Game system, game control device, and program
Patent Information
- Application Number
- JP2023208988
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2037-11-10
Smart Images

Figure 0007641661000001 
Figure 0007641661000002 
Figure 0007641661000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a game control device, and a program. [Background technology]
[0002] Conventionally, for example, a system for generating a battle room is known. For example, Patent Document 1 describes a game system in which a user allows other users to enter a battle room generated by the user and the users who have entered the battle room play a game together. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-068870 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology in Patent Document 1 allows users to freely create battle rooms, which can result in a proliferation of unused battle rooms that remain as they are, increasing the amount of game data consumed by the game system.
[0005] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a game system, a game control device, and a program that are capable of preventing an increase in the amount of game data consumed. [Means for solving the problem]
[0006] In order to solve the above problem, a game system according to one embodiment of the present invention includes a generation means for generating a battle room based on a user request, a first judgment means for judging whether or not an execution status of a game associated with the battle room satisfies a predetermined condition, and a second judgment means for judging whether or not to generate a new battle room at the request of the user based on a judgment result of the first judgment means.
[0007] A game system according to one embodiment of the present invention includes a generation means for generating a user group based on a user request, a first determination means for determining whether an execution status of a game associated with the user group satisfies a predetermined condition, and a second determination means for determining whether to generate a new user group at the request of the user based on a determination result of the first determination means.
[0008] A game control device according to one embodiment of the present invention includes a first judgment means for judging whether or not an execution status of a game associated with a battle room generated based on a user request satisfies a predetermined condition, and a second judgment means for judging whether or not to generate a new battle room based on a judgment result of the first judgment means.
[0009] A game control device according to one embodiment of the present invention includes a first determination means for determining whether an execution status of a game associated with a user group generated based on a user request satisfies a predetermined condition, and a second determination means for determining whether to generate a new user group at the request of the user based on a determination result of the first determination means. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system. [Diagram 2] FIG. 11 is a diagram showing an example of a menu image. [Diagram 3] A figure showing an example of a menu image when a user selects the local battle button. [Figure 4]FIG. 13 is a diagram showing an example of a competition room search image. [Diagram 5] FIG. 13 shows an example of a battle room search image when user A selects the new creation button. [Figure 6] FIG. 13 shows an example of a battle room search image when user A creates a battle room. [Figure 7] FIG. 13 is a diagram showing an example of a competition room image. [Figure 8] FIG. 13 is a diagram showing an example of a competition room search image displayed on the second game terminal. [Figure 9] FIG. 13 shows an example of a battle room image when users B and C enter user A's battle room. [Figure 10] FIG. 13 is a diagram showing an example of a match combination image. [Figure 11] FIG. 13 is a diagram showing an example of a matching image. [Figure 12] FIG. 13 is a diagram showing an example of a game image displayed after the start of a match. [Figure 13] FIG. 13 is a diagram showing an example of a match-up image when the first match has ended. [Figure 14] FIG. 13 is a diagram showing an example of an award ceremony image. [Figure 15] FIG. 13 is a diagram showing an example of a competition room search image when a penalty is given. [Figure 16] FIG. 2 is a functional block diagram showing functions related to the present invention among functions realized in the game system. [Figure 17] FIG. 4 illustrates an example of data storage in a user database; [Figure 18] FIG. 13 is a diagram showing an example of data storage in a competition room database. [Figure 19] FIG. 13 is a diagram showing an example of how competition room data is stored. [Figure 20] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 21] FIG. 4 is a flow diagram showing an example of a process executed in the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] [1. Overall structure of the game system] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted.
[0012] Fig. 1 is a diagram showing the overall configuration of a game system. As shown in Fig. 1, a game system S according to this embodiment includes a first game terminal 10A, a second game terminal 10B, a third game terminal 10C, a game server 30, and a domain name server 50. For example, the third game terminal 10C and the game server 30 are connected to a network N such as the Internet, and the first game terminal 10A, the second game terminal 10B, and the domain name server 50 are connected to a private network PN such as a wireless LAN (Local Area Network).
[0013] In the following description, when there is no need to distinguish between the first game terminal 10A, the second game terminal 10B, and the third game terminal 10C, they will simply be referred to as game terminals 10. In addition, in this embodiment, a case will be described in which there are three game terminals 10, but there is no limit to the number of game terminals 10 in the game system S, and it may be two or four or more. Similarly, there is no limit to the number of game servers 30 and domain name servers 50 in the game system S, and there may be two or more game servers 30 or domain name servers 50. In addition, computers other than the game terminals 10, the game servers 30, and the domain name servers 50 may be included in the game system S. In addition, the game system S may not include a private network PN or a domain name server 50 in the private network PN.
[0014] The game terminal 10 is a computer operated by a user. For example, the game terminal 10 is a mobile terminal (for example, a mobile phone such as a smartphone or a tablet computer), a personal computer, a mobile game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver (smart TV) equipped with an information processing function. Each game terminal 10 included in the game system S may differ from the other game terminals 10 in model, performance, operating system, etc.
[0015] As shown in FIG. 1, the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, and a display unit 15. The control unit 11 includes at least one microprocessor. For example, the control unit 11 may include multiple microprocessors. The control unit 11 executes processes according to an operating system and other programs. The storage unit 12 includes a main storage unit (e.g., RAM) and an auxiliary storage unit (e.g., non-volatile semiconductor memory). The storage unit 12 stores programs and data. Note that, for example, when the game terminal 10 is a personal computer or the like, the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive. The communication unit 13 includes a communication module and a communication interface. The communication unit 13 performs data communication via a network N or a private network PN.
[0016] The operation unit 14 is an input device, and may include, for example, a button, a key, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard. For example, the operation unit 14 may include a microphone or a camera for allowing the user to perform an input operation by voice or gesture. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to an instruction from the control unit 11. Note that the operation unit 14 and the display unit 15 do not have to be built into the game terminal 10, and may be external devices connected to the game terminal 10.
[0017] The game server 30 is a server computer. As shown in Fig. 1, the game server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The hardware configurations of the control unit 31, the storage unit 32, and the communication unit 33 may be similar to those of the control unit 11, the storage unit 12, and the communication unit 13, respectively. For example, the game server 30 stores a game program and distributes the game program in response to a request from the game terminal 10.
[0018] The domain name server 50 is a server computer. As shown in Fig. 1, the domain name server 50 includes a control unit 51, a storage unit 52, and a communication unit 53. The hardware configurations of the control unit 51, the storage unit 52, and the communication unit 53 may be similar to those of the control unit 11, the storage unit 12, and the communication unit 13, respectively. For example, the domain name server 50 is a server for obtaining information such as an IP address from a name such as a host name or a domain name, and stores the information in association with the name in the storage unit 52. Here, the domain name server 50 in the private network PN is used, so information is not transmitted to an external domain name server.
[0019] The programs and data described as being stored in the storage units 12, 32, 52 may be supplied to the game terminal 10, the game server 30, or the domain name server 50 via the network N or the private network PN. The game terminal 10, the game server 30, or the domain name server 50 may include a reading unit (e.g., an optical disk drive or a memory card slot) for reading the programs or data stored in an information storage medium (e.g., an optical disk or a memory card). The programs and data may be supplied to the game terminal 10, the game server 30, or the domain name server 50 via the information storage medium.
[0020] [2. Game Overview] The game system S executes a game played by multiple users. The game may be a game in which multiple users compete against each other, or a game in which multiple users cooperate with each other. In this embodiment, a soccer game in which multiple users associated with the same competition room generated in the game compete against each other is used as an example, but any game may be used regardless of game type or genre, and may be, for example, a sports game other than soccer (e.g., a baseball game), a card game, an action game, a role-playing game, a simulation game, a racing game, a board game, or a fighting game.
[0021] A battle room is, for example, a room in a game associated with a user who wishes to play a game against other users. In other words, a battle room is a room for declaring participation in a game. For example, a battle room is a virtual room that exists in the world of a game. For example, a battle room may be called by any name, for example, a lobby set in a game, or a location in a virtual world. For example, a battle room may be a record in a database, or an array using a hash structure in a program memory.
[0022] For example, generation may refer to the creation of a battle room within a game, or the registration of data indicating the battle room on a computer.
[0023] Associating a user with a battle room means, for example, associating a user ID with the battle room. For example, associating a user ID with a battle room ID, and storing the battle room ID and user ID in the same record. In other words, it means changing a state in which playing the game is not desired to a state in which it is desired, or changing a state in which the game is not played to a state in which it is playable.
[0024] In this embodiment, the association of a user with a competition room is sometimes described as the user entering the competition room, but this does not mean that a person enters an actual competition room, and the game system S executes a process of associating a user ID with the competition room. Therefore, in this embodiment, the description of the user entering the competition room can be read as associating the user with the competition room. This point is also the same for "leaving the room" described later, and the cancellation of the association between the competition room and the user is sometimes described as the user leaving the competition room, but this does not mean that a person leaves the actual competition room, and the game system S executes a process of changing the state in which the user ID is associated with the competition room to a state in which it is not associated. Therefore, in this embodiment, the description of the user leaving the competition room can be read as canceling the association between the user and the competition room.
[0025] In the game of this embodiment, multiple battle formats are available. Here, as examples of battle formats, a local battle that is performed while communicating between terminals capable of wireless communication, and an online battle that is different from the local battle, are described. Note that wireless communication is, for example, communication by radio waves, and communication that does not use wires as a transmission path.
[0026] For example, in a local match, multiple users gather together with their game terminals 10, and each game terminal 10 communicates directly with each other via P2P to play a game. In other words, in a local match, each game terminal 10 is within a wireless communication range and plays a game while communicating with each other. On the other hand, in an online match, for example, multiple users do not need to gather together with their game terminals 10, and it is possible to play against users who are far away. In other words, an online match can be played anywhere, and each game terminal 10 plays a game while indirectly communicating via a game server 30 or the like.
[0027] Here, a case will be described in which a user A operating a first game terminal 10A creates a battle room, and a user B operating a second game terminal 10B and a user C operating a third game terminal 10C enter the battle room. For example, when user A operates the first game terminal 10A to start up a game program, a menu image is displayed on the display unit 15.
[0028] Fig. 2 is a diagram showing an example of a menu image. As shown in Fig. 2, the menu image G1 is an image for selecting various modes prepared in the game. For example, the menu image G1 displays an event button B10 for participating in a time-limited game event, an online match button B11 for playing online matches, season match buttons B12 and B13 for competing for match results throughout a season, and a local match button B14 for playing local matches.
[0029] In this embodiment, the process related to local battle will be mainly described. Therefore, hereinafter, the screen transition when user A selects the local battle button B14 will be described. For example, multiple modes are prepared for local battle, and when user A selects the local battle button B14, a dialogue for selecting a mode is displayed.
[0030] FIG. 3 is a diagram showing an example of a menu image when a user selects the local battle button B14. As shown in FIG. 3, the dialogue D15 displays a plurality of selectable modes in the local battle. Here, a case will be described in which two types of local battle modes are provided: an exhibition in which only one match is played one-on-one, and a local league in which a plurality of users compete in a round-robin tournament. However, the local battle mode may be provided in one type or in three or more types. For example, a tournament-style mode in which a knockout tournament is held may be provided, or a mode in which a preliminary league is played in a round-robin tournament and a final league is played in a knockout tournament may be provided.
[0031] For example, the dialogue D15 displays an exhibition button B150 for playing an exhibition. When user A selects the exhibition button B150, a one-on-one local match of only one match can be played while communicating with another terminal capable of wireless communication. Also, for example, the dialogue D15 displays a match record button B151 for displaying past exhibition match records. When user A selects the match record button B151, the match records of exhibition matches played by user A in the past can be displayed. Also, for example, the dialogue D15 displays a match history button B152 for displaying the history of exhibition matches. When user A selects the match history button B152, the history of exhibition matches played by the user in the past can be displayed.
[0032] Also, for example, the dialogue D15 displays a local league button B153 for playing the local league. When user A selects the local league button B153, the local league can be played. Also, for example, the dialogue D15 displays a participation history button B154 for displaying the past participation history of the local league. When user A selects the participation history button B154, the participation history of the local league can be displayed. Note that when user A selects the back button B155, the dialogue D15 is cleared.
[0033] Here, the processing related to the local league will be mainly described. Therefore, hereinafter, the screen transition when the user A selects the local league button B153 will be described. For example, when the user A selects the local league button B153, a competition room search image for searching for a competition room that the user can participate in is displayed on the display unit 15.
[0034] Fig. 4 is a diagram showing an example of a competition room search image. As shown in Fig. 4, the competition room search image G2 includes a display area A20 for displaying a list of competition rooms that user A can enter. If users B and C near user A had created competition rooms, the competition rooms would be displayed in the display area A20, but in this case, no competition rooms have been created yet, so the display area A20 does not display any competition rooms, and instead displays a message indicating that a competition room is being searched for.
[0035] Also, for example, the battle room search image G2 displays a new creation button B21 for creating a new battle room. When user A selects the new creation button B21, a new battle room can be created. For example, when user A selects the local battle button B14, a dialog for inputting the name of the battle room is displayed. When user A selects the reload button B22, the battle room search image G2 can be reloaded.
[0036] Fig. 5 is a diagram showing an example of the battle room search image G2 when user A selects the new creation button B21. As shown in Fig. 5, an input form F230 for inputting the name of the battle room is displayed in the dialogue D23. For example, user A can give a name of his / her choice to the battle room he / she creates. Note that when user A selects the cancel button B231, the dialogue D23 is closed.
[0037] Also, for example, the battle room search image G2 displays an OK button B232 for confirming the name of the battle room entered by user A. When user A enters a name for the battle room in the input form F230 and selects the OK button B232, a battle room with that name can be generated. Note that, although a case is described here in which only the name of the battle room can be set from the dialog D23, it is also possible to set things other than the name, such as the number of users allowed to enter the battle room.
[0038] Fig. 6 is a diagram showing an example of a competition room search image G2 when user A creates a competition room. As shown in Fig. 6, a dialogue D24 indicating that the creation of the competition room has been completed is displayed on the competition room search image G2. When user A selects the OK button B240, a competition room image showing users who have entered the competition room is displayed on the display unit 15.
[0039] Fig. 7 is a diagram showing an example of a competition room image. As shown in Fig. 7, the competition room image G3 includes a display area A30 for displaying information about users who have entered the competition room. In this embodiment, a case will be described in which up to four people can enter the competition room, but the number of users who can enter the competition room is not limited to four, and may be two or three, or may be five or more. For example, the display area A30 includes display areas A300 to A303, and is capable of displaying details of users who have entered the room.
[0040] In this embodiment, the user who generated the competition room is described as being associated with the competition room, but the user who generated the competition room does not necessarily have to be associated with the competition room. In other words, the user who generated the competition room does not necessarily have to be associated with the competition room. Here, since user A generated the competition room and user A is associated with the competition room, information about user A is displayed in display area A300. For example, the name of the soccer team used by user A, the name of user A, and the number of times the team has won the local league in the past are displayed in display area A300.
[0041] For example, when the battle room image G3 is displayed on the first game terminal 10A, the first game terminal 10 attempts to establish wireless communication with each of the second game terminal 10B and the third game terminal 10C. Meanwhile, the second game terminal 10B executes a process to establish wireless communication with the first game terminal 10A based on an operation by user B, and the third game terminal 10C executes a process to establish wireless communication with the first game terminal 10A based on an operation by user C.
[0042] Any wireless communication standard may be used for wireless communication, and examples of such standards include Wi-Fi Direct (registered trademark), Bluetooth (registered trademark), IEEE802.11 wireless LAN, infrared communication, and iBeacon (registered trademark). Furthermore, the wireless communication standard is not limited to one, and multiple wireless communication standards may be used. When wireless LAN is used, the first game terminal 10A may register its own IP address and information about the battle room in association with the domain name server 50 in the private network PN, and the second game terminal 10B and the third game terminal 10C may acquire the information. For other wireless communication standards, the second game terminal 10B and the third game terminal 10C may acquire information about the battle room directly from the first game terminal 10A.
[0043] Here, a case will be described in which user B operates the second game terminal 10B to establish wireless communication with the first game terminal 10A and enter a battle room created by user A. The second game terminal 10B can also display the menu image G1 shown in Fig. 2, and when user B selects the local battle button B14 and then selects the local league button B153 from the dialog D15, a battle room search image G2 is displayed on the second game terminal 10B.
[0044] Fig. 8 is a diagram showing an example of a competition room search image G2 displayed on the second game terminal 10B. For example, the second game terminal 10B wirelessly communicates with the first game terminal 10A to identify that user A has already created a competition room, and as shown in Fig. 8, an entry button B200 for entering the competition room created by user A is displayed in the display area A20. For example, the entry button B200 displays the name of the competition room and the name of user A who created the competition room. Note that other information may be displayed on the entry button B200; for example, an icon image of user A may be displayed, or user A's soccer team may be displayed.
[0045] For example, when user B selects the enter button B200, he or she enters the competition room created by user A. User C can also enter the competition room created by user A in a similar manner. When users B and C enter user A's competition room, the display of the competition room image G3 displayed on the first game terminal 10A changes, so that it is clear that users B and C have entered the competition room.
[0046] Fig. 9 is a diagram showing an example of a competition room image G3 when users B and C enter the competition room of user A. As shown in Fig. 9, for example, display area A302 displays detailed information about user B, for example, the name of the soccer team used by user B, the name of user B, and the number of wins in the past local league. Also, for example, display area A303 displays detailed information about user C, for example, the name of the soccer team used by user C, the name of user C, and the number of wins in the past local league.
[0047] For example, when user A confirms that users B and C have entered the match room, he or she performs a predetermined operation to start a local league. After that, for example, matchups are determined so that users A, B, and C play in a round-robin format, and a matchup image G4 showing the matchups is displayed on the display unit 15.
[0048] Fig. 10 is a diagram showing an example of a match combination image G4. As shown in Fig. 10, the match combination image G4 includes a display area A40 for displaying the match combinations of the matches of user A. For example, as shown in the display area A40, user A plays against user B in the first match, and then plays against user C in the second match.
[0049] Also, for example, a leave button B400 for leaving the competition room is displayed in the display area A40. When user A selects the leave button B400, he or she can leave the competition room that he or she has been in. The second game terminal 10B and the third game terminal 10C also display a competition combination image G4 similar to that in FIG. 10, and users B and C can leave the competition room by selecting the leave button B400.
[0050] The leave button B400 may be displayed in an image other than the battle combination image G4. For example, the leave button B400 may be displayed in at least one of the menu image G1, the battle room search image G2, and the battle room image G3, or the leave button B400 may be displayed in a matching image or game image described below.
[0051] In addition, the user may not leave the competition room only when the leave button B400 is selected. In particular, the user may leave the competition room when the leave button B400 is not displayed and a predetermined condition is satisfied. For example, the user may be made to leave the competition room when the user does not perform any operation for a certain period of time. For example, the user of the game terminal 10 may be made to leave the competition room when the game server 30 does not receive any information from the game terminal 10 for a certain period of time. For example, the user may be made to leave the competition room when the game server 30 is unable to wirelessly communicate with the game terminal 10 of the user who generated the competition room or when the game server 30 is out of the communication range of the private network PN for a certain period of time.
[0052] When the match-up image G4 is displayed, a local league match begins. For example, in a local league in which users A, B, and C participate, a total of three matches are played in a round-robin format to compete for points and goal difference. For example, after the match-up image G4 is displayed, when user A performs a predetermined operation to play the first match, a matching image for matching with the second game terminal 10B of user B who will compete in the first match is displayed on the display unit 15.
[0053] Fig. 11 is a diagram showing an example of a matching image. As shown in Fig. 11, a message indicating that matching, which is a pre-processing for starting a match, is in progress is displayed in the matching image G5. For example, during matching, data necessary for the game (for example, data on characters used in the match and data on tactics and formations selected by the user) is transmitted and received between the first game terminal 10A and the second game terminal 10B.
[0054] When the matching process is completed, the first match starts, and a game image showing the game being played is displayed on the display unit 15. During the first match, user C waits for the first match to finish, but during that time, wireless communication is maintained between the third game terminal 10C and the first and second game terminals 10A and 10B.
[0055] Fig. 12 is a diagram showing an example of a game image displayed after the start of a match. As shown in Fig. 12, the game image G6 displays, for example, a game space in which game characters are arranged, as viewed from a virtual camera. Note that the method of progression of a match in a local league may be any of various known methods, and for example, user A and user B each operate one of the characters of their own team to aim to score a point. When the first match ends, the result of the first match and the like are displayed, and then the display returns to the match pairing image G4.
[0056] Fig. 13 is a diagram showing an example of a match-up image G4 when the first match is completed. As shown in Fig. 13, in the display area A40 of the match-up image G4, the match-up for the completed first match is erased, and the match-up for the second match is displayed. That is, the match-up image G4 allows the user to easily understand which matches remain in the local league. After that, the second match between user A and user C and the third match between user B and user C are executed in the same manner as the first match.
[0057] For example, in the second game, a matching process is executed between the first game terminal 10A and the third game terminal 10C, and the game is played while communicating wirelessly. In the third game, a matching process is executed between the second game terminal 10B and the third game terminal 10C, and the game is played while communicating wirelessly. When all the games in the local league are finished, an award ceremony image showing the award ceremony in the local league is displayed on the display unit 15.
[0058] Fig. 14 is a diagram showing an example of an award ceremony image. As shown in Fig. 14, the award ceremony image G7 displays an award ceremony being held in the virtual world. For example, the ranking of users is determined in descending order of the number of winning points, and if the number of winning points is the same, the ranking is determined by the goal difference or the result of a head-to-head match. When the award ceremony image G7 is displayed, the local league between users A, B, and C ends.
[0059] When the local league is played to the end (i.e., when the award ceremony image G7 is displayed on the game terminal 10), users A, B, and C may be given rewards such as game items or in-game currency. After that, wireless communication between game terminals 10 may be disconnected, or the local league may be repeatedly played while maintaining wireless communication. Furthermore, when the award ceremony image G7 is displayed and the local league ends, data related to the competition room may be deleted, or data related to the competition room may be deleted when the user performs an operation to delete the competition room.
[0060] As described above, even before the award ceremony image G7 is displayed (i.e., even if the local league is not played to the end), the user can leave the competition room by selecting the leave button B400. In a local league in which the user who created the competition room leaves the room midway, or the total number of players in the competition room falls below a certain number (e.g., less than three players) due to a user's leaving, the match cannot be played to the end, and unnecessary data remains on the game server 30, which causes an increase in the amount of game data consumed.
[0061] For this reason, in this embodiment, if any user who participated in the local league leaves the room midway, the user who generated the competition room is prevented from generating a new competition room for a certain period of time. In other words, if any user who participated in the local league leaves the room midway, a penalty is imposed on the user who generated the competition room. If a penalty is imposed on a user, a new competition room cannot be generated even if the user selects the new creation button B21 of the competition room search image G2. Note that the penalty may be imposed not only on the user who generated the competition room, but also on all users who entered the competition room, or only on some of the users who entered the competition room.
[0062] Fig. 15 is a diagram showing an example of a battle room search image G2 when a penalty is given. As shown in Fig. 15, a message is displayed in the dialogue D25 indicating that a battle room cannot be created, and even if the user selects the new creation button B21, a new battle room cannot be created. It is also possible to prevent the user from selecting the new creation button B21 at all. For example, the new creation button B21 may be grayed out, or the new creation button B21 itself may not be displayed. Also, the remaining time until the penalty is imposed may be displayed in the dialogue D25.
[0063] Note that one user may be limited to generating one battle room, but if one user is allowed to generate multiple battle rooms, a penalty may be imposed if a player leaves any one of the battle rooms midway, or if a predetermined number of battle rooms are left midway. In this embodiment, a user is penalized if a player leaves three of the battle rooms they have generated.
[0064] As described above, in the game system S of this embodiment, if a user leaves a battle room that the user created midway, a penalty is imposed on the user, thereby preventing the proliferation of battle rooms in which local leagues do not end and preventing an increase in the amount of game data consumed within the game system S. Details of this configuration will be described below.
[0065] [3. Functions realized in the game system] 16 is a functional block diagram showing functions related to the present invention among the functions realized by the game system S. In this embodiment, the functions of the game terminal 10 and the game server 30 will be mainly described.
[0066] [3-1. Functions realized by the game server] As shown in FIG. 16, the game server 30 realizes a data storage unit 300, a generation unit 301, an entry unit 302, an exit unit 303, a first judgment unit 304, a second judgment unit 305, a third judgment unit 306, a fourth judgment unit 307, a reward granting unit 308, and a display control unit 309.
[0067] [3-1-1. Data storage section] The data storage unit 300 is realized mainly by the storage unit 32. The data storage unit 300 stores data necessary for executing a game. Here, a user database DB1 and a competition room database DB2 will be described as examples of data stored in the data storage unit 300.
[0068] Fig. 17 is a diagram showing an example of data storage in the user database DB1. As shown in Fig. 17, the user database DB1 is data related to users who use the game system S, and stores, for example, the user's name, image, soccer team name, and penalty information in association with a user ID that uniquely identifies the user. Note that, here, the information that uniquely identifies the user may be any information that can identify the user, and for example, a user name may be used instead of a user ID.
[0069] The penalty information is information indicating whether or not a penalty that prevents a new battle room from being created is occurring. For example, the penalty information includes the number of times a room was left midway, the date and time when the penalty occurred, and a penalty occurrence flag.
[0070] The number of times a player has left a room midway is, for example, information indicating how many of the rooms the user created in which a player left a room midway. The number of times increases each time a player leaves a room midway in a user-created room, and if the number of times exceeds a threshold (3 in this example), a penalty will be incurred.
[0071] The threshold is not limited to 3, and may be 2, or 4 or more. Furthermore, the threshold may differ depending on the user. For example, the threshold of a user who has incurred a penalty may be decreased to make it easier for the penalty to occur, or conversely, the threshold of a user who has not incurred a penalty for a certain period of time may be increased to make it harder for the penalty to occur.
[0072] The occurring flag is information indicating whether or not a penalty is occurring. For example, when the occurring flag is on, it indicates that a penalty is occurring, and when the occurring flag is off, it indicates that a penalty is not occurring. When the number of times that midway leaving occurs is equal to or greater than a threshold, the occurring flag is turned on and a penalty occurs. On the other hand, when a certain amount of time has passed since the penalty occurred, the occurring flag is turned off and the penalty is released. In this case, the number of times midway leaving occurred is reset.
[0073] Fig. 18 is a diagram showing an example of data storage in the competition room database DB2. As shown in Fig. 18, the competition room database DB2 is data related to competition rooms created by users, and stores, for example, the name of the competition room, generated user information related to the user who created the competition room, entered user information related to users who entered the competition room, and game data indicating the status and results of the game in the competition room, associated with a competition room ID that uniquely identifies the competition room. Hereinafter, each record stored in the competition room database DB2 will be referred to as room information.
[0074] The generated user information may, for example, include the user ID of the user who generated the battle room, terminal identification information for identifying the game terminal 10 of the user, the name of the user, and the number of championships won by the user. The terminal identification information may be any information capable of identifying the game terminal 10, such as an IP address or individual identification information. The entering user information may, for example, include the user ID of the user who entered the battle room, terminal identification information for identifying the game terminal 10 of the user, the name of the user, and the number of championships won by the user.
[0075] The game data may include, for example, the current status of the game being played in the match room and the results of the local league. For example, the game data may include, for each match played in the match room, the user IDs of the users competing in the match, the status information of the match, and the result information of the match. For example, the status information may include the position, posture, orientation, movement direction, and movement direction of the characters in the game space, the position, movement direction, and movement speed of the ball, the position and line of sight of the virtual camera, the elapsed time of the match, the character substitution status, and the scores of both teams. The result information of the match may include the outcome of the match, the scores of both teams, and stats information of the match (for example, ball possession rate and average running distance). The game data may also include information such as the number of wins, losses, draws, winning points, and ranking of each user.
[0076] The data stored in the data storage unit 300 is not limited to the above examples. The data storage unit 300 may store any data necessary for the game. For example, the data storage unit 300 may store data related to the characters of the user's soccer team (for example, the character's name and ability parameters). For another example, the data storage unit 100 may store data related to game items and in-game currency owned by the user. For another example, the data storage unit 100 may store past results and match history of exhibitions in which the user has participated, and participation history of local leagues.
[0077] [3-1-2. Generation part] The generation unit 301 is realized mainly by the control unit 31. The generation unit 301 generates a battle room based on a user request. The request is, for example, performing an operation to generate a battle room. In addition, the request is, for example, transmitting information indicating that the operation has been performed to the game server 30. Hereinafter, this request is referred to as a generation request. In this embodiment, the generation request is made when the user selects the new creation button B21.
[0078] The generation request may be made by sending data in a prescribed format. For example, the generation request may include the user ID and the name of the competition room entered in the input form F230. However, the generation request may also include other information, such as the identification information of the game terminal 10, the user name, and the number of times the user has won.
[0079] In this embodiment, since the generation unit 301 is realized in the game server 30, the generation unit 301 determines whether or not a generation request has been received from the game terminal 10. If it is determined that a generation request has been received, the generation unit 301 generates a competition room based on information included in the generation request, and updates the competition room database DB2.
[0080] For example, the generation unit 301 generates a competition room ID for the competition room. The competition ID may be generated according to a predetermined ID generation rule, and may be generated so as not to overlap with the competition IDs of other competition rooms. The control unit 31 then generates a new record in the competition room database DB2, and stores the competition room name, the user ID of the user who generated the competition room, terminal identification information, and the number of championships in the generated user information / entered user information in association with the generated competition room ID. The generation of the competition room is completed by storing this information in the competition room database DB2.
[0081] In this embodiment, since a user can generate multiple battle rooms, the generation unit 301 generates a battle room each time a generation request is made by the user. For example, a user can request to generate a new battle room while a battle room that the user generated remains. In other words, a user can repeatedly make generation requests, and the generation unit 301 can repeatedly generate battle rooms.
[0082] [3-1-3. Entrance area] The entry unit 302 is realized mainly by the control unit 31. The entry unit 302 associates a user with a competition room based on the user's entry request. As described above, associating a user with a competition room means that the user will enter the competition room, so the entry unit 302 allows the user to enter the competition room based on the user's entry request.
[0083] Entering a room means, for example, changing a state in which a user is not associated with a battle room to a state in which he or she is associated. For example, associating a user with a battle room means that the user enters the battle room. For another example, associating a user ID with a battle room ID corresponds to entering a room. For another example, storing a battle room ID and a user ID in the same record corresponds to entering a room. In other words, it means changing a state in which playing the game is not desired to a state in which it is desired, or changing a state in which the game is not played to a state in which it is possible to play the game.
[0084] The entry request is, for example, performing an operation to enter the competition room. Also, for example, the entry request is transmitting information indicating that the operation has been performed to the game server 30. In this embodiment, the entry request is made when the user selects the entry button B23. The entry request may be made in a predetermined data format, and may include, for example, the competition room ID of the competition room specified by the user, the user ID, the terminal identification information, the user name, the number of championships, and other information. The competition room specified by the user is a competition room that can be entered by selecting the entry button B23. For example, the entry button B23 and the competition room ID of the competition room that can be entered are associated in advance, and when the user selects the entry button B23, the competition room ID of the competition room to be entered can be specified.
[0085] In this embodiment, since the entry unit 302 is realized in the game server 30, the entry unit 302 determines whether or not an entry request has been received from the game terminal 10. If it is determined that an entry request has been received, the generation unit 301 allows the user to enter the competition room based on the information included in the entry request. For example, the entry unit 302 refers to the competition room database DB2, and stores information included in the entry request, such as the user ID, terminal identification information, user name, and number of wins, in the entering user information of the record in which the competition ID included in the entry request is stored. When this information about the user is stored in the competition room database DB2, entry into the competition room is completed.
[0086] [3-1-4. Exit section] The leaving unit 303 is realized mainly by the control unit 31. The leaving unit 303 cancels the association of a user who is associated with a battle room. The leaving unit 303 is an example of a canceling means.
[0087] To cancel an association means, for example, changing a state in which a user is associated with a battle room to a state in which they are not associated. To cancel an association means leaving a battle room. For example, cancellation corresponds to a situation in which a user ID is no longer associated with a battle room ID. Another example corresponds to cancellation when a battle room ID and a user ID are no longer stored in the same record. In other words, it means canceling the desire to play a game, or changing a state in which the game can be played to a state in which it cannot be played.
[0088] For example, the leaving unit 303 causes the user to leave the competition room based on a request from the user to leave. The request to leave is, for example, an operation to leave the competition room. In addition, for example, the request to leave is sending information indicating that the operation has been performed to the game server 30. In this embodiment, the request to leave is made when the user selects the leave button B400.
[0089] The request to leave the room may be made in a predetermined data format, and may include, for example, the room ID of the room specified by the user, the user ID of the game terminal 10, terminal identification information, the user name, the number of wins, and other information. The room specified by the user here is a room that can be left by selecting the leave button B400. For example, the leave button B400 and the room ID of the room that can be left are associated in advance, and when the user selects the leave button B400, the room ID of the room to be left can be specified.
[0090] In this embodiment, since the leaving unit 303 is realized in the game server 30, the leaving unit 303 determines whether or not a leaving request has been received from the game terminal 10. If it is determined that a leaving request has been received, the generation unit 301 causes the user to leave the competition room based on the information included in the leaving request. For example, the leaving unit 303 refers to the competition room database DB2, and deletes information included in the leaving request, such as the user ID, terminal identification information, user name, and number of wins, from the entered user information of the record in which the competition ID included in the leaving request is stored. When this information about the user is deleted from the competition room database DB2, the leaving to the competition room is completed.
[0091] In addition, when having a user leave a battle room, there is no need to delete information from the battle room database DB2. For example, a flag may be prepared to indicate whether or not the user has left the room, and the exit unit 303 may change the value of the flag while leaving the entered user information, thereby causing the user to appear as if they have left the room.
[0092] As described above, even if the user does not make a particular request to leave the room, the leaving unit 303 may cause the user to leave the room when a predetermined condition is satisfied. For example, the leaving unit 303 may determine whether or not the user has continued to perform no operation for a certain period of time based on the content of communication with the game terminal 10, and may cause the user to leave the room when it is determined that the user has not performed any operation for the certain period of time.
[0093] For example, the leaving unit 303 may determine whether or not a state in which no information has been received from the game terminal 10 has continued for a certain period of time based on the content of communication with the game terminal 10, and may cause the user to leave the room when it is determined that no information has been received from the game terminal 10 for the certain period of time. For example, the leaving unit 303 may inquire of the game terminal 10 of the user who generated the battle room whether or not there is another game terminal 10 with which wireless communication is not possible for a certain period of time, and may cause the user of the other game terminal 10 to leave the room based on the response result to the inquiry. For example, the leaving unit 303 may inquire of a communication device in the private network PN whether or not there is a game terminal 10 that has gone out of communication range, and may cause the user of the game terminal 10 to leave the room based on the response result to the inquiry.
[0094] [3-1-5. 1st judgment part] The first determination unit 304 is realized mainly by the control unit 31. The first determination unit 304 determines whether or not the execution status of a game associated with a battle room (a battle room generated based on a user request) satisfies a predetermined condition.
[0095] A game associated with a competition room is, for example, a game played in the competition room, and is a game in which users associated with the competition room compete against each other. As described above, associating a user with a competition room means, for example, associating a user ID with the competition room. For example, a game associated with a competition room is a game in which a user competes against another user associated with the same competition room. For example, a game associated with a competition room is a game in which multiple users associated with the competition room play together. For example, a game associated with a competition room is a game in which game data indicating the game status is associated with information identifying the competition room ID.
[0096] The execution status of a game is, for example, how far the game has progressed, and is a status specified by game data. For example, it is whether or not a match has ended. In addition, for example, the execution status of a game is whether or not a predetermined number of matches have ended. In the case where multiple matches are played, the execution status of a game is how many matches have ended. In addition, for example, the execution status of a game is the elapsed time from the start of the game. In addition, for example, the execution status of a game is the current stage if the game is a game in which multiple stages are played in order. In addition, for example, the execution status of a game is the current score if the game is a game in which scores are acquired. In the case of a sports game, the execution status of a game is, for example, how far the game has progressed. In the case of a baseball game, the execution status of a game is, for example, the current inning. In the case of a soccer game, the execution status of a game is, for example, the elapsed time of the game.
[0097] The predetermined condition may be, for example, a predetermined condition, such as the occurrence of a predetermined event. Another example of the predetermined condition is the game execution status becoming a predetermined status. Another example of the predetermined condition is the association with the battle room being released, a certain amount of time having passed, communication being cut off, or a certain amount of time having passed without any operation, before the game execution status becomes the predetermined status.
[0098] In this embodiment, as an example of the predetermined condition, the association between at least one user and the competition room is released (i.e., the user leaves the room) before the game reaches a predetermined execution status. The predetermined execution status may be any execution status that has been determined in advance, and here, the case where the award ceremony image G7 is displayed on the game terminal 10 is described as an example. For example, the predetermined execution status may be determined when the award ceremony image G7 is displayed on the game terminal 10 even a little, or when the award ceremony in the award ceremony image G7 is displayed to the end, or when the award ceremony is displayed up to any point in between.
[0099] For example, the predetermined condition may be that the results are displayed by the display control unit 309 described later, and the gaming terminal 10 determines whether or not an award ceremony image G7 has been displayed on its own display unit 15, and if it determines that it has been displayed, notifies the game server 30 that a predetermined execution status has been reached. The first determination unit 304 determines whether or not the notification has been received from the gaming terminal 10, thereby determining whether or not the game has reached a predetermined execution status.
[0100] Also, for example, the first determination unit 304 determines whether or not at least one user has left the battle room midway, based on the processing result of the leaving unit 303. "At least one person" may be only one person, or may be two or more people. In this embodiment, a case will be described in which a penalty is incurred when even one person leaves the room midway, but a penalty may also be incurred when two or more people leave the room midway. The first determination unit 304 determines whether or not a predetermined number of users have left the battle room midway, based on the processing result of the leaving unit 303.
[0101] For example, the first determination unit 304 refers to the entering user information stored in the battle room database DB2, and when the number of users decreases, determines that a user has left the battle room. Also, for example, if a flag indicating whether or not a user has left the battle room is prepared in the battle room database DB2, the first determination unit 304 refers to the flag stored in the battle room database DB2 and determines whether or not a user has left the battle room.
[0102] [3-1-6.Second Judgment Section] The second determination unit 305 is realized mainly by the control unit 31. The second determination unit 305 determines, based on the determination result of the first determination unit 304, whether or not to create a new battle room in response to a user request.
[0103] For example, the second determination unit 305 determines to generate a new battle room when the first determination unit 304 determines that a predetermined condition is satisfied, and determines not to generate a new battle room when the first determination unit 304 determines that the predetermined condition is not satisfied. Note that, depending on how the predetermined condition is defined, the second determination unit 305 may determine to generate a new battle room when the first determination unit 304 determines that the predetermined condition is not satisfied, and may determine not to generate a new battle room when the first determination unit 304 determines that the predetermined condition is satisfied.
[0104] When the second determination unit 305 determines that a new competition room will be generated, it means, for example, permitting the generation unit 301 to generate a competition room and instructing the generation unit 301 to generate a competition room. On the other hand, when the second determination unit 305 determines that a new competition room will not be generated, it means not determining that a new competition room will be generated, and means, for example, disabling a generation request from the game terminal 10, not accepting a generation request, ignoring a generation request even if it is accepted and not generating a competition room, prohibiting the generation unit 301 from generating a competition room, not instructing the generation unit 301 to generate a competition room, etc.
[0105] The second determination unit 305 determines whether or not to generate a new battle room at the user's request based on the determination result of the first determination unit 304 for a predetermined number or more of battle rooms among the multiple battle rooms generated at the user's request. The predetermined number may be, for example, a predetermined threshold value, such as two, three, or four or more times. The predetermined number may be stored in the data storage unit 300 in advance.
[0106] For example, the second determination unit 305 refers to the penalty information in the user database DB1 and determines whether the number of times that mid-game leaving has occurred is equal to or greater than a threshold. For example, by determining whether the number of times that mid-game leaving has occurred is equal to or greater than a threshold, the second determination unit 305 determines whether a predetermined condition is satisfied for a predetermined number or more of battle rooms.
[0107] For example, the second determination unit 305 determines whether a predetermined period has passed since the time when the battle room was generated or the time when the local league was started. For example, the start time for determining whether the predetermined period has passed may be the time when the exit button B400 is pressed, but the above is done because the purpose of the invention is to prevent battle rooms from being created in a profusion. For example, if a user plays a local league for a long period of time and is ultimately unable to end the league normally, it would be cruel to the user if a penalty period occurs from the time of leaving the room. Specifically, assuming that the predetermined period is three hours, if a battle room is generated and the user is unable to end the local league two hours after starting the local league and the user who created the battle room leaves the room, the second determination unit 305 will determine that the predetermined condition has been met if the user waits one hour from the time of leaving the room. In this way, the main purpose is to prevent battle rooms from being created in a profusion, and it is possible to ensure that the user's play activity is not hindered.
[0108] [3-1-7. Third judgment section] The third determination unit 306 is mainly realized by the control unit 31. The third determination unit 306 determines whether or not a state in which a new battle room is not generated at the request of a user has continued for a predetermined period of time. The predetermined period may be, for example, a period determined in advance, and may be, for example, about 1 to 12 hours, or about several days.
[0109] For example, the third determination unit 306 refers to the penalty information in the user database DB1 and determines whether a predetermined period has passed since the date and time when the penalty occurred. The third determination unit 306 acquires the current date and time based on a real-time clock or a GPS signal, and determines whether the interval between the date and time when the penalty occurred and the current date and time is equal to or greater than a threshold value.
[0110] For example, the third determination unit 306 may obtain the server time in the game server 30, and determine whether the interval between the date and time when the penalty occurred and the current date and time is equal to or greater than a threshold based on the server time. For example, the server time may be obtained when the game terminal 10 connects to the game server 30. For example, the terminal time (first time) when the server time was obtained is stored, and when the current server time is desired to be known, the server time may be obtained by obtaining the current terminal time (second time) and adding the previously obtained server time + (second time - first time) instead of going to the game server 30 to obtain the server time. When the game program is suspended or the time (second time - first time) becomes greater than a predetermined number, the server time may be inquired of the game server 30 again, and the server time and the first time may be updated. By configuring in this way, it is possible to reduce inquiries to the server and minimize the discrepancy with the server time.
[0111] For example, the second determination unit 305 determines whether or not to generate a new battle room in response to a user request, based on the determination result of the first determination unit 304 and the determination result of the third determination unit 306. The second determination unit 305 determines to generate a new battle room when the third determination unit 306 determines that a state in which a new battle room is not generated has continued for a predetermined period of time, and determines not to generate a new battle room when the third determination unit 306 determines that a state in which a new battle room is not generated has not continued for the predetermined period of time.
[0112] [3-1-8. 4th judgment part] The fourth determination unit 307 is mainly realized by the control unit 31. The fourth determination unit 307 determines whether or not the execution of the game has started. Starting means, for example, performing an operation to start the game, or receiving information indicating that the operation has been performed, displaying a screen of the game being executed on the terminal, or updating data indicating the game status.
[0113] For example, when an operation to start a game is performed, game terminal 10 transmits a request to start the game to game server 30. Third determination unit 306 determines whether or not a start request has been received from game terminal 10. For example, when it is determined that a start request has been received from game terminal 10, third determination unit 306 determines that execution of the game has started, and when it is determined that a start request has not been received from game terminal 10, determines that execution of the game has not started.
[0114] For example, the second judgment unit 305 determines whether or not to generate a new competition room in response to a user request, based on the judgment result of the first judgment unit 304 and the judgment result of the fourth judgment unit 307. The second judgment unit 305 determines to generate a new competition room when the fourth judgment unit 307 determines that the execution of the game has not started, and determines not to generate a new competition room when the fourth judgment unit 307 determines that the execution of the game has started.
[0115] [3-1-9. Reward Department] The reward granting unit 308 is realized mainly by the control unit 31. The reward granting unit 308 grants a reward to the user associated with the battle room based on the determination result of the first determination unit 304. The reward is, for example, granting a game item or in-game currency (points, coins, etc.). For example, the reward granting unit 308 grants the game item to the user by associating information identifying the game item with the user ID. Also, for example, the reward granting unit 308 grants the in-game currency to the user by increasing the in-game currency associated with the user ID.
[0116] For example, the reward granting unit 308 determines to grant a reward to the user when the first determination unit 304 determines that a predetermined condition is satisfied, and determines not to grant a reward to the user when the first determination unit 304 determines that the predetermined condition is not satisfied. Note that, depending on how the predetermined condition is defined, the reward granting unit 308 may determine to grant a reward to the user when the first determination unit 304 determines that the predetermined condition is not satisfied, and may determine not to grant a reward to the user when the first determination unit 304 determines that the predetermined condition is satisfied.
[0117] [3-1-10. Display control unit] The display control unit 309 is mainly realized by the control unit 31. For example, the display control unit 309 displays information for identifying the execution status of the game on at least one of the display unit 15 corresponding to the user associated with the battle room and the display unit 15 corresponding to the user who generated the battle room. "At least one" may be only the display unit 15 corresponding to the user who entered the battle room, only the display unit 15 corresponding to the user who generated the battle room, or both of them.
[0118] The information for identifying the game execution status is, for example, information that can identify how far the game has progressed. For example, when a user plays with multiple users, it is to display users who have not yet played together. For example, it is to display users who have not yet played against each other. Also, for example, it is information that can identify how much time is left until a predetermined execution status is reached. Another example is the current number of matches. Another example is the number of matches that have ended. Another example is the elapsed time from the start of the game. Another example is the current stage in a game in which multiple stages are progressed in order. Another example is the currently acquired score in a game in which a score is acquired. Another example is the current status of the game in a sports game. In a baseball game, it is the current inning. In a soccer game, it is the elapsed time of the game.
[0119] In this embodiment, the match-ups of the remaining matches displayed in the display area A40 of the match-up image G4 correspond to an example of information for identifying the game execution status. The display control unit 309 identifies the remaining matches based on the game data and updates the display in the display area A40.
[0120] Also, for example, the display control unit 309 displays the results of a user associated with a competition room on the display unit 15 corresponding to the user based on the execution result of the game. The results may be, for example, winning a game. Or, for example, the number of wins, win rate, number of losses, and number of draws in a game. Or, for example, the ranking in the game. Or, for example, the ranking of users who participated in the game. Or, for example, the user's score in the game.
[0121] In this embodiment, a case where the user's performance is displayed in the award ceremony image G7 will be described as an example. The display control unit 309 identifies the user's performance based on the game data and displays the award ceremony image G7.
[0122] [3-2. Functions realized by game terminals] In the game terminal 10, a data storage unit 100 and a match execution unit 101 are realized.
[0123] [3-2-1. Data storage section] The data storage unit 100 is realized mainly by the storage unit 12. The data storage unit 100 stores data necessary for executing a game. Here, as an example of data stored in the data storage unit 100, battle room data DT1 will be described.
[0124] Fig. 19 is a diagram showing an example of data storage in the battle room data DT1. As shown in Fig. 19, the battle room data DT1 stores room information about the battle room that the user has entered. The data structure of the room information is as explained in the battle room database DB2.
[0125] The data stored in the data storage unit 100 is not limited to the above examples. The data storage unit 100 may store any data necessary for the game. For example, the data storage unit 100 may store basic information (such as a user ID or a user name) related to the user of the game terminal 10, or may store past results and match history of exhibitions in which the user has participated, or participation history of local leagues.
[0126] [3-2-2. Match Execution Department] The match execution unit 101 is realized mainly by the control unit 11. The match execution unit 101 executes a match based on a user's operation. For example, the match execution unit 101 updates game data based on a user's operation from the operation unit 14 and an operation from another user from the operation unit 14 of another game terminal. For example, the match execution unit 101 moves a character based on the user's operation, and determines the superiority or inferiority of the users when the game ends.
[0127] [4. Processing Executed in the Game System] 20-21 are flow diagrams showing an example of processing executed in the game system S. The processing shown in Figs. 20-21 is executed by the control unit 11 operating according to a program stored in the storage unit 12, and the control unit 31 operating according to a program stored in the storage unit 32. The processing described below is an example of processing executed by the functional blocks. Here, the processing will be described for the case where the user selects the New button B21 from the battle room search image G2, inputs the name of the battle room in the input form F230, and selects the OK button B232.
[0128] As shown in FIG. 20, first, in the game terminal 10, the control unit 11 transmits a request to create a battle room (S101). Note that information such as the user ID included in the creation request may be stored in advance in the storage unit 12. In the following explanation, when any information is transmitted from the game terminal 10 to the game server 30, the user ID is also transmitted, making it possible for the game server 30 to identify which game terminal 10 it is communicating with. Also, if the name of the battle room has not been input in the input form F230, the creation request may not be transmitted even if the user selects the OK button B232.
[0129] In the game server 30, when a creation request is received, the control unit 31 determines whether or not to create a new battle room in response to the creation request based on the penalty information in the user database DB1 (S301). In S301, the control unit 31 refers to the penalty information of the record in the user database DB1 that corresponds to the user ID included in the creation request. If the occurrence flag of the penalty information is off, the control unit 31 determines to create a new battle room, and if the occurrence flag of the penalty information is on, determines not to create a new battle room.
[0130] When it is determined that a new competition room is not to be generated (S301; N), the control unit 31 transmits a notification indicating that a new competition room is not to be generated to the game terminal 10 (S303). In this case, the process of S305 is not executed, and a competition room is not generated.
[0131] In the game terminal 10, when the notification is received, the control unit 11 displays a dialogue D25 indicating that a battle room has not been created on the battle room search image G2 (S103), and this process ends. Note that data for displaying the dialogue D25 is assumed to be stored in the storage unit 12 in advance.
[0132] On the other hand, if it is determined in S301 that a new competition room is to be generated (S301; Y), the control unit 31 generates a competition room based on the received generation request (S305), and transmits a completion notification indicating that the generation of the competition room is complete to the game terminal 10 (S307). In S305, the control unit 31 generates a competition room ID based on a predetermined ID generation rule. The control unit 31 also generates a new record in the competition room database DB2, and stores information such as the user ID included in the generation request as generated user information and entering user information. The completion notification in S307 may be made in a predetermined data format, and for example, the competition room ID generated in S305 is included in the completion notification.
[0133] When the game terminal 10 receives the completion notification, the control unit 11 transmits room information such as a battle ID to the other game terminals 10 (S105). In S105, the control unit 11 transmits the room information to the other game terminals 10 based on wireless communication conforming to at least one wireless communication standard. When the other game terminals 10 acquire the room information based on wireless communication conforming to at least one wireless communication standard, the battle room is displayed in the battle room search image G2, and when the enter button B23 is selected, the other game terminals 10 transmit an entry request to the game server 30. Note that the entry request may be transmitted to the game server 30 via the game terminal 10 that generated the battle room.
[0134] In the game server 30, the control unit 31 determines whether or not an entry request has been received from the game terminal 10 (S309). When it is determined that an entry request has been received (S309; Y), the control unit 31 allows the user who made the entry request to enter the competition room (S311), and transmits a completion notification indicating that entry has been completed to the game terminal 10 (S313). In S311, the control unit 31 stores the information included in the entry request in the entering user information of the record in the competition room database DB2 that corresponds to the competition room ID included in the entry request. The completion notification in S313 may be sent in a predetermined data format, and may include, for example, the entering user information of the user who has entered the competition room.
[0135] When the game terminal 10 receives the completion notification, the control unit 11 updates the competition room data DT1 (S107). In S107, the control unit 11 stores the entering user information included in the completion notification in the competition room data DT1. This enables the game terminal 10 to identify that another user has entered the competition room created by the user.
[0136] 21, when a start operation to start a local league is performed from the operation unit 14, the control unit 11 transmits a start notification indicating that the local league is to be started to the game server 30 (S109). Note that the start notification in S109 may be sent in a predetermined data format, and may include, for example, the competition room ID of the competition room where the local league is to be started.
[0137] In the game server 30, the control unit 31 judges whether or not a start notification has been received (S315). If it is not judged that a start notification has been received (S315; N), the process returns to S309. In this case, the room is awaited for another user to enter. Note that even if a user who entered the room leaves the room in this state, no penalty is incurred because the processes of S319 to S325 described below are not executed.
[0138] When a start operation is performed in S109, the game terminal 10 determines matchups for a round-robin tournament among the multiple users who have entered the room according to the entering user information, and executes a matching process with the other game terminals 10. The game is executed by transmitting and receiving data indicating the status of the game being played and user operation details while communicating wirelessly between the game terminal 10 and the other game terminals 10. During this time, game data indicating the latest match status and match results may be transmitted from the game terminal 10 to the game server 30.
[0139] The control unit 11 determines whether or not the user has selected the leave button B400 based on a detection signal from the operation unit 14 (S111). If the user has selected the leave button B400 (S111; Y), the control unit 11 transmits a leave request to the game server 30 to leave the competition room (S113). Note that when the leave button B400 is selected in the other game terminals 10, a leave request is also transmitted to the game server 30.
[0140] In the game server 30, the control unit 31 judges whether or not a request to leave the room has been received (S317). If it is judged that a request to leave the room has not been received (S317; N), the process proceeds to S327, which will be described later.
[0141] On the other hand, if it is determined that a request to leave has been received (S317; Y), the control unit 31 causes the user who made the request to leave to leave the battle room (S319), and increases the number of times indicated by the penalty information (S321). In S319, the control unit 31 deletes information corresponding to the user ID included in the entry request from the entering user information of the record in the battle room database DB2 that corresponds to the battle room ID included in the exit request. Also, in S321, the control unit 31 increases by 1 the number of times indicated by the penalty information of the record in the user database DB1 that corresponds to the battle room ID included in the exit request.
[0142] The control unit 31 determines whether or not to impose a penalty based on the penalty information in the user database DB1 (S323). In S323, the control unit 31 determines whether or not the number of times indicated by the penalty information is equal to or greater than a threshold. If the number of times is equal to or greater than the threshold, the control unit 31 determines to impose a penalty, and if the number of times is less than the threshold, the control unit 31 does not determine to impose a penalty.
[0143] If it is determined that a penalty should be imposed (S323; Y), the control unit 31 updates the penalty information of the user who created the battle room (S325). In S325, the control unit 31 refers to the created user information of a record in the battle room database DB2 that corresponds to the battle room ID included in the room exit request. The control unit 31 stores the current date and time in the date and time of the penalty information of the record in the user database DB1 that corresponds to the user ID included in the created user information, and turns on the occurrence flag. The game server 30 periodically refers to the penalty information in the user database DB1, and for records for which a certain period of time has passed since the date and time of the penalty information, turns off the occurrence flag and resets the number of times.
[0144] In the game terminal 10, the control unit 11 judges whether or not all the matches in the local league have been completed based on the competition room data DT1 (S115). In S115, the control unit 11 judges whether or not all the matches for which the competition pairings have been determined have been completed based on the game data stored in the competition room data DT1. If it is not judged that all the matches have been completed (S115; N), the process returns to S111, and the matching process for the next match is executed to proceed with the remaining matches in the local league.
[0145] On the other hand, if it is determined that all the matches have ended (S115; Y), the control unit 11 displays the award ceremony image G7 based on the competition room data DT1 (S117), and transmits an end notification indicating that the award ceremony image G7 has been displayed to the game server 30 (S119). The end notification in S119 may be sent in a predetermined data format, and may include, for example, the competition room ID of the competition room where the local league ended.
[0146] In the game server 30, when the end notification is received, the control unit 31 grants a reward to the user in the battle room (S327), and this process ends. In S327, the control unit 31 refers to the entering user information in the battle room database DB2 to identify the user ID of the user who entered the battle room, and associates a new game item with the user ID and increases the in-game currency associated with the user ID. The reward may be granted when the user performs a specified receiving operation from a notice section in the game.
[0147] The game server 30 may not consider the local league to have ended unless it receives a notice of end from all game terminals 10 that have entered the competition room. In this case, if there is even one user who has not finished viewing the award ceremony image G7, no reward will be given. Also, if there is even one user who has not finished viewing the award ceremony image G7, it may be considered that someone has left the room midway.
[0148] According to the game system S described above, if the game execution status does not satisfy a predetermined condition, it is determined that a new battle room will not be created, thereby preventing the same user from creating a new battle room. Therefore, it is possible to prevent an increase in the amount of game data consumed due to the proliferation of battle rooms.
[0149] In addition, if at least one user leaves a battle room before the game reaches a specified execution status, it is possible to determine not to generate a new battle room, thereby preventing the user who generated the battle room from generating a new battle room.
[0150] In addition, if a state in which a new battle room is not generated at the user's request continues for a certain period of time, it is determined that a new battle room will be generated, thereby preventing a situation in which new battle rooms cannot be generated forever. For example, if a user becomes unable to generate a new battle room for an unintended reason, it is possible to prevent an unreasonably heavy penalty from being imposed.
[0151] In addition, by determining to generate a new battle room when game execution does not start, it is possible to prevent the imposition of unreasonably heavy penalties when, for example, there is a legitimate reason why the game could not be started.
[0152] Furthermore, when the game execution status satisfies certain conditions, not only can a new battle room be generated but a reward can also be awarded, providing motivation to play until the game execution status satisfies the certain conditions.
[0153] In addition, if the game execution status of a predetermined number or more of the multiple battle rooms created by the same user does not satisfy predetermined conditions, it is determined not to generate a new battle room, thereby preventing penalties from becoming unduly severe.
[0154] Also, the user can be made to check the game execution status, and therefore can be made to check whether or not the situation is such that it is determined that a new battle room should not be created.
[0155] Also, each user can be motivated to play the game until they see their game results.
[0156] [5. Modifications] The present invention is not limited to the above-described embodiment, and can be modified as appropriate without departing from the spirit of the present invention.
[0157] (1) For example, in the embodiment, a case where a penalty occurs when a user leaves the room before the award ceremony image G7 is displayed is described, but the predetermined condition for the penalty to occur is not limited to the example described in the embodiment. For example, the predetermined condition is that a predetermined time limit that is set when a battle room is generated passes without the game reaching a predetermined execution state.
[0158] The predetermined time limit is, for example, a period from the time when the battle room is created until a predetermined time after the time. The predetermined time may be any time that is determined in advance, and may be, for example, about several hours, or about several days or weeks.
[0159] For example, in variant example (1), the generation date and time when the battle room was generated is stored in the battle room database DB2. When the generation unit 301 generates a battle room, it stores the generation date and time of the generated battle room in the battle room database DB2. The generation date and time may be the date and time when the generation of the battle room is completed, or may be a date and time a predetermined time before or after that date and time, or may be the date and time when the generation request is received.
[0160] The first determination unit 304 of the modified example (1) determines whether the time interval between the generation date and time of the battle room and the current date and time is equal to or greater than a threshold when the game is not in a predetermined execution state. The first determination unit 304 determines that the predetermined condition is met when it determines that the time interval is equal to or greater than the threshold, and determines that the predetermined condition is not met when it determines that the time interval is equal to or greater than the threshold. The second determination unit determines to generate a new battle room when the first determination unit 304 determines that the time interval is less than the threshold, and determines not to generate a new battle room when the first determination unit 304 determines that the time interval is equal to or greater than the threshold.
[0161] According to variant example (1), if a specified time limit has passed without the game reaching a specified execution status, it is determined that a new battle room will not be generated. This prevents a battle room in which no game progress is made from remaining for a long period of time, thereby reducing the amount of data consumed by the game system.
[0162] (2) Although a battle room is generated so that a user can battle other users, the battle room does not have to be in a particular format. For example, a user group may be generated, and a user who wishes to play with other users may belong to the user group.
[0163] A user group is, for example, a group that includes multiple users as members. For example, multiple users belonging to the same user group become multiple users who compete with each other for game superiority (ranking or win / loss). For example, a user group may be a gathering of users who wish to play a game in which they compete against other users, or users who wish to play a game in which they cooperate with other users to achieve a goal.
[0164] In other words, a user group may be a means for declaring participation in a game. For example, a user group may indicate an object that exists in the world of a game. For example, a user group may be a room or lobby set in a game, a predetermined place set in a virtual world, or other names such as friends or guild. For example, a user group may be a record in a database, or an array using a hash structure in memory.
[0165] A battle room is an example of a user group, and the battle room described in the embodiment can be read as a user group. For this reason, the generation unit 301 generates a user group based on a user request. The first determination unit 304 determines whether or not the execution status of the game associated with the user group satisfies a predetermined condition. The second determination unit 305 determines whether or not to generate a new user group at the user request based on the determination result of the first determination unit 305. Details of these processes are as described in the embodiment.
[0166] According to the modified example (2), if the game execution status does not satisfy a predetermined condition, it is determined that a new user group is not to be created, thereby preventing the same user from creating a new battle room. Therefore, it is possible to prevent an increase in the amount of game data consumed due to the proliferation of user groups.
[0167] (3) For example, in the embodiment, a local league is used as an example, but the same processing as in the embodiment may be applied to an exhibition, or the same processing as in the embodiment may be applied to online matches.
[0168] In addition, for example, in the embodiment, a case where a penalty occurs when any user leaves a battle room has been described as an example, but the condition for the penalty to occur may be any predetermined condition, and may be, for example, that the user who created the battle room leaves the room, or that a user other than the user who created the battle room leaves the room and the number of users in the battle room falls below a predetermined number. Alternatively, for example, the condition may be that a predetermined number or more of users leave the room.
[0169] Also, for example, in the embodiment, a case has been described in which the main processing related to management of a battle room is executed in the game server 30, and the game server 30 corresponds to a game control device according to the present invention, but each function realized in the game server 30 may be realized in the game terminal 10. For example, the generation unit 301, the entry unit 302, the exit unit 303, the first judgment unit 304, the second judgment unit 305, the third judgment unit 306, the fourth judgment unit 307, the reward granting unit 308, and the display control unit 309 may be realized in the game terminal 10. In this case, each of these functions is realized mainly by the control unit 11.
[0170] For example, when the generating unit 301 is realized by the game terminal 10, the generating unit 301 may generate a competition room ID and generate a competition room by transmitting data including a user ID and the competition room ID to the game server 30. For example, when the entering unit 302 is realized by the game terminal 10, information such as a user ID may be acquired from the other game terminal 10, and the entering user information may be updated to allow the other user to enter the room. For example, when the leaving unit 303 is realized by the game terminal 10, information such as a user ID may be acquired from the other game terminal 10, and the entering user information may be updated to allow the other user to leave the room. For example, when the first determination unit 304 is realized by the game terminal 10, the first determination unit 304 may refer to the game data stored in the competition room data DT1 and determine whether or not a predetermined condition is satisfied. For example, when the second determination unit 305 is realized by the game terminal 10, the determination result of whether or not to generate a new competition room may be transmitted to the game server 30.
[0171] Also, for example, each function may be shared between the game terminal 10 and the game server 30. In this case, the processing results may be transmitted and received between the game terminal 10 and the game server 30. For example, the generation unit 301 may be realized in the game terminal 10, and the first determination unit 304 and the second determination unit 305 may be realized in the game server 30. Also, for example, the generation unit 301 and the first determination unit 304 may be realized in the game terminal 10, and the second determination unit 305 may be realized in the game server 30.
[0172] [6. Notes] From the above description, the present invention can be understood, for example, as follows.
[0173] 1) A game system (S) according to one embodiment of the present invention includes a generation means (301) for generating a battle room based on a user request, a first determination means (304) for determining whether or not an execution status of a game associated with the battle room satisfies a predetermined condition, and a second determination means (305) for determining whether or not to generate a new battle room at the user request based on a determination result of the first determination means (304).
[0174] 10) A game system (S) according to one embodiment of the present invention includes a generation means (301) for generating a user group based on a user request, a first determination means (304) for determining whether or not an execution status of a game associated with the user group satisfies a predetermined condition, and a second determination means (305) for determining whether or not to generate a new user group at the user request based on a determination result of the first determination means (304).
[0175] 11) A game control device (10, 30) according to one embodiment of the present invention includes a first determination means (304) that determines whether or not an execution status of a game associated with a battle room generated based on a user request satisfies a predetermined condition, and a second determination means (305) that determines whether or not to generate a new battle room at the user request based on a determination result of the first determination means (304).
[0176] 12) A game control device (10, 30) according to one embodiment of the present invention includes a first determination means (304) that determines whether or not an execution status of a game associated with a user group generated based on a user request satisfies a predetermined condition, and a second determination means (305) that determines whether or not to generate a new user group at the user request based on a determination result of the first determination means (304).
[0177] 13) A program according to one aspect of the present invention causes a computer to function as the game system (S) according to any one of 1) to 10) or the game control device (10, 30) according to 11) or 12).
[0178] 14) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 13) recorded thereon.
[0179] According to the inventions of 1) or 10) to 14), if the game execution status does not satisfy a predetermined condition, it is determined that a new battle room will not be created, thereby preventing the same user from creating a new battle room. Therefore, it is possible to prevent an increase in the amount of game data consumed due to the proliferation of battle rooms.
[0180] 2) In one aspect of the present invention, the game system (S) further includes a disassociation means (303) for disassociating a user associated with the competition room, and the predetermined condition is that the association between at least one user and the competition room is disassociated before the game reaches a predetermined execution status. According to aspect 2), if the association between at least one user and the competition room is disassociated before the game reaches a predetermined execution status, it is possible to prevent the user who generated the competition room from generating a new competition room by determining not to generate a new competition room.
[0181] 3) In one aspect of the present invention, the game system (S) further includes a third determination means (306) for determining whether or not a state in which the new battle room is not generated at the user's request has continued for a predetermined period of time, and the second determination means (305) determines whether or not to generate the new battle room at the user's request based on the determination results of the first determination means (304) and the third determination means (306). According to the aspect of 3), when a state in which a new battle room is not generated at the user's request has continued for a predetermined period of time, it is determined that a new battle room will be generated, thereby preventing a situation in which a new battle room cannot be generated forever. For example, when a user is unable to generate a new battle room for an unintended reason, it is possible to prevent an unreasonably heavy penalty from being imposed.
[0182] 4) In one aspect of the present invention, the system further includes a fourth judgment means (307) for judging whether or not execution of the game has started, and the second judgment means (305) decides whether or not to generate the new battle room at the request of the user based on the judgment results of the first judgment means (304) and the judgment results of the fourth judgment means (307). According to aspect 4), by determining to generate a new battle room when game execution has not started, it is possible to prevent, for example, the imposition of an unreasonably heavy penalty when there is a valid reason why the game could not be started.
[0183] 5) In one aspect of the present invention, the game system (S) further includes a reward granting means (308) that grants a reward to the user associated with the battle room based on the determination result of the first determination means (304). According to aspect 5), when the game execution status satisfies a predetermined condition, not only can a new battle room be generated but also a reward is granted, so that it is possible to motivate the user to play until the game execution status satisfies the predetermined condition.
[0184] 6) In one aspect of the present invention, the generation means (301) generates the battle room each time a request is made by the user, and the second determination means (305) determines whether or not to generate the new battle room at the user's request based on the determination result of the first determination means (304) for a predetermined number or more of the multiple battle rooms generated at the user's request. According to aspect 6), if the game execution status of a predetermined number or more of the multiple battle rooms generated by the same user does not satisfy a predetermined condition, it is possible to prevent an unduly severe penalty by determining not to generate a new battle room.
[0185] 7) In one aspect of the present invention, the game system (S) further includes a display control means (309) for displaying information for identifying the game execution status on at least one of a display means (15) corresponding to a user associated with the battle room and a display means (15) corresponding to a user who has created the battle room. According to aspect 7), the user can be made to check the game execution status. Thus, the user can be made to check whether or not the situation is such that it is determined not to create a new battle room.
[0186] 8) In one aspect of the present invention, the game system (S) further includes a display control means (309) for displaying the results of a user associated with the competition room on a display means (15) corresponding to the user based on the results of the game, and the predetermined condition is that the results are displayed by the display control means (309). According to aspect 8), each user can be motivated to play the game until they see their game results.
[0187] 9) In one aspect of the present invention, the predetermined condition is that a predetermined time limit that is set when the battle room is generated passes without the game reaching a predetermined execution status. According to aspect 9), by determining not to generate a new battle room when the predetermined time limit passes without the game reaching a predetermined execution status, it is possible to prevent a battle room in which no game progress is made from remaining for a long period of time, thereby reducing data consumption of the game system. [Explanation of symbols]
[0188] S game system, N network, PN private network, 10, 10A, 10B, 10C game terminal, 30 game server, 50 domain name server, 11, 31, 51 control unit, 12, 32, 52 memory unit, 13, 33, 53 communication unit, 14 operation unit, 15 display unit, G1 menu image, G2 match room search image, G3 match room image, G4 match pairing image, G5 matching image, G6 game image, G7 award ceremony image, 100 data memory unit, 101 match execution unit, 300 data memory unit, 301 generation unit, 302 entry unit, 303 exit unit, 308 reward grant unit, 309 display control unit, A20 display area, A30 display area, A40 display area, B10 event button, B11 online match button, B12 season match button, B14 Local battle button, B21 New button, B22 Reload button, B23 Enter button, D15 dialog, D23 dialog, D24 dialog, D25 dialog, DB1 User database, DB2 Battle room database, DT1 Battle room data, A300 display area, A302 display area, A303 display area, B150 Exhibition button, B151 Results button, B152 Match history button, B153 Local league button, B154 Participation history button, B155 button, B200 Enter button, B231 Cancel button, B232 button, B240 button, B400 Leave button, F230 Input form.
Claims
1. A generating means for generating a user group based on a user request; an association means for associating the user with the user group created by another user based on a request from the user, thereby enabling the user to participate in a game in the user group; a penalty giving means for giving a penalty to the user when a predetermined condition is satisfied due to the user leaving the room midway; a determination means for determining whether or not to generate a new user group at the request of the user based on whether or not the user has been given the penalty; Including, The generation means generates a new user group that is not associated with the user who generated the user group.
2. A generating means for generating a user group based on a user request; an association means for associating a user with the user group based on a request of the user; a determination means for determining whether or not to generate a new user group in response to a request from the user; The generation means generates a new user group that is not associated with the user who generated the user group.
3. A generating means for generating a user group based on a user request; an association means for associating the user with the user group created by another user based on a request from the user, thereby enabling the user to participate in a game in the user group; a penalty giving means for giving a penalty to the user when a predetermined condition is satisfied due to the user leaving the room midway; a determination means for determining whether or not to generate a new user group at the request of the user based on whether or not the user has been given the penalty; Including, The generation means generates a new user group that is not associated with the user who generated the user group.
4. A generating means for generating a user group based on a user request; an association means for associating a user with the user group based on a request of the user; a determination means for determining whether or not to generate a new user group in response to a request from the user; The generation means generates a new user group that is not associated with the user who generated the user group.
5. A program for causing a computer to function as the game system according to any one of claims 1 to 2, or the game control device according to any one of claims 3 to 4.
Citation Information
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