Server System and Provision Method
The server system addresses the issue of varying play experiences in multiplayer online games by determining player character start positions based on terminal specifications, thereby enhancing the quality of play for high-specification players.
Patent Information
- Application Number
- JP2021160088
- 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 the play experience is significantly affected by the communication speed of the game client, leading to uneven experiences for players with different hardware and network capabilities.
A server system that determines the start position of player characters in a shared game space based on the game play specifications of each player's terminal, such as communication speed, processing ability, and OS type, to increase the likelihood of encounters between players with similar specifications.
This approach enhances the opportunity for players with high-specification terminals to enjoy high-quality play experiences by matching them with other players of similar specifications, thereby improving overall gameplay quality.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a server system that provides an online game in a multiplayer format and the like.
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] As a characteristic of a multiplayer online game, the game play experience is strongly affected by, for example, the communication speed of the communication line used by the game client. For example, if a high-speed communication line is used, a rich game play image with a sense of presence, smooth movement of characters, high responsiveness, various operability, high operation freedom, etc. can be realized, so the quality of the play experience is improved. If the communication speed is low, these cannot be achieved and the quality of the play experience is lowered.
[0006] The impact of the communication speed of the communication line on the play experience is greater in fully synchronous games than in asynchronous games. For example, in a fully synchronous game play (such as a battle play generated by an encounter) between a player character of a game client using a high-speed communication line and a player using a game client with a low-speed communication line, the play experience must be adjusted according to the side with the lower communication speed. From the perspective of the player on the side with a faster communication speed, they will end up playing the game without being able to fully utilize the high-speed communication speed they have. Although they are using a high-quality communication line, it is possible that they cannot enjoy a better play experience.
[0007] In addition, as performance indicators of the game client for comfortably playing online games, in addition to the communication speed, there are also the communication processing ability and arithmetic processing ability of the game client itself.
[0008] The problem to be solved by the present invention is to provide a new technology for increasing the opportunity to obtain a high-quality play experience in an online game where various game clients enjoy multiplayer play through the participation status in a shared game space.
Means for Solving the Problem
[0009] A first invention for solving the above problems is 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 and enjoys game play through multiplayer. 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 the player terminals of each player (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the game play specification information acquisition unit 214, the game play specification information 605 in FIG. 15, step S12 in FIG. 18), and for the start player who starts or resumes the game play, a start position determination means for determining the start position of the player character of the start player in the shared game space based on the game play specifications of the player terminal of the start player (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the start position determination unit 230, the position coordinates 734 in FIG. 16, step S22 in FIG. 18), a server system comprising.
[0010] According to the first invention, the server system can determine the start position for arranging the player character in the shared game space according to the game play specifications of the player terminals of each player character. The game play specifications can be, for example, any one of communication processing ability, arithmetic processing ability, the type of OS (Operating System) installed, and the communication speed with the server system. Therefore, the possibility that player characters of player terminals with the same or similar game play specifications encounter each other is increased compared to the case of randomly determining the start position. For example, players of player terminals with high game play specifications have an increased chance of obtaining a high-quality playing experience corresponding to their high specifications with other players of player terminals with similarly high game play specifications.
[0011] The second invention is the server system of the first invention, wherein the game play specification information acquisition means has model information acquisition means (for example, the model information acquisition unit 216 in FIG. 9) for acquiring information on the model of the player terminal as information representing the game play specifications, and the start position determination means determines the start position based on the model of the player terminal of the start player.
[0012] According to the second invention, the server system can determine the start position based on the model of the player terminal.
[0013] The third invention is a server system according to the first or second invention, wherein the game play specification information acquisition means has communication status information acquisition means (for example, the communication status information acquisition unit 218 in FIG. 9) for acquiring communication status information related to the communication speed of the player terminal as information representing the game play specification, and the start position determination means determines the start position based on the communication status information of the player terminal of the start player.
[0014] The "communication status information related to the communication speed" is information representing the communication status that affects the communication speed. For example, in addition to the communication speed, the delay time, jitter, RTT (Round Trip delay Time), packet loss rate, etc. are applicable to this.
[0015] According to the third invention, the server system can determine the start position based on the communication status information of the player terminal.
[0016] The fourth invention is a server system according to any one of the first to third inventions, wherein the player terminal includes a first player terminal and a second player terminal whose game play specifications do not satisfy a given mutual compatibility condition, and when the player terminal of the start player satisfies the mutual compatibility condition with the first player terminal and does not satisfy the mutual compatibility condition with the second player terminal, the start position determination means determines the start position at a position closer to the player character of the first player terminal than the player character of the second player terminal (for example, the relative distance L1f in FIG. 4, the relative distances L2e and L2f in FIG. 7).
[0017] "The game play specifications meeting given mutual compatibility conditions" includes any of the following meanings: the game specifications being the same, the game specifications being of the same level, and the differences in the game play specifications not causing a significant difference in the playing experience.
[0018] According to the fourth invention, the server system can determine the start position so that the player characters of the player terminals whose game play specifications meet the given mutual compatibility conditions are in a relatively closer position than the player characters of the player terminals that do not meet the mutual compatibility conditions. The possibility of the player characters of the player terminals meeting that meet the mutual compatibility conditions also increases. Players of player terminals with high game play specifications will similarly have an increased chance of obtaining a high-quality playing experience corresponding to their high specifications when playing with other players of player terminals with high game play specifications.
[0019] The fifth invention further includes an adaptation area setting means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 9, the game management unit 210, the adaptation area setting unit 222, the adaptation area setting data 710 in FIG. 16, the step S18 in FIG. 18) for setting an adaptation area based on the game play specifications in the shared game space. The start position determination means selects the adaptation area that matches the game play specifications of the player terminal of the start player and determines the start position in the selected adaptation area. It is a server system of any one of the first to fourth inventions.
[0020] According to the fifth invention, the server system can determine the start position of the start player within the adaptation area that matches the game play specifications of the player terminal of the start player. For example, for the player character of a player terminal with high game play specifications, by determining a specific adaptation area as the start position, the possibility of encountering player characters of other player terminals with high game play specifications can be increased.
[0021] The sixth invention is the server system of the fifth invention, wherein the adaptation area setting means variably sets the setting position of the adaptation area based on the game progress situation.
[0022] According to the sixth invention, even for player terminals with the same game play specifications, since the start position changes according to the game progress situation, the start position can be diversified to maintain a high level of interest in the game.
[0023] The seventh invention is the server system of the fifth or sixth invention, wherein the adaptation area setting means sets the adaptation area corresponding to each of different game play specifications that do not satisfy a given mutual compatibility condition.
[0024] According to the seventh invention, the server system can set the start positions related to player terminals whose game play specifications do not satisfy the mutual compatibility condition in different adaptation areas. For example, the possibility that the player character of a player terminal with a high game play specification encounters the player character of a player terminal with a low game play specification is reduced. Conversely, the possibility that the player character of a player terminal with a high game play specification encounters the player character of a player terminal with a high game play specification is increased.
[0025] The eighth invention is the server system of any one of the fifth to seventh inventions, wherein the start position determination means has a desired reception means (for example, the desired area reception screen W5 in FIG. 5, the desired reception unit 232 in FIG. 9, step S20 in FIG. 18) that receives, based on the operation input of the start player, the desired area or a location in the area among the adaptation areas that conform to the game play specification of the player terminal of the start player as the start position.
[0026] According to the eighth invention, the server system can determine the start position according to the player's desire.
[0027] The ninth invention is a server system according to any one of the fifth to eighth inventions, wherein the adaptation area setting means uses a statistical value obtained by classifying the number of players or the number of player terminals before the start of the game based on the game play specifications to change any one of the number, position, and size of the adaptation areas to set the adaptation areas (for example, adaptation area change pattern definition data 530 in FIG. 12, step S18 in FIG. 18).
[0028] According to the ninth invention, the server system can change the adaptation area according to the number of player terminals classified from high specifications to low specifications for the player terminals participating in the game. For example, in a case where there are relatively many high-spec player terminals, it is possible to maintain the distribution of start positions at an appropriate density by increasing the number of adaptation areas suitable for high-spec player terminals.
[0029] The tenth invention is a server system according to any one of the fifth to eighth inventions, wherein the adaptation area setting means uses a statistical value obtained by classifying the number of players or the number of player terminals during the game play based on the game play specifications to change any one of the number, position, and size of the adaptation areas to set the adaptation areas.
[0030] According to the tenth invention, the server system can change any one of the number, position, and size of the adaptation areas to set the adaptation areas.
[0031] The eleventh invention is a server system according to any one of the first to tenth inventions, further comprising event control means (for example, control board 1150 in FIG. 1, server processing unit 200s, game management unit 210, event control unit 236 in FIG. 9, event initial setting data 550 in FIG. 13, steps S60 to S64 in FIG. 19) for activating a given event for the mutually compatible terminal characters when the mutually compatible terminal characters (hereinafter referred to as "mutually compatible terminal characters") of the player terminals satisfying a given mutual compatibility condition satisfy a given proximity condition.
[0032] According to the 11th invention, the server system can trigger a given event targeting mutually compatible terminal characters. For example, in a case where there are relatively many high-spec player terminals, an event that makes use of the high specs can be triggered to improve the quality of the playing experience.
[0033] The 12th invention is the server system of the 11th invention, wherein the event control means triggers the event based on the number of the mutually compatible terminal characters that satisfy the proximity condition.
[0034] According to the 12th invention, the server system can improve the diversity related to the event and the quality of the playing experience by controlling the triggering of the event according to the number of mutually compatible terminal characters.
[0035] The 13th invention is the server system of any one of the 1st to 12th inventions, further comprising spec information display control means (for example, the control board 1150 in FIG. 1, the spec display 40 in FIG. 6, the server processing unit 200s in FIG. 9, the game management unit 210, the spec information display control unit 238, the step S44 in FIG. 18) for performing control to cause the player terminal to display information indicating the game play specs of player terminals other than the said player terminal.
[0036] According to the 13th invention, players can know the game play specs of each other's player terminals.
[0037] The 14th invention is the server system of any one of the 1st to 13th inventions, further comprising distribution information display control means (for example, the control board 1150 in FIG. 1, the distribution information display 30 in FIG. 6, the server processing unit 200s in FIG. 9, the game management unit 210, the distribution information display control unit 240, the distribution information 750 in FIG. 16, the step S44 in FIG. 18) for performing control to cause the player terminal to display distribution information indicating the distribution of the player characters in the shared game space based on the game play specs.
[0038] According to the 14th invention, for example, a player can play by referring to the distribution information and considering which player characters of player terminals with what game play specifications to encounter at the destination of the movement of their own player character.
[0039] The 15th invention relates to a player terminal in a game system configured by communicatively connecting a server system that provides an online game in which each player operates a player character movable in a shared game space using a player terminal and enjoys game play by multiplayer, and the player terminal. There are terminals with different game play specifications in the player terminal. The server system includes game play specification information acquisition means for acquiring information representing the game play specifications of the player terminals of each player, and start position determination means for determining the start position of the player character of the start player in the shared game space based on the game play specifications of the player terminal of the start player for the start player who starts or resumes the game play. The player terminal starts or resumes the game play with the start position of the character of the player terminal in the shared game space being the start position determined by the start position determination means of the server system.
[0040] According to the 15th invention, a player terminal that brings about the same effect as the 1st invention can be realized.
[0041] The 16th invention is a method provided by a computer system for an online game in which each player operates a player character that can move in a shared game space using a player terminal and enjoys game play through multiplayer. Among the player terminals, there are terminals with different game play specifications. The method includes a game play specification information acquisition step of acquiring information representing the game play specifications of the player terminals of each player, and a start position determination step of determining, for a start player who starts or resumes the game play, a start position in the shared game space of the player character of the start player based on the game play specifications of the player terminal of the start player.
[0042] According to the 16th invention, a providing method that brings about the same effect as the 1st invention can be realized.
Brief Description of the Drawings
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Mode for Carrying Out the Invention
[0044] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the forms to which the present invention is applicable are not limited to the following embodiments.
[0045] Figure 1 is a diagram showing an example of the configuration 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 is a system for realizing an online game using the player terminal 1500 as a man-machine interface (MMIF, hereinafter appropriately referred to as "MMIF"). In Figure 1, only three player terminals 1500 are drawn, but in actual system operation, the number of player terminals 1500 is not limited.
[0046] In the game system 1000, the server system 1100 and the player terminals 1500 can perform data communication via the network 9, and the player terminals 1500 can also perform data communication with each other via the network 9.
[0047] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0048] The server system 1100 is, for example, a computer system having a main body device, a keyboard, a touch panel, and a storage, and mounting a control board 1150 on the main body device. On the control board 1150, 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 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).
[0049] 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.
[0050] Although the server system 1100 is depicted as if it were a single server device, it may be implemented as a configuration of multiple 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 each other via an internal bus so as to be capable of data communication. Further, 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 remote locations are caused to perform data communication via the network 9 so as to function as the server system 1100 as a whole is also acceptable.
[0051] 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 apparatuses) that access the server system 1100 and other player terminals 1500 via the network 9. That is, the player terminals 1500 perform the functions of the MMIF in the game system 1000.
[0052] The player terminal 1500 includes an operation input device (e.g., a keyboard, a touch panel, a game controller, a mouse, etc.), an image display device (e.g., a video monitor, a touch panel, a head-mounted display, etc.), and a control board 1550.
[0053] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a communication module 1553 connected to the network 9, and the like. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like so as to enable reading and writing of data and transmission and reception of signals. Part or all of the control board 1550 may be configured by an ASIC, an FPGA, or an SoC. Then, the control board 1550 stores a program and various data for realizing the functions of the player terminal in the IC memory 1552.
[0054] 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.
[0055] 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, or the like. When a plurality of electronic devices, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, perform one function by being communicatively connected, these plurality of electronic devices can be regarded as one player terminal 1500.
[0056] In actual operation, the player terminals 1500 (1500a, 1500b, …) include a mixture of devices of various categories such as smartphones, home game devices, and personal computers, and also a mixture of various models. 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 arithmetic processing ability and communication processing ability of the player terminal 1500 as a single unit are determined by the hardware specifications and software specifications.
[0057] Furthermore, the actual situation of the network 9 that communicatively connects each player terminal 1500 and the server system 1100, that is, the so-called communication environment, also varies. For example, whether it is connected via a base station of a wirelessly connected mobile phone network, whether it is wired, 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.
[0058] When the game play is executed on each player terminal 1500, these factors that have an impact (such as the communication processing ability of the player terminal 1500, the arithmetic processing ability 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 specs". That is, "game play specs" include hardware specs (such as CPU specs, installed memory capacity, graphics board specs, communication module specs, bus specs, display specs, etc.), software specs (such as OS specs, communication standards, etc.), line speed, line type, and so on.
[0059] The information regarded as the game play specs of each player terminal 1500 shall be acquired and saved by the server system 1100 before the game starts (for example, at the time of login). Among the game play specs, regarding the hardware and software specs of the player terminal 1500, they can be acquired using the remote system information collection function according to the model and OS version. Also, the communication speed can be measured by actually performing the transmission and reception test of dummy data. Further, in order to appropriately update the saved game play specs, it may be possible to periodically acquire the latest game play specs from the logged-in player terminal 1500 and update them.
[0060] Figure 2 is a diagram for explaining the performance evaluation of the player terminal 1500 based on the game play specs. The server system 1100 comprehensively evaluates each player terminal 1500 (1500a, 1500b, …) to determine the environment in which a certain level of gameplay experience can be realized based on 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 level of gameplay experience can be realized. The fact that the terminal levels are the same is called "mutual compatibility". Conversely, the range of game play specifications regarded as having the same terminal level becomes the "mutual compatibility condition" to be satisfied for being regarded as mutually compatible.
[0061] In the example of FIG. 2, the terminal levels are illustrated in four levels from "Lv1" to "Lv4", but the number of terminal levels is not limited as long as there are multiple levels. Also, depending on the configuration of the computer system assumed as the player terminal 1500 and the content of the game, even if the terminal levels are different, a configuration where adjacent levels are regarded as mutually compatible is also possible.
[0062] 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 a battle royale-style encounter battle.
[0063] The user accesses the server system 1100 or a predetermined website managed by the server system 1100 using the player terminal 1500, 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 (sign name) set at the time of registration, the user's player terminal 1500 is incorporated into the game system 1000 and becomes system online. Also, by going through a predetermined sign-out procedure, the user withdraws from the system and becomes system offline. 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.
[0064] Each player terminal 1500 (1500a, 1500b,...) is assigned a player character 4 (4a, 4b,...). The player characters 4 are arranged in a single shared game space 8 together with NPCs (non-player characters) and background objects responsible for the structure of the game world.
[0065] Specifically, the shared game space 8 is a virtual three-dimensional space, various objects are arranged in the shared game space 8, and the positions and the like of various objects in the shared game space 8 are updated along with the operation control of the objects. The game progress such as the movement, operation, and hit determination of each object arranged in the shared game space 8 is managed by the server system 1100 as an asynchronous game.
[0066] Before the game starts, each player can customize their player character 4. Specifically, the player can select one of several basic character types as a basis and customize it by equipping appropriate gear according to their preferred way of fighting. The player starts playing while viewing a game play image from a perspective overlooking the shared game space 8 displayed on the player terminal 1500. The range that can be viewed from above may be the entire shared game space 8, or only a limited range based on the player character 4 may be viewable from above.
[0067] The game play image to be displayed on each player terminal 1500 is generated by the server system 1100. 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. Then, various additional displays (for example, the status display of the player character 4, the display of the play score, etc.) are synthesized into the game space image to generate a game play image. Then, the data of the game play image is transmitted and provided to the player terminal 1500 as "MMIF information for realizing the MMIF related to multiplayer on the player terminal". The player terminal 1500 receives the data and displays it.
[0068] The player operates and moves their player character 4 while viewing the game play image displayed on their own player terminal 1500. Then, the player brings their player character 4 close to other player characters and engages 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 online game, and for the players involved, it is an important scene that mutually affects the play score and the game experience.
[0069] When a plurality of adjacent player characters 4 in the shared game space 8 meet a given participation situation determination condition in the shared game space 8, the corresponding player character 4 is regarded as "being in a participation situation". That is, it detects that it has entered a participation situation, that is, the occurrence of a participation situation. In the example of FIG. 3, player character 4b and player character 4e are in a participation situation.
[0070] A "participation situation" is a situation in which a plurality of player characters 4 interact with each other and have a great influence on game progress and play results. The "participation situation determination condition" can be appropriately set according to the game content, such as that the first player character and the second player character meet a given encounter condition in the shared game space 8. In this embodiment, it may be that "another player character has entered the attackable range of any player character", "has been locked on (set as the automatic tracking target of the attack aiming)", or "has obtained the start approval of the engagement by one or both players".
[0071] Hereinafter, the player character 4 in the participation situation is referred to as the "participating character", and the player terminal 1500 used for operating 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".
[0072] When the server system 1100 detects the occurrence of a participation situation, it creates a special game space for the participation situation play, and controls the progress of the participation situation play as a fully synchronous game in parallel with the game progress in the shared game space 8. The special game space is a partial space set within the shared game space 8. The game play image of the participation situation play displayed on the participating terminal is created based on this special game space.
[0073] Specifically, the special game space is created as a space that copies a limited range in the shared game space 8, with the representative point related to the detected participation situation (for example, the midpoint between participating characters) as the reference position. And in the special game space, only the participating characters are arranged as player characters 4, and player characters 4 other than the participation situation characters are not arranged. In other words, player characters 4 other than the N bodies (N ≥ 2) of characters that have become participating characters are prevented from entering the special game space 10.
[0074] And the participating terminal switches from displaying the game play image created based on the shared game space 8 to displaying the game play image using the game space image created based on the special game space, with the occurrence of the participation situation as the boundary.
[0075] The participation situation play becomes a fully synchronized battle action game. It can also be said to be a fighting game with a mixture of long-range attacks and close-range attacks. Naturally, the quality of the play experience in the participation situation play is affected by the game play specifications of the participating terminal.
[0076] For example, if the terminal levels of all participating terminals related to the participation situation play are relatively high-spec, such as "Lv4" or "Lv3", the play experience of the participation situation play will be of high quality and comfortable. There will also be less delay, the high-quality game play image will move smoothly, and the hit judgment of attacks and the like will exactly match the appearance of the game play image.
[0077] However, if the terminal levels of all participating terminals related to the participation situation play are different, for example, one is relatively high-spec like "Lv4", but the other is relatively low-spec like "Lv2" or "Lv1", the play experience and comfort of the participation situation play will decline as if being held back by the low-spec participating terminal. For the player of the high-spec participating terminal, although they have prepared a high-spec player terminal and a high-speed communication line to play the game, they can only enjoy a play experience where they cannot fully utilize their specs.
[0078] From the perspective of "players using high-spec player terminals need to engage in situation-based play with players of similarly high-spec player terminals in order to obtain a play experience that fully utilizes their specifications," let's review traditional MMO games. In traditional MMO games, the placement of player characters 4 in the shared game space 8 was random. That is, regardless of the game play specifications, where the player character was placed was randomly determined. That is, in traditional MMO games, even if a player with a high-spec player terminal could enjoy situation-based play with a player of a similarly high-spec player terminal, it was only a product of chance.
[0079] FIG. 4 is a diagram for explaining how to determine the start position in the shared game space 8 with respect to the player character of the start player who starts the game play. The server system 1100 sets a plurality of compatible areas Ax (A01, A02,...) in the shared game space 8. In each compatible area Ax, the terminal level of the player terminal 1500 (hereinafter referred to as the "compatible terminal level") capable of setting the start position within the area is set.
[0080] For example, in the example of FIG. 4, in the compatible areas A01, A02, A07, A08, A13 (lightly shaded rectangular areas) assigned to the upper left part of the shared game space 8, "Lv1" or "Lv2" is set as the compatible terminal level. Therefore, the start positions of the player characters 4 of the player terminals 1500 with "Lv3" and "Lv4" cannot be arranged and set within these compatible areas.
[0081] Also, in the example of FIG. 4, for the compatible areas A03, A04, A09, A10, A15, A16, A20, A21, A22 (the white - out rectangular ranges) assigned to the left - right center of the shared game space 8, "Lv3" is set as the compatible terminal level. The start positions of the player characters 4 of the player terminals 1500 with other terminal levels cannot be arranged within these compatible areas.
[0082] And for the compatible areas A06, A12, A17, A18, A23, A24 (the rectangular ranges shaded slightly darker) assigned to the right side of the shared game space 8, "Lv4" is set as the compatible terminal level. Therefore, the start positions of the player characters 4 of the player terminals 1500 with other terminal levels cannot be arranged or set within these compatible areas.
[0083] Also, for the compatible areas A05, A11, A14, A19 in the rectangular ranges with diagonal lines, "none" is set as the compatible terminal level, and the start positions of the player characters 4 of the player terminals 1500 with any terminal level cannot be set within these compatible areas.
[0084] Various settings related to the compatible area Ax including the compatible terminal level are not fixed, and the server system 1100 changes and sets them according to the game progress situation. For example, before the game starts, the server system 1100 sorts by terminal level and counts the number of player terminals 1500, and changes / settings the distribution of the compatible terminal levels so that the ratio of the number of terminals at each terminal level and the ratio of the number of compatible areas Ax set as the compatible terminal level at that terminal level are combined. In other words, the change in the distribution of the compatible terminal levels can also be said to be a change in the setting position in the shared game space 8 of the compatible area Ax that matches the terminal level.
[0085] The server system 1100 sets the start position in the shared game space 8 of the player character of the start player who starts the game play within the compatible area Ax that matches the terminal level of the player terminal 1500 of the start player.
[0086] Specifically, a compatible area Ax that matches the terminal level of the player terminal 1500 of the start player is extracted. Then, as shown in FIG. 5, on the player terminal 1500 of the start player, a desired area reception screen W5 is displayed, and it is accepted whether there is a desire to place the start position in any of the extracted compatible areas Ax. Incidentally, the example of FIG. 5 shows an example of a screen assumed for the player terminal 1500j with a terminal level of "Lv3". On the desired area reception screen W5, a "selection candidate area" is presented within the entire map 20 of the shared game space 8. In the example of FIG. 5, a plurality of white rectangles indicate the selection candidate areas. The player touches and selects a desired area from among the selection candidate areas for the compatible area Ax where the start position of his or her player character 4 is to be placed. A player without a desired area touches the entrust icon 22 to declare that there is no desired area.
[0087] The server system 1100 sets the start position of the player character 4 of the start player with a desired area within the desired area. On the other hand, the start position of the player character 4 of the start player without a desired area is set within a randomly selected compatible area Ax from among the extracted compatible areas Ax that match.
[0088] Regarding the determination of the start position, a difference in the spec values of the game play specs is further considered. Specifically, the relative distance L1x between the player characters of each start player within the same compatible area Ax that matches (in the example of FIG. 4, the relative distance L1x (L1f, L1a) within the compatible areas for Lv1 and Lv2, and the relative distance L1x (L1g, L1j) within the compatible area for Lv3) is determined such that the relative distance L1x becomes larger as the difference in the spec values from the lowest spec player terminal placed within the compatible area (in the example of FIG. 4, the player terminal 1500h within the compatible areas for Lv1 and Lv2, and the player terminal 1500c within the compatible area for Lv3) is larger. As the "spec value", for example, the actual communication speed of the communication line, the CPU clock count, the installed memory capacity, etc. can be used. It is preferable to use the actual communication speed. In addition, when there are two or fewer player characters 4 arranged within the same matching area Ax, such relative distance L1x may not be subject to such setting.
[0089] By determining the start position in this way, the server system 1100 can gather and arrange player characters 4 of player terminals 1500 with the same or approximate game play specifications closer to each other within the shared game space 8 than player characters 4 of player terminals 1500 with different game play specifications. Therefore, when the game play starts, each player has a higher probability at each stage of engaging in game play with players of player terminals 1500 having the same or approximate game play specifications as their own player terminal 1500. Players of high-specification participating terminals are more likely to enjoy a high-quality and comfortable game play experience taking advantage of their specifications from the first engagement in game play after the game starts.
[0090] Of course, since it is a battle royale-style combat action game, players of high-specification player terminals will eventually engage in game play with players of low-specification player terminals depending on the progress of the game. However, by that time, the number of surviving player characters 4 will also be reduced, and the computational processing load on the server system 1100 will also be less than at the beginning of the game. Therefore, even if high-specification player terminals 1500 and low-specification player terminals 1500 engage in game play, it can be said that there is a high probability of enjoying a higher-quality and more comfortable game play experience than when engaging in game play at the beginning of the game.
[0091] Now, regarding such start position determination, the server system 1100 provides the player with distribution information indicating the distribution of player characters in the shared game space based on the game play specifications, and specification information indicating the game play specifications of the player terminals 1500 of players other than the player himself / herself.
[0092] FIG. 6 is a diagram for explaining the provision of distribution information and specification information. The game play image 14 includes a game space image 12 that renders the state of the shared game space 8 or the special game space, various information displays, a distribution information display operation icon 16, and a specification information display operation icon 18.
[0093] When detecting an operation input to the distribution information display operation icon 16, the server system 1100 causes the distribution information display 30 to be displayed on the player terminal 1500 where the detection occurred.
[0094] The distribution information display 30 displays distribution areas 32 (32a, 32b) on, for example, a simplified map of the overall view of the shared game space 8 (or a limited range starting from the player character 4 of the player terminal 1500 where the detection was made). The distribution areas 32 are displayed separately for each group of terminal levels of the conformity assignment of the conformity area Ax (for example, the group of Lv1 and Lv2, the group of Lv3, and the group of Lv4; see FIG. 4). The distribution areas 32 may be displayed in an elliptical shape or the like that includes the arrangement position of the player character 4 of the player terminal 1500 corresponding to the group. Alternatively, it may be in the form of a contour line display.
[0095] Incidentally, in the example of FIG. 6, since an operation input to the distribution information display operation icon 16 was detected on the player terminal 1500b with a terminal level of Lv4, the distribution information display 30 shows the distribution area 32a of the group of Lv1 and Lv2, the distribution area 32b of the group of Lv3, and the self-character position 34 indicating the position of the player character 4 of the player terminal. Of course, it is also possible to further display the distribution area of the group of the same Lv4 as the player terminal.
[0096] Also, when detecting an operation input to the specification information display operation icon 18, the server system 1100 causes the player terminal 1500 where the detection occurred to display the specification display 40 of the player terminal of the nearest other player character from the player character 4 of that player terminal 1500 (in the example of FIG. 6, player character 4b). The specification display 40 includes a model icon 42 indicating the model and a level icon 44 indicating the terminal level.
[0097] The player selects an opponent to launch the next attack while referring to the distribution information display 30 and the specification display 40. If the player can successfully engage in a situation play with the player character 4 of the player terminal 1500 having the same terminal level as their own, it becomes possible to enjoy a high-quality and comfortable play experience.
[0098] FIG. 7 is a diagram for explaining the determination of the start position when resuming the game play. The case of resuming the game play includes, for example, the case where the player temporarily logs out of the system and then logs in again to resume the play due to personal convenience, or the case where the play is resumed due to a respawn permitted by the game rules. Of course, depending on the game rules, other cases of resuming, such as the case where the play is resumed by a resurrection magic of a friend, may also be applicable.
[0099] The start position when resuming is determined based on the relative relationship between the game play specifications of the player terminal 1500 of the start player who resumes and the game play specifications of the player terminals 1500 of the player characters 4 already arranged in the shared game space 8.
[0100] Specifically, the start position when resuming is determined such that "it is within the matching area Ax where the terminal level of the player terminal 1500 of the player who resumes matches" and "it satisfies the relative distance based on the difference in specification values from the player terminals 1500 of the other player characters already arranged".
[0101] In the example of FIG. 7, around the player character 4a of the player terminal 1500a to resume, there exist the player character 4e of the player terminal 1500e at Lv4 and the player character 4f of the player terminal 1500f at Lv2.
[0102] The relative distance L2x related to the start position to resume has a positive relationship with the "specification value". As the specification value, for example, in addition to the actual communication speed of the communication line, the number of CPU clocks, the mounted memory capacity, the display screen size of the display unit, etc., values at the terminal level can be used. It is preferable to use the actual communication speed or the terminal level. Therefore, in the example of FIG. 7, the start position of the player character 4k is determined such that the relative distance L2e from the player character 4e is larger than the relative distance L2f from the player character 4f.
[0103] However, when the player terminal 1500 to resume satisfies a given low-specification condition (a condition regarded as relatively low-specification, specifically, for example, terminal level = Lv1), the start position is further determined based on the game progress situation.
[0104] FIG. 8 is a diagram for explaining the determination of the start position based on the game progress situation. When determining the start position to resume for the player character 4a of the low-specification player terminal 1500a, as the latest game progress situation, refer to the distribution of the player characters 4 of the player terminals 1500c, 1500g, and 1500j that are higher in specification than the player terminal 1500a.
[0105] Then, the start position is determined such that the relative distance L3x from a location with a high distribution density of those player characters 4 (in the example of FIG. 8, the relative distance L3g from the location where player characters 4c and 4g gather) is greater than the relative distance L3x from a location with a relatively low distribution density (in the example of FIG. 8, the relative distance L3j from the location where player character 4j is located). Note that the location where a plurality of player characters 4 gather can also be read as the location where an event involving a plurality of player characters occurs.
[0106] When the play of player character 4a resumes from the start position thus determined, the possibility that player character 4a encounters player character 4j becomes higher than that of encountering player characters 4c and 4g.
[0107] If player character 4a encounters any of player characters 4c, 4g, and 4j, it will force the players of player terminals 1500c, 1500g, and 1500j to have a play experience in which they cannot fully utilize their game play specifications. However, by making relative distance L3g greater than relative distance L3j, the degree of forcing an unfulfillable play experience can be suppressed.
[0108] Next, the functional configuration will be described. FIG. 9 is a functional block diagram showing an example of the functional configuration of server system 1100. 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.
[0109] Operation input unit 100s is a means for inputting various operations for the management of server system 1100. For example, a keyboard, a touch panel, a mouse, etc. correspond to this.
[0110] The server processing unit 200s is implemented by a processor such as a CPU, GPU, ASIC, FPGA, etc. that serves as an arithmetic circuit, as well as electronic components such as IC memories, 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.
[0111] 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.
[0112] 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 registered users, manages personal information for each user account, manages save data related to playing online games, etc.
[0113] 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, it arranges various objects such as player characters 4, NPCs, and background objects in the shared game space 8, controls the movement of the player character 4 according to the player's operation input, controls the movement of NPCs based on a given AI control, performs object collision detection, performs attack hit detection, performs damage detection and damage reflection, changes the ability parameter values of player characters 4 and NPCs, generates events, calculates game scores, determines game end or end of participation status, etc.
[0114] And the game management unit 210 includes a shared game space setting unit 212, a game play specification information acquisition unit 214, a terminal level determination unit 220, a compatible area setting unit 222, a start position determination unit 230, an event control unit 236, a specification information display control unit 238, and a distribution information display control unit 240.
[0115] The shared game space setting unit 212 sets the shared game space 8 in the virtual three-dimensional space, arranges various objects that appear 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 the game progress control.
[0116] The game play specification information acquisition unit 214 acquires information representing the game play specifications of each player terminal. The game play specification information acquisition unit 214 includes a model information acquisition unit 216 and a communication status information acquisition unit 218.
[0117] The model information acquisition unit 216 acquires information on the model of the player terminal as information representing the game play specifications.
[0118] The communication status information acquisition unit 218 acquires communication status information related to the communication speed of the player terminal as information representing the game play specifications.
[0119] The terminal level determination unit 220 performs a comprehensive evaluation of the capabilities of the player terminal based on the game play specifications and sets the terminal level.
[0120] The compatible area setting unit 222 sets a compatible area based on the game play specifications in the shared game space. Specifically, the compatible area setting unit 222 sets a compatible area corresponding to each of different game play specifications that do not satisfy a given mutual compatibility condition, and variably sets the setting position of the compatible area based on the game progress status. Also, the compatible area setting unit 222 changes any one of the number, position, and size of the compatible areas using a statistical value obtained by classifying the number of players or the number of player terminals before the start of the game based on the game play specifications.
[0121] The start position determination unit 230 determines, for a start player who starts or resumes game play, the start position of the player character of the start player in the shared game space based on the game play specifications of the player terminal of the start player. And the start position determination unit 230 has a desired reception unit 232.
[0122] The desired reception unit 232 receives, based on the operation input of the start player, the area desired as the start position or the desired location in the area among the compatible areas that conform to the game play specifications of the player terminal of the start player.
[0123] Then, the start position determination unit 230 selects a compatible area that conforms to the game play specifications of the player terminal of the start player, and determines the start position in the selected compatible area. More specifically, when the player terminal of the start player satisfies the mutual compatibility condition with the first player terminal and does not satisfy the mutual compatibility condition with the second player terminal, the start position is determined at a position closer to the player character of the first player terminal than the player character of the second player terminal. The setting of the relative distance L1x (see FIG. 4) and the relative distance L2X (see FIG. 7) corresponds to this.
[0124] The event control unit 236 activates a given event targeted at the mutually compatible terminal characters when the player characters of the player terminals whose game play specifications satisfy a given mutual compatibility condition (hereinafter referred to as "mutually compatible terminal characters") satisfy a given proximity condition. Specifically, the event control unit 236 activates an event based on the number of mutually compatible terminal characters that satisfy the proximity condition.
[0125] The specification information display control unit 238 performs control to cause the player terminal to display information indicating the game play specifications of the player terminals other than the player terminal. The control related to the specification display 40 (see FIG. 6) corresponds to this.
[0126] The distribution information display control unit 240 controls the player terminal to display distribution information indicating the distribution of player characters in the shared game space based on the game play specifications. The control related to the distribution information display 30 (see FIG. 6) corresponds to this.
[0127] The timing unit 280s performs various timings such as the current date and time and the time limit using the system clock.
[0128] The sound generation unit 290s is realized by the execution of an IC 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.
[0129] The sound output unit 390s is realized by a speaker or the like and emits sound based on the voice signal.
[0130] 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.
[0131] In addition, the image display unit 392s 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.
[0132] 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.
[0133] 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.
[0134] The server storage unit 500s stores programs, various data, etc. for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Also, it is used as a work area of 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, 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, an online storage, etc. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the main body device 1101 correspond to this. An online storage may be included in the server storage unit 500s.
[0135] FIG. 10 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in the present embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, user 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, a timer, a counter, various flags, etc.).
[0136] The server program 501 is a program for realizing functions as the user management unit 202 and the game management unit 210 in the server processing unit 200s when read and executed by the server processing unit 200s.
[0137] The distribution client program 503 is the original of the program provided to and executed on the player terminal 1500.
[0138] 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 the shared game space initial setting data 512, the compatible area initial setting data 520, the compatible area change pattern definition data 530, the event initial setting data 550, and the terminal level definition data 570. Of course, other data can also be included as appropriate.
[0139] The shared game space initial setting data 512 stores various data that define the state of the shared game space 8 at the start of the game. For example, it includes the 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, and so on.
[0140] The compatible area initial setting data 520 stores various data indicating the initial settings of the compatible area Ax (see Fig. 4). One piece of compatible area initial setting data 520 includes, for example, as shown in Fig. 11, a unique area ID 521, initial area range definition data 523, an initial compatible terminal level 525, and an initial arrangement upper limit number 527. Of course, other information can also be included as appropriate.
[0141] Returning to Fig. 10, the compatible area change pattern definition data 530 is prepared for each pattern that changes and sets the settings of the compatible area Ax according to the game progress situation, and stores various data describing the pattern. One piece of compatible area change pattern definition data 530 includes, for example, as shown in Fig. 12, a unique change pattern ID 531, change requirement data 532 indicating the conditions to be met for executing the change, and change content data 535.
[0142] The change requirement data 532 is described by combining, for example, the total number of player terminals condition 533 and the number ratio condition 534, which is the condition of the number ratio obtained by classifying the number of player terminals 1500 by terminal level, using AND or OR.
[0143] The change content data 535 is prepared for each combination of how to change the settings of each compatible area Ax. One change content data 535 includes a change target area ID 536, a range change content 537, a compatible terminal level change content 538, and an arrangement upper limit number change content 539.
[0144] The range change content 537, the compatible terminal level change content 538, and the arrangement upper limit number change content 539 are set so that the start positions can be appropriately dispersed at any terminal level in the combination situation of the player terminals 1500 with variously different game play specs indicated by the change requirement data 532.
[0145] For example, in the case where the terminal levels of all the player terminals 1500 are "Lv4", the change content data 535 is set to change the number of compatible areas Ax with the compatible terminal level being "Lv4" to be more than the initial setting. Or, it is set to change the range of the compatible area Ax with the compatible terminal level being "Lv4" to be wider. Conversely, in the case where the number of player terminals 1500 at "Lv1" is larger than the initial setting assumption, the number of compatible areas Ax with the compatible terminal level being "Lv1" is set to be more than the initial setting.
[0146] Returning to FIG. 10, the event initial setting data 550 is prepared for each event content and stores various data related to the activation and execution of the event. One event initial setting data 550 stores, for example, as shown in FIG. 13, a unique event ID 551, event activation requirement data 553, and event content data 557.
[0147] The event activation requirement data 553 is described as an AND or OR of sub-conditions such as a proximity distance condition 554, a character number condition 555, and a terminal level condition 556. Note that these sub-conditions can also be set to substantially "no condition" or "unlimited".
[0148] The approach distance condition 554 is a condition regarding the relative distance between a plurality of player characters 4. This condition may be the same as the participation situation condition.
[0149] The character number condition 555 is a condition regarding the number of player characters 4 that satisfy the approach distance condition (specifically, "2" or more).
[0150] The terminal level condition 556 is a condition related to the applicable terminal level 606 of the player character 4. For example, a condition that can be considered to satisfy a mutually appropriate condition, such as "all terminal levels are Level 4" or "the terminal levels are the same", may be set.
[0151] The event content data 557 stores various data for executing an event. The event content can be set appropriately. For example, in the case of an event whose activation requirements are that the approach distance condition 554 is "same as the involvement situation condition", the character number condition 555 is "two characters", and the terminal level condition 556 is "all terminal levels are Level 4", the event contents may be "using a model and motion data with special details as the object model of the player character 4 used in the involvement situation play" or "making the image quality of the game space image 12 higher than usual". In this case, when the player character 4 of a high-spec player terminal 1500 encounters, and if the character number condition 555 is "four characters", the event contents may be "executing a mini-game in a team battle format divided into two against two", "a cooperative mission in which four characters cooperate to defeat an enemy NPC", and so on.
[0152] Such event content can only demonstrate its true value in a fully synchronized game among high-spec player terminals 1500. Players will obtain a high-quality special playing experience. Triggering special events under special conditions can also enhance the interest of the game. Moreover, if this becomes a topic in the player community, the number of players who prepare high-spec player terminals 1500 to play the game will increase, and ultimately, the opportunities to enjoy a high-quality playing experience in online games will also increase.
[0153] Returning to FIG. 10, the terminal level definition data 570 is prepared for each level of the terminal level (see FIG. 3), and based on the information representing the game play specifications, it classifies and evaluates the comprehensive performance of the player terminal 1500, and shows the criteria for determining that it is the said terminal level. One terminal level definition data 570 stores, for example, as shown in FIG. 14, a unique terminal level 571 and determination requirement definition data 573 in association with each other.
[0154] The determination requirement definition data 573 is data that defines the conditions to be satisfied in order to determine that it is the terminal level 571, that is, the "mutually compatible conditions", and is described by combining one or more sub-conditions with AND or OR.
[0155] As sub-conditions, for example, in relation to the specifications of the player terminal 1500, model conditions, CPU type conditions, installed memory amount conditions, OS type conditions, rendering engine type conditions, display unit specification conditions, communication function specification conditions, 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 situation, line type conditions, communication speed conditions, etc. can be used. The line type conditions are conditions such as the distinction between wired / wireless and the communication standards used.
[0156] Returning to FIG. 10, the user registration data 600 is created for each registered user who becomes a player, and stores various data associated with the said user. One user registration data 600 includes, for example, as shown in FIG. 15, a unique user account 601, terminal access information 603 (e.g., IP address, etc.) for accessing the player terminal 1500 via the network 9, game play spec information 605, applicable terminal level 606, and player character setting data 608. Of course, other data such as save data of online games can also be included as appropriate.
[0157] The information included in the game play spec information 605 corresponds to the items of sub-conditions that describe the determination requirement definition data 573 (see FIG. 14) of the terminal level definition data 570.
[0158] 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.
[0159] Returning to FIG. 10, the play data 700 stores various data related to the realization of an online game and is sequentially updated according to the progress of the game. The play data 700 includes, for example, as shown in FIG. 16, a player account list 701, shared game space data 703, compatible area setting data 710, desired area reception data 720, player character management data 730, participation status play management data 740, and distribution information 750. Of course, other information such as play achievement data can also be included as appropriate.
[0160] The compatible area setting data 710 is created for each compatible area Ax (see FIG. 4) and stores various setting data of the compatible area Ax. One compatible area setting data 710 includes a unique area ID 711, area range data 713, compatible terminal level 715, and placement upper limit number 717. Of course, other information can also be included as appropriate.
[0161] The desired area reception data 720 is prepared for each player terminal 1500 and stores the result of receiving the player's desire regarding which adaptation area Ax to place the player character 4 of the terminal. One piece of desired area reception data 720 stores the terminal ID and the desired area ID in association with each other.
[0162] The player character management data 730 is prepared for each player character 4 and stores various data describing the latest status of the character. One piece of player character management data 730 includes, for example, a character ID 731, a player account 732, a terminal ID 733, position coordinates 734, operation control data 735, and ability parameter values 736. Of course, information other than these can also be included as appropriate.
[0163] The participation status play management data 740 is created every time a participation status is detected and includes various data describing the latest progress state of the play in the participation status, such as a unique participation status ID, a list of participating terminals, special game space data, viewpoint camera control data, and the like. Of course, data other than these can also be stored as appropriate. For example, it can also include a timer value for measuring the limit time required for determining the end condition of the participation status. The special game space data 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 created along with the participation status.
[0164] FIG. 17 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.
[0165] 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, or the like.
[0166] The terminal processing unit 200 is implemented by electronic components such as microprocessors such as CPUs and GPUs, and IC memories, and controls the input and output 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.
[0167] 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.
[0168] 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.
[0169] The operation input information providing unit 261 performs control to transmit operation input information corresponding to the input from the operation input unit 100 to the server system 1100.
[0170] The display control unit 262 performs control to display the game play image 14 based on the data received from the server system 1100. However, in the present embodiment, since the game play image 14 is generated by the server system 1100, the display control unit 262 does not perform control related to the rendering of the game space image 12 (see FIG. 6). It performs control to display the game play image 14 provided as MMIF information from the server system 1100. When the provided data is compressed data, it performs decompression processing of the data, etc.
[0171] The timing unit 280 uses the system clock to measure the current date and time, the time limit, etc.
[0172] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back an audio file, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390.
[0173] The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290 such as a speaker.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] The communication unit 394 is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication module 1553 corresponds to this.
[0178] The terminal memory unit 500 stores programs for enabling the terminal processing unit 200 to realize given functions, various data, etc. Further, it is used as a working area for the terminal processing unit 200, and temporarily stores calculation results obtained when the terminal processing unit 200 executes according to various programs, input data input from the operation input unit 100, and the like. Such functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 1, the IC memory 1552 mounted on the control board 1550 corresponds to this.
[0179] Specifically, the terminal memory unit 500 stores a client program 502 (application program) for enabling the terminal processing unit 200 to function as the client control unit 260, the received MMIF information 590, and the current date and time 900. Of course, data other than these can also be stored as appropriate. For example, data for displaying the game play image 14 received from the server system 1100 is also temporarily stored.
[0180] Next, the operation of the game system 1000 will be described. FIGS. 18 and 19 are flowcharts for explaining the flow of processing executed by the server system 1100 related to the execution of an online game.
[0181] As shown in FIG. 18, 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 in response to the acceptance of participation, and stores it in the game play specification information 605 (see FIG. 15) of the user registration data 600 (step S12).
[0182] Next, the server system 1100 determines the terminal level of each player terminal 1500 (step S14). Specifically, the game play spec information 605 is compared with the determination requirement definition data 573 of the terminal level definition data 570 (see FIG. 14), and the terminal level 571 of the definition data that satisfies the determination requirement is set as the applicable terminal level 606 (see FIG. 15).
[0183] Next, the server system 1100 sorts all the player terminals 1500 according to the applicable terminal level 606, calculates the number and ratio of the number of each terminal level (step S16), and creates the applicable area setting data 710 (see FIG. 16) (step S18).
[0184] Specifically, the content of the applicable area initial setting data 520 (see FIG. 11) is copied to create the applicable area setting data 710. Next, referring to the applicable area change pattern definition data 530 (see FIG. 12), the change content data 535 of the definition data that satisfies the change requirement data 532 is selected and applied to change the setting of the previously created applicable area setting data 710.
[0185] Next, the server system 1100 receives the desired area for each player terminal 1500 (step S20). Specifically, for each player terminal 1500, the applicable area setting data 710 in which the corresponding applicable terminal level 606 matches the applicable terminal level 715 is searched (see FIG. 16). Then, the desired area reception screen W5 (see FIG. 5) with the searched applicable area Ax as the selection candidate area is displayed on the player terminal. When the server system 1100 acquires the information of the applicable area Ax selected as the desired area by the player terminal 1500, the desired area reception data 720 (see FIG. 16) is created.
[0186] Next, the server system 1100 determines the start position of each player character 4 (step S22).
[0187] Specifically, the first player character 4 randomly determines the start position within the desired area of the start player to be processed.
[0188] For the player characters 4 after the second one, if the desired areas are the same, the relative distance L1x (see Fig. 4) from the player character 4 whose start position has already been determined is calculated, and as long as the upper limit number 717 of arrangements (see Fig. 16) has not been reached, a position within the desired area that satisfies the relative distance L1x is set as the start position.
[0189] When determining the start position of the player characters 4 after the second one, if a start position that has already reached the upper limit number 717 of arrangements is set in the desired area, the compatible area Ax adjacent to the desired area is regarded as the desired area, and the start position is determined so as to satisfy the relative distance L1x therein. If the number of start positions already set in the desired area has not reached the upper limit number 717 of arrangements but a position that satisfies the relative distance L1x cannot be determined, the compatible area Ax adjacent to the desired area is still regarded as the desired area, and the start position is determined so as to satisfy the relative distance L1x therein.
[0190] Note that in a configuration where the reception of the desired area is omitted, step S20 is omitted, and in step S22, the start position is determined so as to satisfy the relative distance L1x within the range of the compatible area Ax where the application terminal level 606 is compatible with the compatible terminal level 715. Also, in a configuration where consideration of the relative distance L1x is omitted, the start position is randomly determined within the range of the compatible area Ax where the application terminal level 606 is compatible with the compatible terminal level 715.
[0191] Next, the server system 1100 initializes the shared game space 8 (step S40) and starts the progress control of the game (step S42). Along with the start of the progress control, the update of the distribution information 750 and the play result data also starts.
[0192] Also, along with the start of the progress control, the server system 1100 starts to respond to the display requests to display the distribution information display 30 and the specification display 40 on the player terminal 1500 where there is an operation input to display them (step S44).
[0193] Moving on to FIG. 19, when there is a start player who resumes the game play (YES in step S50), the server system 1100 determines whether the player terminal 1500 of the start player satisfies a given low-specification condition (step S52).
[0194] If the low-specification condition is satisfied (YES in step S52), the server system 1100 determines a start position to resume based on the terminal level of the player terminal 1500 and the game progress status (step S54). Specifically, the server system 1100 determines a relative distance L3x (see FIG. 8) so as to move the player character 4 of the start player to resume away from the collection of player characters 4 of the player terminals 1500 with higher specifications than the player terminal 1500 of the start player to resume. Then, a position that satisfies the relative distance L3x within the range of the adaptation area Ax corresponding to the terminal level of the player terminal 1500 of the start player to resume is determined as the start position.
[0195] If the low-specification condition is not satisfied (NO in step S52), the server system 1100 determines a start position to resume based on the difference in specification values (step S56). Specifically, a relative distance L2x based on the difference in the game play specifications between the player terminal 1500 of the start player to resume and the game play specifications of the player terminals 1500 of the player characters 4 already arranged in the shared game space 8 within a predetermined range from the player terminal 1500 of the start player to resume is calculated (see FIG. 7). Then, a start position that satisfies the relative distance L2x within the range of the adaptation area Ax corresponding to the terminal level of the player terminal 1500 of the start player to resume is determined.
[0196] Then, the server system 1100 arranges the player character 4 of the start player to resume at the determined start position (step S58).
[0197] Since the server system 1100 knows the positions of each player character 4 in the shared game space 8, when it detects the approach of a plurality of player characters 4 after the start of the game (YES in step S60), it counts the number of approaching characters (step S62). Specifically, when two player characters 4 satisfy the approach distance condition 554 of the event initial setting data 550 (see FIG. 13), the approach number counting timer is started to start the elapse of a predetermined time, and the number of player characters until the approach distance condition 554 is satisfied is continuously counted.
[0198] Then, the server system 1100 activates an event according to the setting of the event initial setting data 550 in which the event activation requirement data 553 is satisfied (step S64).
[0199] The server system 1100 repeats steps S50 to S64 until the end condition of the asynchronous game using the shared game space 8 is satisfied (NO in step S80). If the end condition is satisfied (YES in step S80), it performs predetermined game end processing (for example, declaration of game end, ranking announcement, reward awarding, ranking update, save data saving, etc.) (step S82), and ends a series of processes.
[0200] As described above, according to the present embodiment, in an online game in which various game clients enjoy multiplayer through the participation status in the shared game space, the opportunity to obtain a high-quality play experience can be increased.
[0201] That is, the server system 1100 can determine the start position for placing the player character 4 in the shared game space 8 according to the game play specifications of the player terminal 1500 of each player character 4. This increases the likelihood that player characters 4 of player terminals 1500 with the same or similar game play specifications will encounter each other, compared to a case in which the start position is determined randomly. For example, a player character 4 of a player terminal 1500 with high game play specifications will encounter a player character 4 of another player terminal 1500 with similarly high game play specifications, increasing the opportunities for the player character 4 to have a high-quality play experience according to the high specifications.
[0202] [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.
[0203] (Variation 1) The content of the game can be set appropriately without being limited to a battle royale type of fighting action game. Depending on the content of the game, 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. 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 in which two or more player characters 4 are involved. Specifically, for example, the involvement situation may occur not only by an encounter, but also by the occurrence of an event that occurs when the team encounters an NPC that is important for the game progress (for example, defeating an NPC, acquiring an item requested by an NPC, etc.), or an event in which the team solves a mystery that is important for the game progress.
[0204] (Variation 2) In the above embodiment, the game system 1000 was exemplified as a C / S type system, but it is not limited to this. For example, it is also possible to configure a P2P system with peer-to-peer connection of the player terminals 1500 with the server system 1100 omitted, and to assign the functions of the server system 1100 to any one or more of the player terminals 1500.
[0205] (Modification Example 3) In the above embodiment, it is also possible to configure any one or more of the player terminals 1500 to be responsible for 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 system 1100 was 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 assume the function corresponding to the game management unit 210. The game management unit 210 is assumed by any one or more of the player terminals 1500.
[0206] (Modification Example 4) The information describing the game play specifications can be set as appropriate. For example, taking the model information as the product name of the player terminal 1500, the information describing the game play specifications may be only the model information. In that case, the information related to the terminal specifications in the determination requirement definition data 573 of the terminal level definition data 570 can be only the model conditions.
[0207] (Modification Example 5) Also, in the above embodiment, the reception of the desired area can be changed to the reception of a more desired location within the desired area.
[0208] (Modification Example 6) Further, the server system 1100 may be configured not to generate the game play image 14 related to the participation situation play using the shared game space 8 and the special game space 10, but to execute them on the player terminal 1500.
[0209] Specifically, each player terminal 1500 shall store and manage the shared game space data 703 that the server system 1100 was to store and manage in the above-described embodiment, and the special game space data among the participation status play management data 740. Then, the server system 1100 distributes progress information indicating the result of the asynchronous game progress control using the shared game space 8 to each player terminal 1500 as MMIF information. Each player terminal 1500 updates the shared game space data 703 stored by each based on the MMIF information. Then, each generates and displays the game play image 14 of the shared game space 8 based on its own shared game space data 703. That is, each player terminal 1500 is responsible for rendering the game play image 14. The same applies to the special game space 10.
Explanation of Signs
[0210] 4… Player character 8… Shared game space 30… Distribution information display 40… Spec display 200s… Server processing unit 210… Game management unit 212… Shared game space setting unit 214… Game play spec information acquisition unit 216… Model information acquisition unit 218… Communication status information acquisition unit 220… Terminal level determination unit 222… Compatible area setting unit 230… Start position determination unit 232… Wish reception unit 236… Event control unit 238… Spec information display control unit 240… Distribution information display control unit 500s… Server storage unit 501… Server program 520… Compatible area initial setting data 530… Compatible area change pattern definition data 550… Event initial setting data 570…Terminal level definition data 600…User registration data 605…Game play specification information 606…Applicable terminal level 700…Play data 703…Shared game space data 710…Compatible area setting data 713…Area range data 715…Compatible terminal level 720…Desired area reception data 730…Player character management data 750…Distribution information 1000…Game system 1100…Server system 1150…Control board 1500…Player terminal Ax…Compatible area L1x…Relative distance L2x…Relative distance L3x…Relative distance W5…Desired area reception screen
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 and enjoys game play by multiplayer, wherein the player terminals include terminals with different game play specifications, game play specification information acquisition means for acquiring information representing the game play specification of each player's player terminal, start position determination means for determining, for a start player who starts or resumes the game play, a start position of the player character of the start player in the shared game space based on the game play specification of the player terminal of the start player, A server system comprising:
2. The game play specification information acquisition means has model information acquisition means for acquiring information on the model of the player terminal as information representing the game play specification, The start position determination means determines the start position based on the model of the player terminal of the start player, The server system according to claim 1.
3. The game play specification information acquisition means has communication status information acquisition means for acquiring communication status information related to the communication speed of the player terminal as information representing the game play specification, The start position determination means determines the start position based on the communication status information of the player terminal of the start player, The server system according to claim 1 or 2.
4. The player terminals include a first player terminal and a second player terminal whose game play specifications do not satisfy a given mutual compatibility condition, When the player terminal of the start player satisfies the mutual compatibility condition with the first player terminal and does not satisfy the mutual compatibility condition with the second player terminal, the start position determination means determines the start position to be closer to the player character of the first player terminal than the player character of the second player terminal, The server system according to any one of claims 1 to 3.
5. Conformance area setting means for setting a conformance area based on the game play specification in the shared game space, further comprising: The start position determining means selects the matching area that matches the game play specifications of the player terminal of the start player, and determines the start position in the selected matching area. The server system according to any one of claims 1 to 4.
6. The matching area setting means variably sets the setting position of the matching area based on the game progress situation. The server system according to claim 5.
7. The matching area setting means sets the matching area corresponding to each of different game play specifications that do not satisfy a given mutual correspondence condition. The server system according to claim 5 or claim 6.
8. The start position determining means has a desired reception means that receives, based on the operation input of the start player, an area desired as the start position or a location within the area, among the matching areas that match the game play specifications of the player terminal of the start player. The server system according to any one of claims 5 to 7.
9. The matching area setting means uses a statistical value obtained by classifying the number of players or the number of player terminals before the start of the game based on the game play specifications, and changes any one of the number, position, and size of the matching areas to set the matching area. The server system according to any one of claims 5 to 8.
10. The matching area setting means uses a statistical value obtained by classifying the number of players or the number of player terminals during the game play based on the game play specifications, and changes any one of the number, position, and size of the matching areas to set the matching area. The server system according to any one of claims 5 to 8.
11. Event control means for activating a given event for the mutually compatible terminal characters when the player characters (hereinafter referred to as "mutually compatible terminal characters") of the player terminals whose game play specifications satisfy a given mutual correspondence condition satisfy a given proximity condition. The server system according to any one of claims 1 to 10, further comprising the above.
12. The event control means activates the event based on the number of the mutually compatible terminal characters that satisfy the proximity condition. The server system according to claim 11.
13. A specification information display control means for controlling the player terminal to display information indicating the game play specifications of player terminals other than the player terminal itself. The server system according to any one of claims 1 to 12, further comprising the above.
14. A distribution information display control means for controlling the player terminal to display distribution information indicating the distribution of the player character in the shared game space based on the game play specifications. The server system according to any one of claims 1 to 13, further comprising the above.
15. A providing method in which a computer system provides an online game in which each player operates a player character that can move in a shared game space using a player terminal and enjoys game play by multiplayer, wherein there are 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 the player terminals of each player, a start position determination step of determining a start position of the player character of the start player in the shared game space for the start player who starts or resumes the game play based on the game play specifications of the player terminal of the start player, The providing method including the above.
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