Server system, program, and providing method
The server system addresses the issue of varying gameplay experiences in multiplayer online games by dynamically adjusting game play specifications based on terminal compatibility, ensuring a high-quality experience across different hardware and network conditions.
Patent Information
- Application Number
- JP2021160087
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-29
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2041-09-29
AI Technical Summary
In multiplayer online games, the quality of gameplay experience varies significantly due to differences in communication speed and performance capabilities of game clients, leading to suboptimal play experiences when players with different hardware and network conditions interact.
A server system that dynamically adjusts the game play specifications for participating terminals by determining mutual compatibility conditions and applying change controls to ensure a high-quality play experience, including adjusting image quality, object display, and operation methods based on terminal capabilities.
The system provides a consistent and high-quality multiplayer experience by optimizing game play specifications for each participating terminal, ensuring that players can fully utilize their hardware and network capabilities, even in shared game spaces.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a server system and the like that provide an online game for enjoying multiplayer play.
Background Art
[0002] As a representative example of an online game, there is an MMO (Massively Multiplayer Online) game. As one of the technologies of MMO games, a technology that enables various categories of computers such as a home stationary game device, a portable game device, a personal computer, and a smartphone to be used as game clients is known.
[0003] For example, Patent Document 1 discloses a technology for acquiring communication quality information for each game client and controlling the progress of the game in a game mode according to the communication quality.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In some multiplayer online games, player characters are placed in a single shared game space, and the player characters interact with each other, resulting in a situation (hereinafter referred to as the "involvement situation") that has a great impact on the game progress and play results. In such a game, the game play progresses locally by the player characters in the involvement situation.
[0006] For example, a battle royale-style action game in which player characters are scattered across a large battlefield and engage in encounter battles falls into this category. Other examples include action RPGs (role playing games) in which players work together to find and defeat large beasts (NPCs) that are somewhere around, or action RPGs in which players work together to find and conquer a dungeon hidden somewhere in the game space.
[0007] One characteristic of online games is that the game experience is strongly influenced by, for example, the communication speed of the communication line used by the game client. For example, using a high-speed communication line will result in a high quality game experience, as it will enable realistic and rich gameplay images, smooth character movements, high responsiveness, diverse operability, and high degree of freedom of operation. If the communication speed is low, these will not be possible, and the quality of the game experience will be low.
[0008] Therefore, in the above types of games, the quality of the gameplay experience obtained after a player character becomes involved depends on which player character becomes involved and the extent to which the communication speeds of the communication lines used by the game clients of those player characters differ.
[0009] If a player character of a game client using a high-speed communication line encounters a player of a game client using a low-speed communication line, the game play between the two players at the time of the encounter will have to be a play experience that matches the line with the low communication speed. From the perspective of the player with the high communication speed, the game will be played without making full use of the high communication speed. If a high-quality communication line is used, a better play experience would be possible, but this is not possible.
[0010] In addition to communication speed, the performance indicators of a game client for comfortable online game play also include the communication processing ability and arithmetic processing ability of the game client itself. Therefore, relying solely on communication speed as an indicator may not always enable the provision of a high-quality play experience that fully utilizes various performances of the game client to the user.
[0011] The problem to be solved by the present invention is to provide a new technology for providing a high-quality play experience in an online game where game clients with various performances play multiplayer through their participation status in a shared game space.
Means for Solving the Problem
[0012] A first invention for solving the above problems is a server system that provides an online game in which each player uses a player terminal as a man-machine interface (hereinafter referred to as "MMIF") to operate a player character that can move in a shared game space and enjoy multiplayer play, Among the player terminals, there are terminals with different game play specifications, Game play specification information acquisition means for acquiring information representing the game play specifications of each of the player terminals (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 8, the game management unit 210, the game play specification information acquisition unit 214, the game play specification information 605 in FIG. 12, step S12 in FIG. 17), and Participation status detection means for detecting that a given participation status has occurred in which N (N≧2) player characters in the shared game space are involved with each other (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 8, the game management unit 210, the participation status detection unit 216, the participation status registration data 730 in FIG. 9, step S40 in FIG. 17), and For the N player characters that have entered the above-mentioned participation status (hereinafter, the player characters that have entered the participation status are referred to as "participating characters"), mutual compatibility determination means for determining whether the game play specifications of the player terminal (hereinafter, the player terminal that operates the participating character is referred to as the "participating terminal") that operates the participating character satisfy given mutual compatibility conditions, MMIF information providing means for providing MMIF information for realizing the MMIF related to the multiplayer in each of the player terminals (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 8, the game management unit 210, the MMIF information providing unit 220, the game play image data 784 in FIG. 15, step S34 in FIG. 17), The MMIF information providing means has change control means (for example, the change control unit 222 in FIG. 8, the change control content data 540 (540a, 540b,...) in FIG. 6, step S48 in FIG. 17, step S60 in FIG. 18, step S62) for providing the participating terminal with MMIF information subjected to a given change control for changing the MMIF information when it is determined that the mutual compatibility conditions are satisfied. It is a server system.
[0013] Specifically, as a second invention, the change control means may configure the server system of the first invention by changing the control content of the change control based on the game play specifications of the participating terminal determined to satisfy the mutual compatibility conditions (for example, the change control content data 540 prepared by being divided into application levels in FIG. 6).
[0014] Also specifically, as a third invention, the change control means may configure the server system of the first or second invention by executing, as the change control, control for making the image quality of the game play image to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility conditions and the player terminal not satisfying the mutual compatibility conditions (for example, applying different display quality settings of the change control content data 540 in FIG. 6 in step S62 in FIG. 18).
[0015] "Image quality of gameplay images" indicates the display quality of how gameplay images are displayed as rich in tones and detailed images on the player terminal. It is determined by factors such as image size (the number of pixels constituting the image; the larger the image size, the higher the display resolution can be enhanced on the player terminal), display refresh rate, number of colors, dynamic range of the color space, etc.
[0016] Specifically, as a fourth invention, the change control means may execute, as the change control, control to make the image quality and / or the number of objects to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition (for example, applying a grade of object model specified with different expression qualities in the change control content data 540 of FIG. 6 at step S48 of FIG. 17), to configure a server system according to any one of the first to third inventions.
[0017] Specifically, as a fifth invention, the change control means may execute, as the change control, control to make the image quality of the moving image of the player character to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition (for example, motion data of a grade specified with different expression qualities in the change control content data 540 of FIG. 6, step S60 of FIG. 18), to configure a server system according to any one of the first to fourth inventions.
[0018] Specifically, as a sixth invention, the change control means may execute, as the change control, control to make the operation method of the player terminal operating the player character different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition (for example, step S60 of FIG. 18, permission operation type data 526 by terminal level of FIG. 10), to configure a server system according to any one of the first to fifth inventions.
[0019] As a seventh invention, the change control means may constitute a server system according to any one of the first to sixth inventions that executes, as the change control, control to make the viewpoint setting of the game image to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual correspondence condition and the player terminal that does not satisfy the mutual correspondence condition (for example, change from a viewpoint overlooking the shared game space 8; as the viewpoint control of the special game space 10, the viewpoint camera setting data of the grade specified with different expression qualities in the change control content data 540 of FIG. 6 is applied in step S60 of FIG. 18).
[0020] The "participation situation" is a situation in the shared game space where the first player character and the second player character have a significant impact on each other regarding the game progress and game results. For example, in a player-versus-player battle royale-style action game, an encounter corresponds to this. Also, this applies when a common event related to a plurality of players traveling together (for example, an event for cooperative play, a conversation with a special NPC regarded as a highlight in game progress, acquisition of a special item, etc.) occurs. Playing in a participation situation can be said to be one of the cores of game play in an online game. Therefore, in playing in a participation situation, it is desired to provide a high-quality play experience that makes the most of the game play specifications of the player terminal.
[0021] "The game play specifications satisfy a given mutual correspondence condition" includes any of the meanings of the game specifications being the same, the game specifications being of the same level, and the difference in the game play specifications not causing a significant difference in the play experience. The game play specifications can be any one of, for example, communication processing ability, arithmetic processing ability, type of the installed OS (Operating System), and communication speed with the server system.
[0022] According to any one of the first to seventh inventions, the server system can provide the participating terminal with MMIF information subjected to change control when player characters enter a given participation situation in a shared game space and the game play specifications of the participating terminals are mutually compatible.
[0023] That is, for player terminals with game play specifications that are the same or similar to such an extent that they can be regarded as mutually compatible, apply change control appropriate to those game play specifications to execute game play associated with the participation situation, and provide a play experience appropriate to the game play specifications. For example, if a player character of a player terminal with a high communication speed enters a participation situation, special change control can be applied according to those high communication speeds to provide a high-quality play experience that fully utilizes the high communication quality.
[0024] Further, as a ninth invention, a server system according to any one of the first to seventh inventions may further include change notification control means (for example, control board 1150 in FIG. 1, change notification display 16 in FIG. 4, change notification control unit 232 in FIG. 8, step S62 in FIG. 18) for notifying the participating terminal that the change control by the change control means has been performed.
[0025] According to the ninth invention, the server system can report to the player that the change control has been performed.
[0026] Further, as a tenth invention, permission setting means (for example, control board 1150 in FIG. 1, permission setting unit 230 in FIG. 8, permission setting 609 in FIG. 12, step S16 in FIG. 17) for setting permission or non-permission of the change control based on a setting change operation of each player is further provided, and the change control means executes the change control for the participating terminal determined to satisfy the mutual compatibility condition and for which the permission setting is set to permission (for example, step S44 in FIG. 17), and a server system according to any one of the first to ninth inventions may be configured.
[0027] According to the ninth invention, the server system can allow the player to select whether to apply change control to its own gameplay.
[0028] Also, as a tenth invention, the change control means may configure a server system according to any one of the first to ninth inventions, which sets a special game space and executes, as the change control, control for the N participating characters to move within the special game space (for example, step S48 in FIG. 17).
[0029] According to the tenth invention, the server system can execute change control using a special game space. By preparing a special game space, the change control can be limited to the participating characters without affecting objects outside the special game space.
[0030] Also, as an eleventh invention, the change control means may configure a server system according to the tenth invention, which sets the special game space within the shared game space and performs control to make the image quality within the special game space different from the image quality outside the special game space (for example, applying an object model of a grade specified by a different expression quality of the change control content data 540 in FIG. 6 to step S48 in FIG. 17).
[0031] "The image quality within the special game space" means how the state of the special game space is represented as a video expression in the gameplay image, that is, "expression quality" so to speak.
[0032] According to the eleventh invention, by setting the special game space within the shared game space, players other than the parties involved in the participation situation can visually recognize what is happening in the game play image in the participation situation. Specifically, even in the game play image displayed on the player terminal of the player character not in the participation situation, the state of the special game space can be visually recognized. Therefore, the shared game space and the special game space are not separated in the game world, and it feels like the same one game world to the players.
[0033] Moreover, by making the image quality within the special game space different from the image quality outside the special game space, players can be made to feel an improvement in the playing experience related to the involvement situation.
[0034] Also, as a twelfth invention, the game play specification information acquisition means acquires information on the model of the player terminal as information representing the game play specification, and the mutual compatibility determination means determines whether the mutual compatibility condition is satisfied based on the information on the model of the player terminal acquired by the game play specification information acquisition means. A server system according to any one of the first to eleventh inventions may be configured.
[0035] If the model of the player terminal is known, its performance can generally be known. Therefore, according to the twelfth invention, the server system can appropriately determine the mutual compatibility condition.
[0036] Also regarding the information on the model, as a thirteenth invention, a server system according to the twelfth invention further includes model information notification control means (for example, the control board 1150 in FIG. 1, the model information notification display 18 in FIG. 4, the model information notification control unit 234 in FIG. 8, step S62 in FIG. 18) that notifies the model information of the player terminal to the participating terminal when the mutual compatibility condition is satisfied.
[0037] According to the thirteenth invention, the server system can notify the player of the model information of the participating terminal.
[0038] A fourteenth invention further includes evaluation means (for example, the control board 1150 in FIG. 1, the evaluation unit 215 in FIG. 8, the terminal level definition data 530 in FIG. 11, the applicable terminal level 606 in FIG. 12, step S14 in FIG. 17) that evaluates the player terminal based on the information representing the game play specification acquired by the game play specification information acquisition means, and the mutual compatibility determination means determines whether the mutual compatibility condition is satisfied based on the evaluation result of the evaluation means regarding the participating terminal (for example, step S42 in FIG. 17). It is a server system according to any one of the first to eleventh inventions.
[0039] According to the 14th invention, by comprehensively evaluating the performance based on the game play specifications, it becomes possible to determine whether the mutual compatibility conditions are satisfied even in a case where it is not always possible to collect information on the same type of game play specifications from all player terminals.
[0040] Note that the configuration may be such that the game play image is generated by the player terminal. That is, as the 15th invention, the MMIF information may constitute any of the server systems of the 1st to 14th inventions, including data required for generating a game play image in the player terminal.
[0041] Further, as the 16th invention, a program for generating a game play image based on the MMIF information received from the server system may be configured for a player terminal that communicates with the server system of the 15th invention and enjoys the game play in the online game.
[0042] The 17th invention is a server system that provides an online game in which each player uses a player terminal as a man-machine interface (hereinafter referred to as "MMIF") to operate a player character that can move in a shared game space and enjoy multiplayer play, and the player terminal in a game system configured by being communicatively connected to the player terminal. There are player terminals with different game play specifications in the player terminal. The server system includes: a game play specification information acquisition means for acquiring information representing the game play specifications of each of the player terminals; an involvement situation detection means for detecting that a given involvement situation has occurred in which N (N≥2) player characters in the shared game space are involved with each other; and, for the N player characters in the involvement situation (hereinafter, the player characters in the involvement situation are referred to as "involved characters"), a mutual compatibility determination means for determining whether the game play specification of the player terminal (hereinafter, the player terminal that operates the involved character is referred to as the "involved terminal") that operates the involved character satisfies a given mutual compatibility condition; and an MMIF information providing means for providing each of the player terminals with MMIF information for realizing the MMIF related to the multiplayer play in the player terminal, and providing the involved terminal with MMIF information subjected to a given change control for changing the MMIF information when it is determined that the mutual compatibility condition is satisfied. The player terminal generates a game play image based on the MMIF information provided from the server system.
[0043] According to the 17th invention, a player terminal capable of obtaining the same effect as the 1st invention can be realized.
[0044] The 18th invention is a providing method in which a computer system provides an online game in which each player uses a player terminal as a man-machine interface (hereinafter referred to as "MMIF") to operate a player character that can move in a shared game space and enjoy multiplayer play. There are player terminals with different game play specifications in the player terminal. A game play specification information acquisition step of acquiring information representing the game play specifications of each of the player terminals; an involvement situation detection step of detecting that a given involvement situation has occurred in which N (N≧2) player characters in the shared game space are involved with each other; a mutual compatibility determination step of determining, for the N player characters that have entered the involvement situation (hereinafter, the player characters that have entered the involvement situation are referred to as "involved characters"), whether the game play specifications of the player terminal (hereinafter, the player terminal that operates the involved character is referred to as the "involved terminal") that operates the involved character satisfy a given mutual compatibility condition; and an MMIF information providing step of providing MMIF information for realizing the MMIF related to the multiplayer in each of the player terminals, wherein the MMIF information providing step includes providing, to the involved terminal, MMIF information subjected to a given change control for changing the MMIF information when it is determined that the mutual compatibility condition is satisfied.
[0045] According to the eighteenth invention, a providing method capable of obtaining the same effect as that of the first invention can be realized.
Brief Description of Drawings
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Embodiments for Carrying Out the Invention
[0047] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the applicable forms of the present invention are not limited to the following embodiments.
[0048] 〔First Embodiment〕 FIG. 1 is a diagram showing a configuration example of a game system. The game system 1000 includes a server system 1100 and player terminals 1500 (1500a, 1500b,...) for each player that can communicate with the server system 1100, and realizes an online game using the player terminal 1500 as a man-machine interface (MMIF, hereinafter appropriately referred to as "MMIF"). In FIG. 1, only three player terminals 1500 are drawn, but in actual system operation, the number of player terminals 1500 is not limited.
[0049] In the game system 1000, data communication is possible between the server system 1100 and the player terminal 1500 via the network 9, and data communication is also possible between the player terminals 1500 via the network 9.
[0050] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method is not limited to wired / wireless.
[0051] The server system 1100 is, for example, a computer system having a main body device, a keyboard, a touch panel, and a storage, and having a control board 1150 mounted on the main body device. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).
[0052] Then, the server system 1100 realizes a user management function for managing information related to user registration and the like, and a game management function for allowing a user to play an online game, by the control board 1150 performing arithmetic processing based on a predetermined program and data.
[0053] Although the server system 1100 is depicted as if it were a single server device, it may also be configured to be realized by a plurality of cooperating devices. For example, the server system 1100 may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate data with each other via an internal bus. Also, the installation location of the hardware constituting the server system 1100 is not limited. A configuration in which a plurality of independent servers installed at separate locations communicate data via the network 9 so that the overall system functions as the server system 1100 is also possible.
[0054] The player terminals 1500 (1500a, 1500b, …) are computer systems used by a user to play a game using the game system 1000, and are electronic devices (electronic equipment) that access the server system 1100 and other player terminals 1500 via the network 9. That is, the player terminals 1500 perform the function of the man-machine interface in the game system 1000.
[0055] The player terminal 1500 includes an operation input device (e.g., keyboard, touch panel, game controller, mouse, etc.), an image display device (e.g., video monitor, touch panel, head-mounted display, etc.), and a control board 1550.
[0056] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 connected to the network 9. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, enabling data reading / writing and signal transmission / reception. Part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. And the control board 1550 stores programs and various data for realizing the functions as a player terminal in the IC memory 1552.
[0057] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but it may also be configured to read from a storage medium such as a separately obtained memory card.
[0058] The form of the player terminal 1500 may be any computer system. For example, it may be a smartphone, a wearable computer such as a smartwatch, a portable game device, a home stationary game device, a tablet computer, a personal computer, an industrial game device, etc. When a plurality of electronic devices, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, perform one function by being communicatively connected, those plurality of electronic devices can be regarded as one player terminal 1500.
[0059] In actual operation, the player terminals 1500 (1500a, 1500b, …) are a mixture of devices in various categories such as smartphones, home game consoles, and personal computers, and there are also various models mixed. Naturally, the hardware specifications (CPU specifications, installed memory capacity, graphics board specifications, communication module specifications, bus specifications, display specifications, communication line specifications, etc.) and software specifications (OS specifications, communication standards, etc.) also vary. The computing processing power and communication processing power of the player terminal 1500 as a single unit are determined by the hardware specifications and software specifications.
[0060] Furthermore, the actual situation of the network 9 that communicatively connects each player terminal 1500 and the server system 1100, so-called communication environment, also varies. For example, whether it is connected via a base station of a wireless-connected mobile phone network or a wired connection, the degree of delay (including transmission delay, propagation delay, etc.), bandwidth, degree of packet loss, and other elements related to various communication qualities differ according to each player terminal 1500. As a result, the actual communication speed when each player terminal 1500 communicates with the server system 1100 varies.
[0061] These factors that affect game play execution on each player terminal 1500 (the communication processing power of the player terminal 1500, the computing processing power of the player terminal 1500, and the communication speed between the player terminal 1500 and the server system, etc.) are collectively referred to as "game play specifications". That is, "game play specifications" are things such as hardware specifications (CPU specifications, installed memory capacity, graphics board specifications, communication module specifications, bus specifications, display specifications, etc.), software specifications (OS specifications, communication standards, etc.), line speed, line type, and so on.
[0062] The information regarded as the game play specifications of each player terminal 1500 is acquired and stored by the server system 1100 before the start of the game. Among the game play specifications, the hardware and software specifications of the player terminal 1500 can be acquired using a remote system information collection function according to the model and OS version. Also, the communication speed can be measured by actually performing a transmission and reception test of dummy data.
[0063] FIG. 2 is a diagram for explaining the performance evaluation of the player terminal 1500 based on the game play specifications. The server system 1100 comprehensively evaluates in which environment each player terminal 1500 (1500a, 1500b,...) can realize what degree of play experience based on the information of each game play specification, and sets a "terminal level" for each player terminal 1500. If the terminal levels are the same, although the details of the game play specifications of the player terminal 1500 may be different, it is regarded as being in an environment where the same degree of play experience can be realized. That the terminal levels are the same is called "mutually compatible".
[0064] In the example of FIG. 2, the terminal levels are illustrated in four levels from "Lv1" to "Lv4", but the number is not limited as long as there are a plurality of terminal levels. Also, depending on the configuration of the computer system assumed as the player terminal 1500 and the content of the game, a configuration where even if the terminal levels are different, they are regarded as mutually compatible if they are adjacent levels is also possible.
[0065] FIG. 3 is a diagram for explaining an example of an online game provided by the game system 1000. The online game provided by the game system 1000 is an MMO game themed on battle royale by encounter battles.
[0066] The user uses the player terminal 1500 to access the server system 1100 or a predetermined website managed by the server system 1100, and undergoes a predetermined user registration procedure to obtain the qualification to become a player. Then, by going through a predetermined sign-in procedure using the unique user account (screen name) set at the time of registration, the user's player terminal 1500 is incorporated into the game system 1000 and becomes in the system online state. Also, by going through a predetermined sign-out procedure, the user withdraws from the system and becomes in the system offline state. And in the system online state, the user can play an online game by performing a predetermined game login (hereinafter referred to as login). Note that it may be in a form where the user automatically logs in when the system goes online.
[0067] Each player terminal 1500 (1500a, 1500b, …) is assigned a player character 4 (4a, 4b, …). The player character 4 is arranged in a shared game space 8 together with the NPC (non player character) 6 and background objects that bear the structure of the game world. Specifically, the shared game space 8 is a virtual three-dimensional space, and data of various objects are stored in the shared game space 8, and position data and the like of various objects in the shared game space 8 are updated along with the operation control of the object.
[0068] Each player can customize their own player character 4 before the start of the game. Specifically, the player can select one of several basic character types as a basis and customize it by equipping appropriate equipment according to their preferred fighting style. The player starts playing while looking at the game play image from a perspective overlooking the shared game space 8 displayed on the player terminal 1500. The range where the overhead view is possible may be the entire shared game space 8, or only a limited range based on the player character 4 may be made possible for the overhead view.
[0069] The game play images to be displayed on each player terminal 1500 are generated by the server system 1100. In the example of FIG. 3, it represents the generation of the game play image 14 that the server system 1100 typically causes to be displayed on the player terminal 1500d.
[0070] The server system 1100 places a perspective camera corresponding to each player terminal 1500 in the shared game space 8, renders the state of the shared game space 8 as seen from the perspective camera, and creates a game space image 12. Then, various additional displays (for example, the status display of the player character 4, the display of the play score, etc.) are synthesized with the game space image 12 to generate a game play image 14. And the data of the game play image 14 is transmitted and provided to the player terminal 1500 as "MMIF information for realizing the MMIF related to multiplayer in the said player terminal". The player terminal 1500 receives the said data and displays it.
[0071] While looking at the game play image 14 displayed on their own player terminal 1500, players operate and move their player character 4 while considering the terrain and timing suitable for their preferred way of fighting. Then, they bring their player character 4 close to other player characters and engage in combat, aiming to survive and play. The combat between player characters 4 encountered in the shared game space 8 is one of the core parts of the play elements in the said online game, and for the players who are the parties involved, it is an important situation that mutually affects the play score and the game experience.
[0072] The game progress such as the movement, operation, and hit determination of each object placed in the shared game space 8 is managed by the server system 1100 as an asynchronous game. In the shared game space 8, when a plurality of adjacent player characters 4 satisfy a given participation situation determination condition, the corresponding player character 4 is regarded as having "entered the participation situation". That is, it detects that the player has entered the participation situation, i.e., the occurrence of the participation situation. In the example of FIG. 3, player character 4a and player character 4d are in the participation situation.
[0073] The "participation situation" is a situation in which a plurality of player characters 4 interact with each other and have a great influence on the game progress and play results. The "participation situation determination condition" can be appropriately set according to the game content, such as the first player character and the second player character satisfying a given encounter condition in the shared game space 8. In this embodiment, it may be "another player character has entered the attackable range of any player character", "locked on (set as the automatic tracking target of the attack sight)", or "the start of engagement has been approved by one or both players".
[0074] Hereinafter, the player character 4 in the participation situation is referred to as the "participating character", and the player terminal 1500 associated with the participating character used for the operation of the participating character is referred to as the "participating terminal". Also, the game play from the occurrence of the participation situation to the end of the participation situation is referred to as the "participation situation play".
[0075] The server system 1100 detects the occurrence of the participation situation, and when the terminal levels of the participating terminals are the same, determines that the participating terminals satisfy the mutual correspondence condition, and performs special data change control for the participation situation play.
[0076] FIG. 4 is a diagram for explaining special data change control related to the participation situation play. Player character 4a and player character 4d are in the participation state. When the server system 1100 detects the occurrence of an involvement situation and determines that the involved terminals satisfy the mutual compatibility condition, it creates a special game space 10 for involvement situation play, and controls the progress of the involvement situation play as a fully synchronized game in parallel with the game progress in the shared game space 8. The special game space 10 is a partial space set within the shared game space 8. The game play image of the involvement situation play displayed on the involved terminals is created based on this special game space 10.
[0077] Specifically, the special game space 10 is created as a space that copies a limited range in the shared game space 8 with the representative point related to the detected involvement situation (for example, the midpoint between the involved characters) as the reference position. And only the involved characters are arranged as player characters in the special game space 10, and the player characters 4 other than the involvement situation characters are not arranged. In other words, the player characters 4 other than the N (N≧2) characters that have become involved characters are prohibited from entering the special game space 10.
[0078] The involved terminals switch from displaying the game play image 14 created based on the shared game space 8 to displaying the game play image 14s using the game space image 12s created based on the special game space 10 at the boundary of the occurrence of the involvement situation.
[0079] The game play image 14s includes, as elements to be additionally displayed on the game space image 12s, a change notification display 16 and a model information notification display 18. The change notification display 16 notifies the player that an involvement situation has occurred, the involvement situation play has started, and special change control according to the terminal level is being executed. The change notification display 16 includes the display of the terminal level set for the involved terminal, and also serves as a display to notify the player which terminal level the player's player terminal 1500 corresponds to. The model information notification display 18 represents the model of the player terminal 1500 of the opponent player in the involvement situation play. In the example of FIG. 4, these displays are illustrated as text displays, but they may also be symbol displays such as symbols and icons.
[0080] On the other hand, in the shared game space 8, as shown in FIG. 5 for example, the state of the special game space 10 is reflected. Specifically, an object of the range display 20 indicating the range of the special game space 10 is arranged around the shared game space 8. Further, in the object model of the player characters 4 (4a, 4d) involved, an object model for playing in the involved state is reflected. This is called reflection control. The object model of the player character 4 in the special game space 10 when viewed from outside the special game space 10 is basically different from the object model when viewed from inside the special game space 10. When viewed from inside the special game space 10, since reflection control is performed, for example, it becomes a high-definition object model. The server system 1100 performs reflection control while controlling the progress of the play in the involved state. Also, simple effects 22 such as the flash of the attack effect and the sparks and smoke indicating the occurrence of damage in the play in the involved state are also targets of reflection control.
[0081] That is, although there are differences in details such as the grade of the object models arranged in the shared game space 8 and the special game space 10, the essential situation is the same. Conceptually, it can be said that the special game space 10 is set in the shared game space 8 so that the inside of the special game space 10 can be visually recognized from the player characters existing outside the special game space 10 (player characters not in the involved state in the shared game space 8).
[0082] Therefore, players of outfield player characters 4 (4b, 4c, …) other than the player characters 4 (4a, 4d) involved in the participation situation can see, in the game play image based on the shared game space 8, the state in which the player characters 4 (4a, 4d) involved in the participation situation are in a combat state. Of course, since only the player characters 4 (4a, 4d) involved in the participation situation can participate in the participation situation play, players of other player characters 4 (4b, 4c, …) can only watch the combat situation, but the video effectively produces the “likeness” of a battle royale being played out within a single shared game space 8.
[0083] When the situation end conditions (for example, the battle is decided, the time limit is reached, both sides' ammunition runs out, etc.) that are regarded as the end of the participation situation play are satisfied, the participation situation play ends. The data of the special game space 10 related to this is deleted. Then, the player terminals 1500 (1500a, 1500d) that were the participating terminals are no longer treated as participating terminals, and the reflection control of the player characters 4 (4a, 4d) that were in the participation situation also returns to the control of the asynchronous game in the shared game space 8, which is the state before the participation situation.
[0084] As control related to the participation situation play, when the terminal levels of the participating terminals are the same, the server system 1100 executes (1) the first change control to change the settings of the special game space 10, (2) the second change control to change the image quality settings when generating the game space image 12s, (3) the third change control to change the settings of the viewpoint camera, and (4) the fourth change control to change the settings of the operating system, according to the terminal level. Which change control is performed at which terminal level is determined in advance by change control content data 540 (540a, 540b, 540c, 540d) as shown in, for example, FIG. 6. Note that a configuration in which one or more of these are omitted is also possible.
[0085] With reference to FIGS. 4 and 6, the change control will be specifically described. First, the first change control of change control, "the first change control for changing the setting of the special game space", will be described. Multiple grades are prepared for the data used for arranging and controlling various objects such as the player character 4. In this embodiment, as an example, there are three grades of LD (Low Definition), SD (Standard Definition), and HD (High Definition), but it may be divided more finely.
[0086] The lower the grade of the object model, the fewer the number of vertices and polygons that make up the model, and the smaller the data size. It is also possible to set a grade where the number of vertices and polygons is "0", that is, substantially no objects are arranged in the game space. The number of colors of the skin and texture data applied to the object model is smaller as the grade is lower, and the data size thereof is also smaller. Also, the motion data applied to the object model is simpler and the data size is smaller as the grade is lower.
[0087] The lower the grade, the more inferior the representation of the details of the object to be represented by the object. Therefore, when using an object with a low grade, the image quality (representation quality) as a video representation deteriorates, and the quality of the play experience obtained from the video representation deteriorates. However, the lower the grade, the lower the calculation load and communication load. Therefore, the delay in game progress is less likely to occur, and it is easier to maintain high operation responsiveness, so the quality of the play experience regarding the comfort of play improves.
[0088] Regarding the shared game space 8, the grade of the object can be set as appropriate. However, since it is preferable to uniformly control the shared game space 8 as the only game space that allows player terminals 1500 with various game play specifications, in this embodiment, it is set to the LD grade. The pull-out display of "LD Model", "LD Motion", and "LD Effect" in FIG. 4 represents this.
[0089] Now, when the participation terminal levels of the participating terminals are the same, the server system 1100 selects and applies the change control content data 540 corresponding to that terminal level. In FIG. 6, the "application level" indicates the terminal level corresponding to that change control content data 540.
[0090] In each change control content data 540, in order to make the most of the game play specifications corresponding to the applicable terminal level (in other words, to provide the highest quality and comfortable play experience possible in that game play specification), it specifies which grade to use for which category of objects.
[0091] In the example of FIG. 4, the player terminals 1500a and 1500d, which are the participating terminals, both have a terminal level of "Lv4". This level is the highest category among the assumed game play specifications of the participating terminals. The grades of all types of objects arranged in the special game space 10 are the highest HD grade. The types of effects to be displayed are also set to be the most. The pull-out displays of "HD Model", "HD Motion", "HD Effect", and "HD Background" in FIG. 4 represent this. In the example of FIG. 6, the change control content data 540d with "application level = Lv4" defines this.
[0092] When the terminal level of the participating terminal is "Lv3", since the game play specification is inferior to "Lv4", the grades of one or more categories of objects are lowered below "Lv4" to reduce the processing load and communication load. For example, as shown in the change control content data 540c with "application level = Lv3" in FIG. 6, the grades of the player character and the effect object may use the HD grade, but for the NPC6 and background objects, the SD grade may be used. The types of effects to be displayed are also made fewer than "Lv4".
[0093] When the terminal level of the participating terminal is "Lv2", since the game play specifications are even worse, the grades of objects in even more categories are further lowered to further reduce the processing load and communication load. For example, as shown in the change control content data 540b with "application level = Lv2" in FIG. 6, it is also possible to use the SD grade for all types of objects. The types of effects to be displayed are made fewer than those in "Lv3".
[0094] And when the terminal level with even worse game play specifications is "Lv1", for example, as shown in the change control content data 540a with "application level = Lv1" in FIG. 6, the grades of all types of objects are set to the LD grade. The types of effects to be displayed are made the fewest.
[0095] Note that the example of the grade setting of the object according to the terminal level is not limited to the example shown in FIG. 6 and can be set as appropriate. For example, the grade of the object of the player character 4 may be configured such that the grades of other background objects and effect objects are changed without changing at any terminal level.
[0096] Next, the second change control, "the second change control for changing the setting of the image quality when generating the game space image", will be described. Server system 1100 changes the image quality of game space image 12s according to the terminal level of the participating terminal. The image quality (display quality) of game space image 12s is determined by, for example, the image size (the number of pixels constituting the image; the larger the image size, the higher the display resolution on the player terminal), the display refresh rate, the number of colors, the dynamic range of the color space, etc. The setting parameter values that affect the image quality of game space image 12s are changed so that they become larger as the terminal level is higher. In this embodiment, as shown in FIG. 6, it is assumed that the image quality is set to any one of three levels: LD quality, SD quality, and HD quality. In the example of FIG. 4, since the terminal level of the participating terminal is "Lv4", it shows that the display quality of game space image 12s has been set and changed to HD quality. Therefore, when the terminal level of the participating terminal is high, its high game play specifications are utilized, and a game play image 14s with a richer and more immersive high image quality is displayed than the game space image 12 of the asynchronous game using the shared game space 8.
[0097] FIG. 7 is a diagram for explaining the third change control, "the third control for changing the setting of the viewpoint camera". When the special game space 10 is generated, the viewpoint camera set in association with the participating terminal in the shared game space 8 is copied to the special game space 10. Then, the setting of the viewpoint camera is changed to the setting of the camera control for the participation situation prepared according to the terminal level.
[0098] The change of the setting of the viewpoint camera can be set as appropriate, but as the terminal level increases, one or more of the following features are imparted: (a) the shooting range of the viewpoint camera becomes wider (the number of objects within the shooting range increases), (b) the maximum moving speed of the viewpoint camera becomes faster, (c) the moving trajectory of the viewpoint camera becomes more complex, and (d) the number of viewpoint cameras that the player can switch increases (C1 and C2 in FIG. 7).
[0099] In the example of FIG. 7, for the special game space 10ld when the terminal level is low, an object model of LD grade is arranged in the special game space 10ld, a single perspective camera C1 is fixed at a predetermined position, and the shooting angle of view is set to be relatively narrow. On the other hand, in the special game space 10hd when the terminal level is high, an object model of HD grade with elaborate details is also arranged, the first perspective camera C1 is mobile and set to have a wide angle of view, and the second perspective camera C2 is fixed and set to have a standard angle of view. In FIG. 6, the differences in "narrow angle of view", "standard angle of view", "standard / wide angle switching", and "wide angle of view" in the item of "perspective camera setting" correspond to the examples in (a) and (b) above. Also, "position fixed", "simple movement", and "complex movement" correspond to the example in (c) above. That is, as the terminal level increases, the setting of the perspective camera is changed to a more rich playing experience that takes advantage of the high game play specifications.
[0100] Next, the fourth type of change control, "control for changing the operation system setting", will be described. Various actions and behaviors are set for the player character 4, and there are actions and behaviors that are released only when in the involved situation play. And the types and numbers of them are set to increase as the terminal level increases, and the complexity of the actions and behaviors to be released becomes higher as the terminal level increases. For example, in addition to the standard operation types, an operation for an action of provoking an opponent is added, a special skill with difficult operation input but high hitting effect is released, etc. In the example of FIG. 6, the descriptions of "standard", "standard + 2", "standard + 5", and "standard + 7" in the item of "permitted operation types" indicate this.
[0101] Next, the functional configuration will be described. FIG. 8 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0102] The operation input unit 100s is a means for inputting various operations for the management of the server system 1100. For example, a keyboard, a touch panel, a mouse, etc. correspond to this.
[0103] The server processing unit 200s is realized by, for example, a processor that is an arithmetic circuit such as a CPU, a GPU, an ASIC, or an FPGA, and other electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the player terminal 1500, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.
[0104] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be appropriately included.
[0105] The user management unit 202 performs processing related to user registration procedures and management of various information associated with user accounts. Specifically, the user management unit 202 assigns a unique user account to a registered user, manages personal information for each user account, manages save data related to playing an online game, etc.
[0106] The game management unit 210 performs various controls for allowing a given online game to be played on the player terminal 1500. Specifically, the game management unit 210 executes various processes related to game progress control of the online game. For example, determining the initial placement of various objects such as the player character 4 and the NPC 6 in the shared game space 8, controlling the movement of the player character 4 according to the player's operation input, controlling the movement of the NPC 6, object collision detection, attack hit detection, damage detection and damage reflection, changing the ability parameter values of the player character 4 and the NPC 6, generating events, calculating game scores, determining the end of the game or the end of the participation status, etc.
[0107] And the game management unit 210 includes a shared game space setting unit 212, a game play specification information acquisition unit 214, an evaluation unit 215, a participation status detection unit 216, a mutual compatibility determination unit 218, an MMIF information providing unit 220, a permission / denial setting unit 230, a change notification control unit 232, and a model information notification control unit 234.
[0108] The shared game space setting unit 212 sets a shared game space 8 in the virtual three-dimensional space, arranges various objects appearing in the game such as the player character 4, and controls the position, posture, shape, size, appearance, and disappearance of those objects according to the result of game progress control.
[0109] The game play specification information acquisition unit 214 acquires information representing the game play specification of each player terminal.
[0110] The evaluation unit 215 classifies and evaluates the performance of the player terminal in light of a given hierarchical standard based on the information representing the game play specification acquired by the game play specification information acquisition unit 214. Specifically, the determination and setting of the terminal level correspond to this (see FIG. 2).
[0111] The participation status detection unit 216 detects that a given participation status has occurred in which N (N≥2) player characters are involved with each other in the shared game space.
[0112] The mutual compatibility determination unit 218 determines whether or not the participating terminal satisfies a given mutual compatibility condition based on the game play specification of the player terminal (participating terminal) that operates the N participating player characters (participating characters) in the participation status. Specifically, it compares the terminal levels of the participating terminals and determines that the mutual compatibility condition is satisfied when they are the same.
[0113] The MMIF information providing unit 220 provides MMIF information for realizing the MMIF related to multiplayer in each player terminal to each player terminal. Specifically, as the MMIF information, data for causing the game play image 14(14s) to be displayed on the player terminal 1500 corresponds to this.
[0114] And the MMIF information providing unit 220 has a change control unit 222. When it is determined that the participating characters satisfy the mutual compatibility condition, the change control unit 222 provides the participating terminals with the MMIF information subjected to a given change control for changing the MMIF information.
[0115] As the change control to be applied to the MMIF information, the change control unit 222 sets a special game space in which player characters other than the N participating characters are inhibited from entering the special game space, and executes control for the N participating characters to move within the special game space. Specifically, the above-described first change control (control for changing the setting of the special game space 10 according to the terminal level when the terminal levels of the participating terminals are the same) corresponds to this.
[0116] Also, as the change control to be applied to the MMIF information, the change control unit 222 performs control for making the image quality within the special game space different from the image quality outside the special game space. Specifically, the above-described second change control (control for changing the setting of the image quality when generating the game space image 12s based on the special game space 10 according to the terminal level when the terminal levels of the participating terminals are the same) corresponds to this.
[0117] When comparing the participating terminals determined to satisfy the mutual compatibility condition with the player terminals that do not satisfy the mutual compatibility condition by the execution of the change control by the change control unit 222, (a) The image quality of the game play image to be displayed on the player terminal, (b) The image quality and / or the number of objects to be displayed on the player terminal, (c) The image quality of the moving image of the player character to be displayed on the player terminal, (B) A method for operating a player terminal that operates a player character, (E) A viewpoint setting of a game play image to be displayed on the player terminal, at least any one of which is different.
[0118] Specifically, (A) is based on the setting of the display quality in the second change control. (B) is based on the setting of the grade of the object model in the first change control. (C) is based on the setting of the grade of the motion data of the object in the first change control. (D) is based on the setting of the permitted operation types in the fourth change control. (E) is based on the setting of the viewpoint camera in the third change control.
[0119] The permission setting unit 230 sets, for each player, whether to permit change control based on the setting change operation of the player. The change control unit 222 executes change control for participating terminals that are determined to satisfy the mutual compatibility condition and for which the permission setting is set to permitted.
[0120] The change notification control unit 232 performs control to notify the participating terminals that change control is being performed by the change control unit 222. Specifically, this corresponds to displaying a change notification display 16 in the game play image 14s (see FIG. 4).
[0121] The model information notification control unit 234 performs control to notify the player terminal, which is a participating terminal, of the model information of the player terminal when the mutual compatibility condition is satisfied. Specifically, this corresponds to displaying a model information notification display 18 in the game play image 14s (see FIG. 4).
[0122] The timing unit 280s performs various timings such as the current date and time and the time limit using the system clock.
[0123] The sound generation unit 290s is realized by the execution of ICs or software for generating and decoding voice data, and generates or decodes voice data such as system management of the server system 1100, operation sounds, effect sounds, BGM, and voice calls related to the provision of online games. Then, the voice signal related to system management is output to the sound output unit 390s.
[0124] The sound output unit 390s is realized by a speaker or the like and emits sound based on the voice signal.
[0125] The image generation unit 292s generates images of various management screens for system management of the server system 1100 and outputs the image data to the image display unit 392s. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.
[0126] In addition, the image display unit 392s cooperates with the MMIF information providing unit 220 and undertakes part of the functions related to the generation of MMIF information. For example, it renders the game space images of the shared game space 8 and the special game space 10 that are the basis of the game play images to be displayed on each player terminal 1500 (see FIG. 4).
[0127] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s.
[0128] The communication unit 394s connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.
[0129] The server storage unit 500s stores programs, various data, etc. for realizing various functions to enable the server processing unit 200s to integrally control the server system 1100. Further, it is used as a working area for the server processing unit 200s, and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, and the like. In the example of FIG. 1, storage media such as the IC memory 1152 and hard disk mounted on the main body device 1101 correspond to this. Online storage may be included in the server storage unit 500s.
[0130] FIG. 9 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in the present embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, user registration data 600, play data 700, and the current date and time 900. The server storage unit 500s also appropriately stores other programs and data (for example, timers, counters, various flags, etc.).
[0131] The server program 501 is a program for enabling the server processing unit 200s to realize functions as the user management unit 202 and the game management unit 210 by being read and executed by the server processing unit 200s.
[0132] The distribution client program 503 is the original of the program provided to and executed on the player terminal 1500.
[0133] The game initial setting data 510 stores various initial setting data related to the online game. For example, the game initial setting data 510 includes shared game space initial setting data 512, range display initial setting data 514 that defines the range display 20 (see FIG. 5), simple effect initial setting data 516 that defines the simple effect 22 (see FIG. 5), object initial setting data 520, terminal level definition data 530, and change control content data 540. Of course, data other than these can also be included as appropriate.
[0134] The shared game space initial setting data 512 stores various data that defines the state of the shared game space 8 at the start of the game. For example, it includes definition data of the shape of the shared game space 8, the types and arrangement positions of background objects, the types and arrangement positions of NPCs 6, etc.
[0135] The object initial setting data 520 is prepared for each type of various objects that appear in the game and stores various initial setting data that defines the object. For example, as shown in FIG. 10, one object initial setting data 520 includes an object category 521, an object type 522, a data set by grade 523, an initial ability parameter value 524, and a permitted operation type data by terminal level 526. Of course, data other than these can also be included as appropriate according to the game content, etc.
[0136] The object category 521 indicates which category of object the object belongs to, such as a base character for the player character, an NPC, a background, an effect, equipment, ··· etc.
[0137] The grade-specific dataset 523 is prepared for each grade. In this embodiment, three grade-specific datasets 523 corresponding to three grades of LD, SD, and HD are prepared. One grade-specific dataset 523 includes a grade setting indicating the grade to which the dataset is applied, object model data, skin data, and motion data. Of course, other setting data for arranging, controlling, and displaying the object in the game space can also be appropriately included.
[0138] The object model data varies in detail depending on the grade. The detail becomes finer in the order of LD, SD, and HD, and the number of vertices and polygons constituting the object increases. Also, the type of model such as a polygon model or a particle model may be changed depending on the grade.
[0139] In addition, the motion data for each grade can include settings for using or not using the simulation of physical phenomena. For example, in the motion data of the LD grade or the SD grade, the movement trajectory and movement timing of the object are pre-determined data, but in the HD grade, it may be assumed that the movement of the object is calculated and determined each time by a physical operation engine.
[0140] In addition to the grade-specific datasets 523 for LD, SD, and HD, dedicated grade-specific datasets 523 for the shared game space 8 may be prepared separately.
[0141] The initial ability parameter value 524 stores the initial value when the object is set to exhibit a certain ability during the game progress. For example, if the object is the player character 4, the initial parameter values such as durability, attack power, defense power, movement power, and recovery power are stored. If the object is an equipment item such as a weapon or armor that can be equipped on the player character 4, the initial parameter values that determine its action effects such as the change value of the attack power and the change value of the defense power are stored.
[0142] The permission operation type data 526 by terminal level is prepared for each terminal level and defines the types of operations of the player character 4 that are permitted for the participating terminals when the participating terminals at that terminal level meet the mutual compatibility conditions. Specifically, one piece of permission operation type data 526 by terminal level includes an applicable terminal level that meets the application requirements of the data and a list of usable operation types. Of course, other information can also be included as appropriate.
[0143] The list of usable operation types in the permission operation type data 526 by terminal level is set such that the higher the applicable terminal level, the more operation types (operation commands) are permitted, and the higher the applicable terminal level, the more operation types that exhibit special functions are added. Of course, it may be either of these.
[0144] Also, in the case of a game where the role of the participating terminal in the game changes depending on the terminal level, the list of usable operation types may be set in light of the role that the object of the initial setting data plays in the game. For example, in a game where a participating terminal with a low terminal level is assigned roles such as a defense role, a rear guard role, or a cheering role, the content of the list of usable operation types when the applicable terminal level is low mainly consists of operation types that are relatively simple in operation and have a low input frequency. On the other hand, if a participating terminal with a high terminal level is assigned roles such as an offense role, a front guard role, or a player role, the content of the list of usable operation types when the applicable terminal level is high mainly consists of operation types that are relatively complex and have a high input frequency. In such a game where the role in the game changes, it is preferable to also display the role sharing name in the change notification display 16 (see FIG. 4).
[0145] Returning to FIG. 9, the terminal level definition data 530 indicates a criterion for classifying and evaluating the performance of the player terminal based on information representing game play specifications with reference to a given hierarchical criterion. One piece of terminal level definition data 530 stores, for example, as shown in FIG. 11, a unique terminal level 531 and its determination requirement definition data 533 in association with each other.
[0146] The determination requirement definition data 533 is data that defines the conditions to be satisfied in order to determine that it is the terminal level 531, and is described by combining one or more sub-conditions with AND or OR. As sub-conditions, for example, in relation to the specifications of the player terminal 1500, a model condition, a CPU type condition, a mounted memory amount condition, an OS type condition, a rendering engine type condition, a display unit specification condition, a communication function specification condition, etc. can be used. That is, conditions regarding specifications that affect the arithmetic processing ability and communication processing ability can be used. Also, for example, as sub-conditions related to the communication environment, a line type condition, a communication speed condition, etc. can be used. The line type condition is a condition such as the distinction between wired / wireless and the communication standard to be used, etc.
[0147] Returning to FIG. 9, the change control content data 540 is prepared for each terminal level and stores various data that defines the content of change control. In this embodiment, since the terminal level is set in four levels from "Lv1" to "Lv4", four change control content data 540 (540a, 540b, 540c, 540d) are prepared (see FIG. 6).
[0148] The user registration data 600 is created for each registered user who becomes a player and stores various data associated with the user. One user registration data 600, for example, as shown in FIG. 12, includes a unique user account 601, terminal access information 603 (for example, an IP address, etc.) for accessing the player terminal 1500 via the network 9, game play specification information 605, an applicable terminal level 606, player character setting data 608, and an approval / denial setting 609. Of course, data other than these, for example, save data of an online game, etc. can also be included as appropriate.
[0149] The information included in the game play specification information 605 corresponds to the items of the sub-conditions that describe the determination requirement definition data 533 (see FIG. 11) of the terminal level definition data 530.
[0150] The player character setting data 608 stores the setting data of the player character 4 customized by the user. The customization of the player character 4 is performed during the user registration procedure.
[0151] The permission setting 609 stores the selection result of the user's permission to execute change control according to the game play specifications of the player terminal 1500 related to the participation situation play. The initial value of this setting is a value indicating "permission". When "rejection" is selected in the acceptance of the permission selection from the user before the game starts, this setting is changed to "rejection".
[0152] Returning to FIG. 9, the play data 700 stores various data related to the realization of the online game and is sequentially updated according to the game progress. The play data 700 includes game progress management data 710, participation situation registration data 730, participation situation management data 750, and terminal-specific image management data 780. Of course, other data can also be stored as appropriate.
[0153] The game progress management data 710 stores various data describing the game progress situation of the online game. Specifically, as shown in FIG. 13, the game progress management data 710 includes player character management data 711, shared game space data 720, viewpoint camera control data 722, and reflection display control data 724. Of course, other data can also be stored as appropriate.
[0154] The player character management data 711 is prepared for each player character 4 (see FIG. 3) and stores various data related to the player character. One player character management data 711 includes, as information for associating a player with the player character, a user account indicating the player who uses the character, a unique terminal ID indicating the player terminal 1500, a unique character ID, and the base character type of the character. In addition, the player character management data 711 includes, as information indicating the latest state of the player character 4, position information 712 in the shared game space 8 of the representative point of the character, motion control data 713, equipment control data 714, ability parameter values 715, and a list of permitted operation types 716. Of course, other data can also be stored as appropriate.
[0155] Although not shown in the figure, it is assumed that similar management data for the NPC 6 is also included in the game progress management data 710.
[0156] The shared game space data 720 is a data group of vertex data and polygon data in the latest state of the object model of various objects arranged in the shared game space 8.
[0157] The viewpoint camera control data 722 is prepared for each player terminal 1500 and stores various data indicating the state of the viewpoint camera of the game play image 14 displayed on the player terminal 1500. Specifically, one viewpoint camera control data 722 stores information such as position coordinates, field of view angle, and posture in the shared game space 8 in association with the terminal ID (or user account).
[0158] The reflection display control data 724 is prepared according to the participation status and stores various data for simply reflecting and displaying the status of the special game space 10 related to the participation status in the shared game space 8. One reflection display control data 724 includes range display control data for the range display 20 and simple effect display control data for the simple effect 22 (see Fig. 5). In addition, data such as objects related to simple reflection display may also be included.
[0159] Returning to Fig. 9, when the player character 4 in the shared game space 8 detects that it has entered a participation status, participation status registration data 730 is created for each detection. One piece of participation status registration data 730 includes a unique participation status ID and a list of participating terminal IDs (or participating character IDs). Of course, other data can also be stored as appropriate. For example, if there is a rule with a time limit for the participation status, the start date and time of participation, etc. may be stored.
[0160] Participation status management data 750 is created every time a participation status is detected and stores various data describing the latest progress state of the play in the special game space 10 for that participation status. Specifically, as shown in Fig. 14, one piece of participation status management data 750 includes a target participation status ID 751 indicating the corresponding participation status, space range setting data 752, participating character management data 754, special game space data 760, and per-terminal perspective camera control data 762. Of course, other data can also be stored as appropriate. For example, a timer value for timing the time limit required for determining the end condition of the participation status can also be included.
[0161] The space range setting data 752 indicates which part of the shared game space 8 the special game space 10 related to the participation status corresponds to. For example, it stores the position coordinates of the boundary of the special game space in the shared game space 8, or the position coordinate value in the shared game space 8 of the representative point when the special game space 10 has a specified size.
[0162] The content of the player character management data 711 of the character at the time of the occurrence of the participation status is copied to the participating character management data 754 (see Fig. 13). However, the list of permitted operation types 756 refers to the object initial setting data 520 of the participating character (see Fig. 10) and is changed according to the setting of the per-terminal-level permitted operation type data 526 that conforms to the terminal level of the participating terminal.
[0163] In addition, when NPC6 is arranged in the special game space 10 of the participation situation, data similar to the participation character management data 754 is prepared for each NPC.
[0164] The special game space data 760 is a data group of vertex data and polygon data in the latest state of the object model of various objects arranged in the special game space 10 created according to the participation situation.
[0165] The viewpoint camera control data 762 for each terminal is prepared for each participating terminal and stores information related to the control of the viewpoint camera for rendering the game space image 12s that is the basis of the game play image 14s displayed on the terminal (see FIGS. 4 and 7). For example, it includes the terminal ID, position coordinates for each viewpoint camera in the special game space 10, the field of view angle, the posture, movement control data, etc.
[0166] Returning to FIG. 9, the image management data 780 for each terminal is prepared for each player terminal 1500 and stores various information for displaying the game play image 14(14s) on the terminal (see FIGS. 3 and 4). One image management data 780 for each terminal includes, for example, as shown in FIG. 15, an applicable terminal ID 781 indicating the application destination of the management data, game space image data 782 of the game space image 12(12s), notification display data 783 of the change notification display 16 and the model information notification display 18, and game play image data 784 of the game play image 14(14s). Of course, other data can also be stored as appropriate.
[0167] FIG. 16 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0168] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, etc.
[0169] The terminal processing unit 200 is realized by, for example, a microprocessor such as a CPU or a GPU, and electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the player terminal 1500.
[0170] And the terminal processing unit 200 in the present embodiment includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0171] The client control unit 260 performs various controls to make the player terminal 1500 function as an MMIF as control as a game client in a client-server type game system. Specifically, the client control unit 260 includes an operation input information providing unit 261 and a display control unit 262.
[0172] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 according to the input from the operation input unit 100.
[0173] The display control unit 262 performs control to display the gameplay image 14 based on the data received from the server system 1100. However, in this embodiment, since the server system 1100 generates the gameplay image 14 (14s), the display control unit 262 does not perform control related to the rendering of the game space image 12 (12s). It performs control to display the gameplay image 14 (14s) provided as MMIF information from the server system 1100. When the provided data is compressed data, it performs decompression processing of the data and the like.
[0174] The timing unit 280 uses the system clock to measure the current date and time, the time limit, and the like.
[0175] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back voice files, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390.
[0176] The sound output unit 390 is realized by a device that outputs sound (plays sound) based on the sound signal input from the sound generation unit 290 such as a speaker.
[0177] The image generation unit 292 generates and outputs an image signal for displaying an image based on the control of the client control unit 260 to the image display unit 392. In the example of FIG. 1, a GPU (Graphics Processing Unit) mounted on the control board 1550, a graphic controller, a graphic board, etc. correspond to this.
[0178] The image display unit 392 is realized by a device that displays an image, such as a flat panel display, a head-mounted display, a projector, etc.
[0179] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394.
[0180] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication module 1553 corresponds to this.
[0181] The terminal storage unit 500 stores a program for enabling the terminal processing unit 200 to realize a given function, various data, etc. Also, it is used as a working area of the terminal processing unit 200, and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. Such functions are realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. In the example of FIG. 1, the IC memory 1552 mounted on the control board 1550 corresponds to this.
[0182] Specifically, the terminal storage unit 500 stores a client program 502 (application program) for enabling the terminal processing unit 200 to function as a client control unit 260, received MMIF information 590, and the current date and time 900. Of course, other data can also be stored as appropriate. For example, data for displaying the game play image 14(14s) received from the server system 1100 is also temporarily stored. It is also possible to download and store game initial setting data 510 (see FIG. 9) from the server system 1100.
[0183] Next, the operation of the game system 1000 will be described. FIGS. 17 and 18 are flowcharts for explaining the flow of processing executed by the server system 1100 related to the execution of an online game.
[0184] As shown in FIG. 17, the server system 1100 performs a process of accepting participation in an online game (step S10). The server system 1100 acquires information related to each game play specification (for example, model type, CPU type, line type, etc.) from the player terminal 1500 corresponding to the participation acceptance, and stores it in the game play specification information 605 (see FIG. 12) of the user registration data 600 (step S12).
[0185] Next, the server system 1100 determines the terminal level of each player terminal 1500 (step S14). Specifically, the game play specification information 605 is compared with the determination requirement definition data 533 of the terminal level definition data 530 (see FIG. 11), and the terminal level 531 of the definition data that satisfies the determination requirement is set as the applicable terminal level 606 (see FIG. 12).
[0186] Next, the server system 1100 accepts a permission / denial setting for change control for each player terminal 1500 (step S16). That is, on each player terminal 1500, a selection input screen for permitting or denying change control is displayed, and the input result is acquired. The permission / denial setting 609 of the user of the player terminal 1500 whose input result is "deny" is changed to "deny". Along with this, a display for notifying each player of the respective terminal level may be made on each player terminal 1500.
[0187] Next, the server system 1100 initializes the shared game space 8 (step S30). In the shared game space 8, each object such as the player character 4, NPC 6, and background of each player terminal 1500 is initially arranged. The objects in each of these categories are of a predetermined grade for the shared game space 8 (for example, LD grade or dedicated grade).
[0188] Next, the server system 1100 starts game progress control as an MMO game of an asynchronous type game using the shared game space 8 (step S32), and starts generating and transmitting the data of the game play image 14 to be displayed on each player terminal 1500 (step S34).
[0189] That is, after step S32 and step S34, the server system 1100 controls the operation of the player character 4 associated with the terminal based on the operation input information received from the player terminal 1500, and automatically controls the NPC 6. Accordingly, the viewpoint camera for each player terminal 1500 is also controlled. Then, for each player terminal 1500, an image of the shared game space 8 seen from the viewpoint camera (game space image 12) is rendered, various information displays are synthesized thereon to generate a game play image 14, and data for displaying the game play image 14 is transmitted to the player terminal 1500. That is, the server system 1100 provides MMIF information to the player terminal 1500.
[0190] The image size, number of colors of the game play image 14 for the shared game space 8, etc. are preset for the MMO game of the asynchronous game and are common among the player terminals 1500. Note that, for the image size, number of colors of the game play image 14 for the shared game space 8, etc., a plurality of settings corresponding to the game play specifications may be prepared in advance and selectively used as appropriate according to the game play specifications of the player terminal 1500.
[0191] When starting the game progress control, the server system 1100 constantly monitors the occurrence of the participation situation. When detecting the occurrence of the participation situation (YES in step S40), the server system 1100 refers to the applicable terminal level 606 of the participating terminal and determines whether the terminal levels of the participating terminals are the same, that is, whether the mutual correspondence condition is satisfied (step S42). Note that it is also possible to configure the determination of the mutual correspondence condition based only on the model among the game play specification information 605.
[0192] Then, if the terminal levels are the same, the server system 1100 regards that the mutual compatibility condition is satisfied (YES in step S42), and refers to the permission settings 609 of the users of those participating terminals. Then, if all of the referred permission settings 609 are "permitted" (YES in step S44), it creates participation status registration data 730 (see FIG. 9) and registers the participation status and the participating terminals (step S42).
[0193] Next, the server system 1100 sets a special game space 10 according to the terminal level indicated by the applicable terminal level 606 (the terminal level of the participating terminals) (step S48).
[0194] Specifically, the server system 1100 creates new participation status management data 750 (see FIG. 14). The player character management data 711 (see FIG. 13) of a plurality of player characters 4 that have become involved in the participation status is copied to the participation character management data 754. The permission operation type list 756 is set in the permission operation type data 526 for each terminal level that conforms to the terminal level of the participating terminal of the player character 4.
[0195] Also, the server system 1100 copies the state of the objects in the range of the special game space 10 in the shared game space 8 to the special game space data 760. At this time, as the object model of each object arranged in the special game space 10, object model data of the grade indicated by the expression quality setting of the change control content data 540 (see FIG. 6) that conforms to the terminal level of the participating terminal is used (see the grade-by-grade data set 523 in FIG. 10).
[0196] Since the game play image 14s of the participation status play uses the game space image 12s based on the special game space 10, by changing the grade of the object model in step S48, it can be said that after step S48, a participating terminal in which change control is performed on the MMIF information started to be provided in step S34 is provided.
[0197] In addition, the server system 1100 initializes the per-terminal viewpoint camera control data 762 so as to inherit the orientation and position in the shared game space 8 of the viewpoint cameras of the respective participating terminals at the time when they become involved. By this initialization, when switching the game play image 14 on the participating terminal from the image related to the shared game space 8 to the game play image 14 related to the special game space 10, the unnatural feeling due to a sudden change in the viewpoint position is reduced.
[0198] If the special game space 10 is set, the server system 1100 arranges the object of the range display 20 of the newly created special game space 10 in the shared game space 8 (step S50).
[0199] Moving on to FIG. 18, the server system 1100 switches the game progress of the new participating terminal and participating character to a fully synchronized game using the special game space 10 and starts the participation situation play (step S60).
[0200] After step S60 and until the participation situation play ends, the permission operation type list 756 of the participating character management data 754 is applied to the control of the operating system. Also, for the movement of the participating character, according to the change control content data 540 (see FIG. 6) that matches the terminal level of the participating terminal, the corresponding grade of motion data (see the grade-by-grade data set 523 in FIG. 10) is applied. For the control of the viewpoint camera, the viewpoint camera setting of the change control content data 540 is applied.
[0201] Then, the server system 1100 starts control to render the game space image 12s based on the special game space 10 for each new participating terminal to generate the game play image 14s and transmit the data of the game play image 14s (step S62).
[0202] For the display quality of the game space image 12s, the settings of the change control content data 540 (see FIG. 6) that match the terminal level of the participating terminal are applied. That is, for each participating terminal, the game space image 12s is created with the number of pixels that realizes any one of the LD image quality, SD image quality, and HD image quality.
[0203] Since the game play image 14s of the participation situation play uses the game space image 12s based on the special game space 10, it can be said that after step S60 and step S62, the MMIF information obtained by performing change control on the MMIF information provided starting from step S34 is provided to the participating terminal.
[0204] Also, after step S60, the operation input information from the participating terminal is used for game progress control in the special game space 10 and is no longer directly used for game progress control in the shared game space 8. Therefore, instead, the server system 1100 starts reflection control (step S64) to reflect the progress control result related to the new special game space 10 in the shared game space 8.
[0205] Specifically, the server system 1100 refers to the participation character management data 754 for each participating character at a predetermined cycle and changes it to reflect the position information 712, motion control data 713, equipment control data 714, and ability parameter value 715 of the object of the participating character in the shared game space 8 (see FIG. 13). That is, the player character 4 in the special game space 10 of the participating terminal is shadowed in the shared game space 8. Also, in the situation where effect displays such as flashes and smoke are performed in the special game space 10, a part or all of them are displayed in the shared game space 8 as the simple effect 22 (see FIG. 5).
[0206] On the other hand, when the terminal levels of the participating terminals are not the same, that is, when the mutual compatibility condition is not satisfied (NO in step S44), and when any of the permission / denial settings 609 of the participating terminals is set to "deny" (NO in step S46), the server system 1100 does not create the participation status management data 750. That is, the participation status play will be processed as an event in the shared game space 8. That is, it does not provide a play experience in the special game space 10 that makes use of the game play specifications of the participating terminals, and does not perform special change control.
[0207] The server system 1100 constantly monitors the end of each existing participation status. The end condition of the participation status can be set as appropriate according to the game content. In this embodiment, the game in the case of a participation status is a battle royale-style combat action game. Therefore, the end of the participation status is when the victory or defeat of the battle between the player characters 4 in the participation status is determined, for example, when there is only one remaining. Of course, it may be considered that the participation status ends when the time limit is reached. Also, in the case of a turn-based battle, the point when the number of turns reaches the specified value may be regarded as the end of the participation status.
[0208] And when detecting the end of the participation status (YES in step S80), the server system 1100 returns the game progress of the participating terminals in the participation status where the end was detected from the fully synchronized game using the special game space 10 to the asynchronous game using the shared game space 8 (step S82). In other words, after the detection of the participation status, when the participation status satisfies the end condition, the game play control being performed on the participating terminals is returned to the game play control before the detection.
[0209] Next, the server system 1100 ends the reflection control of the participation status where the end was detected to the shared game space 8 (step S84).
[0210] Furthermore, the server system 1100 changes the generation of the game play image 14 for the participating terminal in the detected participation situation and the transmission of the image data from being based on the special game space 10 to being based on the shared game space 8 (step S86).
[0211] Then, the server system 1100 deletes the participation situation registration data 730 and the participation situation management data 750 for the detected participation situation (step S88; see FIG. 9).
[0212] The server system 1100 repeats steps S40 to S88 until the end condition for the asynchronous game using the shared game space 8 is satisfied (NO in step S100). If the end condition is satisfied (YES in step S100), the server system 1100 performs predetermined game end processing (for example, declaration of game end, announcement of rankings, awarding of rewards, updating of rankings, saving of save data, etc.) (step S102) and ends the series of processes.
[0213] As described above, according to the present embodiment, in an online game in which game clients with various performances play multiplayer through a shared game space, a high-quality play experience can be provided. That is, the server system 1100 provides each player terminal 1500 with MMIF information for realizing the MMIF related to multiplayer in the player terminal 1500. However, the server system 1100 monitors whether or not, when a participation situation in which the player character 4 participates occurs in the shared game space 8, and when the game play specifications of the player terminal 1500 (participating terminal) of the player character 4 (participating character) satisfy given mutual compatibility conditions. If it occurs, the server system 1100 provides the participating terminal with the MMIF information subjected to given change control for changing the MMIF information. The change control is control for realizing a play experience that makes use of the game play specifications and is possible if the game play specifications are for play between mutually compatible participating terminals.
[0214] 〔Second Embodiment〕 Next, the second embodiment will be described. In the description of the second embodiment, the differences from the first embodiment will mainly be described, and the same reference numerals will be given to the same components as in the first embodiment, and the overlapping descriptions will be omitted.
[0215] FIG. 19 is a diagram for explaining the system configuration in the second embodiment and the destinations responsible for generating the game space image 12 and the game play image 14.
[0216] The game system 1000B of this embodiment basically has the same configuration as that of the first embodiment. The server system 1100B manages the data of the shared game space 8 in the same manner as in the first embodiment, and performs the progress control of the asynchronous game using the shared game space 8.
[0217] That is, the server system 1100B renders the game space image 12e based on each viewpoint camera for the player terminals 1500B (1500Ba, 1500Bb,...) based on the shared game space 8 to generate a game play image. Then, the data for generating the game play image is transmitted to each player terminal 1500B.
[0218] The server system 1100B detects the occurrence of the participation situation and performs the progress control of the participation situation play, but does not generate the game space image 12 (12a, 12b) and its game play image related to the participation situation play. The generation of the game space image 12 (12a, 12b) and the game play image related to the participation situation play is performed by the player terminals 1500B that have become the participating terminals (in FIG. 19, the player terminal 1500Ba and the player terminal 1500Bb are the participating terminals).
[0219] FIG. 20 is a functional block diagram showing a functional configuration example of the server system 1100B. The server system 1100B has a game management unit 210B. The game management unit 210B corresponds to the game management unit 210 of the first embodiment (see FIG. 8), and performs control related to the progress of an asynchronous game using the shared game space 8. Further, it has a shared game space setting unit 212, a game play spec information acquisition unit 214, an evaluation unit 215, a participation status detection unit 216, a mutual compatibility determination unit 218, an MMIF information providing unit 220B, and an approval / denial setting unit 230.
[0220] The MMIF information provided by the MMIF information providing unit 220B to the player terminal 1500B does not include the image data of the game play image 14s (which may be compressed data) as in the first embodiment, but includes the data required for generating the game play image in the player terminal 1500B.
[0221] Specifically, the MMIF information provided by the MMIF information providing unit 220B includes the data required for setting the special game space 10, generating the game space image 12s, and generating the game play image 14s in the player terminal 1500B that has become the participating terminal.
[0222] For example, as the data required for generating the special game space 10, it includes the terminal level, information on the type, position, and state of the background objects arranged in the special game space 10, setting information of the participating characters, information indicating the latest state in the shared game space 8, and the like.
[0223] Also, it includes information indicating the latest state of various objects in the special game space 10 during the participation status play, for example, motion control data, information on the arrangement of new objects and the deletion of existing objects, and the like.
[0224] The MMIF information providing unit 220B has a change control unit 222, and the game management unit 210B has a change notification control unit 232B and a model information notification control unit 234B.
[0225] The change notification control unit 232B includes, in the MMIF information, terminal-level information of the participating terminal that is the destination of the MMIF information, as control for notifying the participating terminal that change control is being performed by the change control unit 222. That is, at the destination player terminal 1500B, a game play image 14s including a change notification display 16 is generated (see FIG. 4).
[0226] When the mutual compatibility condition is satisfied, the model information notification control unit 234B includes, in the MMIF information, model information of the participating terminal that is the counterpart of the participating terminal that is the destination of the MMIF information, as control for notifying the participating terminal of the model information of the player terminal that is the participating terminal. That is, at the destination player terminal 1500B, a game play image 14s including a model information notification display 18 is generated (see FIG. 4).
[0227] As shown in FIG. 21, the server storage unit 500s of the server system 1100B stores a server program 501B, a distribution client program 503B, game initial setting data 510, user registration data 600, and play data 700s.
[0228] The server program 501B is a program for causing the server processing unit 200s to realize the function as the game management unit 210B. The distribution client program 503B is the original of the client program that the player terminal 1500B downloads.
[0229] The play data 700s includes game progress management data 710, participation status registration data 730, participation status management data 750B, and terminal-specific image management data 780. The participation status management data 750B corresponds to the participation status management data 750 in the first embodiment (see FIG. 14), but the special game space data 760 and the terminal-specific viewpoint camera control data 762 are omitted.
[0230] FIG. 22 is a functional block diagram showing an example of the functional configuration of the player terminal 1500B. The player terminal 1500B has a client control unit 260B. The client control unit 260B includes an operation input information providing unit 261, a display control unit 262B, and a special game space setting unit 264.
[0231] Similar to the display control unit 262 in the first embodiment, the display control unit 262B performs control related to the display of the game play image 14 of the asynchronous game using the shared game space 8 provided from the server system 1100.
[0232] In addition, the display control unit 262B executes control related to the rendering of the game space image 12s based on the special game space 10 and the generation of the game play image 14s including the game space image 12s. Also, the display control unit 262B executes control to include the change notification display 16 and the model information notification display 18 in the game play image 14s based on the terminal level set for the own aircraft included in the MMIF information and the model information of the other player terminal that is the opponent in the participation status play.
[0233] When the special game space setting unit 264 receives MMIF information (terminal level of the participating terminal) from the server system 1100B, it refers to the change control content data 540 (see FIG. 6) that matches the terminal level of the own aircraft and generates the special game space 10.
[0234] The terminal storage unit 500 of the player terminal 1500B stores a client program 502B, game initial setting data 510, received MMIF information 590, special game space data 760B, terminal-specific viewpoint camera control data 762B of the own aircraft, and the current date and time 900.
[0235] The client program 502B is a program for causing the terminal processing unit 200 to realize the function as the client control unit 260B. The client program 502B includes a subroutine program for causing the player terminal 1500B to generate a game play image based on the MMIF information received from the server system 1100. The game initial setting data 510 is downloaded from the server system 1100B before the game starts.
[0236] Figures 23 to 25 are diagrams for explaining the operation of the game system 1000B, and are diagrams for explaining the processing flow between the server system 1100B and the player terminal 1500B.
[0237] As shown in Figure 23, the server system 1100B executes participation acceptance processing (step S110). The player terminal 1500B executes participation application processing (step S112).
[0238] The player terminal 1500B that has completed the participation application provides the game play spec information 605 to the server system 1100B (step S114).
[0239] Based on the acquired game play spec information 605, the server system 1100B determines the terminal level of each player terminal 1500B and sets the determination result to the applicable terminal level 606 of each user (step S116). Then, the server system 1100 transmits a change control permission setting request to each player terminal 1500B together with the information of each terminal level (step S118).
[0240] When the player terminal 1500B receives the request, it displays a screen showing the terminal level of its own device and the options for the permission setting, and transmits the information of the selection result to the server system 1100B (step S120). The server system 1100B receives this and sets the permission setting 609 of the player terminal 1500B that is the transmission source (step S122).
[0241] Next, the server system 1100B initializes the player character management data 711 and the viewpoint camera control data 722, and initially arranges various objects such as the player character 4 in the shared game space 8 (step S124). As a result, in the shared game space data 720, position information such as vertex data and polygons of various objects is initially set.
[0242] Then, the server system 1100B starts game progress control for the asynchronous game using the shared game space 8 (step S140), and starts generating and transmitting the data of the game play image 14 to each player terminal 1500B (step S142). That is, the server system 1100B renders the game space image 12 of the shared game space 8 for each player terminal 1500, and generates a game play image 14 including the same. Since the game play image 14 at this stage is not based on the special game space 10, the change notification display 16 is not included.
[0243] In response to the start of the game progress, the player terminal 1500B transmits operation input information (or operation command information reflected from the operation input) to the server system 1100B one by one, and displays the game play image 14 on the display of its own machine based on the received data (step S144).
[0244] When starting the game progress control, the server system 1100 constantly monitors the occurrence of the participation situation. When detecting the occurrence of the participation situation (YES in step S150), the server system 1100 refers to the applicable terminal level 606 of the relevant terminal, and determines whether the terminal levels of the relevant terminals are the same, that is, whether the mutual correspondence condition is satisfied (step S152).
[0245] If the terminal levels are the same, it is determined that the mutual compatibility condition is satisfied (YES in step S152), and the server system 1100 refers to the permission / denial setting 609 of the user of the participating terminal. If all of the referred permission / denial settings 609 are "permitted" (YES in step S154), the participation status registration data 730 is created to register the participation status and the participating terminals (step S156), and the participation status management data 750B is created (step S158).
[0246] Moving on to FIG. 24, next, the server system 1100B transmits a status start signal to the participating terminals of the newly registered participation status (step S160).
[0247] The "status start signal" is one of the MMIF information and includes data for setting the special game space 10 in the player terminal 1500B that has become the participating terminal. For example, it includes the terminal level of the participating terminal, information on the type, position, and state of the background objects arranged in the special game space 10, information indicating the latest state in the shared game space 8 of the set information of the participating characters, information on the model of the participating terminal, and the like.
[0248] Then, the server system 1100B temporarily stops generating the game play image 14 of the asynchronous game using the shared game space 8 for the participating terminals of the newly registered participation status and transmitting the data for displaying the game play image 14 to the participating terminals (step S162).
[0249] When the player terminal 1500B receives the status start signal from the server system 1100B (YES in step S170), it creates the special game space data 760B (step S172).
[0250] Specifically, according to the information on the type, position, and state of the background object included in the previously received situation start signal, the setting information of the participating character, and the information indicating the latest state in the shared game space 8, the participating character and the background object are arranged in the special game space 10. At this time, as the object model to be arranged, the object model data of the grade-specific dataset 523 that conforms to the terminal level included in the situation start signal is used.
[0251] Furthermore, when the player terminal 1500B creates the special game space data 760B, it starts generating and displaying the game play image 14 based on the special game space 10. It will switch from the display of the game play image 14 using the shared game space 8 to the display of the game play image 14 based on the special game space 10 (step S174).
[0252] Specifically, the player terminal 1500B renders the game space image 12s of the special game space 10 based on the viewpoint camera indicated by the per-terminal viewpoint camera control data 762B according to the display quality setting of the change control content data 540 (see FIG. 6) that conforms to the terminal level. Then, it generates a game play image 14s including the game space image 12s, the change notification display 16, and the model information notification display 18, and displays it on the display of its own machine.
[0253] Furthermore, the player terminal 1500B starts restricting the types of operations according to the terminal level (step S176).
[0254] Specifically, referring to the object initial setting data 520 (see FIG. 10) of the participating character, it invalidates operation inputs other than the operation types permitted by the per-terminal-level permitted operation type data 526 that conforms to the terminal level, and does not transmit the operation input information to the server system 1100B.
[0255] When the server system 1100B detects the occurrence of an involvement situation, it starts the involvement situation play progress control as a fully synchronous game (step S190). In the involvement situation play progress control, each time the server system 1100B updates the involvement character management data 754 in the involvement situation management data 750B, it performs control to send "situation progress information" to the involved terminals of the involvement situation. Then, along with the start of the involvement situation play progress control, the server system 1100B starts control to reflect the progress result of the involvement situation in the shared game space 8 (step S192).
[0256] The "situation progress information" is one of the MMIF information, and is information on the updated content of the involvement character management data 754, and information on the background and effect objects of the special game space 10. For example, it is information such as the movement, actions, change of ability parameter values of the player character 4, information on newly arranged objects (for example, NPC6, and effect objects such as flashes and smoke), and information on objects to be deleted.
[0257] On the other hand, when the player terminal 1500B creates the special game space 10, it starts control to update the special game space data 760B based on the situation progress information (step S194). Therefore, each time the player terminal 1500B receives the situation progress information from the server system 1100B, it updates the special game space data 760B based on this. The content of the special game space 10 of the involved terminals is maintained in a state consistent with the latest play progress situation of the involvement situation.
[0258] The server system 1100B monitors the end of the already occurring involvement situation while concurrently executing the game progress control of the asynchronous game using the shared game space 8. When detecting the end of the involvement situation (YES in step S200), the server system 1100B aborts the involvement situation play progress control in which the end has been detected, and aborts the transmission of the situation progress information to the involved terminals of the involvement situation in which the end has been detected (step S202).
[0259] Next, the server system 1100B returns the participating terminal in the participation status where the end has been detected to the control target of the asynchronous game using the shared game space 8 (step S204), and ends the reflection control to the shared game space 8 (step S206).
[0260] Moving on to FIG. 25, the server system 1100B transmits a predetermined status end signal to the participating terminal in the participation status where the end has been detected (step S208), and deletes the participation status registration data 730 and the participation status management data 750B (step S210).
[0261] Note that, along with the return from the suspension of the play control of the fully synchronous game to the control target of the asynchronous game, the server system 1100B reflects the content of the participation character management data 754 (the final state in the participation status play where the end has been detected) in the player character management data 711 of the game progress management data 710 (the management data of the participating characters in the asynchronous game using the shared game space 8).
[0262] On the other hand, when the player terminal 1500B receives the status end signal (YES in step S220), it releases the operation type restriction according to the terminal level (step S222). Then, the player terminal 1500B ends the generation and display of the game play image 14 based on the special game space 10 (step S224), and deletes the participation status management data 750 (step S226).
[0263] On the other hand, the server system 1100B monitors whether the end condition of the asynchronous game using the shared game space 8 is satisfied from the start of the game. If the end condition is satisfied (YES in step S250), the server system 1100B executes the game end process, transmits a game end signal to the player terminal 1500B (step S252), and ends the series of processes. When the player terminal 1500B receives the game end signal (YES in step S254), it ends the series of processes.
[0264] As described above, according to this embodiment, the same effects as those of the first embodiment can be obtained, and the load on the server system 1100B can be distributed to the player terminal 1500B. Also, since high-quality image data has a large data volume, this embodiment has the effect of reducing the amount of communication data between the server system 1100B and the player terminal 1500B, and has the effect of reducing the possibility of communication delays.
[0265] [Modifications] An example of an embodiment to which the present invention is applied has been described above, but the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.
[0266] (Variation 1) In the above embodiment, an MMO game is exemplified, but the present embodiment can also be applied to online games other than MMO games, that is, multiplayer online games that do not have enough players to be called MMO games.
[0267] In addition, the content of the game is not limited to a battle royale type of fighting action game, and can be set appropriately. Depending on the game content, the definition of the involvement situation and the content of the involvement situation play can also be set appropriately. For example, the involvement situation in the above embodiment is defined as an event in which two player characters 4 encounter each other, but is not limited to this.
[0268] For example, in a game in which a plurality of player characters 4 play in a team, the involvement situation can be defined as an event involving two or more player characters 4. Specifically, for example, the involvement situation may occur not only when an encounter occurs, but also when an event occurs in which the team encounters an NPC that is important for the game progress (for example, defeating an NPC, obtaining an item requested by an NPC, etc.), or when the team solves a mystery that is important for the game progress, etc.
[0269] (Variation 2) In the above-described embodiment, the game system 1000 (1000B) was exemplified as a C / S type system, but it is not limited thereto. For example, it is also possible to adopt a P2P system based on the peer-to-peer connection of the player terminals 1500B with the server system 1100 omitted, and configure any one or a plurality of the player terminals 1500 to perform the functions of the server system 1100.
[0270] (Modification Example 3) In the above-described embodiment, it is also possible to configure any one or a plurality of the player terminals 1500 to perform the game progress control (the progress control of the asynchronous game using the shared game space 8 and the fully synchronous game using the special game space 10) that the server systems 1100 and 1100B were responsible for. That is, the server system 1100 is responsible for accepting participation, centrally managing the user registration data 600, and relaying data between the player terminals 1500, but does not perform the functions corresponding to the game management unit 210 of the first embodiment. The game management unit 210 of the first embodiment is performed by any one or a plurality of the player terminals 1500.
[0271] (Modification Example 4) Based on the game system 1000B of the second embodiment, the server system 1100B does not perform both the generation of the game play image 14 of the game using the shared game space 8 and the generation of the game play image 14 related to the participation situation play using the special game space 10, and these can be configured to be executed by the player terminal 1500B.
[0272] In this case, the server system 1100B stores the game progress management data 710. In this case, the shared game space data 720, the viewpoint camera control data 722 of the own aircraft, and the reflection display control data 724 are omitted from the game progress management data 710. Instead, each player terminal 1500B stores the shared game space data 720, the viewpoint camera control data 722 of the own aircraft, and the reflection display control data 724 of the game progress management data 710 (see FIG. 13).
[0273] Then, the server system 1100B distributes progress information indicating the result of the progress control of the asynchronous game using the shared game space 8 to each player terminal 1500B. Each player terminal 1500B updates the shared game space data 720, the viewpoint camera control data 722 of its own character, and the reflection display control data 724 stored respectively based on the progress information. Then, based on the respective shared game space data 720, the game play images 14 of the shared game space 8 are generated and displayed respectively.
[0274] (Modification Example 5) The information describing the game play specifications can be set as appropriate. For example, the information of the model can be set as the product name of the player terminal 1500, and the information describing the game play specifications can be only the information of the model. In that case, step S42 (see FIG. 17) can be read as determining whether the models of the player terminals 1500 that become the participating terminals are the same when the occurrence of the participation situation is detected. And if the number of types of models of all the participating terminals is one (in other words, if the models are the same), it can be read as determining that the mutual correspondence condition is satisfied.
[0275] (Modification Example 6) The detection of the participation situation in the above embodiment can also have a configuration that limits the implementation period. For example, a configuration that limits it to a predetermined period on the calendar is also possible.
[0276] (Modification Example 7) Also, the content of the change control is not limited to the above embodiment, and addition and omission are possible. For example, as the content of the change control, a given corresponding event according to the terminal level may be activated. The content of the corresponding event can be set as appropriate according to the game content. For example, in the case of a battle royale type combat action game, it may be to execute a mini-game for competing which of the first move / second move in the participation situation play or to execute a cut-in effect such as a special movie.
Explanation of Reference Numerals
[0277] 4…Player Character 8…Shared Game Space 10…Special Game Space 12…Game Space Image 14…Gameplay Image 16…Change Notification Display 18…Model Information Notification Display 210…Game Management Section 212…Shared Game Space Setting Section 214…Gameplay Spec Information Acquisition Section 215…Evaluation Section 216…Participation Status Detection Section 218…Mutual Compatibility Judgment Section 220…MMIF Information Provision Section 222…Change Control Section 230…Permission / Prohibition Setting Section 232…Change Notification Control Section 234…Model Information Notification Control Section 260…Client Control Section 500s…Server Memory Section 501…Server Program 502…Client Program 510…Game Initial Setting Data 512…Shared Game Space Initial Setting Data 520…Object Initial Setting Data 523…Grade - Specific Dataset 530…Terminal Level Definition Data 540…Change Control Content Data 590…Received MMIF Information 600…User Registration Data 605…Gameplay Spec Information 606…Applicable Terminal Level 608…Player Character Setting Data 609…Permission / Prohibition Setting 700…Play Data 710…Game Progress Management Data 711…Player Character Management Data 720…Shared Game Space Data 724…Reflection Display Control Data 730... Participation status registration data 750... Participation status management data 754... Participating character management data 760... Special game space data 762... Perspective camera control data by terminal 1000... Game system 1100... Server system 1150... Control board 1500... Player terminal
Claims
1. A server system that provides an online game in which each player operates a player character that can move in a shared game space using a player terminal as a man-machine interface (hereinafter referred to as "MMIF") to enjoy multiplayer play, wherein the player terminals include player terminals with different game play specifications, game play specification information acquisition means for acquiring information representing the game play specifications of each of the player terminals, participation situation detection means for detecting that a given participation situation has occurred in which N (N≥2) player characters in the shared game space are involved with each other, mutual compatibility determination means for determining whether the game play specifications of the player terminals (hereinafter referred to as "participating terminals") that operate the N player characters in the participation situation (hereinafter referred to as "participating characters") satisfy a given mutual compatibility condition, MMIF information providing means for providing MMIF information for realizing the MMIF related to the multiplayer play in each of the player terminals, comprising: the MMIF information providing means has change control means for providing, to the participating terminal, MMIF information subjected to a given change control for changing the MMIF information when it is determined that the mutual compatibility condition is satisfied, server system.
2. The change control means changes the control content of the change control based on the game play specifications of the participating terminal determined to satisfy the mutual compatibility condition, The server system according to claim 1.
3. The change control means executes, as the change control, control for making the image quality of the game play image to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition, The server system according to claim 1 or 2.
4. The change control means executes, as the change control, control for making the image quality and / or the number of objects to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition, The server system according to any one of claims 1 to 3.
5. The change control means executes, as the change control, control to make the image quality of the moving image of the player character to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition. The server system according to any one of claims 1 to 4.
6. The change control means executes, as the change control, control to make the operation method of the player terminal that operates the player character different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition. The server system according to any one of claims 1 to 5.
7. The change control means executes, as the change control, control to make the viewpoint setting of the game play image to be displayed on the player terminal different between the participating terminal determined to satisfy the mutual compatibility condition and the player terminal not satisfying the mutual compatibility condition. The server system according to any one of claims 1 to 6.
8. Change notification control means for notifying the participating terminal that the change control by the change control means has been performed. The server system according to any one of claims 1 to 7, further comprising the same.
9. Permission setting means for setting, for each player, whether or not to permit the change control based on the setting change operation of the player. further comprising The change control means executes the change control for the participating terminal determined to satisfy the mutual compatibility condition and for which the permission setting is set to permitted. The server system according to any one of claims 1 to 8.
10. The change control means sets a special game space and executes, as the change control, control for N participating characters to move within the special game space. The server system according to any one of claims 1 to 9.
11. The change control means sets the special game space within the shared game space and performs control to make the image quality within the special game space different from the image quality outside the special game space. The server system according to claim 10.
12. The game play spec information acquisition means acquires information on the model of the player terminal as information representing the game play spec. The mutual compatibility determination means determines whether the mutual compatibility conditions are satisfied based on the information on the model of the player terminal acquired by the game play specification information acquisition means. The server system according to any one of claims 1 to 11.
13. Model information notification control means for notifying the model information of the player terminal to the participating terminal when the mutual compatibility conditions are satisfied. The server system according to claim 12, further comprising.
14. Evaluation means for evaluating the player terminal based on the information representing the game play specification acquired by the game play specification information acquisition means. further comprising The mutual compatibility determination means determines whether the mutual compatibility conditions are satisfied based on the evaluation result of the evaluation means regarding the participating terminal. The server system according to any one of claims 1 to 11.
15. The MMIF information includes data required for generating a game play image on the player terminal. The server system according to any one of claims 1 to 14.
16. A program for causing a player terminal that communicates with the server system according to claim 15 and enjoys game play in the online game to generate a game play image based on the MMIF information received from the server system.
17. A providing method provided by a computer system for an online game in which each player uses a player terminal as a man-machine interface (hereinafter referred to as "MMIF") to operate a player character that can move in a shared game space and enjoy multiplayer, Among the player terminals, there are player terminals with different game play specifications. A game play specification information acquisition step of acquiring information representing the game play specification of each of the player terminals. A participation situation detection step of detecting that a given participation situation has occurred in which N (N≧2) player characters in the shared game space interact with each other. For the N player characters in the participation situation (hereinafter, the player characters in the participation situation are referred to as "participating characters"), a mutual compatibility determination step of determining whether the game play specifications of the player terminals (hereinafter, the player terminals operating the participating characters are referred to as "participating terminals") operating the participating characters satisfy given mutual compatibility conditions. An MMIF information providing step of providing MMIF information for realizing an MMIF related to the multiplayer in each of the player terminals, including: The MMIF information providing step includes providing, to the participating terminal, MMIF information subjected to a given change control for changing the MMIF information when it is determined that the mutual correspondence condition is satisfied. A providing method.
Citation Information
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