Game system and program

By dynamically adjusting rewards based on the level judgment and achievement condition settings in the game system based on the level of player information, the problems of poor game interaction and long startup time caused by differences in levels or abilities are solved, and the game experience of multiple players participating and fast startup is achieved.

JP7628599B2Active Publication Date: 2025-02-10BANDAI NAMCO ENTERTAINMENT INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2023206325
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-06
Publication Date
2025-02-10
Estimated Expiration
2039-03-28

AI Technical Summary

Technical Problem

In existing gaming systems, players with large levels or abilities have difficulty interacting, resulting in poor gaming experience and long game start time, especially when multiple people participate.

Method used

Through the hierarchical judgment process based on player-related information, personalized achievement conditions are set, and achievement conditions and rewards are dynamically adjusted during the game to ensure that players of different levels or abilities can participate in the game together and reduce waiting time.

Benefits of technology

Players of different levels or abilities can participate in the game together, which improves game interaction and participation, reduces the waiting time before the game starts, and stimulates players' interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007628599000001
    Figure 0007628599000001
  • Figure 0007628599000002
    Figure 0007628599000002
  • Figure 0007628599000003
    Figure 0007628599000003
Patent Text Reader

Abstract

To achieve a wide participation of many players and to suppress a resulting generation of a waiting time before the start of a game and suppress the waiting time to become a long period, and to activate the whole game.SOLUTION: According to the ability or the level of each player joining a game, a server device 10 changes conditions, such as a clear condition when clearing the game or an obtaining condition of items obtainable during the game, to be satisfied during the game. For example, eve if the game is performed in a state where players whose level and ability are low are mixed with players whose level and ability are high, a configuration is provided in which a privilege and the like are allowed to be obtained not only by high level players but even by low level players as long as only the conditions to be satisfied are fulfilled.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a game system, a program, and the like. [Background technology]

[0002] Conventionally, there have been known battle royale-style games in which multiple players or teams participate in a single game world and the player or team that can play the game to the end is recognized as the winner, as well as role-playing game-style games (MMORPG: Massively Multiplayer Online Role-Playing Game).

[0003] Furthermore, in game systems that execute such multiplayer games, if there is a large difference in level or ability between players, players with low level or ability will be defeated soon after the game begins and will not be able to enjoy the game, while players with high level or ability will often find themselves faced with many opponents who are not challenging to play against, and will not be able to enjoy the game.

[0004] Recently, a game system has been known in which matching is performed based on the rank of the player and the player character operated by the player, and a game is played between players with little difference in ability or level (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 5209094 Summary of the Invention [Problem to be solved by the invention]

[0006] However, the game system described in Patent Document 1 does not allow for games in which players with different levels or abilities can participate, so interaction between players is often limited, and it is not possible to expect the expansion of communication between players across level differences, which could be one factor in livening up the game.

[0007] Furthermore, in the game system described in Patent Document 1, the game itself cannot be started unless other players of similar level or ability participate. In some cases, therefore, a considerable amount of time may be required from the time a player wishes to play a game until the game actually starts. In particular, when a game is played by a large number of people (e.g., 100 people), there is a possibility that the game itself may not be possible to be established in the first place.

[0008] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system which allows a wide range of players to participate, thereby reducing the occurrence of waiting times before the game starts and the length of such waiting times, and which can revitalize the game as a whole. [Means for solving the problem]

[0009] (1) In order to solve the above problems, the present invention provides A game system for executing a game in which multiple players participate using player characters, comprising: Based on the player-related information about each player stored in the storage means, a first determination means for executing a rank determination process for determining a relative rank of a player among a plurality of players participating in the game; a setting means for setting, for each player participating in the game, an achievement condition to be achieved during the game by a player character operated by that player based on a result of the rank determination process; a second determination means for executing a condition achievement determination process for determining whether or not the set achievement condition has been achieved for each of the players at a given timing; a presentation means for presenting a result of the condition achievement determination process to a corresponding player; The present invention has a configuration comprising:

[0010] With this configuration, the present invention can vary the conditions to be achieved during the game, such as the clearing conditions for clearing the game and the conditions for acquiring items that can be acquired during the game, depending on the abilities and levels of the individual players participating in the game (hereinafter also referred to as "participating players"). Therefore, even if a game is played by multiple participating players with large differences in level (player level for the game, game level or player level) and ability, each individual player can enjoy the game.

[0011] In other words, even if a game is played in which players of low level or ability (hereinafter referred to as "low-level players") are mixed with players of high level or ability (hereinafter referred to as "high-level players"), the present invention allows not only high-level players but also low-level players to earn bonuses, etc., as long as the achievement conditions are met.

[0012] Therefore, the present invention can realize a game that can be played by a plurality of different players without having to worry about differences in level or ability, thereby allowing a wide range of players to participate.

[0013] In particular, when a game is played with a large number of players, such as 100 or more, the present invention can shorten the time from when the participating players are gathered to when the game can begin, so that the game can be played without making players who wish to participate wait for a long time.

[0014] That is, in a game in which multiple players can participate, the present invention can reduce waiting times for players and provide the game promptly.

[0015] As a result, the present invention can eliminate the dissatisfaction caused by the waiting time of the player and can revitalize the game as a whole.

[0016] The "game in which multiple players participate" may be any game in which multiple players use player characters, such as RPG, racing games, action games, fighting games, communication games, shooting games, etc. However, it is preferable to apply the present invention to fighting games in which a large number of players compete against each other, such as a battle royale format.

[0017] In particular, when playing such a game, the number of players who wish to participate may be limited or unlimited, and a matching process may be performed to match participating players based on the game level of the players and the area in which the players are located (network distance when playing the game using a network), etc.

[0018] In addition to player information about the player, "player-related information" also includes information about the player character that is the object of operation by the player. The information includes past game results, such as achievements and item acquisitions, and is information based on game results.

[0019] For example, player information includes game level, abilities, experience points, game history (total time participated in the game and number of times participated), and billing history (including billing date and amount charged), and player character information includes character level, parameters that define each ability, attributes, number of battles, and items owned (including type and ability value).

[0020] And for "positioning among multiple players," (A1) For example, the level to which the player belongs (player's game level / player level), such as the level set in the game and acquired by the player based on the progress of the game, etc. (A2) The presence or absence of items (weapons) owned (including combinations of multiple items) or their levels (the level of the highest level item or the average level of multiple items), (A3) The level of the player character (strength based on abilities); (A4) Parameter values ​​such as points and experience points, (A5) The total time you have participated in the game, the number of times you have participated, or your match history with other players, or (A6) A level determined by the progress of a game played by a group of multiple players, This includes ranking each player based on the score, calculating a standard deviation, or classifying them into a range (rank).

[0021] Furthermore, as the "achievement conditions", for example, strict conditions that are difficult to achieve are set for a high ranking, whereas easy conditions that are easy to achieve are set for a low ranking.

[0022] In particular, the term "achievement conditions" includes cases where no conditions are set. For example, in this case, from the perspective of helping the weak, achievement conditions are set only for players of low level or ability, while achievement conditions are not set for players of high level or ability.

[0023] In addition to the above, the "given timing" at which the condition achievement determination process is executed may be during the game or after the game ends.

[0024] In addition, in "presenting the result of the condition achievement determination process to the relevant player," "the relevant player" may include not only the player for whom the achievement condition is set, but also each player on the team to which the player belongs.

[0025] The term "presenting to the player" may include displaying the information on the game screen during the game, or presenting the information by sound.

[0026] (2) The present invention also provides The first determination means, The player-related information is configured to determine the ranking of each player based on information indicating the degree of achievement of a goal set for each player in a past game.

[0027] With this configuration, the present invention can determine the ranking of each player based on the degree of goal achievement, which is a game result that reflects the skill of each player, and therefore can set appropriate achievement conditions for each player.

[0028] Therefore, the present invention can execute a game that is suited to the level and ability of each player, thereby realizing a game that can be executed by multiple players of various kinds without having to worry about differences in level or ability.

[0029] (3) The present invention also provides The first determination means, The player-related information is configured to determine the ranking of each player based on the degree of goal achievement and information on the results of past games of each player.

[0030] With this configuration, the present invention can determine the ranking of each player based on the appropriate ability and objective indicators of each player, and therefore can set appropriate achievement conditions for each player.

[0031] Therefore, the present invention can execute a game that is suited to the level and ability of each player, thereby realizing a game that can be executed by multiple players of various kinds without having to worry about differences in level or ability.

[0032] (4) The present invention also provides In the game system according to claim 1, The game device further comprises a benefit granting control means for granting a given benefit to a player character that satisfies the condition for achievement or to a player operating the player character, based on a result of the process of determining whether the condition has been achieved.

[0033] With this configuration, the present invention can provide, as a given bonus, a player character or a player who meets the achievement conditions with items (including lives), in-game currency, new abilities (such as special abilities) for the player character, or points to be used in the game, restore the values ​​of parameters that change during the game, such as energy parameters or ability parameters, or change the probability of winning in a lottery method such as gacha (including the probability of winning for rarity).

[0034] Therefore, the present invention can provide motivation for players to actively participate in a game, regardless of differences in level or ability.

[0035] In addition, the "granting of benefits" includes, for example, parameters such as points, experience points, and ability scores of a given ability, scores, items and abilities used by the player character, in-game currency, and the right to run gacha and the right to change the winning probability and rarity of items obtained through said gacha.

[0036] In particular, a "benefit" is granted when the achievement conditions are met regardless of the level or ability differences between players, but it is preferable that the higher the level or ability, the greater the value of the benefit granted compared to when the achievement conditions are met by a player character of a player with a lower level or ability.

[0037] (5) The present invention also provides The privilege granting control means When the condition to be achieved is a condition related to quantity, the benefit to be given is changed according to the quantity exceeding the condition to be achieved.

[0038] With this configuration, the present invention provides a system for obtaining bonuses, experience points, number of items, etc., in excess of the achievement conditions. In this case, a bonus of improved quantity and quality can be awarded, so that even if the achievement condition is achieved before the end of the game, the player can be encouraged to continue playing the game in order to further increase the quantity related to the achievement condition.

[0039] Therefore, the present invention can keep the player interested in the game until the end of the game, and therefore can keep the game active until the end of the game.

[0040] It should be noted that "changing a perk" includes improving the quality, level, rarity, etc. of a perk, as well as increasing the quantity of a perk.

[0041] (6) The present invention also provides The privilege granting control means The bonus to be given is changed depending on the period of time until the achievement condition is achieved.

[0042] With this configuration, the present invention can award bonuses of improved quantity and quality the shorter the period from the start of the game to the achievement conditions being met, thereby encouraging the player to achieve the achievement conditions in a short period of time and providing new excitement to the player by allowing them to develop strategies to achieve this.

[0043] As mentioned above, "changing a perk" includes improving the quality, level, rarity, etc. of the perk, as well as increasing the quantity of the perk.

[0044] (7) The present invention also provides The privilege granting control means For players participating in the game as a team consisting of multiple players, if the condition achievement determination process determines that the achievement conditions set for all players belonging to the same team are met, the given benefit to be granted is changed, or a special benefit is additionally granted in addition to the given benefit to be granted.

[0045] With this configuration, the present invention can increase the interest of the game as a team battle even when a team is made up of players with different levels or abilities, or when a team is made up of players with low or high levels or abilities, and can make the game interesting for any player.

[0046] As mentioned above, "changing a perk" includes improving the quality, level, rarity, etc. of the perk, as well as increasing the quantity of the perk.

[0047] In addition, "adding a special benefit" includes giving a bonus benefit in addition to the benefit given when the achievement condition is met. For example, the special benefit may be the same as the benefit given individually, or may be a different benefit.

[0048] (8) The present invention also provides The privilege granting control means When it is determined that the condition is met by the condition achievement determination process, the benefit to be awarded is changed according to the result of the game of the relevant player.

[0049] With this configuration, the present invention allows players to seek good results in the game. This can improve the player's motivation to play the game.

[0050] (9) The present invention also provides The privilege granting control means When it is determined that the condition is not met by the condition achievement determination process, a disadvantage is given to the player.

[0051] With this configuration, the present invention can improve the player's motivation to play the game because the player will suffer a disadvantage if he does not achieve a good result in the game.

[0052] (10) The present invention also provides The achievement conditions set for each player participating in the game include conditions to be achieved jointly with other players.

[0053] With this configuration, the present invention can set achievement conditions for each team made up of multiple players, and can therefore be applied to games in which teams battle each other.

[0054] In addition, the "conditions to be achieved jointly" may be conditions set in addition to the achievement conditions set for each individual player belonging to the team, or may be the achievement conditions set for each player themselves.

[0055] (11) The present invention also provides The relevant player is a player for whom the achievement condition is set, or another player who belongs to a team made up of a plurality of players including the relevant player.

[0056] With this configuration, the present invention can provide each of the achievement conditions to a player who is awarded a benefit upon fulfilling the achievement conditions, thereby improving the user's operability in the game.

[0057] (12) The present invention also provides The setting means: The achievement condition for each player is set based on the result of the rank determination process as well as on player-related information of all players participating in the game.

[0058] With this configuration, the present invention can, for example, when there are many other players at a high level, lower the overall achievement conditions for low-level players and high-level players, or when there are many other players at a low level, raise the overall achievement conditions for low-level players and high-level players.

[0059] In other words, in this invention, depending on the level, ranking or deviation value of the other participating players, not only the player's ranking but also the progress (difficulty) of the game itself will vary, so that the achievement conditions can be changed in accordance with such game situations.

[0060] Therefore, the present invention can set the achievement conditions while taking into consideration the balance with the original game, thereby making the game more entertaining.

[0061] (13) In order to solve the above problems, the present invention provides Program for executing a game in which multiple players participate using player characters Ram, a first determination means for executing a rank determination process for determining a relative rank of each player among a plurality of players participating in the game, based on player-related information about each player stored in a storage means; a setting means for setting, for each player participating in the game, an achievement condition to be achieved during the game by a player character operated by that player, based on a result of the rank determination process; a second determination means for executing a condition achievement determination process for determining whether or not the set achievement condition has been achieved for each of the players at a given timing; and a presentation means for presenting a result of the condition achievement determination process to a corresponding player; The present invention has a configuration that causes a computer to function as a

[0062] With this configuration, the present invention can realize a game that can be played by a variety of multiple players without having to worry about differences in level or ability, thereby allowing a wide range of players to participate.

[0063] Furthermore, the present invention can reduce waiting times for players in games in which multiple players can participate, thereby enabling games to be provided quickly.

[0064] Therefore, the present invention can eliminate the dissatisfaction caused by the waiting time of the player and can revitalize the game as a whole. [Brief description of the drawings]

[0065] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 10 is a diagram for explaining an overview of a game process for executing a game based on an achievement condition for each player in one embodiment. [Diagram 5] FIG. 2 illustrates an example of player-related information used in one embodiment. [Figure 6] FIG. 11 is a diagram for explaining a rank determination process according to an embodiment. [Figure 7] FIG. 11 is a diagram for explaining an achievement condition setting process according to an embodiment. [Figure 8] FIG. 11 is a diagram (part 1) for explaining the privilege granting control process according to an embodiment. [Figure 9] FIG. 11 is a diagram (part 2) for explaining the privilege granting control process according to an embodiment. [Figure 10] FIG. 11 is a diagram (part 3) for explaining the privilege granting control process according to an embodiment. [Figure 11]10 is a flowchart showing the operation of a game process (a game process for executing a game based on an achievement condition for each player) executed by a server device in one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0066] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0067] [1] Game system First, an overview and a schematic configuration of a game system 1 according to the present embodiment will be described with reference to Fig. 1. Fig. 1 shows an example of a system configuration showing the configuration of the game system 1 according to the present embodiment. This is a diagram.

[0068] As shown in FIG. 1, the game system 1 of the present embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0069] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.

[0070] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0071] In addition, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0072] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0073] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.

[0074] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0075] Furthermore, information such as billing information, game information, etc. stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0076] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.

[0077] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0078] The terminal device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), and for transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.

[0079] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that causes the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as an SNS server to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and executes the game.

[0080] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0081] The server device 10 includes an input unit 120 for use in administrator and other input, a display unit 130 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0082] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, a keyboard, and the like.

[0083] The display unit 130 displays an operation screen for a system administrator. For example, the display unit 130 in this embodiment is configured with a liquid crystal display or the like.

[0084] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0085] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are composed of hardware such as various processors or communication ASICs, programs, etc.

[0086] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0087] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, and a player information memory unit 146 in which player-related information including information about each player, information about the player's game, and information about the player character operated by each player is stored.

[0088] In particular, the game data storage unit 144 stores information about the game field on which the game is played, condition information used for various judgments, information about each object on the game field, information for changing each object, various table information, information about player characters that can be used in the game, and the like.

[0089] Furthermore, in the player information storage unit 146, in addition to information about the player, information about the player character operated by that player is stored as player-related information for each player.

[0090] In addition, player-related information includes, for example, game results such as performance in games so far and items acquired, as well as the degree of goal achievement in the achievement conditions described below, and is used when determining the relative ranking among multiple players described below.

[0091] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0092] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).

[0093] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.

[0094] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a movement control unit 104, a matching processing unit 105, a player ranking determination processing unit 106, an achievement condition setting unit 107, an achievement condition determination unit 108, a timer management unit 109, an information provision unit 110, and a bonus management unit 111.

[0095] For example, the player rank determination processing unit 106 of this embodiment constitutes a first determination means of the present invention, and the achievement condition setting unit 107 constitutes a setting means of the present invention. Also, for example, the achievement condition determination unit 108 of this embodiment constitutes a second determination means of the present invention, and the information providing unit 110 constitutes a presentation means of the present invention. Furthermore, for example, the bonus management unit 111 of this embodiment constitutes a bonus granting control means of the present invention.

[0096] The communication control unit 101 performs processing for transmitting and receiving data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20 and the like by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing for transmitting a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of the player.

[0097] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 The web browser 211 transmits data in response to a request from the web browser 211 installed in the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and receives data transmitted by the web browser 211 of the terminal device 20.

[0098] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0099] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and executes various game processes related to various competitive games such as battle games in which multiple players compete against each other and fight or engage in combat, action games, RPGs, sound games, or sports games, based on player operations input via the terminal device 20.

[0100] In addition, when a competitive game is executed, the game management unit 103 executes game processing related to a match such as a battle between individuals or between groups (hereinafter referred to as an "individual match" or an "inter-group match") during the execution of the competitive game.

[0101] The movement control unit 104 controls the movement within the game space of the player character (hereinafter also referred to as the “target player character”) that is to be operated by each player in response to operation input input to the terminal device 20 by the player participating in the game.

[0102] The matching processing unit 105 executes a matching process to identify players who will participate in the game based on player-related information such as the player's level and ability, the type and level (including ability) of the player's character, or the area in which the terminal device 20 operated by the player is located.

[0103] The player rank determination processing unit 106 executes a rank determination process for determining the relative rank (e.g., rank, ranking or deviation value) of each player among a plurality of players participating in the game of each player, based on the player-related information of the player whose participation has been determined by the matching process.

[0104] The achievement condition setting unit 107 sets, before the start of the game or during the game, achievement conditions to be achieved during the game by the player character operated by each player participating in the game, based on the result of the rank determination process.

[0105] The achievement condition determination unit 108 executes a condition achievement determination process for determining, at a given timing such as during the game or after the game ends, whether or not a set achievement condition has been achieved for each player.

[0106] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device 20.

[0107] The information providing unit 110 generates various kinds of game information for causing the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20 .

[0108] In particular, the information providing unit 110 generates information for controlling the target player character of each player by the corresponding terminal device 20 (that is, game information), and provides the generated game information to the corresponding terminal device 20.

[0109] The information providing unit 110 also provides predetermined information to the terminal device 20 in order to present the result of the condition achievement determination process determined for each player to the relevant player.

[0110] The bonus management unit 111 grants a given bonus to a player character that satisfies the condition or to a player operating the player character, based on the result of the condition achievement determination process.

[0111] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device of this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (parts) of Fig. 3 are omitted.

[0112] The input unit 260 is for the player to input operation data, and the function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0113] The touch operation on the display screen (hereinafter, unless otherwise specified, referred to as a "touch panel") 12 may be performed using a fingertip or an input device such as a touch pen.

[0114] Furthermore, the input unit 260 may include a button, a lever, a keyboard, a steering wheel, a microphone, an acceleration sensor, or the like that can input operation information (operation signal) other than the indicated position.

[0115] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, an image buffer 272 in which the final display image and the like are stored, a player information storage unit 273 showing information about the player related to the game to be provided, and a game data storage unit 274 in which various data necessary for executing the game, such as table data, are stored. Note that some of these may be omitted, or the storage unit 140 of the server device 10 may form part of them.

[0116] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0117] Moreover, the information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.

[0118] The display unit 290 outputs an image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.

[0119] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.

[0120] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.

[0121] The communication unit 296 performs various controls for communicating with the outside (for example, a host device or other terminal device), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0122] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in an information storage medium or storage unit 270 of the server device 10, and store the received programs and data in the information storage medium 280 or storage unit 270. The case where the terminal device 20 functions by receiving programs and data in this manner is also included within the scope of the present invention.

[0123] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0124] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as the player character and other player characters, processing for displaying objects, processing for calculating the game result, and processing for ending the game when a game end condition is satisfied.

[0125] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0126] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 212, an input reception processing unit 213, a game control unit 214, a game calculation unit 215, a virtual camera control unit 216, a game management unit 217, a drawing unit 220, and a sound processing unit 230. Also, a configuration in which some of these units are omitted may be used.

[0127] The object space setting unit 210 performs processing to place and set various objects (objects composed of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (player characters, moving objects, other player characters), movement paths, buildings, trees, pillars, walls, maps (terrain), etc. in object space.

[0128] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation and direction) of an object (model object), and places the object at that position (X, Y) or (X, Y, Z) with that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).

[0129] Here, the object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. A two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and a three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0130] When the object space is a two-dimensional space, the objects are arranged based on the priority order set for each of the multiple objects. For example, the objects (sprites) that you want to appear to be in the back are arranged in order, and then objects that you want to appear to be in the foreground are arranged on top of each other.

[0131] Furthermore, by arranging an object with a large drawing size at the bottom of the image and an object with a small drawing size at the top of the image, the object space corresponding to the top of the screen can be made to appear to be at the back, and the object space corresponding to the bottom of the screen can be made to appear to be at the front.

[0132] When the object space is a three-dimensional space, the object is placed in the world coordinate system.

[0133] Based on the information transmitted from the server device 10, the display control unit 212 causes the display unit 290 to display information required to prevent the recurrence of an immovable state within the game field.

[0134] The input reception processing unit 213 receives an input instruction input by the player via the input unit 260, and outputs the received input instruction to the game control unit 214, the server device 10, or both.

[0135] The game control unit 214 cooperates with the server device 10 to execute game processing based on the command received by the input reception processing unit 213 .

[0136] In particular, the game control unit 214 executes control over the character to be operated (i.e., the player character), or control over the player characters of other players and other associated characters, based on various information about the game transmitted from the server device 10 (game information, information about the movement of the player character (including information about movement judgment), information about the movement state, information about the rescue process for rescuing from an immovable state, or information about preventing recurrence when an immovable state occurs) and commands (i.e., input instructions) received by the input reception processing unit 213.

[0137] For example, in the case of fighting games including action games and shooting games, the game control unit 214 of this embodiment performs support such as attacking enemy characters and recovering the abilities of friendly characters, or in the case of simulation games, performs specified tasks such as growing crops and constructing buildings.

[0138] On the other hand, the game control unit 214 performs movement calculations for character objects to be operated, such as moving objects (particularly character objects such as the player's character and other player's characters) within the object space.

[0139] That is, the game control unit 214 works in conjunction with the server device 10 and performs processing to move a moving object within an object space or control the behavior (motion, animation) of a moving object based on game information transmitted from the server device 10 and input data or a program (movement algorithm) and various data (motion data) input by the player via the input unit 260.

[0140] Specifically, the game control unit 214 of this embodiment performs simulation processing to sequentially obtain object movement information (movement direction, movement amount, movement speed, position, rotation angle, or acceleration) and operation information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for performing object movement processing, operation processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or may be variable depending on the processing load.

[0141] The game control unit 214 executes a process of moving an object in a three-dimensional object space based on an input direction. For example, the game control unit 214 associates a movement direction with each input direction in advance, and moves the object in the movement direction corresponding to the input direction.

[0142] Furthermore, the game control unit 214 may be executed in conjunction with the server device 10, or a part or the whole of the game control unit 214 may be formed in the server device 10.

[0143] The game calculation unit 215 performs various game calculation processes. In particular, the game calculation unit 215 performs calculation processes necessary for executing a game, such as forming a predetermined object space of a shooting game, forming an object space based on a map, progressing the game based on a scenario set in advance according to a user's operation, a battle between a player character and other player characters or other objects, and managing parameters during the battle.

[0144] The game calculation unit 215 is executed in conjunction with the server device 10, but a part or the whole of it may be formed in the server device 10.

[0145] The virtual camera control unit 216 generates an image of the game space seen from a given viewpoint, which appears to have depth. In this case, the virtual camera control unit 216 performs control processing of the virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the object space. Specifically, the virtual camera control unit 216 performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position or line of sight).

[0146] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, or a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the position or rotation of the object.

[0147] In this case, the virtual camera can be controlled based on information such as the position, rotation angle, or speed of the object obtained by the game control unit 214. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined movement path. In this case, the virtual camera is controlled based on virtual camera data for specifying the position (movement path) or rotation angle of the virtual camera.

[0148] A virtual camera may be set as the viewpoint of the player character. If there are a plurality of virtual cameras (viewpoints), the above control process is performed for each virtual camera.

[0149] The game management unit 217 works in conjunction with the server device 10, and based on player operations input via the input unit 260, sets player characters and various items to be used in games such as competitive games for each player, and registers them in the player information storage unit 273.

[0150] The drawing unit 220 performs drawing processing based on various information related to image generation transmitted from the server device 10 and the results of various processes (game processes) performed by the processing unit 200. As a result, an image is generated and output to a display unit (display) 290.

[0151] In particular, the image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image. In particular, the drawing unit 220 generates an image to be displayed on the screen, which is an image seen from a virtual camera in the object space.

[0152] Here, when generating a two-dimensional image, the drawing unit 220 draws objects in order from the object with the lowest set priority, and when objects overlap, the drawing unit 220 overwrites and draws the object with the highest priority.

[0153] Furthermore, when generating a three-dimensional image, the rendering unit 220 of this embodiment first receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors, alpha values, etc.) of each vertex of an object (model), and performs vertex processing based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for redividing polygons may be performed as necessary.

[0154] Vertex processing involves geometry processing such as vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and light source processing, and based on the results of these processing, the vertex data given for the vertices that make up the object is changed (updated, adjusted). Rasterization (scan conversion) is then performed based on the vertex data after vertex processing, and the faces of polygons (primitives) are associated with pixels. Following rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0155] In pixel processing, various processes such as reading textures (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing are performed to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspectively transformed object is output (drawn) to the image buffer 272 (frame buffer, buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.

[0156] This generates an image seen from a virtual camera (given viewpoint) set in the object space. If there are multiple virtual cameras (viewpoints), the image can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.

[0157] The vertex processing and pixel processing performed by the drawing unit 220 may be realized by hardware that makes the drawing processing of polygons (primitives) programmable using a shader program written in a shading language, that is, a so-called programmable shader (vertex shader or pixel shader). With a programmable shader, the processing on a vertex basis or on a pixel basis is programmable, which allows for a high degree of freedom in the content of the drawing processing, and can greatly improve the expressiveness compared to fixed drawing processing by hardware.

[0158] When drawing an object, the drawing unit 220 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.

[0159] In geometry processing, objects are subjected to processes such as coordinate transformation, clipping, perspective projection transformation, and light source calculation. Then, the object data after geometry processing (after perspective projection transformation) (position coordinates of the object's vertices, texture coordinates, color data (brightness) The data, normal vector, α value, etc. are stored in the storage unit 270.

[0160] Texture mapping involves mapping texture (texel values) stored in the texture storage section of storage unit 270 onto an object. Specifically, texture (surface properties such as color (RGB), alpha value, etc.) is read from the texture storage section of storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object, and the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is performed to interpolate the texels.

[0161] In this embodiment, when an object is drawn, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.

[0162] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. Also, the color distribution of the texture may be changed on an object-by-object basis.

[0163] In hidden surface removal, hidden surface removal is performed using the Z buffer method (depth comparison method, Z test) that uses a Z buffer (depth buffer) in which the Z value (depth information) of the rendering pixel is stored. In other words, when rendering a rendering pixel corresponding to an object's primitive, the Z value stored in the Z buffer is referenced, and the Z value of the referenced Z buffer is compared with the Z value of the rendering pixel of the primitive. If the Z value of the rendering pixel is a Z value that is closer to the virtual camera (e.g. a small Z value), rendering processing of that rendering pixel is performed and the Z value of the Z buffer is updated to a new Z value.

[0164] In alpha blending (alpha compositing), the drawing unit 220 performs semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on the alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information other than color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.

[0165] Then, the drawing unit 220 in this embodiment may generate an image to be displayed in a display area corresponding to the contact detection area. The image to be displayed in the display area may be, for example, an image including an object.

[0166] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0167] [4] Method of the present embodiment [4.1] Overview Next, an overview of the method of this embodiment (game processing for executing a game based on achievement conditions for each player) will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the overview of the game processing for executing a game based on achievement conditions for each player in this embodiment.

[0168] The server device 10 of this embodiment works in conjunction with the terminal devices 20 operated by a plurality of players, and executes a game in which a plurality of players participate using player characters, regardless of differences in level (also called the game level or player level of the players) or ability differences. The game may be a battle game, an action game, an RPG, a sound game, a communication game (specifically, a game in which communication is achieved between other players or characters in the game), or a sports game. The device is configured to execute games such as games.

[0169] Furthermore, the server device 10 of this embodiment is configured to change the conditions to be achieved during the game, such as the clearing conditions for clearing the game and the conditions for acquiring items that can be acquired during the game, depending on the ability and level of each player participating in the game (hereinafter also referred to as the "participating player"). For example, even if a game is played in a state in which players with low levels or abilities (hereinafter referred to as the "low-level players") are mixed with players with high levels or abilities (hereinafter referred to as the "high-level players"), it is possible for not only high-level players but also low-level players to acquire bonuses, etc., as long as they fulfill the achievement conditions.

[0170] Furthermore, the server device 10 of this embodiment is thus capable of allowing players to participate in the game regardless of differences in level or ability, and is configured to be able to gather a large number of participating players, for example, 100 or more, in a short period of time to play a game.

[0171] That is, the server device 10 of the present embodiment has a configuration capable of reducing the waiting period of players in a game in which multiple players can participate, and providing the game promptly.

[0172] Specifically, the server device 10, for example, as shown in FIG. (A1) When the participating players are determined through a matching process that matches the player characters who wish to participate ([1] in Figure 4), (A2) Executing a ranking determination process for determining the relative ranking of each player among a plurality of players participating in the game based on the stored player-related information for each player ([2] in FIG. 4); (A3) Based on the result of the rank determination process, a condition setting process is executed for each player participating in the game, in which a condition to be achieved during the game by the player character operated by that player is set ([3] in FIG. 4); (A4) At a given time, such as during or after the game, a condition achievement determination process is executed for each player to determine whether or not the set achievement condition has been achieved ([4] in FIG. 4),

[0173] (A5) A process for presenting the result of the condition achievement determination process to the corresponding player by the corresponding terminal device 20 (hereinafter, referred to as a "determination result presentation control process") is executed ([5] in FIG. 4). It has a configuration.

[0174] Then, when presenting the result of the condition achievement determination process to the relevant player, the server device 10 is configured to execute a bonus granting control process ([5] in FIG. 4) that grants a given bonus to the player character that satisfies the achievement condition or to the player operating the player character based on the result of the condition achievement determination process.

[0175] In addition, Figure 4 shows that in the matching process, Player A, Player B, and Player C wished to participate in the game and were registered, that in the ranking determination process, they were determined (classified) into each rank, that in the achievement condition setting process, each achievement condition was set, that in the achievement condition determination process, it was determined whether each achievement condition could be achieved, and that "the achievement conditions have been achieved" was presented on the game screen of the corresponding terminal device 20 and a specified benefit was acquired.

[0176] With this configuration, in this embodiment, it is possible to eliminate the dissatisfaction caused by the waiting time of the player and to revitalize the entire game. It looks like this.

[0177] In this embodiment, a "game in which multiple players participate" can be any game in which multiple players play using player characters, such as RPGs, racing games, action games, fighting games, communication games, shooting games, etc.; however, in the following explanation, a fighting game in which a large number of players compete against each other, such as a battle royale format, will be used.

[0178] Furthermore, the player characters used in the following battle games may be characters operated by the player, or may be NPCs (non-player characters) that are controlled according to game processing such as a program and are not operated by the player.

[0179] Furthermore, in the present embodiment described below, the game space in which the competitive game is played may be a three-dimensional space or a two-dimensional space, and may be any space in which a game field is formed.

[0180] [4.2] Player-related information Next, the player-related information in this embodiment will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the player-related information used in this embodiment.

[0181] As described above, the player-related information in this embodiment includes, for each player, information about the player character operated by that player in addition to information about the player itself, and is stored in the player information storage unit 146.

[0182] For example, the player-related information may include, as shown in FIG. (A1) The player’s nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (A2) Information regarding individual and team performance, such as current points, experience points, or rewards or game time earned (hereinafter also referred to as "performance information"); (A3) Information regarding the characteristics, attributes, and level of the player character (hereinafter referred to as "character level") and the types of items (including the abilities of the items) possessed by the player character (hereinafter referred to as "character information"); (A4) Information regarding the battle record, such as the number of battles and the number of wins and losses with other player characters and other teams in a competitive game with other player characters and other teams (hereinafter referred to as "battle record information"); (A5) Parameters that directly affect the outcome of each player character, such as life energy, or parameters that define each ability, (A6) Information regarding the game history, such as the total time since the game was first played (hereinafter also referred to as "total game time") and the usage period from the date of new registration (hereinafter referred to as "game history information"). (A7) Information regarding charges, such as charge history and charge amount (hereinafter referred to as "charge information"); (A8) Information regarding the area in which the terminal device 20 operated by the player is located (hereinafter referred to as "area information"); and (A9) Achievement condition information indicating the achievement conditions set for each player, various information necessary to achieve the achievement conditions such as items set by the achievement conditions (hereinafter also referred to as "achievement condition related information"), and information regarding the grant of benefits (hereinafter referred to as "benefit grant information"). is stored.

[0183] Each piece of information included in the player-related information is updated at a predetermined timing, such as every given period (e.g., every 5 minutes), when the player logs out, at a predetermined time in the game (e.g., 8:00 a.m.), when a predetermined event occurs, etc.

[0184] Furthermore, the player-related information includes information on past games (game results), such as battle record information, billing information, game history information, achievement condition-related information, and bonus information.

[0185] In particular, the information related to achievement conditions in past games includes information on the degree of goal achievement in each game. For example, the information on the degree of goal achievement indicates a numerical value of the difference between the ranking determined by the achievement conditions and the actual ranking after the game ends.

[0186] Furthermore, in a competitive game, for example, energy parameter information is basically information that decreases in real time when there is interference, such as an attack, from another player's character during the game, and increases in real time when a recovery action, such as eating or resting, is taken; for example, when the value becomes "0", the game for that player is over.

[0187] [4.3] Matching process Next, the matching process in this embodiment will be described.

[0188] The matching processing unit 105 of this embodiment executes a matching process to identify players who will participate in the game based on player-related information such as the player's game level and ability (experience points, number of stages cleared, game performance (achievement), etc.), the type and level (including ability) of the player's character, or the area where the terminal device 20 operated by the player is located.

[0189] Specifically, the matching processing unit 105 executes a matching process in which, from among the players who wish to participate in the game, a preset number of players (e.g., 100 players) whose terminal devices 20 are operated by each player and who belong to the same region (e.g., Asia) are extracted, and the extracted players are identified as participating players.

[0190] In addition, each player-related information may specify a game level that is acquired as the game is played, and when playing a game, the matching processing unit 105 may match players who wish to participate in the game with players who have game levels within a predetermined range.

[0191] In particular, in this case, the matching processing unit 105 may extract and match a number of players belonging to a predetermined level, such as advanced level players (i.e., players belonging to a predetermined range of levels considered to be the advanced level), intermediate level players, and beginner level players, from among the players who wish to participate in the game.

[0192] Furthermore, the matching processing unit 105 may match the number of players required by the game from among the players who wish to participate in the game according to specified conditions, such as players who have a specific item (ability) or players who control a specific player character.

[0193] In this embodiment, the matching processing unit 105 sets a deadline for participation, and if the participant expresses his / her intention to participate by that deadline (i.e., if the participant executes a predetermined operation on the terminal device 20), the participant is allowed to participate in the game. The game may be structured so that any number of players who wish to participate in the game can participate.

[0194] [4.4] Ranking Judgment Process Next, the order determination process in this embodiment will be described with reference to Fig. 6. Fig. 6 is a diagram for explaining the order determination process in this embodiment.

[0195] The player rank determination processing unit 106 acquires player-related information of each player whose participation has been determined by the matching process at the start of the game or during the game, and executes a rank determination process to determine the rank, position, or deviation value of each player among the multiple participating players in the game based on the acquired player-related information, and to determine the rank of each participating player.

[0196] Specifically, the player rank determination processing unit 106 determines the relative rank by: (A1) The level to which the player belongs (the player's game level), such as the level set in the game and acquired by the player based on the progress of the game (the level acquired by the games played so far), (A2) The presence or absence of items (weapons) owned, including items acquired in games played in the past (including combinations of multiple items), or their levels (the level of the highest level item or the average level of multiple items); (A3) The level of the player character (strength based on ability) acquired through the game played in the past (a level set for each individual player character separately from the player's game level), (A4) Parameter values ​​such as points and experience points acquired in games played in the past, (A5) The total time that the player has participated in the game (total game time), the number of times the player has participated, or the match history with other players, or (A6) A level determined by the progress of a game played by a group of multiple players, Based on this, each player is ranked, a standard deviation is calculated, or the player is classified into a range (rank).

[0197] For example, as shown in FIG. 4 above, at the start of the game or during the game, the player ranking determination processing unit 106 determines the rank of each participating player based on the player's level (game level), game history (total game time and number of participations), or amount of money spent on the game, which are included in the player-related information, and determines the rank of each participating player.

[0198] Also, for example, the player ranking determination processing unit 106 determines the ranking among participating players or calculates a standard deviation based on the points, in-game currency, or experience points already acquired in the game, which are included in the player-related information, at the start of the game or during the game.

[0199] Note that Figure 4 shows a case where game levels 1-10 are specified, and when the game levels are determined into the top four ranks of S rank, A rank, B rank, and C rank, the player ranking determination processing unit 106 determines game levels "1" to "3" as C rank, game levels "4" to "6" as B rank, game levels "7" to "9" as A rank, and game level "10" as S rank (see [2] in Figure 4).

[0200] In addition, instead of the above ranks, if the scores of players A, B, C, D, and E are "1100" points, "220" points, "587" points, "396" points, and "101" points, respectively, the player ranking determination processing unit 106 performs ranking determination processing as shown in FIG. 6, ranking player A in first place, player C in second place, player D in third place, player B in fourth place, and player C in fourth place. The second and third place may be ranked with Player E.

[0201] On the other hand, the player rank determination processing unit 106 may determine the rank of each player based on information indicating the degree of goal achievement set for each player in the past games of the player.

[0202] For example, the player rank determination processing unit 106 quantifies the degree of goal achievement for each player with respect to the achievement conditions in each past game, and calculates the average of these as the degree of goal achievement.

[0203] For example, the player rank determination processing unit 106 calculates the degree of goal achievement by: actually achieved condition (eg, acquired points) / achievement condition set as a goal (target points)×100.

[0204] Then, the player rank determination processing unit 106 may determine the rank of each participating player at the start of the game by determining the rank among the participating players based on the calculated degree of goal achievement (quantified).

[0205] In addition, the player rank determination processing unit 106 may determine the rank of each player based on information on the results of each player's past games and information indicating the degree of goal achievement set for each player in the past games.

[0206] For example, at the start of a game or during a game, the player ranking determination processing unit 106 may calculate a correction value by multiplying the player's level (game level), game history (total game time or number of participations), or amount spent on the game, which are included in the player-related information, by the degree of goal achievement (for example, the value calculated as above / 100), and use the calculated correction value to determine the rank of each participating player and determine the rank of each participating player.

[0207] Also, for example, the player ranking determination processing unit 106 may calculate a correction value at the start of the game or during the game by multiplying the points, in-game currency, or experience points already acquired in the game, which are included in the player-related information, by the degree of goal achievement, and use the calculated correction value to determine the ranking among participating players or to calculate a deviation score.

[0208] In this case, the ranking of each player can be determined based on the appropriate skill of each player, and appropriate achievement conditions can be set for each player, making it possible to play a game that suits the level and ability of each player.

[0209] [4.5] Achievement condition setting process Next, the achievement condition setting process in this embodiment will be described with reference to Fig. 7. Note that Fig. 7 is a diagram for explaining the achievement condition setting process in this embodiment.

[0210] The achievement condition setting unit 107 executes an achievement condition setting process, before the start of a game or during the game, based on the result of the rank determination process, for each player participating in the game, to set achievement conditions to be achieved during the game by the player character operated by that player.

[0211] In particular, before the start of the game or during the game, the achievement condition setting unit 107 sets strict conditions that are difficult to achieve for participating players who are high in the hierarchy, such as having a high rank or a high position, and sets easy conditions that are easy to achieve for participating players who are low in the hierarchy, such as having a low rank or a low position.

[0212] Then, the achievement condition setting unit 107 stores information indicating the set achievement condition in the player-related information of the corresponding player.

[0213] For example, in the case where the rankings are as shown in FIG. 7, with player A in first place, player C in second place, player D in third place, player B in fourth place, and player E in fifth place, the achievement condition setting unit 107 sets the achievement conditions as follows: a condition for player A to acquire 10 coins (items), a condition for player C to acquire 7 coins (items), a condition for player D to acquire 4 coins (items), a condition for player B to acquire 2 coins (items), and a condition for player E to acquire 1 coin (item).

[0214] Furthermore, the achievement condition setting unit 107 may set achievement conditions for each player based on the player-related information of all players participating in the game, together with the results of the rank determination process.

[0215] For example, in this case, the achievement condition setting unit 107 may lower the achievement conditions overall, including for low-level players, since it is generally difficult to even progress in the game when there are many high-level players (players with high ranks), and may raise the achievement conditions overall when there are many low-level players (players with low ranks), since it is generally easy to progress in the game.

[0216] That is, in such a case, the achievement condition setting unit 107 is configured to be able to change the achievement conditions for each player based on the level, ranking or deviation value of the other participating players, taking into consideration not only the player's ranking but also fluctuations in the progress (difficulty) of the game itself, in order to balance the game's progress (changes in ease or difficulty) and the achievement conditions.

[0217] For example, as shown in FIG. 4, if player A is S rank, players C and D are B rank, player B is C rank, and player E is A rank, the achievement condition setting unit 107 sets the achievement conditions as follows: a condition for player A to acquire 7 coins (items), a condition for player C and player D to acquire 3 coins (items), a condition for player B to acquire 1 coin (item), and a condition for player E to acquire 5 coins (items) (see [3] in FIG. 4).

[0218] On the other hand, the achievement condition setting section 107 does not have to set an achievement condition for the relevant player.

[0219] For example, since players with high levels or abilities can already fully enjoy the game by winning or winning, the achievement condition setting unit 107 may set achievement conditions only for players with low levels or abilities for the achievement of high achievement conditions from the perspective of rewarding the game, from the perspective of helping the weaker players, and may not set achievement conditions at all.

[0220] During the achievement condition setting process, the achievement condition setting unit 107 may determine the benefit (type, number, timing, etc.) to be granted to the player when the achievement condition is achieved, and store information regarding the benefit (hereinafter referred to as "benefit information") as the corresponding achievement condition information.

[0221] In addition, in this embodiment, benefit information that specifies the benefit (type, number, timing, etc.) to be granted to a player when the achievement condition is achieved may be stored in the game data storage unit 144.

[0222] In this case, the game data storage unit 144 may store bonus information in association with each achievement condition set in the achievement condition setting process.

[0223] [4.6] Condition fulfillment determination process and result presentation process Next, the condition achievement determination process in this embodiment will be described.

[0224] The achievement condition determination unit 108 executes a condition achievement determination process at a given timing, such as during the game or after the game ends, to determine, for each participating player, whether or not the player character operated by each player has achieved the set achievement condition.

[0225] Specifically, at a given timing, the achievement condition determination unit 108 refers to the achievement condition information and achievement condition related information stored in the player-related information for each participating player, and executes a condition achievement determination process to determine, for each participating player, based on the referenced achievement condition information and achievement condition related information, whether or not the set achievement condition has been achieved by the player character operated by each player.

[0226] Then, the achievement condition determination unit 108 stores bonus granting information regarding the granting of a bonus in the achievement condition related information of a participating player who has achieved the set achievement condition, and stores information indicating that the achievement condition has not been achieved (hereinafter referred to as "achievement condition unachieved information") in the achievement condition related information of a participating player who has not yet achieved the set achievement condition.

[0227] Meanwhile, the information providing unit 110, in conjunction with each of the terminal devices 20, executes a determination result presentation control process for presenting the result of the condition achievement determination process determined to the relevant player based on the achievement condition related information.

[0228] In particular, the information providing unit 110 executes control to present a player who has achieved the achievement conditions with bonus granting information indicating that the achievement conditions have been achieved and the bonuses to be acquired (such as items and abilities used by the player character, in-game currency, and the right to execute a gacha and the right to change the probability of winning or the rarity of items acquired through the gacha).

[0229] Furthermore, the information providing unit 110 executes control to present, to a player who has not yet achieved the achievement condition, achievement condition unachieved information including the condition that has not been achieved.

[0230] [4.7] Benefit granting control process Next, the privilege granting control process in this embodiment will be described with reference to Figures 8 to 10. Figures 8 to 10 are diagrams for explaining the privilege granting control process in this embodiment.

[0231] Based on the results of the condition achievement determination process, the reward management unit 111, while referring to the corresponding reward granting information, grants rewards to the player character that meets the achievement condition or to the player operating the player character, such as items and abilities that the player character can use, in-game currency, and the right to execute a gacha or the right to change the winning probability and rarity of items acquired through the gacha.

[0232] In particular, the bonus management unit 111 executes a bonus granting control process for granting a bonus to a participating player when the participating player satisfies the achievement condition regardless of the game level difference or ability difference between the participating players. However, it is preferable that the bonus management unit 111 grants a bonus of higher value to a player character with a higher level or ability than to a player character with a lower level or ability who satisfies the achievement condition.

[0233] On the other hand, in order to keep the player interested in the game until the end, the bonus management unit 111 may, as a bonus granting control process, when the achievement condition is a quantity-related condition, vary the bonus to be granted by improving the quality, level, rarity, etc. of the bonus or increasing the quantity of the bonus according to the quantity exceeding the achievement condition.

[0234] For example, suppose the achievement condition is a quantity-related condition in which a predetermined number of specific items are acquired, and, depending on the rank of the participating player, "medal" items of differing quality are awarded in response to the change in quantity, as shown in Figures 8(A) and (B).

[0235] In this case, when the achievement condition is met, the bonus management unit 111 executes a bonus granting control process to grant a bonus to a rank S player as shown in FIG. 8(A) in the following manner: if the player has a predetermined number of specific items (e.g., 5 items), a "bronze medal" if the player has a predetermined number of specific items + 1 or more and a maximum of the predetermined number + 5 items, and a "gold medal" if the player has a predetermined number of specific items + 6 or more.

[0236] On the other hand, when the achievement condition is met, the bonus management unit 111 executes a bonus granting control process to grant a bonus to a rank C player when the player has a predetermined number (1 item) of specific items, a "bronze medal" when the player has the predetermined number + 1 specific item, and a "gold medal" when the player has the predetermined number + 2 or more specific items, as shown in FIG. 8(B).

[0237] In addition, in order to increase the interest of the game by requiring strategy in achieving the achievement conditions, the reward management unit 111 may change the rewards to be granted, for example, by improving the quality, level, rarity, etc. of the reward and increasing the quantity of the reward, depending on the period until the achievement conditions are achieved.

[0238] For example, suppose that the achievement conditions are such that, depending on the rank of the participating player, a "medal" item of varying quality is awarded as a reward in accordance with the change in the period required to achieve the achievement conditions, as shown in Figures 9(A) and (B).

[0239] In this case, when the achievement condition is met, the benefit management unit 111 executes a benefit awarding control process to award a benefit to a participating player of rank S, as shown in Fig. 9(A), in the case where the achievement condition is met within 5 minutes after the start of the game, a "gold medal", in the case where the achievement condition is met within 6 to 15 minutes after the start of the game, and a "bronze medal", in the case where the achievement condition is met in 16 minutes or more after the start of the game. However, the measurement is performed in minutes.

[0240] On the other hand, when the achievement condition is met, the benefit management unit 111 executes a benefit awarding control process to award a benefit to a participating player of rank C when the achievement condition is met within 15 minutes of the start of the game, a benefit of a "gold medal" when the achievement condition is met within 16 to 30 minutes of the start of the game, and a benefit of a "bronze medal" when the achievement condition is met in 31 minutes or more of the game, as shown in Fig. 9(B). However, it is assumed that the measurement is performed in minutes.

[0241] Furthermore, in order to keep the participating players interested in the game until the end, the bonus management unit 111 may change the bonus given to a participating player who has achieved the achievement condition, depending on the result of the game of that player.

[0242] For example, the achievement conditions may be determined based on the rank of the participating players, as shown in FIG. 10(A) and (B). Accordingly, it is assumed that a "medal" item of different quality will be awarded as a reward corresponding to the score at the end of the game.

[0243] In this case, when the achievement conditions are met, the bonus management unit 111 executes a bonus awarding control process to award a bonus to a participating player of rank S, as shown in FIG. 10(A), in the case where the score is 1000 points or less, a "bronze medal" in the case where the score is between 1001 points and 2000 points or less, and a "gold medal" in the case where the score is 2001 points or more.

[0244] On the other hand, when the achievement conditions are met, the bonus management unit 111 executes a bonus awarding control process to award a bonus to a participating player of rank C who has achieved a score of 200 points or less, a "bronze medal" if the score is between 201 points and 500 points, and a "gold medal" if the score is 501 points or more, as shown in FIG. 10(B).

[0245] In this embodiment, if the condition achievement determination process determines that the achievement condition is not met (if the condition is determined to be unattained), the benefit management unit 111 may give a disadvantage to the player.

[0246] For example, the reward management unit 111 collects 100 coins, an in-game currency, from a participating player who is determined not to meet the achievement conditions.

[0247] In addition, in the above embodiment, an example was described in which a benefit was given to the player, but a benefit may also be given to the player character by increasing the level or rank of the player character, or by upgrading the version of the player character.

[0248] [4.8] Variations Next, a modification of this embodiment will be described.

[0249] (Variation 1: Team-wide achievement conditions) When a game is played by a team formed by multiple participating players, the achievement condition setting unit 107 may set conditions to be achieved jointly with other participating players in the game as achievement conditions set for each player participating in the game.

[0250] Specifically, the achievement condition setting unit 107 may set an achievement condition (for example, capturing a specific item from another team) that a participating player must achieve together with other participating players on the team to which the participating player belongs.

[0251] (Variation 2: Condition Achievement Determination Process 1 Based on Team Joint Responsibility) The achievement condition determination unit 108 may set different achievement conditions for each participating player on the same team, and may determine that the achievement conditions of each participating player on the same team have been achieved when each participating player on the same team has achieved the achievement condition.

[0252] In other words, if player A and player B belong to the same team and both player A and player B achieve the achievement conditions, the achievement condition determination unit 108 determines that the achievement conditions for player A and player B have been achieved, but if only player A achieves the achievement conditions, the achievement condition determination unit 108 determines that the achievement conditions for both player A and player B have not been achieved.

[0253] (Variation 3: Condition Achievement Determination Process 2 Based on Team Joint Responsibility) When a player participating in a game as part of a team consisting of multiple players is determined to have met the achievement conditions set for all players belonging to the same team through a condition achievement determination process, the benefit management unit 111 may change the given benefit to be granted, or may grant an additional special benefit in addition to the given benefit to be granted.

[0254] In other words, the bonus management unit 111 is configured to increase the interest of the game as a team battle even when a team is formed with players of different levels or abilities, or when a team is formed with players of low or high levels or abilities, and to make the game interesting for any player.

[0255] In particular, the benefit management unit 111 changes the benefit to be given by improving the quality, level, rarity, etc. of the benefit, and by increasing the amount of the benefit.

[0256] In addition, the benefit management unit 111 adds special benefits such as bonus benefits, such as the provision of points, the provision of items, or the recovery of energy, in addition to the benefits that are provided when the achievement conditions are met.

[0257] The special benefit may be the same as the benefit given to each individual user, or may be a different benefit.

[0258] (Modification 4: Processing for controlling presentation of judgment results to other participating players on the team) The information providing unit 110 may execute control so that, when a player achieves the achievement condition, the player is informed, together with other participating players on the same team, of the achievement of the achievement condition and of bonus granting information indicating the bonus to be acquired.

[0259] In addition, the information providing unit 110 may execute control for presenting information about a player who has not achieved the achievement conditions, including information about the conditions that have not been achieved, to the player as well as to other participating players on the same team.

[0260] In other words, the information providing unit 110 may execute a judgment result presentation control process to present a judgment result indicating whether or not the achievement condition has been achieved not only to the player for whom the achievement condition has been set, but also to other players belonging to a team consisting of multiple players including the player in question.

[0261] [5] Operation of this embodiment Next, the operation of the game process executed by the server device 10 of this embodiment (game process for executing the game based on the achievement condition for each player) will be described with reference to FIG.

[0262] FIG. 11 is a flowchart showing the operation of the game process (game process for executing a game based on an achievement condition for each player) executed by the server device 10 of this embodiment.

[0263] In this operation, a judgment result presentation control process is executed at a predetermined timing during the game, which causes the result of the achievement condition judgment process to be displayed on the corresponding terminal device 20, and a bonus granting control process is executed to grant a bonus after the game ends.

[0264] In this operation, the necessary player-related information for each player is stored in the player information storage unit Any player-related information that has already been registered in 146 and that corresponds to the player-related information will be updated accordingly.

[0265] First, when the time to start the game arrives (step S101), the matching processing unit 105 executes a matching process to extract players who meet predetermined conditions as participating players from among a plurality of players who wish to participate (step S102).

[0266] Next, the player rank determination processing unit 106 acquires player-related information of each player whose participation has been determined by the matching process (step S103), and executes a rank determination process to determine the rank, position, or deviation value of each player among the multiple participating players in the game based on the acquired player-related information, and to determine the rank of each participating player (step S104).

[0267] Next, based on the result of the rank determination process, the achievement condition setting unit 107 executes an achievement condition setting process for each player participating in the game, in which an achievement condition to be achieved during the game by the player character operated by that player is set (step S105).

[0268] Next, the game management unit 103 starts the competitive game and starts the execution of various game processes related to the competitive game (step S106).

[0269] Next, the game management unit 103 determines whether or not it is time to end the game (step S107).

[0270] At this time, if the game management unit 103 determines that it is not time to end the game, it proceeds to processing in step S108, and if it determines that it is time to end the game, it proceeds to processing in step S112.

[0271] Next, if the achievement condition determination unit 108 determines in the processing of step S107 that it is not the time to end the game and detects that it is a given timing in conjunction with the game management unit 103 (step S108), it executes a condition achievement determination process for determining whether or not the set achievement condition has been achieved for each participating player (step S109).

[0272] Next, the achievement condition determination unit 108 specifies the result of the condition achievement determination process in the player-related information for each participating player (step S110).

[0273] Next, the information providing unit 110, in conjunction with each terminal device 20, executes a judgment result presentation control process for presenting the result of the condition achievement judgment process determined based on the achievement condition related information to the relevant player (step S111), and proceeds to the processing of step S107.

[0274] On the other hand, when the bonus management unit 111 determines that it is time to end the game, it awards a predetermined bonus to the player controlling the player character who meets the condition based on the result of the condition achievement determination process (player-related information) while referring to the corresponding bonus awarding information (step S112), and ends this operation.

[0275] At this time, the benefit management section 111 may change the benefit to be given based on the achievement status of the achievement condition (in the case of a quantitative condition, the number or achievement timing).

[0276] [6] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited in the description of the specification or drawings as a term having a broader meaning or a similar meaning can be replaced with a term having a broader meaning or a similar meaning in other descriptions in the specification or drawings.

[0277] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.

[0278] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but except for operational input, each function of the processing unit 200 of the terminal device 20 and execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operational input and image display by streaming.

[0279] Furthermore, in this embodiment, the game may be realized by a single game device having the functions of the server device 10, i.e., a device (standalone) that operates independently without relying on other devices such as a server device, in which case multiple input terminal devices may be required.

[0280] It is also possible to connect a plurality of such game terminal devices by wire or wirelessly, with one game device functioning as the server device 10, and to realize the system using a plurality of game devices.

[0281] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that operates in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.

[0282] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0283] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0284] 10. Server equipment 20 … Terminal equipment 100 ... Processing section 101 ... Communication control unit 102 ... Web processing unit 103 … Game Management Department 104 ... Movement control unit 105 ... Matching processing section 106 ... Player ranking determination unit 107 … Achievement condition setting section 108 … Achievement condition determination section 109 … Timer management section 110 … Information provision department 111 … Benefits Management Department 120 … Input section 130 … Display section 140 … Storage section 142 … Main memory section 144 ... Game data storage section 146 ... Player information storage unit 180 … Information storage medium 196 … Communications Department 200 ... Processing section 210 ... Object space setting section 212 ... Display control unit 213 ... Input reception processing unit 214 ... Game control unit 215 ... Game Calculation Unit 216 ... Virtual camera control unit 217 … Game Management Department 220 ... Drawing section 230 ... Sound processing section 270 … Storage section 271 … Main memory section 272 ... Image buffer 273 ... Player information storage unit 274 ... Game data storage section 260 … Input section 262 ... Detector 280 … Information storage medium 290…Display section 292 ... Sound output section 296 … Communications Department

Claims

1. A game system for executing a game in which multiple players participate using player characters, comprising: a matching processing means for matching a plurality of players participating in the game as participating players, with a mixture of level differences or ability differences in the game; a setting means for setting, for each participating player, an achievement condition to be achieved during a participating game in which the relevant player participates, based on a level difference or ability difference between the players; a determination means for executing a condition achievement determination process for determining whether or not the set achievement condition is achieved for each participating player at a given timing during the participating game; a presentation means for presenting a result of the condition achievement determination process to a corresponding participating player; Equipped with The setting means: A game system comprising: a game system for setting, for each participating player, an achievement condition that is changed in accordance with the progress of the game of the corresponding participating player.

2. 2. The game system according to claim 1, The game system further comprises a benefit giving control means for giving a given benefit to a player character that satisfies the condition for achievement or to a participating player who operates the player character, based on a result of the process of determining whether the condition has been achieved.

3. 3. The game system according to claim 2, The privilege granting control means When the condition for achievement is a condition related to quantity, the game system changes the benefit to be granted according to the quantity exceeding the condition for achievement.

4. 4. The game system according to claim 2, The privilege granting control means A game system in which the benefit to be granted is changed depending on the period of time until the achievement condition is achieved.

5. In the game system according to any one of claims 2 to 4, The privilege granting control means In the game system, when it is determined by the condition achievement determination process that a participating player who participates in the participating game as a team consisting of multiple players meets the achievement conditions set for all participating players belonging to the same team, the given benefit to be granted is changed, or a special benefit is additionally granted in addition to the given benefit to be granted.

6. In the game system according to any one of claims 2 to 5, The privilege granting control means When it is determined that the condition is met by the condition achievement determination process, the benefit to be awarded is changed according to the result of the participating game of the relevant participating player.

7. In the game system according to any one of claims 2 to 6, The privilege granting control means When it is determined that the condition is not met by the condition achievement determination process, a disadvantage is given to the participating player.

8. In the game system according to any one of claims 1 to 7, A game system, wherein the achievement conditions set for each participating player include conditions to be achieved jointly with other participating players.

9. In the game system according to any one of claims 1 to 8, In the game system, the relevant player is a participating player for whom the achievement condition is set, or another participating player who belongs to a team consisting of a plurality of participating players including the relevant participating player.

10. In the game system according to any one of claims 1 to 9, The setting means: The game system sets the achievement condition for each participating player based on player-related information of all participating players in the game.

11. A program for executing a game in which multiple players participate using player characters, comprising: a matching processing means for matching a plurality of players participating in the game as participating players, with a mixture of level differences or ability differences in the game; a setting means for setting, for each participating player, an achievement condition to be achieved during a participating game in which the relevant player participates, based on a level difference or ability difference between the players; a determination means for executing a condition achievement determination process for determining whether or not the set achievement condition is achieved for each participating player at a given timing during the participating game; and a presentation means for presenting a result of the condition achievement determination process to a corresponding participating player; The computer functions as The setting means: A program for setting, for each participating player, an achievement condition that is changed in accordance with the progress of the game of the corresponding participating player.

Citation Information

Patent Citations

  • Method for decreasing waterrsolubility of polyvinyl alcohol

    JP1977009094A

  • Game processing method, program therefor and game device

    JP2003126553A

  • Server, control program for server, and recording medium for recording it

    JP2003135854A

  • Game system and game control method

    JP2009165562A

  • Game system, method of controlling the same, and program

    JP2011161026A