Game system, program, and game providing method
The game system enhances player engagement by allowing character selection based on usage history and preferences, ensuring players use favorite characters more often and discover new ones, thereby maintaining interest.
Patent Information
- Application Number
- JP2021160990
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-30
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2041-09-30
AI Technical Summary
Existing game systems fail to provide players with the option to select their preferred player characters, leading to a decrease in interest and engagement over time.
A game system that allows players to select player characters based on their usage history, preferences, and availability, enhancing the sense of self-satisfaction and freshness by offering favorite or new characters.
The system increases player engagement and maintains interest by allowing players to use their favorite characters more frequently and discover new ones, preventing a decline in participation.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a program, a game providing method, and the like.
Background Art
[0002] Conventionally, an online game called a social game that combines a communication-type networking service called a social networking service (hereinafter referred to as "SNS") and a game has been provided.
[0003] In the case of an online game for multiplayer play in which a fixed number of players (registered users) participate and play simultaneously, so-called matching is generally performed to automatically combine the fixed number from among the players who wish to participate.
[0004] Also, recently, in the case of a battle between teams composed of a plurality of players, there is known one in which player characters operated by players in each team are selected and determined according to a given order (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, in a game system or the like that performs the matching described in Patent Document 1, only the order in which player characters are selected is determined, and selectable player characters are not presented to each player, and the player characters to be used in the game are not set from among them. There is room for further consideration from the viewpoints of activating the game and maintaining and improving the game's interestingness.
[0007] The present invention has been made to solve the above problems, and its object is to activate the game while improving the player's interest in the game and maintaining the interest in the game over a long period of time by obtaining a sense of self-satisfaction, creating a freshness, and preventing a decrease in the interest, etc. To provide a game system and the like.
Means for Solving the Problems
[0008] (1) In order to solve the above problems, the present invention is a game system that controls a game in which a plurality of players participate using player characters set in a game space and provides information related to the game to a terminal device, matching control means for executing a matching process for matching two or more players participating in the game, selection control means for executing a selection control process for selecting, as a used character, a player character used in the game for each matching player who is a player matched by the matching process, game control means for controlling the selected player character based on an instruction from the matching player and advancing the game, registration means for registering, as used character history information, character information related to the player character used in the game for each matching player in a storage means, and is provided with the selection control means sets, as used character candidate characters, from among the plurality of player characters, player character candidates that each matching player can select according to at least a selection condition determined based on the used character history information of each matching player, a used character candidate setting process, and A character selection process for selecting, based on a given instruction, the characters to be used by each matching player in the game from among the set candidate characters to be used, is included in the configuration that executes the selection control process.
[0009] With this configuration, the present invention can cause a player to select, as the characters to be used in a matching game, for example, a player character with a high number of uses or a long usage time in the game, or a new player character.
[0010] Therefore, in the present invention, the more a player uses their favorite player character (i.e., the higher the degree of attachment factor that quantifies the player's attachment to the player character), the more the player's willingness to participate in the game using that player character can be enhanced. Thus, while increasing the player's self - satisfaction, the game can be activated.
[0011] Also, since the more novel a thing is in the present invention, the more it can be used in a matching game, an opportunity to use a new player character or a player character that has not been used before can be given, providing a sense of freshness to the player regarding the game and preventing a decline in the willingness to participate in the game.
[0012] Furthermore, by using the player's usage history of player characters when selecting player characters, the present invention can also consider whether the player was able to select (i.e., use) the player character as desired in past games, so that it can also include aspects that do not reduce the player's interest in the game.
[0013] That is, the present invention can activate the game while improving the player's interest in the game and maintaining that interest over the long term by, for example, obtaining a sense of self - satisfaction, creating a sense of freshness, and preventing a decline in interest.
[0014] Note that the "game" includes, for example, a battle game in which one battles or fights with enemy characters or other player characters, a shooting game, an action game, an RPG, a rhythm game, or a sports game.
[0015] In addition, the "used character history information" includes, for example, information on the number of times of use and the usage time used in the game for each type of player character. However, as the "used character history information", information indicating the intention to hope for selection as a used character (hereinafter referred to as "desired selection character information") and information on the finally selected used character (hereinafter referred to as "selected used character") may be included.
[0016] And the "selection condition determined at least based on the used character history information of each matching player" is intended to mean that other information may be included in addition to the used character history information. However, the selection condition may include only the used character history information.
[0017] Furthermore, the "given instruction" includes, for example, an instruction from a matching player and an instruction based on a game program.
[0018] (2) Also, the present invention The used character history information includes at least one of the number of times of use and the usage time in which the player character of each player was used in the game. The selection control means As the used character candidate setting process, the used character candidates are set according to the selection condition determined at least based on at least one of the number of times of use and the usage time.
[0019] With this configuration, the present invention can increase the player's willingness to participate in the game using the favorite player character the more it is used, so that while increasing the player's self-satisfaction, the game can be activated.
[0020] In addition, the more novel the present invention is, the more it can be used in a matching game. Therefore, it can give an opportunity to use a novel player character or a player character that has not been used so far, give freshness to the player's game, and prevent the decline in the willingness to participate in the game.
[0021] (3) In addition, the present invention The usage character history information includes selection-desired character information indicating that the player desired to select the usage character, and selection-desired character information of the usage character actually selected in the previous matching game. The selection control means Based on the selection-desired character information of each player participating in the game and the selection conditions at least determined based on the selection-desired character information, it has a configuration of setting a candidate for the usage character that is selectable for a specific player and non-selectable for other players different from the specific player.
[0022] With this configuration, the present invention can preferentially select the player character desired by the player in the game where the current player character is being set when, for example, the player could not select the player character desired in the game before the previous game including the previous game, or when a given condition such as the number of times the player could not select it is large.
[0023] Therefore, the present invention can select the player character to be used in the game in consideration of not only whether it can be used in the game but also whether the character can be selected as the player desires.
[0024] (4) Further, the present invention The used character history information includes selection desired character information indicating that the player desired to select as the used character in the previous matching game, and selected character information of the used character actually selected in the previous matching game. It has a configuration including these.
[0025] With this configuration, the present invention can preferentially select the current player character, for example, when it is not possible to set the character desired in the previous game.
[0026] (5) Further, the present invention The selection control means When there is a limit to the number of types of player characters used in the game, As the used character selection process, for each player, the used character history information of the player who selects the used character and the used character history information of other players are compared, and based on the comparison result, a determination process for determining whether the used character of the corresponding player can be used is executed. It has a configuration.
[0027] With this configuration, the present invention, for example, when there are player characters that a plurality of players desire to use and in a game where the use of the same player character is prohibited or such prohibition is desirable, based on the respective used character histories of the players who desire to use the same player character, it is possible to set the used character candidates for each player from the viewpoint of fairness.
[0028] (6) Further, the present invention The selection control means Within the range of the selectable number that allows selection of the same type of player character in the game, the used character selection process for each of the matched players is executed. It has a configuration.
[0029] With this configuration, the present invention can select up to the selectable number even when there are player characters that multiple players wish to use. Therefore, within the constraints of the game specifications, it can satisfy the wishes of the player characters as much as possible.
[0030] Therefore, the present invention can improve the player's interest in the game and maintain that interest over a long period while activating the game.
[0031] (7) Further, the present invention wherein the selection control means when a plurality of player characters of the same type are selected, has a configuration of changing the appearance of each player character of the same type according to a predetermined change condition.
[0032] With this configuration, the present invention can select and set player characters of the same type within the same game while changing the changeable parts in terms of appearance such as color, shape, or size of the appearance.
[0033] Therefore, the present invention can satisfy many players and eliminate game problems caused by the inability to distinguish due to the same appearance.
[0034] (8) Further, the present invention has a configuration in which the number of settable player characters of the same type changes according to the number of people participating in the game.
[0035] With this configuration, the present invention, when the number of participants is large, can increase the number of settable player characters of the same type, enabling many players to participate even in a game with a small number of player character types, and can maintain the interest of the game even in such a case.
[0036] (9) Further, the present invention Providing means for providing the player corresponding with the used character history information already registered at a given timing is further provided, and has such a configuration.
[0037] With this configuration, the present invention can cause the player to recognize the information of the player character that the player has selected in the past or wishes to select, and thus can be used as information for clarifying the player's action guidelines for the game, including not only the use of the player character but also its cultivation and new acquisition.
[0038] (10) Further, the present invention wherein the selection control means executes a character selection execution determination process for determining whether or not to execute the selection control process according to at least one of the play status of the player who is the target of the matching and the instruction of the player who is the target of the matching, and has a configuration in which when it is determined by the character selection execution determination process that the selection control process is to be executed, the selection control process is executed.
[0039] With this configuration, the present invention can reflect the player's intention and situation in the selection control process for selecting the player character to be used in the game, and thus can select a player character more in line with the player's wishes.
[0040] In particular, when the present invention wants to refer to the cultivation status and level-up of other players regarding the use of the same type of player character in the game, the selection control process can be actively used based on the player's instruction, so that the player's interest in the game can be improved and maintained over a long period of time.
[0041] (11) Further, in order to solve the above problems, the present invention is a program for controlling a game in which a plurality of players participate using player characters set in a game space and providing information related to the game to a terminal device, Matching control means for executing matching processing to match two or more players participating in the game, Selection control means for executing selection control processing to cause each matching player, who is a player matched by the matching processing, to select a player character used in the game as a used character, Game control means for controlling the selected player character based on the instruction of the matching player and advancing the game, and Registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in storage means, Functioning a computer as, The selection control means, According to selection conditions determined at least based on the used character history information of each matching player, setting, as used character candidates, player characters that each matching player can select from among the plurality of player characters, a used character candidate setting process, and A used character selection process for causing each matching player using the game to select a used character from among the set used character candidates based on a given instruction, including the selection control process, having a configuration for executing.
[0042] With this configuration, the present invention can increase the willingness to participate in the game using the player character as the player uses their favorite player character more (that is, the more the degree of attachment element obtained by quantifying the player's attachment to the player character increases), so that while increasing the player's self-satisfaction, the game can be activated. Pr The player's self-satisfaction can be increased.
[0043] In addition, since the present invention can be used for a matching game more than a novel one, it gives an opportunity to use a novel player character or a player character that has not been used so far, gives freshness to the player's game, and can prevent a decrease in the willingness to participate in the game.
[0044] Furthermore, when selecting a player character, the present invention can consider whether the player was able to select the player character as desired in past games by using the usage history of the player with respect to the player character. Therefore, it is possible to include an aspect that does not reduce the player's interest in the game.
[0045] That is, the present invention can improve the player's interest in the game and maintain that interest over a long period while activating the game by obtaining a sense of self-satisfaction, creating freshness, and preventing a decrease in interest.
[0046] (12) Further, in order to solve the above problems, the present invention is a game providing method for providing information on a game in which a plurality of players participate using player characters set in a game space from a server device to a terminal device, wherein the server device has matching control means for executing a matching process for matching two or more players participating in the game, selection control means for executing a selection control process for selecting, as a used character, a player character to be used in the game for each matching player who is a player matched by the matching process, game control means for controlling the selected player character based on an instruction from the matching player and advancing the game, registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in storage means, and When the selection control means According to at least the selection conditions determined based on the used character history information of each matching player, the player characters that each matching player can select are set as candidate used characters from among the plurality of player characters, respectively, in a candidate used character setting process, and From among the set candidate used characters, based on a given instruction, in a used character selection process, the used character of each matching player to be used in the game is selected. When executing the selection control process including the above, Transmit information regarding the operation of the player received by the terminal device to the server device, It has a configuration of receiving game-related information from a server device that executes processing related to the game.
[0047] With this configuration, in the present invention, the more a favorite player character is used (that is, the higher the degree of attachment element that quantifies the player's attachment to the player character), the more the desire to participate in the game using that player character can be increased. Therefore, while increasing the player's self-satisfaction, the game can be activated. The player's self-satisfaction can be increased.
[0048] Also, the present invention can be used for a matching game as new, so it gives an opportunity to use a new player character or a player character that has not been used before, gives freshness to the player's game, and can prevent a decrease in the willingness to participate in the game.
[0049] Furthermore, the present invention can consider whether the player was able to select the player character as desired in past games by using the usage history of the player's player character when selecting the player character, so it can also include the aspect of not decreasing the player's interest in the game.
[0050] That is, the present invention can activate the game while improving the player's interest in the game and maintaining that interest over a long period of time by, for example, acquiring a sense of self-satisfaction, creating a fresh taste, and preventing a decrease in interest.
Brief Description of the Drawings
[0051]
Figure 1
Figure 2
Figure 3
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Figure 6
Mode for Carrying Out the Invention
[0052] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0053] [1] Game System First, the outline and the outline configuration of the game system 1 according to this embodiment will be described with reference to FIG. 1. Note that FIG. 1 is a diagram showing an example of a system configuration illustrating the configuration of the game system 1 according to this embodiment.
[0054] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) can be connected to the Internet (an example of a network).
[0055] A user (that is, a player) can play a game transmitted from the server device 10 via the Internet by accessing the server device 10 from the terminal device 20. Further, the user can communicate with other users (players) by accessing the server device 10 from the terminal device 20.
[0056] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 communicatively connected via the Internet. Also, the server device 10 may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service capable of providing communication among a plurality of users. Also, when the server device 10 functions as an SNS server, for example, it can provide a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS to be provided.
[0057] In particular, the server device 10 can provide games provided on the Web browser of the terminal device 20, for example, browser games (games that can be launched simply by opening an installed site on a Web browser) made in various languages such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applets, and JavaScript (registered trademark).
[0058] Specifically, the server device 10 can provide games provided on the Web browser of the terminal device 20, for example, browser games (games that can be launched simply by opening an installed site on a Web browser) made in various languages such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applets, and JavaScript (registered trademark).
[0059] Note that social games, different from existing online games, include games that do not require dedicated client software and can be played only with a web browser and an SNS account. In addition, the server device 10 is configured to be able to provide an online game that can be connected to other users' terminals (such as smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online simultaneously.
[0060] On the other hand, the server device 10 may be composed of one (device, processor) or may be composed of a plurality of (devices, processors).
[0061] Then, information such as charging information and game information stored in the storage area (storage unit 140 described later) of the server device 10 may be stored in a database (broadly, a storage device, memory) connected via a network (intranet or internet). When functioning as an SNS server, information such as the player information storage unit 146 stored in the storage area may also be stored in a database (broadly, a storage device, memory) connected via a network (intranet or internet).
[0062] Specifically, the server device 10 of the present embodiment is configured to receive input information based on the operations of the users of the terminal device 20 (that is, the players who execute the game) and perform game processing based on the received input information. Then, the server device 10 transmits the game processing result to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing result received from the server device 10 in a browsable manner to the users.
[0063] The terminal device 20 is an information processing device such as a smartphone, mobile phone, PHS, computer, game device, PDA, portable game machine, etc., an image generation device, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN. Note that the communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0064] Further, the terminal device 20 is provided with a web browser capable of browsing a web page (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, and performs display control using the data received from the server device 10 (web data, data created in HTML format, etc.), and also has a web browser function for transmitting user operation data to the server device 10. It executes various processes for providing a game screen to the user and enables the user to execute a game. However, the terminal device 20 may acquire game control information provided from the server device 10 and execute a predetermined game process, and execute a game based on the game process.
[0065] Specifically, when the terminal device 20 makes a request to the server device 10 to perform a predetermined game, it is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration in which, by using an API as necessary, it causes the server device 10 functioning as an SNS server to perform a predetermined process, or acquires the player information storage unit 146 managed by the server device 10 functioning as an SNS server and executes a game.
[0066] [2] Server device Next, the server device 10 of the present embodiment will be described with reference to FIG. 2. Note that FIG. 2 is a diagram showing the functional blocks of the server device 10 of the present embodiment. Also, the server device 10 of the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0067] The server device 10 includes an input unit 120 for use by an administrator or other inputs, a display unit 130 for performing a predetermined display, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with the terminal device 20 and others, a processing unit 100 for executing processing related to the game mainly provided, and a storage unit 140 for storing various data mainly used for the game.
[0068] The input unit 120 is used by a system administrator or the like for settings related to the game and other necessary settings and data input. For example, the input unit 120 of the present embodiment is configured by a mouse, a keyboard, or the like. The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of the present embodiment is configured by a liquid crystal display or the like.
[0069] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its function is configured by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0070] The communication unit 196 performs various controls for communicating with the outside (for example, a terminal, another server, or another network system), and its function is configured by hardware such as various processors or communication ASICs, programs, etc.
[0071] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function is configured by a RAM (VRAM), etc. Note that the information stored in the storage unit 140 may be managed by a database.
[0072] In addition to the main memory unit 142, the memory unit 140 of the present embodiment includes a game data storage unit 144 that stores game information indicating information related to the game, a player information storage unit 146 that stores player information indicating information related to each player and information related to the player's game (hereinafter referred to as "player-related information"), and a character history information storage unit 148 that stores information related to the history of games in which each player has been matched.
[0073] The game data storage unit 144 stores information on the game field where the game is implemented, condition information used for various determinations, information on each object on the game field, information for changing each object, various table information, information on player characters that can be used in the game (hereinafter also referred to as "character information"), and the like.
[0074] In the player information storage unit 146, for each player, as player-related information, (A1) When belonging to a team, the player's nickname, player ID, and if belonging to a team, the team name and its ID (hereinafter referred to as "affiliation information"), (A2) Information related to the personal and team achievements such as the current score, obtained rewards, or game time (hereinafter also referred to as "achievement information"), (A3) Position information indicating the position of each player or team within the game field, (A4) Information on the values of parameters directly related to the victory or defeat of the player characters of each player, such as experience points and life energy (hereinafter referred to as "energy parameter values") (hereinafter also referred to as "energy parameter information"), and information on the presence or absence of defeat (whether the game is over) (hereinafter also referred to as "defeat information"), and (A5) Information related to charging, such as the charging history and the amount of charging, and the like are stored.
[0075] As will be described later, the character history information storage unit 148 stores, for each player, information regarding the player characters used in past games as character history information in association with the player ID.
[0076] The processing unit 100 performs various processes using the main memory unit 142 in the storage unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
[0077] The processing unit 100 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores a program (a program for causing a computer to execute the processing of each part) for causing a computer to function as each part of the present embodiment.
[0078] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium, and performs various processes such as controlling the transfer of data and the like between each part. Further, it performs processes for providing various services in response to requests from the terminal device 20.
[0079] Specifically, the processing unit 100 of the present embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a player character management unit 104, a matching processing unit 105, a character selection setting processing unit 106, a timer management unit 109, and an information providing unit 110.
[0080] For example, the game management unit 103 of the present embodiment constitutes the game control means of the present invention. The player character management unit 104 constitutes the registration means of the present invention. Also, for example, the matching processing unit 105 of the present embodiment constitutes the matching control means of the present invention, and the character selection setting processing unit 106 constitutes the selection control means of the present invention.
[0081] The communication control unit 101 performs processing for transmitting and receiving data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20 and the like by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing for transmitting a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of the player.
[0082] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0083] In this embodiment, the server device 10 also functions as an SNS server. However, the server device 10 may be formed separately as a server for the game and a server for the SNS. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0084] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and executes various game processes related to various competitive games such as battle games in which multiple players compete against each other and fight or engage in combat, action games, RPGs, sound games, or sports games, based on player operations input via the terminal device 20.
[0085] The player character management unit 104 manages each player character used by each player in the game and information about each player character.
[0086] In particular, the player character management unit 104 registers information such as player characters (hereinafter also referred to as "selected and used characters") selected and used in a game participated by a plurality of players, and player characters (hereinafter referred to as "candidate characters for use") that can be selected by each player when executing the game and become selection candidates, in the character history information storage unit 148.
[0087] The matching processing unit 105 executes matching processing for determining, during the game, players who are the targets of one-on-one battles or group battles, or players who execute the game in cooperation such as cooperative play (hereinafter referred to as "matching players").
[0088] The character selection setting processing unit 106 executes selection control processing for allowing each player (hereinafter referred to as a "matching player") matched by the matching processing to select a player character to be used in the game as the character to be used.
[0089] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 is linked with the game management unit 103 and outputs the current time and preset times to each unit. Also, the timer management unit 109 is used to synchronize with each terminal device.
[0090] The information providing unit 110 generates various game information for causing the terminal device 20 to process the game and provides the corresponding game information to the terminal device 20.
[0091] In particular, the information providing unit 110 generates information (i.e., game information) for controlling the target player character of each player by the corresponding terminal device 20, and provides the generated game information to the corresponding terminal device 20.
[0092] [3] Terminal Device Next, the terminal device 20 of the present embodiment will be described with reference to FIG. 3. Note that FIG. 3 is a diagram showing the functional blocks of the terminal device 20 of the present embodiment. Also, the terminal device 20 of the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0093] The input unit 260 is a device for inputting input information from a player, and outputs the input information of the player to the processing unit 200. The input unit 260 of the present embodiment includes a detection unit 262 that detects input information (input signal) of the player. Examples of the input unit 260 include a lever, a button, a steering wheel, a microphone, a touch panel type display, a keyboard, and a mouse.
[0094] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its function can be realized by a RAM (VRAM) or the like. And the storage unit 270 of the present embodiment includes a main storage unit 271 used as a work area and an image buffer 272 in which the final display image etc. are stored. Note that a configuration in which some of these are omitted may also be used.
[0095] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0096] The processing unit 200 performs various processes of the present embodiment based on the programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each part of the present embodiment (programs for causing a computer to execute the processes of each part).
[0097] In addition, in this embodiment, a program and game data for causing a computer to function as each part of this embodiment, which are stored in the information storage medium 180 and the storage unit 140 of the server device 10, are received via a network, and the received program and data are stored in the information storage medium 280. The program and data received from the server device 10 may be stored in the storage unit 270. Even when the program and data are received in this way to make the network system function, it is included within the scope of the present invention.
[0098] The display unit 290 outputs the image generated according to this embodiment, and its function can be realized by a CRT, LCD, touch panel type display, or HMD (head-mounted display), etc. The sound output unit 292 outputs the sound generated according to this embodiment, and its function can be realized by a speaker or headphones, etc. Note that, for example, the display unit 290 constitutes the display means of the present invention.
[0099] The communication unit 296 performs various controls for communication with the outside (for example, other terminals, servers), and its function can be realized by hardware such as various processors or communication ASICs, or programs.
[0100] The processing unit 200 (processor) performs processes such as game processing, display control, image generation processing, or sound generation processing based on the game-related information acquired from the server device 10 via the communication unit 296, the input information from the acquired input unit 260, or programs.
[0101] This processing unit 200 performs various processes using the main storage unit 271 in the storage unit 270 as a work area. The function of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or programs.
[0102] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.
[0103] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 210 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0104] The communication control unit 210 records the destination information (IP address, port number) of the server. The information may be stored in the storage medium 280 and managed. The communication control unit 210 may then communicate with the server device 10 when receiving input information for starting communication from the player.
[0105] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive information related to the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.
[0106] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs a process of receiving a game screen from the server device 10.
[0107] The Web browser 211 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 211 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).
[0108] The web browser 211 of this embodiment can implement browser games. For example, the web browser 211 may execute programs described in JavaScript (registered trademark), FLASH, Java (registered trademark), etc. received from a web server (server device 10).
[0109] The terminal device 20 can cause the web browser 211 to display information from a web server specified by a URL via the Internet. For example, the terminal device 20 can cause the web browser 211 to display a game screen (data such as HTML) received from the server device 10.
[0110] The game processing unit 212 performs various game arithmetic processes. For example, there are processes such as starting a game when the game start condition is satisfied, executing the game, and ending the game when the game end condition is satisfied.
[0111] Then, the game processing unit 212 may perform a process of arranging and setting various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0112] Here, the object space is a virtual space that includes both two-dimensional and three-dimensional spaces. The two-dimensional space is, for example, a space in which objects are arranged in two-dimensional coordinates (X, Y), and the three-dimensional space is, for example, a space in which objects are arranged in three-dimensional coordinates (X, Y, Z).
[0113] In addition to setting the deck data of the game card, the game processing unit 212 controls the transmission and reception of various information at the time of login, executes game processing based on the player's operations when executing the game in real time in conjunction with the server device 10, and executes game processing including playing the received automatic calculation data when executing the game by automatic calculation. In addition, the display control unit 213 performs processing to be displayed on the display unit 290. For example, the display control unit 213 may use the web browser 211 for display.
[0114] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image and outputting it to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0115] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 292.
[0116] [4] Method of this embodiment [4.1] Overview Next, with reference to FIG. 4, the selection control process for selecting a player character to be used in the game to which the player is matched, which is the process executed by the server device 10 of this embodiment, will be described.
[0117] Note that FIG. 4 is a diagram for explaining the selection control process for selecting a player character to be used in the game to which the player is matched, which is the process executed by the server device 10 of this embodiment.
[0118] The server device 10 of the present embodiment operates in conjunction with the terminal devices 20 operated by each player, forms, for example, one game space (i.e., a game field in a virtual three-dimensional space), and executes various games by a plurality of player characters respectively operationally controlled by the plurality of players within the game field.
[0119] In particular, the server device 10 of the present embodiment executes various controls for executing a battle game, an action game, an RPG, a music game, a sports game, or other competitive games such as cooperative play games.
[0120] That is, the server device 10 of the present embodiment is a server device that controls a game participated in by a plurality of players using player characters set in the game space and provides information related to the game to the terminal devices 20.
[0121] And the server device 10 of the present embodiment, as shown in FIG. 4, (A1) At the start of the game, while matching a plurality of players according to the operation instructions of each player and the game program, (A2) Select, from among a plurality of player characters, candidates for player characters (hereinafter referred to as “use character candidates”) used by each matched player (i.e., the matching players) in the game based on an index such as the degree of attachment to the player character, and present them to each matching player, (A3) Execute a selection control process for setting a player character (i.e., a use character) to be used in the game from among the presented use character candidates. It has such a configuration.
[0122] Specifically, as shown in FIG. 4, the server device 10 (B1) Executes a matching process for matching two or more players participating in the game, (B2) For each matching player, executes a selection control process for allowing the player character to be used in the game to be selected as the use character. (B3) Based on the instructions of the matching players, control the selected player character and advance the game. (B4) For each matching player, register the character information regarding the player character used in the game as character history information in the character history information storage unit 148. It has such a configuration.
[0123] And the server device 10, as selection control processing, (B2-1) According to at least the selection conditions determined based on the character history information of each matching player, from among the plurality of player characters defined in the character information, set, as candidate used characters, the player characters that each matching player can select, that is, the used character candidate setting process, and (B2-2) From among the set candidate used characters, based on a given instruction, select the used character of each matching player to be used in the game, that is, the used character selection process, and has a configuration for executing it.
[0124] In particular, the server device 10 (C1) In order to allow the player to select, as the character to be used in the matching game, a player character with a large number of uses or a long usage time in the game, or a new player character, or (C2) In order to allow the player to select, as the character to be used in the matching game, while considering whether each matching player was able to select the character as desired in past games. It has such a configuration.
[0125] Fig. 4 shows an example where player 1 and player 2 are matched by the matching process, player character CH1, player character CH2, and player character CH3 are presented as candidate used characters, and among them, player character CH3 is selected as the used character.
[0126] In particular, FIG. 4 illustrates the processing in player 2 for the matching process and the selection control process.
[0127] With such a configuration, the server device 10 of the present embodiment and the game system 1 including the same can improve the player's interest in the game and maintain that interest over a long period while activating the game by obtaining a sense of self-satisfaction, creating freshness, and preventing a decrease in the interestingness.
[0128] In the matching process of the present embodiment, at least two or more players may be matched, and two players or three players may be matched, or two or more teams composed of a plurality of players may be matched.
[0129] [4.2] Character history information and its registration process Next, with reference to FIG. 5, the character history information stored in the character history information storage unit 148 of the present embodiment will be described.
[0130] Note that FIG. 5 is an example of the character history information stored in the character history information storage unit 148 of the present embodiment.
[0131] The character history information is information for each player used in the selection control process for setting the player character used in the game, and is the information stored in the character history information storage unit 148.
[0132] In particular, as illustrated in FIG. 5, the character history information is associated with the player ID 、 (A1) Character information regarding the player character used in the game (hereinafter referred to as "used character history information"), and (A2) An index for each player character, which is a cumulative index regarding the in-game usage of the player character used by the matching player in the game (hereinafter referred to as the "cumulative player character usage index (cumulative index)"), and is composed of.
[0133] And, as illustrated in FIG. 5, the used character history information includes, for each game executed in the past (hereinafter also referred to as the "executed game"), associated with the past game ID, (A1-1) Information on the player character used in each game (hereinafter referred to as the "selected used character"), which is an ID indicating the type of the player character (hereinafter simply referred to as the "character ID"), and (A1-2) Information on the character presented as selectable in each game (hereinafter referred to as the "selectable presented character"), which is its character ID, and (A1-3) Information on the player character that the player wishes to use in the game among the selectable presented characters in each game (hereinafter referred to as the "desired selected character"), which is its character ID, and is included.
[0134] In addition to the above, the used character history information may include the character IDs of player characters that were presented as selectable in past games but were not used in the presented games.
[0135] On the other hand, as illustrated in FIG. 5, the cumulative player character usage index (cumulative index) is associated with the character ID of the player character, (A2-1) Information regarding the usage history such as the number of times used in the game (hereinafter referred to as the "usage times") and the time used (hereinafter referred to as the "usage time") (hereinafter referred to as the "usage history information"), and (A2-2) Cumulative parameters such as the cumulative amount of money charged and the cumulative number of consumption points used for the game character (hereinafter also referred to as "cumulative parameters"). etc. are included.
[0136] Note that information regarding the display in the game, information regarding actions, and data regarding basic specifications for each player character are stored in the game data storage unit 144.
[0137] In addition, as the player character cumulative usage index of the present embodiment, information such as the amount of money charged for the growth of the player character etc. may be included in addition to the above.
[0138] [4.3] Matching process Next, the matching process in the present embodiment will be described.
[0139] The matching processing unit 105 of the present embodiment executes a matching process of matching at least two or more players from among a plurality of players before the start of the game or at a given timing during the game, and determining the matched players as matching players.
[0140] That is, the matching processing unit 105 executes a matching process in order to determine an opponent in a battle game or to select a plurality of players by cooperative play in order to clear the tasks of the game.
[0141] And the matching processing unit 105 of the present embodiment uses the player character information of each player as a matching condition in the matching process, and matches two or more players whose matching conditions match as matching players.
[0142] For example, the matching processing unit 105 matches a plurality of players in one game based on the attributes of the players (level, generation / age / gender, total game execution time, number of login days or consecutive login days), the attributes of the player characters (level, nature, characteristics, abilities, etc.), or both.
[0143] For example, the matching processing unit 105 may randomly match by lottery processing.
[0144] [4.4] Selection control processing [4.4.1] Basic principle of selection control processing Next, the basic principle of the selection control processing in this embodiment will be described.
[0145] The character selection setting processing unit 106, for each matching player, (A1) A used character candidate setting process that sets, as used character candidates, player characters that each matching player can select from among a plurality of the player characters according to selection conditions determined based on the used character history information of each matching player, and (A2) A used character selection process that causes each matching player to select a used character from among the set used character candidates based on a given instruction, executes a selection control process including these.
[0146] That is, the character selection setting processing unit 106 of this embodiment does not directly allow the player to select from among player characters having a number of player characters equal to or greater than the number of player characters that can participate in the game (hereinafter referred to as "player character selection candidates"). First, without directly allowing the player to select, a plurality of player characters are set as used character candidates from among the player character selection candidates according to the selection conditions.
[0147] In particular, as the character selection setting process, the character selection setting unit 106 defines selection conditions so that a player character that has been used many times or for a long time in the game can be selected as a highly favored and favorite player character, and based on the defined selection information, a plurality of player characters may be set as candidate characters for use (character candidate setting process 1).
[0148] Also, as the character candidate setting process, the character selection setting unit 106 defines selection conditions so that a player character that has been used few times or not at all in the game can be selected, and based on the defined selection information, a plurality of player characters may be set as candidate characters for use in order to give an opportunity to use such a player character (character candidate setting process 2).
[0149] Furthermore, as the character candidate setting process, the character selection setting unit 106 also considers whether the player was able to select the player character as desired in past games, and defines selection conditions so that the player character that the player wishes to select (hereinafter referred to as the "desired selection character") can be selected in the current game, and based on the defined selection information, a plurality of player characters may be set as candidate characters for use (character candidate setting process 3). Then, the character selection setting unit 106 of the present embodiment executes a character selection process for allowing each matching player to select the character to be used in the game according to the instruction of the corresponding player or under the instruction of a game program such as a lottery for each matching player.
[0150]
[0151] Note that the character selection setting unit 106 may execute the character candidate setting process by combining the character candidate setting process 3 with the character candidate setting process 1 or the character candidate setting process 2.
[0152] In addition, the character selection setting processing unit 106 may execute the candidate setting processing for the character to be used according to the selection conditions determined based on the usage history information of the characters used by each matching player and other information.
[0153] In this case, the other information includes the presence or absence of player billing and the amount thereof, and the presence or absence of holding and the number of player characters that can be selectively held.
[0154] [4.4.2] Candidate Setting Processing for the Character to be Used Next, the basic principle of the candidate setting processing for the character to be used in this embodiment will be described.
[0155] (Selectable Setting of Characters with High Affinity) The character selection setting processing unit 106 sets the characters that can be selected by the player as candidates for the characters to be used by utilizing elements related to the degree of attachment of the player to the player characters of the matching players.
[0156] That is, the more the player uses their favorite player character, the higher the degree of attachment of the player to the player character is determined. Since the player can participate in the game more often with that player character, as a result, in order to increase the player's self-satisfaction, in this embodiment, the candidate setting processing for the character to be used is executed according to the selection conditions determined based on the usage history information of the characters used by each matching player.
[0157] Specifically, the character selection setting processing unit 106 uses, for each matching player, selection conditions determined by an index related to cumulative usage in the game, which is an index indicating the degree of attachment of each player to the player character (that is, the player character cumulative usage index).
[0158] In particular, for each matching player, the character selection setting processing unit 106 uses, as the player character cumulative usage index, (A1) the number of times (cumulative number of times) the player character used in the game, (A2) the cumulative usage time of the player character, and (A3) the cumulative charging amount used for the player character or the cumulative point consumption amount including in-game currency, to determine the selection conditions.
[0159] Then, based on the selection conditions determined by the player character cumulative usage index for each matching player, the character selection setting processing unit 106 sets the playable player characters for each matching player in the used character candidates.
[0160] For example, the character selection setting processing unit 106 uses, as the selection conditions, that the player character has been selected and used in 5 or more games in the games executed so far, that the player character has been used for 5 hours or more, or that both conditions are met.
[0161] Then, for each player, the character selection setting processing unit 106 sets the player characters that meet such selection conditions to the selectable presented characters, and executes the process for presenting the set selectable presented characters to the player.
[0162] (Selectable setting of characters with low usage frequency) Alternatively, the character selection setting processing unit 106 may set the selectable characters for the player by using the information indicating the usage frequency of the player character of the matching player.
[0163] That is, in order to give an opportunity to use a new player character or a player character that has not been used before and create a sense of freshness for the game, in this embodiment, use character candidate setting processing is executed according to selection conditions determined based on the usage character history information of each matching player.
[0164] Specifically, the character selection setting processing unit 106 uses selection conditions determined by cumulative usage indicators of player characters such as the number of uses, usage time, charging amount, or point consumption amount for each matching player, in the same manner as the use character candidate setting processing 1.
[0165] For example, the character selection setting processing unit 106 uses, as selection conditions, that the player character is unused in the games executed so far, that the usage time is less than 0.5 hours, or that both conditions are satisfied.
[0166] Then, for each player, the character selection setting processing unit 106 sets a player character that meets such selection conditions as the selectable presented characters presented to be selectable, and executes processing for presenting the set selectable presented characters to the player.
[0167] (Selectable setting of the desired selected character) The character selection setting processing unit 106 may set selectable characters for the player by using information indicating the past usage history and usage frequency of the player character of the matching player, including information on the player character that the player hopes to use in the games executed so far.
[0168] That is, in order to enable a player to select a player character according to the player's preference in a game during matching, taking into account whether the player could select the player character as desired in past games, in the present embodiment, use character candidate setting processing is executed according to selection conditions determined based on the used character history information of each matching player.
[0169] Specifically, the character selection setting processing unit 106 uses selection conditions determined by used character history information including selected used character information (information indicating the player character actually used) in games executed in the past, selection presentation character information (information indicating the player character actually presented to the player by the use character candidate setting process), and selection desired character information (information indicating the player character that the player desired to select but was not set as the used character) for each matching player.
[0170] Specifically, the character selection setting processing unit 106 reads out used character history information including selected used character information, selection presentation character information, and selection desired character information in games executed in the past for each matching player.
[0171] Also, the character selection setting processing unit 106 determines the selection conditions for the corresponding matching player based on the read used character history information of each matching player.
[0172] Then, the character selection setting processing unit 106 sets the player characters that can be selected for each matching player as use character candidates based on the determined selection conditions for each matching player.
[0173] For example, as the selection conditions, based on the used character history information, it includes the player character that was actually used and the player character that was actually presented to the player by the use character candidate setting process.
[0174] Further, for example, as the selection condition, based on the used character history information, it includes a player character that has not actually been used and that has actually been presented to the player by the used character candidate setting process.
[0175] Furthermore, for example, as the selection condition, based on the used character history information, it includes a player character that has not actually been used and that the player has desired to set.
[0176] (Usable Character Priority Setting Process) The character selection setting processing unit 106 may execute a process (that is, the usable character priority setting process) in which a specific player preferentially sets a used character candidate according to a selection condition determined based on the selected used character information and the desired character information in the used character candidate setting process.
[0177] In particular, when the types of player characters usable in the game are limited (for example, in one case), the character selection setting processing unit 106 executes the usable character priority setting process.
[0178] For example, when the player character desired by the player could not be set in the game before the previous game including the previous game, or when the number of times is large, etc., in a game in which the current player character is being set, the player character desired by the player may be preferentially set when a given condition (hereinafter, also referred to as the "usable character priority condition") is satisfied, which at least includes such cases where the player character desired by the player could not be set.
[0179] Specifically, in the candidate character setting process for each player, when the available character priority condition is satisfied, the character selection setting processing unit 106 excludes the character from the available characters of other matching players for the player character and sets it as the available character of the corresponding player.
[0180] In particular, in this embodiment, the available character priority condition includes the case where a player was unable to select a character that the player desired in past matching games a predetermined number of times or more (for example, 3 times or more).
[0181] Also, the character selection setting processing unit 106 determines whether or not it meets the available character priority condition based on the character history information of the corresponding player.
[0182] Note that when the character selection setting processing unit 106 is unable to set the player character desired by the player only in the previous game as the available character priority condition, the player character desired by the player may be preferentially selected.
[0183] In addition, the character selection setting processing unit 106 may include other conditions as the available character priority condition, such as when the game score of a player who used the player character desired by the player is below a certain level, or when the game score when executed by other player characters of the player is above a certain level.
[0184] [4.4.3] Available Character Selection Process Next, the available character selection process in this embodiment will be described.
[0185] (Basic Principle of Available Character Selection Process) The character selection setting processing unit 106 executes an available character selection process for selecting the available character of each matching player for each matching player.
[0186] Specifically, for each matching player, the character selection setting processing unit 106 executes a character selection process for selecting the character to be used in the game for each matching player from among the candidate characters for use that are set to be selectable by the candidate character setting process for use and presented to each matching player, either according to the player's instruction or under the instruction of a game program such as a lottery.
[0187] On the other hand, when executing the character selection process, the character selection setting processing unit 106 causes the player character management unit 104 to register and update the used character history information.
[0188] In particular, the player character management unit 104 newly registers or updates and registers the selected used character information, the selected presented character information, and the desired selected character information for each player in the character history information storage unit 148 at a given timing such as the timing of executing the character selection process or the timing when the player character is determined and the game starts.
[0189] Note that the player character management unit 104 accepts the desired selected character from each matching player before executing the character selection setting process or before the candidate characters for use are set by the character selection setting process and the character to be used is determined.
[0190] Then, the player character management unit 104 registers the received desired selected character together with other information in the character history information storage unit 148 for each player.
[0191] (Adjustment of the character to be used in the character selection process) When there is a limit to the number of types of player characters that can be used in the game according to the game specifications, the character selection setting processing unit 106 adjusts the character to be used by each player when executing the character selection process.
[0192] Specifically, when there is a limit on the number of types of player characters used in the game, and the used character selected by each matching player in the used character selection process is more than the predetermined number of types, the character selection setting processing unit 106 compares the used character history information of each player, and based on the comparison result, executes a determination process to determine whether the use of the used character of the corresponding player is permitted. That is, in this case, when there is a limit on the number of types of player characters used in the game, as the used character selection process, the character selection setting processing unit 106 compares, for each player, the used character history information of the player who selects the used character with the used character history information of other players, and based on the comparison result, executes a determination process to determine whether the use of the used character of the corresponding player is permitted.
[0193] For example, when the number of types of player characters that can be used in the game according to the game specifications is "1", and as the used character selection process, the setting of the used character of the same type of player character is accepted by a plurality of players, the character selection setting processing unit 106 compares the used character history information of the corresponding player.
[0194] Then, for a player who has not used the target player character as a used character in past games, the character selection setting processing unit 106 executes a determination process to permit the use of the used character and prohibit the use of other used characters.
[0195] In addition, when there is no player who has not used the target player character in past games, the character selection setting processing unit 106 determines that the use of the used character is permitted for the player with the minimum number of uses, and executes a determination process to prohibit the use of other used characters.
[0196]
[0197] Note that when the number of types of player characters unused by the target player character in past games is equal to or greater than the number of types of player characters used by players who have not been used in the game, or when the number of times of use of the player with the minimum number of uses is equal to or greater than the number of types of player characters used by players who have not been used in the game, the character selection setting processing unit 106 determines that the use of the used character is permitted for players in a game environment where the given parameters such as level are high or low, players with a long consecutive login days, or players having a given item, etc., have given conditions, and executes a determination process to prohibit the use of other used characters.
[0198] On the other hand, within the range of the selectable number that allows the selection of the same type of player character in the game, the character selection setting processing unit 106 may execute the used character selection process for each matched player.
[0199] Specifically, the character selection setting processing unit 106 monitors the used characters selected by the used character selection process of each player. When multiple player characters of the same type are selected, the selection is permitted up to the selectable number on a first-come, first-served basis, and when the selectable number reaches the upper limit, the selection as a used character thereafter is prohibited.
[0200] In addition, when multiple player characters of the same type are selected in the game, the character selection setting processing unit 106 may change the appearance of each player character of the same type according to predetermined change conditions.
[0201] For example, the character selection setting processing unit 106 performs control to change the appearance in the order of players with high or low given parameters such as level or combat power, or in the order of players with a long consecutive login days.
[0202] In particular, as the change in appearance, the character selection setting processing unit 106 changes the color, shape (part), size, or a combination of two or more of these.
[0203] Furthermore, the character selection setting processing unit 106 may change the number of available player characters of the same type according to the number of people participating in the game.
[0204] [4.5] Information providing process Next, the information providing process of this embodiment will be described.
[0205] During the game, the information providing unit 110 may provide information regarding the use of player characters that the corresponding player has used in the past to the corresponding terminal device 20, together with various game information related to the control and display of the game.
[0206] Specifically, the information providing unit 110 reads out the usage history information of the corresponding player, and provides the information on the usage history of the player characters of the corresponding player read out to the corresponding terminal device 20.
[0207] [4.6] Modification example Next, the modification example of this embodiment will be described.
[0208] (Modification example 1: Character selection execution determination process) In this embodiment, when executing the selection control process for selecting the player characters to be used in the game, it may be determined whether to execute the selection control process based on the play status of the players to be matched (hereinafter referred to as "matching target players"), or based on the instructions of the matching target players.
[0209] That is, in this embodiment, a character selection execution determination process may be executed to determine whether to execute the selection control process based on the play status of the matching target players or the instructions of the matching target players, reflecting the player's intention and situation in the matching.
[0210] Specifically, before the matching process is executed or during the execution of a past game, the character selection setting processing unit 106 executes a character selection execution determination process that determines whether to execute selection control processing according to at least one of the play status of the matching target player (such as the progress of tasks, game time, acquisition of specific item equipment, etc.) and the instructions of the matching target player.
[0211] And when it is determined by the character selection execution determination process that the selection control process is to be executed, the character selection setting processing unit 106 executes the selection control process.
[0212] (Modification Example 2: Another Configuration Example of the Server Device) In the game system 1 of the present embodiment, although a single server device 10 executes the game and the matching process, it may also be realized by a plurality of server devices.
[0213] [5] Operations in the Present Embodiment Next, with reference to FIG. 6, the operation of the selection control process for selecting a player character to be used in the game in which the player is matched, which is the process executed by the server device 10 of the present embodiment, will be described.
[0214] Note that FIG. 6 is a flowchart showing the operation of the selection control process for selecting a player character to be used in the game in which the player is matched, which is the process executed by the server device 10 of the present embodiment. It is a flowchart showing the operation of the selection control process for selecting a player character to be used in the game in which the player is matched.
[0215] In this operation, it is assumed that player character information including the number of times of use for each type of player character as a player character cumulative use index is stored.
[0216] Also, this operation is an operation executed before the start of a specific game of the player and is an operation executed simultaneously for a plurality of player characters.
[0217] Furthermore, this operation will be described using an example in which the number of times of use as a player character cumulative use index is detected when the matching game starts.
[0218] First, when the game management unit 103 receives an execution instruction or execution start command for matching processing, such as a player's operation instruction or the arrival of a predetermined timing (step S101), the matching processing unit 105 uses a given matching condition such as random or the same level to perform matching processing for matching two or more players in a specific game (step S102).
[0219] Next, the character selection setting processing unit 106 reads out the registered used character history information of each matched matching player (step S103).
[0220] Next, the character selection setting processing unit 106 determines selection conditions for each matching player based on the used character history information, and executes used character candidate setting processing for setting a plurality of selectable player characters for each matching player according to the selection conditions (step S104).
[0221] At this time, the character selection setting processing unit 106 may set the desired selectable character that could not be set as the used character in the previous game as the usable character in this game.
[0222] Also, at this time, when the character selection setting processing unit 106 has the above-described usable character priority conditions based on the used character history information of each matching player, in the game in which the current player character is being set, the player character desired by the player may be preferentially set.
[0223] Next, the character selection setting processing unit 106 provides a plurality of selectable player characters (i.e., candidate characters for use) to the terminal device 20 of each corresponding matching player, and waits for reception of a selection instruction for the player character of each matching player (step S105).
[0224] Next, the character selection setting processing unit 106 executes a used character selection process of selecting and determining the used characters of each matching player to be used in the game based on the selection instructions of each received matching player (step S106).
[0225] At this time, the character selection setting processing unit 106 operates in conjunction with the game management unit 103 to perform control such as prohibition management of selection and appearance change in the used characters.
[0226] Next, the game management unit 103 starts execution of a game formed from one game space for each matching player (step S107).
[0227] Next, the character selection setting processing unit 106 appropriately registers (updates) used character history information including selected used character information, selection presentation character information, and desired selection character information in the games executed in the past for each matching player (step S108), and ends this operation.
[0228] [6] Others The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
[0229] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.
[0230] Furthermore, in the present embodiment, although the game provided by the server device 10 is being executed by the terminal device 20, except for the operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program are executed by the server device 10, and the terminal device 20 may implement the above game by executing the operation input and the image display by streaming.
[0231] Also, in the present embodiment, the game system of the present invention is applied to the server device 10 that executes in conjunction with the terminal device 20 through the network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.
[0232] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same objectives and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that exhibit the same operational effects as the configurations described in the embodiments or configurations that can achieve the same objectives. The present invention also includes configurations in which known techniques are added to the configurations described in the embodiments.
[0233] As described above, the embodiments of the present invention have been described in detail, but those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modified examples are intended to be included within the scope of the present invention.
Description of Reference Numerals
[0234] 1: Game system 10: Server device 20: Terminal device 100: Processing unit 101: Communication control unit 102: Web processing unit 103: Game management unit 104: Player character management unit 105: Matching Processing Unit 106: Distribution Control Unit 109: Timer Management Unit 110: Information Provision Unit 111: Information Provision Unit 120: Input Unit 130: Display Unit 140: Memory Unit 142: Main Memory Unit 144: Game Data Memory Unit 146: Player Information Memory Unit 148: Player Character Information Memory Unit 180: Information Storage Medium 196: Communication Unit 200: Processing Unit 210: Communication Control Unit 211: Web Browser 212: Game Processing Unit 213: Display Control Unit 220: Drawing Unit 230: Sound Processing Unit 260: Input Unit 262: Detection Unit 270: Memory Unit 271: Main Memory Unit 272: Image Buffer 280: Information Storage Medium 290: Display Unit 292: Sound Output Unit 296: Communication Unit 310: Distribution Control Unit
Claims
1. A game system that controls a game in which a plurality of players participate using player characters set in a game space and provides information related to the game to a terminal device, matching control means for executing a matching process for matching two or more players participating in the game; selection control means for executing a selection control process for selecting, as a used character, a player character to be used in the game for each matching player who is a player matched by the matching process; game control means for controlling the selected player character based on an instruction from the matching player and advancing the game; registration means for registering, as used character history information, character information related to the player character used in the game for each matching player in a storage means; comprising: the used character history information includes at least one of the number of times and the usage time that the player character in each player has been used in the game; the selection control means: a used character candidate setting process for setting, as used character candidates, player characters that each matching player can select from among the plurality of player characters according to selection conditions determined at least based on at least one of the number of times and the usage time of each matching player; and, a used character selection process for selecting the used character of each matching player to be used in the game based on a given instruction from among the set used character candidates, and executing the selection control process including this. A game system characterized by this.
2. A game system that controls a game in which a plurality of players participate using player characters set in a game space and provides information related to the game to a terminal device, matching control means for executing a matching process for matching two or more players participating in the game; selection control means for executing a selection control process for selecting, as a used character, a player character to be used in the game for each matching player who is a player matched by the matching process; game control means for controlling the selected player character based on an instruction from the matching player and advancing the game; Registration means for registering, as used character history information, character information regarding the player characters used in the game for each of the matching players in a storage means; comprising; The used character history information includes selection desired character information indicating that the player desired to select the used character, and selection desired character information of the used character actually selected in the previous matching game; The selection control means; (a) According to selection conditions determined at least based on the used character history information of each matching player, player characters selectable by each matching player are set as used character candidates from among the plurality of player characters, and (b) According to the selection desired character information of each player participating in the game and the selection conditions determined at least based on the selection desired character information, a used character candidate that is selectable for a specific player and non-selectable for other players different from the specific player is set. A used character candidate setting process, and A game system characterized by executing the selection control process including a used character selection process of causing each matching player to select a used character in the game based on a given instruction from among the set used character candidates.
3. In the game system according to claim 2, The used character history information includes selection desired character information indicating that the player desired to select the used character in the previous matching game, and selected character information of the used character actually selected in the previous matching game. A game system.
4. A game system that controls a game in which a plurality of players participate using player characters set in a game space and provides information regarding the game to a terminal device, Matching control means for executing a matching process for matching two or more players participating in the game; Selection control means for executing a selection control process of causing each matching player, who is a player matched by the matching process, to select a player character to be used in the game as a used character; Game control means for controlling the selected player character based on an instruction from the matching player and advancing the game; Registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in a storage means; Comprising: The selection control means: A used character candidate setting process for setting, as used character candidates, player characters that each matching player can select from among a plurality of the player characters according to at least selection conditions determined based on the used character history information of each matching player; A used character selection process for causing each matching player to select a used character from among the set used character candidates based on a given instruction; and When there is a limit on the number of types of player characters used in the game, As the used character selection process, a determination process for comparing the used character history information of the player who selects the used character with the used character history information of other players for each player to obtain a comparison result, and determining whether or not to use the used character of the corresponding player based on the comparison result; A game system characterized by executing the selection control process including the above.
5. In the game system according to any one of Claims 1 to 4, The selection control means: A game system that executes the used character selection process for each of the matched players within a range of selectable numbers that allows selection of the same type of player character in the game.
6. In the game system according to Claim 5, The selection control means: A game system that changes the appearance of each player character of the same type according to predetermined change conditions when a plurality of the same type of player characters are selected.
7. In the game system according to Claim 5 or 6, A game system in which the number of player characters of the same type that can be set changes according to the number of people participating in the game.
8. In the game system according to any one of Claims 1 to 7, A game system further comprising providing means for providing the used character history information already registered at a given timing to the corresponding player. A game system that controls a game in which a plurality of players participate using player characters set in a game space and provides information related to the game to a terminal device, comprising: matching control means for executing a matching process for matching two or more players participating in the game; selection control means for executing a selection control process for selecting, as a used character, a player character to be used in the game for each matching player who is a player matched by the matching process; game control means for controlling the selected player character based on an instruction from the matching player and advancing the game; registration means for registering, as used character history information, character information related to the player character used in the game for each matching player in a storage means; character selection execution determination processing for determining whether or not to execute the selection control process according to at least one of the play status of the player to be matched and the instruction of the player to be matched; a used character candidate setting process for setting, as used character candidates, player characters that can be selected by each matching player from among the plurality of player characters according to selection conditions that are at least determined based on the used character history information of each matching player; and a used character selection process for selecting the used character of each matching player to be used in the game based on a given instruction from among the set used character candidates, wherein the selection control means executes the selection control process including the above processes. A game system characterized by this.
10. A program for controlling a game in which a plurality of players participate using player characters set in a game space and providing information related to the game to a terminal device, comprising: matching control means for executing a matching process for matching two or more players participating in the game; selection control means for executing a selection control process for selecting, as a used character, a player character to be used in the game for each matching player who is a player matched by the matching process; Game control means for controlling the selected player character based on the instructions of the matching player and advancing the game, and Registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in storage means, Causing a computer to function as The used character history information includes at least one of the number of times and the usage time that the player character in each player has been used in the game. The selection control means A used character candidate setting process for setting, as used character candidates, player characters that each matching player can select from among a plurality of the player characters according to selection conditions determined at least based on at least one of the number of times and the usage time of each matching player, and A used character selection process for causing each matching player to select a used character in the game based on a given instruction from among the set used character candidates, the selection control process including the above, a program characterized by executing.
11. A program for controlling a game in which a plurality of players participate using player characters set in a game space and providing information regarding the game to a terminal device, Matching control means for executing a matching process for matching two or more players participating in the game, Selection control means for executing a selection control process for causing each matching player, who is a player matched by the matching process, to select a player character to be used in the game as a used character, Game control means for controlling the selected player character based on the instructions of the matching player and advancing the game, and Registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in storage means, Causing a computer to function as The used character history information includes selection desired character information indicating that the player desired to select the used character as the used character and selection desired character information of the used character actually selected in the previous matching game. The selection control means (a) According to selection conditions determined at least based on the used character history information of each matching player, player characters that each matching player can select are respectively set as used character candidates from among the plurality of player characters, and (b) according to the selection hope character information of each player participating in the game and the selection conditions determined at least based on the selection hope character information, a used character candidate that is selectable for a specific player and non-selectable for other players different from the specific player is set, a used character candidate setting process, and a used character selection process of causing each matching player to select a used character in the game based on a given instruction from among the set used character candidates, The program for executing the selection control process including this is characterized.
12. A game in which a plurality of players participate using player characters set in a game space A program for controlling this and providing information related to the game to a terminal device, Matching control means for executing a matching process of matching two or more players participating in the game, Selection control means for executing a selection control process of causing each matching player, who is a player matched by the matching process, to select a player character to be used in the game as a used character, Game control means for controlling the selected player character based on an instruction from the matching player and advancing the game, and Registration means for registering, as used character history information, character information regarding the player character used in the game for each matching player in a storage means, Functioning a computer as The selection control means A used character candidate setting process of respectively setting, as used character candidates, player characters that each matching player can select from among the plurality of player characters according to selection conditions determined at least based on the used character history information of each matching player, A used character selection process of causing each matching player to select a used character in the game based on a given instruction from among the set used character candidates, and When there is a limit on the number of types of player characters used in the game, as the character selection process for use, for each player, compare the player's character usage history information for selecting a character to be used with the character usage history information of other players to obtain a comparison result, and based on the comparison result, perform a determination process for determining whether or not the character to be used by the corresponding player can be used. A program characterized by executing the selection control process including this.
13. A program for controlling a game in which a plurality of players participate using player characters set in a game space and providing information related to the game to a terminal device, Matching control means for executing a matching process for matching two or more players participating in the game, Selection control means for executing a selection control process for allowing each matching player, who is a player matched by the matching process, to select a player character to be used in the game as a character to be used, Game control means for controlling the selected player character based on the instruction of the matching player and advancing the game, and Registration means for registering, as character history information, character information related to the player character used in the game for each matching player in a storage means, Functioning a computer as The selection control means A character selection execution determination process for determining whether or not to execute the selection control process according to at least one of the play status of the player to be matched and the instruction of the player to be matched, A used character candidate setting process for setting, as used character candidates, player characters that each matching player can select from among the plurality of player characters according to selection conditions that are at least determined based on the used character history information of each matching player, and A program characterized by executing the selection control process including a used character selection process for allowing each matching player to select a used character in the game based on a given instruction from among the set used character candidates.
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