Computer System and Game System

The computer system addresses the lack of social engagement in MMO games by allowing players to set up establishment points for gameplay interruptions and resumptions, providing unique effects and enhancing player interaction.

JP7688999B2Active Publication Date: 2025-06-05BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021058405
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2025-06-05
Estimated Expiration
2041-03-30

AI Technical Summary

Technical Problem

Conventional MMO games lack mechanisms that enhance player interaction and interest during gameplay interruptions and resumptions, such as logging out and logging in, which are typically restricted to save points and lack social engagement.

Method used

A computer system that allows players to set up establishment points in a multiplayer game, enabling players to interrupt and resume gameplay using these points, while also implementing effect granting processes that provide players with unique effects based on their actions and interactions.

Benefits of technology

This solution creates new gameplay interests by allowing players to feel the presence of other players through the interruption and resumption of gameplay, enhancing social interaction and engagement within the game world.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technique for creating a new interest for allowing one to feel presence of another player regarding interruption and resumption of game play represented by log-out / log-in.SOLUTION: A construction point 10 capable of suspending game play is set onto a game field 3 on the basis of operation of a construction player, and the construction point 10 and the construction player are correlated and managed. When suspending game play, one of (1) utilization suspension as suspension of game play utilizing the construction point 10 and (2) non-utilization suspension as suspension of game play not utilizing the construction point 10 can be utilized selectively. When utilization suspension is performed, a given effect 6 to game play not obtained when non-utilization interruption is performed is given to a construction player of a construction point utilized at the time of the utilization suspension and / or the suspension player.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a computer system and the like that controls the interruption and resumption of the gameplay of each player in a multiplayer game.

Background Art

[0002] Many video games are equipped with a game save function, and the convenience of this function is one of the attractions of the game. In addition, since the interest of the game can be improved by using this function skillfully, various techniques have been devised in the past.

[0003] For example, Patent Document 1 discloses a technique that enables a game to be resumed from a game save point even on different game consoles.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Creating a new mechanism related to game saving and using it to enhance the interest of the game is always required in the game production site. It is particularly important in some game genres.

[0006] For example, one of the popular genres of video games is the MMO (Massively Multiplayer Online) game. An RPG (Role Playing Game) based on MMO is a typical example. In an MMO game, multiple players can participate simultaneously in one common game world. In an MMO game, a player can log in to participate in the game world at any timing and log out to return to real-life activities at any timing.

[0007] In conventional MMO games, logging out / logging in could only be done at a predetermined location in the game world, so-called save points, or at any location at any timing. That is, regardless of the presence or absence of location restrictions, there was no relationship with other players regarding logging out / logging in. The charm of MMO games is that many players play simultaneously. One of the charms of MMO games is to create a connection between players by making them feel the presence of other players here and there in the game. However, there was a lack of such ingenuity regarding logging out / logging in.

[0008] The problem to be solved by the present invention is to provide a technology that creates a new interest in feeling the presence of other players regarding the interruption and resumption of game play typified by logging out / logging in.

Means for Solving the Problem

[0009] A first invention for solving the above-described problem is a computer system that controls the interruption and resumption of game play of each player in a multiplayer game, On the game field of the multiplayer game, a setup point where game play can be interrupted is set based on the operation of the setup player, and a setup point management means for associating and managing the setup point and the setup player (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the setup point management unit 212, the setup point management data 720 in FIG. 15, steps S20 to S22 in FIG. 17), and Based on the operation of an interruption player who interrupts the game play, interruption control means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the interruption control unit 214, the game save data 610 in FIG. 14, steps S30 to S56 in FIG. 17, steps S70 to S72 in FIG. 18) performs control to perform either 1) a usage interruption which is an interruption of the game play using the establishment point, and 2) a non-usage interruption which is an interruption of the game play without using the establishment point. When the usage interruption is performed, effect granting processing control means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the effect granting processing control unit 216, the effect granting definition data 560 in FIG. 13, step S86 in FIG. 18) performs an effect granting process of granting a given effect on the game play that cannot be obtained when the non-usage interruption is performed to the establishment player of the establishment point used at the time of the usage interruption and / or the interruption player (hereinafter collectively referred to as the "effect-granting target player"). A computer system (for example, the game system 1000 and the server system 1100 in FIG. 1) includes the above.

[0010] According to the first invention, a player can establish an establishment point in the game field. Then, the player can interrupt the game using the establishment point set by himself / herself or the establishment point set by another player. When interrupting the game using the establishment point, an effect granting process is performed on either or both of the establishment player who is the establisher of the establishment point and the interruption player who is the user of the establishment point. Such a game interruption mechanism can create a new interest that makes the player feel the presence of other players.

[0011] The second invention is a computer system according to the first invention, further comprising game world time measuring means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the game world clock time measuring unit 218, the game world time 701 in FIG. 15, step S10 in FIG. 17) for automatically measuring and advancing the game world time in the multiplayer game regardless of the presence or absence of the interrupted player).

[0012] According to the second invention, the same game world is shared among players. Even while the game play is interrupted, the game world progresses.

[0013] The third invention is a computer system according to the first or second invention, further comprising resume control means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the resume control unit 220, the save point definition data 516 in FIG. 10, the game save data 610 in FIG. 14, the establishment point usage history data 634, steps S80 to S92 in FIG. 18) for performing control such that, when resuming the game play of the interrupted player, 1) when the interruption is caused by the usage interruption, it is based on the establishment point used at the time of the usage interruption, and 2) when the interruption is caused by the non-usage interruption, it is based on a given resume point.

[0014] According to the third invention, the resume point can be made different depending on whether the game interruption is a usage interruption or a non-usage interruption. Therefore, new interests related to the interruption and resume of game play can be created. In addition, in the case of a usage interruption, since the used establishment point can be set as the resume point (any point where the establishment point is set), it is a great merit for the player.

[0015] The fourth invention is a computer system according to any one of the first to third inventions, wherein the effect application processing control means performs the effect application processing when the effect application target player resumes the game play (for example, step S86 in FIG. 18).

[0016] According to the fourth invention, an effect is imparted to the player when the game is resumed.

[0017] The fifth invention is a computer system according to any one of the first to fourth inventions, wherein the effect imparting process control means has an effect change control means (for example, the effect change control unit 217 in FIG. 9, the effect imparting definition data 560 in FIG. 13, step S86 in FIG. 18) for changing the effect to be imparted.

[0018] According to the fifth invention, the effects to be imparted can be diversified.

[0019] The sixth invention is a computer system according to the fifth invention, wherein there are a plurality of types of the establishment points, the establishment point management means further manages the types of the establishment points, and the effect change control means changes the effect to be imparted based on the type of the establishment point used at the time of the use interruption (for example, the establishment point type condition 563a of the application requirement 563 in FIG. 13, step S86 in FIG. 18).

[0020] According to the sixth invention, the effect to be imparted can be changed according to the type of the establishment point used.

[0021] The seventh invention is a computer system according to the sixth invention, wherein a compatible time length related to the interruption time length from the interruption of the game play to the resumption is associated with each type of the establishment point (for example, the available period 535 in FIG. 11), and the effect change control means changes the effect to be imparted based on the compatible time length associated with the type of the establishment point used at the time of the use interruption and the interruption time length from the use interruption to the resumption of the game play by the interrupted player (for example, the interruption time length condition 563e in FIG. 13, step S86 in FIG. 18).

[0022] According to the seventh invention, the effect to be imparted can be changed according to the elapsed time (interruption time length) from the interruption to the resumption of the game play by the interrupted player.

[0023] The eighth invention is a computer system according to the sixth or seventh invention, wherein there are types of the management points managed by a plurality of the management players, and the effect change control means changes the effect to be given based on whether the management point used at the time of the use interruption is a management point managed by a plurality of the management players (for example, management point type condition 563a in FIG. 13, step S86 in FIG. 18).

[0024] According to the eighth invention, the effect to be given can be changed according to whether or not a plurality of management players are involved in the management of the management point.

[0025] The ninth invention is a computer system according to any one of the fifth to eighth inventions, wherein the effect change control means changes the effect to be given based on the management environment of the management point in the game field (for example, environment initial setting data 514 in FIG. 10, management environment condition 563b in FIG. 13, step S86 in FIG. 18).

[0026] According to the ninth invention, the effect to be given can be changed according to the environment in which the management point is managed.

[0027] The tenth invention is a computer system according to any one of the fifth to ninth inventions, wherein the effect target players at least include the interrupted player, and the effect change control means changes the effect to be given to the interrupted player included in the effect target players based on the number of times the interrupted player has used the management point related to the use interruption (for example, use history condition 563c in FIG. 13, management point use history data 634 in FIG. 14, step S86 in FIG. 18).

[0028] According to the tenth invention, the effect to be given to the interrupted player can be changed according to the number of times the same management point has been used.

[0029] The 11th invention is a computer system according to any one of the 5th to 10th inventions, wherein the effect change control means changes the effect to be imparted based on the relationship between the operation player of the operation point related to the use interruption and the interruption player related to the use interruption (for example, player - to - player relationship condition 563d in FIG. 13, player - to - player relationship management data 605 in FIG. 14, step S86 in FIG. 18).

[0030] According to the 11th invention, the effect to be imparted can be changed based on the relationship between the operation player of the operation point and the interruption player.

[0031] The 12th invention is a computer system according to any one of the 1st to 11th inventions, further comprising player - to - player relationship change means (for example, control board 1150 in FIG. 1, server processing unit 200s, game management unit 210, player - to - player relationship change unit 222 in FIG. 9, relationship change pattern definition data 550 in FIG. 12, player - to - player relationship management data 605 in FIG. 14, steps S100 to S102 in FIG. 18) that changes the relationship between the interruption player and the operation player of the operation point related to the use interruption based on the number of times the interruption player has used the operation point related to the use interruption.

[0032] According to the 12th invention, the relationship between the interruption player and the operation player of the operation point used by the interruption player can be changed based on the number of times the operation point has been used.

[0033] The 13th invention is a computer system according to any one of the 1st to 12th inventions, wherein the operation point management means manages the operation elapsed time for each operation point and erases the setting of the operation point when the operation elapsed time reaches a given life - reach value (for example, operation point management data 720 in FIG. 15, step S104 in FIG. 18).

[0034] According to the 13th invention, a life can be set for the operation point.

[0035] The 14th invention is a computer system of any one of the 1st to 13th inventions, further comprising disadvantage-imposing processing control means (for example, the disadvantage-imposing processing control unit 224 in FIG. 9, the disadvantage definition data 580 in FIG. 10, step S56 in FIG. 17, steps S90 to S92 in FIG. 18) that performs a disadvantage-imposing process of imposing a given disadvantage in gameplay that cannot be obtained when the utilization interruption is performed, on the interrupted player who has performed the non-utilization interruption).

[0036] According to the 14th invention, a disadvantage can be imposed on the interrupted player who has performed the non-utilization interruption. Therefore, an incentive to perform the utilization interruption can be provided to the interrupted player.

[0037] The 15th invention is a computer system of the 14th invention, wherein the disadvantage-imposing process is a process of temporarily disabling the operation of the player character of the interrupted player when an interruption operation due to the non-utilization interruption by the interrupted player is performed (for example, step S56 in FIG. 17).

[0038] According to the 15th invention, a disadvantage of temporarily disabling the operation of the player character of the interrupted player who has performed the non-utilization interruption can be imposed. As a result, it is possible to expect an effect of discouraging the interrupted player from attempting what is called "logging out to escape", that is, from trying to make it seem as if they have not fallen into an unfavorable situation.

[0039] The 16th invention is a computer system of any one of the 1st to 15th inventions, further comprising establishment location information providing means (for example, the control board 1150 in FIG. 1, the server processing unit 200s, the game management unit 210, the establishment location information providing control unit 226 in FIG. 9, the establishment location information 515 in FIG. 10, step S32 in FIG. 17) that provides information on the establishment location including at least information on the establishment environment to the establishing player when the establishment point is established.

[0040] According to the 16th invention, the player can obtain information regarding the planned location for establishing the establishment point.

[0041] The 17th invention is a computer system according to any one of the 1st to 15th inventions, further comprising establishment point selection display control means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the establishment point selection display control unit 228, the establishment point attribute information 540 in FIG. 11, the establishment point attribute addition information 726 in FIG. 15, step S14 in FIG. 17) for selecting and controlling the establishment points that can be displayed for the interrupted player based on the attributes of the interrupted player and the attributes of each establishment point, where the attributes are defined for each establishment point and for each player.

[0042] According to the 17th invention, it is possible to make the establishment points with attributes corresponding to the attributes of the interrupted player displayable for the interrupted player.

[0043] The 18th invention is a game system comprising a server system which is a computer system according to any one of the 1st to 17th inventions, and a player terminal of the player that communicates with the server system and undertakes the function of a man-machine interface.

[0044] According to the 18th invention, it is possible to realize a game system that obtains the same effects as any one of the 1st to 17th inventions.

Brief Description of the Drawings

[0045]

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Figure 18

Embodiments for Carrying Out the Invention

[0046] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention is applicable are not limited to the following embodiments.

[0047] Figure 1 is a diagram showing an example of the configuration of the game system. The game system 1000 includes a server system 1100 and player terminals 1500 (1500a, 1500b, …) of each player 2 (2a, 2b, …) that can communicate with the server system 1100, and is a system for realizing an online game using the player terminal 1500 as a man-machine interface. In FIG. 1, only two player terminals 1500 are depicted, but in actual system operation, three or more player terminals 1500 can participate in the game system 1000.

[0048] In the game system 1000, the server system 1100 and the player terminal 1500 can perform data communication via the network 9, and the player terminals 1500 can also perform data communication via the network 9.

[0049] 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), a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0050] The server system 1100 is, for example, a computer system having a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 is mounted on the main body device 1101.

[0051] The control board 1150 is equipped with 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 a communication device 1153. Note that part or all of the control board 1150 may be implemented by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).

[0052] Then, the server system 1100 realizes a user management function for managing information related to user registration and the like, a game management function for allowing a user to play an online game as a player, and a membership service management function for providing membership services other than playing online games (for example, posting and viewing play videos, providing a chat space, online shopping for items used in online games, etc.) by the control board 1150 performing arithmetic processing based on a predetermined program and data.

[0053] Although the server system 1100 is depicted as if it were a single server device, it may also be configured to be realized by a plurality of devices. For example, the server system 1100 may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate data with each other via an internal bus. Also, the installation location of the hardware constituting the server system 1100 is not limited. 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 is also acceptable.

[0054] The player terminal 1500 is a computer system used by a user who has undergone the registration procedure to play a game using the game system 1000 as player 2, and is an electronic device (electronic equipment) that accesses the server system 1100 and other player terminals 1500 via the network 9. That is, the player terminal 1500 undertakes the function of the man-machine interface in the game system 1000.

[0055] FIG. 2 is a front view showing a configuration example of the player terminal 1500. The player terminal 1500 includes a direction input key 1502, a button switch 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 camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc., which are not shown in the figure, are provided. Also, an IC card reader or the like that can perform non-contact data reading and writing on an IC card type credit card or prepaid card for which payment of the usage fee of the game system 1000 and the like is possible may be provided.

[0056] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and a DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to the network 9, (4) an interface circuit 1557, etc.

[0057] The interface circuit 1557 includes: (1) the driver circuit of the touch panel 1506, (2) the circuit that receives signals from the direction input keys 1502 and the button switches 1504, (3) the output amplifier circuit that outputs audio signals to the speaker 1510, (4) the input signal generation circuit that generates audio signals collected by the microphone 1512, (5) the circuit that inputs the image data of the image captured by the camera 1520, (6) the signal input / output circuit to the memory card reader 1542, and so on.

[0058] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so that data can be read and written and signals can be transmitted and received. Part or all of the control board 1550 may be configured by an ASIC, an FPGA, or an SoC. And the control board 1550 stores programs and various data for realizing the functions as a player terminal in the IC memory 1552.

[0059] In addition, in this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but it may also be configured to read from a storage medium such as a separately obtained memory card 1540.

[0060] Also, the player terminal 1500 shown in FIG. 2 is a device called a so-called smartphone. However, if it is a computer system, it may be a wearable computer such as a smartwatch or smart glasses, a portable game device, a home game device, a tablet computer, a personal computer, or the like. When a plurality of electronic devices, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, perform one function by being communicatively connected, these plurality of electronic devices can be regarded as one player terminal 1500.

[0061] The player 2 uses the player terminal 1500 to access the server system 1100 or a predetermined website managed by the server system 1100, and goes through a predetermined user registration procedure to become a registered user, i.e., a player. Then, by going through a predetermined sign-in procedure using a unique user account (signature name) set at the time of registration, the user's player terminal 1500 is incorporated into the game system 1000, and the system becomes online. Also, by going through a predetermined sign-out procedure, the user can withdraw from the system and take the system offline.

[0062] In the system online state, player 2 can play an online game by performing a predetermined game login (hereafter referred to as login), and ends the game play by logging out of the game (hereafter referred to as logout) during game play. Logging out is equivalent to interrupting game play, and subsequent logging in is equivalent to resuming game play.

[0063] FIG. 3 is a diagram for explaining an online game. The online game is an MMO game. In this embodiment, the game is described as an MMORPG, but the game genre is not limited to RPG.

[0064] A virtual game world is constructed in the game field 3 with various background objects placed therein. A single common time (game world time) is set in the game world, and is constantly being measured. Dungeons 5 (5a, 5b, ...) that serve as the stage for the adventure are provided in various locations in the game field 3. There are multiple types of dungeons 5 with different levels of difficulty to conquer.

[0065] Player 2 operates player characters 4 (4a, 4b, …) respectively to search for and conquer dungeon 5. Each player character 4 can be equipped with various types of equipment items such as weapons and armor. In addition, various ability parameter values are set for each player character 4, and the ability parameter values change according to the game play, and the abilities exhibited by the player characters 4 change. That is, when dungeon 5 is conquered, the ability is improved, and it becomes possible to challenge the conquest of dungeon 5 with a higher difficulty level with the improved ability.

[0066] Of course, it takes many days in the game world time and also many days in the real world time to search for and conquer all dungeons 5. Therefore, Player 2 will log in and play the game appropriately according to their own convenience in the real world, and log out at an appropriate timing to interrupt the game play. Along with the interruption of the game play, save data is saved, and when logging in again, the game play resumes based on this save data. Player 2 enjoys the game by playing the game intermittently while repeating this many times. Hereinafter, the interruption of the game play will be appropriately referred to as "game interruption", and the resumption of the game play will be appropriately referred to as "game resumption".

[0067] There are two types of game interruptions. That is, "camp point utilization interruption", which is a game interruption using a camp point, and "non - camp point utilization interruption", which is a game interruption without using a camp point. The "camp point utilization interruption" will be appropriately abbreviated as "utilization interruption". The "non - camp point utilization interruption" will be appropriately abbreviated as "non - utilization interruption".

[0068] Camp points 10 (10a, 10b, …) are a kind of camping site arbitrarily set by player characters 4 in the game field 3. In the game, for example, it is expressed as a campfire and the surrounding sleeping bags, hammocks, tents, huts, etc.

[0069] "Suspension of using a setup point" is a form of using any setup point 10 (10a, 10b,...). The player character 4 may use the setup point 10 that he himself set up, or may use the setup point 10 set up by the player character 4 of another player.

[0070] "Suspension of not using a setup point" is a form of not using the setup point 10. Specifically, (1) a form of using the save point 7 prepared in advance at a predetermined point in the game field 3, and (2) a form of updating the save data and logging out at any point in the game field 3 correspond to the suspension of non - use.

[0071] The save point 7 is represented in the game as a background object set to be able to accommodate or camp, such as an inn in a town or village, an association, a hollow tree, a cave, a ship, a vehicle, an underground passage, under a bridge, etc. The save point 7 can also be set as appropriate according to the game content. For example, it may also be a deserted monster's nest, a military base, the cockpit of a destroyed robot or fighter plane, etc.

[0072] Figure 4 is a diagram for explaining the difference between the suspension of using a setup point and the suspension of not using a setup point. Figure 4(1) shows the suspension of using a setup point, and Figure 4(2) shows the suspension of not using a setup point. The upper side of the figure schematically shows the state of the game field 3 at the time of suspension, with the middle thick white arrow in between, and the lower side schematically represents the state of the game field 3 when the game resumes.

[0073] As shown in Figure 4(1), when the game is interrupted with the suspension of using a setup point, the game resume position is the setup location of the used setup point 10. For example, when the game is interrupted when finding the dungeon 5, in the suspension of using a setup point, a setup point 10 can be set up near the dungeon 5 or an existing setup point 10 in the vicinity can be used. Therefore, after the game resumes, the player can immediately start attacking the dungeon 5.

[0074] As shown in Fig. 4(2), when the game is interrupted due to non - use of the setup point, the game restart position is set to a given restart point. In the example of Fig. 4(2), the nearest save point 7 in the area of the game field 3 where the player character 4 has been in the past is set as the game restart position. For example, even if the dungeon 5 is found, if the game is interrupted due to non - use of the setup point, the game restart position will return to the save point 7 away from the dungeon 5, suffering the disadvantage of having to go back.

[0075] In addition, the player 2 who interrupts the game due to using the setup point is given an effect 6 that cannot be obtained when not using the setup point. It can also be said that a privilege is given. The content of the effect 6 can be set as appropriate. For example, 1) granting items that the player character 4 can use or equip, such as weapons, armors, clothing, etc.; 2) improving the ability parameter values of the player character 4; 3) granting new skills to the player character 4; 4) the right to use a special area of the game field 3; 5) stickers applicable to the appearance of the player character 4 or items; 6) skins or decorations that can change the appearance of the player character 4, etc. can be set as appropriate. Note that the granting of the effect 6 is carried out when the game restarts. By doing so, it becomes an incentive for the player 2 to continue and restart the game.

[0076] Fig. 5 is a diagram for explaining an example of the setup procedure of the setup point 10. The game screen 12 is displayed on the player terminal 1500 of the player 2. In the game screen 12, the state of the player character 4 in the game field 3 is displayed.

[0077] The player who wants to newly set up the setup point 10 is called the "setup player". When the setup player 2s moves the player character 4 to the point (any setup point 14 within the game field 3) where they want to set up the setup point 10 and inputs a predetermined setup start operation, the setup screen 20 pops up and is displayed on the game screen 12.

[0078] The setup screen 20 includes a setup location information display section 22, a setup point type selection section 24, an explanation display section 26, and an execution operation icon 28.

[0079] The setup location information display section 22 displays various information set for the setup location 14 within the game field 3. For example, information indicating the setup environment such as the land attribute of the location (e.g., "open grassland with a good view", "forest", "sand", "flat land", "slope", "rocky ground", etc.), altitude, weather, etc. is displayed. The content of the information indicating the setup environment can be appropriately set according to the game content. For example, safety level, etc. may also be added to the display. The safety level is, for example, set to a higher value for an environment that is difficult to be discovered when viewed from the outside, and a lower value for a higher probability of unexpected event occurrences such as landslides, inflow of volcanic gas, and gusts.

[0080] The setup player 2s, referring to the display of the setup location information display section 22, selects the type of the setup point 10 suitable for the setup location 14 through a selection operation at the setup point type selection section 24 from among a plurality of selection candidates. Information about the currently selected type of the setup point 10 is displayed on the explanation display section 26 to assist the decision of the setup player 2s.

[0081] The explanation display section 26 displays "setup point type", "required setup number of people", "available number of people", "corresponding environment", "available period", "recovery level", "lifespan", explanation text, etc. "Available number of people" indicates the upper limit number of players 2 who can use the setup point 10 simultaneously. "Simultaneously" means that the game interruption is carried out in parallel using the setup point 10. The number of game interruptions is incremented by "+1" if there is a player 2 who has interrupted the game, and decremented by "-1" if there is a player 2 who has resumed the game. This is the upper limit of the number of game interruptions.

[0082] The "compatible environment" describes what kind of environment (such as the attributes of the suitable operating location 14) is suitable for the operating point 10 in terms of the compatibility between the type of the operating point 10 and the attributes of the operating location 14.

[0083] The "available period" indicates the maximum length of time during which the game can continue to be interrupted using the operating point 10. If the game is not resumed even when the elapsed time from the game interruption date and time exceeds the available period, the handling of game resumption may be the same as that of non - use interruption. The available period may be set based on the time in the real world or the time in the game world.

[0084] The "recovery level" indicates a guideline for how much the ability parameter values (especially hit points, physical strength, etc.) of the player character 4 recover when resuming the game after interrupting the game using the operating point 10. Incidentally, the recovery levels are classified into "S", "A", "B", and "C" in descending order.

[0085] The "lifespan" indicates the length of the durable time of the operating point 10. The operating point 10 that has reached its lifespan is automatically deleted. At the time of deletion, for a player who was using the operating point 10 and has not resumed the game yet, the handling of game resumption may be the same as that of non - use interruption.

[0086] When the execution operation icon 28 is touched, the operating screen 20 disappears, and a new operating point 10 is added based on the latest selection result. The new operating point 10 is arranged in the game field 3 as an object such as a tent, and of course, its state also appears on the game screen 12. Information of the operating player 2s is associated with this new operating point 10.

[0087] FIG. 6 is a diagram for explaining the installation procedure of the installation point 10 that requires a plurality of players for installation. Among the installation points 10, there are a single type that can be installed by one installation player 2s (one player character 4), and a multi-type that requires a plurality of installation players 2s (a plurality of player characters 4).

[0088] In the installation screen 20 shown in FIG. 6, an example of the display state in which the multi-type installation point 10m is selected is shown. When the multi-type installation point 10m (in the example of FIG. 6, "6-person cotton tent") is selected, an installation guide 27 for prompting the installation player 2s to call on other players for installation cooperation is displayed on the installation screen 20.

[0089] The online game is equipped with a chat function between players, and players can chat between the player characters 4 visible within the game screen 12. Alternatively, it may be possible to chat between players who have registered as friends in advance or who are registered in a team.

[0090] The installation player 2s requests installation cooperation via chat to the surrounding player characters 4 or friends or teammates with reference to the installation guide 27. The players 2 who respond to the cooperation (in the example of FIG. 6, player 2b and player 2c) move the player characters 4 they operate (in the example of FIG. 6, player character 4b, player character 4c) closer to the player character 4 of the installation player 2s who requested the cooperation, that is, near the installation location 14. When the relative positional relationship between each character satisfies a predetermined standard, the player 2 who uses the nearby player character 4 is regarded as having responded to the installation cooperation and is regarded as an additional installation player 2s.

[0091] When the required number of establishment players 2s for operating a selected multi-type establishment point of 10m is gathered, a new establishment point of 10m appears at the establishment location 14 of the game field 3 in the same manner as in the example of FIG. 5. Information of the establishment player 2s who first proposed the establishment and additional establishment players 2s who responded to the establishment cooperation is associated with the new 10m establishment point.

[0092] FIG. 7 is a diagram for explaining the usage procedure of the establishment point 10. A player who uses the establishment point 10 to interrupt the game is called an "interrupt player 2h". The interrupt player 2h approaches their player character 4 to the establishment point 10 they want to use among the establishment points 10 displayed on the game screen 12.

[0093] When the player character 4 approaches within a predetermined distance from the establishment point 10, a usage operation screen 30 is pop-up displayed on the game screen 12. The usage operation screen 30 includes a usage start operation icon 32 and an information display operation icon 34. When the information display operation icon 34 is operated, an information display screen 40 is pop-up displayed.

[0094] On the information display screen 40, the "establishment point type", "required establishment number of people", "available number of people", "corresponding environment", "available period", "recovery level", "lifespan", and explanatory text of the approached establishment point 10 are displayed. Furthermore, an establishment player display section 41, a remaining lifespan display section 42, a number of people in use display section 44, and a number of times of using the same point display section 46 are displayed.

[0095] The establishment player display section 41 displays information indicating the establishment player 2s, such as the player account or the icon of the player character 4 of the establishment player 2s as shown in FIG. 7.

[0096] The number of people in use display section 44 indicates the number of people currently interrupting the game using the establishment point 10. If the displayed number of people has reached the "available number of people", the establishment point 10 is in a state where it cannot be used.

[0097] The same point usage count display unit 46 indicates how many times the interruption player 2h has used the said operation point 10 in the past.

[0098] If the interruption player 2h decides to use it with reference to the information displayed on the information display screen 40, the use start operation icon 32 is operated. When the said operation icon is operated, it is regarded that a request for interruption of the operation point use of the said operation point 10 has been made, and the game is interrupted. That is, the game save data of the interruption player 2h is saved, and the data of the usage history of using the said operation point 10 is saved in association with the interruption player 2h.

[0099] Note that the operation point 10 displayed on the game screen 12 is limited to the operation point 10 where the attribute of the interruption player 2h and the attribute of each operated operation point 10 satisfy a given attribute relationship and is displayed. In the example of FIG. 7, in the shooting range of the virtual camera in the virtual three-dimensional space for shooting the player character 4 (4a), three operation points 10 (10a, 10d, 10e) have already been operated, but for the operation point 10e, the attribute relationship is not satisfied and it is not displayed on the game screen 12 (in FIG. 7, the operation point 10e is displayed by a broken line).

[0100] The "given attribute relationship" is preferably, for example, "the team to which the interruption player 2h belongs and the team to which the operation player 2s of the operation point 10 belongs are the same", "the interruption player 2h and the operation player 2s are allies", "the character attribute (for example, race) set for the player character 4 of the interruption player 2h and the attribute of the operation point 10 (for example, material, size classification, etc.) are compatible", and the like.

[0101] FIG. 8 is a diagram for explaining the effect imparting. When the game is interrupted due to the suspension of using the management point, effect 6 is given to at least one of the management player 2s and the interrupted player 2h related to the used management point 10 as the player to whom the effect is given. The content of effect 6 is changed based on various elements. As the elements related to the change, for example, one or more of "information related to the management point 10 itself", "information related to the management location 14", "information related to the use of the management point 10", and "information about the relationship between the manager and the user of the management point 10" are used.

[0102] As "information related to the management point 10 itself", for example, the type of the management point 10, the available period set for the management point 10, the attributes set for the management point 10, etc. can be used.

[0103] As "information related to the management location 14", for example, the attributes of the land at the location (such as grassland, sandy land, rocky field, wetland, waterside, flat land, sloping land, on a tree, owner, number of floors of a building, etc.), the weather and season at the location, etc. can be used. It can also be said to be environmental information.

[0104] As "information related to the use of the management point 10", for example, the number of uses per player, the total number of users counted regardless of the player, the elapsed time from when the interrupted player 2h who is a user interrupts the game to when the game resumes (equivalent to the length of use time of the management point 10), etc. can be used. The elapsed time may be the time calculated based on the time in the real world or the time calculated based on the time in the game world.

[0105] As "information about the relationship between the manager and the user of the management point 10", the relationship between the management player 2s and the interrupted player 2h who is the user (such as the presence or absence of friend registration, whether they belong to the same team, the number of times of co-playing history, friendliness, reliability, etc.) can be used.

[0106] Then, the change in the imparted effect 6 is made, for example, by adding / deleting the imparted effect 6, changing the type of effect 6, or changing the degree of the effect and influence of effect 6. The content and degree of the change can be set as appropriate.

[0107] For example, it may be changed so that the value of effect 6 becomes higher as the type of the operation point 10 is of a larger and stronger type. Of course, the reverse may also be true. Also, for example, when the attribute of the operation point 10 and the attribute of the player character 4 of the interrupted player 2h who is the user belong to the same team, the value of effect 6 may be changed to be higher than when they belong to different teams. Of course, the reverse may also be true.

[0108] Also, for example, the degree of compatibility and the degree of applicability may be preset in advance based on the combination of the type of the operation point 10 and the land attribute of the operation location 14, and it may be changed so that the value of effect 6 becomes higher as the compatibility is better (that is, the higher the degree of applicability). Of course, the reverse may also be true.

[0109] Also, for example, it may be changed so that the value of effect 6 becomes higher as the total number of times the interrupted player 2h who is the user has used the operation point 10 so far is larger. Of course, the reverse may also be true.

[0110] Also, for example, it may be changed so that the value of effect 6 becomes higher as the length of time (the elapsed time from game interruption to game restart) that the interrupted player 2h who is the user has used the operation point 10 is larger. Of course, the reverse may also be true. For each operation point 10, a "suitable time length" may be set, and when the usage time length satisfies a given same time length condition or a given approximate time length condition with respect to the set suitable time length, an additional effect 6 may be imparted.

[0111] Also, for example, it may be changed so that the value of effect 6 becomes higher as the friendliness between the operating player 2s and the interrupted player 2h who is the user is higher. Of course, the reverse may also be true. For example, when the setup player 2s and the user, the interruption player 2h, belong to the same team, the value of effect 6 may be changed to be higher than when they belong to different teams. Of course, the reverse may also be true.

[0112] In addition, in FIG. 8, the setup player 2s and the user, the interruption player 2h, are depicted as the same player 2. However, in actual operation, the setup player 2s and the interruption player 2h are often different. Also, the players to whom effect 6 is applied are basically both the user, the interruption player 2h, and the setup player 2s who set up the used setup point 10, but there may also be a setting where it is applied to only one of them.

[0113] Next, the functional configuration will be described. FIG. 9 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0114] The operation input unit 100s is a means for inputting various operations for server management. The keyboard 1106 in FIG. 1 corresponds to this.

[0115] The server processing unit 200s is realized by a processor such as an arithmetic circuit of a CPU, GPU, ASIC, FPGA, etc., and other electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the player terminal 1500, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.

[0116] The server processing unit 200s includes a user management unit 202, a membership service management unit 204, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be included as appropriate.

[0117] The user management unit 202 performs processing related to user registration procedures and memory management of various information associated with user accounts. Specifically, the user management unit 202: (1) assigns a unique user account to registered users, (2) manages the storage of personal information for each user account, (3) manages the storage of save data related to playing online games, (4) manages service points used as consideration for online shopping or membership services, etc.

[0118] The membership service management unit 204 controls the provision of membership services other than online games (for example, posting and viewing play videos, providing chat spaces, online shopping for items that can be used in online games, etc.).

[0119] The game management unit 210 performs various controls to allow a given online game to be played on the player terminal 1500. Specifically, the game management unit 210 includes a setup point management unit 212, an interruption control unit 214, an effect application processing control unit 216, a game world clock timing unit 218, a restart control unit 220, a player relationship change unit 222, an adverse effect application processing control unit 224, a setup location information providing control unit 226, and a setup point selection display control unit 228.

[0120] The setup point management unit 212 sets up setup points 10 where game play can be interrupted on the game field 3 of a multiplayer game based on the operations of the setup player 2s, and manages the association between the setup points 10 and the setup player 2s. In addition, the setup point management unit 212 manages the elapsed setup time for each setup point 10, and erases the setup of the setup point when the elapsed setup time reaches a given life - reach value.

[0121] Based on the operation of the interruption player 2h that interrupts the game play, the interruption control unit 214 controls to perform either (1) a usage interruption, which is an interruption of the game play using the establishment point 10, or (2) a non-usage interruption, which is an interruption of the game play without using the establishment point 10.

[0122] When a usage interruption is performed, the effect application processing control unit 216 performs an effect application process of applying a given effect 6 in the game play that cannot be obtained when a non-usage interruption is performed, to the effect application target player (the establishment player 2s and / or the interruption player 2h) of the establishment point 10 used during the usage interruption, when the game play is resumed.

[0123] And the effect application processing control unit 216 has an effect change control unit 217. The effect change control unit 217 changes the effect 6 to be applied. Specifically, (1) The relationship between the applicable time length associated with the type of the establishment point 10 used during the usage interruption and the interruption time length from the usage interruption until the interruption player 2h resumes the game play, (2) Whether the used establishment point 10 is an establishment point 10 established by a plurality of establishment players 2s, (3) The establishment environment of the establishment point 10 in the game field (such as the land attribute, weather, season, etc. of the establishment location 14), (4) The number of times the interruption player 2h has used the establishment point 10 related to the usage interruption, (5) The relationship between the establishment player of the establishment point 10 related to the usage interruption and the interruption player 2h related to the usage interruption, The effect to be applied is changed based on one or more of the above.

[0124] The game world timekeeping unit 218 automatically advances the game world time in the multiplayer game regardless of the presence or absence of the interruption player 2h.

[0125] The restart control unit 220 controls the restart of the game play of the interrupted player 2h as follows: (1) When the interruption is caused by the interruption of use, the control is performed starting from the establishment point 10 used at the time of the interruption of use; (2) When the interruption is caused by the interruption of non-use, the control is performed starting from a given restart point.

[0126] The player relationship change unit 222 changes the relationship between the interrupted player 2h and the establishment player 2s of the establishment point 10 based on the number of times the interrupted player 2h has used the establishment point 10 related to the interruption of use.

[0127] The disadvantage giving process control unit 224 performs a disadvantage giving process of giving a given disadvantage in the game play that cannot be obtained when the interruption of use is performed to the interrupted player 2h who has performed the interruption of non-use. Specifically, when the interruption operation due to the interruption of non-use by the interrupted player 2h is performed, the disadvantage giving process control unit 224 performs a process of temporarily disabling the operation of the player character 4 of the interrupted player 2h as one of the disadvantages.

[0128] The establishment point information providing control unit 226 performs control to provide the establishment player 2s with information on the establishment point 14 including at least information on the establishment environment when the establishment point 10 is established.

[0129] The establishment point selection display control unit 228 selects the establishment point 10 that can be displayed to the interrupted player 2h based on the attributes of the interrupted player 2h and the attributes of each establishment point 10, and performs control to display it to the interrupted player 2h.

[0130] The timing unit 280s performs various timings such as the current date and time and the time limit using the system clock.

[0131] The sound generation unit 290s is realized by the execution of an IC or software that generates and decodes voice data, and generates or decodes voice data such as the system management of the server system 1100, the provision of member services, operation sounds, effect sounds, BGM, and voice calls related to the provision of online games. Then, the voice signal related to system management is output to the sound output unit 390s.

[0132] The sound output unit 390s emits a voice signal. In the example of FIG. 1, the speaker (not shown) provided in the main body device or the touch panel 1108 corresponds to this.

[0133] The image generation unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. A part of the function of generating various screens related to the system management of the server system 1100, the provision of member services, and the provision of online games (or data for displaying them on the player terminal 1500) corresponds to this.

[0134] The image display unit 392s is realized by a device that displays an image, such as a flat panel display, a head-mounted display, or a projector. In the example of FIG. 1, the touch panel 1108 corresponds to this.

[0135] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s.

[0136] The communication unit 394s is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0137] The server storage unit 500s stores programs, various data, etc. for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Further, it is used as a work area for the server processing unit 200s, and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, and the like. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the main body device 1101, and the storage 1140 correspond to this.

[0138] FIG. 10 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in the present embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, user management data 600, game management data 700, and the current date and time 900. The server storage unit 500s also appropriately stores other programs and data (for example, timers, counters, various flags, etc.).

[0139] The server program 501 is a program for realizing the functions as the user management unit 202, the membership service management unit 204, and the game management unit 210 when read and executed by the server processing unit 200s.

[0140] The distribution client program 503 is the original of the program provided to and executed on the player terminal 1500.

[0141] The game initial setting data 510 stores various initial setting data related to the online game. For example, the game initial setting data 510 includes game field initial setting data 512, environment initial setting data 514, save point definition data 516, establishment point definition data 530, relationship change pattern definition data 550, effect application definition data 560, and disadvantage definition data 580. Of course, other data can also be included as appropriate.

[0142] The environment initial setting data 514 is prepared for each variation of the environment in the game world set in the game field 3 and stores various initial setting data related to the environment. One piece of environment initial setting data 514 includes, for example, the set range within the game field 3, the applicable period in the game world clock, attribute information, and weather type. Of course, other data can also be included as appropriate. Focusing on a specific location (establishment location 14), the environment initial setting data 514 in which the location is included in the set range corresponds to the establishment location information 515 including the land attribute of the location.

[0143] The save point definition data 516 is prepared for each save point 7. One piece of save point definition data 516 includes, for example, a unique save point ID and the position coordinates in the game field 3. Of course, other data can also be included as appropriate. Since the save point 7 becomes the restart point when the game resumes in the case of non-use interruption of the establishment point, the save point definition data 516 is also restart point definition data.

[0144] FIG. 11 is a diagram showing an example of the data configuration of the establishment point definition data 530. The operation point definition data 530 is prepared for each type of operation point 10 and stores various initial setting data related to the type. One operation point definition data 530 includes, for example, a unique operation point type 531, the required number of operation personnel 532, the available number of people 533, the corresponding environment type 534, the available period 535, the recovery level 536, the life - reach value 537, the explanation display data 538, the operation point display data 539, the operation point attribute information 540, the operation cost 542, and the additional investment effect definition data 544. Of course, other data can also be included as appropriate.

[0145] The corresponding environment type 534 indicates types such as land attributes, weather, and seasons that have good compatibility and high fitness with the operation point 10 of this type. The available period 535 corresponds to the upper limit regarding the length of the interruption time from the interruption to the resumption of game play. The available period 535 can also be defined to correspond to an appropriate time length. The life - reach value 537 is information indicating the usage limit of the operation point 10. For example, although it is described as a time length, it may also be described as the upper limit number of times available with an interruption in the use of the operation point, or the upper limit number of the cumulative number of people who can use it. The operation point attribute information 540 indicates the attributes preset for the operation point 10 of this type.

[0146] The operation cost 542 designates the cost for operating the operation point 10. The cost may be, for example, a charge amount, or the consumption of a predetermined item, the consumption of the ability parameter value of the player character 4, etc. The operation cost 542 can also have the cost amount set to "0" or "not set".

[0147] The additional investment effect definition data 544 stores various data that define the setting change patterns applied to the operation point 10 targeted for additional investment when the player 2 makes an additional investment operation of paying a cost separately from the operation cost 542 for the operation point 10 of this type.

[0148] One additional investment effect definition data 544 includes an additional investment attainment condition and a change content of the establishment point setting. The additional investment attainment condition indicates a target value for the additional investment amount that can be achieved by paying an additional consideration separately from the establishment consideration 542. The change content of the establishment point setting indicates the change content applied when the additional investment amount reaches the target value. For example, a period extension for extending the available period 535 of the establishment point 10 subject to the additional investment from the initial setting value, a change in the life reach value for extending the life beyond the life reach value 537, etc. are described.

[0149] FIG. 12 is a diagram showing an example of the data configuration of the relationship change pattern definition data 550. The relationship change pattern definition data 550 is prepared for each pattern of how the relationship parameter values set between players are changed in what situations, and stores various data for realizing the change. One relationship change pattern definition data 550 includes, for example, a unique change pattern ID 551, an application requirement 553, and relationship change content data 556.

[0150] The application requirement 553 specifies the conditions to be satisfied for applying the change indicated by the definition data. The application requirement 553 is described by a combination of one sub-condition or a plurality of sub-conditions by AND or OR. As the sub-conditions, a friend registration operation condition 553a, a co-play condition 553b, and an establishment point usage count condition 553c can be used. These sub-conditions can all be set to mean "no setting" or "unlimited".

[0151] The friend registration operation condition 553a indicates that new friend registration is performed using the mechanism of registering players as friends, i.e., so-called friend registration.

[0152] The co-play condition 553b describes the conditions related to the co-play of players. For example, it is described using information indicating that a team has been formed and there is a history of playing the same play unit such as a raid or a mission.

[0153] The operation point usage count condition 553c is a condition related to the usage history of operation point 10. For example, it is described using the range of the usage count of the same operation point 10, the range of the total usage count of all operation points 10 set by the same operation player 2s, and so on.

[0154] The relationship change content data 556 specifies how to change the relationship between which related parties. For example, it includes the type of player to be changed and information on the amount of relationship change. For example, in the case of content data with team formation as an application requirement, the type of player to be changed is specified as "team member", and the amount of change is "friendship +2". Also, in the case of content data with the usage count of the same operation point 10 as an application requirement, the type of player to be changed is specified as "operation player and interrupted player", and a predetermined function (or table data) with the usage count for calculating the amount of change as a variable is specified.

[0155] Figure 13 is a diagram showing an example of the data structure of the effect granting definition data 560. The effect granting definition data 560 is prepared for each pattern of granting effect 6 and stores various data for realizing the granting in that pattern. One effect granting definition data 560 includes a unique effect granting pattern type 561, an application requirement 563, effect granting content data 566 for operation players, and effect granting content data 567 for interrupted players. Of course, other data can also be included as appropriate.

[0156] The application requirement 563 specifies the conditions to be satisfied for applying the change indicated by the definition data. The application requirement 563 is described by a combination of one sub-condition or a plurality of sub-conditions using AND or OR. As sub-conditions, an operation point type condition 563a, an operation environment condition 563b, a usage history condition 563c, a player relationship condition 563d, and an interruption time length condition 563e can be used. Any of these sub-conditions can be set to mean "no setting" or "unlimited".

[0157] The establishment point type condition 563a is a condition regarding "information related to the establishment point 10 itself". For example, it is described by one or more of the establishment point types 531 (see Fig. 11). In this embodiment, since the available period 535, the establishment point attribute information 540, and the establishment price 542 are set for each type of the establishment point 10 (see Fig. 11), it can be said that the establishment point type condition 563a is a condition regarding the available period condition (condition regarding the available period), the establishment point attribute condition (condition regarding the attributes of the establishment point 10), and the establishment price (the price paid by the establishment player 2s at the time of establishment).

[0158] The establishment environment condition 563b is a condition regarding "information related to the establishment location 14". For example, it is described using one or more of the environmental initial setting data 514 and the land attributes and weather of the establishment location information 515 (see Fig. 10).

[0159] The usage history condition 563c is a condition regarding "information related to the use of the establishment point 10". For example, it can be described using the cumulative number of times the establishment point 10 used at the interruption of the establishment point use and the individual number of times used by each player 2.

[0160] The player - to - player relationship condition 563d is a condition regarding "information about the relationship between the establisher and the user of the establishment point 10". For example, it is described using the presence or absence of friend registration, whether they are on the same team, the number of times of co - playing, etc., regarding the establishment player 2s of the establishment point 10 used at the interruption of the establishment point use and the interrupted player 2h who is the user.

[0161] The interruption time length condition 563e is a condition regarding the current usage record of the installation point 10 used in the interruption of the installation point usage, and is described using the elapsed time length from the game interruption to the game restart. Specifically, the time length corresponding to a predetermined ratio of the available period 535 (see Fig. 11) of the installation point 10 is set as the conformity time length, and it is described within a temporal range based on this. For example, a range with a time margin before and after the conformity time length can be set, and it can also be included in the application requirement 563 that the available period 535 has been fully utilized. Also, taking the available period 535 as the conformity time length, it may be such that if the available period 535 is fully utilized, it corresponds to the conformity time length.

[0162] The content data 566 for effect provision to the installation player specifies the content of the effect 6 to be provided when the installation player 2s is the player to whom the effect is to be provided. For example, it may be to change the ability parameter values (such as hit points, physical strength values, durability values, etc.) of the player character 4 of the installation player 2s. In that case, information indicating the type of parameter to be changed and the amount of change is stored. If an item is to be provided, information indicating the type of item and the amount of provision is stored.

[0163] The content data 567 for effect provision to the interrupted player specifies the content of the effect 6 to be provided when the interrupted player 2h is the player to whom the effect is to be provided. For example, it may be to change the ability parameter values (such as hit points, physical strength values, durability values, etc.) of the player character 4 of the interrupted player 2h. In that case, information indicating the type of parameter to be changed and the amount of change is stored. If an item is to be provided, information indicating the type of item and the amount of provision is stored.

[0164] By appropriately setting the business establishment point type condition 563a and the business establishment environment condition 563b, the combination of the type of business establishment point 10 and the land attribute of the business establishment location 14 can be included in the application requirement 563. Then, according to the combination, by providing superiority or inferiority to the content shown in the effect-giving content data 566 for the business establishment player and the effect-giving content data 567 for the interrupted player, a setting can be made such that the effect 6 changes according to the compatibility between the type of business establishment point 10 and the land attribute of the business establishment location 14.

[0165] Returning to FIG. 10, the disadvantage definition data 580 is prepared for each pattern of the disadvantage given to the interrupted player 2h who interrupts the non-use of the business establishment point, and stores the data for realizing the giving of the disadvantage. One piece of disadvantage definition data 580 stores the application requirement and the disadvantage content data.

[0166] The application requirement of the disadvantage definition data 580 is a condition that should be satisfied in order to apply the definition data. For example, it is described using the number of business establishment points 10 existing around the player character 4 at the time of interrupting the non-use of the business establishment point, the continuous use times of the interruption of the non-use of the business establishment point, and the like.

[0167] The disadvantage content data stores, for example, the operation invalidation and the invalid time length in association with each other. The operation invalidation means that, as a pre-process for the game interruption due to the interruption of the non-use of the business establishment point, the player character 4 is left in the game field 3 in an operation-invalid state for a given invalid time length. When the invalid time length elapses, the remaining player character 4 finally disappears from the game field 3, and the game interruption is completed. Note that the content of the disadvantage can be set appropriately otherwise. For example, it may be set to an operation-invalid state for a certain time after the game resumes. Also, for a certain time after the game resumes, the preset ability parameter values such as the movement ability and the attack ability may be temporarily decreased.

[0168] FIG. 14 is a diagram showing an example of the data configuration of the user management data 600. The user management data 600 is created for each registered user who becomes a player and stores various data associated with the user. For example, one user management data 600 includes a unique user account 601, player attribute information 603, player relationship management data 605, game save data 610, establishment history data 630, interruption history data 632, and establishment point usage history data 634. Of course, other data can also be included as appropriate.

[0169] The player attribute information 603 stores information indicating the attributes set for player 2 or player character 4. For example, it stores the affiliated team name, the race of player character 4, etc.

[0170] The game save data 610 includes the interruption date and time, the interruption type of whether it is an interruption of establishment point usage or non - usage of establishment point, the establishment point ID used if it is an interruption of establishment point usage, the used save point ID indicating the save point 7 if it is a non - usage interruption of establishment point using save point 7, the position coordinates where data was saved if it is a non - usage interruption of establishment point without using save point 7, player character save data indicating the state of player character 4 at the time of saving, etc.

[0171] The establishment history data 630 is created every time the user newly establishes establishment point 10 as the establishing player 2s and stores various data related to the establishment point 10. One establishment history data 630 includes, for example, the establishment point ID (corresponding to the establishment point ID 721 in FIG. 15) and the establishment date and time. Of course, other data can also be included as appropriate.

[0172] The interruption history data 632 is created every time the user interrupts the game as the interrupting player 2h. One interruption history data 632 includes, for example, the interruption date and time and the interruption form indicating whether it is an interruption of establishment point usage or non - usage of establishment point. Of course, other data can also be included as appropriate.

[0173] The establishment point usage history data 634 is created every time the user interrupts the game with the establishment point usage interruption as the interruption player 2h. One establishment point usage history data 634 includes a usage establishment point ID indicating the establishment point 10 used (corresponding to the establishment point ID 721 in FIG. 15), a usage start date and time, and the total number of times of using the same establishment point. Of course, other data can also be included as appropriate.

[0174] FIG. 15 is a diagram showing an example of the data configuration of the game management data 700. The game management data 700 includes a game world time 701, background object control data 703, NPC (Non Player Character) control data 705, environment control data 707, player-specific play data 710, establishment point management data 720, and establishment point selection display setting data 730. Of course, other data can also be included as appropriate.

[0175] The environment control data 707 is control data such as the weather in the game field 3.

[0176] The player-specific play data 710 is prepared for each player 2 and stores various information indicating the latest state of the player's player character 4, the latest play results, and the like. One player-specific play data 710 includes, for example, a player account, player character control data, and character attribute information. Of course, other data can also be included as appropriate.

[0177] The player character control data includes the character type of the player character 4, ability parameter values, an equipped item list, position coordinates, posture control data, and the like.

[0178] The establishment point management data 720 is created every time a new establishment point 10 is established and stores various data related to the establishment point 10.

[0179] One establishment point management data 720 includes, for example, a unique establishment point ID 721, an establishment date and time 722, an establishment location 723, an establishment player account list 724, an establishment point type 725, establishment point attribute additional information 726, and additional investment data 727. Of course, other data can also be included as appropriate. In the establishment point attribute additional information 726, the team name to which the establishment player 2s belongs is set. If there is no setting of the team to which the establishment player 2s belongs, a predetermined value indicating "no additional attribute" is set.

[0180] The initial value of the additional investment data 727 is "0". Separately from the consideration payment at the time of establishment of the establishment point 10, a value indicating the consideration paid by the establishment player 2s is stored in accordance with a given additional investment operation related to the establishment point 10 by the establishment player 2s after establishment.

[0181] The establishment point selection display setting data 730 is created for each player 2 and indicates which of the existing establishment points 10 in the game screen 12 of the player are to be displayed. Specifically, the establishment point selection display setting data 730 stores the player account indicating the target player 2 and the display target establishment point ID of the establishment point 10 to be selected and displayed. In the example of FIG. 7, the establishment point 10a and the establishment point 10d are the display targets in the setting data, but the establishment point 10e is not the display target.

[0182] The establishment point 10 to be the display target is an establishment point 10 whose attributes of the establishment point 10 and the attributes of the player 2 satisfy a given permission combination condition. The attributes of the establishment point 10 referred to in the condition determination are set using the establishment point attribute information 540 (see FIG. 11) and the establishment point attribute additional information 726 (see FIG. 15). The attributes of the player 2 referred to in the condition determination are set using the player attribute information 603 (see FIG. 14) of the player and the character attribute information included in the player-specific play data 710 (see FIG. 15) of the player 2.

[0183] FIG. 16 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0184] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. The direction input key 1502, the button switch 1504, the touch panel 1506, etc. in FIG. 2 correspond to this.

[0185] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or a GPU and an IC memory, and performs input / output control of data with each functional unit 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, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the player terminal 1500. The control board 1550 in FIG. 2 corresponds to this.

[0186] And the terminal processing unit 200 in the present embodiment has a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.

[0187] The client control unit 260 performs control as a client in the client - server system. Specifically, it performs various controls for playing an online game and various controls for receiving member services other than the online game.

[0188] The timing unit 280 performs timing of the current date and time, a time limit, etc. using the system clock.

[0189] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back an audio file, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390.

[0190] The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290. The speaker 1510 in FIG. 2 corresponds to this.

[0191] The image generation unit 292 generates various images (for example, images such as the play screen of an online game) based on the control of the client control unit 260. Then, it outputs an image signal for displaying them on the image display unit 392. In the example of FIG. 2, the GPU (Graphics Processing Unit) and the graphic controller mounted on the control board 1550 correspond to this.

[0192] The image display unit 392 is realized by a device that displays an image, such as a flat panel display, a head-mounted display, a projector, etc. In the example of FIG. 2, the touch panel 1506 corresponds to this.

[0193] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394.

[0194] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.

[0195] The terminal memory unit 500 stores programs for enabling the terminal processing unit 200 to realize given functions, various data, and the like. Further, it is used as a work area for the terminal processing unit 200, and temporarily stores calculation results obtained when the terminal processing unit 200 executes various programs, input data input from the operation input unit 100, and the like. Such functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, the IC memory 1552 and the memory card 1540 mounted on the control board 1550 correspond to this. A configuration using online storage is also possible.

[0196] Specifically, the terminal memory unit 500 stores a client program 502 (application program) for enabling the terminal processing unit 200 to function as the client control unit 260, and the current date and time 900. Of course, data other than these can also be stored as appropriate. For example, when a part of the functions of the game management unit 210 (see FIG. 9) is shared by the client control unit 260, the game initial setting data 510 (see FIG. 11) may be downloaded from the server system 1100 and stored as appropriate.

[0197] Next, the operation of the game system 1000 will be described. FIGS. 17 to 18 are flowcharts for explaining the flow of processing executed by the server system 1100 related to the execution of an online game. Note that the description of the login of player 2 will be omitted.

[0198] As shown in FIG. 17, the server system 1100 periodically performs management control of the game field 3 (step S10). Specifically, various objects are arranged in the virtual three-dimensional space to configure the game field 3, and operations such as controlling the movement of background objects and NPCs and advancing the game world time are performed.

[0199] In addition, the server system 1100 periodically controls the player character 4 separately for each player 2 (step S12), and periodically performs the establishment point selection display process separately for each player 2 (step S14). Then, based on the progress of these processes, the game screen 12 is updated periodically for each player 2 (step S16). The establishment points displayed on the updated game screen 12 are only the establishment points 10 that were the display targets in step S14.

[0200] When an establishment start operation is detected at the player terminal 1500 (YES in step S20), the server system 1100 executes an establishment point setting process that designates the player 2 of the operated player terminal 1500 as the establishment player 2s (step S22; see FIGS. 5 to 6). Along with this, new establishment point management data 720 is created in the game management data 700 (see FIG. 15), and new establishment history data 630 is created in the user management data 600 of the interrupted player 2h (see FIG. 14). Also, when an establishment price 542 is set for the establishment point 10 to be established, the price is collected. That is, if the price is in currency, the server system 1100 executes credit card settlement processing, and if it is virtual currency, it executes electronic payment processing. That is, a charging process is performed. If the price is in-game currency, consumption of items, or consumption of ability parameter values of the player character 4 such as physical strength values, then those consumption processes are performed.

[0201] Next, when the player character 4 approaches the establishment point 10 that is the display target for that player 2 (YES in step S30), the server system 1100 regards the player 2 of the player character 4 as the interrupted player 2h, and causes the utilization operation screen 30 (see FIG. 7) to be displayed on the player terminal 1500 of that player (step S32). Along with this, when the information display operation icon 34 is operated, the server system 1100 appropriately controls the display of the information display screen 40.

[0202] Then, when a start operation is detected on the player terminal 1500 (YES in step S34), the server system 1100 regards that a game interruption in the form of interruption of using the establishment points is selected and executes an interruption process (step S36). Along with this, in the user management data 600 (see FIG. 14) of the interrupted player 2h, the game save data 610 is updated, new interruption history data 632 is created, and new establishment point usage history data 634 is created.

[0203] Also, when a data save operation is detected on the player terminal 1500 for the player character 4 that is in the game field 3 not near the establishment point 10 and not at the save point 7 (YES in step S50), the server system 1100 updates the game save data 610 regarding the player 2 of the player character 4 as an interrupted player 2h, regarding it as an interruption of not using the establishment point (step S52). As a result, the game save data 610 in the user management data 600 (see FIG. 14) of the interrupted player 2h is updated, but the interruption type is set to "not used". Also, new interruption history data 632 is created.

[0204] Next, when the server system 1100 detects a logout operation on the same player terminal 1500 within a predetermined time range following the data save operation detected in step S50 (YES in step S54), it executes a first disadvantage-imposing process (step S56). That is, after making the player character 4 of the player 2 who has logged out in an operation-invalid state (a state where the player cannot operate) for a given time period, it executes the logout process of the player 2.

[0205] Moving on to FIG. 18, when a game interruption operation is detected for the player character 4 at the save point 7 (YES in step S70), the server system 1100 regards the player 2 of the player character 4 as an interrupted player 2h, updates the game save data 610 regarding it as an interruption of not using the establishment point, and logs out the player 2 (step S72).

[0206] Also, when a game restart operation is detected at the player terminal 1500 (YES in step S80), if the interruption format of the latest game save of player 2 who performed the game restart operation is "interruption using establishment points" (interruption in step S82), the server system 1100 regards the player as a restart player and restarts the game from the establishment points 10 used at the previous game interruption (step S84). The establishment points 10 used at the previous game interruption can be determined by referring to the game save data 610 and the latest establishment point usage history data 634 of the user management data 600 (see FIG. 14) of player 2 who performed the game restart operation.

[0207] Subsequently, the server system 1100 executes an effect granting process (step S86). Specifically, definition data for which the application requirements 563 are satisfied is searched from the effect granting definition data 560 (see FIG. 13). If there is establishment player-oriented effect granting content data 566 in the searched definition data, the content is granted to the establishment player 2s of the establishment points 10 used at the previous game interruption. The establishment player 2s can be found from the establishment player account list 724 associated with the establishment point ID 721 (see FIG. 15) for the usage establishment point ID indicated by the latest establishment point usage history data 634 (see FIG. 14) of the restart player. If there is interruption player-oriented effect granting content data 567 in the searched definition data, the content is granted to the restart player.

[0208] The effect granting definition data 560 can describe conditions involving various elements according to the description of the application requirements 563. And for each different application requirement 563, establishment player-oriented effect granting content data 566 and interruption player-oriented effect granting content data 567 can be set. Therefore, if the effect granting definition data 560 is appropriately set, in step S86, effect change control for changing the content of the effect 6 to be granted is substantially performed.

[0209] On the other hand, if the interruption format of the latest game save of player 2 who has performed a game restart operation is "interruption without using establishment points" (non-use interruption in step S82), the player is regarded as a restart player, and a second disadvantage process is executed (step S90).

[0210] That is, in the latest game save data 610, if the interruption format indicates "interruption without using establishment points" and a used save point ID is set, the save point 7 indicated by the ID is regarded as the restart point, and the game is restarted from there. Also, if the interruption format indicates "interruption without using establishment points" and the used save point ID is not set but the data save position coordinates are set, the save point 7 closest to the position coordinates is searched for, the searched save point 7 is regarded as the restart point, and the game is restarted from there.

[0211] Furthermore, the server system 1100 regards player 2 who has performed a game restart operation as a restart player and executes a third disadvantage process (step S92). Specifically, definition data that satisfies the application requirements is searched for from the disadvantage definition data 580 (see FIG. 10), and the disadvantage content data of the searched definition data is given to the restart player.

[0212] Also, the server system 1100 constantly monitors whether definition data that satisfies the application requirement 553 occurs among the relationship change pattern definition data 550 (see FIG. 12). If definition data that satisfies the application requirement 553 occurs (YES in step S100), the player relationship management data 605 is added or updated according to what is defined in the definition data (step S102).

[0213] In addition, the server system 1100 monitors the occurrence of the installation point 10 where the installation elapsed time from the installation date and time 722 to the current date and time 900 has reached the service life reach value 537 (see FIG. 11), deletes the installation point management data 720 (see FIG. 15) of the corresponding installation point 10, and if the installation player 2s is in the middle of playing, causes the player terminal 1500 of the player to display a notification of the deletion of the installation point 10 (step S104).

[0214] In addition, the server system 1100 monitors the input of an additional investment start operation by the player 2. When the server system 1100 detects a predetermined additional investment start operation at the player terminal 1500 (YES in step S110), it executes an additional investment process (step S112).

[0215] In the additional investment process, the server system 1100 refers to the installation history data 630 (see FIG. 14) of the player of the player terminal 1500 that detected the operation, presents the installation points 10 installed by the player as options for additional investment target installation points at the player terminal 1500, and accepts the input of the additional investment amount. The unit of the additional investment amount shall be the same unit as the installation consideration 542. The options for the additional investment target installation points may target all existing installation points 10.

[0216] Then, when obtaining the selection result of the additional investment target installation point and the information on the additional investment amount from the player terminal 1500, the server system 1100 performs a collection process for the additional investment amount (for example, credit card payment, virtual currency electronic payment, consumption of items, etc.), and adds the additional investment amount to the additional investment data 727 of the installation point 10 targeted for additional investment and updates it.

[0217] In the additional investment process, the server system 1100 searches for definition data that meets the additional investment amount reach condition from the additional investment effect definition data 544 of the operation point definition data 530 (see FIG. 11) corresponding to the additional investment target operation point, and reflects the operation point setting change content in the operation point management data 720 of the additional investment target operation point.

[0218] Note that steps S110 and S112 may be executed between step S34 and step S36, or between step S84 and step S86. In this case, if the options for the additional investment target operation point are limited to the operation point 10 used during the interruption of the operation point usage, player 2 who resumes the game can make additional investments even in operation point 10 that he / she does not operate himself / herself, as long as it is an operation point 10 that he / she uses or has used.

[0219] Steps S10 to S104 are repeated until the game satisfies a predetermined end condition (NO in step S130).

[0220] As described above, according to the present embodiment, it is possible to provide a technique that creates a new interest that makes players feel the presence of other players regarding the interruption and resumption of game play represented by logout / login.

[0221] That is, player 2 can operate operation point 10 in game field 3 and interrupt the game using operation point 10 set by himself / herself or operation point 10 set by another player as a save point. When the game is interrupted using operation point 10, the process of giving effect 6 is performed on either or both of the operating player 2s who is the operator of the operation point 10 and the interrupting player 2h who is the user of the operation point. Such a game interruption mechanism does not exist in conventional games and can create a new interest that makes players feel the presence of other players.

[0222] In addition, depending on whether the game interruption format is an interruption of use or an interruption of non-use, a difference can be made in the restart point when the game is restarted. In the case of an interruption of use, since the established point used can be set as the restart point (any point where the established point was set), it is advantageous for the player.

[0223] Also, as a disadvantage, the player character 4 of the interrupted player 2h who has been interrupted for a while is made inoperable on the game field 3. It is possible to expect an effect of preventing the interrupted player from attempting what is called "logging out to escape," that is, trying to act as if they had not fallen into an unfavorable situation.

[0224] In addition, the content of the effect 6 given changes based on the type of established point used, the elapsed time (length of interruption time) from the interruption until the interrupted player resumes the game play, the number of established players involved in the establishment of one established point, the environmental settings of the place where the established point was established, the number of times the same established point was used, the relationship between the established player and the interrupted player regarding the established point related to the interruption of use, and so on. Therefore, new interests related to the interruption and restart of the game are generated.

[0225] When the effect 6 is given to both the established player and the interrupted player, or when the content of the effect 6 changes based on the relationship between the established player and the interrupted player, the unique interests brought about by many players 2 playing together, such as in an MMO game, are demonstrated.

[0226] 〔Modification Example〕 As described above, an example of an embodiment to which the present invention is applied has been explained, but the applicable forms of the present invention are not limited to the above forms, and components can be added, omitted, or changed as appropriate.

Explanation of Reference Numerals

[0227] 2... Player 2h... Interrupted Player 2s... Established Player 3…Game field 4…Player character 6…Effect 7…Save point 10…Operation point 14…Operation location 20…Operation screen 22…Operation location information display section 24…Operation point type selection section 30…Usage operation screen 40…Information display screen 200s…Server processing section 210…Game management section 212…Operation point management section 214…Interruption control section 216…Effect application processing control section 217…Effect change control section 218…Game world clock timing section 220…Restart control section 222…Player relationship change section 224…Disadvantage application processing control section 226…Operation location information providing control section 228…Operation point selection display control section 500s…Server memory section 501…Server program 502…Client program 510…Game initial setting data 515…Operation location information 516…Save point definition data (restart location setting data) 530…Operation point definition data 531…Operation point type 532…Required operation number of people 535…Available period (compatible time length) 537…Lifetime arrival value 540…Operation point attribute information 550…Relationship change pattern definition data 553…Application requirements 553c…Operation point usage times condition 556…Relationship change content data 560…Effect application definition data 563…Applicable requirements 563a…Types and conditions of establishment points 563b…Establishment environment conditions 563c…Usage history conditions 563d…Player relationship conditions 563e…Interruption duration conditions 566…Data on effects given to the operating player 567…Data on effects given to the interrupted player 580…Adverse definition data 600…User management data 603…Player attribute information 605…Player relationship management data 610…Game save data 630…Operating history data 632…Interruption history data 634…Operating point usage history data 700…Game management data 701…Game world time 710…Player - specific play data 720…Operating point management data 730…Operating point selection and display setting data 1000…Game system 1100…Server system 1500…Player terminal

Claims

1. A computer system for controlling the interruption and resumption of the gameplay of each player in a multiplayer game, at any location in the game field of the multiplayer game, a setup point management means for setting a setup point that a setup player can use to interrupt the gameplay based on the operation of the setup player, and managing the association between the setup point and the setup player, based on the operation of an interrupt player who interrupts the gameplay different from the setup player, 1) an interruption using the setup point, which is an interruption of the gameplay using the setup point, and 2) a non-use interruption, which is an interruption of the gameplay without using the setup point, interruption control means for enabling control, when the use interruption is performed, an effect giving process control means for performing an effect giving process of giving a given effect on the gameplay that cannot be obtained when the non-use interruption is performed to the setup player of the setup point used at the time of the use interruption, and / or the interrupt player (hereinafter collectively referred to as the "effect giving target player"), A computer system comprising:

2. Game world time measuring means for automatically measuring and advancing the game world time in the multiplayer game regardless of the presence or absence of the interrupt player, The computer system according to claim 1, further comprising:

3. Resume control means for controlling the resumption of the gameplay of the interrupt player to be from 1) the setup point used at the time of the use interruption when the interruption is caused by the use interruption, and 2) a given resume point when the interruption is caused by the non-use interruption, The computer system according to claim 1 or 2, further comprising:

4. The effect giving process control means performs the effect giving process when the effect giving target player resumes the gameplay, The computer system according to any one of claims 1 to 3.

5. The effect giving process control means has an effect change control means for changing the effect to be given, The computer system according to any one of claims 1 to 4.

6. There are multiple types of the setup points, The setup point management means further manages the type of the setup point, The effect change control means changes the effect to be given based on the type of the setup point used at the time of the use interruption, The computer system according to claim 5.

7. For each type of the setup points, an adaptation time length related to the interruption time length from the interruption to the resumption of the game play is associated, and the effect change control means changes the effect to be imparted based on the adaptation time length associated with the type of the setup point used at the time of the use interruption and the interruption time length from the use interruption until the interrupted player resumes the game play. The computer system according to claim 6.

8. Among the setup points, there are types setup by a plurality of the setup players, and the effect change control means changes the effect to be imparted based on whether or not the setup point used at the time of the use interruption is a setup point setup by a plurality of the setup players. The computer system according to claim 6 or 7.

9. The effect change control means changes the effect to be imparted based on the setup environment of the setup point in the game field. The computer system according to any one of claims 5 to 8.

10. The effect application target players include at least the interrupted player, and the effect change control means changes the effect to be imparted to the interrupted player included in the effect application target players based on the number of times the interrupted player has used the setup point related to the use interruption. The computer system according to any one of claims 5 to 9.

11. The effect change control means changes the effect to be imparted based on the relationship between the setup player of the setup point related to the use interruption and the interrupted player of the use interruption. The computer system according to any one of claims 5 to 10.

12. Player relationship change means for changing the relationship between the interrupted player and the setup player of the setup point based on the number of times the interrupted player has used the setup point related to the use interruption; The computer system according to any one of claims 1 to 11, further comprising the same.

13. The setup point management means manages the setup elapsed time for each setup point, and erases the setup of the setup point when the setup elapsed time reaches a given lifetime value. The computer system according to any one of claims 1 to 12.

14. When the non-use interruption is performed, a disadvantage-imposing process control means for performing a disadvantage-imposing process of imposing a given disadvantage in game play that cannot be obtained when the use interruption is performed on the interrupted player who performed the non-use interruption. The computer system according to any one of claims 1 to 13, further comprising the same.

15. The disadvantage-imposing process is a process of temporarily disabling the operation of the player character of the interrupted player when the interruption operation due to the non-use interruption by the interrupted player is performed. The computer system according to claim 14.

16. A site information providing means for providing the site player with information on the site where the site is established, including at least information on the establishment environment, when the site is established. The computer system according to any one of claims 1 to 15, further comprising the same.

17. An attribute is defined for each establishment point. An attribute is defined for each player. An establishment point selection display control means for selecting and controlling the establishment points that can be displayed to the interrupted player based on the attribute of the interrupted player and the attribute of each establishment point. The computer system according to any one of claims 1 to 15, further comprising the same.

18. A server system that is the computer system according to any one of claims 1 to 17, A player terminal of the player that communicates with the server system and undertakes the function of a man-machine interface. A game system comprising the same.

Citation Information

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