are stored in the storage unit 12 of the game server 1.

[0097] The game server program 301 is a program for executing game processing including processing for managing the world rooms and stage rooms.

[0098] The player database 302 is a database relating to each player who plays the game according to this embodiment. Each record in the database includes, for example, a player ID for identifying each player, game device identification information for specifying the game device 3 currently being used by each player, account information, and the like.

[0099] The world room management data 303 is a database for managing the world rooms. The world room management data 303 includes, for each world room, the world room identifier, the number of players in the room, the player IDs of the players who are in the room, and the position information of each player character in the world map.

[0100] World room status data 304 is data for transmitting the status of each world room to the game device 3 associated with each player who has entered that room. For example, information indicating the position information of each player character in the World 1A room and the like may be transmitted as world room status data 304 to the game device 3 of each player who has entered the World 1A room.

[0101] The stage room management data 305 is a database for managing the stage rooms. The stage room management data 305 includes, for each currently existing stage room, the world room identifier, the number of players in the room, the player IDs of the players who are in the room, etc.

[0102] The request data 306 is data used when a matching request is made from the game server 1 to the matching server 2. The request data 306 includes a plurality of re-recruitment ticket data 307.

[0103] 13 shows an example of the data configuration of re-offered ticket data 307. Re-offered ticket data 307 includes at least a ticket header 308, a re-offered room identifier 314, number of players in ticket 315, and player information in ticket 316. Furthermore, ticket header 308 includes at least a ticket ID 309, a ticket type 310, a request category 311, a request destination 312, and a request date and time 313.

[0104] The ticket ID 309 is identification information for uniquely identifying the re-offered ticket. The ticket type 310 is information for indicating whether the ticket is a normal ticket or a re-offered ticket. When a re-offered ticket is sent from the game server 1, the ticket type 310 is set to indicate that it is a "re-offered ticket."

[0105] The request category 311 is information for indicating whether the ticket is requesting matching for the stage room or matching for the world room. When sending a re-recruitment ticket for the purpose of compensating for a player in a world room, information specifying "world room" is set in the request category 311. On the other hand, when sending a re-recruitment ticket for the purpose of compensating for a player in a stage room, information specifying "stage room" is set in the request category 311.

[0106] The request designation destination 312 is information indicating which world or stage the matching of the room is specifically requested for. In the case of a re-recruitment ticket, the world number or stage number of the re-recruitment room related to the re-recruitment ticket, that is, the room itself to which the player is to be compensated, is set. For example, when a player is to be compensated for a room in World 1A, "World 1" is set as the request designation destination 312, and when a player is to be compensated for a room in World 1B, "World 1" is also set as the request designation destination 312. Furthermore, when a player is to be compensated for a room in "Stage 1-3C", "Stage 1-3" is set as the request designation destination 312. Furthermore, when a player is to be compensated for a room in "Stage 2-1B", "Stage 2-1" is set as the request designation destination 312.

[0107] The request date and time 313 is set to the date and time when the game server 1 transmitted the request including the re-recruitment ticket to the matching server 2.

[0108] The re-recruiting room identifier 314 is an identifier of the re-recruiting room itself related to the re-recruiting ticket. In this embodiment, since multiple rooms may exist in parallel in the same world and the same stage, such as "World 1A" and "World 1B", the re-recruiting room identifier 314 is used as information for identifying each room itself. For example, if a player is to be compensated for a room in World 1B, the re-recruiting room identifier 314 is set to the identifier of the room "World 1B". Also, if a player is to be compensated for a room in "Stage 1-3C", the re-recruiting room identifier 314 is set to the identifier of the room "Stage 1-3C".

[0109] The number of players in the ticket 315 is information indicating the number of players included in the ticket. In the case of a re-recruitment ticket, the information indicates the number of players currently in the re-recruitment room. For example, when sending a re-recruitment ticket for a world room with 10 players, the number of players in the ticket 315 is set to "10."

[0110] The player information in the ticket 316 is information on the player included in the ticket. In the case of a re-recruitment ticket, the information is on each player currently in the re-recruitment room. Therefore, the player information in the ticket 316 may include one or more pieces of player data 317. Each piece of player data 317 includes at least a player ID 318, an exit room identifier 319, and an exit date and time 320. The player ID 318 is information for identifying each player. The exit room identifier 319 is an identifier of the room that the player (the game device 3 associated with the player) last exited. The exit date and time 320 is the date and time when the player exited the room. Although the details will be described later, by using the exit room identifier 319 and the exit date and time 320, it is determined whether the timings of exits from the same room are relatively close to each other.

[0111] In this embodiment, when the re-recruiting room is a stage room, the player data 317 includes a maximum of three players, and when the re-recruiting room is a world room, the player data 317 includes a maximum of 19 players. As described above, once the "normal slots" of 20 players are filled, no requests for additional players will be made.

[0112] [Data used in Matching Server 2] Next, a description will be given of data used by the matching server 2. Fig. 14 is a memory map showing an example of various data stored in the storage unit 22 of the matching server 2. At least a matching program 331 and a request queue 332 are stored in the storage unit 22 of the matching server 2.

[0113] The matching program 331 is a program for controlling matching according to this embodiment. In this embodiment, the matching process by the matching program 331 is configured to be executed periodically at a predetermined interval. For example, the matching process is executed at an interval of 3 seconds. The request queue 332 is a storage area for temporarily storing matching requests sent to the matching server 2 during the regular execution interval of the matching process.

[0114] In addition, although not shown in the figure, transmission data for transmitting the matching results, etc. may also be generated as appropriate and stored in the storage unit 22.

[0115] [Data used in game device 3] Next, a description will be given of data used in the game device 3. Fig. 16 is a memory map showing an example of various data stored in the storage unit 32 of the game device 3. At least a game program 351, player character data 352, world data 353, stage data 354, character data 355, normal ticket data 356, entry room data 357, operation data 358, game mode flag 359, transmission data 360, and remote character control data 361 are stored in the storage unit 32 of the game device 3.

[0116] The game program 351 is a program for executing the game processing in this embodiment in the game device 3.

[0117] The player character data 352 is data related to the player character 201 that is operated by the player. The player character data 352 includes data indicating the position of the player character 201 on the world map or stage, data indicating the posture of the player character 201, and the like.

[0118] The world data 353 includes various data for constructing each world as a virtual space. Specifically, the world data 353 includes, for each world, image data for each world and object data such as stage objects to be placed.

[0119] The stage data 354 includes data for constructing the above-mentioned stages. Specifically, the stage data 354 includes, for each stage, data indicating the position information of the start point and goal point, the appearance, placement position, behavior patterns, etc. of various objects to be placed.

[0120] The character data 355 is data related to various characters appearing in the game. For example, the appearance and model data of each character is included in the character data 355. The appearance of the remote character is displayed based on the character data 355.

[0121] The normal ticket data 356 is data of the normal ticket sent from the game device 3 to the matching server 2. FIG. 16 shows an example of the data configuration of the normal ticket data 356. In FIG. 16, the normal ticket data 356 includes at least a ticket header 308, a number of players in the ticket 315, and player information in the ticket 316. The data configuration of the normal ticket data 356 is the same as that of the re-offered ticket data 307 shown in FIG. 13, except for a part of the data. Specifically, the ticket header 308 has a common configuration with the re-offered ticket data 307. Therefore, although a detailed description is omitted, unlike the re-offered ticket data 307, information indicating that the ticket is a "normal ticket" is set in the ticket type 310 in the normal ticket data 356. In addition, a value specifying a world or stage to which the player wants to move is set in the request designation destination 312 in the normal ticket. For example, when the player enters stage 1-1 from world 1, "stage 1-1" is set in the request designation destination 312. Moreover, when the player moves from World 1 to World 2, “World 2” is set as the request destination 312 .

[0122] Also, unlike the re-recruitment ticket data 307, the regular ticket data 356 does not include the re-recruitment room identifier 314. Also, in this embodiment, it is assumed that each game device has only one player. Therefore, in the regular ticket data 356, the number of players in the ticket 315 is set to one. Also, the player information in the ticket 316 is configured to include only player data 317 for one player in the game device 3. In this regard, if, for example, two players are playing together on one game device, the player information in the ticket 316 of the regular ticket data 356 may include information on the two players.

[0123] 15, the entry room data 357 is information for identifying the currently entered room (session). For example, if the user is entering a world room, the entry room data 357 includes an identifier for the world room. Also, if the user is entering a stage room, the entry room data 357 includes an identifier for the stage room.

[0124] The operation data 358 is data obtained from the controller 4 operated by the player. That is, it is data indicating the content of the operation performed by the player.

[0125] The game mode flag 359 is a flag for distinguishing whether the player character is currently on the world map or on the stage in the game processing described below. In this embodiment, information indicating either "world map" or "stage play" is set.

[0126] The transmission data 360 is data for transmitting information about the player character to a game server or another game device 3 in the same stage room. In this embodiment, the transmission data 360 includes position information of the player character within the world map or within the stage. In other embodiments, for example, the contents of the operation data 358 may be included in the transmission data 360.

[0127] The remote character control data 361 is data for controlling the movement of a remote character operated by another player on the world map screen or stage screen. On the world map screen, the data is generated based on the world room status data 304 transmitted from the game server 1. On the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from another game device in the same stage room.

[0128] Next, details of the game processing in this embodiment will be described. First, details of the processing performed by the game device 3 will be described, and then the processing by the game server 1 and the matching server 2 will be described.

[0129] [Details of Processing Executed by Processor 31 of Game Device 3] FIG. 17 is a flowchart showing details of the game device side processing executed by the processor 31 of the game device 3. In this embodiment, one or more processors read and execute the above program stored in one or more memories, thereby realizing the flowchart shown below. Note that the flowchart shown below is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same result is obtained. In addition, the values ​​of the variables and the threshold values ​​used in the determination steps are merely examples, and other values ​​may be adopted as necessary.

[0130] When game processing is started in the game device 3, first, in step S1, the processor 31 executes a start process. Fig. 18 is a flowchart showing the details of the start process. In Fig. 18, first, in step S11, the processor 31 communicates with the game server 1 and executes a login process.

[0131] Next, in step S12, processor 31 obtains the save data from storage unit 32 of game device 3, and reproduces the progress of the game.

[0132] Next, in step S13, the processor 31 transmits a matching request for the world room to the matching server. Specifically, the processor 31 sets the ticket type 310 to "normal ticket" and the request category 311 to "world room" as the contents of the normal ticket data 356. Furthermore, the processor 31 sets a predetermined world based on the save data to the request designation destination 312. For example, if the player was in World 3 when he or she last logged out, "World 3" is set to the request designation destination 312. The processor 31 also sets the player ID of the player to the player ID 318. Since it is the timing of login, Null values ​​are set to the exit room identifier 319 and the exit date and time 320. Furthermore, a predetermined value is automatically generated and set to the ticket ID 309. The processor 31 then sets the transmission execution time to the request date and time 313, and transmits the normal ticket data 356 to the matching server 2.

[0133] Next, in step S14, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of any of the world rooms related to the specified world, etc. In the following step S15, processor 31 performs a process to enter the world room based on the matching result. That is, a communication session related to the specified world room indicated in the matching result is established with game server 1.

[0134] Next, in step S16, processor 31 sets “world map” in game mode flag 359. After that, processor 31 ends the start process.

[0135] Returning to FIG. 17, next, in step S2, processor 31 determines whether game mode flag 359 is "world map." If the result of this determination is "world map" (YES in step S2), processor 31 executes world map processing in step S3. On the other hand, if it is not "world map" (NO in step S2), processor 31 executes stage play processing in step S4. Thereafter, the process returns to step S1 and the process is repeated. Details of the world map processing and stage play processing will be described below.

[0136] [World Map Processing] Fig. 19 is a flowchart showing details of the world map process. In Fig. 19, first, in step S21, processor 31 receives world room situation data 304 related to the room to be entered from game server 1. Then, processor 31 generates a world map screen based on the received world room situation data 304, and displays it on display unit 5.

[0137] Next, in step S22, processor 31 acquires operation data 358. Next, in step S23, processor 31 determines whether or not a stage start operation has been performed, based on operation data 358. If the result of the determination is that a stage start operation has been performed, processor 31 executes a stage entry process in step S24.

[0138] [Stage entry process] Fig. 20 is a flowchart showing details of the stage entry process. In Fig. 20, first, in step S41, processor 31 executes a process for leaving the world room in which the player is currently present. Specifically, processor 31 transmits a leave notification to game server 1, and ends the communication session with game server 1.

[0139] Next, in step S42, the processor 31 transmits a matching request for the stage designated in the stage start operation to the matching server 2. Specifically, the processor 31 sets the following contents in the normal ticket data 356 and transmits it to the matching server 2. First, the ticket type 310 is set to "normal ticket". The request category 311 is set to "stage room", and the stage designated in the stage start operation is set in the request designation destination 312. For example, "stage 1-1" or "stage 1-3" may be set. The player's own play or ID is set in the player ID 318, and the identifier of the world room that has been exited this time is set in the exit room identifier 319. The date and time when the communication session ended is set in the exit date and time 320. A predetermined value is automatically generated in the ticket ID 309. Then, the processor 31 sets the request date and time 313 and transmits the normal ticket data 356 to the game server 1.

[0140] Next, in step S43, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of the stage room determined as the entry destination, the network addresses of other game devices that will be in the same room, and the like. In the following step S44, processor 31 performs a process of entering the determined stage room based on the matching result. That is, it executes a process of establishing a communication session (P2P communication) related to the stage room. Note that if the user is the only person entering the room, a communication session with only one participating game device is generated.

[0141] Next, in step S45, processor 31 sets “stage play” to game mode flag 359. After that, processor 31 ends the stage entry process.

[0142] Returning to FIG. 19, when the stage entry process is completed, the world map process ends.

[0143] On the other hand, if the result of the determination in step S23 above is that a stage start operation has not been performed (NO in step S23), then in step S25, processor 31 determines whether or not a world movement operation has been performed. If the result of the determination is that a world movement operation has been performed (YES in step S25), then in step S26, processor 31 executes world movement processing.

[0144] [World transfer processing] Fig. 21 is a flowchart showing details of the world movement process. In Fig. 21, first, in step S51, processor 31 executes a process for leaving the world room in which the player is currently present. Specifically, processor 31 transmits a room leaving notification to game server 1, and ends the communication session with game server 1.

[0145] Next, in step S52, the processor 31 transmits to the matching server 2 a matching request for the world specified in the world movement operation. Specifically, the processor 31 sets the following contents in the normal ticket data 356 and transmits it to the matching server 2. First, the ticket type 310 is set to "normal ticket". The request category 311 is set to "world room", and the world specified in the world movement operation is set to the request destination 312. For example, "world 2" or "world 3" may be set. The player's own play or ID is set to the player ID 318, and the identifier of the world room that has been exited this time is set to the exit room identifier 319. The exit date and time 320 is set to the date and time when the communication session ended. A predetermined value is automatically generated in the ticket ID 309. The processor 31 then sets the request date and time 313 and transmits the normal ticket data 356 to the game server 1.

[0146] Next, in step S53, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of the world room determined as the entry destination. In the following step S54, processor 31 performs processing to enter the determined world room based on the matching result. That is, processor 31 executes processing to establish a communication session with game server 1 for the world room to be the entry destination. Thereafter, processor 31 ends the world movement processing.

[0147] Returning to FIG. 19, when the world movement processing is completed, the world map processing ends.

[0148] On the other hand, if the result of the determination in step S25 above is that a world movement operation has not been performed (NO in step S25), then in step S27, processor 31 determines whether or not an operation for moving the player character (hereinafter, a movement operation) has been performed. If the result of the determination is that a movement operation has been performed (YES in step S27), then in step S28, processor 31 moves the player character within the world map based on the operation content. On the other hand, if a movement operation has not been performed (NO in step S27), in step S29, processor 31 appropriately executes other game processing on the world map screen based on the operation content. For example, processing such as scrolling the screen or viewing stage information may be executed.

[0149] Next, in step S30, the processor 31 generates transmission data 360 including position information of the player character within the world map. Then, the processor 31 transmits the transmission data 360 to the game server 1.

[0150] Next, in step S31, processor 31 receives world room situation data 304 related to the currently entered world room from game server 1. Then, processor 31 sets the remote character control data 361 based on the received world room situation data 304, and controls the movement of the remote character. Then, processor 31 generates a world map screen reflecting the movement of the remote character and the operation content of the player character, and displays it on display unit 5. After that, the process returns to step S22, and the process is repeated.

[0151] Next, the stage play process related to the step S4 will be described. FIG. 22 is a flow chart showing the details of the stage play process. In FIG. 22, first, in step S61, processor 31 generates a virtual space related to the stage to be played this time. Furthermore, processor 31 places the player character at a start point defined in the stage. If other players have also entered the room, remote characters are also placed. Specifically, processor 31 receives transmission data 360 sent from other game devices 3, and generates remote character control data 361. Then, processor 31 places the remote character at a predetermined position in the stage based on position information included in remote character control data 361. Then, processor 31 generates and displays a stage screen. Thereafter, by waiting for an operation from the player, stage play related to the player is started.

[0152] Next, in step S62, the processor 31 acquires the operation data 358.

[0153] Next, in a step S63, processor 31 controls the movement of player character 201 based on operation data 358.

[0154] Next, in step S64, processor 31 controls the movement of the remote character. Specifically, processor 31 receives transmission data 360 sent from the other game device 3, and sets remote character control data 361. Then, processor 31 moves the remote character based on remote character control data 361. At this time, processor 31 also determines whether or not it has received an exit notification from the other game device 3, and if it has received an exit notification, it also appropriately performs processing to disconnect the other game device from the communication session.

[0155] Next, in step S65, processor 31 controls the movements of other characters such as enemy characters, etc. Furthermore, processor 31 also executes hit determination and various types of game processing based on the results of the hit determination.

[0156] Next, in step S66, processor 31 determines whether or not a condition for the player to leave the stage room has been satisfied. The condition is any of the following: when player character 201 reaches the goal point, when the game is over, or when an operation to leave the stage room is performed. If the result of the determination is that the condition for leaving the room is not satisfied (NO in step S66), in step S67, processor 31 generates and displays a stage screen reflecting the above game processing. Then, the process returns to step S62, and the process is repeated.

[0157] On the other hand, if the exit condition is satisfied (YES in step S66), in step S68, processor 31 executes a stage exit process. FIG 23 is a flowchart showing the details of the stage exit process. In FIG 23, first, in step S71, processor 31 executes a process for exiting the current stage room. Specifically, an exit notice is transmitted to other game devices 3 and game server 1 in the same stage room, and the communication session related to the stage room is ended.

[0158] Next, in step S72, the processor 31 transmits a matching request for the world to the matching server 2. Specifically, the processor 31 sets the following contents in the normal ticket data 356 and transmits it to the matching server 2. First, the ticket type 310 is set to "normal ticket". The request category 311 is set to "world room", and the world to which the current stage belongs is set to the request destination 312. For example, when exiting from "stage 2-1", "world 2" is set. The player's own play or ID is set to the player ID 318, and the identifier of the stage room that was exited this time is set to the exit room identifier 319. The date and time when the communication session ended is set to the exit date and time 320. A predetermined value is automatically generated in the ticket ID 309. Then, the processor 31 sets the request date and time 313 and transmits the normal ticket data 356 to the game server 1.

[0159] Next, in step S73, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of the world room determined as the entry destination. In the following step S74, processor 31 performs a process of entering the determined world room based on the matching result. That is, it executes a process of establishing a communication session with game server 1 for the world room to be entered.

[0160] Next, in step S75, processor 31 sets “world map” in game mode flag 359. After that, processor 31 ends the stage exit process.

[0161] Returning to FIG. 22, when the stage exit processing is completed, processor 31 ends the stage play processing.

[0162] This concludes the detailed description of the processing related to the game device 3.

[0163] [Game Server 1 Processing] Next, the details of the process executed by the game server 1 will be described. FIG. 24 is a flowchart showing the details of the process related to the game server 1. In FIG. 24, first, in step S101, the processor 11 of the game server 1 performs a room management process. Specifically, the processor 11 performs a process for managing each room, such as judging whether or not to supplement a player (whether or not to request re-recruitment) for each room, creating a new room as necessary, and deleting a room from which a player has disappeared. That is, a process for appropriately updating the world room management data and the stage room management data 305 is performed. Note that, in this embodiment, a world room with 1 to 19 people and a stage room with 1 to 3 people are judged as a target for which a re-recruitment request is made.

[0164] Next, in step S102, the processor 11 makes a re-recruitment request for the rooms for which it was determined in step S101 that a re-recruitment request should be made. That is, the processor 11 generates re-recruitment ticket data 307 for each room, in which information about the corresponding room is set. Then, the processor 11 transmits the re-recruitment ticket data 307 to the matching server 2.

[0165] Next, in step S103, processor 11 receives a matching result for each re-recruitment ticket from matching server 2. Next, in step S104, processor 11 establishes a communication session for the world room between predetermined game devices 3 based on the matching result. Furthermore, processor 11 reflects the matching result in world room management data 303 and stage room management data 305. For example, when a player is added to a predetermined world room as a result of matching, information on the player entering the corresponding world room in world room management data 303 is appropriately updated. Similarly, for the stage rooms, stage room management data 305 is appropriately updated based on the matching result.

[0166] Next, in step S105, processor 11 updates world room status data 304 for each world room based on the data transmitted from each game device 3. Processor 11 also transmits the updated world room status data 304 to each game device 3. That is, processor 11 transmits, for each existing world room, position information of the player character currently in the room to game devices 3 associated with other players in the same room. This results in synchronization of the world map screens between game devices connected to the same world room.

[0167] Then, the processor 11 returns to step S101 and repeats the process. This concludes the detailed description of the process related to the game server 1.

[0168] [Matching server processing] Next, the details of the processing executed by the matching server 2 will be described. Fig. 25 is a flowchart showing the details of the processing by the matching server. In Fig. 25, first, in step S201, the processor 21 of the matching server 2 receives a matching request transmitted from the game device 3 and the game server 1.

[0169] Next, in step S202, the processor 21 registers the request received in step S201 in the request queue 332.

[0170] Next, in step S203, the processor 21 determines whether or not a predetermined condition for executing the matchmaking process described below is satisfied. The matchmaking process may be executed, for example, at regular intervals, or when a predetermined number of requests are accumulated in the request queue. Therefore, in step S203, it is sufficient to determine whether or not a predetermined condition for executing the matchmaking process, such as whether or not the above-mentioned fixed period has arrived or the number of requests accumulated in the request queue, is satisfied. Alternatively, the matchmaking process may be executed every time a request arrives. In this case, it is sufficient to determine whether or not a new request has been received. If the result of the determination is that the execution condition for the matchmaking process is not satisfied (NO in step S203), the process returns to step S201 and is repeated.

[0171] On the other hand, if the execution condition for the matchmaking process is satisfied (YES in step S203), the processor 21 executes the matchmaking process in step S204. FIG. 26 is a flowchart showing the details of the matchmaking process. In FIG. 26, first, in step S211, the processor 21 acquires ticket data accumulated in the request queue 332. Furthermore, the processor 21 clears the request queue 332.

[0172] Next, in step S212, the processor 21 classifies the acquired ticket data based on the request category 311 into ticket data requesting matching of a world map room and ticket data requesting matching of a stage room.

[0173] Next, in step S213, the processor 21 executes a world matching process for ticket data requesting matching of a world map room. In this process, matching is performed so that players who selected the same world as a destination at a relatively close time tend to be in the same room (the above-mentioned priority condition 1). In addition, if there are no players who selected the same world at a relatively close time, matching is performed so that a world room with a large number of people entering the room is preferentially selected (the above-mentioned priority condition 2). As long as the above-mentioned priority conditions 1 and 2 can be achieved, matching may be performed by any method, but for example, matching may be performed based on the results of sorting the above-mentioned tickets by the identifier of the exit room, the exit date and time, and the number of people in the re-recruitment room. By such sorting, a ticket order is created in which tickets for the same room and with close exit dates and times are adjacent to each other. Then, matching may be performed by utilizing this sort order. Specifically, matching may be performed by the following process. First, the processor 21 sorts the above-mentioned tickets requesting a world map room in the order of the identifier of the exit room. In addition, tickets having the same room identifier are further sorted by the exit date and time. As a result, the tickets are arranged so that tickets in the same room and with close exit dates and times are adjacent to each other. Next, the processor 21 sorts the tickets in order of the number of players included in each ticket based on the number of players in the ticket 315. Here, for normal tickets, the number of players in the ticket 315 is only one, so as a result, the tickets are arranged so that re-recruited tickets come to the top while maintaining the relationship that tickets in the same room and with close exit dates and times are adjacent to each other. Then, the processor 21 matches the top ticket in the arrangement of tickets sorted in this way with other normal tickets selected at random. The top ticket is a re-recruited ticket as described above, and randomly selected normal tickets are matched until the number of people entering the world room related to the re-recruited ticket reaches 30 people. When 30 people are reached, the next (re-recruited) ticket in the above arrangement is similarly matched with randomly selected normal tickets until 30 people are filled.By performing this process for each world, matching will be performed in accordance with the above priority conditions 1 and 2. This process will achieve matching where players who selected the same destination world at a similar time are more likely to end up in the same room.

[0174] Next, in step S214, the processor 21 executes a stage matching process for ticket data requesting matching of a stage room. In this process, matching is performed so that players who selected the same stage as a destination at a relatively close time tend to end up in the same stage room (the above-mentioned priority condition 1). If there is no player who selected the same stage within a relatively close time, matching is performed so that a room that any other player entered at the time of performing a stage start operation and whose entry time is closest in time is selected preferentially (the above-mentioned priority condition 2). Regarding the stage matching process, matching may be performed by any method as long as the above-mentioned priority conditions 1 and 2 are achieved. For example, matching may be performed based on the result of sorting the tickets by the identifier of the exit room and the exit date and time, and on a time element as described later. Specifically, matching may be performed by the following process. First, the processor 21 sorts the tickets requesting a stage room in the order of the identifier of the exit room and the order of the exit date and time, similarly to the case of the world room. Next, the processor 21 evaluates whether a match is made between the first ticket in the sorted order of tickets and another ticket selected at random. At this time, the processor 21 considers the following time factor as a condition for matching. That is, the processor 21 preferentially matches players whose request dates and times 313 differ by a certain amount. For example, the processor 21 first determines whether the difference between the request dates and times 313 is "within 10 seconds," and if it is "within 10 seconds," the processor 21 determines whether the difference between the request dates and times 313 is "within 60 seconds," and if it is "within 60 seconds," the processor 21 determines whether the match is made. That is, the processor 21 first performs a process of matching players whose stage entry operations are within 10 seconds of each other, and if there is no matching player within 10 seconds, the processor 21 expands the range to 60 seconds to search for a matching target.In this way, the difference (time range) in the request dates and times 313 is gradually widened, and if no other matching players are found even after widening it to a certain extent, the first ticket is matched with the other randomly selected tickets without considering the time factor. For example, a determination may be made taking into consideration the time factor in up to three stages, such as within 10 seconds, within 60 seconds, and within 120 seconds. Then, if no matching player is found even after widening it to within 120 seconds, the determination taking into consideration the time factor may be stopped at that point, and the other ticket selected at that time may be matched with the first ticket.

[0175] In this way, when matching stage rooms, the difference between the request dates and times is gradually increased, and an evaluation is made as to whether the first ticket and other tickets satisfy the conditions for matching. This makes it possible to realize matching that makes it easier for players who perform an entry operation to the same stage at a similar time to enter the same room. Also, even if there is no player who performs an entry operation at a similar time, it is possible to prevent a situation where no one is matched depending on the timing.

[0176] When the stage matching process is completed, the matchmaking process is completed.

[0177] Returning to FIG. 25, when the matchmaking process is completed, the process returns to step S201 and the process is repeated.

[0178] This concludes the detailed description of the processing related to the matching server.

[0179] In this way, in this embodiment, when deciding the stage room to enter, the matching process is performed not only with other players in the world room where the player is currently located, but also with players in other world rooms, and the entry room is decided. This makes it easier to create a stage room with multiple players in it. In other words, it is possible to prevent a shortage of players during stage play.

[0180] In addition, in this embodiment, the entry destination is determined so that players who selected the same world or the same stage as the destination at a similar time are likely to end up in the same room. This allows the start timing of each player's stage play to be as close as possible when playing a stage. This makes it easier to provide a game experience in which the presence of other players is recognized. In addition, players who cleared a stage at a similar time can be allowed to enter the same world room. This provides room for subsequent use of highly chance encounters in a stage room. For example, this can lead to developments in which the same members continue to play other stage rooms.

[0181] Even if there are no other players who have entered the room at a similar time, the room in which someone has started the game before is likely to be selected as the room to enter when playing the stage. In other words, entry control is performed so that the start time of the stage play is as close as possible to the start time of other players, which increases the possibility of meeting other players in the stage and makes it easier to provide a game experience in which the presence of other players is recognized. It also creates a situation in which cooperation is likely to occur when cooperation is possible, without impeding the single play of each player.

[0182] In addition, in this embodiment, matching is performed to maximize the number of people in one world room. This prevents a proliferation of world rooms with a small number of people, improves the liveliness of each world room, and provides a gaming experience in which the presence of remote players is more easily felt.

[0183] [Variations] In the above embodiment, the game process is exemplified in which, with respect to stage play, only the position information of each player's character is basically shared and displayed, and the game progress of other players is not affected, except for some cooperative play elements as described above. In other embodiments, a multiplayer game may be executed in a manner that can affect the game progress of other players from the beginning, rather than in the form of exceptional cooperative play elements as described above. In other words, the game process may be such that the results of attacks on enemy characters made by other players are reflected in the game progress on one's own game device.

[0184] In addition, in the above embodiment, matching using a time element is performed for matching of stage rooms. In this regard, in other embodiments, matching may be performed without using the time element as described above for some special stages. For example, one example of a special stage is a stage with a fixed screen that does not have a start point or a goal point and does not scroll, and in which multiple players cooperate to solve a puzzle-like gimmick. For such a stage, matching may be controlled so as to be performed without using a time element. In other words, matching based on the time element as described above and matching not based on a time element may be used depending on the contents of the stage. More specifically, in a stage that is cleared by moving from the start to the goal, when the distance between the player characters in the stage becomes distant, it is unlikely that they will approach each other again, so matching based on a time element may be performed. On the other hand, in a stage that is cleared by achieving a condition within a certain range, even if the distance between the player characters in the stage becomes distant temporarily, it is likely that they will approach each other again, so matching not based on a time element may be performed.

[0185] In the above embodiment, a matching method of sorting "tickets" as described above has been exemplified in order to achieve the results shown as "priority condition 1" and "priority condition 2". In this regard, in other embodiments, in order to achieve a similar result, for example, each player who has requested matching may be configured to have "priority information". Then, the "priority information" may be set so that players who have left the room or who are close to leaving the room (including players who have entered the re-recruiting room) are preferentially matched with each other. Then, the matching server 2 may perform matching based on this "priority information". [Explanation of symbols]

[0186] 1. Game System 2 Matching Server 3. Information processing terminal (game device) 4. Controller 31 Processors 32 Storage section 33 Wireless Communication Department 34 Controller communication section

Claims

1. A game system including a game device connected to a network, a plurality of other game devices connected to the network, and a server, The computer of the game device In the first mode, Sending a request for a first matching process to the server; connecting the game device to a first group of other game devices based on a result of the first matching process received from the server; arranging and drawing, in a first virtual game space, at least some of a player's own character, the movement of which is controlled based on an operation of the player of said game device, and a group of other player's characters, the movement of which is controlled based on data acquired from each of the other game devices included in said first other game device group; executing a stage selection process for selecting a predetermined game stage from a plurality of game stages in response to an operation of a player of the game device while the first virtual game space is being displayed; transitioning to a second mode in response to the execution of the stage selection process; In the second mode, Sending a request for a second matching process to the server; connecting the game device to a second group of other game devices based on a result of the second matching process received from the server; arranging and drawing, in a second virtual game space corresponding to the stage selected by the stage selection process, at least some of the player's own character and a group of other player characters operated by players of the other game devices included in the second other game device group; The server computer includes: in response to receiving a request for a first matching process from the game device, as the first matching process, matching the game device with the first group of other game devices selected from the plurality of other game devices, and transmitting a result of the first matching process to the game device; A game system which, in response to receiving a request for a second matching process from the game device, matches the game device with the second other game device group as the second other game device group, and transmits the result of the second matching process to the game device, wherein the second matching process is performed by selecting one or more other game devices from among the plurality of other game devices, without being limited to the first other game device group matched by the first matching process.

2. 2. The game system according to claim 1, wherein the game stage associated with one of a plurality of stage objects placed in the first virtual game space is selected by moving the player character to the one of the stage objects placed in the first virtual game space.

3. 2. The game system according to claim 1, wherein when the mode is changed to the second mode, the connection with the first group of other game devices in the first mode is released.

4. 2. The game system according to claim 1, wherein, in the first mode, when a player of the game device and a predetermined player among players of other game devices included in the first other game device group select the same stage and the stage selection process for both players is executed within a predetermined period, in the second mode, the game device is preferentially connected to the second other game device group including other game devices related to the predetermined player, over game devices on which the stage selection process has not been executed within the predetermined period since the stage selection process for the predetermined player was executed.

5. The computer of the game device When a predetermined stage end condition is satisfied in the second mode, the mode transitions to the first mode; The server computer includes:

2. The game system according to claim 1, wherein, when the game device transitions from the second mode to the first mode, the first matching process is executed with a third other game device group, which may include other game devices not included in the first other game device group, as a matching target for the game device, and the computer of the game device connects the game device to the new first other game device group determined by the first matching process with the third other game device group as a matching target.

6. 6. The game system according to claim 5, wherein, in the second mode, if the timing at which the player of the game device and a predetermined player among the players of other game devices included in the second other game device group clear the stage is included within a predetermined period, in the first mode, the game device is connected to the first other game device group including the game device of the predetermined player in priority to game devices on which the stage selection process has not been executed within the predetermined period since the stage selection process related to the predetermined player was executed.

7. world information that defines a plurality of different virtual worlds that can be displayed as the first virtual game space is stored in the game system; The computer of the game device executing a world movement process for moving from the first virtual world to a second virtual world in response to an operation of a player of the game device while the first virtual game space corresponding to the first virtual world is being displayed; when the world movement process is executed, disconnecting the first other game device group that is currently connected; The game system according to claim 1, further comprising: a first virtual game space corresponding to the second virtual world being displayed on the server; a second virtual game space being displayed on the server; a second virtual game space being displayed on the server;

8. 1. A game processing method executed by a computer of a game system including a game device connected to a network, a plurality of other game devices connected to the network, and a server, the method comprising: A computer of the game device, In the first mode, sending a request for a first matching process to the server; connecting the game device to a first group of other game devices based on a result of the first matching process received from the server; placing and drawing, in a first virtual game space, at least some of a player's own character, the movement of which is controlled based on an operation of the player of said game device, and a group of other player's characters, the movement of which is controlled based on data acquired from each of the other game devices included in said first other game device group; executing a stage selection process for selecting a predetermined game stage from a plurality of game stages in response to an operation of a player of the game device while the first virtual game space is being displayed; transitioning to a second mode in response to the execution of the stage selection process; In the second mode, sending a request for a second matching process to the server; connecting the game device to a second group of other game devices based on a result of the second matching process received from the server; arranging and drawing at least some of the player's own character and a group of other player characters operated by players of the other game devices included in the second other game device group in a second virtual game space corresponding to the stage selected by the stage selection process; A computer of the server, in response to receiving a request for a first matching process from the game device, as the first matching process, matching the game device with the first group of other game devices selected from the plurality of other game devices, and transmitting a result of the first matching process to the game device; A game processing method comprising: in response to receiving a request for a second matching process from the game device, as the second matching process, matching the game device with the second other game device group, the second other game device group being one or more other game devices selected from the plurality of other game devices, without being limited to the first other game device group matched by the first matching process, and transmitting a result of the second matching process to the game device.

9. A game program to be executed by a computer of a game system including a game device connected to a network, a plurality of other game devices connected to the network, and a server, A computer of the game device, In the first mode, sending a request for a first matching process to the server; connecting the game device to a first group of other game devices based on a result of the first matching process received from the server; placing and drawing, in a first virtual game space, at least some of a player's own character, the movement of which is controlled based on an operation of the player of said game device, and a group of other player's characters, the movement of which is controlled based on data acquired from each of the other game devices included in said first other game device group; executing a stage selection process for selecting a predetermined game stage from a plurality of game stages in response to an operation of a player of the game device while the first virtual game space is being displayed; transitioning to a second mode in response to the execution of the stage selection process; In the second mode, sending a request for a second matching process to the server; connecting the game device to a second group of other game devices based on a result of the second matching process received from the server; arranging and drawing at least some of the player's own character and a group of other player characters operated by players of the other game devices included in the second other game device group in a second virtual game space corresponding to the stage selected by the stage selection process; A computer of the server, in response to receiving a request for a first matching process from the game device, as the first matching process, matching the game device with the first group of other game devices selected from the plurality of other game devices, and transmitting a result of the first matching process to the game device; A game program which, in response to receiving a request for a second matching process from the game device, performs, as the second matching process, matching the game device with the second other game device group, with one or more other game devices selected from the plurality of other game devices, not limited to the first other game device group matched by the first matching process, as the second other game device group, and transmits a result of the second matching process to the game device.

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