Game system, game processing method, and game program
The game system enables seamless integration of multiplayer elements by synchronizing character positions and game stages, allowing single-player progression and easy cooperation with other players, addressing the challenge of multiplayer game initiation.
Patent Information
- Application Number
- JP2023099933
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-19
- Publication Date
- 2025-08-07
- Estimated Expiration
- 2043-06-19
AI Technical Summary
Existing multiplayer games often require multiple players to start, hindering single-player progression unless a match is made, which can be frustrating.
A game system and method that allows players to join communication groups for multiplayer games, enabling single-player progression without interruption, even if other players join mid-game, by synchronizing character positions and game stages.
Facilitates easy cooperation with other players while maintaining a single-player gameplay experience, allowing seamless integration of multiplayer elements without disrupting single-player flow.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to matching users together when playing online multiplayer games. [Background technology]
[0002] BACKGROUND ART Online multiplayer games in which multiple players are matched and play a multiplayer game have been known for some time (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-102758 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, the progress of a multiplayer game does not necessarily require multiple players, and even if the game can be progressed with only one player, the game may not start unless a match is made.
[0005] Therefore, the object of the present disclosure is to provide a game system, a game processing method, and a game program that can create an environment that encourages cooperation when matching is established, without hindering game play by a single player. [Means for solving the problem]
[0006] To achieve the above object, the following configuration examples can be given.
[0007] (Configuration 1) Configuration 1 is a game system including a plurality of game devices connected to a network and a server, which matches players of the plurality of game devices that belong to the same communication group to play an online multiplayer game. In response to a first matching request sent from a first game device, the server associates the first game device with the first communication group. With the first game device associated with the first communication group, the first game device initiates a first game process in which a first character is moved in a first game stage based on an operation by the player of the first game device. Furthermore, the server accepts a second matching request sent from a second game device different from the first game device, and if the difference between the date and time of the second matching request and the date and time of the first matching request is within a first predetermined time, preferentially associates the second game device with the first communication group. When a second game device is associated with the first communication group, the second game device, while associated with the first communication group, starts a second game process in which a third character, controlled based on information received from the first game device, is placed in a second game stage having the same configuration as the first game stage at a position corresponding to the position of the first character in the first game stage, and a second character is moved within the game stage based on an operation by the player of the second game device. Furthermore, the first game device, without changing the progress of the first game process, places a fourth character, controlled based on information received from the first game device, in a position within the first game stage corresponding to the position of the second character in the second game stage.
[0008] According to the above configuration, for example, when matching requests for multiplayer play in a specific game stage are made from different game devices, if the matching requests are made close together, these game devices can be placed in the same communication group and can play multiplayer play. Furthermore, even if matching is established and another player joins mid-game, the character associated with that other player is placed in the game stage without changing the progress of the game processing. This allows for an environment where players can cooperate easily when matching is established without interfering with single-player play.
[0009] (Configuration 2) In configuration 2, in the above configuration 1, when a predetermined game process is started in each of the game devices, a first character or a second character, which is the object of operation in each game device, may be placed at a predetermined starting point within each game stage.
[0010] According to the above configuration, if the timing of the matching requests is close, the characters to be controlled by each player are placed at the starting point, making it easier to cooperate with other players from the very beginning of stage play.
[0011] (Configuration 3) Configuration 3 may be such that, in the above configuration 1, when a predetermined game end condition is achieved in a predetermined game processing, the game processing for the first game stage may be ended regardless of the game progress status of other players in the first communication group.
[0012] According to the above configuration, for example, a player can finish playing a game stage and proceed to the next process without waiting for another player to clear the game stage.
[0013] (Configuration 4) Configuration 4 may be the same as configuration 2 above, in which the predetermined game processing is performed by moving the first character or the second character from a starting point to a goal point that is predetermined within each game stage.
[0014] According to the above configuration, when the timing to start playing a game stage is approaching, a situation that makes it easier for players to cooperate can be created.
[0015] (Configuration 5) Configuration 5 may be such that, in configuration 1 above, if the difference between the date and time when the second matching request is made and the date and time when the first matching request is made is not within a first predetermined time, it is determined whether the difference between the date and time when the third matching request is made by a third player and the date and time when the second matching request is made is within a second predetermined time that is greater than the first predetermined time, and if the difference in date and time is within the second predetermined time, the second game device is preferentially associated with a predetermined communication group to which the game device of the third player belongs.
[0016] According to the above configuration, it is possible to prevent a situation in which it is not possible to find an opponent to play multiplayer with.
[0017] (Configuration 6) A sixth aspect of the present invention is directed to the fifth aspect, wherein the second predetermined time is gradually increased while determining the difference between the date and time at which the third matching request is made and the date and time at which the second matching request is made.
[0018] (Configuration 7) In configuration 7, in configuration 1, the player may be able to select a game stage to be played from among a plurality of game stages, and the first matching request and the second matching request may include information specifying one of the plurality of stages as the game stage to be played, and the association may be performed individually for each of the specified game stages.
[0019] According to the above configuration, matching is performed for each game stage, so that each time a different game stage is played, an opportunity to meet various players can be provided.
[0020] (Configuration 8) In configuration 8, in configuration 7, the plurality of game stages may include a special stage. If the second matching request includes information specifying the special stage as a play target, the second game device may be associated with a predetermined communication group related to the special stage, regardless of the difference between the date and time when the second matching request is made and the date and time when the first matching request is made.
[0021] According to the above configuration, it is possible to allow the player to enjoy a variety of game stages, and more appropriate matching can be performed according to the content of the game stage.
[0022] (Configuration 9) Configuration 9 is the same as configuration 1 above, in which position information of the first character within the first game stage and position information of the second character within the second game stage may be shared between the first game device and the second game device. In the game processing executed on the first game device, objects other than the first character and the fourth character may be controlled so that the game progresses without being influenced by the fourth character, and the fourth character may be displayed at a position in the first game stage based on the shared position information of the second character. Furthermore, in the game processing executed on the second game device, objects other than the second character and the third character may be controlled so that the game progresses without being influenced by the third character, and the third character may be displayed at a position in the second game stage based on the shared position information of the first character.
[0023] According to the above configuration, characters controlled by other players can be prevented from affecting the progress of the player's own game, allowing the player to progress through the game with the same feeling as in single-player mode while being aware of the presence of other players.
[0024] (Configuration 10) Configuration 10 may be the same as configuration 1, except that there may be at least one second communication group for displaying a screen allowing selection of one of a plurality of game stages. Furthermore, when the second matching request is made while the second game device is associated with a predetermined second communication group, the second game device may be preferentially associated with a first communication group to which a first game device belongs that was associated with the same second communication group as the second game device when the first matching request was made.
[0025] According to the above configuration, for example, players who are in the same lobby can be placed in the same game stage. For example, if a player happens to see a specific player and wants to play with him / her, the player can be provided with the opportunity to play with that specific player.
[0026] Another configuration example is a matching method in which a specified server matches game devices belonging to the same communication group to play an online multiplayer game, in which the server executes a matching process in which, based on a first matching request from a first game device belonging to a first communication group, the first game device is associated with a second communication group, and when a second matching request is made from a second game device, if the difference between the date and time at which the second matching request was made and the date and time at which the first matching request was made is within a specified time and the second game device belongs to the first communication group, the second game device is preferentially associated with the second communication group.
[0027] According to the above configuration example, players who make matching requests at similar times can be more likely to be assigned to the same communication group. [Effects of the Invention]
[0028] According to the present disclosure, a game can be provided that makes it easy to cooperate with other players when matching is established, without hindering single-player gameplay. [Brief explanation of the drawings]
[0029] [Figure 1] FIG. 1 is a schematic diagram showing an overall view of a game system according to the present embodiment. [Figure 2] Block diagram showing the hardware configuration of game server 1 and matching server 2 [Figure 3] A block diagram showing the hardware configuration of the game device 3. [Figure 4] An example of a stage screen [Figure 5] An example of the world map screen [Figure 6] FIG. 1 is a diagram illustrating the concept of a "room" in this embodiment. [Figure 7] An example of the world map screen [Figure 8] An example of a stage screen [Figure 9] FIG. 1 is a diagram illustrating the concept of moving between "rooms" in this embodiment. [Figure 10] A diagram explaining how to enter the stage room [Figure 11] FIG. 1 is a diagram for explaining data exchange in this embodiment. [Figure 12] A memory map showing an example of various data stored in the memory unit 12 of the game server 1. [Figure 13] An example of the data configuration of re-sale ticket data 307 [Figure 14] 1 is a memory map showing an example of various data stored in the memory unit 22 of the matching server 2. [Figure 15] A memory map showing an example of various data stored in the storage unit 32 of the game device 3. [Figure 16] An example of the data structure of regular ticket data 356 [Figure 17] A flowchart showing details of the game processing executed by the game device 3. [Figure 18] Flowchart showing details of start processing [Figure 19] Flowchart showing details of world map processing [Figure 20] Flowchart showing details of stage entry processing [Figure 21] Flowchart showing details of world movement processing [Figure 22] Flowchart showing details of stage play processing [Figure 23] Flowchart showing details of stage exit processing [Figure 24] A flowchart showing details of the game server process executed by the game server 1. [Figure 25] 10 is a flowchart showing details of a matching server process executed by the matching server 2. [Figure 26] A flowchart detailing the matchmaking process DETAILED DESCRIPTION OF THE INVENTION
[0030] An embodiment of the present invention will be described below. FIG. 1 is a schematic diagram showing an overall image of an information processing system (game system) according to this embodiment. The information processing system 100 of this embodiment includes a game server 1, a matching server 2, and a plurality of information processing terminals 3. The game server 1, the matching server 2, and the information processing terminal 3 are configured to be able to communicate with each other via a network 10 such as the Internet. In this embodiment, information processing is executed using this configuration, and the following description will take game processing as an example of this information processing. Specifically, the game processing is illustrated as being executed while a game program is installed on the information processing terminal 3 and communicating with the server 1 as necessary.
[0031] [Game server and matching server hardware configuration] Next, the hardware configurations of the game server 1 and the matching server 2 will be described. In this embodiment, the game server 1 and the matching server 2 have the same hardware configuration. FIG. 2 is a block diagram showing the hardware configurations of the game server 1 and the matching server 2. In FIG. 2, reference symbols in parentheses indicate components of the matching server 2. In the following, the game server 1 and the matching server 2 may be collectively referred to simply as servers. Each server includes at least a processor 11 (21), a memory unit 12 (22), and a communication unit 13 (23). The processor unit executes various programs for controlling each server. The memory unit stores various programs executed by the processor unit and various data used by the processor unit. The communication unit is connected to a network via wired or wireless communication and transmits and receives predetermined data between the information processing terminal 3 and another server. In this embodiment, an example is shown in which there is only one game server 1 and one matching server 2. However, each server may be a single server or may be configured as a group of servers performing distributed processing.
[0032] [Game device hardware configuration] Next, a description will be given of the information processing terminal 3. The information processing terminal 3 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. In this embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of the information processing terminal 3.
[0033] FIG. 3 is a block diagram showing an example of the hardware configuration of a game device 3 according to this embodiment. In FIG. 3, the game device 3 includes a processor 31. The processor 31 is an information processing unit that executes various types of information processing executed in the game device 3, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 31 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit 32. The storage unit 32 may be, for example, an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).
[0034] The game device 3 also includes a wireless communication unit 33 for wireless communication between the game device 3 and other game devices 3 and the server. For example, internet communication or short-distance wireless communication is used as the wireless communication.
[0035] The game device 3 also includes a controller communication unit 34 for the game device 3 to communicate with the controller 4 via wired or wireless communication.
[0036] Furthermore, the game device 3 is connected to a display unit 5 (for example, a television or the like) via an image and audio output unit 35. The processor 31 outputs images and sounds generated (for example, by executing the above-mentioned information processing) to the display unit 5 via the image and audio output unit 35.
[0037] Next, the controller 4 will be described. The controller 4 includes at least one analog stick 42, which is an example of a directional input device. The analog stick 42 can be used as a directional input unit that can input directions. By tilting the analog stick 42, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). The controller 4 also includes a button unit 43 that includes various operation buttons. For example, the controller 4 may include a plurality of operation buttons on the main surface of the housing.
[0038] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 44. In this embodiment, the acceleration sensor detects the magnitude of acceleration along three predetermined axial directions. The angular velocity sensor detects angular velocity around three predetermined axes.
[0039] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 34. The directional input contents to the analog stick 42, information indicating the pressed state of the button unit 43, and various detection results by the inertial sensor 44 are repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.
[0040] [Outline of information processing in this embodiment] Next, an overview of the operation of information processing according to this embodiment will be described. In this embodiment, as an example of information processing, a game process will be described assuming that a player controls a player character object (hereinafter referred to as a "player character") that exists in a virtual space. More specifically, in this embodiment, a side-scrolling jump action game (hereinafter referred to as this game) will be described. In this game, a virtual space called a "stage" is prepared, which serves as the main setting for play. A start point and a goal point are set in this stage. Various enemy characters, obstacles, jump platforms, pitfalls, and other gimmicks are placed between the start point and the goal point. In this game, the player attempts to reach the goal point by defeating or avoiding these enemy characters. Note that this stage may also be called a "course" or "round" depending on the game.
[0041] FIG. 4 shows an example of a game screen (hereinafter referred to as a stage screen) during play of the above stage. In the example of FIG. 4, a portion of the stage configured as a horizontally elongated virtual space is displayed. FIG. 4 also shows an example of a screen near the starting point, i.e., a screen immediately after play of the stage has begun. In FIG. 4, a player character 201 and an enemy character 202 are displayed. In addition, various terrain objects such as blocks are also displayed. In this stage, the starting point is set near the left edge of the stage, and the goal point is set near the right edge of the stage. Therefore, the stage is configured so that the overall game progresses by moving the player character 201 toward the right of the screen. In this stage screen, the player controls the player character 201 to move toward the goal point. As the player character moves, different parts of the stage are displayed on the stage screen. When the player character reaches the goal point, the stage is cleared.
[0042] [About the World Map] In addition, multiple stages are prepared in this game. Prior to playing each stage, a screen called a "world map screen" is displayed, allowing the player to select the stage to play. FIG. 5 shows an example of the world map screen. In FIG. 5, a screen showing a virtual space, the "world," from a bird's-eye view is displayed. The virtual space may be a two-dimensional space or a three-dimensional space. The "world" and the "stage" may be drawn using different drawing methods or display modes. For example, the stage may be drawn using an orthographic projection from the front, while the world may be drawn using a bird's-eye view from above. The world contains multiple stage objects 204, which function as entrances to the stages. As will be described later, portal objects 205 for moving to other worlds are also placed. The world map screen also displays a player character 201. The player can move the player character 201 on the world map screen by operating the controller 4. Furthermore, the player can select a stage corresponding to one of the stage objects 204 by moving the player character 201 so that it comes into contact with that stage object 204. Then, by performing a predetermined operation for starting play of the stage (hereinafter referred to as a stage start operation), the player can start play of the stage corresponding to that stage object 204. Specifically, when the stage start operation is performed, a predetermined effect is displayed, and then the screen switches to a stage screen in which the player character 201 is positioned at the start point of the stage.
[0043] [About the relationship between worlds and stages] In addition, this game also has multiple worlds available. As an example, this game has five worlds (World 1 to World 5), each of which contains four stages. The world map screen displayed above is one of the five worlds.
[0044] Here, the appearance of each world is designed to have a worldview based on a predetermined theme. The same is true for the stages belonging to each world. Examples of worlds include a green world, a fire world, and an ice world. In the green world, a large number of plant objects are placed on the world map, and the design is based on green. In the fire world, volcanoes and lava are placed on the world map, and the design is based on red.
[0045] Also, in this game, you are not able to freely play all stages in all worlds from the beginning; initially, the worlds you can move to and the stages you can play are limited. Then, by clearing the playable stages, other stages are unlocked. For example, initially, you can only play Stage 1 in World 1, but once you clear Stage 1, Stage 2 in World 1 is unlocked and you can play it. Then, by clearing all stages in World 1, World 2, which is predefined as the next world, is unlocked.
[0046] When moving from one world to another, the player first moves the player character 201 onto the portal object 205 on the world map screen. Then, by performing a predetermined operation (hereinafter referred to as a world movement operation), the player can move the player character to another world associated with that portal object 205. For example, when a world movement operation is performed on the portal object 205 associated with World 2 on the world map screen of World 1, the player character moves to World 2, and the screen switches to the world map screen related to World 2.
[0047] It should be noted that unlocked stages can be played repeatedly by performing the stage start operation described above. Also, unlocked worlds can be freely moved between. For example, it is possible to move from World 2 to World 1.
[0048] In this example, portal objects 205 in worlds that cannot yet be moved to and stage objects 204 in stages that cannot yet be played are also displayed on the world map screen, and it is possible to move the player character 201 there. However, it is assumed that world movement operations and stage start operations are not accepted. In this regard, in other embodiments, the player character 201 may be configured not to be able to move to unreleased portal objects 205 or stage objects 204 in the first place.
[0049] Thus, the basic flow of the game is to select the stage you want to play on the world map screen, and by clearing that stage you will unlock the remaining stages. Once you have cleared all the stages in that world, you will unlock the next world, and by clearing the stages in each world you will unlock more worlds, with the goal of clearing the final stage of the final world.
[0050] In the following explanation, when each stage is to be distinguished, it will be shown in the format "stage "world number"-"stage number". For example, stage 1 in world 1 will be shown as "stage 1-1", and stage 1 in world 2 will be shown as "stage 2-1".
[0051] [Online play elements] The basic game progression of this game is as described above, and the game can basically be played with the feeling of single play. In addition to the elements described above, this game also has an online play element that allows connection to the server or other game devices 3 for play.
[0052] The online play elements of this game will be explained below. First, a brief description will be given of the overall network configuration. The basic network configuration is as shown in Figure 1 above. This game provides a game that utilizes the communication group configuration in so-called MO (Multiplayer Online) type online games. Specifically, communication groups corresponding to the worlds (hereinafter referred to as world rooms) and communication groups corresponding to each stage (hereinafter referred to as stage rooms) can be generated and managed as appropriate. In other words, virtual spaces corresponding to each of the worlds and each of the stages are prepared, and a predetermined number of players connect to these virtual spaces. Note that these world rooms are sometimes called "lobbies" in other games.
[0053] Furthermore, each world room and stage room has a maximum number of people that can enter the room. As an example, in this game, a maximum of 30 people can enter each world room. Furthermore, a maximum of four people can enter each stage room. Furthermore, in this game, rooms are divided into each world and each stage as described above, but multiple world rooms and stage rooms can exist in parallel. Note that in this game, as an example, a connection mode (client-server mode) in which communication is via a server is used for world rooms, and a mode in which game devices 3 are connected to each other using a P2P (Peer to Peer) communication mode is used for stage rooms.
[0054] Next, FIG. 6 shows an example of the configuration of the communication group, i.e., the world rooms and stage rooms. In the example of FIG. 6, three world rooms, World Room 1A, World Room 1B, and World Room 1C, coexist in World 1, and three world rooms, World Room 2A, World Room 2B, and World Room 2C, coexist in World 2. Regarding the stage rooms, FIG. 6 also shows two rooms corresponding to each of Stages 1-1, 1-2, 2-1, and 2-2. Specifically, Stage Room 1-1A and Stage Room 1-1B correspond to Stage 1-1, Stage Room 1-2A and Stage Room 1-2B correspond to Stage 1-2, Stage Room 2-1A and Stage Room 2-1B correspond to Stage 2-1, and Stage Room 2-2A and Stage Room 2-2B correspond to Stage 2-2. Therefore, in the example of FIG. 6, a total of six world rooms and eight stage rooms exist in parallel.
[0055] The server controls the increase and decrease of rooms depending on the number of players in the room. Specifically, world rooms and stage rooms are generated as needed in response to the world movement operation and stage start operation. Furthermore, world rooms and stage rooms with zero players in them are deleted as needed.
[0056] Next, taking into account the above-mentioned "room" element, we will explain the general flow of operations, etc., from launching the game to starting stage play. First, when a player launches the game, a predetermined login process is performed, and processes such as loading save data are carried out. After that, the player character "enters" a predetermined world room. Note that this "entering" means joining a predetermined communication group and establishing a connection with other game devices in the same communication group.
[0057] After entering a predetermined world room, the world map screen is displayed. As described above, the player can move the player character 201 on the world map screen. FIG. 7 shows an example of the world map screen when entering a world room where a predetermined number of players are already present. In addition to the player character 201, the screen also displays multiple player character objects 211 controlled by other players who are present in the same world room. Furthermore, the screen displays in real time the movement of these other player character objects 211 on the world map in response to the operations of the other players. In the following description, player character objects controlled by other players who are present in the same room (world room, stage room) are collectively referred to as "remote characters." Note that, with regard to the display of remote characters, all remote characters in the same world room may be displayed, or only some of the remote characters may be displayed. In this embodiment, the player character 201 and the remote characters are assumed to be characters whose appearances are different enough that they can be recognized as separate characters. This is because if multiple characters with substantially the same appearance were displayed simultaneously, it would be difficult for the player to determine which player character 201 the player is controlling. In this embodiment, the world map screen is displayed after a connection with another game device group is established and the player enters a predetermined world room, but the world map screen may be displayed without waiting for a connection with another game device group to be established, and the remote character may appear after the connection is established. This allows the player to start controlling the player character without waiting for a connection to be established, improving the game experience.
[0058] [About entering the stage room] On such a world map screen, if the player wishes to play a predetermined stage, the player performs the stage start operation. That is, on the world map screen, the player moves the player character 201 onto a predetermined stage object 204 and presses a predetermined button. By performing this operation, the player "leaves" the world room in which the player is currently present. Leaving the room means disconnecting from the other game devices in the communication group to which the player previously belonged. In this case, the player disconnects from the other game devices that were in the same world room. The player then enters a predetermined stage room corresponding to the selected stage. Note that how to determine the stage room to enter at this time will be described later. After this, the screen switches to a stage screen, where the player character 201 is placed at the starting point, and stage play begins.
[0059] [Online elements in stage play] Next, the online element in the stage play will be described. As an example, the following description will be given assuming that a player enters a stage room where two other players are already present. FIG. 8 shows an example of a stage screen when the player enters such a stage room. In this case, as with the world map screen, the remote characters, which are other player characters operated by the other players, may be displayed on the stage screen of the game device 2 operated by the player. In the example of FIG. 8, in addition to the player character 201, two remote characters 211 are displayed. Furthermore, since the other players entered the room before the player and started stage play, these remote characters 211 are located slightly further toward the goal point than the starting point.
[0060] In this game, remote characters displayed in a stage room move in response to the operations of other players, but do not directly interfere with or affect game play being executed on the player's game device. Specifically, between game devices 3 connected to a certain stage room, basically only the position information of each player's player character 201 is shared. On the other hand, the status and position information of other objects, such as enemy characters, are not shared. For example, in each game device 3, collision detection processing with stage objects, etc. in stage play is performed only for the player character 201 of that game device, and collision detection processing is not performed for remote characters. Therefore, even if the player character 201 overlaps the position of a remote character, the remote character will move through without colliding. Also, even if a remote character overlaps with an enemy character, collision detection between the remote character and the enemy character is not performed, and the enemy character will move through the remote character. Also, for example, even if the player character 201 defeats enemy character A, the status of enemy character A is not reflected on the other game devices 3. On the other game devices 3, if another player of the other game device has not defeated the enemy character A, the enemy character A is controlled as if it still exists. In other words, the progress of the stage play itself is managed individually on each game device, and at this time, if a remote character is present, the remote character is only displayed. Therefore, each player can basically play the stage with the same feeling as single play without being affected by the actions of other players or hindering the actions of other players. In other words, a player can get a gameplay feeling and game experience in which they can progress through the game alone while being aware of the presence of remote characters, in other words, other players.
[0061] Furthermore, as mentioned above, each player can progress through the game independently without being influenced by other players. Therefore, stage play does not require four players to be present before it can begin; it can begin even if there is only one player in the stage room. After that, up to four other players can join in mid-game. For example, if player B enters the room when player A has progressed about one-third of the way through the stage, player B's character will begin moving from the starting point. In other words, from player B's perspective, the stage play will begin with player A having progressed some distance. Furthermore, player A's own play is not interrupted by player B's entry, and he or she can continue playing.
[0062] [About the cooperative elements] As mentioned above, basically, each player can progress through the game independently without being influenced by other players. However, this game has elements of cooperative play in the following ways. Specifically, in this game, it is possible for players to influence other players in terms of "revival assistance" and "item exchange."
[0063] First, regarding "revival assistance," assume that, in offline single-player mode, the player character's contact with an enemy character, for example, would be treated as a "miss" and, for example, the player loses a life. In this case, if the game is played while connected online, the miss is not treated as an immediate miss, but the player character transforms into a "ghost"-like character for a predetermined period of time. If, during the predetermined period, the position of one of the remote characters overlaps with the position of the "ghost," i.e., if the remote character comes into contact with the ghost, the miss is not treated as a "miss" and the player character can be revived. Therefore, for example, by having the remote characters move in a relatively close group, the game can be played with a single-player feel while making it easier to recover from a mistake, an advantage of online play that is not available in a purely single-player game. Furthermore, because the "ghost" state occurs when a "miss" would be treated as a "miss" and play would be stopped in single-player mode, the player character does not impede play.
[0064] Next, with regard to "item transfer," by performing a specific operation, the player character can "place" an item they are holding on the stage. When the remote character touches the item, the remote character can acquire it. In other words, it is possible to transfer specific items between the player and the remote character. This allows players to progress through the game as if playing alone, while also enabling indirect cooperative play, such as helping the remote character by transferring useful items.
[0065] By incorporating the above-mentioned cooperative play elements, there is room for cooperation with other players in certain situations. This creates a situation where the game can be progressed as a single player, but if multiple players enter the stage room through matching, it becomes easier to cooperate with other players.
[0066] [About leaving the stage room] Next, we will explain how to exit a stage room. As described above, the stage is cleared when the player character reaches the goal point. Once the player (game device 3) has reached the goal, the player exits the stage room and enters a specified world room, regardless of the progress of other players. As will be described in detail later, at this time, the player does not necessarily return to the world room they entered before starting stage play, but may enter a different world room, although it is the same world as the original world. For example, if a player moves from world room 1A to a specified stage room and exits after clearing the stage, they may enter world room 1A, world room 1B, or world room 1C.
[0067] In addition to clearing a stage as described above, players can also leave a stage room by voluntarily leaving from the pause menu or by satisfying a game over condition. Voluntary leaving can be achieved by, for example, pressing the pause button during stage play to display the pause menu and selecting the "Retire" option in the menu, at which point the player can leave the stage room and move to a designated world room. Game over leaving can also be achieved by, for example, satisfying a game over condition by running out of lives without receiving the above-mentioned revival assistance, forcing the player to leave the stage room and enter a designated world room.
[0068] [About moving between worlds] Next, a case where the player moves from the current world to another world on the world map screen will be described. As described above, by moving the player character 201 onto the portal object 205 and performing a world transfer operation, the player character can be moved to another world associated with that portal object 205. In this case, the player first leaves the world room where the player is currently located and then enters the other world room. For example, if the player wants to move from World 1 to World 2, assume that the player is in World Room 1A and performs a world transfer operation to move from World 1 to World 2. In this case, the player may leave World Room 1A and enter World Room 2A, or may enter World Room 2B. How to determine the room to enter will be described later.
[0069] The relationship between entering and leaving each room as described above can be summarized as shown in Figure 9. After the game starts, entry into a specific world room occurs based on the save data. When a world transfer operation is performed on the world map screen, the player will exit the current world room and enter the destination world room (hereinafter sometimes referred to as inter-world transfer). Furthermore, when the player performs a stage entry operation on the world map screen, the player will exit the current world room and enter a specific stage room related to the specified stage. Furthermore, when the conditions for exiting a stage are met, such as clearing the stage, the player will exit the stage room and enter a specific world room related to the world to which that stage belongs.
[0070] [About the matching process] As described above, a player can perform an operation to enter a world room or a stage room. In response to this operation, processing to enter one of the world rooms or stage rooms is performed, and the player's game device 3 is connected so as to be able to communicate with other game devices (players) in the destination room. Here, as described above, multiple world rooms and stage rooms may exist in parallel for the same world or stage. Below, we will explain how to determine the destination world room or stage room, in other words, how to determine the game devices (players) to be included in each of the above communication groups. Hereinafter, the function of selecting the destination room and entering the room in this embodiment will be referred to as "matching." As will become clear from the following explanation, more precisely, control is performed to search for a specified player who meets the conditions, and if that player has already entered the room, to determine that room as the destination room. Furthermore, if the player has not yet entered the room, control is performed to create a new room and enter the room with that player.
[0071] First, we will explain the range of players eligible for matching. In this game, when determining which stage room to enter, matching is not limited to players in the same world room, but also includes players in other world rooms related to the same world. In other words, matching is performed not only with other players in the world room where the player who performed the stage start operation is located, but also with all other players who have selected the same stage in other world rooms. FIG. 10 shows an example of the matching result when entering a stage room. FIG. 10 assumes that a stage start operation to play stage 1-1 is performed on the world map screen of World 1. The example in FIG. 10 shows four world rooms, World Room 1A through World Room 1D, and two stage rooms, Stage Rooms 1-1A and 1-1B. Furthermore, multiple players intending to play Stage 1-1 have entered the four world rooms, distributed across the four world rooms. Specifically, three players are in World Room 1A, one player each in World Room 1B and World Room 1D, and two players in World Room 1C. In this state, suppose each player performs a stage start operation for stage 1-1. In this case, for example, for player A in world room 1A, matching is not limited to players B and C in the same world room 1A, but also includes players D to G who are in other rooms in World 1. Similarly, for example, for world room 1C, matching is not limited to players E and F, but includes all players A to G. As a result, in the example of FIG. 10, stage room 1-1A is a stage room where players A and C who were in world room 1A, player D who was in world room 1B, and player F who was in world 1C are matched. Also, for stage room 1-1B, player B who was in world room 1A, player E who was in world room 1C, and player G who was in world room 1D are matched.
[0072] As described above, when matching for a stage room, players in other world rooms are also considered, rather than only those currently in each world room. This is for the following reasons. First, in order to provide a game experience in which players can play with a single-player feel while feeling the presence of other players, as described above, it is desirable to have each stage room filled with as many as four players as possible. On the other hand, there is a limit to the number of people who can enter a world room, and in this example, the limit is 30. Also, multiple stages may be selectable in a single world room. Therefore, if players were to select only players in a single world room to play a stage, it would be difficult to attract people to each stage room. For example, consider a situation in which 10 players are in a world room with five selectable stages. In this case, it is entirely possible that each player will select a different stage, but this would make it unlikely that each stage room would be filled with four players. Therefore, in this embodiment, when matching stage rooms, not only players in the same world room are matched, but also other players in other world rooms who have selected the same stage. This makes it possible to create many stage rooms filled with four players.
[0073] Note that the above 30-person limit for a world room is merely an example, and the limit can be set appropriately depending on the nature of the game. In this example, since one world contains multiple stages, the number of people allowed in a world room is set to be greater than the number of people allowed in a stage room. In other words, the upper limit for matching in a world room is set to be greater than the upper limit for matching in a stage room.
[0074] Next, an overview of the matching control in this embodiment will be described. In this embodiment, matching is performed to achieve the following results. Furthermore, as described above, since there are multiple worlds and stages, matching is performed for each world and each stage. (Priority 1) The destination is determined so that players who selected the same world or the same stage as their destination at a relatively close time are more likely to end up in the same room. (Priority Condition 2) If the above priority condition 1 does not apply, for world rooms, the world room with the most players will be selected first. For stage rooms, the room that any other player has entered most recently at the time of the stage start operation will be selected first.
[0075] Next, we will outline the content of the matching that takes place at each timing, according to the timing at which the matching takes place.
[0076] [When entering the stage room] First, stage room matching may occur when a stage start operation is performed on the world map screen. As described above, stage room matching is basically not limited to matching between players in the same world room. In this case, in this embodiment, matching is controlled for multiple players in the same world so that players who performed a stage entry operation close in time are likely to be in the same room. Regarding how "the stage entry operation was performed close in time," this embodiment determines this by focusing on the timing of the stage start operation, in other words, the timing of exiting the world room (the timing of the matching request). Specifically, matching is performed so that players within a certain time difference in this timing are likely to be in the same room. For example, assume that there are two players, player A and player B, in world room 1A. In this case, assume that player B sees on the world map screen that the remote character controlled by player A enters stage 1-1 and immediately performs a stage start operation to enter stage 1-1, intending to follow player A. As a result of these operations, suppose that after player A performs a stage start operation for stage 1-1, player B also performs a stage start operation for stage 1-1 within, for example, three seconds. In this case, both players have selected the same stage and exited the world room at fairly close times. More specifically, both player A and player B performed the start operation for stage 1-1 within a three-second period. In this embodiment, when such a relationship is established, matching is performed to make it more likely that player A and player B will be in the same stage room. However, this only increases the likelihood that they will be in the same stage room, and does not guarantee that they will be in the same room. For example, depending on the timing, player A and player B may end up being assigned to different stage rooms even if the above relationship is established because the stage room that player A entered reached capacity.
[0077] Next, we will explain a case where the above-mentioned relationship of "the timing of the stage entry operation is close" does not hold. For example, suppose that player C performs a stage start operation for stage 1-1, and no other player performed a stage start operation for stage 1-1 within a period of 10 seconds prior to that operation. In this case, matching is performed by going back further in time to search for other players who most recently entered a stage room, and a stage room containing that other player is given priority as the entry room. In other words, matching is performed by giving priority to a stage room in which a given player has not yet progressed much since the start of stage play by that player. This makes it easier for a player to encounter other players when entering a stage room where other players are present. Furthermore, in this embodiment, the retroactive period is also controlled to be gradually extended. Specifically, the determination is initially made within a period of 10 seconds prior to the time the stage start operation was performed (more precisely, the time the matching request was made). If there are no "stage rooms with other players" within this period, the system will look at the period up to 60 seconds ago, and if there are no "stage rooms with other players" within this period either, it will look at the period up to 120 seconds ago. In this way, up to three periods are set up to go back, and if there are no "stage rooms with other players" even after looking back 120 seconds, matching will be performed without taking such time factors into consideration. This takes into account the ease of meeting other players as mentioned above, while also preventing situations where a player cannot find a room to enter no matter how long the time passes.
[0078] Next, we will explain how world room matching works. In this game, world room matching is performed in the following three cases. (1) If you leave the stage room (2) When moving from one world to another (world transfer) (3) When you transition to the world map screen for the first time after starting the game
[0079] First, we will explain what happens when a player leaves a stage room. As described above, when a player's character reaches the goal point in a stage play, the stage is cleared, the player leaves the stage room, and matching for a world room is carried out. At this time, players who reached the goal in the same stage room at similar times are made more likely to be in the same world room. As with the case of entering a stage room described above, matching is carried out by focusing on the timing of leaving the stage room, in other words, the timing of requesting matching for a world room. In other words, players who left the stage by clearing the stage at similar times are made more likely to enter the same world room.
[0080] [About the World Room Joining Slot] As described above, a world room has a limit on the number of people who can enter it. Therefore, for example, consider a case where Player A and Player B leave a stage room close to each other, but the world room they are considering as a possible entry point is, for example, a world room with only one available space. In this case, only Player A may enter the world room, while Player B may choose a different world room. Taking this into consideration, in this embodiment, out of the maximum number of people that can enter a world room (30), 20 are set as "normal slots" and 10 are set as "joining slots" so that players who leave a room close to each other are more likely to enter the same world room. Basically, if the number of players entering a room exceeds 20, it is considered full and is excluded from matching. For example, consider a case where a world room currently has 18 players, and four players leave a certain stage room at fairly close times. In this case, suppose a World room with 18 players is selected as the room that Player A will enter. In this case, two joining slots are used to match the four players mentioned above to increase the likelihood that they will enter the World room. As a result, if those four players enter the World room, the World room will have 22 players in it. The World room will then be treated as full, and will be excluded from matching until the number of players in the room drops to 19 or less.
[0081] [About World Travel] Next, we will explain the case of moving between worlds. In this embodiment, even when moving from one world to another, world room matching is performed each time. In this case, as with the above, matching is performed so that players who have specified the same world as their destination and who performed a world transfer operation relatively close in time are more likely to select the same world room as their entry destination. Therefore, for example, if player B sees that player A has moved to world 2 in a room in world 1A and immediately performs a world transfer operation to world 2, a room in world 2A may be determined as the entry destination for player A and player B. As a result, it becomes possible for player B to move, so to speak, while chasing player A.
[0082] [When entering the world room for the first time after starting the game] Next, we will explain the case where the world map screen is displayed for the first time after launching the game. For example, this is the case when the world map screen is displayed first after logging in. In this case, matching is performed so that a world room with a large number of participants is given priority. Note that in this embodiment, the world to which players first move after launching the game is determined based on the save data. In other words, the world to which players last moved before logging out is determined as the destination.
[0083] [Details of Matching Control Processing in This Embodiment] The game processing in this embodiment will be described in more detail below. First, the basic mechanism of the matching processing in this embodiment will be described. In this embodiment, a matching request is transmitted from the game device 3 (game application) and the game server 1 (game server program) to the matching server 2. This request includes various data necessary for matching. Hereinafter, the group of data necessary for matching that is included in the request will be referred to as a "ticket." For convenience of the following explanation, the ticket transmitted from the game device 3 will be referred to as a "normal ticket," and the ticket transmitted from the game server 1 will be referred to as a "re-recruitment ticket."
[0084] [Regular tickets] First, a matching request from the game device 3 will be described. When a game device 3 attempts to enter a world room or a stage room, the normal ticket is transmitted as a matching request to the matching server 2. The matching server 2 performs matching processing using the normal ticket included in the matching request received from each game device 3, and notifies each game device 3 of the matching result. Based on this notification, processing is performed to establish a connection with a predetermined game device or game server 1, i.e., processing is performed to enter the world room or stage room.
[0085] [About re-recruitment tickets] Next, a matching request from the game server 1 will be described. In this embodiment, the game server 1 also sends a matching request to the matching server 2. This is a request to add players to a room that has already been created, where the game server 1 manages the world rooms and stage rooms. For example, assume there is a world room with 10 occupants. To add players to this world room, the game server 1 sends the re-recruiting ticket as a matching request to the matching server. In the following description, the room associated with the re-recruiting ticket and for which players are to be added will be referred to as the "re-recruiting room." The matching server performs a matching process using the normal ticket and the re-recruiting ticket, and as a result, players are added to the re-recruiting room.
[0086] In this embodiment, a maximum of 30 people can enter a world room, but for world rooms with 20 or more people, the "normal slots" are filled as described above, so the room is treated as full and no additional players are added. In other words, no re-recruitment tickets are sent for such world rooms. This is to allow the "meeting slots" described above to function.
[0087] An example of data exchange in the matching process of this embodiment is shown in Fig. 11. Fig. 11 shows an example of the flow from when game device A and game device B start up a game until they finish playing a predetermined stage.
[0088] First, a login process is performed on each game device, and after the save data is loaded, a regular ticket containing the user's information is sent to the matching server (P1-A, P1-B). The regular ticket from each game device contains information requesting matching in a world room related to the same world. For example, suppose both devices are requesting matching specifying "World 1."
[0089] Furthermore, the game server 1 manages and controls each of the above rooms, and transmits the re-recruitment ticket as necessary (P2). Here, it is assumed that a re-recruitment ticket for a world room related to "World 1" with a capacity of 5 people has been transmitted.
[0090] Next, matching is performed in matching server 2 (P3). Here, it is assumed that the world room related to the renewed recruitment is matched with game device A and game device B as a result of the matching. In other words, it is assumed that the world room related to the renewed recruitment is selected as the entry destination for game device A and game device B. The matching result is communicated to game device A, game device B, and game server 1. Note that the matching process may be performed when the matching server receives the ticket, or may be performed periodically at predetermined intervals.
[0091] Next, the game server 1 transmits the world room status to the matched game devices A and B (P4). The world room status includes information such as the position on the world map of the player currently in the room.
[0092] Next, on each game device, a world map screen on which the player character and remote characters are arranged is generated and displayed based on the world room status. After that, operation information and world room status are appropriately transmitted and received between each game device and the game server 1, and game processing related to the world map screen is executed (P5-A, P5-B, P6).
[0093] Next, suppose that a stage start operation is performed on each game device (P7-A, P7-B). Here, it is assumed that a stage start operation is performed on the same stage at fairly close timings on game device A and game device B. In this case, first, an exit notification is transmitted from each game device to game server 1. In response to this, game server 1 executes a process of causing the players of game device A and game device B to exit the world room (P8).
[0094] Furthermore, each game device (or its game application) transmits a regular ticket to the matching server 2. In this case, the regular ticket includes information requesting matching for a stage room.
[0095] Next, matching server 2 performs matching for stage rooms, and the results are transmitted to each game device and the game server (P9). As described above, in matching for the stage rooms, not only is matching performed for the original world room, but also for other logged-in players. Here, it is assumed that game device A and game device B have been matched.
[0096] Upon receiving the matching result for the stage room, the game server 1 executes a predetermined process for managing the stage room (P10). Specifically, the game server 1 executes the update of the room management data, which will be described later.
[0097] Furthermore, a process is executed to establish a session between game device A and game device B that have received the matching result (P11-A, P11-B). That is, a process to enter the stage room is executed. Here, it is assumed that a new stage room (communication group) is generated. Furthermore, in this case, the result is a stage screen that displays both player A's player character and player B's player character near the starting point. In other words, a situation is expressed in which the players enter the same stage room at almost the same time.
[0098] Next, while P2P communication is performed between the game devices, processing related to stage play is executed (P12-A, P12-B). During this time, the game server 1 may also transmit a re-recruitment ticket related to the stage room as appropriate.
[0099] Next, when the stage is cleared, stage end processing is performed on each game device (P13-A, P13-B). Here, it is assumed that the stage is cleared almost simultaneously. In this processing, first, an exit notification is sent to the other game devices and the game server 1, and the player leaves the stage room. If necessary, the game server 1 also performs processing to delete the stage room from which the player has left, for management purposes of the stage room (P14).
[0100] After leaving the stage room, each game device transmits the normal ticket to the matching server to request matching for a world room.
[0101] The matching server 2 performs matching for world rooms, and the results are sent to each game device 3 and the game server 1 (P15).
[0102] Thereafter, similarly to the above, entry into the world room is performed based on the matching result, and game processing relating to the world map screen is executed (P16, P17-A, P17-B, P18).
[0103] In this embodiment, matching and entering and leaving the world room and stage room are generally carried out in this manner. Below, we will explain in detail the various data used by the game device 3, game server 1, and matching server 2, and the processes performed by each.
[0104] [Data used on Game Server 1] First, we will explain the data used by the game server 1. Fig. 12 is a memory map showing an example of various data stored in the storage unit 12 of the game server 1. The storage unit 12 of the game server 1 stores at least a game server program 301, a player database 302, world room management data 303, world room status data 304, stage room management data 305, and request data 306.
[0105] The game server program 301 is a program for executing game processing including processing for managing the world rooms and stage rooms.
[0106] The player database 302 is a database related to each player who plays the game according to this embodiment. Each record in the database includes, for example, a player ID for identifying each player, game device identification information for specifying the game device 3 currently being used by each player, account information, etc.
[0107] The world room management data 303 is a database for managing the world rooms. For each world room, the world room management data 303 includes the world room identifier, the number of players in the room, the player IDs of the players in the room, and the position information of each player character within the world map.
[0108] The world room status data 304 is data for transmitting the status of each world room to the game device 3 of each player who has entered that room. For example, information indicating the position information of each player character in the World 1A room may be transmitted as the world room status data 304 to the game device 3 of each player who has entered the World 1A room.
[0109] The stage room management data 305 is a database for managing the stage rooms. The stage room management data 305 includes, for each currently existing stage room, the world room identifier, the number of players in the room, the player IDs of the players in the room, etc.
[0110] The request data 306 is data used when the game server 1 makes a matching request to the matching server 2. The request data 306 includes a plurality of re-recruitment ticket data 307.
[0111] 13 shows an example of the data configuration of re-opened ticket data 307. Re-opened ticket data 307 includes at least a ticket header 308, a re-opened room identifier 314, number of players in ticket 315, and player information in ticket 316. Furthermore, ticket header 308 includes at least a ticket ID 309, ticket type 310, request category 311, request destination 312, and request date and time 313.
[0112] The ticket ID 309 is identification information for uniquely identifying the resold ticket. The ticket type 310 is information for indicating whether the ticket is a normal ticket or a resold ticket. When a resold ticket is sent from the game server 1, the ticket type 310 is set to indicate that it is a "resold ticket."
[0113] The request category 311 is information indicating whether the ticket is requesting matching for the stage room or for matching for the World room. When sending a re-recruitment ticket for the purpose of compensating for players in the World room, information specifying "World room" is set in the request category 311. On the other hand, when sending a re-recruitment ticket for the purpose of compensating for players in a stage room, information specifying "Stage room" is set in the request category 311.
[0114] The request designation destination 312 is information indicating the specific world or stage for which matching is being requested for a room. In the case of a re-recruitment ticket, the world number or stage number of the re-recruitment room related to the re-recruitment ticket, i.e., the room itself for which a player is to be added, is set. For example, if a player is to be added for a room in World 1A, "World 1" is set as the request designation destination 312, and if a player is to be added for a room in World 1B, "World 1" is also set as the request designation destination 312. Furthermore, if a player is to be added for a room in "Stage 1-3C," "Stage 1-3" is set as the request designation destination 312. Furthermore, if a player is to be added for a room in "Stage 2-1B," "Stage 2-1" is set as the request designation destination 312.
[0115] The request date and time 313 is set to the date and time when the game server 1 sent the request including the re-recruitment ticket to the matching server 2.
[0116] The recruiting room identifier 314 is the identifier of the recruiting room itself related to the recruiting ticket. In this embodiment, since multiple rooms can exist in parallel in the same world and the same stage, such as "World 1A" and "World 1B," the recruiting room identifier 314 is used as information for identifying each room itself. For example, if a player is to be recruited for a room in World 1B, the identifier of the room "World 1B" is set as the recruiting room identifier 314. Furthermore, if a player is to be recruited for a room in "Stage 1-3C," the identifier of the room "Stage 1-3C" is set as the recruiting room identifier 314.
[0117] The number of players in ticket 315 is information indicating the number of players included in the ticket. In the case of a re-recruitment ticket, the information indicates the number of players currently in the re-recruitment room. For example, if a re-recruitment ticket is sent for a world room with 10 players, the number of players in ticket 315 is set to "10."
[0118] The in-ticket player information 316 is information about the player included in the ticket. In the case of a re-recruitment ticket, it is information about each player currently in the re-recruitment room. Therefore, the in-ticket player information 316 may include one or more pieces of player data 317. Each piece of player data 317 includes at least a player ID 318, an exit room identifier 319, and an exit date and time 320. The player ID 318 is information for identifying each player. The exit room identifier 319 is the identifier of the room from which the player (or the game device 3 associated with the player) last exited. The exit date and time 320 is the date and time when the player exited the room. As will be described in detail later, by using the exit room identifier 319 and the exit date and time 320, it is determined whether the timings of players exiting the same room are relatively close to each other.
[0119] In this embodiment, if the re-recruiting room is a stage room, the player data 317 includes a maximum of three players, and if the re-recruiting room is a world room, the player data 317 includes a maximum of 19 players. As mentioned above, once the "normal slots" of 20 players are filled, no requests for additional players will be made.
[0120] [Data used by Matching Server 2] Next, we will explain the data used by the matching server 2. Fig. 14 is a memory map showing an example of various data stored in the memory unit 22 of the matching server 2. The memory unit 22 of the matching server 2 stores at least a matching program 331 and a request queue 332.
[0121] The matching program 331 is a program for controlling matching according to this embodiment. In this embodiment, the matching process by the matching program 331 is configured to be executed periodically at predetermined intervals. For example, the matching process is executed every three seconds. The request queue 332 is a storage area for temporarily storing matching requests sent to the matching server 2 during the regular execution interval of the matching process.
[0122] Although not shown in the figure, transmission data for transmitting the matching results may also be generated as appropriate and stored in the storage unit 22.
[0123] [Data used in game device 3] Next, a description will be given of data used in the game device 3. Fig. 16 is a memory map showing an example of various data stored in the storage unit 32 of the game device 3. The storage unit 32 of the game device 3 stores at least a game program 351, player character data 352, world data 353, stage data 354, character data 355, regular ticket data 356, entry room data 357, operation data 358, game mode flag 359, transmission data 360, and remote character control data 361.
[0124] The game program 351 is a program for executing the game processing in this embodiment in the game device 3.
[0125] The player character data 352 is data related to the player character 201 that is operated by the player. The player character data 352 includes data indicating the position of the player character 201 on the world map or stage, data indicating the posture of the player character 201, and the like.
[0126] The world data 353 includes various data for constructing each world as a virtual space. Specifically, the world data 353 includes, for each world, image data for each world and object data such as stage objects to be placed.
[0127] The stage data 354 includes data for constructing the above-mentioned stages. Specifically, the stage data 354 includes, for each stage, data indicating the positional information of the start point and goal point, the appearance, placement position, behavior patterns, etc. of various objects to be placed.
[0128] The character data 355 is data related to various characters that appear in the game. For example, the appearance and model data of each character is included in the character data 355. The appearance of the remote character is displayed based on the character data 355.
[0129] The regular ticket data 356 is data on the regular ticket sent from the game device 3 to the matching server 2. FIG. 16 shows an example of the data configuration of the regular ticket data 356. In FIG. 16, the regular ticket data 356 includes at least a ticket header 308, a ticket number of players 315, and ticket player information 316. The data configuration of the regular ticket data 356 is similar to that of the re-offered ticket data 307 shown in FIG. 13, with some exceptions. Specifically, the ticket header 308 has the same configuration as the re-offered ticket data 307. Therefore, although detailed description will be omitted, unlike the re-offered ticket data 307, the ticket type 310 in the regular ticket data 356 is set to indicate a "regular ticket." Furthermore, the request destination 312 in the regular ticket is set to a value specifying the world or stage to which the player wishes to move. For example, if a player enters stage 1-1 from world 1, "stage 1-1" is set to the request destination 312. Also, when the player moves from World 1 to World 2, "World 2" is set as the request destination 312.
[0130] Moreover, unlike the re-recruiting ticket data 307, the regular ticket data 356 does not include the re-recruiting room identifier 314. Furthermore, in this embodiment, it is assumed that each game device has only one player. Therefore, in the regular ticket data 356, the number of players in the ticket 315 is set to one. Furthermore, the player information in the ticket 316 is configured to include player data 317 for only one player in the game device 3. In this regard, if, for example, two players are playing together on one game device, the player information in the ticket 316 of the regular ticket data 356 may include information for both players.
[0131] 15, the entry room data 357 is information for identifying the room (session) currently entered. For example, if the user is in a world room, the entry room data 357 includes an identifier for the world room. Also, if the user is in a stage room, the entry room data 357 includes an identifier for the stage room.
[0132] The operation data 358 is data obtained from the controller 4 operated by the player, that is, data indicating the operation content performed by the player.
[0133] The game mode flag 359 is a flag for distinguishing whether the player character is currently on the world map or on the stage in the game processing described below. In this embodiment, information indicating either "World Map" or "Stage Play" is set.
[0134] The transmission data 360 is data for transmitting information about the player character to the game server or another game device 3 in the same stage room. In this embodiment, the transmission data 360 includes position information of the player character within the world map or within the stage. In other embodiments, for example, the contents of the operation data 358 may be included in the transmission data 360.
[0135] The remote character control data 361 is data for controlling the movement of a remote character operated by another player on the world map screen or stage screen. On the world map screen, the remote character control data 361 is generated based on the world room situation data 304 transmitted from the game server 1. On the stage screen, the remote character control data 361 is generated based on the transmission data 360 transmitted from another game device in the same stage room.
[0136] Next, details of the game processing in this embodiment will be described. First, details of the processing performed by the game device 3 will be described, and then the processing by the game server 1 and the matching server 2 will be described.
[0137] [Details of Processing Executed by Processor 31 of Game Device 3] FIG. 17 is a flowchart showing details of the game device-side processing executed by the processor 31 of the game device 3. In this embodiment, the flowchart shown below is realized by one or more processors reading and executing the above program stored in one or more memories. Note that the flowchart shown below is merely an example of the processing steps. Therefore, the processing order of each step may be changed as long as the same results are obtained. Furthermore, the values of variables and thresholds used in the determination steps are merely examples, and other values may be used as necessary.
[0138] When game processing is started in game device 3, first, in step S1, processor 31 executes start processing. Figure 18 is a flowchart showing the details of the start processing. In Figure 18, first, in step S11, processor 31 communicates with game server 1 and executes login processing.
[0139] Next, in step S12, processor 31 obtains the save data from storage unit 32 of game device 3 and reproduces the progress of the game.
[0140] Next, in step S13, processor 31 transmits a matching request for the world room to the matching server. Specifically, processor 31 sets "normal ticket" to ticket type 310 and "world room" to request category 311 as the contents of normal ticket data 356. Furthermore, processor 31 sets a predetermined world based on the save data to request destination 312. For example, if the player was in World 3 at the time of previous logout, "World 3" is set to request destination 312. Furthermore, processor 31 sets the player ID of the player to player ID 318. Furthermore, since it is the timing of login, null values are set to exit room identifier 319 and exit date and time 320. Furthermore, a predetermined value is automatically generated and set to ticket ID 309. Then, processor 31 sets the transmission execution time to request date and time 313, and transmits normal ticket data 356 to matching server 2.
[0141] Next, in step S14, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of one of the world rooms related to the specified world. In the following step S15, processor 31 performs processing to enter the world room based on the matching result. That is, processor 31 establishes a communication session with game server 1 related to the specified world room indicated in the matching result.
[0142] Next, in step S16, processor 31 sets “world map” to game mode flag 359. After that, processor 31 ends the start process.
[0143] Returning to FIG. 17, next, in step S2, processor 31 determines whether game mode flag 359 is "world map." If the result of this determination is "world map" (YES in step S2), processor 31 executes world map processing in step S3. On the other hand, if the result is not "world map" (NO in step S2), processor 31 executes stage play processing in step S4. Thereafter, the process returns to step S1, and the process is repeated. Details of the world map processing and the stage play processing will be described below.
[0144] [World Map Processing] 19 is a flowchart showing details of the world map processing. In FIG. 19, first, in step S21, processor 31 receives world room situation data 304 related to the room to be entered from game server 1. Then, processor 31 generates a world map screen based on the received world room situation data 304, and displays it on display unit 5.
[0145] Next, in step S22, processor 31 acquires operation data 358. Next, in step S23, processor 31 determines whether or not a stage start operation has been performed, based on operation data 358. If the result of the determination is that a stage start operation has been performed, processor 31 executes a stage entry process in step S24.
[0146] [Stage entry processing] 20 is a flowchart showing details of the stage entry process. In FIG. 20, first, in step S41, processor 31 executes processing for exiting the world room in which the player currently resides. Specifically, processor 31 transmits an exit notification to game server 1, and terminates the communication session with game server 1.
[0147] Next, in step S42, processor 31 transmits a matching request for the stage specified in the stage start operation to matching server 2. Specifically, processor 31 sets the following contents in normal ticket data 356 and transmits it to matching server 2. First, "normal ticket" is set in ticket type 310. "Stage room" is set in request category 311, and the stage specified in the stage start operation is set in request designation destination 312. For example, "stage 1-1" or "stage 1-3" may be set. Furthermore, the player's own play or ID is set in player ID 318, and the identifier of the world room from which the player has just exited is set in exit room identifier 319. Furthermore, the date and time at which the communication session ended is set in exit date and time 320. Furthermore, a predetermined value is automatically generated in ticket ID 309. Then, processor 31 sets request date and time 313 and transmits normal ticket data 356 to game server 1.
[0148] Next, in step S43, processor 31 receives a matching result from matching server 2. The matching result includes the identifier of the stage room determined as the destination, the network addresses of other game devices that will be in the same room, and the like. In the following step S44, processor 31 performs processing to enter the determined stage room based on the matching result. That is, it executes processing to establish a communication session (P2P communication) related to the stage room. Note that if the user is the only person entering the room, a communication session with only one participating game device will be generated.
[0149] Next, in step S45, processor 31 sets game mode flag 359 to “stage play.” Thereafter, processor 31 ends the stage entry process.
[0150] Returning to FIG. 19, once the stage entry process is complete, the world map process ends.
[0151] On the other hand, if the result of the determination in step S23 above is that a stage start operation has not been performed (NO in step S23), processor 31 determines in step S25 whether or not a world movement operation has been performed. If the result of the determination is that a world movement operation has been performed (YES in step S25), processor 31 executes world movement processing in step S26.
[0152] [World transfer processing] 21 is a flowchart showing details of the world movement process. In FIG. 21, first, in step S51, processor 31 executes a process for leaving the world room in which the player is currently located. Specifically, processor 31 transmits a room leaving notification to game server 1, and ends the communication session with game server 1.
[0153] Next, in step S52, processor 31 transmits to matching server 2 a matching request for the world specified in the world transfer operation. Specifically, processor 31 sets the following contents in normal ticket data 356 and transmits it to matching server 2. First, "normal ticket" is set in ticket type 310. "World room" is set in request category 311, and the world specified in the world transfer operation is set in request destination 312. For example, "World 2" or "World 3" may be set. Furthermore, the player's own play or ID is set in player ID 318, and the identifier of the world room that has been recently exited is set in exit room identifier 319. Furthermore, the date and time at which the communication session ended is set in exit date and time 320. Furthermore, a predetermined value is automatically generated in ticket ID 309. Then, processor 31 sets request date and time 313 and transmits normal ticket data 356 to game server 1.
[0154] Next, in step S53, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of the world room determined as the destination room. In the following step S54, processor 31 performs processing to enter the determined world room based on the matching result. That is, processor 31 executes processing to establish a communication session with game server 1 for the world room to be entered. Thereafter, processor 31 ends the world transfer processing.
[0155] Returning to FIG. 19, once the world movement processing is complete, the world map processing ends.
[0156] On the other hand, if the result of the determination in step S25 above is that a world movement operation has not been performed (NO in step S25), then in step S27, processor 31 determines whether an operation to move the player character (hereinafter, a movement operation) has been performed. If the result of the determination is that a movement operation has been performed (YES in step S27), then in step S28, processor 31 moves the player character within the world map based on the operation content. On the other hand, if a movement operation has not been performed (NO in step S27), then in step S29, processor 31 appropriately executes other game processing on the world map screen based on the operation content. For example, processing such as scrolling the screen or viewing stage information may be executed.
[0157] Next, in step S30, processor 31 generates transmission data 360 including position information of the player character within the world map. Then, processor 31 transmits this transmission data 360 to game server 1.
[0158] Next, in step S31, processor 31 receives world room situation data 304 related to the currently entered world room from game server 1. Then, processor 31 sets remote character control data 361 based on the received world room situation data 304 and controls the movement of the remote character. Then, processor 31 generates a world map screen reflecting the movement of the remote character and the operation content of the player character, and displays it on display unit 5. Thereafter, the process returns to step S22, and the process is repeated.
[0159] Next, the stage play processing related to step S4 above will be described. FIG. 22 is a flowchart showing the details of the stage play processing. In FIG. 22, first, in step S61, processor 31 generates a virtual space related to the stage to be played this time. Processor 31 then places the player character at a start point defined in the stage. If other players are also in the room, processor 31 also places remote characters. Specifically, processor 31 receives transmission data 360 sent from other game devices 3 and generates remote character control data 361. Processor 31 then places the remote character at a predetermined position in the stage based on the position information included in remote character control data 361. Processor 31 then generates and displays a stage screen. Thereafter, by waiting for an operation from the player, stage play related to that player begins.
[0160] Next, in step S62, the processor 31 acquires the operation data 358.
[0161] Next, in step S63, processor 31 controls the movement of player character 201 based on operation data 358.
[0162] Next, in step S64, processor 31 controls the movement of the remote character. Specifically, processor 31 receives transmission data 360 sent from the other game device 3 and sets remote character control data 361. Processor 31 then moves the remote character based on remote character control data 361. At this time, processor 31 also determines whether or not a room-leaving notice has been received from the other game device 3, and if a room-leaving notice has been received, processor 31 also appropriately performs processing to disconnect the other game device from the communication session.
[0163] Next, in step S65, processor 31 controls the actions of other characters such as enemy characters, etc. Furthermore, processor 31 also executes hit detection and various game processes based on the results of the hit detection.
[0164] Next, in step S66, processor 31 determines whether a condition for the player to exit the stage room has been satisfied. The condition is either when player character 201 reaches the goal point, when the game is over, or when an operation to leave the room is performed. If the result of the determination is that the exit condition has not been satisfied (NO in step S66), in step S67, processor 31 generates and displays a stage screen that reflects the above game processing. Thereafter, the process returns to step S62, and the process is repeated.
[0165] On the other hand, if the exit condition is satisfied (YES in step S66), in step S68, processor 31 executes stage exit processing. FIG. 23 is a flowchart showing the details of the stage exit processing. In FIG. 23, first, in step S71, processor 31 executes processing to exit the stage room in which the player is currently located. Specifically, an exit notification is sent to other game devices 3 and game server 1 in the same stage room, and the communication session related to the stage room is ended.
[0166] Next, in step S72, processor 31 transmits a matching request for the world to matching server 2. Specifically, processor 31 sets the following contents in normal ticket data 356 and transmits it to matching server 2. First, "normal ticket" is set in ticket type 310. "World room" is set in request category 311, and the world to which the current stage belongs is set in request destination 312. For example, when exiting from "stage 2-1," "World 2" is set. Furthermore, the player's own play or ID is set in player ID 318, and the identifier of the stage room that was recently exited is set in exit room identifier 319. Furthermore, the date and time when the communication session ended is set in exit date and time 320. Furthermore, a predetermined value is automatically generated in ticket ID 309. Then, processor 31 sets request date and time 313 and transmits normal ticket data 356 to game server 1.
[0167] Next, in step S73, processor 31 receives a matching result from matching server 2. The matching result includes an identifier of the world room determined as the destination room. In the following step S74, processor 31 performs processing to enter the determined world room based on the matching result. That is, it executes processing to establish a communication session with game server 1 for the world room to be entered.
[0168] Next, in step S75, processor 31 sets “world map” to game mode flag 359. After that, processor 31 ends the stage exit process.
[0169] Returning to FIG. 22, when the stage exit processing is completed, processor 31 ends the stage play processing.
[0170] This concludes the detailed description of the processing related to the game device 3.
[0171] [Game Server 1 Processing] Next, details of the processing executed by the game server 1 will be described. FIG. 24 is a flowchart showing details of the processing related to the game server 1. In FIG. 24, first, in step S101, processor 11 of game server 1 performs room management processing. Specifically, processor 11 performs processing for managing each room, such as determining whether to add players to each room (whether to request re-recruitment), creating a new room as necessary, and deleting a room from which no players have left. That is, processing is performed to appropriately update world room management data and stage room management data 305. Note that in this embodiment, world rooms with 1 to 19 occupants and stage rooms with 1 to 3 occupants are determined to be targets for which a re-recruitment request should be made.
[0172] Next, in step S102, the processor 11 makes a re-offering request for the rooms for which it was determined in step S101 that a re-offering request should be made. That is, the processor 11 generates re-offering ticket data 307 for each room, in which information about the corresponding room is set. Then, the processor 11 transmits the re-offering ticket data 307 to the matching server 2.
[0173] Next, in step S103, processor 11 receives the matching results for each re-recruitment ticket from matching server 2. Next, in step S104, processor 11 establishes a communication session for the world room between three predetermined game devices based on the matching results. Furthermore, processor 11 reflects the matching results in world room management data 303 and stage room management data 305. For example, if a player is added to a predetermined world room as a result of matching, information about the player entering the corresponding world room in world room management data 303 is updated as appropriate. Similarly, for the stage rooms, stage room management data 305 is updated as appropriate based on the matching results.
[0174] Next, in step S105, processor 11 updates world room status data 304 for each world room based on the data transmitted from each game device 3. Processor 11 also transmits the updated world room status data 304 to each game device 3. That is, for each existing world room, processor 11 transmits position information of the player characters currently in the room to game devices 3 associated with other players in the same room. This results in synchronization of the world map screens between game devices connected to the same world room.
[0175] After that, the processor 11 returns to step S101 and repeats the process. This concludes the detailed description of the process related to the game server 1.
[0176] [Matching server processing] Next, a detailed description will be given of the processing executed by the matching server 2. Fig. 25 is a flowchart showing the details of the processing by the matching server. In Fig. 25, first, in step S201, processor 21 of matching server 2 receives matching requests transmitted from game device 3 and game server 1.
[0177] Next, in step S202, the processor 21 registers the request received in step S201 in the request queue 332.
[0178] Next, in step S203, the processor 21 determines whether or not predetermined conditions for executing the matchmaking process described below are satisfied. The matchmaking process may be executed, for example, at regular intervals or when a predetermined number of requests have accumulated in the request queue. Therefore, in step S203, it is sufficient to determine whether or not predetermined conditions for executing the matchmaking process, such as whether or not the above-mentioned regular interval has arrived or the number of requests accumulated in the request queue, have been satisfied. Alternatively, the matchmaking process may be executed each time a request arrives. In this case, it is sufficient to determine whether or not a new request has been received. If the result of the determination is that the conditions for executing the matchmaking process are not satisfied (NO in step S203), the process returns to step S201, and the process is repeated.
[0179] On the other hand, if the execution conditions for the matchmaking process are met (YES in step S203), the processor 21 executes the matchmaking process in step S204. FIG. 26 is a flowchart showing the details of the matchmaking process. In FIG. 26, first, in step S211, the processor 21 acquires ticket data accumulated in the request queue 332. Furthermore, the processor 21 clears the request queue 332.
[0180] Next, in step S212, processor 21 classifies the acquired ticket data into ticket data requesting matching of a world map room and ticket data requesting matching of a stage room, based on request category 311 described above.
[0181] Next, in step S213, processor 21 executes world matching processing for ticket data requesting matching of a world map room. In this processing, matching is performed so that players who selected the same world as their destination at relatively close times are likely to be in the same room (priority condition 1 above). Furthermore, if there are no players who selected the same world at relatively close times, matching is performed so that a world room with a large number of participants is preferentially selected (priority condition 2 above). As long as priority conditions 1 and 2 above are met, matching may be performed using any method. For example, matching may be performed based on the results of sorting the tickets by the identifier of the room from which the player left, the date and time of exit, and the number of participants in the re-recruiting room. This sorting results in an order of tickets in which tickets for the same room and with similar date and time of exit are adjacent to each other. Matching may then be performed using this sorting order. Specifically, matching may be performed using the following processing. First, processor 21 sorts the tickets requesting a world map room in order of the identifier of the room from which the player left. Furthermore, tickets with the same room identifier are further sorted by the date and time of exit. As a result, the tickets are arranged so that tickets in the same room and with similar exit dates and times are adjacent to each other. Next, processor 21 sorts the tickets in descending order of the number of players included in each ticket based on the number of players in the ticket 315. Here, for regular tickets, since the number of players in the ticket 315 is only one, the tickets are arranged so that tickets in the same room and with similar exit dates and times are adjacent to each other, with re-offered tickets at the top. Then, processor 21 matches the first ticket in the sorted ticket arrangement in this way with other randomly selected regular tickets. As described above, the first ticket is a re-offered ticket, and randomly selected regular tickets are matched until the number of people entering the world room related to the re-offered ticket reaches 30. Once 30 people are reached, the next (re-offered) ticket in the arrangement is similarly matched with randomly selected regular tickets until 30 people are filled.By performing this process for each world, matching will be performed in accordance with the above-mentioned priority conditions 1 and 2. This process will ensure that players who selected the same destination world at a similar time are more likely to end up in the same room.
[0182] Next, in step S214, processor 21 executes stage matching processing for ticket data requesting matching of stage rooms. In this processing, matching is performed so that players who selected the same stage as a destination relatively close in time are likely to end up in the same stage room (the above-mentioned priority condition 1). Furthermore, if there are no players who selected the same stage within a relatively close time, matching is performed so that a room that any other player entered at the time the stage start operation was performed is selected with priority (the above-mentioned priority condition 2). In this stage matching processing, matching may be performed using any method as long as the above-mentioned priority conditions 1 and 2 are met. For example, matching may be performed based on the results of sorting the tickets by the identifier of the room from which the player left and the date and time of exit, and on a time element as described below. Specifically, matching may be performed using the following processing. First, processor 21 sorts the tickets requesting stage rooms in order of the identifier of the room from which the player left and the date and time of exit, as in the case of the world rooms. Next, processor 21 evaluates whether a match can be made between the first ticket in the sorted order of tickets and another randomly selected ticket. In this process, processor 21 considers the following time factor as a condition for making a match. That is, processor 21 preferentially matches players whose request dates and times 313 differ by a certain amount. For example, processor 21 first determines whether the difference in request dates and times 313 is within 10 seconds, and if it is, the match is made at that point. On the other hand, if it is not within 10 seconds, processor 21 determines whether the difference in request dates and times 313 is within 60 seconds, and if it is within 60 seconds, the match is made. That is, processor 21 first matches players whose stage entry operations were performed within 10 seconds of each other, and if no matching player is found within 10 seconds, processor 21 expands the range to 60 seconds to search for a matching target.In this way, the difference (time range) between the request dates and times 313 is gradually widened, and if no other matching players are found even after widening the range to a certain extent, the first ticket is matched with the other randomly selected tickets without taking the time factor into consideration. For example, a determination may be made taking the time factor into consideration in up to three stages, such as within 10 seconds, within 60 seconds, and within 120 seconds. If no matching player is found even after widening the range to within 120 seconds, the determination taking the time factor into consideration may be stopped at that point, and the other ticket selected at that time may be matched with the first ticket.
[0183] In this way, when matching stage rooms, the difference in request dates and times is gradually increased, and an evaluation is made as to whether the first ticket and other tickets satisfy the conditions for matching. This makes it easier for players who perform entry operations for the same stage at similar times to enter the same room. Furthermore, even if there are no players who perform entry operations at similar times, players are eventually matched with someone, preventing a situation where players are not matched with anyone depending on the timing.
[0184] When the stage matching process is completed, the matchmaking process is completed.
[0185] Returning to FIG. 25, once the matchmaking process is completed, the process returns to step S201 and the process is repeated.
[0186] This concludes the detailed description of the processing related to the matching server.
[0187] In this way, in this embodiment, when determining the stage room to enter, the matching process is performed not only with other players in the world room where the player is currently located, but also with players in other world rooms, and the room to enter is determined. This makes it easier to create a stage room with multiple players in it. In other words, it is possible to prevent a shortage of players when playing on a stage.
[0188] Furthermore, in this embodiment, the room entry destination is determined so that players who selected the same world or the same stage as their destination at similar times are likely to end up in the same room. This allows the start timing of each player's stage play to be as close as possible when playing a stage. This makes it easier to provide a game experience that recognizes the presence of other players. Furthermore, players who cleared a stage at similar times can be allowed to enter the same world room. This provides room for subsequent use of highly serendipitous encounters in stage rooms. For example, this can lead to developments such as the same members continuing to play other stage rooms.
[0189] Furthermore, even if there are no other players who have entered the room at a similar time, when playing a stage, the room in which someone has started the game earlier is likely to be selected as the room to enter first. In other words, entry control is performed so that the start time of stage play is as close as possible to that of other players. This increases the chances of meeting other players in the stage, making it easier to provide a gaming experience in which players are aware of the presence of other players. It also creates an environment in which cooperation is more likely when possible, without interfering with each player's single play.
[0190] Furthermore, in this embodiment, matching is performed to maximize the number of players in each world room, which prevents a proliferation of world rooms with small numbers of players, improves the liveliness of each world room, and provides a gaming experience in which the presence of remote players is more easily felt.
[0191] [Variations] In the above embodiment, the game process is exemplified in which, with regard to stage play, only the position information of each player's character is basically shared and displayed, and the game progress of other players is not affected, except for some cooperative play elements as described above. In other embodiments, a multiplayer game may be executed in a manner that can affect the game progress of other players from the beginning, rather than in the form of exceptional cooperative play elements as described above. In other words, the game process may be such that the results of attacks on enemy characters made by other players are reflected in the game progress on the player's own game device.
[0192] Furthermore, in the above embodiment, matching between stage rooms was performed using a time factor. However, in other embodiments, matching may be performed without using the time factor described above for some special stages. For example, one example of a special stage is a fixed-screen stage without a starting point or a goal point and without scrolling, in which multiple players cooperate to solve puzzle-like gimmicks. For such stages, matching may be performed without using a time factor. That is, matching based on the time factor described above and matching not based on a time factor may be used depending on the content of the stage. More specifically, in stages that are cleared by moving from the start to the goal, matching based on a time factor may be performed because player characters are unlikely to reapproach each other once they have become distant from each other within the stage. On the other hand, in stages that are cleared by achieving certain conditions within a certain range, matching may be performed without using a time factor because player characters are likely to reapproach each other even if they temporarily become distant from each other within the stage.
[0193] In the above embodiment, a matching method for sorting "tickets" as described above has been exemplified to achieve the results indicated by the "priority condition 1" and "priority condition 2." In other embodiments, to achieve similar results, for example, "priority information" may be assigned to each player who has requested matching. The "priority information" may then be set so that players who have left the room or who are scheduled to leave at a similar time (including players who have rejoined the re-recruitment room) are preferentially matched with each other. The matching server 2 may then perform matching based on this "priority information." [Explanation of symbols]
[0194] 1. Game System 2 Matching Server 3. Information processing terminal (game device) 4 Controller 31 processors 32 Storage section 33 Radio Communication Department 34 Controller communication section
Claims
1. A game system comprising a plurality of game devices connected to a network and a server, the game system matching each of the plurality of game devices to play an online multiplayer game among players of the game devices that are included in the same communication group, the game system comprising: The server In response to a first matching request sent from a first game device, associate the first game device with a first communication group; the first game device, while the first game device is associated with the first communication group, starting a first game process in which a first character is moved in a first game stage based on an operation by a player of the first game device; The server receiving a second matching request sent from a second game device different from the first game device; if a difference between a date and time when the second matching request is made and a date and time when the first matching request is made is within a first predetermined time period, preferentially associating the second game device with the first communication group; If the second gaming device is associated with the first communication group, the second game device, while associated with the first communication group, places a third character, operated based on information received from the first game device, in a second game stage having the same configuration as the first game stage, at a position corresponding to the position of the first character in the first game stage, and starts a second game process to move the second character within the second game stage based on an operation by a player of the second game device; the first game device places a fourth character, which is controlled based on the information received from the second game device, at a position in the first game stage corresponding to the position of the second character in the second game stage, without changing the progress of the first game process; The server further comprises: canceling the association between the first game device and the first communication group based on the satisfaction of a predetermined clear condition in the first game processing, regardless of whether the predetermined clear condition has been satisfied in another game device associated with the first communication group; the player can select a game stage to play from a plurality of game stages; the first matching request and the second matching request include information specifying one of the plurality of game stages as a game stage to be played; The association is performed individually for each of the designated stages, at least one second communication group for displaying a screen on which one of the plurality of game stages can be selected; when the second matching request is made in a state in which the second game device is associated with a predetermined second communication group, the second game device is preferentially associated with the first communication group to which a first game device belongs that was associated with the same second communication group as the second game device when the first matching request was made; Game system.
2. 2. The game system according to claim 1, wherein when the first game process or the second game process is started in each of the game devices, the first character or the second character, which is the object of operation in each game device, is placed at a predetermined start point within each of the game stages.
3. 2. The game system according to claim 1, wherein, when a predetermined game end condition is achieved in the first game processing, the game processing relating to the first game stage is ended regardless of the game progress status of other players in the first communication group.
4. 3. The game system according to claim 2, wherein the first game process and the second game process are game processes that progress by moving the first character or the second character from the start point to reach a goal point that is predetermined within each of the game stages.
5. 2. The game system according to claim 1, wherein, if the difference between the date and time when the second matching request was made and the date and time when the first matching request was made is not within a first predetermined time, it is determined whether the difference between the date and time when the third matching request was made by a third player and the date and time when the second matching request was made is within a second predetermined time that is greater than the first predetermined time, and if the difference in date and time is within the second predetermined time, the second game device is preferentially associated with a predetermined communication group to which the game device of the third player belongs.
6. 6. The game system according to claim 5, wherein the second predetermined time is gradually extended while determining the difference between the date and time when the third matching request is made and the date and time when the second matching request is made.
7. the plurality of game stages includes a special stage; 2. The game system of claim 1, wherein, if the second matching request includes information specifying the special stage as the target for play, a predetermined communication group related to the special stage is associated with the second game device regardless of the difference between the date and time when the second matching request is made and the date and time when the first matching request is made.
8. position information of the first character in the first game stage and position information of the second character in the second game stage are shared between the first game device and the second game device; In the game process executed by the first game device, objects other than the first character and the fourth character are controlled so that the game progresses without being affected by the fourth character; the fourth character is displayed at a position within the first game stage based on the shared position information of the second character; In the game process executed by the second game device, objects other than the second character and the third character are controlled so that the game progresses without being affected by the third character; The game system according to claim 1 , wherein the third character is displayed at a position within the second game stage based on the shared position information of the first character.
9. A game processing method executed by a computer of a game system including a plurality of game devices connected to a network and a server, the game system matching each of the plurality of game devices to play an online multiplayer game among players of the game devices that are included in the same communication group, the method comprising: The computer, in the server, in response to a first matching request sent from a first game device, associating the first game device with a first communication group; initiating a first game process in the first game device, with the first game device associated with the first communication group, in which a first character is moved in a first game stage based on an operation by a player of the first game device; accepting a second matching request sent from a second game device different from the first game device; when a difference between a date and time when the second matching request is made and a date and time when the first matching request is made is within a first predetermined time period, the second game device is preferentially associated with the first communication group; If the second gaming device is associated with the first communication group, initiating a second game process in the second game device, while the second game device is associated with the first communication group, to place a third character, which is operated based on information received from the first game device, in a second game stage having the same configuration as the first game stage, at a position corresponding to the position of the first character in the first game stage, and to move the second character within the second game stage based on an operation by a player of the second game device; in the first game device, placing a fourth character, which is controlled based on information received from the second game device, at a position in the first game stage corresponding to the position of the second character in the second game stage, without changing the progress of the first game processing; In the server, based on the satisfaction of a predetermined clear condition in the first game processing, disassociating the first game device from the first communication group regardless of whether the predetermined clear condition has been satisfied in another game device associated with the first communication group; the player can select a game stage to play from a plurality of game stages; the first matching request and the second matching request include information specifying one of the plurality of game stages as a game stage to be played; The association is performed individually for each of the designated stages, at least one second communication group for displaying a screen on which one of the plurality of game stages can be selected; when the second matching request is made in a state in which the second game device is associated with a predetermined second communication group, the second game device is preferentially associated with the first communication group to which a first game device belongs that was associated with the same second communication group as the second game device when the first matching request was made; Game processing method.
10. A game processing program executed by a computer of a game system including a plurality of game devices connected to a network and a server, the game system matching each of the plurality of game devices to play an online multiplayer game among players of the game devices that are included in the same communication group, the program comprising: The computer, in the server, in response to a first matching request sent from a first game device, associating the first game device with a first communication group; initiating a first game process in the first game device, with the first game device associated with the first communication group, in which a first character is moved in a first game stage based on an operation by a player of the first game device; accepting a second matching request sent from a second game device different from the first game device; when a difference between a date and time when the second matching request is made and a date and time when the first matching request is made is within a first predetermined time period, the second game device is preferentially associated with the first communication group; If the second gaming device is associated with the first communication group, initiating a second game process in the second game device, while the second game device is associated with the first communication group, to place a third character, which is operated based on information received from the first game device, in a second game stage having the same configuration as the first game stage, at a position corresponding to the position of the first character in the first game stage, and to move the second character within the second game stage based on an operation by a player of the second game device; in the first game device, placing a fourth character, which is controlled based on information received from the second game device, at a position in the first game stage corresponding to the position of the second character in the second game stage, without changing the progress of the first game processing; In the server, based on the satisfaction of a predetermined clear condition in the first game processing, disassociating the first game device from the first communication group regardless of whether the predetermined clear condition has been satisfied in another game device associated with the first communication group; the player can select a game stage to play from a plurality of game stages; the first matching request and the second matching request include information specifying one of the plurality of game stages as a game stage to be played; The association is performed individually for each of the designated stages, at least one second communication group for displaying a screen on which one of the plurality of game stages can be selected; when the second matching request is made in a state in which the second game device is associated with a predetermined second communication group, the second game device is preferentially associated with the first communication group to which a first game device belongs that was associated with the same second communication group as the second game device when the first matching request was made; Game processing program.
11. A matching method for matching game devices in a predetermined server to play an online multiplayer game among game devices included in the same communication group, The server, associate a first game device belonging to the first communication group with a second communication group based on a first matching request from the first game device; when a second matching request is made from a second game device, if the difference between the date and time at which the second matching request is made and the date and time at which the first matching request is made is within a predetermined time period and the second game device belongs to the first communication group, execute a matching process to associate the second game device with the second communication group on a priority basis; Matching method.
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