Information processing system, information processing program, information processing device, and information processing method
The system enhances sports game entertainment by tying club rank to gameplay advantages, such as stadium size, spectator count, and item frequency, motivating players to improve their club's rank.
Patent Information
- Application Number
- JP2022012127
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-28
- Publication Date
- 2025-10-01
- Estimated Expiration
- 2042-01-28
AI Technical Summary
Existing sports games do not effectively utilize team rank to enhance gameplay experience, failing to provide advantages based on club rankings.
Implement a system where clubs compete with advantages tied to their rank, including stadium size, spectator count, item frequency, and character abilities, which are enhanced as the club's rank increases.
Enhances gameplay interest and motivation by providing club-specific advantages, increasing entertainment value through visually recognizable growth and strategic incentives.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to information processing for executing a sports game in which multiple users can belong to clubs and compete against each other. [Background technology]
[0002] Sports games in which teams of users compete against each other have been known for some time (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-64154 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above game, the rank associated with a user's team is determined based on the outcome of the match, and when matching opponents, teams of the same rank are matched up against each other.
[0005] However, in the games mentioned above, the fact that a team's rank increased did not affect gameplay in any way.
[0006] Therefore, the object of the present disclosure is to provide a game program, a game system, a game device, and a game processing method that can generate advantageous effects during a sports game in which users' clubs can compete against each other by increasing the rank of the club. [Means for solving the problem]
[0007] To achieve the above object, the following configuration examples can be given.
[0008] One example of the configuration is a game program that causes a computer of an information processing device to execute a competitive sports game in which a team of a first club, to which at least one user belongs, competes against a team of a second club. At least the first club is associated with a rank, which is information regarding the club's growth level. The computer is then caused to execute game processing that executes the competitive sports game so as to give an advantageous effect to the team of the first club according to the rank during play of the competitive sports game.
[0009] According to the above configuration example, in a sports game in which clubs compete against each other, advantageous effects can be generated during the match according to the club's rank. Therefore, a club with a higher rank can advance in the match at an advantage. This introduces a training element of increasing the club's rank to the competitive sports game, making the game more interesting.
[0010] As another configuration example, the information regarding the degree of growth of the clubs may be information regarding the size of the stadiums in which the teams of the first club and the second club play.
[0011] According to the above configuration example, the degree of growth can be reflected as the size of the stadium, which makes it possible to present the degree of growth in a form that is easy for the user to understand, such as the stadium's appearance and the number of spectator seats.
[0012] As yet another configuration example, stadium parts according to rank may be associated with stadiums, and the computer may then have a first club team and a second club team play against each other in a stadium object corresponding to the stadium associated with a particular stadium part.
[0013] According to the above configuration example, a battle can be conducted using a stadium that includes stadium parts according to the rank, i.e., a stadium that the user has developed. This provides a way for users to enjoy battles in stadiums that they have created themselves.
[0014] As yet another configuration example, the stadium parts may include at least one spectator object placed in the spectator seats, and the computer may then place a number of spectator objects corresponding to the ranks of the spectators in the stadium object and execute game processing.
[0015] According to the above configuration example, the number of spectators can be increased by raising the rank. By placing these spectators in the stadium object, the degree of growth of the club can be presented to the user in a visually easy-to-understand way, that is, as an increase in the number of spectators.
[0016] As yet another configuration example, the stadium parts may include at least one spectator seat object in which spectators are placed, and the computer may then place spectator seat objects of a size corresponding to the rank of the spectator seat objects in the stadium object and execute game processing.
[0017] According to the above configuration example, by increasing the rank, it is possible to increase the size of the spectator seats (number of seats, etc.) in which spectators are placed. By placing these spectator seats in the stadium object, it is possible to present to the user the degree of growth of the club in a visually easy-to-understand manner.
[0018] As yet another example configuration, the computer may further provide advantageous effects by making items appear during play of the competitive sports game, and the items may appear at a frequency corresponding to the rank of the items.
[0019] According to the above configuration example, the frequency of appearance of items that produce advantageous effects is set according to the rank. In other words, the higher the rank, the more frequently items appear, and the greater the possibility of gaining an advantage in the match. This provides users with an incentive to increase their rank, making the game more interesting.
[0020] As yet another configuration example, the computer may further cause items to appear with a frequency based on the execution status and rank of a predetermined play performed by a character on the team of the first club during play of a competitive sports game.
[0021] According to the above configuration example, the frequency of appearance during a match can be changed depending on the execution status (number of times, etc.) of a predetermined play (e.g., a shot, etc.) during the match and the rank. In other words, the frequency of appearance of an item can be changed depending on the user's own play. Also, for example, it is possible to create a situation in which the frequency of appearance of an item is higher towards the end of the match than towards the beginning. This allows the game to gradually become more exciting, reducing the possibility that the user will become bored with the game midway through.
[0022] As yet another configuration example, the item may be an item that improves the performance of a character on the team of the first club, or an item that hinders the action of a character on the team of the second club.
[0023] According to the above configuration example, by using items, it is possible to gain an advantage in the match, which provides an incentive to raise the rank of the club in order to increase the frequency of appearance of such items.
[0024] As yet another configuration example, the item may be an item that can be used by both the first team and the second team, and the computer may cause the item to appear in a position within the stadium object closer to the characters of the first club's team than to the characters of the second club's team during play of the competitive sports game.
[0025] According to the above configuration example, it is possible to create a situation in which advantageous effects are more likely to occur for the characters of the first team. Furthermore, as the rank increases, it becomes easier to create such situations, which provides motivation to increase the rank.
[0026] As yet another configuration example, the computer may be configured to control the characters of the team of the first club based on at least an ability parameter corresponding to the rank during the playing of the competitive sports game.
[0027] According to the above configuration example, as the rank increases, the abilities of the characters used in the match can be improved, which provides motivation for increasing the rank of the club.
[0028] As yet another configuration example, the computer may be configured to control the characters of the first club's team based on at least an ability parameter according to the club's match results during the playing of the competitive sports game.
[0029] According to the above configuration example, the ability parameters of the characters used in the match can be set according to the match results, which motivates the user to aim for better match results and creates a sense of tension in the match to avoid losing, thereby increasing the enjoyment of the competitive sports game.
[0030] As yet another configuration example, a competitive sports game may be played in which characters from a first club team and characters from a second club team each put a specified object into a goal located in the opposing team's territory.
[0031] According to the above configuration example, in a competitive sports game in which players aim to score goals against other players, it is possible to provide a way to have fun by increasing the rank of a club. [Effects of the Invention]
[0032] According to the present disclosure, in a competitive sports game, the entertainment value of the game can be increased by introducing a training element of increasing the rank of a club. [Brief explanation of the drawings]
[0033] [Figure 1]FIG. 2 is a block diagram showing an example of the internal configuration of the game device 2. [Figure 2] A block diagram showing an example of the internal configuration of a server. [Figure 3] A diagram for explaining an example of a stadium combination effect [Figure 4] A diagram for explaining an example of a stadium combination effect [Figure 5] A diagram for explaining an example of a stadium combination effect [Figure 6] A memory map showing an example of various data stored in the memory unit 73 of the server. [Figure 7] An example of the data structure of the user database 204 [Figure 8] An example of the data structure of the virtual club database 205 [Figure 9] 1 is a memory map showing an example of various data stored in the storage unit 22. [Figure 10] 1 is a flowchart showing details of the game processing of this embodiment. [Figure 11] Flowchart showing details of the match preparation process [Figure 12] Flowchart showing details of game control processing [Figure 13] Flowchart showing details of item input control processing [Figure 14] Flowchart showing details of game end processing DETAILED DESCRIPTION OF THE INVENTION
[0034] An embodiment will be described below.
[0035] [Hardware configuration of information processing device] First, an information processing device for executing information processing according to this embodiment will be described. The information processing device is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. The information processing according to this embodiment can also be applied to a game system consisting of such a game device and a predetermined server. 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 device.
[0036] FIG. 1 is a block diagram showing an example of the internal configuration of a game device 2 according to this embodiment. The game device 2 includes a processor 21. The processor 21 is an information processing unit that executes various types of information processing executed in the game device 2, 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 21 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit 22. The storage unit 22 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).
[0037] The game device 2 also includes a wireless communication unit 23 for wireless communication between the game device 2 and other game devices 2 or a predetermined server device. The wireless communication may be, for example, internet communication or short-range wireless communication.
[0038] The game device 2 also includes a controller communication unit 24 for the game device 2 to communicate with the controller 4 via wired or wireless communication.
[0039] Furthermore, a display unit 5 (e.g., a television or the like) is connected to the game device 2 via an image / audio output unit 25. The processor 21 outputs images and sounds generated (for example, by executing the above-described information processing) to the display unit 5 via the image / audio output unit 25.
[0040] Next, a description will be given of the controller 4. The controller 4 of this embodiment is a controller that can be connected to the game device 2 via wired or wireless communication.
[0041] The controller 4 includes at least one analog stick 42, which is an example of a direction input device. The analog stick 42 can be used as a direction 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.
[0042] 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.
[0043] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 24. 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 2.
[0044] [Server Configuration] Next, the configuration of the predetermined server capable of communicating with the game device 2 will be described. FIG. 2 is a functional block diagram of the server. The server includes at least a processor 72, a storage unit 73, and a communication unit 74. The processor 72 executes various programs for controlling the server. The storage unit 73 stores various programs executed by the processor 72 and various data used by the processor 72. The communication unit 74 is connected to a network via wired or wireless communication, and transmits and receives predetermined data to and from the game device 2 or another server (not shown).
[0045] In this embodiment, when a user starts a game described below, the game device 2 used by the user is connected to the predetermined server and a login process is performed. Once login is successful, various data required for the game process is transmitted from the server to the game device 2. The game device 2 stores the received data and executes the game process described below based on this data.
[0046] [Games assumed in this embodiment] Next, an outline of the game processing (an example of information processing) executed by the game device 2 according to this embodiment will be described. First, the game assumed in this embodiment is a sports game with a ball game motif. In this embodiment, as an example of a ball game, a ball game is played in which a player has two goals in each of the player's side and the opponent's side. Lu( There is a To The following explanation will be given assuming a sports game of a ball game in which points can be scored by hitting the ball (or something equivalent to a ball). For example, the sports game may be based on a ball game such as soccer, basketball, or hockey. It may also be based on an individual or team match in a martial art (such as kendo, judo, or boxing). In the following explanation, a sports game based on soccer will be used as an example.
[0047] In this game, a plurality of player character objects (hereinafter simply referred to as player characters), which are virtual humanoid objects, are divided into a first team and a second team (a friendly team and an opposing team). The player characters of each team are placed in a player placement area (hereinafter referred to as a field) contained in a stadium object (described later) prepared in a virtual space. The field is an area where a match is played by the player characters. In this embodiment, for ease of explanation, a specific image of the field will be described using a soccer field as a motif.
[0048] In this embodiment, each team is made up of five player characters. One of them is a goalkeeper (hereinafter, GK), and the remaining four are field players. In this game, the four field players can be controlled by the user, and the GK is automatically controlled by AI throughout the match.
[0049] In this game, matches are played in "stadiums" that include at least the fields described above. Before the match begins, the user can select the stadium to be used in the match. In this game, in addition to the "default stadiums" that are provided in the game from the beginning, the user can also select a home stadium (details of which will be described later), which is a stadium that can be customized by the user.
[0050] This game also allows for multiplayer play. In this embodiment, it is assumed that multiple game devices 2 are connected via the Internet and the above-mentioned predetermined server, enabling multiplayer play via a network. Note that in other embodiments, multiplayer play may be possible in a peer-to-peer format, where multiple game devices 2 are directly connected without using the Internet.
[0051] In this embodiment, an example will be described in which the number of participants in the multiplayer mode is two. That is, an example will be described in which a match is played in which one user is in charge of one team. Each user progresses through the game by switching between the four field players on their team (only one can be controlled at a time, and the field players not being controlled are controlled by AI).
[0052] In another embodiment, one user may be in charge of operating one of the field players, and up to eight players may participate. In this case, one game device is assigned to each user, and up to eight game devices 2 are connected via the network.
[0053] In addition to user-to-user battles, this game also allows for "user vs. CPU" and "CPU vs. CPU" battles (in the latter case, the user will watch the CPU battle).
[0054] [About the Virtual Club] For example, in real-life soccer, there are organizations such as "soccer clubs." In this game, such organizations are virtually recreated in the game, allowing users to enjoy a community. Specifically, users can create virtual clubs (hereinafter simply referred to as virtual clubs). Alternatively, users can join (belong to) virtual clubs created by other users. In the following explanation, a user who creates a virtual club will be referred to as the "owner." The role and authority of the owner can also be transferred to other users.
[0055] In the above-described competitive play, the player characters of each team are players belonging to the same club, meaning that the above-described match can also be a virtual club vs. virtual club match.
[0056] [About the home stadium] Furthermore, in real baseball and soccer, for example, teams and soccer clubs often have a "home" ballpark or stadium. In order to recreate this element in the game, this game assigns one home stadium object (hereinafter simply referred to as a home stadium) to each of the virtual clubs. Furthermore, the appearance of the home stadium can be customized. Customizable elements include, for example, fences and goal posts that can be placed on the field. Lu et al. These include the design of various objects, such as the stadium's interior, and the spectator seating objects described below. Hereinafter, these customizable elements will be referred to as "stadium parts." In addition, in this game, the terrain and appearance of the area surrounding the home stadium (e.g., a predetermined circular area) can also be customized. The overall appearance of the home stadium and the terrain objects placed around the home stadium can be customized as stadium parts called "themes." For example, in the case of the "forest" theme, the overall stadium appearance will be designed with a green base, with the field located inside a hollowed-out stump of a large tree. The terrain around the home stadium will also be landscaped with many trees. In the case of the "urban" theme, the overall stadium appearance will be that of a concrete stadium, and the surrounding terrain will have an urban appearance with buildings and roads. In addition, in the case of the "seaside" theme, the stadium will have an open appearance with no exterior walls, with the spectator seating on a sandy beach, and the surrounding terrain will have the appearance of the stadium being surrounded by the sea. In the following description, when referring to a "stadium (home stadium and the above-mentioned default stadium)," the surrounding terrain is also included; however, in other embodiments, only the stadium portion, which is a structure, may be treated as the stadium, without including the surrounding terrain.
[0057] It is assumed that the field size of each stadium is the same for all stadiums. In addition, in this embodiment, it is assumed that the size of the bottom surface of the entire stadium is also the same for all stadiums. However, in other embodiments, although the field size is the same, the bottom surface of the entire stadium does not necessarily have to be the same size. For example, if a stadium is imagined to have a circular area including the terrain around the stadium when viewed from above, the radius of this circular area itself may be different for each stadium. It is assumed that, regardless of the shape of the stadium, the center position of the stadium is configured to coincide with the center position of the field.
[0058] Here, we will explain the operation (method) for customizing the home stadium. In this game, the owner can "purchase" the stadium parts by spending a predetermined amount of in-game currency. The method for obtaining the in-game currency is to play a match, and a predetermined amount is obtained according to the match result (win or loss). Then, by spending the in-game currency, for example, it is possible to purchase fences or goals with different designs. Lu The owner can "purchase" the stadium parts. On a specific customization screen, the owner can select the stadium parts they have purchased and apply them to their home stadium. This allows them to change the stadium parts of their home stadium.
[0059] In this game, the authority to customize the home stadium is given only to the owner, but in other embodiments, users other than the owner may also have the authority to customize through a process such as transferring authority.
[0060] [About the crowd at home stadiums] In this game, the home stadium also has an element of "spectators." Specifically, the home stadium includes a "spectator placement area." When a match is being played, a predetermined number of spectator objects (hereinafter simply referred to as "spectators") are placed in the spectator placement area. During the match, the spectators throw (inject) objects called "item boxes" into the field at predetermined time intervals. The predetermined time intervals will be described in detail later, but the greater the number of spectators, the shorter the time interval between insertions, and the greater the number of items that can be inserted in a single match. In this game, the spectators placed at a particular home stadium are presented as supporting the virtual club (hereinafter referred to as the support club) that corresponds to that home stadium. In other words, all spectators placed at a particular home stadium are set up to be supporters of the virtual club that owns that home stadium.
[0061] In this embodiment, the item box is an object that looks like a box, and the specific item contents are not apparent at first glance. When a field player touches the item box, an item selected by lottery appears on the screen, and the field player can automatically acquire the item. The specified item confers some effect that is advantageous to the game progress. In this embodiment, a specified item use operation is required to activate the effect of the item. After acquiring the item, the user can activate the effect associated with the item by performing the item use operation at a specified timing. In this regard, in other embodiments, an item that generates an effect immediately upon acquisition may appear.
[0062] Here, some examples of the effects of the above-mentioned items are given. First, there are items that have the effect of improving the performance of a player character (performance improvement function). For example, there are items that have the effect of temporarily increasing the movement speed of a player character that has acquired the item. There are also items that have the effect of hindering the movements and actions of a player character (obstruction function). For example, there are items that can blow away an opponent when thrown, and bomb-like items that can temporarily stop the movement of player characters within a specified range when exploded.
[0063] In this game, the above items are classified into two types: shared items and exclusive items. Shared items are items that can be acquired and used by player characters of either of the two competing teams. Exclusive items are items that can only be acquired and used by player characters of the virtual club in the home stadium to which the spectator who dropped the item belongs. In other words, from the spectator's perspective, these items can only be used by player characters of the club they support. In this game, various items with the above effects are stored as shared items and exclusive items, and one of these items is selected by lottery as the item to be dropped into the item box.
[0064] Furthermore, in this game, the location where spectators throw item boxes is controlled as follows: That is, the location (target point) for throwing the item box is set to the location of a player character of the supported club, or a location nearby. In other words, the game controls the dropping of item boxes so that they are more easily obtained by the field players of the supported club than by field players of the opposing team. In the case of shared items such as those described above, both the friendly team and the opposing team can obtain them, but by adjusting the drop location in this way, it is made easier for advantageous effects to occur for the virtual club associated with the home stadium.
[0065] In this embodiment, an example is given of an item being acquired at the same time as contacting an item box. In this case, it can be said that there is no possibility of another player character taking the item. In this regard, in other embodiments, contacting the item box and contacting the item that has appeared may be determined separately. In this case, for example, player character A may make an item appear, and player character B may acquire the item that has appeared. Furthermore, in still other embodiments, items may be dropped directly without using the item box described above.
[0066] Furthermore, the items that appear from the item box are selected by lottery, for example, when the item box is dropped, but in this embodiment, the winning rate is also adjusted so that teams that are at a disadvantage at the time are more likely to win more effective items.
[0067] [About the home stadium's growth factors] Next, the growth element of the home stadium will be explained. In this game, a growth element called "stadium rank" is added to the home stadium. In this game, the stadium rank has four levels (rank 1 to rank 4), starting with stadium rank 1, and as the stadium rank increases, the size of the home stadium increases. As described above, since home stadiums are assigned in association with virtual clubs, the stadium rank also serves as information indicating the degree of growth of the virtual club.
[0068] A method for increasing the stadium rank will now be described. First, assume that immediately after creating a virtual club, the stadium rank is 1, and ranks 2 to 4 are "locked." Then, by satisfying certain conditions, a rank one rank higher than the current rank (a higher rank) can be "unlocked." In this embodiment, the condition for unlocking a stadium rank is satisfied by satisfying one of the following two conditions. The first condition is that a predetermined number of game wins is reached. In the game, when the number of wins reaches a predetermined number, the player is promoted to a higher league, and with this promotion, a process is performed in which a higher rank is unlocked (note that even if the player is demoted to a lower league, the unlock status remains unchanged). The second condition is that the cumulative number of games played reaches a predetermined number set for each rank, regardless of wins or losses. In this embodiment, a higher rank is "unlocked" if either of these two conditions is satisfied. Note that these conditions are merely examples, and the stadium rank may be increased using other conditions or methods.
[0069] If you can unlock a higher rank by meeting the above conditions, you will be able to purchase the stadium parts listed above according to the unlocked rank. In this game, the stadium parts that can be purchased are divided by rank, as described above. For example, even for the same "fence" part, there is a "fence A" that can be purchased at stadium rank 1, and a "fence B" that can only be purchased at stadium rank 2. Also, for example, there are stadium parts that cannot be purchased at stadium ranks 1 to 2, but can be purchased at stadium rank 3. In addition, various stadium parts are available according to stadium rank.
[0070] One of the purchasable stadium parts is a "spectator seat object" (hereinafter simply referred to as "spectator seats"). The spectator seats are objects that can be placed in the spectator placement area, and the spectators are placed on top of these seats. For example, the spectators are placed in such a way that they sit in the seats that have been placed (in other words, the spectators themselves can essentially be said to be a type of stadium part). Furthermore, spectator seats are prepared according to the stadium rank. In this game, spectator seats corresponding to higher stadium ranks have larger numbers of seats and are larger in size than those of lower ranks.
[0071] Here is an example of how the scale of a stadium changes depending on its rank. For example, at stadium rank 1, the home stadium looks like a field without any fences, giving it the overall appearance of a "practice field." The spectator seats available for purchase and placement at this stage are grass-like objects (i.e., they are not chair-shaped seats, but grass-like seats where spectators sit directly on the ground). The number of seats is, for example, 100. Next, when the stadium rank increases to 2, the appearance of the home stadium changes, allowing fences and other structures to be installed on the field, giving it the appearance of a small stadium. The seats available for purchase and placement are chair- or bench-type seats. These seats are only on the first floor, with a seating capacity of, for example, 300. Next, at stadium rank 3, the appearance of the home stadium changes, for example, to a medium-sized stadium, with lighting and other features available. The seats available for purchase and placement are two-story seats, with a seating capacity of, for example, 600. Furthermore, at stadium rank 4, the home stadium's appearance can change to that of a larger stadium, capable of equipping it with large screens and other equipment. The seats available for purchase and placement are covered and have up to three levels of seating, with a seating capacity of, say, 1,000. As the stadium rank increases, the seating capacity also increases, and so does the maximum number of spectators that can be placed there. For example, the maximum number of spectators that can be placed increases: 100 at rank 1, 300 at rank 2, 600 at rank 3, and 1,000 at rank 4. (As mentioned above, the more spectators there are, the more opportunities there are for the item boxes to be dropped.)
[0072] In this embodiment, when purchasing spectator seats, the maximum number of spectator seats corresponding to the stadium rank (for example, 100 seats for rank 1) can be purchased in one purchase, and all 100 seats can be arranged in one arrangement operation. In other embodiments, spectator seats may be purchased and arranged one seat at a time (or in any number of seats).
[0073] In this embodiment, multiple types of spectator objects are provided. The number of types of spectators that can be placed increases according to the stadium rank. For example, suppose there are four types of spectator objects, spectator A to spectator D, each with a different appearance. In stadium rank 1, only spectator A is placed, but in stadium rank 2, spectators A and B are placed. Furthermore, in stadium rank 3, three types of spectators, spectator A, spectator B, and spectator C, are placed. 4 In this example, four types of audience members, A to D, are arranged.
[0074] In this embodiment, the number of spectators to be allocated during a match is the number that will always ensure full capacity (number of spectators = total number of spectators). As mentioned above, the size of the spectator seats is linked to the stadium rank. Therefore, by raising the stadium rank, the number of spectators increases, and the opportunity to obtain advantageous effects according to the stadium rank (due to the items introduced above) increases. Furthermore, in this embodiment, an example is given in which there are four levels of stadium rank, so the number of spectators also increases in stages from level 1 to level 4 according to the stadium rank.
[0075] In other embodiments, the number of spectators during a match may differ from the number of spectator seats (i.e., there may be empty seats). For example, for a stadium rank 1, the number of spectators may be set to a predetermined number within a range of 1 to 100, and for a stadium rank 2, the number may be set to a predetermined number within a range of 1 to 300, or 101 to 300. In this case, the number of spectators may be determined randomly, or, for example, a parameter called "popularity" (which increases or decreases depending on the outcome of the match) may be set for each virtual club, and the number of spectators may be determined based on this popularity.
[0076] In this embodiment, spectators and spectator seats are treated as different objects, but in other embodiments, spectators alone may be placed in the spectator placement area without using spectator seat objects. In this case, the number of spectators may be determined by placing the number of spectators according to the stadium rank in accordance with the height.
[0077] In yet another embodiment, an object that is a set of "one spectator seat" and "spectator (at least one person)" may be treated as "spectator seat" (or "spectator").
[0078] Next, the time interval (throwing frequency) at which the spectators drop the item boxes will be described. In this embodiment, spectators drop item boxes at predetermined time intervals during a match. This time interval differs depending on the stadium rank. For example, for a stadium rank of 1, items are dropped every 120 seconds (from the start of the match). For a stadium rank of 2, items are dropped every 90 seconds, for example; for a stadium rank of 3, items are dropped every 60 seconds, for example; and for a stadium rank of 4, items are dropped every 30 seconds, for example. The timing of this drop may also be determined at a timing selected randomly from a predetermined period. For example, instead of the 120-second interval, the drop timing may be a timing selected randomly from a period between 110 and 130 seconds. The next drop timing may then be a timing selected randomly from a period between 110 and 130 seconds after the current drop timing. In this way, by shortening the interval between item box drops depending on the stadium rank, advantageous effects become more likely to occur as the stadium rank increases, providing users with an incentive to increase their stadium rank.
[0079] Furthermore, this game uses a parameter (hereinafter simply referred to as "enthusiasm") that indicates the spectators' level of enthusiasm for the match. The interval between the item boxes is further shortened as the enthusiasm level increases. An example is described below. First, the interval between the items inserted according to the stadium rank is referred to as the "initial insertion interval." Assume that the initial enthusiasm level at the start of the match is "0." Then, during the match, the enthusiasm level increases each time a predetermined condition for increasing the enthusiasm level (hereinafter referred to as an "enthusiasm-increasing condition") is met. The enthusiasm-increasing condition is, for example, the execution of a play that is pre-set to excite the spectators, such as a successful shot. Furthermore, the value by which the enthusiasm level increases when such an enthusiasm-increasing condition is met also differs depending on the stadium rank. In this game, the higher the stadium rank, the greater the increase. For example, when a shot is made, the increase in enthusiasm level may be "1" for stadium rank 1, "2" for stadium rank 2, "4" for stadium rank 3, and "8" for stadium rank 4. Then, each time the enthusiasm level exceeds a predetermined threshold, the interval between items is shortened. For example, if the enthusiasm level exceeds 20, the interval between items is shortened by 10 seconds from the initial interval, and if the enthusiasm level exceeds 50, it is shortened by another 10 seconds, and so on.
[0080] Furthermore, in addition to the difference depending on the stadium rank, a different increase value may be set for each play defined as satisfying the enthusiasm increase condition.
[0081] In this embodiment, the condition for increasing the enthusiasm level is that a specific play is performed, but the enthusiasm level may also be increased when a specific condition related to the match is met, such as scoring a hat trick.
[0082] [About the stadium merger] As described above, increasing the stadium rank of a home stadium makes it easier to obtain advantageous effects during a match. However, this only applies when a user plays a match at the home stadium of the virtual club to which the user belongs. In conventional games, users select only one stadium from multiple candidates (equivalent to the default stadiums described above) to use when starting a match. For example, if users A and B want to play against each other, even if a list of multiple stadiums is displayed as options, the stadium used for the match will be any one of the stadiums selected from the list. Therefore, even if users A and B belong to different virtual clubs, each of which has a home stadium that they have developed, and the home stadiums of both clubs are displayed in the stadium list described above, they will only be able to select one of the stadiums. In this case, users who belong to the club whose home stadium was not selected will not be able to fully benefit from the advantageous effects associated with the home stadium.
[0083] Furthermore, by allowing users to customize their home stadiums as described above, it is anticipated that there will be a need for users to show off their customized home stadiums to each other. However, if only one stadium can be selected for each game as described above, it may not be possible to fully meet such needs.
[0084] In this embodiment, when a match is played, a list of stadiums, including the home stadiums of the two competing users and the default stadium, is displayed, and the user is prompted to select two stadiums from among these. For example, one user selects a first stadium, and the opposing user selects a second stadium (assuming both users select the home stadiums of their virtual clubs). The two selected stadiums are then combined to generate a "combined stadium," which can be used to play a match. Regarding this combination, in this embodiment, each stadium is pre-divided into two parts. Regarding the division position, in this embodiment, the division is performed at a position that divides at least the field equally. In this embodiment, a soccer field is assumed as an example, and the division is performed along the so-called center line of the field. In other words, the two divided stadiums are divided so that one of the two stadium parts includes the player's own side of the field, and the other includes the opposing side's side of the field. For convenience, in the following description, it is assumed that the field is viewed from above in a horizontally elongated shape, and the respective parts after the division as described above are referred to as the "right half" and the "left half." In this embodiment, a combined stadium is generated by combining one half of the two selected stadiums. For example, the left half of the home stadium A of virtual club A (operated by the first player) and the right half of the home stadium B of virtual club B (operated by the second player) are combined to form a single combined stadium. In this case, the centers of the fields are aligned. As described above, the field size itself is the same for all stadiums, so at least the field portion is configured to be the same size regardless of the combination of stadiums that are combined. Meanwhile, other portions (stadium exterior walls, spectator seats, etc.) that differ in appearance are combined.
[0085] In this embodiment, the field has a common appearance. However, in other embodiments, the field appearance may be different from other parts. For example, the field of a first stadium may have a green turf appearance, and the field of a second stadium may have a brown turf appearance. In still other embodiments, the field parts of each home stadium may have "attributes," with each home stadium having a different attribute. For example, a parameter related to ease of movement may be set as an attribute, with the field of a first stadium being "turf" and the field of a second stadium being "sand," and the movement speed, etc. may be slower on the sand than on the grass.
[0086] Furthermore, when two home stadiums are combined, the part of the field that overlaps with each club's home stadium becomes that club's "home territory."
[0087] Regarding the selection of stadiums, the example given here is a case where users compete against each other, but in the case of a "user vs. CPU" or "CPU vs. CPU" match, the CPU may select its own stadium, or the user may select the stadium for the CPU on behalf of the CPU.
[0088] Furthermore, in this game, as a pre-match effect, a "stadium combination effect" is presented to the user, showing the home stadiums combining to form a single stadium. In this embodiment, the stadium combination effect displays two halves of a stadium moving toward each other from separate positions and joining their cross-sections to form a single combined stadium. FIGS. 3 to 5 show an example of such a stadium combination effect. These figures show a virtual camera positioned to overlook the stadiums in a virtual space. For example, as shown in FIG. 3, initially, in a three-dimensional virtual space, the opposing halves of a first stadium and a second stadium appear at separate positions. For convenience, these halves are referred to as the right half and the left half. This left-right relationship is assumed to be the positional relationship when viewed from above so that the field appears horizontally. Furthermore, when the two halves of the stadium appear, their cross-sections face each other. In the example of FIG. 3, the left half of the first stadium appears on the left side of the figure, and the right half of the second stadium appears on the right side, but this relationship may be reversed. In other words, the left half of the second stadium and the right half of the first stadium may appear. After this, as shown in FIG. 4, the two stadiums are displayed moving closer to each other. Then, as shown in FIG. 5, the cross-sectional portions are displayed joining together to form a single combined stadium. After this, the virtual camera approaches the combined stadium, and furthermore, camerawork may be performed to move around various parts of the stadium. For example, the goal of each stadium may be displayed. Lu Although these drawings are explained using bird's-eye views, it goes without saying that the camerawork of the virtual camera during the stadium combination performance is arbitrary and may be shot from various positions and angles.
[0089] By presenting the above-described combination effect to users, a new way of enjoying the game can be provided, in which users can show off their customized home stadiums to each other during a series of operations related to the execution of competitive play. In other words, by allowing users to customize their home stadiums as described above, it is conceivable that a need may arise for users to show off the home stadiums they have created to other users, or to see home stadiums created by other users. By displaying the combination effect of the home stadiums before the start of a match, as in this game, it is possible to address such needs by incorporating it into the operation flow of competitive play. Furthermore, because each user can visually confirm the differences in the seating arrangements and spectator numbers of each other's home stadiums, it is possible to ascertain the opponent's stadium rank before the match. This allows users to consider whether there is a difference in stadium rank and how to structure the match accordingly before the match, thereby enhancing the strategic nature of the game and further increasing the game's enjoyment.
[0090] Here, we will provide additional information regarding the boundary (cross-section) parts of combined stadiums. For example, home stadiums with stadium rank 1 and stadium rank 4 differ in the shape of the stadium itself and the number of floors of the seating, which can result in differences in elevation in the cross-section parts at the boundary of the combined stadium. For example, for a three-story stadium with seating at stadium rank 4, the cross-section part may be visible at the boundary of the combined stadium. For this reason, in this game, the home stadium (exterior data) is structured so that it has separate data for the right and left halves as described above, and appropriate textures are applied to the parts that could form the cross-sections above so that they do not look unnatural.
[0091] Incidentally, when the home stadiums of virtual clubs are combined, the combined stadium will have spectators from both clubs. In this embodiment, the item introduction is controlled individually for the spectators associated with each home stadium. Therefore, for example, if home stadiums with stadium ranks 1 and 3 are combined, the team associated with the virtual club with stadium rank 3 will introduce items more frequently, at least immediately after the start of the match, and will be in a correspondingly advantageous position. However, the difference in item introduction frequency may be bridged depending on the progress of the match and the level of enthusiasm.
[0092] In this embodiment, an example is described in which the home stadium of a virtual club is selected. However, even if one or both of the stadiums are default stadiums, the combined stadium is generated using half of the default stadium. However, when a default stadium is used, the above-described advantageous effects of item input by spectators cannot be obtained. In this regard, in other embodiments, even when a default stadium is used, the default stadium may be treated as equivalent to, for example, stadium rank 1 (i.e., the lowest rank), with spectators placed in the default stadium and item input control as described above being performed. In this case, the benefits of stadium growth cannot be obtained, but the advantageous effects of item input can still be obtained.
[0093] As described above, in this embodiment, a growth element is introduced to the home stadium (virtual club), and control is performed to provide advantageous effects during the match according to the degree of growth. It is also possible to play matches (competitive play) in a combined stadium, which is a combination of two stadiums. This allows for a sports game that allows for new and unprecedented ways of enjoying the game.
[0094] [Details of the game processing of this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to Figures 6 to 14. First, various data used in this game processing will be described, and here, data stored in the predetermined server will be described, followed by data that can be stored in the game device 2.
[0095] [Data stored on the server] 6 is a memory map showing an example of programs and data stored in the storage unit 73 of the predetermined server. The storage unit 73 includes a program storage area 201 and a data storage area 203. The program storage area 201 stores a server-side game processing program 202. The data storage area 203 stores at least a user database 204, a virtual club database 205, and other game-related data 206.
[0096] The server-side game processing program 202 is a program for causing the server to execute various functions (login processing, opponent matching processing, etc.) that are handled by the server in the game processing according to this embodiment.
[0097] The user database 204 is a database that stores information about each user of the game according to this embodiment. FIG. 7 is a diagram showing an example of the data configuration of the user database 204. The user database 204 is made up of a plurality of user records 214. Each user record 214 includes account data 215, save data 216, etc.
[0098] The account data 215 is information related to each user's account and is also used as information for uniquely identifying each user. The account data 215 is also used in login processing.
[0099] The save data 216 is information that saves each user's game play status, progress, etc. The save data 216 also includes information for identifying the virtual club to which the user belongs.
[0100] Returning to Fig. 6, the virtual club database 205 is a database related to the virtual club. Fig. 8 is a diagram showing an example of the data configuration of the virtual club database 205. The virtual club database 205 is made up of a plurality of virtual club records 221. Each virtual club record 221 includes at least a virtual club ID 222, owner data 223, owned currency data 224, home stadium data 225, and member data 229.
[0101] The virtual club ID 222 is an ID for uniquely identifying each virtual club.
[0102] The owner data 223 is information for identifying the user who is the owner of the virtual club (by default, the user who created the virtual club is set).
[0103] The owned currency data 224 is data indicating the in-game currency owned by the virtual club (in other words, it is stored as the club's funds). In this game, customization is possible by purchasing stadium parts as described above. Therefore, the in-game currency that can be used to purchase stadium parts is associated with each virtual club. Note that, separately from this, each user may have their own in-game currency that they can use.
[0104] The home stadium data 225 is data related to the home stadium owned by the virtual club. The home stadium data 225 includes at least stadium rank data 226, right half configuration data 227, and left half configuration data 228. The stadium rank data 226 is data indicating the current stadium rank of the home stadium. The right half configuration data 227 is data indicating the configuration of the right half of the home stadium. Specifically, the right half configuration data 227 includes at least information specifying the stadium parts used in the right half of the home stadium and information specifying their placement position and orientation. Similarly, the left half configuration data 228 is data indicating the configuration of the left half of the home stadium. Furthermore, the user can change the configuration of the home stadium by applying purchased stadium parts to the home stadium on a specific customization screen, etc., and the home stadium data 225 can be updated as appropriate.
[0105] In this embodiment, the home stadium data 225 is configured as separate right-half data and left-half data, but in other embodiments, the data may not be configured as separate right-half and left-half data. For example, data corresponding to the right and left halves of the stadium may be selected from the data for the entire stadium, as appropriate, to identify data indicating the configuration of the right and left halves of the stadium.
[0106] The member data 229 is information indicating the users who belong to the virtual club.
[0107] Although not shown, the virtual club record 221 also includes data indicating the name, emblem, etc. of the virtual club.
[0108] 6, the other game-related data 206 is various data used in the game processing as described above. At the timing of the login processing or at a predetermined timing during the game, data extracted from the other game-related data 206 is transmitted from the server to the game device 2 as needed.
[0109] Next, the data used in the game device 2 will be described. Fig. 9 is a memory map showing an example of programs and data stored in the storage unit 22 of the game device 2. The storage unit 22 includes a program storage area 301 and a data storage area 303. The program storage area 301 stores a game processing program 302. The data storage area 303 stores data such as user data 304, affiliated club data 305, default stadium data 306, item master data 307, a lottery table 308, game control data 309, virtual camera control data 314, operation data 315, transmission data 316, and reception data 317.
[0110] The game processing program 302 is a program for executing the game processing according to this embodiment.
[0111] User data 304 is data related to the user who is using game device 2. During the login process, predetermined information corresponding to the user is selected from user database 204, and this data is received from the server and stored. For example, the data includes the user name.
[0112] The belonging club data 305 is data relating to the virtual club to which the user belongs. The belonging club data 305 is, for example, received from the server and stored as the virtual club record 221 selected from the virtual club database 205 according to the logged-in user during login processing.
[0113] The default stadium data 306 is data relating to the default stadium that is provided in the game from the beginning, and includes data indicating the exterior configuration of the default stadium.
[0114] The item master data 307 is master data that defines the various items described above. For each item, the item master data 307 includes the item's identifier, appearance, effect, and information indicating whether the item is a shared item or a dedicated item.
[0115] The lottery table 308 is data used to draw items to be inserted into the item boxes, and defines the winning rate for each item.
[0116] The default stadium data 306, item master data 307, and lottery table 308 may be included in the other game-related data 206 of the server. These data may be received from the server and stored at a predetermined timing, such as during a login process. Alternatively, these data may be stored as part of a game application in the game device 2, and may be read into the storage unit 22 when the game application is started, for example.
[0117] Next, the game control data 309 is data that is generated and used as appropriate during game processing to control the above-mentioned game-related processing. The game control data 309 stores at least player character data 310, game situation management data 311, enthusiasm management data 312, and combined stadium data 313.
[0118] The player character data 310 is data related to the player characters. The player character data 310 includes various data for controlling the actions of each player character during a match, such as the current position and posture of each player character, and the current action state (for example, while shooting, dribbling, etc.).
[0119] The match situation management data 311 is data for managing the entire match. The match situation management data 311 includes, for example, the following data. First, it includes data for identifying the users (and other game devices 2) participating in the match. It also includes data indicating the team each user is responsible for, and data indicating the player character currently being operated by each user during the match. It also includes data for managing the time when the above-mentioned items are inserted. It also includes various data for managing and controlling the progress of the match, such as data indicating the current score situation and data indicating the time elapsed since the start of the match.
[0120] The enthusiasm management data 312 is data for managing the enthusiasm level as described above. The enthusiasm management data 312 includes data indicating the current enthusiasm level for each of the two competing teams (own team / opponent team).
[0121] The combined stadium data 313 is data related to the combined stadium used in the match. For example, information specifying the combination of stadiums related to the combined stadium, or the object data of the combined stadium itself, etc., is stored.
[0122] Next, the virtual camera control data 314 is data for controlling the movement of the virtual camera. Specifically, it is data that specifies the virtual camera position, attitude, angle of view, imaging direction, etc. During a match, the contents of the virtual camera control data 314 are basically set automatically so that the player character being controlled by the user is displayed approximately in the center of the screen. Alternatively, the virtual camera control data 314 may be set based on the operation of the virtual camera by the user. Additionally, when displaying effects such as the above-mentioned stadium combination effect, the virtual camera control data 314 is set based on data that defines the camerawork for each effect.
[0123] The operation data 315 is data indicating the content of an operation performed on the controller 4. For example, the operation data 315 includes data indicating the pressing state of the button section 43 such as a cross key, and the input state of the analog stick 42. The content of the operation data 315 is updated at a predetermined cycle based on a signal from the controller 4 (communication section 41).
[0124] The transmission data 316 is data to be transmitted to other game devices 2, and includes at least information for identifying the sender and the contents of the operation data 315.
[0125] The received data 317 is the transmission data 316 received from the other game devices 2 and stored so that each of the other game devices (that is, the sender) can be identified.
[0126] In addition, various data used in game processing is stored as needed in the storage unit 22. For example, modeling data showing the appearances of player characters and spectators is stored.
[0127] [Details of the processing performed by Processor 21] Next, details of the game processing according to this embodiment will be described, mainly focusing on the processing when a match is played in a user vs. user format (a match between two users).
[0128] FIG. 10 is a flowchart showing details of the game processing. The game processing is initiated, for example, when a user instructs a match-up on a predetermined menu screen. Note that this flowchart is merely an example of the processing steps. Therefore, the order of the steps may be changed as long as the same results are obtained. Furthermore, the values of the variables and the thresholds used in the determination steps are merely examples, and other values may be used as needed.
[0129] 10, first, in step S1, processor 21 executes a match preparation process. This process is a process for making various preparations for starting a match. FIG. 11 is a flowchart showing the details of the match preparation process. In FIG. 11, first, in step S11, processor 21 executes a process for determining an opponent user. Here, an example is described in which users compete against each other, but the user may select a CPU as the opponent, or the CPU may compete against each other. When users compete against each other, a process is executed to determine the participating users of the match (here, a total of two users) by a predetermined matching process via the server, a process of inviting friends, or the like. Then, processor 21 stores, as match status management data 311, information (such as the club to which the user belongs) about the determined participating users (hereinafter, opponents), information for identifying the game device 2 used by the opponents (such as network address information), and the like.
[0130] Next, in step S12, processor 21 executes a process for determining stadiums to be used in the match. Here, for example, the following process is executed. First, processor 21 identifies the virtual club to which the opponent belongs based on match situation management data 311. Next, processor 21 acquires home stadium data 225 related to the opponent's virtual club from the server. Next, processor 21 generates a stadium list image based on the data of the user's home stadium, the data of the opponent's home stadium, and default stadium data 306, and displays the image on display unit 5. Processor 21 then waits for a selection operation from the user. Then, when the user performs an operation to select two stadiums to use from the stadium list, the two stadiums are determined as the stadiums to be used based on the content of the operation. Here, an example will be described in which the home stadiums of the user and the opponent are selected. Note that with regard to the selection operation, the user may select two stadiums by himself or herself, or the user and the opponent may each take turns selecting one stadium.
[0131] Next, in step S13, processor 21 executes a process of combining the two selected home stadiums to generate the combined stadium. For example, processor 21 configures an object of only the right half of the home stadium based on right half configuration data 227 of the user's home stadium data 225. Furthermore, processor 21 configures an object of only the left half of the home stadium based on left half configuration data 228 of the opponent's home stadium data 225. Processor 21 then combines the two to generate a single combined stadium object, which is stored as the combined stadium data 313. At this time, the stadiums are combined so that the centers of the fields in the cross-sectional portions of each stadium are adjacent on the same coordinate axis. As described above, the field size of each stadium is the same, so no matter which stadiums are combined, there will be no misalignment in the field portions, resulting in a field of the same size.
[0132] Next, in step S14, processor 21 places various objects in the virtual space (for playing a match). Specifically, processor 21 places player characters on the field of the combined stadium. Processor 21 also places spectators in the spectator seats (spectator placement areas) of each home stadium associated with the combined stadium. At this time, processor 21 appropriately selects and places the types of spectators according to the stadium rank. As described above, the size of the spectator seats increases with the stadium rank, and spectators are placed so that the stadium is always full. As a result, the number of spectators placed will correspond to the rank of each stadium. Therefore, there may be a difference in the number of spectators between the two stadiums that make up the combined stadium. In addition, processor 21 appropriately places various objects such as a ball and a referee character. In addition, processor 21 also performs initialization processing of various data used during the match.
[0133] Next, in step S15, processor 21 also displays the above-described stadium combination effect based on combined stadium data 313. That is, as described above, processor 21 causes half of the user's home stadium and half of the opponent's home stadium to appear at positions separated from each other in the virtual space. Furthermore, each half is moved closer to each other. Then, an effect is displayed on display unit 5, in which the cross-sectional portions come into contact with each other to complete a single combined stadium.
[0134] Next, in step S16, processor 21 displays a predetermined effect announcing the start of the match (following the stadium combination effect). When the display of the effect announcing the start of the match ends, the match preparation process ends, and the match begins.
[0135] Returning to FIG. 10, next, in step S2, processor 21 executes a game control process. FIG. 12 is a flowchart showing the game control process in detail. First, in step S21, processor 21 executes an item introduction control process. This process is a process for controlling the introduction of items as described above.
[0136] 13 is a flowchart showing details of the item introduction control process. First, in step S31, processor 21 calculates the next item introduction timing for each team (virtual club) based on stadium rank data 226 and enthusiasm management data 312. Any calculation method may be used, but for example, processor 21 calculates the initial introduction interval based on stadium rank data 226. Then, processor 21 determines the next introduction timing by shortening the interval by a predetermined time in accordance with the current enthusiasm level.
[0137] As mentioned above, the intervals between items vary depending on the stadium rank, so if home stadiums of different ranks are combined, the intervals between items being added may differ for each virtual club.
[0138] Next, in step S32, processor 21 determines whether the next timing for inserting an item has arrived, based on information about the elapsed time of the game included in game situation management data 311. If the result of this determination is that the next timing has not arrived (NO in step S32), processor 21 terminates the item insertion control process. On the other hand, if the next timing has arrived (YES in step S32), in step S33, processor 21 performs a lottery for one item to be inserted, based on item master data 307 and lottery table 308. At this time, processor 21 may make adjustments based on game situation management data 311, for example, by referring to the score situation, etc., so that an item that will have a more advantageous effect for a virtual club that is currently at a disadvantage in the game is more likely to be selected. For example, an adjustment may be made, such as temporarily doubling the winning rate of a dedicated item.
[0139] Next, in step S34, processor 21 generates an item box containing the selected item and determines a position to drop the item box into. In the present embodiment, as described above, the position of or a nearby position of a player character belonging to the cheering club of the spectator dropping the item box is determined as the drop-in position.
[0140] Next, in step S35, processor 21 executes a process of throwing the item box from the spectator seats (a predetermined position within the spectator placement area) toward the determined throw-in position. For example, processor 21 executes a process of moving the item box in a parabolic arc, with the predetermined spectator seating position as the start point and the throw-in position as the target point. As described above, item throwing is controlled separately for each of the two competing virtual clubs, and depending on the timing, two item boxes (one for the user's virtual club and one for the opponent's virtual club) may be thrown in at the same time.
[0141] This completes the item insertion control process.
[0142] Returning to FIG. 12 , next, in step S22, processor 21 controls the movements of the player characters. Specifically, the following process is performed: first, processor 21 acquires operation data 315. Next, based on the operation content, processor 21 controls the movement of any one player character on the player's team who is currently being operated. Furthermore, processor 21 performs AI control for the remaining player characters on the player's team. Next, processor 21 generates transmission data 316 including the operation data 315, and transmits it to the opponent's game device 2. Next, processor 21 receives data including the opponent's operation data 315 from the opponent's game device 2, and stores it as received data 317. Then, processor 21 controls the movements of the opponent's player character based on received data 317.
[0143] Next, in step S23, processor 21 controls the movement of the ball. Specifically, processor 21 moves the ball based on movement parameters (movement direction, movement speed, etc.) that are set in association with the ball.
[0144] Next, in step S24, processor 21 performs various collision determinations and game processing based on the determination results. Specifically, at least the following three types of collision determinations and game processing are performed.
[0145] First, a collision determination is performed for the ball. That is, when the ball collides with a player character or the like (for example, dribbling, passing, shooting, etc.), a process is executed to set the movement parameters of the ball based on the nature of the collision.
[0146] Next, a collision determination is made between player characters. For example, when a player character tackles another player character. In this case, parameters for controlling the movement of the player character are set appropriately based on the result of the collision. For example, various parameters are set to control the movement of the player character being blown away by the tackle.
[0147] Furthermore, a collision (contact) determination with the item box or item is also performed. In this case, if a collision with an item box occurs, the item selected by lottery is made to appear at the location, and the player character (or the team to which the player character belongs) that collided with the item is made to acquire the item.
[0148] As described above, various collision determinations are made, and game processing is executed as appropriate based on the determination results.
[0149] Next, in step S25, processor 21 executes other game processing that is not based on the above-described collision determination result. In this embodiment, at least the following processing is executed.
[0150] First, a process related to the change in the enthusiasm level is executed. Processor 21 determines whether a predetermined condition for increasing the enthusiasm level has been achieved. If the condition has been achieved, processor 21 increases the enthusiasm level by a predetermined value based on the achieved content and the stadium rank of the virtual club that achieved the condition, and updates enthusiasm level management data 312.
[0151] Furthermore, a process related to the use of the acquired item is also executed. Specifically, when the user performs an operation to use an item, processor 21 executes a process to generate a predetermined effect according to the item instructed to be used.
[0152] Furthermore, a process of determining a score is also executed. Inside the The CPU 310 determines whether the player has moved to the next virtual club or not, and performs a process of giving points to one of the virtual clubs according to the result (updating the match situation management data 311).
[0153] Other processes include controlling the cheering motions of the spectators, setting the virtual camera control data 314, and controlling audio playback. The cheering motions of the spectators may be changed according to the level of enthusiasm. For example, the spectators may be made to perform cheering motions with greater vigor when the level of enthusiasm is high than when the level of enthusiasm is low. This allows the spectators to appear more excited as the level of enthusiasm increases, allowing the user to experience a sense of unity with the spectators.
[0154] Next, in step S26, processor 21 generates a game image that reflects the above processing content, and outputs it to display unit 5. This completes the game control processing.
[0155] Figure 1 0 Then, in step S3, processor 21 determines whether or not a game end condition has been satisfied based on game situation management data 311. For example, it is determined whether or not the game time has elapsed. If the result of the determination is that the game end condition has not been satisfied (NO in step S3), the process returns to step S2 and the process is repeated. On the other hand, if the game end condition has been satisfied (YES in step S3), in step S4, processor 21 executes game end processing.
[0156] 14 is a flowchart showing details of the match end process. In FIG. 14, first, in step S41, processor 21 calculates the amount of in-game currency to be awarded to each competing virtual club based on the result of the match. Then, processor 21 awards the calculated amount of in-game currency to each virtual club (updating possessed currency data 224).
[0157] Next, step S 4In step 2, processor 21 controls the unlocking of the stadium rank. That is, processor 21 determines whether or not the unlock conditions for a higher rank have been met for each club that played against the other clubs as a result of the match, and if the conditions are met, performs a process of unlocking a higher rank. In addition, in association with this, processor 21 updates stadium rank data 226 to a higher rank. This enables the user to purchase stadium parts of a higher rank. At this time, processor 21 may display a predetermined effect indicating that the stadium rank has increased.
[0158] Next, step S 4 In step 3, processor 21 displays the end of the match effect on display unit 5. This completes the match end processing.
[0159] This concludes the detailed description of the game processing according to this embodiment.
[0160] In this manner, in this embodiment, virtual clubs created by users can compete against each other. Furthermore, a growth factor called a stadium rank is set for the home stadium of each virtual club. Furthermore, users can purchase spectator seats as stadium parts. By increasing the stadium rank, they can purchase seats that can accommodate more spectators. Furthermore, spectators can insert items that generate advantageous effects in the game at predetermined time intervals, and this insertion interval shortens as the stadium rank increases. Therefore, by increasing the stadium rank, opportunities to use such items increase, thereby making it easier to progress through the game more advantageously. This provides users with the joy and motivation to develop their stadium (virtual club), thereby increasing the interest of the game. Furthermore, the user can be shown the relationship that an increase in the number of spectators cheering for their club makes it easier to progress through the game more advantageously, allowing the user to experience the benefits of an increase in the number of spectators (supporters) for their club and a sense of unity with the spectators. This further enhances the interest of the sports game and provides users with the fun of developing their virtual club.
[0161] In this embodiment, a combined stadium formed by combining two stadiums is used in a match. For example, when two different virtual clubs compete against each other, the match can be played in a combined stadium formed by combining the home stadiums of the two clubs. Furthermore, the intervals between the items are controlled based on the stadium rank of each club, so that effects corresponding to the home stadium of each club can be generated or applied. Furthermore, in this embodiment, a stadium combination effect is presented to the user before the match. This allows the user to enjoy the series of operations required for the match, in which each club shows off their customized home stadiums to each other. Furthermore, the user can check the opponent's stadium rank before the match.
[0162] [Variations] In the above embodiment, an example was shown in which the contents of the item box drawn by lottery are not affected by the stadium rank. In other embodiments, the items that are added may vary depending on the stadium rank. For example, there may be items that are not added (drawn by lottery) in a stadium with a rank of 1, but may be added in a stadium with a rank of 4.
[0163] Furthermore, even if the items are the same (at least in appearance), the amount or magnitude of their effect may be changed depending on the stadium rank. For example, consider an item that temporarily increases the movement speed of a player character. In this case, an item introduced at stadium rank 4 may increase the movement speed by a greater amount than an item introduced at stadium rank 1. This allows the player to progress through the match with an advantage as the stadium rank increases.
[0164] In yet another embodiment, the performance of a player character may be changed depending on the match results of the virtual club. For example, once the cumulative number of wins exceeds a predetermined threshold, a predetermined value may be added to the "movement speed" parameter of the player character of that virtual club. This allows the player character to progress in the match with an advantage as the match results improve.
[0165] Furthermore, in the above embodiment, an example has been shown in which, when the unlock conditions for a higher rank are met, the higher rank is unlocked and the stadium rank is automatically increased. In other embodiments, even if the unlock conditions for a higher rank (stadium rank update conditions) are met, the stadium rank may not be updated immediately, but may be updated at a predetermined timing based on a predetermined operation by the user. For example, the higher rank may be unlocked and the stadium rank updated in exchange for consuming a predetermined amount of in-game currency.
[0166] In the above embodiment, an example was shown in which, when a higher rank is unlocked, the stadium part corresponding to the unlocked rank becomes available for purchase. In other embodiments, even when a higher rank is unlocked, it may be possible to purchase a stadium part corresponding to a rank higher than the current rank. In this case, although the stadium part can be purchased, it may not be usable until the stadium rank corresponding to the stadium part is reached.
[0167] In still another embodiment, data indicating a "club rank" indicating the rank of the club itself may be used in addition to the stadium rank described above. The club rank may be increased, for example, based on match results (number of wins). In this case, the stadium rank data 226 may be stored in association with data indicating the club rank. The stadium rank may be updated according to the club rank, or may be updateable based on a user operation.
[0168] Regarding stadium merging, in other embodiments, when a combined stadium is a specific combination of stadiums, it may be considered a special combination, and special effects or special presentations may be generated. For example, when stadiums using the same "theme" are combined to generate a combined stadium, special presentations may be displayed in the stadium merging presentation, or special background music may be played in the game start presentation. Even if stadiums use the same "theme," the stadium parts associated with each stadium, such as spectator seating objects and spectator objects, may be different. Furthermore, even when a combined stadium is generated by combining a stadium using "theme A" and a stadium using "theme B," if the combination of these stadiums is a combination that is predefined as a special combination, special presentations may be displayed in the stadium merging presentation, or special background music may be played in the game start presentation. Furthermore, special items may be provided that are only available in combined stadiums resulting from such special merging.
[0169] Furthermore, the items to be inserted into the home stadium (i.e., the effects to be generated) may be selectable to some extent by the user. For example, the insert items may be purchased as a type of stadium part using in-game currency. Furthermore, it may be possible to specify a specific insert item from among the purchased insert items to be actually inserted during a match. This allows the items to be inserted into each virtual club's home stadium to differ, giving each home stadium its own unique character.
[0170] Furthermore, the types of items to be added may be different for each of the default stadiums. That is, at least some of the items to be added may be unique items defined for each default stadium.
[0171] In the above embodiment, when stadiums are combined, an example is given in which stadiums that are half the size of one another are combined. In other words, an example is given in which stadiums that are 50% the size of the other are combined. In other embodiments, the combination is not limited to a 50% ratio, and for example, one stadium may be combined at a ratio of 75% and the other at 25%.
[0172] Furthermore, in the above embodiment, an example has been given of combining two stadiums, but in other embodiments, three or more stadiums may be combined. For example, when combining four stadiums, a portion of each stadium may be extracted and combined so that each stadium accounts for 25%. The number of stadiums designated for combining may correspond to the number of users (or virtual clubs) participating in the game. Regarding the designation of stadiums, for example, when four people play against each other, each user may be allowed to designate one stadium. Alternatively, one user may designate multiple stadiums.
[0173] Furthermore, in the above embodiment, an example was shown in which the item insertion interval was adjusted taking into account "enthusiasm" in addition to stadium rank. In other embodiments, such a parameter as "enthusiasm" need not necessarily be used. For example, the number of times a predetermined play defined in advance as the aforementioned condition for increasing enthusiasm is performed may be counted, and control may be performed to further shorten the item insertion interval based on the count exceeding a predetermined threshold. In other words, the item insertion interval may be adjusted based on the execution status of the predetermined play.
[0174] In the above embodiment, the goal of soccer, etc. To We have used ball games where the ball is passed back and forth as an example, but there are other games like the one above. LuThe above processing may be applied to ball games that do not use a ball game controller. For example, it may be applied to a game with a baseball motif. In this case, with regard to the above-mentioned combined stadium, although there is no concept of a home team and an opponent team in a baseball stadium, for example, a "combined baseball stadium" may be generated by dividing the baseball stadium into two equal parts along a predetermined direction and combining the two halves. Furthermore, as an equivalent to the above-mentioned virtual club, a "virtual baseball team" may be created by the user, and the user may be able to belong to it.
[0175] The combined stadium may also be applied to games other than ball games. For example, it may be applied to a fighting game in which characters trained by the user compete against each other in a stadium. Furthermore, it may be applied to a fighting game with a martial arts motif in which a location (stage) for the battle can be selected from multiple locations equivalent to the stadium.
[0176] In the above embodiment, a series of game processes related to a match is executed by a single game device 2. In other embodiments, the series of processes may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, main processes of the series of processes may be executed by the server device, and some processes may be executed by the terminal device. In the above information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. Also, a so-called cloud gaming configuration may be adopted. For example, the game device 2 may send operation data indicating user operations to a predetermined server, and the server may execute various game processes, and the execution results may be streamed to the game device 2 as video and audio. [Explanation of symbols]
[0177] 2. Game devices 4 Controller 5 Display section 21 processors 22 Memory section 23 Radio Communication Department 24 Controller communication section 25 Video and audio output section
Claims
1. A game program that causes a computer of an information processing device to execute a competitive sports game in which a team of a first club to which at least one user belongs competes against a team of a second club, the game program comprising: At least the first club is associated with a rank that is information regarding the club's growth level; The computer, During a match of the competitive sports game, an item appears at an appearance frequency corresponding to the rank of the item; A game program that executes a game process that executes the competitive sports game so that an advantageous effect is given to the team of the first club when the item is acquired by a character of the team of the first club during a match of the competitive sports game.
2. the information on the degree of growth of the clubs is information on the size of stadiums where the teams of the first club and the teams of the second club play; stadium parts according to the rank can be associated with the stadium; the stadium parts include at least one spectator object arranged in spectator seats; the item is dropped by the spectator object during the game; The game program according to claim 1 , wherein the computer is caused to place the spectator objects in the stadium in a number corresponding to the rank, and execute the game processing.
3. The computer further comprises:
2. The game program according to claim 1, wherein the item appears with a frequency based on the execution status of a predetermined play performed by a character of the first club's team during a match of the competitive sports game and the level of the rank.
4. The item is an item that can be used by both the team of the first club and the team of the second club, The computer, 3. The game program according to claim 2, wherein the item appears in the stadium during a match of the competitive sports game at a position closer to a character of the first club's team than to a character of the second club's team.
5. 5. The game program according to claim 1, wherein the item is an item that improves the performance of a character of the first club's team or that interferes with the action of a character of the second club's team.
6. A game system having a processor, the game system being configured to execute a competitive sports game in which a team of a first club to which at least one user belongs competes against a team of a second club in the game, the game system comprising: At least the first club is associated with a rank that is information regarding the club's growth level; The processor: During a match of the competitive sports game, an item appears at an appearance frequency corresponding to the rank of the item; A game system that executes a game process that executes the competitive sports game so that an advantageous effect is given to the team of the first club when the item is acquired by a character of the team of the first club during a match of the competitive sports game.
7. the information on the degree of growth of the clubs is information on the size of stadiums where the teams of the first club and the teams of the second club play; stadium parts according to the rank can be associated with the stadium; the stadium parts include at least one spectator object arranged in spectator seats; the item is dropped by the spectator object during the game; The game system according to claim 6 , wherein the processor executes the game processing by placing the spectator objects in the stadium in a number corresponding to the rank.
8. The processor further comprises:
7. The game system according to claim 6, wherein the items appear with a frequency based on the execution status of a predetermined play performed by a character of the first club's team during a match of the competitive sports game and the level of the rank.
9. The item is an item that can be used by both the team of the first club and the team of the second club, The game system according to claim 7, wherein the processor causes the item to appear in a position within the stadium closer to the characters of the first club's team than to the characters of the second club's team during a match of the competitive sports game.
10. 10. The game system according to claim 6, wherein the item is an item that improves the performance of a character of the first club's team or that interferes with the action of a character of the second club's team.
Citation Information
Patent Citations
Game method and game system
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