Computer System and Game System
The server system enhances the sense of unity and cooperation among players by allowing them to inherit and continue gameplay, even when playing separately, and provides a mechanism for rewarding players based on their contributions.
Patent Information
- Application Number
- JP2024002315
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-11
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2040-02-26
AI Technical Summary
Existing games that allow multiple players to play separately lack a sense of unity and cooperation among players.
A server system that determines whether a goal achievement inheritance play is in progress, allowing players to inherit gameplay and continue achieving goals, while also providing progress control for game events and privilege granting based on gameplay metrics.
Enhances the sense of unity and cooperation among players by allowing them to contribute to a shared goal, even when playing separately, and provides a mechanism for rewarding players based on their contributions.
Smart Images

Figure 0007688804000001 
Figure 0007688804000002 
Figure 0007688804000003
Abstract
Description
Technical Field
[0001] The present invention relates to Computer system etc.
Background Art
[0002] Conventionally, in games that progress over time, such as music games, there is known a game in which a plurality of players can play while taking turns during the progress. Each player can enjoy a sense of unity and cooperation that arises towards clearing the game by partially taking charge of the gameplay of one game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the game of Patent Document 1 is a game in which a plurality of players play one game while taking turns, and in the gameplay mode where a plurality of players play different games separately, it does not create a sense of unity among the players.
[0005] The problem to be solved by the present invention is to provide a technology for realizing a new interest that can enhance the sense of unity and cooperation among players even when a plurality of players play games separately.
Means for Solving the Problems
[0006] The first invention for solving the above problems is a server system comprising inheritance determination means (for example, inheritance determination unit 244 in FIG. 13) for determining whether a goal achievement inheritance play for inheriting a game play by repeating the start of a new game play by a player different from the player of the previous game play aiming for goal achievement after the previous game play has ended with goal achievement, and progress control means (for example, event control unit 240 in FIG. 13) for performing progress control of game events of the goal achievement inheritance play according to the determination result of the inheritance determination means.
[0007] According to the first invention, it is possible to determine whether a goal achievement inheritance play for inheriting a game play by repeating the start of a new game play by a player different from the player of the previous game play aiming for goal achievement after the previous game play has ended with goal achievement is in progress. And according to the determination result, it is possible to perform progress control of game events of the goal achievement inheritance play. That is, if the game play that has achieved the achievement goal continues, the goal achievement inheritance play is in progress, and a new game play will be started. Therefore, although the players participating in the goal achievement inheritance play play the game separately, it is possible to enjoy a sense of unity and solidarity among the players.
[0008] Also, as a second invention, the inheritance determination means may constitute the server system of the first invention that counts the number of inheritance times of the game play in progress.
[0009] According to the second invention, when it is determined that the goal achievement inheritance play is in progress following the game play that has achieved the achievement goal, the number of inheritance times can be updated.
[0010] Also, as a third invention, the server system of the second invention may further comprise privilege granting control means for performing control to grant a privilege to a part or all of the players participating in the goal achievement inheritance play when the number of inheritance times satisfies a predetermined condition.
[0011] According to the third invention, for example, when the game play that has achieved the target continues for a predetermined number of times or more, it becomes possible to give a privilege to some or all of the players who have played the game play.
[0012] Also, as a fourth invention, the server system of the third invention may be configured to determine the privilege and / or the recipient of the privilege based on the number of people who participated in the target achievement inheritance play.
[0013] According to the fourth invention, based on the number of people who participated in the target achievement inheritance play, it is possible to determine the privilege to be given and the player who is the recipient of the privilege. For example, regarding the game play of the inheritance times performed in the target achievement inheritance play, it is possible to change the content of the privilege given when some of the game plays are performed by the same player and when all are performed by different players, or to change the player to whom the privilege is given.
[0014] Also, as a fifth invention, the privilege giving control means may configure the server system of the third or fourth invention to determine the privilege and / or the recipient of the privilege based on the inheritance times.
[0015] According to the fifth invention, based on the inheritance times of the target achievement inheritance play, it is possible to determine the privilege to be given and the player who is the recipient of the privilege. For example, it is possible to increase the number of privileges given as the inheritance times increase, or to increase the number of players who are the recipients.
[0016] Also, as a sixth invention, the privilege giving control means may configure the server system of any one of the third to fifth inventions to change the privilege to be given among players based on the difference in the number of times the same player has played the game play in the target achievement inheritance play.
[0017] According to the sixth invention, when the number of game plays of each player who has played the goal achievement inheritance play is different, the benefits given based on the difference can be changed among players. For example, in a goal achievement inheritance play in which the game plays for achieving the achievement goal are sequentially performed 6 times by three players a, b, and c, if the breakdown of the players who have played each game play is that player a has played 3 times, player b has played 2 times, and player c has played 1 time, it is possible to give different benefits to each of the players a, b, and c, such as increasing the benefits given in the order of the number of game plays. Or, it is also possible to give a benefit only to player a who has played the most number of game plays, or to give a benefit only to players a and b who have played the game play multiple times.
[0018] Also, as the seventh invention, the server system of any one of the third to sixth inventions may be configured, in which the benefit giving control means changes the benefits to be given among players based on the order in which the game play is performed.
[0019] According to the seventh invention, the benefits to be given can be changed among players based on the order (play order) in which the game play is performed by the players who have participated in the goal achievement inheritance play. For example, it is possible to give different benefits to each player, such as increasing the benefits given to the players with a later play order.
[0020] Also, as the eighth invention, the server system of any one of the first to sixth inventions may be further configured to include goal setting means (for example, the goal setting unit 243 in FIG. 13) for setting the achievement goal for each game play in the goal achievement inheritance play.
[0021] According to the eighth invention, the achievement goal for each game play in the goal achievement inheritance play can be set.
[0022] Also, as a ninth invention, the server system of the eighth invention may be configured such that the target setting means sets achievement targets for each game play in order by setting an achievement target that is the same as the achievement target of the immediately preceding game play or an achievement target that is more difficult than the achievement target of the immediately preceding game play.
[0023] According to the ninth invention, by setting the achievement target for each game play as the same achievement target as the immediately preceding game play, the achievement target for each game play in the target achievement inheritance play can be set. Alternatively, by setting the achievement target for each game play as an achievement target that is more difficult than the achievement target of the immediately preceding game play, the achievement target for each game play in the target achievement inheritance play can be set.
[0024] Also, as a tenth invention, the server system of any one of the first to ninth inventions may be further configured with reception control means (for example, the next player determination unit 245 in FIG. 13) that sequentially receives players who challenge the target achievement inheritance play by receiving the (x + 1)-th player who will perform the game play next after the x-th player.
[0025] According to the tenth invention, when the x-th player performs a game play, by receiving the (x + 1)-th player who will perform the game play next, a target achievement inheritance play in which a plurality of players sequentially perform game plays can be realized.
[0026] Also, as an eleventh invention, the server system of the tenth invention may be configured such that the reception control means sends an invitation notice to the (x + 1)-th player candidate and receives acceptance from the (x + 1)-th player candidate for the invitation notice, and determines the (x + 1)-th player by receiving the acceptance.
[0027] According to the eleventh invention, when an invitation notice is sent to the (x + 1)-th player candidate and there is acceptance for it, the player candidate can be made the (x + 1)-th player.
[0028] Also, as a twelfth invention, the reception control means may constitute the server system of the eleventh invention that selects the (x + 1)-th player candidate based on the player designation operation by the x-th player.
[0029] According to the twelfth invention, the player designated by the x-th player can be selected as the (x + 1)-th player candidate.
[0030] Also, as a thirteenth invention, the reception control means may constitute the server system of the eleventh invention that selects the (x + 1)-th player candidate from among the friend players of the x-th player.
[0031] According to the thirteenth invention, the friend player of the x-th player can be selected as the (x + 1)-th player candidate.
[0032] Also, as a fourteenth invention, the reception control means may constitute the server system of the eleventh invention that selects a player who satisfies a given matching condition based on the x-th player as the (x + 1)-th player candidate.
[0033] According to the fourteenth invention, a matching condition corresponding to the x-th player is set and used, and a player who satisfies the matching condition can be selected as the (x + 1)-th player candidate.
[0034] Also, as a fifteenth invention, the matching condition may be that the (x + 1)-th player candidate satisfies a given superiority condition with respect to the x-th player, and the server system of the fourteenth invention may be constituted.
[0035] According to the fifteenth invention, a superiority condition with respect to the x-th player is set as a matching condition, and a player who satisfies the matching condition can be selected as the (x + 1)-th player candidate.
[0036] Also, as the 16th invention, the reception control means may constitute a server system of any one of the 10th to 15th inventions that restricts the reception of the (x + 1)-th player who will play the game next after the x-th player within a given reception period, and the inheritance determination means determines that the target achievement inheritance play has been interrupted when the reception within the reception period by the reception control means is not performed.
[0037] According to the 16th invention, the reception period for receiving the (x + 1)-th player can be restricted. And if the (x + 1)-th player is received within the reception period, the next game play is performed, and if not, it can be determined that the target achievement inheritance play has been interrupted and the next game play is not performed.
[0038] Also, as the 17th invention, a server system of the 16th invention may further include means for performing control to change the reception period in exchange for the use of a predetermined item and / or the payment of a predetermined consideration.
[0039] According to the 17th invention, it becomes possible to change the reception period for receiving the (x + 1)-th player, for example, by extending the reception period, in exchange for the use of an item or the payment of a consideration.
[0040] Also, as the 18th invention, a game system (for example, the game system 1000 in FIG. 1) may be configured to include a server system of any one of the 1st to 17th inventions (for example, the server system 1100 in FIG. 1) and a player terminal (for example, the player terminal 1500 in FIG. 1) that can be communicatively connected to the server system.
[0041] According to the 18th invention, a game system having the same effects as any one of the 1st to 17th inventions can be realized.
Brief Description of the Drawings
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Mode for Carrying Out the Invention
[0043] Hereinafter, with reference to the drawings, preferred embodiments of the present invention will be described. Note that the present invention is not limited by the embodiments described below, nor is the applicable form of the present invention limited to the following embodiments. Also, in the description of the drawings, the same reference numerals are assigned to the same parts.
[0044] [Overall Configuration] FIG. 1 is a diagram showing an example of the overall configuration of the game system 1000 in the present embodiment. As shown in FIG. 1, the game system 1000 includes a server system 1100 which is a computer system, and a player terminal 1500 held by a player (user) 2 of the game in the present embodiment, and these are connected to be capable of data communication with each other via a network 9.
[0045] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0046] The server system 1100 includes a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The main body device 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and electronic components such as a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0047] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing a game on the player terminal 1500 and manages the execution control of the game on the player terminal 1500 by performing arithmetic processing by the CPU 1151 and the like based on a predetermined program and data. That is, the game in the present embodiment is realized as a kind of client-server type online game. The player 2 accesses the server system 1100 with his own player terminal 1500, logs in with the issued account, and enjoys the game of the present embodiment.
[0048] In addition, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment provider or the like to perform a purchase procedure (billing process) of game coins, which are in-game currency. In the billing process, the electronic payment server responds to an inquiry from the server system 1100 and performs a process of clearing the purchase amount of game coins with a credit card or prepaid card of the player 2. Then, the server system 1100 grants the player 2 game coins corresponding to the purchase amount cleared by the electronic payment server.
[0049] Note that the server system 1100 is not limited to the single configuration shown in FIG. 1, and may be a configuration in which a plurality of blade servers that share each function are installed and connected to be able to communicate data with each other via an internal bus. Alternatively, a configuration in which a plurality of independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole may also be used.
[0050] The player terminal 1500 is a computer system that undertakes the function of a man-machine interface, and is connected to the network 9 via a mobile phone base station, a wireless communication base station, or the like, and can perform data communication with the server system 1100. This player terminal 1500 can take forms such as, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller of a stationary home game device, a business game device, a personal computer, a tablet computer, a wearable computer, and the like.
[0051] FIG. 2 is a diagram showing a configuration example of a smartphone which is an example of the player terminal 1500. As shown in FIG. 2, the player terminal 1500 includes a direction input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 capable of reading and writing data to and from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided.
[0052] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless LAN base station, etc. connected to the network 9, and the like. In addition, the control board 1550 is equipped with so-called I / F circuits (interface circuits) 1557 such as a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generation circuit for generating a signal of the sound collected by the microphone 1512, and a signal input / output circuit to the memory card reader 1542. Each of the elements mounted on the control board 1550 is electrically connected via a bus circuit or the like, and is connected so as to enable reading and writing of data and transmission and reception of signals. Note that part or all of the control board 1550 may be configured by an ASIC, an FPGA, or a SoC.
[0053] In this control board 1550, the IC memory 1552 stores a game client program, various setting data necessary for executing this game client program, and the like. The game client program and the like are downloaded from the server system 1100 at an appropriate timing. Note that it may be configured to read from a storage medium such as a separately obtained memory card 1540. Then, the CPU 1551 and the like execute the game client program to perform arithmetic processing, and control each part of the player terminal 1500 according to operation inputs to the touch panel 1506, the direction input keys 1502, and the home key 1504, thereby enabling the player 2 to play the game.
[0054] [Regarding the game] The game of this embodiment is a music game in which a Japanese taiko drum is virtually played. During the game, a game screen including a score display of the piece to be played is displayed on the touch panel 1506, and from the speaker 1510, the voice of the piece to be played, the sound of hitting the taiko drum according to operation inputs, and the like are output. While listening to the piece to be played output from the speaker 1510, the player makes operation inputs according to the musical notes that appear on the game screen of the touch panel 1506, and enjoys playing the piece to be played.
[0055] FIG. 3 is a diagram showing an example of the game screen. As shown in FIG. 3, the game screen includes a strip-shaped score display section 10 that crosses the screen horizontally, a standard operation input icon 20, an elapsed time display section 23 from the start of play, a song name display section 25 that displays the song name of the piece to be played, and a difficulty display section 27. The design of the score display section 10 can be set as appropriate, but in this embodiment, it includes a reference position 11 shown on the left side of the screen, a musical note S that moves and is displayed toward the reference position 11, a measure separation line 15 that indicates the separation in measure units in the piece to be played, an evaluation result display section 17, and a score display section 19.
[0056] The reference position 11 is provided at the position where the moving and displayed musical note S will reach, and indicates a reference position for showing the reaching timing as a reference timing (the timing of the target operation input). In this embodiment, only one is displayed on one score display unit 10, but it may be configured to be provided at a plurality of locations.
[0057] The musical note S is prepared in a different design for each type of reference operation (reference operation type). This musical note S appears and is displayed from the right side of the score display unit 10, and is moved and displayed so as to flow toward the reference position 11 together with the bar line 15 in synchronization with the voice reproduction of the played music. Then, at the timing when the musical note S reaches the reference position 11, the player is presented with the reference timing at which the operation input of that reference operation type should be performed.
[0058] In this embodiment, there are two types of reference operation types (the types of musical notes S corresponding thereto). One is a circular musical note (Don) Sa representing an operation input for hitting the drumhead (striking surface) of a taiko drum, and the other is a square musical note (Katsu) Sb representing an operation input for hitting the rim of the drumhead or the outer periphery of the body (outer edge of the striking surface). Of course, reference operations and musical notes other than the two exemplified types can also be set as appropriate.
[0059] And for each type of reference operation, a reference operation input icon 20 is prepared. For example, a reference operation input icon 20a corresponding to the circular musical note Sa is arranged at the lower right end of the game screen, and a reference operation input icon 20b corresponding to the square musical note Sb is arranged at the lower left end. An operation input evaluation is made according to which of the reference operation input icons 20a, 20b has a touch operation (that is, the type of operation input) and the timing of the touch operation.
[0060] The evaluation result display unit 17 displays at any time the result of evaluating the player's operation input with respect to the presentation of the standard operation and the standard timing by the movement display of the musical note S. For the operation input evaluation, for example, the timing when the center of the musical note S overlaps the center line of the reference position 11 is set as the standard timing, and the type of the overlapping musical note S is set as the standard operation type. Then, (1) the time difference between the standard timing and the timing of the operation input (touch operation of the standard operation input icons 20a and 20b) performed by the player (operation input timing), and (2) the similarity or difference between the standard operation type and the operation input type are evaluated respectively. The closer the standard operation type and the operation input type match, and the smaller the time difference between the standard timing and the operation input timing, the higher the evaluation. In this embodiment, for example, when the standard operation type and the operation input type are different, the operation input is regarded as "not allowed". And when the standard operation type and the operation input type match, the time difference between the standard timing and the operation input timing is evaluated in four levels of "good", "acceptable", "not allowed", and "skipped" using the standard (time difference evaluation standard) related to the time difference.
[0061] Here, the music game of this embodiment is configured such that the player selects the play difficulty together with the play music before starting the play. The difficulty display unit 27 displays the selected play difficulty ("normal" in FIG. 3). The selectable difficulties are, for example, four levels in order from the lower difficulty, namely "easy", "normal", "difficult", and "demon". Note that the number of difficulty levels may be two levels, three levels, or five levels or more.
[0062] And in this embodiment, for example, the time difference evaluation standards are prepared for each difficulty level, and the time difference between the standard timing and the operation input timing is evaluated using the time difference evaluation standard corresponding to the play difficulty selected by the player.
[0063] The score display unit 19 displays the cumulative game score given to the player according to the result of the operation input evaluation. In the game of this embodiment, if the game score at the end of the performance reaches a predetermined reference score, the game is cleared.
[0064] [Details] In the game of this embodiment, after the previous game play (in this embodiment, the performance of the play piece) has achieved the goal and ended, an event of goal - achievement inheritance play (goal - achievement inheritance play event) that inherits the game play is executed by repeating the start of a new game play by a player different from the player of the previous game play with the aim of achieving the goal. The goal - achievement inheritance play event progresses when, after one game play has ended, the next player is determined by the determination method described later and the next game play is performed by the next player. The next player is a player different from the player of the previous game play. Players participating in the game can start the event themselves and participate in the event, or participate in an event started by another player. Note that one game play here is not limited to playing all of the play piece. That is, playing all of the play piece can be regarded as one game play, or playing a part of the play piece (for example, only playing the first one) can also be regarded as one game play.
[0065] And when executing the event, the server system 1100 sets the achievement goal of the goal - achievement inheritance play and determines whether the goal - achievement inheritance play is in progress by determining whether the newly started game play has achieved the goal and ended (inheritance determination). And when it is determined that it is in progress, the goal - achievement inheritance play event is advanced and the determination of the next player is moved to. Also, when it is determined that it is in progress, the number of inheritance times of the ongoing game play is counted. And as a result, when the number of inheritance times satisfies a predetermined condition, control is performed to give a privilege to some or all of the players.
[0066] In this embodiment, the achievement goal of the goal achievement inheritance play is set by individually setting the achievement goal for each game play performed in sequence. Specifically, prior to the game, the achievement goal (hereinafter referred to as "individual goal") in that game play is set. Basically, if the individual goal is achieved in the subsequent game play, the event continues, and the individual goal for the next game play is set. If the individual goal is not achieved as a result of the game play, the event ends there. Further, in this embodiment, for example, when the game plays in which the individual goal is achieved continue for M times (M≥1), control is performed to give a privilege to some or all of the players who participated in the goal achievement inheritance play by performing that game play. That is, with the predetermined condition being "one or more times", privilege giving control is performed when the inheritance count is one or more times. Note that the predetermined condition is not limited to this, and the number of times of two or more times may be set as appropriate.
[0067] The individual goal is set in advance, for example, as a goal premised on clearing the game. For example, it can be set as "clearing the game and the game score at the end of the performance exceeding a predetermined high score", "clearing the game and the maximum combo number achieved in the game exceeding a predetermined number", "clearing the game by achieving a full combo", "clearing the game at a predetermined play difficulty level", etc. The combo number refers to, for example, the number of successful operation inputs in a row without making a mistake (without being evaluated as "impossible" or "skipped"), that is, the number of times the operation input is continuously evaluated as "good" or "acceptable". Further, a full combo refers to, for example, clearing the game by succeeding in all operation inputs (being evaluated as "good" or "acceptable" for all).
[0068] First, the general processing flow related to the execution of the event will be described. The processing on the left side in FIG. 4 shows a schematic flow of the processing related to the first game play by the first player in a certain event, and the processing on the right side shows a schematic flow of the processing related to the second and subsequent game plays by the second and subsequent players in the event.
[0069] In this embodiment, when the server system 1100 detects an event start operation on the player terminal 1500, it executes the event. When performing the event start operation, the player designates the event type. For example, control is performed to display a list of event types on the player terminal 1500 of the player, and the event start operation is accepted in combination with an operation of selecting any one of the event types. Then, as shown in FIG. 4, when the server system 1100 detects an event start operation on the player terminal 1500, it performs control to start the event. First, it selects the first play song and sets an individual goal for the game play (step S101). Thereby, the goal to be achieved during the performance of the selected play song is set as an individual goal.
[0070] After that, the server system 1100 performs control to display the set individual goal on the player terminal 1500 of the player who performed the event start operation and presents it to the player (step S103). Then, it controls the reproduction of the play song on the player terminal 1500 to start the game (step S105). Then, the player of the player terminal 1500 (the player who performed the event start operation) becomes the first player and performs an operation input in accordance with the play song to perform the first game play (step S107). At that time, the player plays the game aiming to achieve the individual goal set in step S101 (presented in step S103). For example, if the above-mentioned "clearing the game by achieving a full combo" is set as the individual goal, the player focuses on achieving the full combo and plays the play song.
[0071] If the game play is finished, determine the success or failure of achieving the individual goal. And if the player fails to achieve the individual goal, that is, if the player cannot clear the game or fails to achieve the individual goal even though the player has cleared the game (step S109: NO), end the event. On the other hand, if the player succeeds in achieving the individual goal, that is, if the player achieves the individual goal and clears the game (step S109: YES), continue the event and have the next player inherit the task (baton) of the goal achievement play. To do so, determine the second player (step S111).
[0072] Subsequently, transition to step S201 on the right side in FIG. 4 related to the second and subsequent game plays. Then, the server system 1100 selects the play song for the next time (here, the second game) and sets the individual goal for that game play.
[0073] Thereafter, the server system 1100 performs control to display the set individual goal to the player terminal 1500 of the next player (here, the second player determined in step S111) for the next game play and presents it to the player (step S203). Then, control the playback of the play song on the player terminal 1500 to start the game (step S205). And by the player of the player terminal 1500 performing an operation input in accordance with the play song, perform the Mth (here, M = 2) game play (step S207). Also at this time, similar to the case of the first game play, the player plays the game aiming to achieve the individual goal set in step S201.
[0074] After finishing the game play, inheritance determination is performed based on whether the individual goal has been achieved or not. If the individual goal has been failed to be achieved (step S209: NO), the inheritance determination is a negative determination. In that case, the number obtained by subtracting one time corresponding to the failure from the number of inheritance times M (the number of times of the game play performed in the event) at that time is determined as the final number of inheritance times M in the event (that is, the number of consecutive game plays in which the task is connected and the individual goal is achieved in the inheritance play for the goal achievement). Then, a privilege is given to some or all of the players (hereinafter referred to as "privilege candidate players") who have performed the game play in the event and achieved the individual goal (step S211), and the event is terminated.
[0075] On the other hand, when the individual goal has been successfully achieved (step S209: YES), the inheritance determination is an affirmative determination. In that case, a repeated determination is made as to whether to continue the event and inherit the task (whether to perform the next game play). In the present embodiment, an upper limit number of game plays (the upper limit number 576 in FIG. 5) is set for each type of event. If the number of game plays M that have been executed in the event has not reached the upper limit number, it is assumed that the next game play is performed (step S213: YES), and the next player (here, the third player) is determined (step S215). Then, the process returns to step S201 and the processes related to the third and subsequent game plays are repeated. On the other hand, when the number of inheritance times M (the number of game plays performed in the event) at that time has reached the upper limit number (step S213: NO), the process proceeds to step S211 to give a privilege and terminate the event. In that case, the upper limit number 576 becomes the final number of inheritance times M (the number of times the task is connected).
[0076] Next, the event definition data will be described. In the present embodiment, in order to execute the above event, event definition data in which the contents of the event including a list of play songs and setting of individual goals are defined in advance for each type of event is prepared. Then, when an event start operation is detected, the event is executed according to the event definition data related to the event of the designated event type.
[0077] FIG. 5 is a diagram showing an example of the data configuration of event definition data 570. As shown in FIG. 5, in one piece of event definition data 570, an event name 572 of the corresponding event, a play song selection method 573, a player determination method 574, an individual target table 575, a maximum number of times 576, a play song list 577, and a privilege table 578 are set in association with an event type number 571 for identifying the event type. An example of the individual target table 575 is shown in FIG. 8, an example of the play song list 577 is shown in FIG. 9, and examples of the privilege table 578 are shown in FIGS. 10 to 12.
[0078] The play song selection method 573 is set with the method of selecting a play song when selecting a play song prior to game play. The server system 1100 performs a play song selection process as the process according to step S101 or step S201 in FIG. 4, and selects a play song from the play song list 577 using the setting of the play song selection method 573.
[0079] In the present embodiment, any one of (1) a first selection method of reading out play song names in the order of play from the play song list 577 and selecting them, (2) a second selection method of randomly selecting one from the play song names in the play song list 577 and selecting it, and (3) a third selection method of presenting play song names that have not been played in the event from the play song names in the play song list 577 to the player who plays the game and accepting an operation of selecting one of them and selecting it is selectively set. When presenting a play song, it is preferable to present the play difficulty and the individual target in the next game play together.
[0080] The player determination method 574 is set with the method of determining the (x + 1)th player who plays the game next after the xth player in the event (that is, the second and subsequent players who play the second and subsequent games). The server system 1100 performs a next-order player determination process as the process according to step S111 or step S215 in FIG. 4, and determines the second or third and subsequent players who play the game next using the setting of the player determination method 574.
[0081] Specifically, in the next player determination process, some or all of the predetermined selection target members are used as the next player candidates, and the next player is determined from these player candidates. The selection target members can be, for example, all the players participating in the game. In that case, when determining the next player, the next player candidates are selected from among all the players.
[0082] On the other hand, the selection target members can also be limited to some players. Specifically, a configuration can be adopted in which the selection target members for the event are set in advance at the start of the event. For example, using the friend list of the player who performed the event start operation, the player and the player's friend players are set as the selection target members. In that case, the next player candidates are selected from among the player who performed the event start operation and the player's friend players.
[0083] Alternatively, it is also possible to adopt a configuration in which the selection target members are set each time when determining the next (x + 1)-th player. For example, using the friend list of the x-th player who succeeded in achieving the individual goal in the game that ended prior to the determination, the player and the player's friend players are set as the selection target members. In that case, the next player candidates are selected from among the player who played the previous game in the event and the player's friend players.
[0084] Then, the server system 1100 determines the next player in the next-order player determination process according to the settings of the player determination method 574. In this embodiment, the player determination method 574 has one of the following selectively set: (1) a first determination method that accepts a predetermined participation operation and makes a determination; (2) a second determination method that makes a determination by sending an invitation notice; (3) a third determination method that accepts a predetermined player designation operation and makes a determination; (4) a fourth determination method that makes a determination using given matching conditions. That is, the server system 1100 determines the next player by performing the next-order player determination process with its specific procedure being a procedure according to the settings of the player determination method 574. Hereinafter, each method will be described in order.
[0085] (1) The first determination method When the setting of the player determination method 574 is the first determination method, the server system 1100 selects all of the members to be selected as the next player candidates. Then, by accepting the participation operations by each player candidate, it sequentially accepts the players who challenge the goal achievement inheritance play. And when the server system 1100 detects a participation operation on the player terminal 1500 of any player candidate, it determines the player of the player terminal 1500 as the next player.
[0086] For example, the server system 1100 performs control to display the in-execution event list screen shown in FIG. 6(a) on the player terminals 1500 of the next player candidates. The processing here can be realized, for example, by providing an event menu in the game menu and enabling the display menu of the in-execution event list screen to be selected from the menu.
[0087] As shown in Fig. 6(a), on the in-execution event list screen, events that are in execution and for which the player of the player terminal 1500 is the next player candidate are listed, and it is indicated that participation operations are being accepted, and the achievement status of individual goals in the event (up to which game play of the event has progressed) is appended. When any event is touched and selected on this in-execution event list screen, the screen transitions to the participation operation screen shown in Fig. 6(b). A participation button B1 is arranged on the participation operation screen, and the next play song and individual goals of the game play, etc. are also displayed. Then, when the server system 1100 detects a touch operation on the participation button B1 on the participation operation screen, it determines the player of the player terminal 1500 as the next player.
[0088] Also, in the next-player determination process according to the first determination method, after the end of the x-th game play, the elapsed time from the time when a player candidate is selected is measured to limit the acceptance of the next player within a given acceptance period. And if no acceptance is made within the acceptance period, it is considered that the goal achievement inheritance play has been interrupted, and a forced termination determination is made as an affirmative determination. Specifically, when the setting of the player determination method 574 is the first determination method, as the forced termination determination process related to the above-mentioned forced termination determination, first, the period from the time when a player candidate is selected until a predetermined period (for example, it may be 3 days or 1 week, etc.) elapses is set as the acceptance period, and participation operations are accepted. And if there is no participation operation within the acceptance period and no acceptance of the next player, it is considered that the goal achievement inheritance play has been interrupted, and a forced termination determination is made as an affirmative determination, and the event is forcibly terminated.
[0089] Note that the participation operation may be accepted in the order of arrival to determine the next player, or one player may be randomly selected from among the players who have performed the participation operation within the acceptance period to determine the next player. Or, one player may be selected from among the players who have performed the participation operation within the acceptance period and whose play results described later are at the same level or higher to determine the next player.
[0090] (2) The second determination method When the setting of the player determination method 574 is the second determination method, the server system 1100 sends an invitation notice to the next player candidate. Then, by accepting the commitment from the next player candidate in response to the invitation notice, the server system 1100 sequentially accepts the players who challenge the goal achievement inheritance play. And the server system 1100 determines the next player by accepting the said commitment.
[0091] For example, first, one person is randomly selected from the members to be selected, and is set as the next player candidate. Then, an invitation notice is sent by performing control to display the invitation notice screen shown in FIG. 7 on the player terminal 1500 of the said player candidate. The processing here can be realized, for example, by enabling the invitation notice screen display menu to be selected from the event menu. Alternatively, it can also be configured to pop up and display the invitation notice screen on the player terminal 1500 when the player who is the player candidate logs in or the like, and send the invitation notice.
[0092] As shown in FIG. 7, on the invitation notice screen, there are arranged a display indicating an invitation to the event, a participation button B21 for accepting the said invitation, and a non - participation button B23 for not accepting it. And when the server system 1100 detects a touch operation on the participation button B21, it determines that there is a commitment to the invitation notice, and determines the said player candidate as the next player.
[0093] On the other hand, when a touch operation on the non - participation button B23 is detected, or when no response is received even after a predetermined response period has elapsed since the time when the said player was selected as the player candidate, a new player candidate is selected and the invitation notice is sent again, and this is repeated until a commitment is received. The new player candidate may be selected from among the players other than those who have already selected non - participation among the members to be selected. Also, the response period can be set as appropriate. For example, it may be a period in time units such as 10 hours, or a period in day units such as 1 day.
[0094] Also, in the next player determination process according to the second determination method, after the game play of the x-th player ends, the acceptance of the next player is restricted within a given acceptance period and a forced end determination is made by measuring the elapsed time from the point when the first selection of the player candidates is made. Specifically, when the setting of the player determination method 574 is the second determination method, as the forced end determination process related to the above-mentioned forced end determination, first, the acceptance period is set as the period until a predetermined period elapses from the point when the first player candidate is selected, and the acceptance of the invitation notice and its acceptance are repeated. The predetermined period here is set to be longer than the response period. And when there is no acceptance within the acceptance period and the next player is not accepted, it is determined that the target achievement inheritance play has been interrupted, and the event is forced to end with an affirmative determination of the forced end determination.
[0095] (3) The third determination method When the setting of the player determination method 574 is the third determination method, the server system 1100 first controls to display a player instruction screen on the player terminal 1500 of the x-th player, which shows a list of selection target members. Specifically, when the x-th player succeeds in achieving an individual target, the server system 1100 controls to display a player instruction screen on the player terminal 1500 of the player.
[0096] Then, the server system 1100 accepts a player designation operation to select one person from the list of the player instruction screen and selects a player candidate. After that, in the same manner as the second determination method, an invitation notice addressed to the player candidate is sent and its acceptance is received. And by receiving the acceptance, the next player is determined.
[0097] (4) The fourth determination method When the setting of the player determination method 574 is the fourth determination method, the server system 1100 uses a given matching condition based on the x-th player to select a player who satisfies the matching condition from among the selection target players as the (x + 1)-th player candidate. The selection target players when determining the next player by this method may be all the players participating in the game.
[0098] The matching condition can be, for example, "being a player who satisfies a given superiority condition for the x-th player". The superiority condition can be, for example, "having better past play performance than the x-th player", etc. Specifically, various play achievements such as the highest score, maximum combo number, number of full combos achieved, player level, and number of game plays obtained in past game plays are compared, and players who exceed the x-th player are selected as player candidates.
[0099] After that, for example, acceptance of participation operations by the selected player candidates is received in the same manner as the first determination method to determine the next player. Alternatively, one is randomly selected from the selected player candidates. And it may be possible to send an invitation notice to the selected player candidates in the same manner as the second determination method and determine the next player by accepting their acceptance.
[0100] Note that players participating in the game refer to the play history of games played in the past reference period (which may be a relatively short period such as one week or a relatively long period such as three months), and players who have achieved individual goals in the next game play can also be selected as player candidates. For example, if "clearing with the play difficulty 'oni'" is set as the individual goal for the next game play, players with a history of clearing the game with the play difficulty 'oni' in the most recent reference period are selected as player candidates, and so on.
[0101] In addition, a configuration is also possible in which "being a player with play performance comparable to that of the x-th player" is set as the matching condition and player candidates are selected. For example, players with the same player level as the x-th player may be selected as player candidates.
[0102] Returning to the description of FIG. 5, the individual target table 575 stores the setting of the individual target related to the event. For example, as shown in FIG. 8, in the individual target table 575, an individual target to be achieved in the gameplay of the corresponding play order is set in association with the play order. The play order is a serial number from 1 to the corresponding upper limit number 576 (in the example of FIG. 8, "10"). The server system 1100 performs target setting processing as the processing related to step S101 or step S201 in FIG. 4, and sets individual targets for each gameplay in the event using the setting of the individual target table 575.
[0103] For example, in the individual target table 575 for each event type, in addition to those with the same individual target content for all play orders, there are those with the same content for some play orders and those with different content for all play orders. When the content is different for some or all play orders, the individual targets for each gameplay of the target achievement inheritance play are variably set.
[0104] In addition, as settings where individual targets are different for each play order, those in which the later the play order, the higher the difficulty of achieving the target can be included. Also, in that case, the corresponding privilege table 578 is defined by the play order for the granting destination (see FIG. 10), and it is preferable that the privilege content for the later play order has a higher value (such as a larger number of granted privileges or a higher rarity of each privilege). Then, as the event progresses (as the inheritance count M increases), it becomes difficult to achieve individual targets, but when they are achieved, more valuable privileges can be obtained.
[0105] The upper limit number 576 is set to a number of times of 2 or more as the upper limit number of gameplays performed in the event. The server system 1100 uses this upper limit number 576 in the repeated determination performed in the processing related to step S213 in FIG. 4. Therefore, for example, in the case of an event where the upper limit number 576 is "10", the gameplay is repeated up to 10 times at most on the condition that the individual target is continuously achieved in each gameplay.
[0106] Note that the event definition data 570 for each event type may include those in which the setting of the upper limit number 576 is set to "unlimited". In that case, as long as the individual goal is continuously achieved, the game play is repeated without a limit on the number of times.
[0107] The play song list 577 stores the song names (play song names) of the play songs that can be played in the game play of the event. For example, in the play song list 577 of an event in which the corresponding play song selection method 573 is the first selection method, as shown in FIG. 9, the play song name and the play difficulty level are set in association with the play order. Therefore, the player who participates in the event plays the game by playing the play song corresponding to his / her play order at the corresponding play difficulty level.
[0108] Any one of the above four difficulty levels is set as the play difficulty level. For example, the later the play order, the higher the difficulty level can be set. Of course, it is also possible to set the same difficulty level for all play orders. Further, when an individual goal setting that defines the play difficulty level to be cleared for the corresponding play order is set in the individual goal table 575, the same difficulty level is set.
[0109] Also, although not shown, when the corresponding play song selection method 573 is the second selection method or the third selection method, since there is no need to define the play order, a plurality of play song names are set in the play song list 577 in association with their play difficulty levels.
[0110] Note that all the play songs for each game play in one event may be the same, or some may be the same, and they may be set as appropriate.
[0111] The privilege table 578 stores settings related to the privileges given to players who have played the game in the event. For example, as illustrated in FIGS. 10 to 12, the privilege table 578 is a data table that associates, with the granting conditions, the grant destination defined as part or all of the candidate players to be granted, and the privilege content. The server system 1100 performs privilege granting control processing as the processing related to step S211 in FIG. 4, and performs control to grant the privilege of the privilege content to the player of the grant destination according to the settings of the privilege table 578.
[0112] The granting conditions are defined, for example, by each item such as the final number of inheritances M in the event (the number of game plays M in the event), the number of players N who have played the game M times, the breakdown of the players who have played the game M times, the types of individual goals achieved, etc., and their combinations.
[0113] The grant destination defines the players to whom the privilege of the corresponding privilege content is to be granted. The privilege table 578 for each event type includes settings in which all of the candidate players who have played the game in the event and achieved individual goals are the grant destinations, and settings in which a part of the candidate players are the grant destinations.
[0114] The privilege content is set with the content of the privilege granted at the end of the event. For example, it includes content such as granting game objects such as characters and items that can be used in the game. It also includes content such as triggering various game events such as opening a new game stage or map and executing a mini-game. Game objects include characters that can be selected as player characters, weapons, armor, ammunition, medicines, and other various items that a player character can equip or use, vehicles of the player character, summoned beasts, additional abilities that can be added to the player character such as magic and skills, and lottery rights. In the game of this embodiment, for example, new music that can be newly played, various items such as character change items that appear on the game screen, and execution of mini-games can be granted as privileges.
[0115] Specifically, for example, in the privilege table 578 for each event type, as shown in FIG. 10, those in which the granting conditions are defined by the number of inheritance times M can be included. FIG. 10 shows an example of the privilege table 578 in which the corresponding upper limit number 576 is "10". For each of the three stages obtained by dividing the number of inheritance times M into three stages in the range of "1" to "10", the recipient and the privilege content are set.
[0116] In addition, in the privilege table 578 for each event type, as shown in FIG. 11, those in which the granting conditions are defined by the combination of the number of inheritance times M and the number of people N can be included. In addition, although not shown, the privilege table 578 for each event type can include those in which the granting conditions are defined by the number of people N.
[0117] In addition, the privilege table 578 for each event type can include those in which different types of privileges are granted to each player who has played the game M times according to the type of individual goal achieved. For example, taking the types of individual goals set in the corresponding individual goal table 575 as the granting conditions respectively, and taking the players who have achieved the corresponding types of individual goals in the event as the recipients, the privilege table 578 that defines the respective privilege contents can be included. The privilege content may be set to be completely different for each type of individual goal, or may be set to include some identical ones. However, it is better to set the privilege content with higher value for individual goals with higher difficulty.
[0118] In addition, as shown in FIG. 12, the privilege table 578 for each event type can include those that grant privileges with different contents depending on the breakdown of the players who have played the game M times. FIG. 12 shows an example of the privilege table 578 where the corresponding upper limit number of times 576 is "12". For each stage where the inheritance number of times M is divided into two stages in the range of "1" to "12", the recipient and the privilege content are set and configured. Specifically, the recipient is defined separately for the case where the inheritance number of times M and the number of people N are the same and the case where they are different. Among them, the latter recipient is defined by the number of times of game play in the event. For the privilege content, for example, the higher the number of times of game play in the event, the higher the value of the privilege content can be.
[0119] In addition, as shown in FIG. 10, the privilege table 578 for each event type can include those that define the recipient according to the play order of the game play in the event. For the privilege content in that case, it is advisable that the higher the inheritance number of times M and the later the play order, the higher the value of the privilege content for the recipient.
[0120] [Functional Configuration] 1. Server System FIG. 13 is a block diagram showing a functional configuration example of the server system 1100. As shown in FIG. 13, the server system 1100 of the present embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0121] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, the keyboard 1106 and the touch panel 1108 correspond to this.
[0122] The server processing unit 200s can be implemented by a processor such as an arithmetic circuit like a CPU, GPU, ASIC, FPGA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100s and the server storage unit 500s. Then, it performs various arithmetic processes based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the player terminal 1500, etc., and comprehensively controls the operation of the server system 1100. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0123] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0124] The user management unit 210 performs processing related to user registration and management of data of each registered user (player) associated with an account. For example, it can execute processing for granting a unique account to a player who has completed user registration, registration information management processing for registering and managing personal information for each account, usage history management processing for managing login and logout histories, etc. Of course, other data management processing associated with these accounts can also be appropriately included.
[0125] The billing processing unit 220 performs a billing process in response to a purchase operation of game coins (in-game currency) by a player, and grants game coins equivalent to the purchase amount to the player.
[0126] The game management unit 230 performs various processes related to the execution management of the game. Since the game of this embodiment is a client-server type online game, the game management unit 230 controls to provide data necessary for game play while communicating with the player terminal 1500. This game management unit 230 includes a game progress control unit 231, an operation input evaluation unit 233, and an event control unit 240.
[0127] The game progress control unit 231 controls the playback of the music being played on the player terminal 1500 of the player who is playing the game. Then, in synchronization with the playback of the music being played, it displays the play score and performs control to present the standard operation and the standard timing to the player, thereby executing the game. In the present embodiment, in the score display unit 10, it corresponds to controlling to move and display notes according to the type of standard operation and to overlap the notes at the reference position at the reference timing (see FIG. 3).
[0128] The operation input evaluation unit 233 performs an evaluation based on the time difference between the reference timing and the operation input timing based on the player's operation input on the player terminal 1500. Then, it evaluates whether or not the type of standard operation and the type of operation input match, and calculates and updates the player's game score.
[0129] When the event control unit 240 detects an event start instruction operation on any of the player terminals 1500, it starts a target achievement inheritance play event and controls its progress. The target achievement inheritance play event is an event of the target achievement inheritance play in which, after the previous game play ends with the achievement of the target, a player different from the player of the previous game play starts a new game play aiming at the achievement of the target, and repeats this to inherit the game play. This event control unit 240 includes a music selection unit 241 for the play, a target setting unit 243, an inheritance determination unit 244, and a privilege granting control unit 249.
[0130] The music selection unit 241 for the play is a functional unit that performs music selection processing when executing an event, and selects the next music to be played in the event according to the procedure corresponding to the music selection method 573 related to the event.
[0131] The target setting unit 243 is a functional unit that performs target setting processing, and sets the achievement target of the target achievement inheritance play by setting the individual target of the next game play when executing the target achievement inheritance play event.
[0132] The inheritance determination unit 244 is a functional unit that performs inheritance determination. It determines whether the target achievement inheritance play is in progress by determining whether the newly started game play has ended after achieving the target, and counts the number of inheritance times M when it is in progress. When the newly started game play ends without achieving the target, the inheritance determination unit 244 determines that the target achievement inheritance play has been interrupted. This inheritance determination unit 244 includes a next player determination unit 245 and a forced end determination unit 247.
[0133] When it is determined that the target achievement inheritance play is in progress, the next player determination unit 245 performs next player determination processing to determine the (x + 1)-th player who will perform the game play next after the x-th player. In this embodiment, the next player determination unit 245 selects the next (x + 1)-th player candidate from the selected target members among the players participating in the game according to the procedure according to the player determination method 574 related to the event being executed, and determines the next player from the player candidate.
[0134] The forced end determination unit 247 performs forced end determination processing. In this embodiment, the forced end determination is performed by restricting the acceptance of the next player within the acceptance period according to the procedure according to the player determination method 574 of the event being executed. If no acceptance is made within the acceptance period, it is determined that the target achievement inheritance play has been interrupted, and the forced end determination is affirmatively determined, and the event is forced to end.
[0135] The privilege granting control unit 249 is a functional unit that performs privilege granting control processing. When the number of inheritance times M satisfies a predetermined condition, it performs control to grant privileges to some or all of the players who participated in the event of the target achievement inheritance play. In this embodiment, when the game play that achieved the individual target in the event continues M times (M ≥ 1), control is performed to grant privileges to some or all of the players who performed the game play.
[0136] The image generation unit 290s generates an image related to the system management of the server system 1100 and outputs it to the image display unit 390s.
[0137] The sound generation unit 292s is realized by the execution of an IC or software that generates and decodes voice data, and generates or decodes voice data such as operation sounds related to the system management and video distribution of the server system 1100, and BGM. The voice signal related to system management is output to the sound output unit 392s.
[0138] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the player terminal 1500) via the communication unit 394s, and realizes the exchange of data with the external device.
[0139] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, the touch panel 1108 corresponds to this.
[0140] The sound output unit 392s emits the voice signal input from the sound generation unit 292s. In FIG. 1, the speakers (not shown) provided in the main body device 1101 and the touch panel 1108 correspond to this.
[0141] The communication unit 394s connects to the network 9 to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0142] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions provided by the server system 1100, data used during the execution of this program, etc. are stored in advance, or temporarily stored each time processing is performed. For example, it can be realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. In FIG. 1, the IC memory 1152 and the storage 1140 correspond to this.
[0143] In addition, the server storage unit 500s stores a server program 501, a game client program 503 for distribution, user management data 510, game initial setting data 520, and in-progress event data 600.
[0144] In addition, the server storage unit 500s appropriately stores necessary data such as timers, counters, and various flags. Also, when there is a player playing the game, for each player in the middle of the game, in-progress data describing the progress of the game is stored. This in-progress data stores the player's account (player ID), the name of the played song, the play difficulty level, the score number 541 of the score data (hereinafter referred to as "reference score data") 540 selected based on these played song names and play difficulty levels, the elapsed time since the start of play (corresponding to the playback time of the played song in this embodiment), the result of the operation input evaluation for each note S (standard timing) set in the reference score data 540, the game score, and the like.
[0145] The server program 501 is a program for causing the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Note that programs for causing the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s to function can also be appropriately included in this.
[0146] The game client program 503 for distribution is the original of the game client program 502 (see FIG. 17) downloaded to the player terminal 1500.
[0147] The user management data 510 is prepared for each player who has completed user registration and stores various management data related to the game play of the player. Specifically, as shown in FIG. 14, one user management data 510 includes the corresponding player's account (player ID) 511, the payment medium ledger data 512, the play performance data 513, the friend list 514, and the intimacy data 515. In addition, it also includes play history such as play date and time and play duration, save data related to play status, and the like.
[0148] The payment medium ledger data 512 stores information on the income and expenditure of the electronic payment medium (game coins, which are in-game currency in this embodiment) associated with the player, for example, the history of the purchase date and time and the purchase quantity (billing amount) of game coins, the history of the consumption date and time and the consumption quantity of game coins, and the like.
[0149] The play performance data 513 stores various play performances of the player. The friend list 514 stores the accounts (player IDs) of friend players who are other players registered as friends by the player.
[0150] The intimacy data 515 stores the intimacy level with each of the other players. The intimacy level is an index value indicating the intimacy between players and is set, for example, in three levels: "high", "medium", and "low". Specifically, it is updated as needed based on the number and frequency of times of playing games in a team, the number and frequency of times of playing games as opponents, the number and frequency of chats exchanged, and the like. Therefore, if a player repeatedly plays games with a specific player or chats frequently, the intimacy level with that player will increase. Note that the level of intimacy is not limited to the three levels exemplified and may be two levels or four levels or more.
[0151] Return to FIG. 13. The game initial setting data 520 stores the initial setting data necessary for executing the game. This game initial setting data 520 includes a music list 521, music data 530, and event definition data 570 for each event type number 571 described with reference to FIG. 5. In addition, it also stores data such as time difference evaluation criteria for different difficulty levels, etc.
[0152] The music list 521 stores a list of music that can be selected by a player who plays the game. And the music data 530 stores data related to each music in the music list 521. Specifically, as shown in FIG. 15, one piece of music data 530 includes a unique music name 531, music voice data 533, music length 535, and score data 540.
[0153] The music voice data 533 is music data for playing the corresponding music as the playing music. The music length 535 stores the playing time of the music.
[0154] The score data 540 is data for moving and displaying notes on the score display unit 10. This score data 540 is prepared for each play difficulty level, and the arrangement order and position of notes, the arrangement position of bar dividing lines, etc. are defined.
[0155] Specifically, one piece of score data 540 includes a score number 541 for identifying the score data 540, an applicable play difficulty level 543 indicating for which play difficulty level the score data 540 is prepared, a BPM (Beats Per Minute) 545 representing the tempo that is the standard for the time length of one beat, the meter 547, and bar-by-bar note composition data 550.
[0156] The bar-by-bar note composition data 550 is prepared for each bar 560 that constitutes the score. One piece of bar-by-bar note composition data 550 has a bar number 551, a reproduction time range 553 indicating from where to where in the reproduction time the bar 560 corresponds, and note types 557 and note numbers 559 associated with positions 555.
[0157] Position 555 is the position where the note S is placed based on the beat 547 in the measure 560, and will determine the reference timing of the corresponding note S. In the example of FIG. 15, it shows which position (grid: the first quarter-note grid 561, the second quarter-note grid 562, the third quarter-note grid 563, the fourth quarter-note grid 564, ···, the fifteenth sixteenth-note grid 565) when the measure 560 is divided by each of the quarter note, eighth note, and sixteenth note.
[0158] The note type 557 defines the type of the note S arranged at the corresponding position 555, that is, the reference operation type. The note number 559 is an identification number uniquely assigned to the note.
[0159] The in-execution event data 600 is prepared for each in-execution event and is generated by the event control unit 240 in performing the start control of the event. Specifically, as shown in FIG. 16, one in-execution event data 600 includes an event number 601 for identifying the event, its event type number 603, game play data 610, the inheritance count (M) 621, and a forced termination determination result 623.
[0160] The game play data 610 is prepared for each game play performed in the event and stores the account (player ID) 611 of the player who performed the game play, the play order 613 of the player, the name of the played song 615, the individual goal setting 617, and the achievement status 619 of the individual goal.
[0161] The individual goal setting 617 stores the individual goal set for the game play. The individual goal achievement status 619 stores flag information (achieved: ON / failed: OFF) indicating whether the individual goal in the individual goal setting 617 was achieved in the game play. This game play data is generated when one game play ends in the event and is added to the in-execution event data 600.
[0162] The forced termination determination result 623 stores flag information indicating the result of the forced termination determination. The initial value "OFF" is stored in the forced termination determination result 623. When the forced termination determination by the forced termination determination unit 247 is an affirmative determination and the event becomes a forced termination, it is rewritten to "ON".
[0163] 2. Player Terminal FIG. 17 is a block diagram showing a functional configuration example of the player terminal 1500. As shown in FIG. 17, the player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0164] The operation input unit 100 is for the player to input various operations, and can be realized by, for example, a button switch, a joystick, a touch pad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In FIG. 2, the direction input key 1502, the home key 1504, and the touch panel 1506 correspond to this.
[0165] The terminal processing unit 200 can be realized by a processor such as an arithmetic circuit such as a CPU, a GPU, an ASIC, or an FPGA, and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., various arithmetic processes are performed to comprehensively control the operation of the player terminal 1500. In FIG. 2, the control board 1550 and its CPU 1551 correspond to this. And the terminal processing unit 200 in the present embodiment includes a player terminal arithmetic unit 270, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0166] The player terminal arithmetic unit 270 executes various arithmetic processes for making the player terminal 1500 function as a terminal for the player's game play. For example, the player terminal arithmetic unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0167] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100.
[0168] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of the present embodiment is realized as a web game, web technologies such as Java (registered trademark) and CSS (Cascading Style Sheets) together with HTML based on a web browser can be used to actively control the screen display, or it can be realized using a plugin such as Adobe (registered trademark) Flash. Of course, other methods may also be used.
[0169] The image generation unit 290, in cooperation with the game screen display control unit 273, generates an image signal for displaying one game screen per frame time (for example, 1 / 60 second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, it can be realized by a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer.
[0170] The sound generation unit 292 is realized, for example, by a processor such as a digital signal processor (DSP) or a voice synthesis IC, and an audio codec for playing an audio file, etc., and generates voice signals of game sound effects, BGM, and various operation sounds and outputs them to the sound output unit 392.
[0171] The communication control unit 294 performs communication connection and data processing for data communication with an external device (for example, the server system 1100) via the communication unit 394, and realizes data exchange with the external device.
[0172] The image display unit 390 displays various screens such as game screens based on the image signal input from the image generation unit 290. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, the touch panel 1506 corresponds to this.
[0173] The sound output unit 392 emits sound effects related to the game, BGM, etc. based on the audio signal input from the sound generation unit 292. In FIG. 2, the speaker 1510 corresponds to this.
[0174] The communication unit 394 connects to the network 9 to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0175] In the terminal storage unit 500, programs for operating the player terminal 1500 and realizing the functions of the player terminal 1500, data used during the execution of this program, etc. are stored in advance, or temporarily stored each time processing is performed. For example, it can be realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc. In FIG. 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0176] Also, a game client program 502 is stored in the terminal storage unit 500. The game client program 502 is a program for causing the terminal processing unit 200 to function as the player terminal arithmetic unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing an online game, or may be configured by a web browser program and a plugin for realizing interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see FIG. 13) provided from the server system 1100.
[0177] [Flow of processing] FIG. 18 is a flowchart showing the processing flow of the server system 1100 related to the execution of an event of goal achievement inheritance play in which a plurality of game plays are performed in order. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. FIG. 18 shows the processing flow focusing on the execution of one event when a player of a certain player terminal 1500 performs an event start operation.
[0178] In the server system 1100, when an event start operation at the player terminal 1500 is detected, the event control unit 240 reads the event definition data 570 of the event type number 571 specified by the event start operation and performs control to start the event. First, the play song selection unit 241 performs a play song selection process to select the next play song (step S1), and the goal setting unit 243 performs a goal setting process to set an individual goal for the next game play (step S3).
[0179] Then, the event control unit 240 performs display control of the individual goal set in step S3 on the player terminal 1500 of the player who will perform the next game play, and presents the individual goal to be achieved in the game play (step S5). The presenting player is the first player who performed the event start operation if it is after the first process of step S3 for the event. Also, if it is after the process of step S3 for the second time and later, the player received in step S21 becomes the presenting destination.
[0180] Thereafter, control is performed to play the play song and the game is executed (step S7). Specifically, the game progress control unit 231 performs score display synchronized with the playback of the play song according to the reference score data 540. As a result, the notes S constituting each measure appear and are moved and displayed on the game screen (score display unit 10) in the order of the measure numbers 551. Also, the operation input evaluation unit 233 starts operation input evaluation, calculates and updates the game score based on the evaluation result. The player performs operation input according to the play song and plays the game aiming to achieve the individual goal.
[0181] Then, when the playback of the music to be played ends and the game play ends (step S9: YES), the inheritance determination unit 244 determines whether the individual goal set in step S3 has been achieved in the game play.
[0182] And when it is determined that the individual goal has been successfully achieved (step S11: YES), the inheritance determination is a positive determination. In that case, the inheritance determination unit 244 makes repeated determinations according to the upper limit number of times 576 (step S13). And until the number of times M of the game play performed in the event reaches the upper limit number of times 576, it is determined to repeat the game play (step S15: YES). Subsequently, the next player determination unit 245 starts the next player determination process according to the setting of the player determination method 574 (step S17). That is, the next player determination unit 245 selects a player candidate from the members to be selected according to the procedure according to the setting of the player determination method 574 to determine the next player.
[0183] Also, in determining the next player in the next player determination process, the forced termination determination unit 247 performs a forced termination determination process. That is, the forced termination determination unit 247 sets an acceptance period for accepting the next player, and when acceptance is not made within the acceptance period, makes a forced termination determination assuming that the goal achievement inheritance play has ended (step S19). And if the forced termination determination unit 247 has accepted the next player within the acceptance period, the forced termination determination is a negative determination (step S21: YES). In that case, it returns to step S1, and repeats the above-described process for the game play of the next player.
[0184] On the other hand, if the reception period has passed without accepting the next player, a forced end determination is made as an affirmative determination (step S21: NO), and the process proceeds to step S23. Also, if it is determined in step S11 that the achievement of the individual goal has failed (step S11: NO), the inheritance determination is made as a negative determination on the grounds that the goal achievement inheritance play has been interrupted, and the process proceeds to step S23. Then, in step S23, the number obtained by subtracting one time corresponding to the number of failures from the number of inheritance times M at that time (the number of game plays performed in the event) is determined as the final number of inheritance times M in the event. If the number of inheritance times M is 0 times, that is, if the completed game play is the first game play in the event (step S23: NO), the event is ended as it is.
[0185] On the other hand, when the number of inheritance times M is 1 or more (that is, when the game plays that achieved the individual goal in the event continued for 1 or more times) (step S23: YES), the privilege granting control unit 249 performs privilege granting control processing, and according to the privilege table 578, controls to grant the privilege of the privilege content to the player of the granting destination (step S25).
[0186] As described above, in the game of this embodiment, it is possible to execute an event of goal achievement inheritance play in which a plurality of game plays are sequentially performed. And at that time, the event is continued on the condition that the game plays that achieved the individual goal continue, and the task can be passed on to the next player. Specifically, when the player who participated in the event performs a game play and as a result achieves the individual goal set for the game play, the individual goal can be set by performing the next game play. In that case, the player who received the task can perform the next game play.
[0187] Here, if the player who has played the game cannot achieve the individual goal, the task will not be connected to the next player, and the event will end. In that case, since the player has not contributed to the progress of the event, they cannot receive the benefits either. On the other hand, if the individual goal can be achieved, the event will continue. Therefore, depending on the final number of inheritance times M, a more valuable benefit may be granted to the player. According to this, players participating in the event can focus on achieving the individual goal with a sense of tension in each game play, and enjoy the event (game play) aiming to obtain the benefits. Therefore, even when multiple players play the game separately, a new interest can be realized that enhances the sense of unity and solidarity among the players.
[0188] Note that the applicable forms of the present invention are not limited to the above-described embodiments, and components can be added, omitted, or changed as appropriate.
[0189] [Modification Example 1] In the above embodiment, as an application example of the present invention, the server system 1100 of the client-server type game system 1000 was taken as an example, but it is not limited to this. For example, it can also be realized by peer-to-peer connecting a plurality of player terminals 1500. In that case, one of the player terminals 1500 is made to undertake the functions of the server system 1100 in the above embodiment. Alternatively, a configuration in which the functions of the game management unit 230 are shared among a plurality of player terminals 1500 may be adopted.
[0190] For example, a functional configuration example of the player terminal 1500A that shares and undertakes the functions of the server system 1100 in the above embodiment is as shown in FIG. 19. In FIG. 19, the same components as those in the above embodiment are denoted by the same reference numerals. In this case, the server system 1100 mainly performs user registration and management of their information, and provides that information in response to requests from the player terminal 1500A.
[0191] As shown in FIG. 19, in the player terminal 1500A of this modified example, the terminal processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the player terminal 1500A of this modified example does not acquire data for displaying an image of the game screen from the server system 1100, but rather its own game management unit 230 executes processing related to game management to control the progress of the game and generate an image of the game screen. In the terminal storage unit 500 of this player terminal 1500A, a game program 504 for causing the terminal processing unit 200 to function as a player terminal arithmetic unit 270 and a game management unit 230 is stored, and user management data 510 related to the player of the player terminal 1500A, game initial setting data 520, and running event data 600 are stored.
[0192] And the processing flow of the player terminal 1500A of this modified example is basically the same as the flowchart shown in FIG. 18, and it may be read as if each step is executed by the game management unit 230 of the player terminal 1500A.
[0193] According to this modified example, the same operational effects as those of the above-described embodiment can be obtained. Note that the player terminal 1500A may be configured to undertake only a part of the functions of the game management unit 230, rather than all of its functions.
[0194] [Modified Example 2] Alternatively, the game system can also be a stand-alone game system that is implemented on a stationary home game device, a business game device, or the like.
[0195] [Modified Example 3] In the above embodiment, the event of the target achievement inheritance play is started upon receiving an event start operation at the player terminal 1500. However, if there is a player who has cleared the game by achieving a preset first individual target, the event may be started. For example, when a player who has played the game on any of the player terminals 1500 succeeds in achieving the first individual target in that game play, the player is prompted to select whether to start the event. Then, when the selection to start the event is made, control to start the event may be performed.
[0196] Also in that case, the player who will play the next game can be determined by the various player determination methods exemplified in the above embodiment. For example, it may be possible to determine the next player to play the next game by sending an invitation notice addressed to a specific player or by accepting a designation operation of a specific player. Alternatively, all players participating in the game or friend players who played the previous game play may be set as the next player candidates, and the next player may be determined by accepting participation operations by each player candidate. Regarding the acceptance of the participation operation in that case, it can also be accepted in the order of arrival, for example. When the player who first performs the participation operation plays the game and as a result fails to achieve the individual target, the event ends.
[0197] [Modification Example 4] Also, when granting a privilege to the player who is the recipient in the privilege granting control process, the privilege granted to each player may be changed in consideration of the intimacy level between the x-th player and the x + 1-th player whose play order is consecutive.
[0198] For example, for each player designated as the recipient according to the privilege table 578, referring to the intimacy data 515 of the player who is the recipient, the intimacy level with the comparison target player whose play order is one before is read out. Then, based on the read intimacy level, the privilege granted to the player who is the recipient is changed, and the privilege granted to the comparison target player is also changed. It is also possible to change only the privilege for the player who is the recipient, or to change only the privilege for the comparison target player. The change of the privilege can be realized, for example, by granting a bonus privilege according to the read intimacy level in addition to the privilege granted according to the privilege table 578. Alternatively, for the initial privilege based on the setting of the privilege table 578, the number of grants thereof may be increased according to the intimacy level.
[0199] In the case of the configuration of this modification example, the setting of the corresponding player determination method 574 may be the third determination method. According to this, when a game play is performed and an individual goal is achieved, by designating a player with a high intimacy with oneself to take over the task, if as a result the player achieves the individual goal and the inheritance count M is updated, it becomes possible to obtain a more valuable privilege. Also for the player on the receiving side of the designation, if they receive a designation from a player with a high intimacy and play the next game, and as a result can achieve the individual goal, they can obtain a more valuable privilege.
[0200] [Modification Example 5] Alternatively, the privilege may be changed according to the timing of receiving the next player during the reception period for receiving the next player. For example, if the timing of receiving the next player is in the first half of the reception period, the privilege for the player received here as the recipient is changed to a more valuable one. On the other hand, if the timing is in the second half of the reception period, the privilege for the player as the recipient is changed to a less valuable one. The change to a less valuable one can be done, for example, by reducing the number of initial privileges granted based on the setting of the privilege table 578, or changing to one with a lower rarity.
[0201] According to this, it becomes possible to change the benefits for the player when the next player plays the game without taking time from the previous game play and the benefits for the player when the next player plays the game after a certain amount of time has passed since the previous game play, and to give a more valuable benefit to the former.
[0202] [Modification Example 6] Also, the reception period set to restrict the reception of the next player in the forced termination determination process may be made changeable by using a predetermined item. For example, an item that can extend the reception period by a predetermined period (for example, one day) is prepared, and the server system 1100 performs control to give it to the player who participates in the game at an appropriate timing. On the other hand, in the forced termination determination process of this modification example, the server system 1100 (forced termination determination unit 247) monitors the presence or absence of an event in which the use of the item is instructed. And when there is such an instruction, by resetting the reception period of the player being received at that time to be longer by a predetermined period in that event, control to change the reception period is performed. The length of the predetermined period may be adjustable according to the type of item.
[0203] Also, not limited to the use of an item, control to change the reception period may be performed in exchange for payment of a consideration such as consumption of a predetermined amount of game coins. Or, a configuration may be adopted in which control to change the reception period is performed when a predetermined amount of consideration is paid and a predetermined item is purchased and the item is used. In that case, the length of the predetermined period may be adjustable according to the amount of the consideration.
[0204] The use of an item or the payment of a consideration is, for example, to be performed by the x-th player for the reception period for receiving the (x + 1)-th player. Of course, the x-th player may be able to perform it, or a player in the play order before the x-th player who has already played the game in that event may be able to perform it.
[0205] Also, in response to the change in the acceptance period here, the benefits given at the end of the event may be changed. For example, the benefits given to players who have used items and / or paid consideration can be changed. Specifically, it is possible to change to more valuable benefits, such as newly granting bonus benefits or increasing the number of initial benefits granted based on the settings in the benefit table 578.
[0206] [Modification Example 7] Also, it may be configured to hold an event of goal achievement inheritance play in units of teams formed by specific players. In that case, the members of the team are the selected target members, and the event progresses by sequentially determining the players who play the game from among them.
[0207] Also, in the case of this modification example, a configuration can be adopted in which a plurality of teams each hold the same type of event with the upper limit number 576 set to "unlimited", and the inheritance times M are competed for by each team. In that case, the benefits given to the players of each team may be changed according to the inheritance times M achieved by each team. For example, it is possible to give bonus benefits to the players of the team that has achieved a new record of the inheritance times M.
[0208] [Modification Example 8] Also, when the event continues because a player who has played the game has achieved an individual goal and the task is passed on to the next player, a predetermined game object may actually be transferred between the players. For example, it may be possible to transfer an item imitating the shape of a task or a baton from the player who played the previous game play to the next player along with the transfer, or a stamp card item on which a stamp is pressed one by one each time the task is passed on to the next player may be newly stamped and then transferred.
[0209] [Other Modification Examples] Also, the applicable games are not limited to the music games of the above embodiments, and can be similarly applied to games of genres other than music games.
Explanation of Signs
[0210] 1000… Game system 1100… Server system 100s… Operation input unit 200s… Server processing unit 210… User management unit 220… Billing processing unit 230… Game management unit 231… Game progress control unit 233… Operation input evaluation unit 240… Event control unit 241… Play song selection unit 243… Goal setting unit 244… Inheritance determination unit 245… Next player determination unit 247… Forced termination determination unit 249… Bonus granting control unit 290s… Image generation unit 292s… Sound generation unit 294s… Communication control unit 390s… Image display unit 392s… Sound output unit 394s… Communication unit 500s… Server storage unit 501… Server program 503… Distribution game client program 510… User management data 513… Play achievement data 514… Friend list 515… Intimacy data 520… Game initial setting data 521… Music list 530… Music data 570… Event definition data 573… Play song selection method 574… Player determination method 575… Individual goal table 576…Upper limit number of times 577…Play music list 578…Bonus table 600…Running event data 610…Game play data 617…Individual goal setting 619…Success or failure of individual goal achievement 621…Inheritance count 623…Forced termination judgment result 1500, 1500A…Player terminal 100…Operation input unit 200…Terminal processing unit 270…Player terminal arithmetic unit 271…Operation signal transmission control unit 273…Game screen display control unit 290…Image generation unit 292…Sound generation unit 294…Communication control unit 390…Image display unit 392…Sound output unit 394…Communication unit 500…Terminal memory unit 502…Game client program 504…Game program 9…Network 2…Player
Claims
1. an inheritance determination means for determining whether or not a goal achievement inheritance play is being inherited by repeating the process of: after a previous game play has succeeded in achieving a goal, a player other than the player of the previous game play starts a new game play aiming at achieving the goal, and terminating the inheritance if the player fails to achieve the goal, and determining that the inheritance is being inherited if the player succeeds, and counting the number of times that the inherited game play is being inherited; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; a reward giving control means for controlling a reward being given to some or all of the players who have participated in the goal achievement inheritance play when the number of inheritances satisfies a predetermined condition; Equipped with the benefit awarding control means variably controls the benefit to be awarded to the benefit recipient player based on a relationship between the benefit recipient player and a player who played the game immediately before the benefit recipient player; Computer system.
2. an inheritance determination means for determining whether or not the goal achievement inheritance play is being inherited by repeating the following steps: after a previous game play has succeeded in achieving a goal, a player other than the player of the previous game play starts a new game play aiming at achieving the goal, and if the player fails to achieve the goal, the inheritance is terminated, and if the player succeeds, the inheritance is determined to be in progress; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; A group management means for managing, for each group, the membership of players in the group; a group unit execution control means for controlling execution of the goal achievement inheritance play on a group basis by sequentially selecting a player who will challenge the goal achievement inheritance play from among players belonging to the same group; A computer system comprising:
3. an inheritance determination means for determining whether or not the goal achievement inheritance play is being inherited by repeating the following steps: after a previous game play has succeeded in achieving a goal, a player other than the player of the previous game play starts a new game play aiming at achieving the goal, and if the player fails to achieve the goal, the inheritance is terminated, and if the player succeeds, the inheritance is determined to be in progress; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; a reception control means for receiving an x+1-th player who will play the game after the x-th player, thereby receiving players who will play the goal achievement succession play in order; an object transfer control means for transferring a predetermined object from the xth player to the x+1th player when the game play of the xth player is succeeded by the game play of the x+1th player; A computer system comprising:
4. the inheritance determination means counts the number of times the game play is inherited; 4. A computer system according to claim 2 or 3.
5. a privilege granting control means for controlling a granting of a privilege to some or all of the players who have participated in the goal achievement inheritance play when the number of inheritances satisfies a predetermined condition; 5. The computer system of claim 4, further comprising:
6. The bonus granting control means determines the bonus and / or the grantee of the bonus based on the number of participants in the goal achievement inheritance play.
6. The computer system of claim 5.
7. The privilege granting control means determines the privilege and / or a grantee of the privilege based on the number of times of inheritance.
7. A computer system according to claim 5 or 6.
8. the benefit awarding control means changes the benefit to be awarded between players based on a difference in the number of times the same player has played the game in the goal achievement inheritance play; A computer system according to any one of claims 5 to 7.
9. the benefit awarding control means changes the benefit to be awarded between players based on the order in which the players have played the game. A computer system according to any one of claims 5 to 8.
10. a goal setting means for setting an achievement goal for each game play in the goal achievement succession play; The computer system according to any one of claims 1 to 9, further comprising:
11. the goal setting means sets a goal that is the same as the goal of the immediately preceding game play or that is more difficult than the goal of the immediately preceding game play, thereby setting goals for each game play in sequence; 11. The computer system of claim 10.
12. a reception control means for receiving an x+1th player who will play the game after the xth player, thereby receiving players who will play the goal achievement succession play in order; 3. The computer system of claim 1 or 2, further comprising:
13. the reception control means sends an invitation notice to the x+1th player candidate, receives an acceptance of the invitation notice from the x+1th player candidate, and determines the x+1th player based on the acceptance.
13. A computer system according to claim 3 or 12.
14. the reception control means selects an x+1-th player candidate based on a player designation operation by an x-th player; 14. The computer system of claim 13.
15. the reception control means selects an x+1th player candidate from among friend players of the xth player; 14. The computer system of claim 13.
16. the reception control means selects a player who satisfies a given matching condition based on the xth player as an x+1th player candidate; 14. The computer system of claim 13.
17. an inheritance determination means for determining whether or not a goal achievement inheritance play is being inherited, in which a game play is inherited by repeating a process in which a player other than the player of the previous game play starts a new game play aiming at the achievement of a goal after the previous game play has ended with the achievement of a goal, and counting the number of times the inherited game play is inherited; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; a reception control means for receiving a player who satisfies a given advantageous condition with respect to the x-th player as the x+1-th player who will play the game after the x-th player, thereby receiving players who will challenge the goal achievement succession play in order; a reward giving control means for controlling a reward being given to some or all of the players who have participated in the goal achievement inheritance play when the number of inheritances satisfies a predetermined condition; Equipped with the benefit awarding control means variably controls the benefit to be awarded to the benefit recipient player based on a relationship between the benefit recipient player and a player who played the game immediately before the benefit recipient player; Computer system.
18. a succession determination means for determining whether or not a goal achievement succession play is being inherited, in which a game play is inherited by repeating a process in which a player other than the player of the previous game play starts a new game play aiming at the achievement of a goal after the previous game play ends with the achievement of a goal; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; A group management means for managing, for each group, the membership of players in the group; a group unit execution control means for controlling execution of the goal achievement inheritance play on a group basis by sequentially selecting a player who will challenge the goal achievement inheritance play from among players belonging to the same group; Equipped with the group unit execution control means selects a player who satisfies a given advantage condition with respect to the x-th player as an x+1-th player who will play the game next to the x-th player, thereby sequentially selecting players who will challenge the goal achievement succession play on a group unit basis; Computer system.
19. a succession determination means for determining whether or not a goal achievement succession play is being inherited, in which a game play is inherited by repeating a process in which a player other than the player of the previous game play starts a new game play aiming at the achievement of a goal after the previous game play ends with the achievement of a goal; a progress control means for controlling the progress of a game event of the goal achievement inheritance play according to a determination result of the inheritance determination means; a reception control means for receiving a player who satisfies a given advantageous condition with respect to the x-th player as the x+1-th player who will play the game after the x-th player, thereby receiving players who will challenge the goal achievement succession play in order; an object transfer control means for transferring a predetermined object from the xth player to the x+1th player when the game play of the xth player is succeeded by the game play of the x+1th player; A computer system comprising:
20. the reception control means limits reception of an x+1th player who will play the game next to the xth player to a given reception period; The inheritance determination means determines that the goal achievement inheritance play has been interrupted when the acceptance control means does not accept the request within the acceptance period. A computer system according to any one of claims 3, 12 to 17 and 19.
21. a control means for changing the acceptance period in exchange for use of a predetermined item and / or payment of a predetermined price; 21. The computer system of claim 20, further comprising:
22. A server system which is a computer system according to any one of claims 1 to 21; a player terminal capable of communicating with the server system; A game system comprising:
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