Server device, control method for server device, game system, and program
The described technology addresses the bias in game element selection by using a program and server device to analyze and balance the usage of game elements across multiple events in a game tournament, ensuring fair representation and strategic player choices.
Patent Information
- Application Number
- JP2024063690
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-11
- Publication Date
- 2025-06-09
- Estimated Expiration
- 2041-08-30
AI Technical Summary
Conventional game technologies experience bias in game element selection by players, particularly in game tournaments, leading to an uneven representation of game elements.
A program and server device configuration that include acquisition and determination units to analyze element information and determine the usage status and ability of game elements across multiple events in a game tournament, ensuring fair representation.
The solution reduces bias in game element selection by providing a fair and balanced representation of game elements in tournaments, enhancing the strategic nature of player choices and maintaining game balance.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a server device, a control method for the server device, a game system, and a program.
Background Art
[0002] Techniques for a player to select game elements such as characters related to a game and objects related to the game have become widespread. For example, Patent Document 1 discloses a technique for a player to select a game element to be used in an event related to the game from among a plurality of game elements related to the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, generally, a player tends to select a game element that suits the player's preference from among a plurality of game elements. For this reason, according to the conventional technology, there is a problem that a bias occurs in the game elements selected by the player among the plurality of game elements. And such a problem becomes prominent particularly in a game tournament composed of a plurality of events related to the game. Specifically, as a result of a plurality of players participating in the game tournament selecting game elements to be used in a plurality of events constituting the game tournament, the game elements that appear in the game tournament may be biased towards some of the plurality of game elements.
[0005] The present invention has been made in view of the above circumstances, and one of the problems to be solved is to provide a technology that can reduce the bias of game elements selected by players, particularly the bias of game elements selected in a game tournament.
Means for Solving the Problems
[0006] In order to solve the above problems, a program according to an aspect of the present invention causes a processor to include one or more first events related to a game and one or more second events related to the game that start after a part or all of the one or more first events end, and are composed of a plurality of events related to the game in a game tournament in which a plurality of players participate. An acquisition unit that acquires element information regarding game elements selected by each of the plurality of players from among the plurality of game elements for use in the event, and a determination unit that determines the ability of the game elements used in the event regarding the progress of the event. The determination unit, based on the element information acquired by the acquisition unit, identifies the usage status of a game element selected by a first player from among the plurality of game elements for use in the second event in the first event by one or more players including at least a second player different from the first player among the plurality of players. A usage status identification unit, and an ability determination unit that determines the ability of the game element regarding the progress of the event in the second event based on the identification result by the usage status identification unit.
[0007] In addition, a server device according to another aspect of the present invention is configured by a plurality of events related to a game, including one or more first events related to the game and one or more second events related to the game that start after a part or all of the one or more first events end. In a game tournament in which a plurality of players participate, for use in the events, an acquisition unit that acquires element information regarding a game element selected by each of the plurality of players from among the plurality of game elements, and a determination unit that determines an ability regarding the progress of the event of the game element used in the event are provided. The determination unit includes a usage situation specifying unit that specifies the usage situation of the one game element selected by a first player from among the plurality of game elements for use in the second event by one or more players including at least a second player different from the first player among the plurality of players, based on the element information acquired by the acquisition unit, and an ability determination unit that determines the ability regarding the progress of the event of the one game element in the second event based on the specification result by the usage situation specifying unit.
[0008] Moreover, a control method for a server device according to another aspect of the present invention causes a processor of the server device to function as an acquisition unit that acquires element information regarding game elements selected by each of a plurality of players from among a plurality of game elements for use in an event in a game tournament in which a plurality of players participate and that is composed of a plurality of events related to the game, the plurality of events including one or more first events related to the game and one or more second events related to the game that start after some or all of the one or more first events end, and a determination unit that determines an ability regarding the progress of the event of the game elements used in the event. The determination unit includes a usage situation specifying unit that specifies the usage situation of one game element selected by a first player from among the plurality of game elements for use by the first player in the second event among the plurality of players, including at least a second player different from the first player, in the first event based on the element information acquired by the acquisition unit, and an ability determination unit that determines the ability regarding the progress of the event of the one game element in the second event based on the specification result by the usage situation specifying unit.
[0009] In addition, a game system according to another aspect of the present invention includes one or more first events related to a game, and one or more second events related to the game that are started after a part or all of the one or more first events end. In a game tournament in which a plurality of players participate and which is composed of a plurality of events related to the game, for use in the events, an acquisition unit that acquires element information regarding a game element selected by each of the plurality of players from among the plurality of game elements, and a determination unit that determines an ability regarding the progress of the event of the game element used in the event. The determination unit includes a usage situation specifying unit that specifies the usage situation of the one game element selected by a first player from among the plurality of game elements for use by the first player in the second event, among the plurality of players, including at least a second player different from the first player, in the first event, and an ability determination unit that determines the ability regarding the progress of the event of the one game element in the second event based on the specification result by the usage situation specifying unit.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, since the embodiments described below are preferred specific examples of the present invention, various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless otherwise specifically stated to limit the present invention in the following description.
[0012] [A. Embodiment] Hereinafter, embodiments of the present invention will be described.
[0013] [1. Overview of Information Processing System] Hereinafter, the overview of the information processing system Sys will be described with reference to FIGS. 1 to 4.
[0014] FIG. 1 is an explanatory diagram for explaining an example of the outline of the configuration of the information processing system Sys according to the present embodiment.
[0015] As illustrated in FIG. 1, the information processing system Sys includes a game system SysG including a plurality of game devices 1-1 to 1-N, a plurality of display devices 2-1 to 2-N provided corresponding to the plurality of game devices 1-1 to 1-N, and a tournament management server 3 (an example of a "server device") capable of communicating with the game device 1 via a network NW. Here, the value N is a natural number of 2 or more. Hereinafter, among the plurality of game devices 1-1 to 1-N, the nth game device 1 is referred to as a game device 1-n. Here, the value n is a natural number satisfying 1 ≦ n ≦ N. Further, hereinafter, among the plurality of display devices 2-1 to 2-N, the nth display device 2 is referred to as a display device 2-n.
[0016] Further, the information processing system Sys includes a video editing device 5 that can communicate with a game system SysG via a network NW, a video distribution server 6 that can communicate with the video editing device 5 via the network NW, and a plurality of terminal devices 7-1 to 7-W that can communicate with the video distribution server 6 via the network NW. Here, the value W is a natural number of 2 or more. Hereinafter, among the plurality of terminal devices 7-1 to 7-W, the w-th terminal device 7 is referred to as the terminal device 7-w. Here, the value w is a natural number satisfying 1 ≦ w ≦ W. Further, hereinafter, among the information processing system Sys, a system including the game system SysG, the video editing device 5, and the video distribution server 6 is referred to as a video distribution system SysH. Note that as the terminal device 7, any information processing device connectable to the network NW such as a smartphone, a mobile phone, or a personal computer can be adopted.
[0017] In the present embodiment, it is assumed as an example that the game device 1-n is a home game device. However, any information processing device can be adopted as the game device 1-n. For example, the game device 1-n may be a business game device installed in a store or a game facility, a mobile device such as a mobile phone or a smartphone, or a stationary information device such as a personal computer.
[0018] In the present embodiment, the game device 1-n can execute a fighting game (an example of the "game"). Hereinafter, a player PL who plays the fighting game executed on the game device 1-n is referred to as a player PL[n].
[0019] Further, in the present embodiment, when the game device 1-n executes a fighting game, the game device 1-n can cause a display unit 20-n provided on a display device 2-n corresponding to the game device 1-n to display a video related to the fighting game executed by the game device 1-n. Hereinafter, the video related to the fighting game that the game devices 1-n cause the display unit 20-n to display is referred to as a display game video DG-n. In the present embodiment, the display game video DG-n may be a display still image FG-n that is updated every unit period (for example, a period of 1 / 60 second). Here, the display still image FG-n is a still image displayed on the display unit 20-n in each unit period.
[0020] Also, in the present embodiment, among the plurality of game devices 1-1 to 1-N, one game device 1 can communicate with other game devices 1 via the network NW. And one game device 1 can transmit information regarding the fighting game being executed by one game device 1 to other game devices 1. Also, other game devices 1 can transmit information regarding the fighting game being executed by other game devices 1 to one game device 1. For this reason, in the present embodiment, one player PL who plays a fighting game on one game device 1 and another player PL who plays a fighting game on other game devices 1 can hold a match MT (an example of an "event") related to the fighting game.
[0021] In the present embodiment, it is assumed that the number of players PL who can participate in one match MT is two. And hereinafter, among the plurality of players PL[1] to PL[N], the two players PL who fight in the match MT may be referred to as player PL[n1] and player PL[n2]. Here, the value n1 is a natural number satisfying 1 ≦ n1 ≦ N. Also, the value n2 is a natural number satisfying 1 ≦ n2 ≦ N.
[0022] FIG. 2 is an explanatory diagram for explaining an example of a match MT related to a fighting game.
[0023] In the present embodiment, when player PL[n1] and player PL[n2] play a match MT related to a fighting game, on the display unit 20-n1 corresponding to the game device 1-n1 on which player PL[n1] plays the fighting game, a display game video DG-n1 generated by the game device 1-n1 is displayed. As illustrated in FIG. 2, the display game video DG-n1 shows a state where the character C(n1) operated by player PL[n1] and the character C(n2) operated by player PL[n2] fight against each other. Specifically, the display game video DG-n1 includes a character image GC(n1) representing the character C(n1) and a character image GC(n2) representing the character C(n2). Further, the display game video DG-n1 includes a current physical strength value image GGB1(n1) representing a current physical strength value GB1(n1) which is a value indicating the current physical strength of the character C(n1), and a current physical strength value image GGB1(n2) representing a current physical strength value GB1(n2) which is a value indicating the current physical strength of the character C(n2). Note that on the display unit 20-n2 corresponding to the game device 1-n2 on which player PL[n2] plays the fighting game, a display game video DG-n2 similar to the display game video DG-n1 is also displayed.
[0024] In the present embodiment, it is assumed that in the fighting game, there are M types of characters C-1 to C-M. Here, the value M is a natural number of 2 or more. Hereinafter, among the M types of characters C-1 to C-M, the m-th type of character C is referred to as character C-m. Here, the value m is a natural number satisfying 1 ≦ m ≦ M. And in the present embodiment, when each player PL[n] participates in the match MT, each player PL[n] can select a character C-m to be used by the player PL[n] in the match MT from among the M types of characters C-1 to C-M. Note that in the present embodiment, each of the M types of characters C-1 to C-M is an example of a "game element".
[0025] Also, in this embodiment, the game system SysG can hold a tournament related to a fighting game in which a plurality of players PL[n] to PL[N] participate. Hereinafter, the tournament related to the fighting game held by the game system SysG is referred to as a fighting game tournament GT (an example of a "tournament").
[0026] FIG. 3 is an explanatory diagram for explaining an example of the fighting game tournament GT.
[0027] As illustrated in FIG. 3, in this embodiment, as an example, it is assumed that the fighting game tournament GT is a tournament in a tournament format. Specifically, in this embodiment, it is assumed that the fighting game tournament GT is a tournament in a tournament format from the first round to the Qth round. Here, the value Q is a natural number of 2 or more. Hereinafter, among the plurality of matches MT that make up the fighting game tournament GT, it is assumed that there are only R(q) matches corresponding to the qth round (the number of matches). Here, the value q is a natural number satisfying 1 ≤ q ≤ Q. Also, the value R(q) is a natural number of 1 or more. Also, hereinafter, among the R(q) matches corresponding to the qth round, the rth match is referred to as match MT[q][r]. Here, the value r is a natural number satisfying 1 ≤ r ≤ R(q). Also, hereinafter, the set of R(q) matches corresponding to the qth round is referred to as match group GP[q]. That is, the match group GP[q] consists of R(q) matches of matches MT[q][1] to MT[q][R(q)]. Also, in this embodiment, it is assumed that each player PL[n] can participate in only 1 match MT[q][r] out of the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] of the fighting game tournament GT. That is, in this embodiment, it is assumed that {2*R(q)} players PL participate in the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] of the fighting game tournament GT.
[0028] In this embodiment, the tournament management server 3 manages the progress of the fighting game tournament GT. Specifically, in this embodiment, the tournament management server 3 determines two players, player PL[n1] and player PL[n2], who will compete in each of the plurality of matches MT that make up the fighting game tournament GT. Also, the tournament management server 3 starts each of the plurality of matches MT that make up the fighting game tournament GT. Specifically, the tournament management server 3 starts the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] after all of the R(q - 1) matches MT[q - 1][1] to MT[q - 1][R(q - 1)] belonging to the match group GP[q - 1] have ended (in this paragraph, for the sake of convenience of explanation, it is assumed that the value q is a natural number satisfying 2 ≤ q ≤ Q). Also, when each of the plurality of matches MT that make up the fighting game tournament GT ends, the tournament management server 3 manages the result of that match MT.
[0029] As described above, in this embodiment, the tournament management server 3 manages the progress of the fighting game tournament GT, but the present invention is not limited to such a mode. For example, the organizer of the fighting game tournament GT (for example, the operator of the tournament management server 3, etc.) may manually manage part or all of the progress of the fighting game tournament GT. Specifically, the organizer of the fighting game tournament GT may determine the two players, player PL[n1] and player PL[n2], who will compete in each of the plurality of matches MT that make up the fighting game tournament GT. Also, the organizer of the fighting game tournament GT may start each of the plurality of matches MT that make up the fighting game tournament GT. Also, when each of the plurality of matches MT that make up the fighting game tournament GT ends, the organizer of the fighting game tournament GT may manage the result of that match MT.
[0030] FIG. 4 is a sequence chart for explaining an example of an outline of the operation of the information processing system Sys according to the present embodiment. Specifically, in FIG. 4, a player PL[n1] who plays a fighting game on the game device 1-n1 and a player PL[n2] who plays a fighting game on the game device 1-n2 are illustrated in the case of competing in a match MT related to a fighting game tournament GT. In the description related to FIG. 4, the game device 1-n1 and the game device 1-n2 may be collectively referred to as the game device 1-n.
[0031] As illustrated in FIG. 4, when a player PL[n1] who plays a fighting game on the game device 1-n1 and a player PL[n2] who plays a fighting game on the game device 1-n2 compete in a match MT related to a fighting game tournament GT, the game device 1-n1 and the game device 1-n2 execute the fighting game and advance the match MT related to the fighting game (S1). Specifically, in step S1, the game device 1-n1 acquires operation information JOP-n1 indicating the operation content of the game device 1-n1 by the player PL[n1], and supplies the operation information JOP-n1 to the game device 1-n2. Also, in step S1, the game device 1-n2 acquires operation information JOP-n2 indicating the operation content of the game device 1-n2 by the player PL[n2], and supplies the operation information JOP-n2 to the game device 1-n1. Then, in step S1, the game device 1-n1 generates game progress information JFD-n1 indicating the situation of the virtual space Fd related to the fighting game based on the operation information JOP-n1 and the operation information JOP-n2. And the game device 1-n1 updates the game progress information JFD-n1 based on the operation information JOP-n1 and the operation information JOP-n2 to advance the match MT related to the fighting game. Also, in step S1, the game device 1-n2 generates game progress information JFD-n2 indicating the situation of the virtual space Fd related to the fighting game based on the operation information JOP-n1 and the operation information JOP-n2. And the game device 1-n2 updates the game progress information JFD-n2 based on the operation information JOP-n1 and the operation information JOP-n2 to advance the match MT related to the fighting game. Here, the situation of the virtual space Fd related to the fighting game is, for example, one or both of the situations of various characters C existing in the virtual space Fd related to the fighting game and the situations of various objects existing in the virtual space Fd related to the fighting game. Among these, the situation of the character C is, for example, part or all of the physical strength of the character C, and the position, posture, movement, movement direction, and movement speed of the character C in the virtual space Fd. Also, the situation of the object is, for example, part or all of the position, posture, movement, movement direction, and movement speed of the object in the virtual space Fd. Note that in this embodiment, the game progress information JFD-n1 and the game progress information JFD-n2 may be the same information.
[0032] As illustrated in FIG. 4, the game device 1-n generates display game video information JDG-n indicating a display game video DG-n based on game progress information JFD-n, and supplies the display game video information JDG-n to the video editing device 5 (S2). Specifically, the game device 1-n1 generates display game video information JDG-n1 indicating a display game video DG-n1 based on game progress information JFD-n1 in step S2, and supplies the display game video information JDG-n1 to the video editing device 5. Also, the game device 1-n2 generates display game video information JDG-n2 indicating a display game video DG-n2 based on game progress information JFD-n2 in step S2, and supplies the display game video information JDG-n2 to the video editing device 5. Note that in this embodiment, the display game video information JDG-n1 and the display game video information JDG-n2 may be the same information. Also, in this embodiment, as described above, the display game video DG-n is a video obtained by updating the display still image FG-n every unit time. Also, in this embodiment, the display still image FG-n is a still image obtained by imaging a virtual space Fd related to a fighting game with a virtual camera provided in the virtual space Fd. That is, the game device 1-n generates display game video information JDG-n indicating a display game video DG-n, which is a display still image FG-n updated every unit time, by imaging the virtual space Fd related to the fighting game with the virtual camera provided in the virtual space Fd every unit time. Note that the display game video information JDG-n may be information indicating the display still image FG-n updated in real time every unit time, information indicating a set of a plurality of display still images FG-n corresponding one-to-one to a plurality of unit periods, or information obtained by adding voice related to the fighting game to these.
[0033] As illustrated in FIG. 4, the video editing device 5 generates distribution game video information JDH based on the display game video information JDG-n, and supplies the distribution game video information JDH to the video distribution server 6 (S3). Specifically, in step S3, the video editing device 5 generates the distribution game video information JDH based on one or both of the display game video information JDG-n1 supplied from the game device 1-n1 and the display game video information JDG-n2 supplied from the game device 1-n2. Here, the distribution game video information JDH is information indicating the distribution game video DH, which is a video related to the match MT of the fighting game progressing in the game devices 1-n1 and 1-n2. Also, the distribution game video DH may be the distribution still image FH updated every unit time. Here, the distribution still image FH may be an image including the same still image as the display still image FG-n indicated by the display game video information JDG-n, or may be an image including a still image with the resolution of the display still image FG-n indicated by the display game video information JDG-n changed. Specifically, the distribution still image FH may be an image including one or both of the same still image as the display still image FG-n1 indicated by the display game video information JDG-n1 and the same still image as the display still image FG-n2 indicated by the display game video information JDG-n2, or may be an image including one or both of a still image with the resolution of the display still image FG-n1 indicated by the display game video information JDG-n1 changed and a still image with the resolution of the display still image FG-n2 indicated by the display game video information JDG-n2 changed. Note that the distribution game video information JDH may be information indicating the distribution still image FH updated in real time every unit period, or may be information indicating a set of a plurality of distribution still images FH corresponding one-to-one to a plurality of unit periods, or may be information with the addition of audio related to the fighting game to these.
[0034] As illustrated in FIG. 4, when the video distribution server 6 receives a playback request (not shown) for the distribution game video DH from the terminal device 7-w, the video distribution server 6 supplies the distribution game video information JDH to the terminal device 7-w (S4).
[0035] As illustrated in FIG. 4, when the terminal device 7-w receives the distribution game video information JDH, it plays the distribution game video DH indicated by the distribution game video information JDH (S5).
[0036] As described above, the information processing system Sys according to the present embodiment enables each of the terminal devices 7-1 to 7-W to play a distribution game video DH representing the state of each match MT related to the fighting game tournament GT in which the game devices 1-1 to 1-N participate. That is, the information processing system Sys according to the present embodiment enables the user of the terminal device 7-w to view the state of the fighting game tournament GT.
[0037] [2. Functions of Tournament Management Server] Hereinafter, the functions of the tournament management server 3 provided in the information processing system Sys will be described with reference to FIGS. 5 and 6.
[0038] FIG. 5 is a configuration diagram showing an example of the hardware configuration of the tournament management server 3.
[0039] As illustrated in FIG. 5, the tournament management server 3 includes a processor 3001 that controls each part of the tournament management server 3, a storage device 3003 that stores various information, an operation device 3004 that receives operations by an operator of the tournament management server 3, and a communication device 3005 that communicates with an external device existing outside the tournament management server 3.
[0040] The storage device 3003 includes a volatile memory such as a RAM (Random Access Memory) that functions as a working area of the processor 3001, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information. In addition, the storage device 3003 stores player management information JP which is information about N players PL[1] to PL[N] participating in the fighting game tournament GT, character basic information JC which is information about M types of characters C-1 to C-M that can appear in the fighting game, tournament management information JM which is information about a plurality of matches MT that make up the fighting game tournament GT, character usage status management information JS (an example of "element information") which is information about the usage status of M types of characters C-1 to C-M in the fighting game tournament GT, and character current ability management information JG which is information about the abilities of M types of characters C-1 to C-M in the fighting game tournament GT. The storage device 3003 also stores a control program PG for controlling each part of the tournament management server 3. The various types of information stored in the storage device 3003 will be described later.
[0041] The processor 3001 is configured to include, for example, one or more CPUs (Central Processing Units). The processor 3001 executes the control program PG stored in the storage device 3003 and functions as a control unit 30 that controls each part of the tournament management server 3 by operating according to the control program PG. In addition to or instead of one or more CPUs, the processor 3001 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array). In this case, part or all of the control unit 30 realized by the processor 3001 may be realized by hardware such as a DSP.
[0042] The operation device 3004 is composed of, for example, one or more devices such as a keyboard and a mouse, and accepts the operations of the operator of the tournament management server 3.
[0043] The communication device 3005 is hardware for communicating with an external device existing outside the tournament management server 3 via one or both of a wired network and a wireless network.
[0044] FIG. 6 is a functional block diagram showing an example of the functional configuration of the control unit 30.
[0045] As illustrated in FIG. 6, the control unit 30 includes a management information acquisition unit 31, a character ability determination unit 32 (an example of a "determination unit") including a character usage status specifying unit 321 and a character current ability determination unit 322, and an image information generation unit 33.
[0046] Among these, the management information acquisition unit 31 (an example of an "acquisition unit") acquires character usage status management information JS from the storage device 3003. Also, the character usage status specifying unit 321 (an example of a "usage status specifying unit") specifies the usage status of characters C-1 to C-M in the R(q - 1) matches MT[q - 1][1] to MT[q - 1][R(q - 1)] belonging to the game group GP[q - 1] based on the character usage status management information JS. Also, the character current ability determination unit 322 (an example of an "ability determination unit") determines the ability of character C-m in the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the game group GP[q] based on the usage status of character C-m in the R(q - 1) matches MT[q - 1][1] to MT[q - 1][R(q - 1)] belonging to the game group GP[q - 1]. Also, the image information generation unit 33 (an example of an "image information generation unit") generates information for displaying an image indicating the ability of character C-m in the display game video DG-n.
[0047] [3. Data Existing in the Tournament Management Server] Hereinafter, various data existing in the tournament management server 3 will be described with reference to FIGS. 7 to 11.
[0048] FIG. 7 is an explanatory diagram showing an example of the data configuration of player management information JP.
[0049] As illustrated in FIG. 7, the player management information JP has N records that correspond one-to-one with N players PL[1] to PL[N] who participate in the fighting game tournament GT. Each record of the player management information JP includes a player ID and player information JPL[n].
[0050] Here, the player ID is information for identifying each player PL[n] from among the N players PL[1] to PL[N] who participate in the fighting game tournament GT.
[0051] Also, the player information JPL[n] is information that includes player name information and player performance information JPLS[n]. Here, the player name information is information indicating the name of the player PL[n]. Also, the player performance information JPLS[n] is information indicating the performance of the player PL[n] in the fighting game tournament GT. Specifically, in the present embodiment, the player performance information JPLS[n] indicates, for example, the score related to the fighting game obtained by the player PL[n] in the fighting game tournament GT, the ranking of the player PL[n] in the fighting game tournament GT, the number of matches MT won by the player PL[n] in the fighting game tournament GT (number of victories), and the number of matches MT lost by the player PL[n] in the fighting game tournament GT (number of defeats).
[0052] FIG. 8 is an explanatory diagram showing an example of the data configuration of character basic information JC.
[0053] As illustrated in FIG. 8, the character basic information JC has M records that correspond one-to-one with M types of characters C-1 to C-M that may appear in the fighting game. Each record of the character basic information JC includes a character ID and character basic characteristic information JCT-m.
[0054] Here, the character ID is information for identifying each type of character C-m from among M types of characters C-1 to C-M that may appear in a fighting game.
[0055] Also, the character basic characteristic information JCT-m is information including character name information and character basic ability information JCK-m. Here, the character name information is information indicating the name of the character C-m.
[0056] Also, the character basic ability information JCK-m is information indicating the ability of the character C-m at the start of a fighting game tournament GT, for example. Specifically, in the present embodiment, the character basic ability information JCK-m is, for example, a basic physical strength value CK1-m that is a value indicating the physical strength of the character C-m at the start of the fighting game tournament GT, a basic attack power CK2-m that is a value indicating the attack power of the character C-m at the start of the fighting game tournament GT, and a basic defense power CK3-m that is a value indicating the defense power of the character C-m at the start of the fighting game tournament GT. Hereinafter, a set of values consisting of the basic physical strength value CK1-m, the basic attack power CK2-m, and the basic defense power CK3-m is referred to as the basic ability CK-m. That is, in the present embodiment, the basic ability CK-m indicated by the character basic ability information JCK-m includes the basic physical strength value CK1-m, the basic attack power CK2-m, and the basic defense power CK3-m.
[0057] Note that in the present embodiment, the basic ability CK-m indicated by the character basic ability information JCK-m includes the basic physical strength value CK1-m, the basic attack power CK2-m, and the basic defense power CK3-m, but the present invention is not limited to such a mode. For example, the basic ability CK-m indicated by the character basic ability information JCK-m may include a basic movement ability related to the actions that can be performed by the character C-m in the match MT immediately after the start of the fighting game tournament GT. Here, the basic movement ability may be, for example, the type of actions that can be performed by the character C-m in the match MT immediately after the start of the fighting game tournament GT, or the number of actions that can be performed by the character C-m in one match MT immediately after the start of the fighting game tournament GT. Note that the actions that can be performed by the character C-m in the match MT may be, for example, common actions of the characters C-1 to C-M, or may be unique actions of the character C-m. Here, the common actions are actions that can be performed by two or more types of characters C among the characters C-1 to C-M, for example, a rest action. Also, the unique actions are actions unique to the character C-m among the characters C-1 to C-M, for example, the action of performing the special move of the character C-m. Also, for example, the basic ability CK-m indicated by the character basic ability information JCK-m may include a basic item usage ability related to the items that can be used by the character C-m in the match MT immediately after the start of the fighting game tournament GT. Here, the basic item usage ability may be, for example, the type of items that can be used by the character C-m in the match MT immediately after the start of the fighting game tournament GT, or the number of items that can be used by the character C-m in one match MT immediately after the start of the fighting game tournament GT. Note that the items that can be used by the character C-m in the match MT may be, for example, common items that can be used by all of the characters C-1 to C-M, or may be unique items that can be used only by the character C-m.
[0058] FIG. 9 is an explanatory diagram showing an example of the data configuration of the tournament management information JM.
[0059] As illustrated in FIG. 9, the tournament management information JM has a plurality of records that correspond one-to-one with a plurality of matches MT that make up the fighting game tournament GT. Each record of the tournament management information JM includes a match ID and match information JMT[q][r].
[0060] Here, the game ID is information for identifying each game MT[q][r] from among a plurality of games MT that constitute the fighting game tournament GT.
[0061] Also, the game information JMT[q][r] is information including the game specific information JTK[q][r] and the game characteristic information JMT-T[q][r].
[0062] Among these, the game specific information JTK[q][r] is information including the game group information JGP and the in-group game number information JGR. Here, the game group information JGP is information indicating the game group GP[q] to which the game MT[q][r] belongs. That is, the game group information JGP is information indicating the value q. Also, the in-group game number information JGR is information indicating which game the game MT[q][r] is among the game group GP[q] to which the game MT[q][r] belongs. That is, the in-group game number information JGR is information indicating the value r. In other words, the game specific information JTK[q][r] is information for specifying one game MT[q][r] from among a plurality of games MT that constitute the fighting game tournament GT. Note that in the present embodiment, for convenience of explanation, it is assumed as an example that each record of the tournament management information JM has a game ID, but the present invention is not limited to such a mode. Each record of the tournament management information JM may not have a game ID. In this case, the role of identifying each game MT[q][r] from among the plurality of games MT that constitute the fighting game tournament GT that the game ID has may be replaced by the game specific information JTK[q][r].
[0063] Also, the game characteristic information JMT-T[q][r] is, for example, information indicating the characteristics of the game MT[q][r]. Specifically, in the present embodiment, the game characteristic information JMT-T[q][r] is information including the participating player information JMT-P[q][r], the used character information JMT-C[q][r], and the game result information JMT-R[q][r]. Here, the participating player information JMT-P[q][r] is information regarding players PL[n1] and PL[n2] who participate in the game MT[q][r]. Specifically, in this embodiment, the participating player information JMT-P[q][r] is, for example, information indicating the player ID of player PL[n1] who participates in the game MT[q][r] and the player ID of player PL[n2] who participates in the game MT[q][r]. Also, the used character information JMT-C[q][r] is information regarding the character C-m used by players PL[n1] and PL[n2] who participate in the game MT[q][r] in the game MT[q][r]. Specifically, in this embodiment, the used character information JMT-C[q][r] is, for example, information indicating the character ID of the character C-m used by player PL[n1] who participates in the game MT[q][r] in the game MT[q][r] and the character ID of the character C-m used by player PL[n2] who participates in the game MT[q][r] in the game MT[q][r]. Also, the game result information JMT-R[q][r] is information indicating the result of the game MT[q][r]. Specifically, in this embodiment, the game result information JMT-R[q][r] is, for example, information indicating the score related to the fighting game obtained by player PL[n1] who participates in the game MT[q][r] in the game MT[q][r] and the score related to the fighting game obtained by player PL[n2] who participates in the game MT[q][r] in the game MT[q][r].
[0064] FIG. 10 is an explanatory diagram showing an example of the data configuration of the character usage status management information JS.
[0065] As illustrated in FIG. 10, the character usage status management information JS has a plurality of records that correspond one-to-one with all combinations of, for example, M types of characters C-1 to C-M that may appear in a fighting game and a plurality of matches MT that constitute a fighting game tournament GT. In other words, the character usage status management information JS has, for example, the number of records obtained by multiplying the value M indicating the number of types of characters C that may appear in the fighting game and the number of matches MT that constitute the fighting game tournament GT. Each record of the character usage status management information JS includes a character ID, match identification information JTK[q][r], and character usage status information JSJ-m[q][r]. In the present embodiment, for the sake of convenience of explanation, it is assumed as an example that each record of the character usage status management information JS has match identification information JTK[q][r], but the present invention is not limited to such an aspect. Each record of the character usage status management information JS may have a match ID instead of the match identification information JTK[q][r].
[0066] Here, the character usage status information JSJ-m[q][r] is information indicating, for example, the player usage time TS1-m[q][r] which is the usage time of the character C-m by the player PL[n1] in the match MT[q][r] and the player usage time TS2-m[q][r] which is the usage time of the character C-m by the player PL[n2] in the match MT[q][r]. Note that the character usage status information JSJ-m[q][r] may include information indicating the degree of consumption SMD-m[q][r] (not shown) of the character C-m in the match MT[q][r]. Further, the character usage status information JSJ-m[q][r] may include information indicating the total usage time TSS-m[q][r] (not shown) obtained by summing the player usage time TS1-m[q][r] and the player usage time TS2-m[q][r].
[0067] FIG. 11 is an explanatory diagram showing an example of the data configuration of the character current ability management information JG.
[0068] As illustrated in FIG. 11, the character current ability management information JG has a plurality of records that correspond one-to-one with all combinations of, for example, M types of characters C-1 to C-M that may appear in a fighting game and Q match groups GP[1] to GP[Q] included in the fighting game tournament GT. In other words, the character current ability management information JG has (M * Q) records obtained by multiplying, for example, the value M indicating the number of types of characters C that may appear in the fighting game and the number Q of match groups GP included in the fighting game tournament GT. Each record of the character current ability management information JG includes a character ID, match group information JGP, and character current ability information JGB-m[q].
[0069] Here, the character current ability information JGB-m[q] is information indicating the ability of the character C-m that is common to the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q]. In other words, in the present embodiment, the character current ability information JGB-m[q] indicates the ability of the character C-m in the q-th round. More specifically, in the present embodiment, for example, the character current ability information JGB-m[q] indicates the current physical strength value GB1-m[q] representing the physical strength of the character C-m in the q-th round, the current attack power GB2-m[q] representing the attack power of the character C-m in the q-th round, and the current defense power GB3-m[q] representing the defense power of the character C-m in the q-th round. Hereinafter, the set of values consisting of the current physical strength value GB1-m[q], the current attack power GB2-m[q], and the current defense power GB3-m[q] is referred to as the character current ability GB-m[q]. That is, in the present embodiment, the character current ability GB-m[q] indicated by the character current ability information JGB-m[q] includes the current physical strength value GB1-m[q], the current attack power GB2-m[q], and the current defense power GB3-m[q].
[0070] Note that in this embodiment, the current character ability GB-m[q] indicated by the character current ability information JGB-m[q] includes the current physical strength value GB1-m[q], the current attack power GB2-m[q], and the current defense power GB3-m[q]. However, the present invention is not limited to such a mode. For example, the current character ability GB-m[q] indicated by the character current ability information JGB-m[q] may include the current action ability regarding the actions executable by the character C-m in the game MT[q][r]. Here, the current action ability may be, for example, the type of actions executable by the character C-m in the game MT[q][r], or the number of actions (one or both of the common actions and the unique actions) executable by the character C-m in the game MT[q][r]. Also, for example, the current character ability GB-m[q] indicated by the character current ability information JGB-m[q] may include the current item usage ability regarding the items usable by the character C-m in the game MT[q][r]. Here, the current item usage ability may be, for example, the type of items usable by the character C-m in the game MT[q][r], or the number of items (one or both of the common items and the unique items) usable by the character C-m in the game MT[q][r].
[0071] [4. Operation of the Tournament Management Server] Hereinafter, with reference to FIGS. 12 to 15, the operation of the tournament management server 3 when the fighting game tournament GT is held will be described.
[0072] FIGS. 12 and 13 are flowcharts showing an example of the operation of the tournament management server 3 when the fighting game tournament GT is held.
[0073] As illustrated in FIG. 12, when the fighting game tournament GT is started, the control unit 30 first sets "1" to the variable q regarding the game group GP[q] (S10).
[0074] Next, the control unit 30 determines whether the variable q is "1" (S12).
[0075] If the result of the determination in step S12 is affirmative, that is, when the match MT belonging to the match group GP[1] (i.e., the first-round match MT) is held in the fighting game tournament GT, the control unit 30 assigns players PL[1] to PL[N] to matches MT[1][1] to MT[1][R(1)] based on a predetermined rule (S14). For example, the control unit 30 may assign players PL[1] to PL[N] to matches MT[1][1] to MT[1][R(1)] based on the application time of each player PL[n] for the fighting game tournament GT. Alternatively, the control unit 30 may assign players PL[1] to PL[N] to matches MT[1][1] to MT[1][R(1)] based on the level of the skill related to the fighting game tournament GT of each player PL[n].
[0076] Thereafter, the control unit 30 acquires the character basic information JC from the storage device 3003 (S16).
[0077] Then, based on the character basic information JC acquired in step S16, the character current ability determination unit 322 of the control unit 30 determines the character current abilities GB-1[1] to GB-M[1] (S18). Specifically, in step S18, the character current ability determination unit 322 determines the basic ability CK-m indicated by the character basic ability information JCK-m included in the character basic information JC as the character current ability GB-m[1]. More specifically, in step S18, the character current ability determination unit 322 determines the basic physical strength value CK1-m indicated by the character basic ability information JCK-m as the current physical strength value GB1-m[1], determines the basic attack power CK2-m indicated by the character basic ability information JCK-m as the current attack power GB2-m[1], and determines the basic defense power CK3-m indicated by the character basic ability information JCK-m as the current defense power GB3-m[1]. Then, in step S18, based on the result of the determination, the character current ability determination unit 322 updates the character current ability management information JG by newly generating the character current ability information JGB-m[1] in the character current ability management information JG.
[0078] If the result of the determination in step S12 is negative, that is, when the matches MT (i.e., the matches MT after the second round) belonging to the match groups GP[2] to GP[Q] are held in the fighting game tournament GT, the control unit 30 acquires the tournament management information JM (S20).
[0079] Then, based on the match characteristic information JMT-T[q - 1][1] to JMT-T[q - 1][R(q - 1)] including the match result information JMT-R[q - 1][1] to JMT-R[q - 1][R(q - 1)] indicating the results of the (q - 1)-th round in the tournament management information JM acquired in step S20, the control unit 30 assigns some or all of the players PL[1] to PL[N] to the matches MT[q][1] to MT[q][R(q)] (S22). For example, the control unit 30 may assign the player PL[n] who won in the (q - 1)-th round among the players PL[1] to PL[N] to the matches MT[q][1] to MT[q][R(q)].
[0080] After that, the control unit 30 executes a character ability determination process (S24), which is a process of determining the ability of the character C-m in each of the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q]. Note that the character ability determination process will be described later with reference to FIG. 14.
[0081] Then, after the image information generation unit 33 in the control unit 30 executes the process of step S18 or S24, it generates character selection image information VGCS (S26) for displaying the character selection image GCS on the display device 2-n. Here, the character selection image GCS is an image for the player PL[n] to select the character C to be used in the match MT[q][r] from among the characters C-1 to C-M. Note that when the player PL[n] selects the character C-m in the character selection image GCS, the game device 1-n notifies the tournament management server 3 that the player PL[n] has selected the character C-m. In this case, the control unit 30 acquires a notification from the game device 1-n that the player PL[n] has selected the character C-m. Note that the character selection image GCS will be described later with reference to FIG. 15.
[0082] Then, the control unit 30 notifies some or all of the game devices 1-1 to 1-N that each of the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] can start (S28). After that, the control unit 30 acquires a notification from some or all of the game devices 1-1 to 1-N that the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] have ended (S30). In this embodiment, it is assumed that the notification that the match MT[q][r] has ended includes information regarding the result of the match MT[q][r]. That is, in step S30, the control unit 30 acquires information regarding the results of the matches MT[q][1] to MT[q][R(q)] from some or all of the game devices 1-1 to 1-N.
[0083] As illustrated in FIG. 13, after executing the process of step S30, the control unit 30 updates the player management information JP based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30 (S32). Specifically, in step S32, the control unit 30 updates the player performance information JPLS[1] to JPLS[N] regarding the players PL[n] who participated in the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] among the player management information JP, based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30.
[0084] Also, the control unit 30 updates the tournament management information JM based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30 (S34). Specifically, in step S34, the control unit 30 newly generates records regarding the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30, and generates match characteristic information JMT-T[q][1] to JMT-T[q][R(q)] included in the records, thereby updating the tournament management information JM. In this embodiment, the information regarding the result of the match MT[q][r] includes information regarding the player PL[n1] who participated in the match MT[q][r] (for example, the player ID of the player PL[n1]), information regarding the player PL[n2] who participated in the match MT[q][r] (for example, the player ID of the player PL[n2]), information regarding the character C-m used by the player PL[n1] in the match MT[q][r] (for example, the character ID of the character C-m), information regarding the character C-m used by the player PL[n2] in the match MT[q][r] (for example, the character ID of the character C-m), information regarding the performance of the player PL[n1] in the fighting game in the match MT[q][r] (for example, information indicating the score obtained by the player PL[n1] in the match MT[q][r]), and information regarding the performance of the player PL[n2] in the fighting game in the match MT[q][r] (for example, information indicating the score obtained by the player PL[n2] in the match MT[q][r]).
[0085] Also, the control unit 30 updates the character usage status management information JS based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30 (S36). Specifically, in step S36, the control unit 30 first newly adds (R(q)*M) records corresponding to the combinations of the characters C-1 to C-M and the matches MT[q][1] to MT[q][R(q)] to the character usage status management information JS. Next, in step S36, the control unit 30 newly adds the character usage status information JSJ-1[q][1] to JSJ-M[q][R(q)] based on the information regarding the results of the matches MT[q][1] to MT[q][R(q)] acquired in step S30 to the added records, thereby updating the character usage status management information JS.
[0086] After that, the control unit 30 determines whether the variable q is "Q" (S38). If the result of the determination in step S38 is negative, the control unit 30 adds "1" to the variable q (S40) and proceeds with the process to step S12. If the result of the determination in step S38 is positive, the control unit 30 ends the series of processes shown in FIGS. 12 and 13.
[0087] FIG. 14 is a flowchart showing an example of the operation of the tournament management server 3 when the character ability determination process is performed.
[0088] As illustrated in FIG. 14, when the character ability determination process is started, the management information acquisition unit 31 of the control unit 30 first acquires the character usage status management information JS from the storage device 3003 (S100).
[0089] Next, the control unit 30 sets "1" to the variable m regarding the type of the character C-m (S102).
[0090] Then, the character usage status specifying unit 321 of the control unit 30 specifies character usage status information JSJ-m[q-1][1] to JSJ-m[q-1][R(q-1)] corresponding to matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1] from the character usage status management information JS acquired by the management information acquisition unit 31 in step S100 (S104).
[0091] Next, the control unit 30 acquires character basic characteristic information JCT-m from the storage device 3003 (S106).
[0092] Then, the character current ability determination unit 322 of the control unit 30 determines the character current ability GB-m[q] of the character C-m based on the character basic ability information JCK-m among the character usage status information JSJ-m[q-1][1] to JSJ-m[q-1][R(q-1)] specified in step S104 and the character basic characteristic information JCT-m acquired in step S106 (S108).
[0093] Specifically, in step S108, when the total value of the degrees of depletion SMD-m[q-1][1] to SMD-m[q-1][R(q-1)] of the character C-m related to the matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q] so that the character current ability GB-m[q] is lower compared to when it is small. Alternatively, in step S108, when the total value of the total usage times TSS-m[q-1][1] to TSS-m[q-1][R(q-1)] of the character C-m related to the matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q] so that the character current ability GB-m[q] is lower compared to when it is small.
[0094] More specifically, in the present embodiment, in step S108, the character current ability determination unit 322 sets the current physical strength value GB1-m[q] to a value obtained by subtracting from the basic physical strength value CK1-m a non-negative value having a magnitude corresponding to the total value of the consumption degrees SMD-m[q-1][1] to SMD-m[q-1][R(q-1)], or a value obtained by subtracting from the basic physical strength value CK1-m a non-negative value having a magnitude corresponding to the total value of the total usage times TSS-m[q-1][1] to TSS-m[q-1][R(q-1)]. Also, in step S108, the character current ability determination unit 322 sets the current attack power GB2-m[q] to a value obtained by subtracting from the basic attack power CK2-m a non-negative value having a magnitude corresponding to the total value of the consumption degrees SMD-m[q-1][1] to SMD-m[q-1][R(q-1)], or a value obtained by subtracting from the basic attack power CK2-m a non-negative value having a magnitude corresponding to the total value of the total usage times TSS-m[q-1][1] to TSS-m[q-1][R(q-1)]. Further, in step S108, the character current ability determination unit 322 sets the current defense power GB3-m[q] to a value obtained by subtracting from the basic defense power CK3-m a non-negative value having a magnitude corresponding to the total value of the consumption degrees SMD-m[q-1][1] to SMD-m[q-1][R(q-1)], or a value obtained by subtracting from the basic defense power CK3-m a non-negative value having a magnitude corresponding to the total value of the total usage times TSS-m[q-1][1] to TSS-m[q-1][R(q-1)].
[0095] Then, in step S108, the character current ability determination unit 322 newly adds M records corresponding to the match group GP[q] for the M types of characters C-1 to C-M to the character current ability management information JG, and newly adds character current ability information JGB-m[q] corresponding to the determination result of the character current ability GB-m[q] of the character C-m to the added records, thereby updating the character current ability management information JG.
[0096] As described above, in this embodiment, {2*R(q-1)} players PL participate in the R(q-1) matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1]. Therefore, the current character ability GB-m[q] of the character C-m selected by the player PL[n1] for use in the match MT[q][r] is determined based on the usage status of the character C-m by the player PL[n1] in addition to the usage status of the character C-m by {2*R(q-1)-1} players PL different from the player PL[n1] who participated in the matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1]. Here, the {2*R(q-1)-1} players PL include at least a player PL[n2] different from the player PL[n1].
[0097] Note that in this embodiment, each of the matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1] is an example of a "first event". Also, in this embodiment, each of the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] is an example of a "second event". Also, in this embodiment, the player PL[n1] is an example of a "first player". Also, in this embodiment, each of the {2*R(q-1)-1} players PL different from the player PL[n1] who participated in the matches MT[q-1][1] to MT[q-1][R(q-1)] belonging to the match group GP[q-1] is an example of a "second player". Also, in this embodiment, the character C-m selected by the player PL[n1] for use in the match MT[q][r] is an example of a "game element". Also, in this embodiment, the current character ability GB-m[q] of the character C-m is an example of an "ability related to the progress of an event of a game element".
[0098] Hereinafter, one or more games MT held prior to game MT[q][r] in which character C-m was used and that affect the ability of character C-m in game MT[q][r] are referred to as variable factor games MX[q][r]. Also, hereinafter, information indicating variable factor game MX[q][r] is referred to as variable factor game information JX[q][r]. In the present embodiment, the use of character C-m in the R(q - 1) games MT[q - 1][1] to MT[q - 1][R(q - 1)] belonging to game group GP[q - 1] affects the ability of character C-m in game MT[q][r]. Therefore, in the present embodiment, the R(q - 1) games MT[q - 1][1] to MT[q - 1][R(q - 1)] belonging to game group GP[q - 1] correspond to variable factor games MX[q][r].
[0099] Thereafter, based on the character current ability information JGB-m[q] generated in step S108, the image information generation unit 33 of the control unit 30 generates character ability image information VGGB-m[q] for causing the display device 2 - n to display a character ability image GGB-m[q] indicating the character current ability GB-m[q] of character C-m (S110). Note that the character ability image GGB-m[q] will be described later with reference to FIG. 15.
[0100] Next, the control unit 30 determines whether the variable m is "M" (S112). If the result of the determination in step S112 is negative, the control unit 30 adds "1" to the variable m (S114) and advances the process to step S104. If the result of the determination in step S112 is positive, the control unit 30 ends the character ability determination process shown in FIG. 14.
[0101] FIG. 15 is an explanatory diagram showing an example of a character selection image GCS displayed on the display game video DG - n.
[0102] As illustrated in FIG. 15, the character selection image GCS includes M character images GC-1 to GC-M that correspond one-to-one to M types of characters C-1 to C-M, and a pointer image Pt for selecting one character image GC-m from the M character images GC-1 to GC-M. The player PL[n] can operate the game device 1-n to change the position of the pointer image Pt on the display unit 20-n. Then, the player PL[n] can select the character image GC-m from the M character images GC-1 to GC-M by moving the position of the pointer image Pt on the display unit 20-n onto the character image GC-m. After that, in a state where the character image GC-m is selected, the player PL[n] can select the character C-m corresponding to the character image GC-m as the character C to be used in the game MT[q][r] by performing a predetermined operation.
[0103] As illustrated in FIG. 15, when the character image GC-m is selected in the character selection image GCS, a character characteristic image GGT-m[q] representing the characteristics of the character C-m corresponding to the character image GC-m is displayed on the character selection image GCS. Here, the character characteristic image GGT-m[q] is an image including a character name image GGM-m, a character ability image GGB-m[q], and a character ability variation image GGH-m[q]. Here, the character name image GGM-m is an image representing the name of the character C-m indicated by the character name information. Also, the character ability image GGB-m[q] is an image representing the current physical strength value GB1-m[q], the current attack power GB2-m[q], and the current defense power GB3-m[q] indicated by the character current ability information JGB-m[q]. Also, the character ability variation image GGH-m[q] is an image representing the value obtained by subtracting the basic physical strength value CK1-m indicated by the character basic ability information JCK-m from the current physical strength value GB1-m[q] indicated by the character current ability information JGB-m[q], the value obtained by subtracting the basic attack power CK2-m indicated by the character basic ability information JCK-m from the current attack power GB2-m[q] indicated by the character current ability information JGB-m[q], and the value obtained by subtracting the basic defense power CK3-m indicated by the character basic ability information JCK-m from the current defense power GB3-m[q] indicated by the character current ability information JGB-m[q]. That is, the character ability variation image GGH-m[q] is an image representing information related to the magnitude of the variation based on the basic ability CK-m of the character current ability GB-m[q].
[0104] Note that the image information generation unit 33 generates character characteristic image information VGGT-m[q] for displaying the character characteristic image GGT-m[q] on the display game video DG-n based on the character basic ability information JCK-m and the character current ability information JGB-m[q] in the character ability determination process. Note that the character characteristic image information VGGT-m[q] is information including the character ability image information VGGB-m[q] described above.
[0105] [Summary of the Embodiment] As described above, in the present embodiment, the character ability determination unit 32 determines the current character ability GB-m[q] of the character C-m to be used by the player PL[n1] in the game MT[q][r] related to the game group GP[q], based on the character usage status information JSJ-m[q-1][1] to JSJ-m[q-1][R(q-1)] indicating the usage status of the character C-m in the games MT[q-1][1] to MT[q-1][R(q-1)] related to the game group GP[q-1] by one or a plurality of players PL[n] including a player PL[n2] different from the player PL[n1]. Specifically, according to the present embodiment, the character ability determination unit 32 determines the current character ability GB-m[q] such that, for example, when a player PL[n] different from the player PL[n1] uses the character C-m in the game MT[q-1][r] belonging to the game group GP[q-1], the current character ability GB-m[q] of the character C-m used by the player PL[n1] in the game MT[q][r] is different from the current character ability GB-m[q] of the character C-m used by the player PL[n1] in the game MT[q][r] when a player PL[n] different from the player PL[n1] does not use the character C-m in the game MT[q-1][r] belonging to the game group GP[q-1]. Thus, according to the present embodiment, depending on the usage status of the character C-m in the games MT[q-1][1] to MT[q-1][R(q-1)] related to the game group GP[q-1] by a player PL[n] different from the player PL[n1], the player PL[n1] can be made to consider whether to use the character C-m in the game MT[q][r]. That is, according to the present embodiment, it becomes possible to reduce the superiority of the player PL[n1] continuously using a specific character C in the fighting game tournament GT. And according to the present embodiment, depending on the usage status of the character C-m in the game group GP[q-1], it is possible to alleviate the degree to which the selection of the character C-m in the game group GP[q] becomes concentrated.Therefore, according to the present embodiment, regardless of the usage status of the character C-m in the game group GP[q-1], compared with the mode in which the current character ability GB-m[q] of the character C-m does not change, it is possible to suppress the occurrence of bias in the selection of the characters C-1 to C-M, and in the fighting game tournament GT, it is possible to suppress the occurrence of a situation where only some of the characters C-m among the characters C-1 to C-M appear.
[0106] Also, in the present embodiment, the player PL[n1] can reduce the advantage of the player PL[n2] in selecting a certain character C in the game MT[q][r] by using a certain character C that the player PL[n2] is likely to select in the game MT[q-1][r] belonging to the game group GP[q-1]. Therefore, according to the present embodiment, the player PL[n2] may be forced to give up using a certain character C that the player PL[n2] is familiar with in the game MT[q][r]. Also, according to the present embodiment, the player PL[n1] may need to use a certain character C that the player PL[n] is familiar with in the game MT[q-1][r] in order to prevent the player PL[n2] from progressing the game MT[q][r] advantageously. Thus, according to the present embodiment, each player PL needs to strategically select the character C-m in order to secure an advantage over other players PL in the fighting game tournament GT. In other words, according to the present embodiment, it is possible to impart a high strategic nature to the selection of the character C-m by the player PL[n].
[0107] Also, in the present embodiment, the character ability determination unit 32 makes the current character ability GB-m[q] related to the character C-m common among, for example, the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q]. In other words, in the present embodiment, the character ability determination unit 32 determines the current character ability GB-m[q] such that the ability of the character C-m in one match MT among the R(q) matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q] is the same as the ability of the character C-m in another match MT. Therefore, according to the present embodiment, it is possible to ensure fairness among the players PL who use the character C-m in the matches MT[q][1] to MT[q][R(q)] belonging to the match group GP[q].
[0108] Also, in the present embodiment, the image information generation unit 33 includes, in the character selection image GCS, a character ability image GGB-m[q] indicating the current character ability GB-m[q] of the character C-m. That is, according to the present embodiment, when the player PL[n] selects the character C-m from among the characters C-1 to C-M, the player PL[n] can know the current character ability GB-m[q] that the character C-m has. Therefore, according to the present embodiment, the player PL[n] can select the character C-m that can make the match MT[q][r] proceed more advantageously in consideration of both the viewpoint of whether the player is familiar with the character C-m and the viewpoint of whether the current character ability GB-m[q] of the character C-m is high. As a result, according to the present embodiment, it is possible to impart a high level of strategy to the selection of the character C-m by the player PL[n].
[0109] [B. Modified Example] Each of the above embodiments can be variously modified. Specific modification modes are exemplified below. Two or more modes arbitrarily selected from the following examples can be appropriately combined within a range that does not conflict with each other. In addition, for elements whose actions and functions are equivalent to those of the embodiments in the modification examples shown below, the reference numerals referred to in the above description are reused, and the detailed description of each is appropriately omitted.
[0110] [Modification Example 1] In the above-described embodiment, the character current ability determination unit 322 determines the ability of the character C-m to the character current ability GB-m[q] common to the R(q) games MT[q][1] to MT[q][R(q)] belonging to the game group GP[q]. However, the present invention is not limited to such a mode. For example, the character current ability determination unit 322 may individually determine the ability of the character C-m for each of the R(q) games MT[q][1] to MT[q][R(q)] belonging to the game group GP[q].
[0111] FIG. 16 is an explanatory diagram showing an example of the data configuration of the character current ability management information JG in this modification example.
[0112] As illustrated in FIG. 16, in this modification example, the character current ability management information JG has a plurality of records that correspond one-to-one with all combinations of M types of characters C-1 to C-M that may appear in the fighting game and a plurality of matches MT included in the fighting game tournament GT. In other words, in this modification example, the character current ability management information JG has a plurality of records that correspond one-to-one with all combinations of M types of characters C-1 to C-M that may appear in the fighting game, Q match groups GP[1] to GP[Q] included in the fighting game tournament GT, and R(q) matches MT[q][1] to MT[q][R(q)] included in each match group GP[q]. Hereinafter, the character current ability information JGB that corresponds to the character C-m and also corresponds to the match MT[q][r] is referred to as character current ability information JGB-m[q][r]. That is, in this modification example, each record of the character current ability management information JG includes a character ID, match identification information JTK[q][r], and character current ability information JGB-m[q][r].
[0113] Here, the character current ability information JGB-m[q][r] is information indicating the ability of the character C-m in the match MT[q][r]. More specifically, in the present embodiment, for example, the character current ability information JGB-m[q][r] indicates the current health value GB1-m[q][r] representing the health of the character C-m in the match MT[q][r], the current attack power GB2-m[q][r] representing the attack power of the character C-m in the match MT[q][r], and the current defense power GB3-m[q][r] representing the defense power of the character C-m in the match MT[q][r]. Hereinafter, the set of values consisting of the current health value GB1-m[q][r], the current attack power GB2-m[q][r], and the current defense power GB3-m[q][r] is referred to as character current ability GB-m[q][r]. That is, in the present embodiment, the character current ability GB-m[q][r] indicated by the character current ability information JGB-m[q][r] includes the current health value GB1-m[q][r], the current attack power GB2-m[q][r], and the current defense power GB3-m[q][r].
[0114] FIG. 17 is a flowchart showing an example of the operation of the control unit 30 when the control unit 30 according to this modification performs the character ability determination process. The character ability determination process according to this modification shown in FIG. 17 differs from the character ability determination process according to the embodiment shown in FIG. 14 in that it includes the processes of steps S200, S202, S204, S206, S208, and S210 and does not include the processes of steps S104, S108, and S110.
[0115] As illustrated in FIG. 17, when the character ability determination process is started, the control unit 30 according to this modification acquires the character usage status management information JS (S100), sets "1" to the variable m (S102), and acquires the character basic characteristic information JCT-m (S106). Next, the control unit 30 sets "1" to the variable r indicating the number of the game MT[q][r] in the game group GP[q] (S200).
[0116] Then, the character usage status specifying unit 321 of the control unit 30 specifies the character usage status information JSJ-m[q-1][r(n1)] and the character usage status information JSJ-m[q-1][r(n2)] from the character usage status management information JS (S202). Here, the character usage status information JSJ-m[q-1][r(n1)] is information indicating the usage status of the character C-m in the game MT (hereinafter referred to as game MT[q-1][r(n1)]) belonging to the game group GP[q-1] in which the player PL[n1] participating in the game MT[q][r] participated in the past. Further, the character usage status information JSJ-m[q-1][r(n2)] is information indicating the usage status of the character C-m in the game MT (hereinafter referred to as game MT[q-1][r(n2)]) belonging to the game group GP[q-1] in which the player PL[n2] participating in the game MT[q][r] participated in the past.
[0117] Then, the character current ability determination unit 322 of the control unit 30 determines the character current ability GB-m[q][r] of the character C-m based on the character basic ability information JCK-m among the character basic characteristic information JCT-m acquired in step S106, the character usage status information JSJ-m[q-1][r(n1)] and the character usage status information JSJ-m[q-1][r(n2)] specified in step S202 (S204). Specifically, in step S204, when the total value of the consumption degree SMD-m[q-1][r(n1)] related to the game MT[q-1][r(n1)] and the consumption degree SMD-m[q-1][r(n2)] related to the game MT[q-1][r(n2)] is large compared to when it is small, the character current ability determination unit 322 may determine the character current ability GB-m[q][r] so that the character current ability GB-m[q][r] becomes lower. Alternatively, in step S204, when the total value of the total usage time TSS-m[q-1][r(n1)] related to the game MT[q-1][r(n1)] and the total usage time TSS-m[q-1][r(n2)] related to the game MT[q-1][r(n2)] is large compared to when it is small, the character current ability determination unit 322 may determine the character current ability GB-m[q][r] so that the character current ability GB-m[q][r] becomes lower. That is, in this modification example, the games MT[q-1][r(n1)] and MT[q-1][r(n2)] correspond to the variable factor game MX[q][r] that affects the ability of the character C-m in the game MT[q][r].
[0118] Then, in step S204, the character current ability determination unit 322 newly adds one record corresponding to the combination of the character C-m and the game MT[q][r] to the character current ability management information JG, and newly adds the character current ability information JGB-m[q][r] according to the determination result of the character current ability GB-m[q][r] of the character C-m to the added record, thereby updating the character current ability management information JG.
[0119] In addition, four players PL participate in the matches MT[q - 1][r(n1)] and MT[q - 1][r(n2)]. Therefore, the current character ability GB - m[q][r] of the character C - m selected by the player PL[n1] for use in the match MT[q][r] is determined based on the usage status of the character C - m by the player PL[n1] and the usage status of the character C - m by three players PL different from the player PL[n1] who participated in the match MT[q - 1][r(n1)] or MT[q - 1][r(n2)]. Here, the three players PL include at least the player PL[n2] different from the player PL[n1].
[0120] Thereafter, based on the character current ability information JGB - m[q][r] generated in step S204, the image information generation unit 33 of the control unit 30 generates character ability image information VGGB - m[q][r] for causing the display device 2 - n to display a character ability image GGB - m[q][r] indicating the current character ability GB - m[q][r] of the character C - m (S206). Here, the character ability image GGB - m[q][r] is an image represented on the character selection image GCS and is an image representing the current physical strength value GB1 - m[q][r], the current attack power GB2 - m[q][r], and the current defense power GB3 - m[q][r] indicated by the character current ability information JGB - m[q][r].
[0121] Next, the control unit 30 determines whether the variable r is "R(q)" (S208). If the result of the determination in step S208 is negative, the control unit 30 adds "1" to the variable r (S210) and proceeds with the process to step S202. Also, the control unit 30 determines whether the variable m is "M" (S112). If the result of the determination in step S112 is negative, the control unit 30 adds "1" to the variable m (S114) and proceeds with the process to step S106. If the result of the determination in step S112 is affirmative, the control unit 30 ends the character ability determination process shown in FIG. 17.
[0122] As described above, in this modified example, the character ability determination unit 32 extracts, from the character usage status management information JS, the character usage status information JSJ-m[q-1][r(n1)] indicating the usage status of the character C-m in the game MT[q-1][r(n1)] in which the player PL[n1] participated, and the character usage status information JSJ-m[q-1][r(n2)] indicating the usage status of the character C-m in the game MT[q-1][r(n2)] in which the player PL[n2] participated. Based on the identified character usage status information JSJ-m[q-1][r(n1)] and character usage status information JSJ-m[q-1][r(n2)], the current character ability GB-m[q][r] of the character C-m in the game MT[q][r] in which the players PL[n1] and PL[n2] participate is determined. Therefore, according to this modified example, the current character ability GB-m[q][r] can have a greater influence on the determination of the current character ability GB-m[q][r] of the character C-m in the game MT[q][r] by the players PL[n1] and PL[n2], compared to the mode determined based on the usage status of the character C-m in the games MT in the game group GP[q-1] in which neither the player PL[n1] nor the player PL[n2] participated. In this modified example, the player PL[n1] is an example of the "first player", and the player PL[n2] is an example of the "second player". Also, in this modified example, the game MT[q-1][r(n1)] is an example of "one first event", the game MT[q-1][r(n2)] is an example of "another first event", and the game MT[q][r] is an example of "one second event".
[0123] Also, in this modified example, the character ability determination unit 32 determines the current character ability GB-m[q][r] such that the abilities of the character C-m used by the player PL[n1] in the game MT[q][r] and the abilities of the character C-m used by the player PL[n2] in the game MT[q][r] are the same. Therefore, according to this modified example, fairness can be ensured between the player PL[n1] and the player PL[n2] participating in the game MT[q][r].
[0124] [Modified Example 2] In the above-described embodiment and modified example 1, the current character ability determination unit 322 determined the abilities of the character C-m used by the player PL[n1] in the game MT[q][r] and the abilities of the character C-m used by the player PL[n2] in the game MT[q][r] as a common current character ability GB-m[q] (or current character ability GB-m[q][r]). However, the present invention is not limited to such a mode. The current character ability determination unit 322 may determine the abilities of the character C-m used by the player PL[n1] in the game MT[q][r] and the abilities of the character C-m used by the player PL[n2] in the game MT[q][r] individually.
[0125] FIG. 18 is an explanatory diagram showing an example of the data configuration of the current character ability management information JG in this modified example.
[0126] As illustrated in FIG. 18, in this modification example, the character current ability management information JG has a plurality of records that correspond one-to-one with all combinations of M types of characters C-1 to C-M that may appear in the fighting game, Q match groups GP[1] to GP[Q] included in the fighting game tournament GT, R(q) matches MT[q][1] to MT[q][R(q)] included in each match group GP[q], and two players PL (player PL[n1] and player PL[n2]) participating in each match MT. In this embodiment, the character current ability information JGB corresponding to the character C-m and corresponding to the match MT[q][r] is referred to as character current ability information JGB-m[q][r]. Also, in this modification example, the character current ability information JGB-m[q][r] includes the character current ability information JGB-m[q][r][n1] and the character current ability information JGB-m[q][r][n2]. That is, in this modification example, each record of the character current ability management information JG includes a character ID, match identification information JTK[q][r], character current ability information JGB-m[q][r][n1], and character current ability information JGB-m[q][r][n2].
[0127] Here, the character current ability information JGB-m[q][r][n1] is information indicating the ability of the character C-m used by the player PL[n1] in the game MT[q][r]. More specifically, in the present embodiment, for example, the character current ability information JGB-m[q][r][n1] includes the current health value GB1-m[q][r][n1] representing the health of the character C-m used by the player PL[n1] in the game MT[q][r], the current attack power GB2-m[q][r][n1] representing the attack power of the character C-m used by the player PL[n1] in the game MT[q][r], and the current defense power GB3-m[q][r][n1] representing the defense power of the character C-m used by the player PL[n1] in the game MT[q][r]. Hereinafter, the set of values consisting of the current health value GB1-m[q][r][n1], the current attack power GB2-m[q][r][n1], and the current defense power GB3-m[q][r][n1] is referred to as the character current ability GB-m[q][r][n1]. That is, in the present embodiment, the character current ability GB-m[q][r][n1] indicated by the character current ability information JGB-m[q][r][n1] includes the current health value GB1-m[q][r][n1], the current attack power GB2-m[q][r][n1], and the current defense power GB3-m[q][r][n1].
[0128] The character current ability information JGB-m[q][r][n2] indicates the ability of the character C-m used by the player PL[n2] in the game MT[q][r]. More specifically, in the present embodiment, for example, the character current ability information JGB-m[q][r][n2] includes the current health value GB1-m[q][r][n2] representing the health of the character C-m used by the player PL[n2] in the game MT[q][r], the current attack power GB2-m[q][r][n2] representing the attack power of the character C-m used by the player PL[n2] in the game MT[q][r], and the current defense power GB3-m[q][r][n2] representing the defense power of the character C-m used by the player PL[n2] in the game MT[q][r]. Hereinafter, the set of values consisting of the current health value GB1-m[q][r][n2], the current attack power GB2-m[q][r][n2], and the current defense power GB3-m[q][r][n2] is referred to as the character current ability GB-m[q][r][n2]. That is, in the present embodiment, the character current ability GB-m[q][r][n2] indicated by the character current ability information JGB-m[q][r][n2] includes the current health value GB1-m[q][r][n2], the current attack power GB2-m[q][r][n2], and the current defense power GB3-m[q][r][n2].
[0129] FIGS. 19 and 20 are flowcharts showing an example of the operation of the control unit 30 when the control unit 30 according to this modification performs the character ability determination process. The character ability determination process according to this modification shown in FIGS. 19 and 20 differs from the character ability determination process according to the embodiment shown in FIG. 14 in that it includes the processes of steps S300, S302, S304, S306, S308, S310, S200, S208, and S210, and does not include the processes of steps S104, S108, and S110.
[0130] As illustrated in FIG. 19, when the character ability determination process is started, the control unit 30 according to this modification acquires the character usage status management information JS (S100), sets "1" in the variable m (S102), and acquires the character basic characteristic information JCT-m (S106). Next, the control unit 30 sets "1" to a variable r indicating the number of the game MT[q][r] in the game group GP[q] (S200).
[0131] Then, the character usage status specifying unit 321 of the control unit 30 specifies character usage status information JSJ-m[q - 1][r(n1)] from among the character usage status management information JS (S300). Here, as described above, the character usage status information JSJ-m[q - 1][r(n1)] is information indicating the usage status of the character C-m in the game MT[q - 1][r(n1)] belonging to the game group GP[q - 1] in which the player PL[n1] participating in the game MT[q][r] participated in the past.
[0132] Also, the character usage status specifying unit 321 of the control unit 30 specifies character usage status information JSJ-m[q - 1][r(n2)] from among the character usage status management information JS (S302). Here, as described above, the character usage status information JSJ-m[q - 1][r(n2)] is information indicating the usage status of the character C-m in the game MT[q - 1][r(n2)] belonging to the game group GP[q - 1] in which the player PL[n2] participating in the game MT[q][r] participated in the past.
[0133] Then, based on the character basic ability information JCK-m among the character basic characteristic information JCT-m acquired in step S106 and the character usage status information JSJ-m[q - 1][r(n1)] specified in step S300, the character current ability determination unit 322 of the control unit 30 determines the character current ability GB-m[q][r][n1] of the character C-m used by the player PL[n1] in the game MT[q][r] (S304). Specifically, in step S304, when the consumption degree SMD-m[q-1][r(n1)] related to the game MT[q-1][r(n1)] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q][r][n1] so that it is lower than when it is small. Alternatively, in step S304, when the total usage time TSS-m[q-1][r(n1)] related to the game MT[q-1][r(n1)] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q][r][n1] so that it is lower than when it is small.
[0134] Then, in step S304, the character current ability determination unit 322 newly adds one record corresponding to the combination of the character C-m and the game MT[q][r] to the character current ability management information JG, and newly adds the character current ability information JGB-m[q][r][n1] corresponding to the determination result of the character current ability GB-m[q][r][n1] of the character C-m to the added record, thereby updating the character current ability management information JG.
[0135] Note that two players PL participate in the game MT[q-1][r(n1)]. Therefore, the character current ability GB-m[q][r][n1] of the character C-m selected by the player PL[n1] for use in the game MT[q][r] is based on the usage status of the character C-m by the player PL[n1] in the game MT[q-1][r(n1)] and the usage status of the character C-m by a player PL different from the player PL[n1] who participated in the game MT[q-1][r(n1)].
[0136] In addition, the character current ability determination unit 322 of the control unit 30 determines the character current ability GB-m[q][r][n2] of the character C-m used by the player PL[n2] in the game MT[q][r] based on the character basic ability information JCK-m among the character basic characteristic information JCT-m acquired in step S106 and the character usage status information JSJ-m[q-1][r(n2)] specified in step S302 (S306). Specifically, in step S306, when the consumption degree SMD-m[q-1][r(n2)] related to the game MT[q-1][r(n2)] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q][r][n2] such that it becomes lower compared to the case when it is small. Alternatively, in step S306, when the total usage time TSS-m[q-1][r(n2)] related to the game MT[q-1][r(n2)] is large, the character current ability determination unit 322 may determine the character current ability GB-m[q][r][n2] such that it becomes lower compared to the case when it is small.
[0137] Then, in step S306, the character current ability determination unit 322 updates the character current ability management information JG by newly adding the character current ability information JGB-m[q][r][n2] corresponding to the determination result of the character current ability GB-m[q][r][n2] of the character C-m to the record added in step S304 with respect to the character current ability management information JG.
[0138] Note that two players PL participate in the game MT[q - 1][r(n2)]. Therefore, the current character ability GB - m[q][r][n2] of the character C - m selected by the player PL[n2] for use in the game MT[q][r] is determined based on the usage status of the character C - m by the player PL[n2] in the game MT[q - 1][r(n2)] and the usage status of the character C - m by a player PL different from the player PL[n2] who participated in the game MT[q - 1][r(n2)].
[0139] As illustrated in FIG. 20, the image information generation unit 33 of the control unit 30 generates character ability image information VGGB - m[q][r][n1] for causing the display device 2 - n to display a character ability image GGB - m[q][r][n1] indicating the current character ability GB - m[q][r][n1] of the character C - m based on the current character ability information JGB - m[q][r][n1] generated in step S304 (S308). Here, the character ability image GGB - m[q][r][n1] is an image represented on the character selection image GCS displayed on the display unit 20 - n1 corresponding to the game device 1 - n1 on which the player PL[n1] plays the fighting game, and is an image representing the current physical strength value GB1 - m[q][r][n1], the current attack power GB2 - m[q][r][n1], and the current defense power GB3 - m[q][r][n1] indicated by the current character ability information JGB - m[q][r][n1].
[0140] Further, the image information generation unit 33 of the control unit 30 generates character ability image information VGGB-m[q][r][n2] for causing the display device 2-n to display a character ability image GGB-m[q][r][n2] indicating the current character ability GB-m[q][r][n2] of the character C-m based on the character current ability information JGB-m[q][r][n2] generated in step S306 (S310). Here, the character ability image GGB-m[q][r][n2] is an image represented on the character selection image GCS displayed on the display unit 20-n2 corresponding to the game device 1-n2 on which the player PL[n2] plays the fighting game, and is an image representing the current physical strength value GB1-m[q][r][n2], the current attack power GB2-m[q][r][n2], and the current defense power GB3-m[q][r][n2] indicated by the character current ability information JGB-m[q][r][n2].
[0141] Next, the control unit 30 determines whether the variable r is "R(q)" (S208). If the result of the determination in step S208 is negative, the control unit 30 adds "1" to the variable r (S210), and proceeds with the process to step S300. Also, the control unit 30 determines whether the variable m is "M" (S112). If the result of the determination in step S112 is negative, the control unit 30 adds "1" to the variable m (S114), and proceeds with the process to step S106. If the result of the determination in step S112 is positive, the control unit 30 ends the character ability determination process shown in FIG. 17.
[0142] As described above, in this modified example, the character ability determination unit 32 specifies, from the character usage status management information JS, the character usage status information JSJ-m[q - 1][r(n1)] indicating the usage status of the character C-m in the game MT[q - 1][r(n1)] in which the player PL[n1] participated, and based on the specified character usage status information JSJ-m[q - 1][r(n1)], determines the current character ability GB-m[q][r][n1] of the character C-m to be used by the player PL[n1] in the game MT[q][r] in which the players PL[n1] and PL[n2] participate. Further, the character ability determination unit 32 specifies, from the character usage status management information JS, the character usage status information JSJ-m[q - 1][r(n2)] indicating the usage status of the character C-m in the game MT[q - 1][r(n2)] in which the player PL[n2] participated, and based on the specified character usage status information JSJ-m[q - 1][r(n2)], determines the current character ability GB-m[q][r][n2] of the character C-m to be used by the player PL[n2] in the game MT[q][r] in which the players PL[n1] and PL[n2] participate. Therefore, according to this modified example, compared with the mode in which the current character ability GB-m[q][r][n1] is determined based on the usage status of the character C-m in the games MT in the game group GP[q - 1] in which the player PL[n1] did not participate, the player PL[n1] can have a greater influence on the determination of the current character ability GB-m[q][r][n1] of the character C-m to be used by the player PL[n1] in the game MT[q][r]. Further, according to this modified example, compared with the mode in which the current character ability GB-m[q][r][n2] is determined based on the usage status of the character C-m in the games MT in the game group GP[q - 1] in which the player PL[n2] did not participate, the player PL[n2] can have a greater influence on the determination of the current character ability GB-m[q][r][n2] of the character C-m to be used by the player PL[n2] in the game MT[q][r].
[0143] [Modification Example 3] In the above-described embodiments, Modification Example 1, and Modification Example 2, the character ability determination unit 32 determines the current character ability GB-m of the character C-m in the game MT[q][r] based on the usage status of the character C-m in one or more games MT belonging to the game group GP[q - 1]. However, the present invention is not limited to such an aspect. The character ability determination unit 32 may determine the current character ability GB-m of the character C-m in the game MT[q][r] based on the usage status of the character C-m in one or more games MT belonging to the game groups GP[q - s] to GP[q - 1]. Here, in this modification example, the value q may be a natural number satisfying 2 ≤ q ≤ Q. In this case, the value s is a natural number satisfying 1 ≤ s < q. Also, in this modification example, the value q may be a natural number satisfying 3 ≤ q ≤ Q. In this case, the value s may be a natural number satisfying 2 ≤ s < q.
[0144] For example, the character ability determination unit 32, based on the character usage status information JSJ-m[q - s][r(n1)] to JSJ-m[q - 1][r(n1)] indicating the usage status of the character C-m in the games MT[q - s][r(n1)] to MT[q - 1][r(n1)] in which the player PL[n1] participates among the game groups GP[q - s] to GP[q - 1], and the character usage status information JSJ-m[q - s][r(n2)] to JSJ-m[q - 1][r(n2)] indicating the usage status of the character C-m in the games MT[q - s][r(n2)] to MT[q - 1][r(n2)] in which the player PL[n2] participates among the game groups GP[q - s] to GP[q - 1], may determine the current character ability GB-m[q][r] of the character C-m in the game MT[q][r] in which the player PL[n1] and the player PL[n2] participate.
[0145] FIG. 21 is an explanatory diagram for explaining an example of a method for determining the current character ability GB-m[q][r] by the character ability determination unit 32. In FIG. 21, the case where "q = 3" and "r = 1", that is, the case where the game MT[3][1] is the game MT[q][r] in which the player PL[n1] and the player PL[n2] participate, is assumed. Also, in FIG. 21, the case where the player PL[1] is the player PL[n1] and the player PL[5] is the player PL[n2] is assumed. Further, in FIG. 21, the case where "s = 2" is assumed.
[0146] In the example shown in FIG. 21, the character ability determination unit 32 determines the current character ability GB-m[3][1] of the character C-m in the game MT[3][1] in which the player PL[1] and the player PL[5] participate, based on the character usage status information JSJ-m[1][1] and JSJ-m[2][1] indicating the usage status of the character C-m in the games MT[1][1] and MT[2][1] in which the player PL[1] participates among the game groups GP[1] to GP[2], and the character usage status information JSJ-m[1][3] and JSJ-m[2][2] indicating the usage status of the character C-m in the games MT[1][3] and MT[2][2] in which the player PL[5] participates among the game groups GP[1] to GP[2].
[0147] In addition, the character ability determination unit 32, based on the character usage status information JSJ-m[q-s][r(n1)] to JSJ-m[q-1][r(n1)] indicating the usage status of the character C-m in the matches MT[q-s][r(n1)] to MT[q-1][r(n1)] in which the player PL[n1] participates among the match groups GP[q-s] to GP[q-1], the character usage status information JSJ-m[q-s][r(n2)] to JSJ-m[q-1][r(n2)] indicating the usage status of the character C-m in the matches MT[q-s][r(n2)] to MT[q-1][r(n2)] in which the player PL[n2] participates among the match groups GP[q-s] to GP[q-1], and the character usage status information JSJ-m[q-s][r(n3)] to JSJ-m[q-1][r(n3)] indicating the usage status of the character C-m in the matches MT[q-s][r(n3)] to MT[q-1][r(n3)] in which the player PL[n3] participates, may determine the current character ability GB-m[q][r] of the character C-m in the match MT[q][r] in which the players PL[n1] and PL[n2] participate. Here, the player PL[n3] is the player PL who played against the player PL[n1] or the player PL[n2] in the match MT related to the match groups GP[q-s] to GP[q-1].
[0148] FIG. 22 is an explanatory diagram for explaining another example of the method for determining the current character ability GB-m[q][r] by the character ability determination unit 32. In FIG. 22, it is assumed that in the case of "q = 3" and "r = 1", that is, the match MT[3][1] is the match MT[q][r] in which the players PL[n1] and PL[n2] participate. Also, in FIG. 22, it is assumed that the player PL[1] is the player PL[n1], the player PL[5] is the player PL[n2], and the players PL[2], PL[3], PL[6], and PL[7] are the player PL[n3]. Further, in FIG. 22, the case of "s = 2" is assumed.
[0149] In the example shown in FIG. 22, the character ability determination unit 32 determines the current character ability GB-m[3][1] of the character C-m in the game MT[3][1] in which the players PL[1] and PL[5] participate, based on the character usage status information JSJ-m[1][1] and JSJ-m[2][1] indicating the usage status of the character C-m in the games MT[1][1] and MT[2][1] in which the player PL[1] participates among the game groups GP[1] to GP[2], the character usage status information JSJ-m[1][3] and JSJ-m[2][2] indicating the usage status of the character C-m in the games MT[1][3] and MT[2][2] in which the player PL[5] participates among the game groups GP[1] to GP[2], the character usage status information JSJ-m[1][2] indicating the usage status of the character C-m in the game MT[1][2] in which the player PL[3] participates among the game groups GP[1] to GP[2], and the character usage status information JSJ-m[1][4] indicating the usage status of the character C-m in the game MT[1][4] in which the player PL[7] participates among the game groups GP[1] to GP[2].
[0150] Note that the character ability determination unit 32 may determine the current character ability GB-m[q] of the character C-m in the games MT[q][1] to MT[q][R(q)] belonging to the game group GP[q], based on the character usage status information JSJ-m[q-s][1] to JSJ-m[q-s][R(q-s)],..., JSJ-m[q-1][1] to JSJ-m[q-1][R(q-1)] indicating the usage status of the character C-m in the multiple games MT[q-s][1] to MT[q-s][R(q-s)],..., MT[q-1][1] to MT[q-1][R(q-1)] belonging to the game groups GP[q-s] to GP[q-1].
[0151] Further, the character ability determination unit 32 determines the current character ability GB-m[q][r][n1] of the character C-m used by player PL[n1] in the match MT[q][r] in which players PL[n1] and PL[n2] participate, based on the character usage status information JSJ-m[q-s][r(n1)] to JSJ-m[q-1][r(n1)] indicating the usage status of the character C-m in the matches MT[q-s][r(n1)] to MT[q-1][r(n1)] in which player PL[n1] participates among the match groups GP[q-s] to GP[q-1]. Also, based on the character usage status information JSJ-m[q-s][r(n2)] to JSJ-m[q-1][r(n2)] indicating the usage status of the character C-m in the matches MT[q-s][r(n2)] to MT[q-1][r(n2)] in which player PL[n2] participates among the match groups GP[q-s] to GP[q-1], the current character ability GB-m[q][r][n2] of the character C-m used by player PL[n2] in the match MT[q][r] in which players PL[n1] and PL[n2] participate may be determined.
[0152] [Modification Example 4] In the above-described embodiments and Modification Examples 1 to 3, it is assumed that the fighting game tournament GT is a tournament-style tournament, but the present invention is not limited to such a mode. The fighting game tournament GT may be, for example, a round-robin tournament.
[0153] FIG. 23 is an explanatory diagram for explaining the fighting game tournament GT according to this modification example.
[0154] As illustrated in FIG. 23, in a round-robin tournament in which players PL[1] to PL[N] participate, for example, (N - 1) match groups GP[1] to GP[N - 1] are provided. And among players PL[1] to PL[N], player PL[n] battles against (N - 1) other players PL in (N - 1) matches MT that correspond one-to-one with the (N - 1) match groups GP[1] to GP[N - 1].
[0155] [Modification Example 5] In the above-described embodiments and Modification Examples 1 to 4, the player PL[n] used the character C in the game MT[q][r]. However, the present invention is not limited to such an aspect. The player PL[n] may use a team consisting of a plurality of characters C, a plurality of objects, or a combination of a plurality of characters C and a plurality of objects in the game MT[q][r]. That is, the game MT may be a team-versus-team battle. In this case, the character ability determination unit 32 may determine the ability in the game MT as a whole for the team used by the player PL[n], or may set the ability in the game MT for each character C or object belonging to the team used by the player PL[n], or may set the ability in the game MT for each sub-team classified by a predetermined feature among the characters C or objects belonging to the team used by the player PL[n].
[0156] [Modification Example 6] In the above-described embodiments and Modification Examples 1 to 5, the game MT is assumed to be a game MT in which two players PL can participate. However, the present invention is not limited to such an aspect. The game MT may be a game MT in which three or more players PL can participate. In this case, the game MT may be, for example, a game MT in which one player PL aims to survive among three or more players PL. Also, the game MT may be a game MT in which one player PL battles against a non-player character.
[0157] [Modification Example 7] In the above-described embodiments and Modification Examples 1 to 6, an aspect in which the game system SysG includes N game devices 1-1 to 1-N and the tournament management server 3 is exemplified. However, the present invention is not limited to such an aspect. For example, the game system SysG may include N game devices 1-1 to 1-N. In this case, among the N game devices 1-1 to 1-N, a processor (not shown) provided in at least one game device 1-n executes a control program PG stored in a storage device (not shown) provided in the game device 1-n, and operates based on the control program PG, so as to function as a control unit 30 including a management information acquisition unit 31, a character ability determination unit 32, and an image information generation unit 33. In this case, a fighting game tournament GT may be advanced by the N game devices 1-1 to 1-N. Also, for example, the game system SysG may include two game devices 1-1 to 1-2. In this case, a processor provided in at least one of the two game devices 1-1 to 1-2 may function as the control unit 30. And in this case, each match MT[q][r] that constitutes the fighting game tournament GT may be advanced by a player PL[n1] operating the game device 1-1 and a player PL[n2] operating the game device 1-2 participating in the match MT[q][r]. That is, in this case, the fighting game tournament GT may be advanced by the two game devices 1-1 to 1-2. Also, for example, the game system SysG may include one game device 1-1. In this case, a processor provided in the game device 1-1 may function as the control unit 30. And in this case, each match MT[q][r] that constitutes the fighting game tournament GT may be advanced by a player PL[n1] operating the game device 1-1 and a player PL[n2] operating the game device 1-1 participating in the match MT[q][r]. That is, in this case, the fighting game tournament GT may be advanced by the one game device 1-1.
[0158] [Modification Example 8] In the above-described embodiments and Modifications 1 to 7, as the "game", a fighting game in which one or a plurality of players PL fight in the match MT is assumed, but the present invention is not limited to such an aspect. The "game" may be any game in which a character C or an object appears, and any game other than a fighting game may be adopted. In this case, the "game" may be a game in which a plurality of players PL cooperate with each other in the match MT.
[0159] [C. Appendix] From the above description, the present invention is understood as follows. For the sake of easy understanding of each aspect, hereinafter, the reference signs in the drawings are appended in parentheses for convenience, but the present invention is not intended to be limited to the illustrated aspects.
[0160] [Appendix 1] A program (for example, control program PG) according to one aspect of the present invention causes a processor (for example, processor 3001) to execute a game (for example, a fighting game) including one or more first events (for example, matches MT[q-1][1] to MT[q-1][R(q-1)]), and one or more second events (for example, matches MT[q][1] to MT[q][R(q)]) that are started after a part or all of the one or more first events end. In a game tournament (for example, fighting game tournament GT) in which a plurality of players (for example, players PL[1] to PL[N]) participate, the program functions as an acquisition unit (for example, management information acquisition unit 31) that acquires element information (for example, character usage status management information JS) regarding a game element (for example, characters C-1 to C-M) selected by each of the plurality of players for use in the event, and a determination unit (for example, character ability determination unit 32) that determines an ability (for example, character current ability GB-m[q]) regarding the progress of the event of the game element used in the event. The determination unit includes a usage status specifying unit (for example, character usage status specifying unit 321) that specifies the usage status of a game element selected by a first player (for example, player PL[n1]) from among the plurality of game elements for use in the second event in one or more players including at least a second player (for example, player PL[n2]) different from the first player among the plurality of players, based on the element information acquired by the acquisition unit, and an ability determination unit (for example, character current ability determination unit 322) that determines the ability regarding the progress of the event of the one game element in the second event based on the specification result by the usage status specifying unit.
[0161] In this aspect, the determination unit determines the ability of a player (the first player) regarding the progress of an event of a game element to be used in a second event based on the usage situation of the game element in a first event by one or more players including the second player. Specifically, according to this aspect, the determination unit, for example, determines the ability of the game element used by the first player in the second event regarding the progress of the event when a player different from the first player uses the game element in the first event, and the ability of the game element used by the first player in the second event regarding the progress of the event when a player different from the first player does not use the game element in the first event, so that the ability of the game element used by the first player in the second event regarding the progress of the event is different. Thereby, according to this aspect, the first player can be made to select whether to use the game element in the second event according to the usage situation of the game element by a player different from the first player in the first event. That is, according to this aspect, it becomes possible to reduce the superiority of the first player continuing to use the game element. And according to this aspect, it is possible to mitigate the degree to which the selection of the game element in the second event is concentrated according to the usage situation of the game element in the first event. For this reason, according to this aspect, for example, compared with an aspect in which the ability regarding the progress of the event of the game element does not change regardless of the usage situation of the game element in the first event, it is possible to suppress the occurrence of a bias in the game elements selected by the players, and it is possible to suppress the occurrence of a situation where only some game elements appear in a game tournament.
[0162] In this aspect, for example, each player can reduce the advantage of selecting a certain game element that other players frequently select in the first event as the game element used by other players in the second event. Therefore, according to this aspect, each player may be forced to abandon the continued use of the game elements they are familiar with in order to advantageously advance the progress of the event on their own. Also, according to this aspect, each player may need to use the game elements that other players are familiar with in order to prevent other players from advantageously advancing the progress of the event. That is, according to this aspect, it is possible to give a high level of strategy to the selection of game elements by each player.
[0163] In the above aspect, the "event related to the game" may be, for example, a battle event, a competition event, or a cooperation event. Here, the "battle event" may be, for example, an event in which a plurality of players participate, and the plurality of players conduct a battle such as a game-related match or combat to determine the win / loss or superiority / inferiority related to the game among the plurality of players. Also, the "competition event" may be, for example, an event in which one or more players participate, and the one or more players aim to obtain game-related points within the rules related to the game. Also, the "cooperation event" may be, for example, an event in which a plurality of players participate, and the plurality of players cooperate to aim to achieve a common goal.
[0164] In the above aspect, the "game tournament" may be, for example, a collection of a plurality of events in which a plurality of players participate. Specifically, the "game tournament" may be, for example, a collection of a plurality of events in which a plurality of pre-determined players or a plurality of players who satisfy predetermined participation conditions participate. Also, the "game tournament" may be, for example, one that awards game-related achievements to some or all of the plurality of players based on the results of the plurality of players participating in a plurality of events, or one that determines rankings related to the game. Here, the player's achievements or rankings related to the game awarded in the game tournament may be determined according to the wins and losses in one or a plurality of events in which each player participated in the game tournament, or may be determined according to the total score obtained by each player in one or a plurality of events in which each player participated in the game tournament. Also, the "game tournament" may be, for example, a round-robin tournament, a knockout tournament, or a tournament that combines the round-robin and knockout methods. Here, the "method that combines the round-robin and knockout methods" may be, for example, a method that grants the right to participate in a knockout tournament event to players whose game results in one or a plurality of events participated in the round-robin method are above a predetermined result.
[0165] In the above aspect, the "game element" may be, for example, a character related to the game, an object related to the game, or a team related to the game. Here, the "character related to the game" may be, for example, a virtual creature that exists in the virtual space related to the game and is used to advance the events related to the game. Also, the "object related to the game" may be, for example, a virtual inanimate object that exists in the virtual space related to the game and is used to advance the events related to the game. Also, the "team related to the game" may be, for example, a collection of a plurality of characters related to the game, a collection of a plurality of objects related to the game, or a collection of a plurality of characters related to the game and a plurality of objects related to the game.
[0166] In the above aspect, the "ability related to the progress of the event" may be, for example, the ability of a game element used in the event to favorably progress the event. Specifically, the "ability related to the progress of the event" may be, for example, the ability of a game element used in the event to achieve the goal related to the event, or the contribution ability of a game element used in the event to the achievement of the goal related to the event. More specifically, the "ability related to the progress of the event" may be, for example, the survival ability of a game element in the event when the event aims at the survival of the game element, or the physical ability of a game element to favorably advance a specific sport when the event aims at victory in the specific sport.
[0167] In the above aspect, the "usage situation of the game element in one or more events" may be, for example, the number of events in which the game element is used among one or more events, or the total time in which the game element is used in one or more events, or the total value of the contribution degree of the game element to the progress of one or more events.
[0168] In the above aspect, the "second event" may be, for example, an event that is started in response to the end of some or all of the first events among one or more first events. Also, in the above aspect, the "second event" may be, for example, an event in which the players who participate are determined according to the victory or defeat of the players in some or all of the first events among one or more first events. Specifically, when the game tournament is in a knockout format, for example, the first event may be an event related to the qth round, and the second event may be an event related to the (q + 1)th round (q is a natural number satisfying 1 ≤ q). In this case, the second event, which is the (q + 1)th round, may be started in accordance with the end of some or all of the first events, which are one or more first events related to the qth round. Also, in this case, for the second event, which is the (q + 1)th round, the players participating in the second event may be determined according to the wins and losses of the players in some or all of the first events, which are one or more first events related to the qth round. Also, when the game tournament is in a round-robin format, for example, the first event may be an event in which each player participates for the qth time, and the second event may be an event in which each player participates for the (q + 1)th time. In this case, the second event, in which each player participates for the (q + 1)th time, may be started in accordance with the end of some or all of the first events, in which each player participates for the qth time.
[0169] [Appendix 2] The program according to another aspect of the present invention is the program described in Appendix 1, wherein the determination unit, when the tournament includes a plurality of second events, based on the element information acquired by the acquisition unit, among the plurality of second events, the ability regarding the progress of the event of the one game element in one second event and the ability regarding the progress of the event of the one game element in another second event among the plurality of second events are made the same, and determines the ability regarding the progress of the event of the one game element in the plurality of second events.
[0170] According to this aspect, the determination unit can, for example, make the ability regarding the progress of the event of one game element common in each of the plurality of second events. Therefore, according to this aspect, it is possible to ensure fairness among the players using one game element in the second event.
[0171] [Appendix 3] A program according to another aspect of the present invention is the program described in Appendix 1 or 2, wherein when the event includes a plurality of first events and a plurality of second events, the usage situation specifying unit specifies, based on the element information acquired by the acquisition unit, the usage situation of the one game element in the plurality of first events by the plurality of players, and the ability determination unit determines, based on the specification result by the usage situation specifying unit, the ability regarding the progress of the event of the one game element in the plurality of second events.
[0172] According to this aspect, the ability determination unit can, for example, make the ability regarding the progress of the event of one game element common in each of the plurality of second events. Therefore, according to this aspect, it is possible to ensure fairness among the players who use one game element in the second event.
[0173] [Appendix 4] A program according to another aspect of the present invention is the program described in Appendix 1 to 3, wherein the determination unit determines, based on the element information acquired by the acquisition unit, the ability regarding the progress of the event of the one game element that the first player uses in one second event in which the first player participates together with the second player among the one or more second events, and the ability regarding the progress of the event of the one game element that the second player uses in the one second event, so that they are the same, for the ability regarding the progress of the event of the one game element in the one second event.
[0174] According to this aspect, the determination unit, for example, makes the ability regarding the progress of the event of one game element used by the first player and the ability regarding the progress of the event of one game element used by the second player the same in one second event in which the first player and the second player participate. Therefore, according to this aspect, it is possible to ensure fairness between the first player and the second player who participate in one second event.
[0175] [Appendix 5] A program according to another aspect of the present invention is the program described in Appendices 1 to 4, wherein when the tournament includes a plurality of first events, the usage situation specifying unit, based on the element information acquired by the acquisition unit, among the plurality of first events, for one first event (for example, game MT[q - 1][r(n1)]) in which the first player participates, specifies the usage situation of the one game element, and for another first event (for example, game MT[q - 1][r(n2)]) in which the second player participates among the plurality of first events, specifies the usage situation of the one game element, and the ability determination unit determines, based on the specification result by the usage situation specifying unit, for one second event in which the first player participates together with the second player among the one or more second events, the ability regarding the progress of the event of the one game element.
[0176] In this aspect, the ability determination unit determines the ability regarding the progress of the event of one game element in one second event in which the first player and the second player participate, based on the usage situation of the one game element in the first event in which the first player participates and the usage situation of the one game element in the first event in which the second player participates. That is, in this aspect, the ability determination unit determines the ability regarding the progress of the event of one game element in one second event, based on the usage situation of the one game element in the first event in which the player participating in the one second event among the plurality of first events participates. Therefore, according to this aspect, for example, compared with an aspect in which the ability regarding the progress of the event of one game element in one second event is determined based on the usage situation of the one game element in the first event in which the player participating in the one second event does not participate among the plurality of first events, the player participating in the one second event can have a greater influence on the determination of the ability regarding the progress of the event of the one game element in the one second event.
[0177] [Appendix 6] A program according to another aspect of the present invention is the program described in Appendix 5, wherein the ability determination unit, based on the identification result by the usage identification unit, makes the ability of the first player regarding the progress of the event of the one game element used in the one second event, and the ability of the second player regarding the progress of the event of the one game element used in the one second event, the same, and determines the ability regarding the progress of the event of the one game element in the one second event.
[0178] According to this aspect, it becomes possible to ensure fairness between the first player and the second player participating in one second event.
[0179] [Appendix 7] A program according to another aspect of the present invention is the program described in Appendix 1, wherein the usage identification unit, when the tournament includes a plurality of first events, based on the element information acquired by the acquisition unit, identifies the usage situation of the one game element in one first event in which the first player participates among the plurality of first events, and the usage situation of the one game element in another first event in which the second player participates among the plurality of first events, and the ability determination unit determines, based on the usage situation of the one game element in the one first event identified by the usage identification unit, the ability of the first player regarding the progress of the event of the one game element used in one second event in which the first player participates together with the second player among the one or more second events, and determines, based on the usage situation of the one game element in the other first event identified by the usage identification unit, the ability of the second player regarding the progress of the event of the one game element used in the one second event.
[0180] In this aspect, the ability determination unit determines the ability regarding the progress of an event of a game element used by the first player in one second event based on the usage status of a game element in one first event in which the first player participated, and determines the ability regarding the progress of an event of a game element used by the second player in one second event based on the usage status of a game element in one first event in which the second player participated. That is, in this aspect, the ability determination unit determines the ability regarding the progress of an event of a game element used by a player in a second event based on the usage status of a game element in one first event among a plurality of first events in which the player participated. Therefore, according to this aspect, for example, compared with a mode in which the ability regarding the progress of an event of a game element used by a player in a second event is determined based on the usage status of a game element in one first event among a plurality of first events in which the player did not participate, it is possible to exert a greater influence on the determination of the ability regarding the progress of an event of a game element used by the player in the second event.
[0181] [Appendix 8] A program according to another aspect of the present invention is the program described in Appendices 1 to 7, wherein the usage situation specifying unit is such that the tournament starts after a part or all of the one or more second events (for example, one or more matches MT belonging to the match group GP[2]) end, and when including one or more third events (for example, one or more matches MT belonging to the match group GP[3]) related to the game, based on the element information acquired by the acquisition unit, among the plurality of players, another game element (for example, character C-m) selected by a first player (for example, player PL[n1]) for use in the third event, the usage situation of the first event (for example, match MT belonging to the match group GP[1]) by one or more players including at least a third player (for example, player PL[n2]) different from the first player among the plurality of players, and the usage situation of the other game element in the second event by one or more players including at least the third player are specified, and the ability determination unit determines the ability related to the progress of the event of the other game element in the third event based on the specification result by the usage situation specifying unit.
[0182] In this aspect, the determination unit determines the ability related to the progress of the event of the other game element used by the first player in the third event based on the usage situations of the other game element in the first event and the second event by one or more players including the third player. Therefore, according to this aspect, for example, compared with an aspect in which the ability related to the progress of the event of the other game element does not change regardless of the usage situations of the other game element in the first event and the second event, it is possible to suppress the occurrence of a bias in the game elements selected by the players, and it is possible to suppress the occurrence of a situation in which only some game elements appear in the tournament of the game. Also, in this aspect, for example, each player can reduce the advantage of selecting other game elements as the game elements used by other players in the third event by using other game elements that are frequently selected by other players in the first event and the second event. Therefore, according to this aspect, each player may be forced to give up the continued use of the game elements they are familiar with in order to advantageously advance the progress of the event. Also, according to this aspect, each player may need to use the game elements that other players are familiar with in order to interfere with other players from advantageously advancing the progress of the event. That is, according to this aspect, it is possible to give a high degree of strategy to the selection of game elements by each player.
[0183] [Appendix 9] A program according to another aspect of the present invention is the program described in Appendices 1 to 8, wherein the usage situation specifying unit divides a plurality of events constituting the tournament into Q groups (Q is a natural number of 2 or more), the plurality of events constituting the tournament including a group consisting of the one or more first events and a group consisting of the one or more second events, and when the plurality of events constituting the tournament are included in the q1-th group among the Q groups (q1 is a natural number satisfying 1 ≦ q1 < Q), and are started after part or all of the one or more events included in the q1-th group end, and when the plurality of events constituting the tournament include one or more events included in the q2-th group among the Q groups (q2 is a natural number satisfying q1 < q2 ≦ Q and q2 = 1 + q1), based on the element information acquired by the acquisition unit, among the plurality of events included in s groups from the (q - s)-th group to the (q - 1)-th group (q is a natural number satisfying 2 ≦ q ≦ Q; s is a natural number satisfying 1 ≦ s < q), the usage situation of the one game element in the plurality of events in which the first player participates and the usage situation of the one game element in the plurality of events in which the second player participates among the plurality of events included in the s groups are specified, and the ability determination unit determines, based on the specification result by the usage situation specifying unit, the ability regarding the progress of the event of the one game element in the event in which the first player participates together with the second player among the one or more events included in the q-th group.
[0184] In this aspect, the ability determination unit determines the ability regarding the progress of an event of a game element in the q-th group in which the first player participates together with the second player, based on the usage status of a game element in a plurality of events in which the first player participated among the s groups before the q-th group and the usage status of a game element in a plurality of events in which the second player participated among the s groups before the q-th group. That is, in this aspect, the ability determination unit determines the ability regarding the progress of an event of a game element used in the event belonging to the q-th group in which the player participates, based on the usage status of a game element in the events in which the player participated among the plurality of events belonging to the s groups before the q-th group. Therefore, according to this aspect, for example, compared with the aspect in which the ability regarding the progress of an event of a game element used in the event belonging to the q-th group in which the player participates is determined based on the usage status of a game element in the events in which the player did not participate among the plurality of events belonging to the s groups before the q-th group, the player can have a greater influence on the determination of the ability regarding the progress of an event of a game element used in the event belonging to the q-th group in which the player participates.
[0185] [Appendix 10] A program according to another aspect of the present invention is the program described in Appendices 1 to 9, which causes the processor to function as an image information generation unit (for example, the image information generation unit 33) that generates image information indicating a selection image (for example, the character selection image GCS) for selecting the one game element from among the plurality of game elements, and the image information generation unit includes an ability display image (for example, the character ability image GGB-m[q]) indicating the ability regarding the progress of an event of the one game element in the selection image.
[0186] In this aspect, the image information generation unit includes, in the selected image, an ability display image indicating the ability of an event progression of one game element. That is, according to this aspect, when a player selects one game element from a plurality of game elements, the player can know the ability of the event progression that the one game element has. Therefore, according to this aspect, each player needs to select a game element that can advantageously progress the event in consideration of both the perspective of whether the player is familiar with using the game element and the perspective of whether the game element has a high ability regarding the event progression. Thereby, according to this aspect, it becomes possible to give high strategicity to the selection of game elements by each player.
[0187] In the above aspect, the "ability display image" may be, for example, an image showing a figure having a shape, size, or color corresponding to the ability of an event progression of one game element, or may be an image showing a character string such as a numerical value or symbol representing the ability of an event progression of one game element.
[0188] [Appendix 11] A server device according to an aspect of the present invention includes one or more first events related to a game, and one or more second events related to the game that start after a part or all of the one or more first events end. In a game tournament composed of a plurality of events related to the game and participated by a plurality of players, an acquisition unit that acquires element information regarding a game element selected by each of the plurality of players from among the plurality of game elements for use in the event; and a determination unit that determines the ability of the game element used in the event regarding the progress of the event. The determination unit includes a usage situation specifying unit that specifies the usage situation of one game element selected by a first player from among the plurality of game elements for use in the second event by one or more players including at least a second player different from the first player among the plurality of players, based on the element information acquired by the acquisition unit; and an ability determination unit that determines the ability of the one game element regarding the progress of the event in the second event based on the specification result by the usage situation specifying unit.
[0189] In this aspect, the determination unit determines the ability of one game element selected by the first player for use in the second event regarding the progress of the event, based on the usage situation of the one game element in the first event by one or more players including the second player. Therefore, according to this aspect, for example, compared with an aspect in which the ability of one game element regarding the progress of the event does not change regardless of the usage situation of the one game element in the first event, it is possible to suppress the occurrence of a bias in the game elements selected by the players, and it is possible to suppress the occurrence of a situation where only some game elements appear in the game tournament. Also, in this aspect, for example, each player can reduce the advantage of selecting a certain game element that is frequently selected by other players as a game element to be used by other players in the second event by using that game element in the first event. Therefore, according to this aspect, each player may be forced to give up the continued use of the game elements they are familiar with in order to advantageously advance the progress of the event on their own. Also, according to this aspect, each player may need to use the game elements that other players are familiar with in order to interfere with other players from advantageously advancing the progress of the event. That is, according to this aspect, it is possible to give a high level of strategy to the selection of game elements by each player.
[0190] [Appendix 12] A control method for a server device according to an aspect of the present invention causes a processor of the server device to function as an acquisition unit that acquires element information regarding game elements selected by each of a plurality of players from among the plurality of game elements for use in an event, and a determination unit that determines the ability of the game elements used in the event regarding the progress of the event, in a tournament of a game composed of a plurality of events related to the game, including one or more first events related to the game and one or more second events related to the game that start after part or all of the one or more first events end, and in which a plurality of players participate. The determination unit includes a usage situation specifying unit that specifies the usage situation of a certain game element selected by a first player from among the plurality of game elements for use by the first player in the second event by one or more players including at least a second player different from the first player among the plurality of players, based on the element information acquired by the acquisition unit, and an ability determination unit that determines the ability of the certain game element regarding the progress of the event in the second event based on the specification result by the usage situation specifying unit.
[0191] In this aspect, the determination unit determines the ability of a player (the first player) regarding the progress of an event of a game element to be used in a second event based on the usage status of the game element in a first event by one or more players including the second player. Therefore, according to this aspect, for example, compared with an aspect in which the ability regarding the progress of an event of a game element does not change regardless of the usage status of the game element in the first event, it is possible to suppress the occurrence of bias in the game elements selected by the players, and it is possible to suppress the occurrence of a situation where only some game elements appear in a game tournament. Also, in this aspect, for example, each player can reduce the advantage of selecting a game element as a game element to be used by another player in a second event by using, in a first event, a game element that is frequently selected by other players. Therefore, according to this aspect, each player may be forced to give up the continued use of the game elements they are familiar with in order to advantageously advance the progress of the event on their own. Also, according to this aspect, each player may need to use the game elements that other players are familiar with in order to interfere with the other players' advantageous progress of the event. That is, according to this aspect, it is possible to give a high level of strategic nature to the selection of game elements by each player.
[0192] [Appendix 13] A game system (e.g., game system SysG) according to another aspect of the present invention is composed of a plurality of events related to the game, including one or more first events related to the game and one or more second events related to the game that start after a part or all of the one or more first events end. In a game tournament in which a plurality of players participate, for use in the events, an acquisition unit acquires element information regarding game elements selected by each of the plurality of players from among the plurality of game elements, and a determination unit determines an ability regarding the progress of the event of the game elements used in the event. The determination unit includes a usage situation specifying unit that specifies the usage situation of one game element selected by a first player from among the plurality of game elements for use in the second event by one or more players including at least a second player different from the first player among the plurality of players, based on the element information acquired by the acquisition unit, and an ability determination unit that determines the ability regarding the progress of the event of the one game element in the second event based on the specification result by the usage situation specifying unit.
[0193] In this aspect, the determination unit determines the ability regarding the progress of the event of one game element that the first player uses in the second event, based on the usage situation of the one game element in the first event by one or more players including the second player. Therefore, according to this aspect, for example, compared with an aspect in which the ability regarding the progress of the event of one game element does not change regardless of the usage situation of the one game element in the first event, it is possible to suppress the occurrence of a bias in the game elements selected by the players, and it is possible to suppress the occurrence of a situation in which only some game elements appear in the game tournament. In addition, in this aspect, for example, each player can reduce the advantage of selecting a certain game element as the game element to be used by another player in the second event by using, in the first event, a game element that another player frequently selects. Therefore, according to this aspect, each player may be forced to give up the continued use of the game elements they are familiar with in order to advantageously advance the progress of the event on their own. Also, according to this aspect, each player may need to use the game elements that another player is familiar with in order to interfere with the other player's advantageous progress of the event. That is, according to this aspect, it is possible to give a high level of strategy to the selection of game elements by each player.
Explanation of Signs
[0194] 1…Game device, 2…Display device, 3…Tournament management server, 5…Video editing device, 6…Video distribution server, 7…Terminal device, 30…Control unit, 31…Management information acquisition unit, 32…Character ability determination unit, 33…Image information generation unit, 321…Character usage status identification unit, 322…Character current ability determination unit, 3001…Processor, 3003…Storage device, 3004…Operating device, 3005…Communication device, Sys…Information processing system, SysG…Game system, SysH…Video distribution system.
Claims
1. The processor, one or more first events associated with the game; The one or more first events are started after a part or all of the one or more first events are completed, one or more second events associated with the game; comprising a plurality of events related to the game, In a game tournament with multiple players, an acquisition unit that acquires element information relating to a game element selected by each of the plurality of players from among a plurality of game elements for use in the event; A determination unit that determines capabilities of game elements used in the event regarding the progress of the event; and make it work. The determination unit is Based on the element information acquired by the acquisition unit, a game element selected from among the plurality of game elements by a first player among the plurality of players for use in the second event; Among the plurality of players, one or more players including at least a second player different from the first player, a usage status identification unit that identifies a usage status in the first event; Based on the result of the determination by the usage status determination unit, a capability determining unit that determines a capability related to the progress of an event of the one game element in the second event; A program comprising: The determination unit is If the tournament includes multiple second events, Based on the element information acquired by the acquisition unit, A capability related to the progress of an event of the one game element in one second event among the plurality of second events; a capability related to the progress of an event of the one game element in another second event among the plurality of second events; To be the same, determining a capability of the one game element with respect to the progress of the event in the plurality of second events; Characterized in that program.
2. one or more first events associated with the game; The one or more first events are started after a part or all of the one or more first events are completed, one or more second events associated with the game; comprising a plurality of events related to the game, In a game tournament with multiple players, an acquisition unit that acquires element information relating to a game element selected by each of the plurality of players from among a plurality of game elements for use in the event; A determination unit that determines capabilities of game elements used in the event regarding the progress of the event; Equipped with The determination unit is Based on the element information acquired by the acquisition unit, a game element selected from among the plurality of game elements by a first player among the plurality of players for use in the second event; Among the plurality of players, one or more players including at least a second player different from the first player, a usage status identification unit that identifies a usage status in the first event; Based on the result of the determination by the usage status determination unit, a capability determining unit that determines a capability related to the progress of an event of the one game element in the second event; A server device comprising: The determination unit is If the tournament includes multiple second events, Based on the element information acquired by the acquisition unit, A capability related to the progress of an event of the one game element in one second event among the plurality of second events; a capability related to the progress of an event of the one game element in another second event among the plurality of second events; To be the same, determining a capability of the one game element with respect to the progress of the event in the plurality of second events; Characterized in that Server device.
3. one or more first events associated with the game; The one or more first events are started after a part or all of the one or more first events are completed, one or more second events associated with the game; comprising a plurality of events related to the game, In a game tournament with multiple players, obtaining element information relating to a game element selected by each of the plurality of players from among a plurality of game elements for use at the event; determining capabilities of game elements used in the event in relation to the progress of the event; The said decision: Based on the acquired element information, a game element selected from among the plurality of game elements by a first player among the plurality of players for use in the second event; Among the plurality of players, one or more players including at least a second player different from the first player, Identifying a usage situation in the first event; Based on the identified results, determining a capability of the one game element in relation to the progress of the event in the second event; A method for controlling a server device, comprising: The said decision: If the tournament includes multiple second events, Based on the acquired element information, A capability related to the progress of an event of the one game element in one second event among the plurality of second events; a capability related to the progress of an event of the one game element in another second event among the plurality of second events; To be the same, determining a capability of the one game element with respect to the progress of the event in the plurality of second events; 23. A method for controlling a server device comprising:
4. one or more first events associated with the game; The one or more first events are started after a part or all of the one or more first events are completed, one or more second events associated with the game; comprising a plurality of events related to the game, In a game tournament with multiple players, an acquisition unit that acquires element information relating to a game element selected by each of the plurality of players from among a plurality of game elements for use in the event; A determination unit that determines capabilities of game elements used in the event regarding the progress of the event; Equipped with The determination unit is Based on the element information acquired by the acquisition unit, a game element selected from among the plurality of game elements by a first player among the plurality of players for use in the second event; Among the plurality of players, one or more players including at least a second player different from the first player, a usage status identification unit that identifies a usage status in the first event; Based on the result of the determination by the usage status determination unit, a capability determining unit that determines a capability related to the progress of an event of the one game element in the second event; A game system comprising: The determination unit is If the tournament includes multiple second events, Based on the element information acquired by the acquisition unit, A capability related to the progress of an event of the one game element in one second event among the plurality of second events; a capability related to the progress of an event of the one game element in another second event among the plurality of second events; To be the same, determining a capability of the one game element with respect to the progress of the event in the plurality of second events; Characterized in that Game system.
Citation Information
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