Programs and systems
A dynamic reward system in game systems that discards initial match rewards and penalties for rematches with more advantageous outcomes improves user engagement and entertainment value.
Patent Information
- Application Number
- JP2022124046
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-03
- Publication Date
- 2025-10-06
- Estimated Expiration
- 2042-08-03
AI Technical Summary
Existing game systems that award cumulative rewards for consecutive wins lack interest and motivation for users to continue playing.
Implement a mechanism where a first reward and penalty are determined for a match, and upon a rematch, these are discarded, with a more advantageous second reward and less advantageous or equivalent penalty being determined based on the match results.
Enhances the entertainment value of competitive games by providing a dynamic reward system that maintains user engagement through varied outcomes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] In recent years, game systems have become known that enable users to play competitive games (compete) online, for example.
[0003] In such game systems, it is generally known that rewards are awarded to users who win matches, but in some cases, a system is implemented in which rewards are awarded cumulatively, for example, by winning consecutive matches.
[0004] However, simply providing cumulative rewards may lack interest and reduce motivation to play the game again. [Prior art documents] [Non-patent literature]
[0005] [Non-Patent Document 1] "[Battle Event] Use powerful skills from the start!? "Special Cup" held", [online], [Retrieved July 11, 2022], Internet〈URL: https: / / sp.mmo-logres.com / news / p48585 / 〉 Summary of the Invention [Problem to be solved by the invention]
[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and system that can improve the entertainment value of a competitive game. [Means for solving the problem]
[0007] According to one aspect of the present invention, a computer is caused to execute the steps of providing a first game play environment in which a first match can be played, and providing a second game play environment in which a second match can be played after the first match, and when the first match is played, a first reward for winning the first match and a first penalty for losing the first match are determined. When the second match is played, the first reward and the first penalty are discarded, and a second reward for winning the second match that is more advantageous than the first reward is determined, and a second penalty for losing the second match that is less advantageous than the first penalty or a penalty equivalent to the first penalty is determined. The first match and the second match are conducted between a first user and a second user, and whether or not the second match will be conducted is determined according to a difference in the match results between the first user and the second user in the first match. A program will be provided. [Effects of the Invention]
[0008] The present invention makes it possible to improve the entertainment value of competitive games. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a first user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a first user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] 10 is a sequence chart showing an example of a processing procedure of the game system. [Figure 7] FIG. 4 is a diagram showing an example of the data structure of user data of a first user. [Figure 8] FIG. 10 is a diagram showing an example of the data structure of a first-match reward table. [Figure 9] FIG. 10 is a diagram showing an example of a first-game winning user screen. [Figure 10]FIG. 10 is a diagram showing an example of the data structure of a rematch reward table. [Figure 11] FIG. 10 is a diagram showing an example of a winning user screen in a rematch. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play a competitive game online, for example, and includes a first user terminal 10, a second user terminal 20, and a server device 30.
[0011] The first user terminal 10 is, for example, an electronic device used by a first user. The second user terminal 20 is, for example, an electronic device used by a second user different from the first user. In this embodiment, it is assumed that the first user terminal 10 and the second user terminal 20 are, for example, smartphones, but the first user terminal 10 and the second user terminal 20 may be other electronic devices such as, for example, a tablet terminal and a personal computer.
[0012] The server device 30 is communicably connected to a first user terminal 10 and a second user terminal 20 via a network 40 such as the Internet.
[0013] Although only two user terminals (first user terminal 10 and second user terminal 20) are shown in Figure 1, the game system 1 is assumed to have multiple user terminals used by each of multiple users (i.e., multiple users who can play a competitive game) who have been pre-registered in the game system 1 (server device 30).
[0014] Fig. 2 shows an example of the hardware configuration of the first user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, a hardware configuration in the case where the first user terminal 10 is a smartphone will be described.
[0015] As shown in FIG. 2, the first user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
[0016] The nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that run on the first user terminal 10.
[0017] The CPU 12 is a processor for controlling the operation of various components within the first user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.
[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 30, etc.).
[0019] The display 15 is a display device for displaying, for example, various screens relating to the fighting game played by the first user.
[0020] The touch panel 16 is an input device that detects the position touched by the fingertip or the like of the first user, and is disposed, for example, on the front surface of the display 15, overlapping it.
[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations on the screen by the first user.
[0022] 2, the hardware configuration of the first user terminal 10 used by the first user has been described, but the hardware configuration of the second user terminal 20 used by the second user (and other user terminals used by other users) is the same as that of the first user terminal 10. Therefore, in the following description, the hardware configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 2.
[0023] Fig. 3 shows an example of the hardware configuration of the server device 30 shown in Fig. 1. As shown in Fig. 3, the server device 30 includes a nonvolatile memory 31, a CPU 32, a main memory 33, a wireless communication device 34, and the like.
[0024] The nonvolatile memory 31 stores various programs. The various programs stored in the nonvolatile memory 31 include, for example, an operating system (OS) and various application programs that run on the server device 30.
[0025] The CPU 32 is a processor for controlling the operation of various components within the server device 30, and executes various programs stored in the nonvolatile memory 31, for example. The CPU 32 may be a single processor or may be composed of multiple processors. The various programs stored in the nonvolatile memory 31 are loaded from the nonvolatile memory 31 to the main memory 33 and executed by the CPU 32, and the programs (application programs) executed by the CPU 32 include a game program 33A for operating as a server device in the game system 1.
[0026] The wireless communication device 34 is a device for performing wireless communication with external devices (for example, the first user terminal 10 and the second user terminal 20, etc.).
[0027] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function of providing a game play environment in which the first and second users can play a competitive game, by the first user terminal 10, the second user terminal 20, and the server device 30 operating in cooperation with each other. In this embodiment, the game play environment refers to the environment necessary to play a competitive game in a broad sense, and includes various elements related to the competitive game.
[0028] 4 shows an example of the functional configuration of the first user terminal 10. As shown in FIG. 4, the first user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.
[0029] 4 are functional units that are realized by, for example, the CPU 12 (the computer of the first user terminal 10) of the first user terminal 10 executing the above-mentioned game program 13A (i.e., software). This game program 13A may be downloaded to the first user terminal 10 via the network 40, or may be distributed by being stored in advance on a computer-readable storage medium.
[0030] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).
[0031] The operation reception unit 101 receives operations (instructions) from the first user for playing a competitive game in a game play environment provided by the game system 1. When the first user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 101 include operations of touching a fingertip to a touch panel 16 (touch screen display) provided on the first user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).
[0032] The control unit 102 interprets the operation received by the operation receiving unit 101 and executes control to progress the competitive game being played in the game play environment.
[0033] The display processing unit 103 executes processing to display the above-described game play environment and a screen (image) according to the progress of the competitive game, in accordance with the control of the control unit 102. The first user can perform operations to play the competitive game while referring to the screen displayed by the display processing unit 103.
[0034] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user (e.g., first and second users) who can play the competitive game, and the game data is data (information) common to the accounts and is referenced when the above-mentioned game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment (game space) and setting data related to the competitive game. On the other hand, the user data is data managed for each user account. Specifically, the user data stored in the storage unit 104 included in the first user terminal 10 indicates, for example, the rank (level) of the first user in the competitive game, various items and points acquired by the first user in the competitive game, etc.
[0035] 4, the functional configuration of the first user terminal 10 used by the first user has been described, but the functional configuration of the second user terminal 20 used by the second user (and other user terminals used by other users) is the same as that of the first user terminal 10. Therefore, in the following description, the functional configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 4.
[0036] 5 shows an example of the functional configuration of the server device 30. As shown in FIG. 5, the server device 30 includes a storage unit 301, a data management unit 302, and a control unit 303.
[0037] The storage unit 301 shown in FIG. 5 is realized by the nonvolatile memory 31 shown in FIG. 3 or another storage device (not shown).
[0038] 5 are functional units that are realized, for example, by a CPU 32 (a computer of the server device 30) provided in the server device 30 executing the above-described game program 33A (i.e., software). This game program 33A may be downloaded to the server device 30 via the network 40, for example, or may be distributed by being stored in advance in a computer-readable storage medium.
[0039] The storage unit 301 stores game data similar to the game data stored in the storage unit 104 included in the first user terminal 10 (and the second user terminal 20) described above. The storage unit 301 also stores user data for each user (e.g., first and second users) who has been registered in advance in the game system 1 (server device 30).
[0040] The data management unit 302 manages the game data and user data stored in the storage unit 301. Specifically, the data management unit 302 executes processes such as adding, updating, and deleting game data and user data.
[0041] As described above, the game data and user data are stored in the storage unit 104 included in the first user terminal 10, and the game data and user data are transmitted from the data management unit 302 (server device 30) to the first user terminal 10 and stored in the storage unit 104. While only the first user terminal 10 has been described here, the same applies to other user terminals including the second user terminal 20. However, while the game data is transmitted to multiple user terminals including the first user terminal 10 and the second user terminal 20, the user data is transmitted only to the user terminal used by the user corresponding to the user data. In the following description, for example, the user data stored in the storage unit 104 included in the first user terminal 10 (i.e., the user data transmitted from the server device 30 to the first user terminal 10) will be referred to as the user data of the first user, and the user data stored in the storage unit 104 included in the second user terminal 20 (i.e., the user data transmitted from the server device 30 to the second user terminal 20) will be referred to as the user data of the second user.
[0042] The control unit 303 controls processing for realizing a battle between a plurality of users (for example, a first and a second user) in a battle game played in a game play environment provided by the game system 1.
[0043] Here, for example, assume that a first user using a first user terminal 10 and a second user using a second user terminal 20 are competing in a real-time battle. In this case, for example, the first user can play a battle game on the first user terminal 10 by operating the first user terminal 10, but if the operations of the second user are not reflected in the battle game (battle) played on the first user terminal 10, the first user cannot compete against the second user using the first user terminal 10. Similarly, for example, the second user can play a battle game on the second user terminal 20 by operating the second user terminal 20, but if the operations of the first user are not reflected in the battle game (battle) played on the second user terminal 20, the second user cannot compete against the first user using the second user terminal 20.
[0044] For this reason, the control unit 303 receives from the first user terminal 10 an operation of the first user performed at the first user terminal 10 (i.e., an operation accepted by the operation accepting unit 101 included in the first user terminal 10), and executes a process of transmitting the operation to the second user terminal 20 (i.e., relaying the operation of the first user from the first user terminal 10 to the second user terminal 20). Similarly, the control unit 303 receives from the second user terminal 20 an operation of the second user performed at the second user terminal 20 (i.e., an operation accepted by the operation accepting unit 101 included in the second user terminal 20), and executes a process of transmitting the operation to the first user terminal 10 (i.e., relaying the operation of the second user from the second user terminal 20 to the first user terminal 10). According to this, control for progressing the competitive game based on operations of the first and second users is executed on both the first user terminal 10 and the second user terminal 20, and a screen (competitive game screen) reflecting operations of both the first and second users can be displayed on both the first user terminal 10 and the second user terminal 20. In other words, in the game system 1 according to this embodiment, actions in the competitive game caused by operations of the first user are reproduced (synchronized) on the second user terminal 20, and actions in the competitive game caused by operations of the second user are reproduced (synchronized) on the first user terminal 10, thereby realizing a real-time battle using the first user terminal 10 and the second user terminal 20.
[0045] The game system 1 according to this embodiment provides a game play environment, and this "provision of a game play environment" is realized by a game program (i.e., the game program 13A executed on a plurality of user terminals including the first user terminal 10 and the second user terminal 20, and the game program 33A executed on the server device 30) that runs on the game system 1. However, the game program according to this embodiment may be a part of the game programs 13A and 33A.
[0046] Furthermore, in the game system 1 according to this embodiment, for example, the server device 30 may have at least some of the functions of multiple user terminals (such as the first user terminal 10 and the second user terminal 20), or the multiple user terminals may have at least some of the functions of the server device 30. Furthermore, the game system 1 may include devices other than the multiple user terminals and the server device 30. That is, the game program according to this embodiment (game programs 13A and 33A) may be executed by multiple user terminals, the server device 30, or other devices.
[0047] Incidentally, in this embodiment, the game system 1 can provide a game play environment in which a competitive game can be played as described above, but there is a possibility that the competitive game cannot be fully enjoyed by, for example, the first and second users simply competing in a single match. For this reason, it is conceivable that the first and second users may compete again (hereinafter referred to as a rematch) after their first match (hereinafter referred to as a first match), and it is preferable that the rematch be interesting enough to make the first and second users want to compete again.
[0048] Therefore, in the game system 1 according to this embodiment, a mechanism for increasing the interest of rematches in competitive games is proposed.
[0049] An outline of the rematch in this embodiment will be described below. First, in this embodiment, in order to increase users' motivation for the match itself, a reward is given to the user who wins the match (hereinafter referred to as the winning user), and a penalty is imposed on the user who loses the match (hereinafter referred to as the losing user).
[0050] In this case, for example, when the first match is played, the control unit 303 determines the reward to be given to the winning user of the first match (hereinafter referred to as the first match reward) and the penalty to be imposed on the losing user of the first match (hereinafter referred to as the first match penalty).
[0051] If a rematch is not held after the first match, the reward and penalty for the first match determined in this manner are finalized. The finalized reward for the first match is reflected in the user data of the user who won the first match, and the finalized penalty for the first match is reflected in the user data of the user who lost the first match.
[0052] On the other hand, if a rematch is held after the first match, the reward and penalty for the first match determined as described above (i.e., the win / loss result of the first match) are discarded, and the control unit 303 determines the reward to be given to the winning user in the rematch (hereinafter referred to as the rematch reward) and the penalty to be imposed on the losing user in the rematch (hereinafter referred to as the rematch penalty). The rematch reward determined in this way is reflected in the user data of the winning user in the rematch, and the rematch penalty is reflected in the user data of the losing user in the rematch.
[0053] An example of a processing procedure of the game system 1 according to this embodiment will be described in detail below with reference to the sequence chart of FIG.
[0054] In the following description, it is assumed that, in a game play environment provided by the game system 1, two users play a golf game in which they alternate between hitting the ball and compete to see who can get the ball in the cup with the fewest strokes (i.e., they play a golf match). In this golf game, for example, four holes are prepared, and if one user gets the ball in the cup with the fewest strokes on the first hole, that user is determined as the winning user and the other user is determined as the losing user. In a golf game, it is possible that two users have the same number of strokes on one hole (i.e., the outcome is a draw). However, if the two users have the same number of strokes on the first hole, the game proceeds to the second hole as an overtime, and if one user has fewer strokes on the second hole, that user is determined as the winning user and the other user is determined as the losing user. Furthermore, if the two users have the same number of strokes on the second hole, the game proceeds to the third hole, and if one user has fewer strokes on the third hole, that user is determined as the winning user and the other user is determined as the losing user. If the two users have the same number of strokes on the third hole, the winning user and the losing user are determined by, for example, a nearest-to-the-pin competition on the fourth hole.
[0055] The method of determining the winning user and the losing user in the golf game (that is, the method of playing a game) described here is one example, and the winning user and the losing user may be determined by other methods.
[0056] In addition, in the game play environment provided by the game system 1 as described above, users (first and second users, etc.) play the golf game by operating their own characters, for example.
[0057] Here, Fig. 7 shows an example of the data structure of the user data of the first user. As shown in Fig. 7, the user data of the first user includes a user ID, a rank, rank points, items, and the like.
[0058] The user ID is identification information for identifying the first user, and is assigned to the first user when the first user registers with the game system 1.
[0059] The rank indicates the rank of the first user identified by the user ID. The rank points are points acquired by the first user identified by the user ID. Note that rank points can be acquired by repeatedly winning a golf game, for example, and the rank increases according to the rank points. In this embodiment, the rank functions as an index that simply indicates the skill of the user in controlling the ball (i.e., the golf game).
[0060] The item is (information indicating) an item acquired by the first user identified by the user ID. The item is used, for example, to improve (assist) the golfing ability of the character operated by the first user.
[0061] Although the user data of the first user has been described here, the data structure of the user data of other users, including the second user, is similar.
[0062] Also, although the user data has been described here as including a user ID, rank, rank points, and items, the data structure of the user data may be at least partially different from the data structure shown in FIG.
[0063] When a first user using a first user terminal 10 plays a golf game, a game program 13A is launched in the first user terminal 10, and an operation receiving unit 101 included in the first user terminal 10 receives an operation by the first user to start playing the golf game (first round) (hereinafter referred to as a first round start operation) (step S1).
[0064] When the process of step S1 is executed, the first user terminal 10 transmits a request to start the first game to the server device 30 based on the operation to start the first game accepted in step S1 (step S2).
[0065] Here, we have described the case where a first user using a first user terminal 10 plays a golf game, but similar processing is also performed when a second user using a second user terminal 20 plays a golf game.
[0066] Specifically, when a second user using the second user terminal 20 plays a golf game, the game program 13A is launched in the second user terminal 20, and the operation receiving unit 101 included in the second user terminal 20 receives the second user's operation to start the first round of the golf game (first round) (step S3).
[0067] When the process of step S3 is executed, the second user terminal 20 transmits an initial game start request to the server device 30 based on the initial game start operation accepted in step S3 (step S4).
[0068] 6, for convenience, the first game start request is shown as being transmitted from the first user terminal 10 and the second user terminal 20 to the server device 30, but in this embodiment, the first game start request may also be transmitted to the server device 30 from user terminals other than the first user terminal 10 and the second user terminal 20. The first game start request transmitted from multiple user terminals including the first user terminal 10 and the second user terminal 20 includes, for example, a user ID for identifying the user using the user terminal.
[0069] As described above, the initial match start requests transmitted from multiple user terminals including the first user terminal 10 and the second user terminal 20 are received by the server device 30. The control unit 303 included in the server device 30 executes matching processing based on the initial match start requests received by the server device 30 (step S5).
[0070] The matching process executed in step S5 corresponds to a process of matching (determining) two users who will play a golf game (i.e., compete against each other). In the matching process, for example, two users with similar ranks are matched by referring to user data including a user ID included in the first game start request received by the server device 30. Note that although the description here assumes that two users are matched based on rank, the matching process may be executed based on other factors besides rank.
[0071] In the following description, it is assumed that a first and second user are matched as two users who will play a golf game.
[0072] When the processing of step S5 is executed, the server device 30 instructs the first user terminal 10 to start the golf game (first round), and transmits the game data stored in the storage unit 301 included in the server device 30 to the first user terminal 10 (step S6). In other words, by the processing of step S6, game data for playing against the second user is downloaded from the server device 30 to the first user terminal 10.
[0073] Similarly, the server device 30 notifies the second user terminal 20 of the start of the golf game (first round), and transmits the game data stored in the storage unit 301 included in the server device 30 to the second user terminal 20 (step S7). In other words, by the processing of step S7, game data for playing against the first user is downloaded from the server device 30 to the second user terminal 20.
[0074] As described above, the game data transmitted (downloaded) from the server device 30 to the first user terminal 10 and the second user terminal 20 corresponds to game data for playing a match on the four holes mentioned above, but these four holes are assumed to be selected (determined) randomly from a plurality of holes prepared in advance, for example.
[0075] When the processes of steps S6 and S7 are executed, a golf game (i.e., the first match between the first and second users) is started by the first and second users via the first user terminal 10 and the second user terminal 20 (step S8).
[0076] In this case, the first user terminal 10 (including the control unit 102 and display processing unit 103), the second user terminal 20 (including the control unit 102 and display processing unit 103), and the server device 30 (including the control unit 303) execute a process to provide a game play environment in which the first and second users can play the golf game (play the first match) (step S9). The game play environment in which the golf game can be played includes external factors (hereinafter referred to as match conditions) such as the hole (playing area) where golf is played and the direction and strength of the wind that affects the ball.
[0077] The processing executed in step S9 includes processing for defining a game play environment (game space) based on the game data transmitted from the server device 30 in steps S6 and S7, processing for relaying the operation of the first user from the first user terminal 10 to the second user terminal 20 via the server device 30 as described above, processing for relaying the operation of the second user from the second user terminal 20 to the first user terminal 10 via the server device 30, and processing related to control for progressing the golf game (match) based on the operations of the first and second users in the first user terminal 10 and the second user terminal 20.
[0078] In addition, in a golf game, the first and second users alternately hit balls, and in the processing of step S9, each time the balls of the first and second users move, the positions of the balls of the first and second users are notified to the server device 30 from the first user terminal 10 and the second user terminal 20 (or at least one of them).
[0079] The control unit 303 included in the server device 30 detects the end of the golf game (first round) based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above, and determines a winner (the winning user of the first round) and a loser (the losing user of the first round) of the golf game (step S10). Here, for convenience, it is assumed that the first user is the winning user of the first round, and the second user is the losing user of the first round.
[0080] Next, the control unit 303 determines the reward and penalty for the first game (step S11).
[0081] In step S11, the reward for the first match is determined by referring to, for example, the first match reward table (first match reward list) shown in Fig. 8. As shown in Fig. 8, the first match reward table holds multiple pieces of identification information (hereinafter referred to as reward IDs) for identifying rewards, and the control unit 303 randomly selects, for example, one of the multiple reward IDs held in the first match reward table.
[0082] The control unit 303 determines the reward for the first match to be the reward identified by the reward ID selected from the first match reward table. The reward for the first match may include, for example, rank points and items that are awarded to the winning user in the first match.
[0083] Here, we have explained that the reward for the first match is determined by selecting one of multiple reward IDs stored in the first match reward table, but the reward for the first match may also be determined in advance.
[0084] On the other hand, in step S11, a predetermined penalty is determined as the penalty for the first match, which may include, for example, rank points lost by a user who loses the first match.
[0085] As described above, assuming that the first user is the winning user in the first match and the second user is the losing user in the first match, the (contents of) reward for the first match determined in step S11 is notified from the server device 30 to the first user terminal 10 (step S12). On the other hand, the (contents of) penalty for the first match determined in step S11 is notified from the server device 30 to the second user terminal 20 (step S13).
[0086] The reward for the first game and the penalty for the first game determined in step S11 are stored in the server device 30 (for example, the control unit 303).
[0087] Here, when the processing of step S12 is executed, the display processing unit 103 included in the first user terminal 10 displays a result screen (hereinafter referred to as the first game winning user screen) indicating that the first user has won the golf game (first game) on the display 15 of the first user terminal 10.
[0088] Fig. 9 shows an example of a winning user screen in the first game, in which a screen 50a is displayed first and then a screen 50b is displayed.
[0089] On the screen 50a, for example, the word "WIN!" is displayed to indicate that the first user is the winning user, and the match results are displayed in a table format. Note that Fig. 9 shows an example in which the first user wins against the second user in the first hole.
[0090] Furthermore, screen 50b, which is displayed after screen 50a, displays the reward for the first match notified in step S12. In Fig. 9, "+30" indicating that the rank points to be awarded to the first user as a reward for the first match are 30, and an icon indicating that the item to be awarded to the first user is a golf club are displayed.
[0091] The character displayed on the left side of the winning user screen of the first match (screens 50a and 50b) is the character operated by the first user who is the winning user, and the character displayed on the right side of the winning user screen of the first match is the character operated by the second user who is the losing user. This allows the first user to easily understand that the first user is the winning user (or the second user is the losing user).
[0092] Furthermore, in this embodiment, the winning user screen of the first match (for example, screen 50b) is provided with a "Rematch" button 51 and a "Go to Home" button 52. The first user can perform an operation on the first user terminal 10 to specify (press) the "Rematch" button 51 or the "Go to Home" button 52. The "Rematch" button 51 is a button for instructing participation in a rematch (proposing a rematch to the second user). On the other hand, the "Go to Home" button 52 is a button for instructing not to participate in the rematch (i.e., transition to the home screen).
[0093] It should be noted that, although it has been explained here that screens 50a and 50b are displayed as the winning user screen for the first match, the match results on screen 50a may be displayed in other formats, or screen 50a may be omitted and only screen 50b may be displayed on the winning user screen for the first match.
[0094] Furthermore, Figure 9 shows an example of a winning user screen for the first match displayed on the first user terminal 10, and when the processing of step S13 is executed, the display processing unit 103 included in the second user terminal 20 displays a result screen (hereinafter referred to as the losing user screen for the first match) on the display 15 of the second user terminal 20, indicating that the second user has lost the golf game (first match).
[0095] Note that the screen for users who lost the first match (not shown) displays the word "LOSE" instead of the word "WIN!" shown in Figure 9, indicating that the second user is the losing user, and displays the penalty for the first match instead of the reward for the first match, but is otherwise generally similar to the screen for users who won the first match.
[0096] Returning to Figure 6, when an operation of selecting the "Rematch" button (hereinafter referred to as the "rematch start operation") is performed on the winning user screen of the first match displayed on the first user terminal 10, the operation receiving unit 101 included in the first user terminal 10 receives the rematch start operation (step S14).
[0097] When the processing of step S14 is executed, the first user terminal 10 transmits a rematch start request to the server device 30 based on the rematch start operation accepted in step S14 (step S15). The rematch start request transmitted from the first user terminal 10 in step S15 is received by the server device 30.
[0098] Similarly, when an operation to select the "rematch" button (rematch start operation) is performed on the first match defeat user screen displayed on the second user terminal 20, the operation receiving unit 101 included in the second user terminal 20 receives the rematch start operation (step S16).
[0099] When the processing of step S16 is executed, the second user terminal 20 transmits a rematch start request to the server device 30 based on the rematch start operation accepted in step S16 (step S17). The rematch start request transmitted from the second user terminal 20 in step S17 is received by the server device 30.
[0100] As described above, when a request to start a rematch is received from the first user terminal 10 and the second user terminal 20 (i.e., both the first and second users instruct to participate in the rematch), the control unit 303 included in the server device 30 discards the reward and penalty for the first match (i.e., the win / loss result of the first match) stored in the server device 30 (step S18).
[0101] When the process of step S18 is executed, the control unit 303 notifies the first user terminal 10 of the start of the golf game (rematch) (step S19). Similarly, the control unit 303 notifies the second user terminal 20 of the start of the golf game (rematch) (step S20).
[0102] When the processes of steps S19 and S20 are executed, a golf game (i.e., a rematch between the first and second users) is started by the first and second users via the first user terminal 10 and the second user terminal 20 (step S21).
[0103] In this case, the first user terminal 10 (including the control unit 102 and display processing unit 103), the second user terminal 20 (including the control unit 102 and display processing unit 103), and the server device 30 (including the control unit 303) execute a process to provide a game play environment in which the first and second users play a golf game (hold a rematch) (step S22). Note that in step S22, a process similar to the process in step S9 described above is executed.
[0104] Here, in step S6 described above, the game data is downloaded from the server device 30 to the first user terminal 10, and in step S7, the game data is downloaded from the server device 30 to the second user terminal 20. Therefore, in this embodiment, the game data already downloaded to the first user terminal 10 and the second user terminal 20 is used for the rematch.
[0105] Specifically, in the case where game data for a match over four holes taking into account overtime as described above (i.e., game data for providing a game play environment for four holes) has been downloaded to the first user terminal 10 and the second user terminal 20, if the first user is determined to be the winning user (the second user is the losing user) at the first hole of the first match, the rematch will be held using the second hole, which is different from the first hole. On the other hand, if the first and second users have the same number of strokes at the first hole of the first match and the first user is determined to be the winning user at the second hole of the overtime, the rematch will be held using the third hole, which is different from the first and second holes.
[0106] That is, in this embodiment, at least a part (here, the hole) of the game play environment (including the match conditions) is different between the first match and the rematch. Furthermore, the match conditions include the direction and strength of the wind that affects the ball, and the direction and strength of this wind may be different between the first match and the rematch.
[0107] Next, the control unit 303 included in the server device 30 determines a winner (the winning user in the rematch) and a loser (the losing user in the rematch) of the golf game in the same manner as the process of step S10 described above (step S23). Here, for convenience, it is assumed that the first user is the winning user in the rematch and the second user is the losing user in the rematch.
[0108] Next, the control unit 303 determines a rematch reward and a rematch penalty (step S24).
[0109] In the above-described step S11, the reward for the first match is determined by referring to the first match reward table, but in step S24, the reward for the rematch is determined by referring to the rematch reward table (rematch reward list) shown in Fig. 10. As shown in Fig. 10, the rematch reward table holds a plurality of reward IDs for identifying rewards, and the control unit 303 randomly selects one of the plurality of reward IDs held in the rematch reward table, for example.
[0110] The control unit 303 determines the reward identified by the reward ID selected from the rematch reward table as the reward for the rematch.
[0111] Here, like the reward for the first match described above, the reward for the rematch includes rank points and items, etc., awarded to the winning user in the rematch. However, in step S24, a reward that is more advantageous than the reward for the first match (e.g., a reward with a larger quantity or higher quality) is determined as the reward for the rematch. In other words, the rewards identified by each of the multiple reward IDs stored in the rematch reward table are better (more valuable) rewards than the rewards identified by each of the multiple reward IDs stored in the first match reward table. Specifically, if the rank points awarded to the winning user as the reward for the first match are 30, the rank points awarded to the winning user as the reward for the rematch may be, for example, 80. Also, for example, in a golf game, various items may have levels (or rarities) set according to the degree to which they improve a character's golfing ability. For example, if the item awarded to the winning user as the reward for the first match is a low-level golf club, the item awarded to the winning user as the reward for the rematch may be, for example, a high-level golf club.
[0112] The rewards for the first match and the rematch described here are merely examples, and in this embodiment, if a rematch is held, a reward that is more advantageous than the reward for the first match is determined (granted to the winning user), and the type of reward for the rematch (rank points, items, etc.) may be different from the reward for the first match. Also, the reward for the rematch may simply be double or triple the reward for the first match.
[0113] In addition, in order to increase users' motivation to play a rematch, it is preferable that the reward for a rematch be set to be more valuable than the reward that can be obtained by simply playing a normal match like the first match twice (i.e., twice the reward for the first match).
[0114] Meanwhile, in step S24, for example, a predetermined penalty is determined as the penalty for the rematch. Note that, like the penalty for the first match, the penalty for the rematch includes the rank points lost by the losing user in the rematch, but in step S24, a penalty that is less favorable (i.e., more severe) than the penalty for the first match is determined as the penalty for the rematch. Specifically, if the rank points lost by the losing user as a penalty for the first match are 30 (i.e., -30), the rank points lost by the losing user as a penalty for the rematch will be, for example, 80 (i.e., -80). Note that, in this embodiment, the penalty for the rematch will be described as being less favorable than the penalty for the first match, but the penalty for the rematch may be a penalty equivalent to the penalty for the first match.
[0115] Note that, although the explanation has been given here assuming that the penalty for the first match and the penalty for a rematch are predetermined, the penalty for the first match and the penalty for a rematch may be determined so that the penalty for a rematch is heavier than the penalty for the first match, and may be randomly selected (determined) from a pre-prepared table, as with the reward for the first match and the reward for a rematch. Furthermore, the penalty does not necessarily have to be the loss of rank points, and may be the loss of an item, for example. In this case, the penalty for the first match may be the loss of a low-level item, while the penalty for a rematch may be the loss of a high-level item.
[0116] As described above, assuming that the first user is the winning user in the rematch and the second user is the losing user in the rematch, the (contents of) the rematch reward determined in step S24 is notified from the server device 30 to the first user terminal 10 (step S25). On the other hand, the (contents of) the rematch penalty determined in step S24 is notified from the server device 30 to the second user terminal 20 (step S26).
[0117] The rematch reward and rematch penalty determined in step S24 are stored in the server device 30 (for example, the control unit 303).
[0118] Here, when the processing of step S25 is executed, the display processing unit 103 included in the first user terminal 10 displays a result screen (hereinafter referred to as the rematch winning user screen) indicating that the first user has won the golf game (rematch) on the display 15 of the first user terminal 10.
[0119] Fig. 11 shows an example of a winning user screen for a rematch. Fig. 11 illustrates a winning user screen for a rematch in which a screen 60b is displayed after a screen 60a is displayed.
[0120] On the screen 60a, for example, the word "WIN!" is displayed to indicate that the first user is the winning user, and the match results are displayed in a table format. Note that FIG. 11 assumes that the first user wins against the second user on the second hole used in the rematch. In addition, in this embodiment, the results of the first match (i.e., the reward and penalty for the first match) are discarded when the rematch is held. Therefore, on the screen 60a, the match results are displayed in a manner that allows the player to recognize that the results of the first match have been discarded.
[0121] Furthermore, the rematch reward notified in step S25 is displayed on screen 60b, which is displayed after screen 60a. In Fig. 10, "+80" is displayed, indicating that the rank points to be awarded to the first user as a rematch reward is 80, and an icon indicating that the item to be awarded to the first user is a golf club. The icon displayed on screen 60a represents a golf club of a higher level than the golf club indicated by the icon displayed on screen 50b.
[0122] The winning user screen for the rematch also has buttons 61 and 62 that correspond to the "Rematch" button 51 and "Go to Home" button 52 that are provided on the winning user screen for the first match described above, but since the rematch has already ended, the button 61 is set so that it cannot be selected. Note that the button 61 may be omitted from the winning user screen for the rematch.
[0123] Furthermore, Figure 11 shows an example of a winning user screen for the rematch displayed on the first user terminal 10, and when the processing of step S26 is executed, the display processing unit 103 included in the second user terminal 20 displays a result screen (hereinafter referred to as the screen of the losing user in the rematch) on the display 15 of the second user terminal 20, indicating that the second user has lost the golf game (rematch).
[0124] The rematch losing user screen (not shown) displays the word "LOSE" instead of the word "WIN!" shown in Figure 11, and displays the rematch penalty instead of the rematch reward, but is otherwise generally similar to the rematch winning user screen.
[0125] When the processing of the above steps S25 and S26 is executed, the data management unit 302 included in the server device 30 updates the user data of the first and second users stored in the storage unit 301 based on the rematch reward and rematch penalty stored in the server device 30 (step S27).
[0126] The processing of step S27 corresponds to processing for reflecting the above-mentioned rematch reward and rematch penalty in the user data. Specifically, if the first user is the winning user in the rematch, the rank points awarded to the winning user as a rematch reward are 80, and the item awarded to the winning user is a high-level golf club, the data management unit 302 adds 80 to the rank points included in the user data of the first user stored in the storage unit 301, and adds (information indicating) the high-level golf club to the items included in the user data. Furthermore, if the second user is the losing user in the rematch, and the rank points lost by the losing user as a rematch penalty are 80, the data management unit 302 subtracts 80 from the rank points included in the user data of the second user stored in the storage unit 301.
[0127] When the user's rank changes due to the addition or subtraction of rank points, the rank included in the user data of the user is also updated.
[0128] The processing of step S27 described above may be executed after the processing of steps S25 and S26 has been executed, but for example, the update of the user data of the first user may be executed when the home screen is displayed on the first user terminal 10 (for example, when the "Go to Home" button provided on the winning user screen of the rematch is selected), and the update of the user data of the second user may be executed when the home screen is displayed on the second user terminal 20 (for example, when the "Go to Home" button provided on the losing user screen of the rematch is selected). In other words, the update of the user data may be set to be executed at predetermined timing.
[0129] When the process of step S27 is executed, the server device 30 transmits the user data of the first user updated in step S27 to the first user terminal 10 (step S28). The user data of the first user transmitted from the server device 30 in step S28 is received by the first user terminal 10 and stored in the storage unit 104 included in the first user terminal 10. Based on such user data of the first user, the first user can check the rank, rank points, items, etc. of the first user.
[0130] Similarly, the server device 30 transmits the user data of the second user updated in step S27 to the second user terminal 20 (step S29). The user data of the second user transmitted from the server device 30 in step S29 is received by the second user terminal 20 and stored in the storage unit 104 included in the second user terminal 20. Based on such user data of the second user, the second user can check the rank, rank points, items, etc. of the second user.
[0131] In the example shown in FIG. 6, the processing of step S11 is described as being executed after the first match ends, but the processing of step S11 may be executed when it is decided that the first match will be held (for example, between the processing of steps S6 and S7 and the processing of step S8). Similarly, the processing of step S24 may be executed when it is decided that a rematch will be held (for example, before or after the processing of step S18). In such a configuration, the first and second users can determine whether or not to hold a rematch by referring to the reward and penalty for the rematch.
[0132] Furthermore, in the example shown in Figure 6, the processing of step S18 is described as being executed immediately after the processing of steps S14 to S17 is executed, but the processing of step S18 (i.e., the reward for the first match and the penalty for the first match) may be executed when a rematch is held, and may be executed at any time after the processing of steps S19 and S20 is executed, for example.
[0133] 6 has been described as a case where a rematch is held, but if the rematch is not held, the processes from step S14 onward are not executed, and the reward and penalty for the first match are not discarded (i.e., the reward and penalty for the first match are finalized). In this case, a process is executed in which the reward for the first match is reflected in the user data of the winning user in the first match, and the penalty for the first match is reflected in the user data of the losing user in the first match (i.e., a process in which the user data is updated based on the reward and penalty for the first match). This process is similar to the process in step S27, and therefore a detailed description thereof will be omitted here.
[0134] As described above, in this embodiment, a game play environment (first game play environment) in which the first match (first battle) can be played is provided, and a game play environment (second game play environment) in which a rematch (second battle) can be played after the first battle is provided. In this embodiment, when the first battle is played, the reward for the first battle (first reward for winning the first battle) and the penalty for the first battle (first penalty for losing the first battle) are determined, but when the second battle is played, the reward for the first battle and the penalty for the first battle are discarded, and a reward for the rematch (second reward for winning the rematch) that is better (more advantageous) than the reward for the first battle is determined, and a penalty for the rematch (second penalty for losing the rematch) that is heavier (less advantageous) than the penalty for the first battle is determined.
[0135] In this embodiment, it is assumed that the first and second users will have a first match and a rematch in a PvP (Player versus Player) format (i.e., the opponents will not change in the first match and the rematch). If the rematch described above is not held, the reward for the first match and the penalty for the first match are reflected in the user data of the first and second users (user data for managing the accounts of the first and second users), and if the rematch is held, the reward for the rematch and the penalty for the rematch are reflected in the user data of the first and second users.
[0136] In this embodiment, the above-described configuration makes it possible to improve the entertainment value of a competitive game such as a golf game.
[0137] Specifically, as a comparative example to this embodiment, a configuration may be considered in which a user who wins the rematch is simply awarded a better reward than the reward in the first match, but in such a configuration, the winning user in the first match is guaranteed to receive the reward for the first match, so the winning user will lack a sense of tension in the rematch.Furthermore, the losing user in the first match has nothing to lose even if he loses the rematch, so the losing user will also lack a sense of tension in the rematch.
[0138] In contrast, in this embodiment, if a rematch is held to receive a better reward, the result of the first match (the reward from the first match) is discarded, and therefore even a user who won the first match must win in order to receive the reward. Furthermore, although a rematch is a chance to receive a better reward, the penalty for losing in the rematch is heavier, so a user who lost the first match cannot afford to lose in the rematch. Therefore, in this embodiment, the sense of tension in the rematch increases whether the user won the first match or the user who lost the first match, and the entertainment value of the fighting game can be improved.
[0139] In this embodiment, the case where the competitive game is a golf game has been described, but if the competitive game has a stronger battle element, it is thought that by realizing a high-risk, high-return rematch in this embodiment (that is, a rematch in which better rewards are awarded and heavier penalties are imposed), it is possible to further stimulate the battle and increase interest. Furthermore, although the rewards and penalties of the first match are actually discarded, it is possible to further increase the battle element by incorporating a performance in which the reward is taken away from the user who won the first match when a rematch is held.
[0140] Furthermore, some competitive games are provided with skills that help players advance the game to an advantage. For example, if the competitive game is a golf game, skills such as increasing the distance the ball can fly, not being affected by the wind, or hitting the ball to a specified point are conceivable. Since such skills often have a limit on the number of times they can be used, in this embodiment, players can negotiate whether to use such skills in the first game or not until the rematch, taking into account whether there will be a rematch, thereby further improving the entertainment value of the competitive game.
[0141] In this embodiment, a rematch will be held when both the first and second users give instructions to participate in the rematch (i.e., the first and second users mutually agree to the rematch), as explained above in Fig. 6. This configuration makes it possible to avoid a situation in which a rematch is held against the will of at least one of the first and second users (i.e., the reward for the first match is discarded or a rematch penalty is imposed).
[0142] However, in this embodiment, it is preferable to hold a rematch (i.e., have the first and second users participate in the rematch) to ensure sufficient play time for the competitive game between the first and second users. In this regard, it is conceivable that a user who won the first match will be more willing to participate in the rematch because they can receive better rewards if they defeat the opponent they once beat (the user who lost the first match) again. On the other hand, it is conceivable that a user who lost the first match will be more motivated to participate in the rematch because they will have the chance to receive better rewards in the rematch, even though they were not awarded any rewards in the first match. In other words, this embodiment can be said to be configured to encourage both the user who won the first match and the user who lost the first match to participate in the rematch.
[0143] Furthermore, in this embodiment, by setting the reward for a rematch to a reward that is more valuable than the reward that can be obtained by repeating a normal match equivalent to the first match twice (i.e., twice the reward for the first match), even if the match takes the same amount of time, a better reward can be obtained by playing a rematch than by repeating a normal match twice, thereby encouraging participation in the rematch from the standpoint of time efficiency.
[0144] Furthermore, as described above, if the competitive game is a golf game, the first match and the rematch will be played on different holes. Furthermore, other match conditions (e.g., wind direction and strength) in the rematch may also be different from those in the first match. In other words, in this embodiment, even if a player is likely to lose the same game as in the first match under the same game play environment (match conditions, etc.), by making at least a portion of the game play environment in the rematch different from that of the first match, the user who lost the first match can be made to think that he or she may win the rematch (an upset is more likely), and the user who lost the first match can be encouraged to participate in the rematch.
[0145] In this embodiment, the explanation has been given mainly on the case where the competitive game is a golf game, but in the case of a competitive game in which characters battle each other, the above-mentioned battle conditions may be configured to change the attributes of the characters in a rematch.
[0146] Furthermore, if this embodiment is applied to a competitive game in which the outcome of the match is not determined solely by skill but is heavily influenced by luck, the participation rate of users who lost the first match in the rematch may be further increased.
[0147] In addition, since a user who lost the first match lost the first match, they may be hesitant to participate in the rematch out of concern that the penalty will be heavier than in the first match. In such a case, for example, a user who has the potential to win may deliberately lose the first match, allowing the opposing user to participate in the rematch, and then the user can play the competitive game by devising a strategy such as winning the rematch, thereby making the game more interesting.
[0148] Furthermore, in this embodiment, in consideration of the possibility that a user may hesitate to participate in the first match due to a penalty in the first match, the penalty in the first match may be omitted. Even in this case, the configuration in which a heavier penalty than the first match is imposed in the rematch of this embodiment is included.
[0149] In this embodiment, it has been described that a rematch will take place when both the first and second users instruct to participate in the rematch, but the rematch may also be configured to take place in response to an instruction from, for example, one of the first and second users (the winning user or the losing user).
[0150] Furthermore, whether or not to hold a rematch may be automatically determined based on the result of the first match (match result). Specifically, for example, if the competitive game is a golf game, a rematch may be automatically held if the difference in the number of strokes between the first and second users in the first match is less than a predetermined value (hereinafter referred to as a case where the difference in the number of strokes is small), and a rematch may not be held if the difference in the number of strokes is equal to or greater than a predetermined value (hereinafter referred to as a case where the difference in the number of strokes is large). On the other hand, a rematch may not be held if the difference in the number of strokes between the first and second users in the first match is small, and a rematch may be automatically held if the difference in the number of strokes is large. This requires a strategy such as adjusting the number of strokes to hold or not hold a rematch, which is thought to increase the enjoyment of the game. Note that, in a configuration in which whether or not to hold a rematch is automatically determined based on the result of the first match, the "Rematch" button provided on the above-mentioned first match winning user screen and first match losing user screen may be omitted.
[0151] Here, it has been explained that whether or not a rematch will take place is automatically determined depending on the result of the first match, but it is also possible for the first and second users to be able to instruct participation in a rematch depending on the result of the first match (i.e., a rematch may not be instructed depending on the result of the match).
[0152] That is, in this embodiment, it is only necessary to have a configuration in which it is determined whether or not to hold a new match (rematch) in response to the branching of the previous match (first match).
[0153] Furthermore, in this embodiment, the rematch reward is determined based on a reward ID randomly selected from a rematch reward table. However, the rematch reward may be determined based on the result of the first match. Specifically, for example, if the first and second users have a close match in strokes in the first match, the rematch reward may be even better than the reward described in this embodiment. In this case, for example, a rematch reward table for when the first match has a close match in strokes (hereinafter referred to as the first rematch reward table) and a rematch reward table for when the first match has a large match in strokes (hereinafter referred to as the second rematch reward table) may be prepared in advance, and the rematch reward may be determined by referring to the table corresponding to the result of the first match. Note that the reward identified by the reward ID stored in the first rematch reward table is assumed to be larger in quantity or higher in quality than the reward identified by the reward ID stored in the second rematch reward table. Here, we have explained the rewards for a rematch, but the penalty for a rematch may also be determined based on the results of the first match (for example, if the number of strokes between the first and second users in the first match is close, the penalty for a rematch may be even heavier than the penalty described in this embodiment).
[0154] Furthermore, in this embodiment, when the first match is played, game data for providing a game play environment for four holes is downloaded to the first user terminal 10 and the second user terminal 20, and the game play environment for the rematch is provided using this game data. With this configuration, there is no need to download game data again (i.e., loading) to play the rematch, and the rematch can be played smoothly. In other words, this embodiment can also contribute to improving time efficiency in the progress of the game.
[0155] For example, if the first and second users have the same number of strokes on the first, second, and third holes, and the winning user and losing user of the first match are determined on the fourth hole (i.e., a nearest-to-the-pin showdown), a rematch will not be held to avoid re-downloading the game data. However, this embodiment may be configured to hold a rematch even if the winning user and losing user of the first match are determined on the fourth hole, and in this case, game data for providing a game play environment in which the rematch can be held can be downloaded again. Furthermore, if a rematch is held without re-downloading the game data after the winning user and losing user of the first match have been determined on the fourth hole, the rematch may be held using one of the first to fourth holes of the first match.
[0156] Note that, although this embodiment has been described primarily as a PvP format in which users battle each other, this embodiment may also be configured to provide a gameplay environment in which a user's opponent (e.g., a second user) is an NPC (Non-Player Character). Furthermore, while this embodiment has been described as a first match and a rematch between the same users (a first and a second user), this embodiment may also be configured, for example, so that the first match is between the first user and the second user, and the rematch is between the first user (or the second user) and another user (e.g., a third user).
[0157] Furthermore, in this embodiment, a golf game has been described as an example of a competitive game, but the competitive games to which this embodiment can be applied are not limited to golf games. Furthermore, as described above, this embodiment employs a configuration in which game data is downloaded in consideration of overtime. While it is considered useful to apply the competitive game in this embodiment to competitive games in which the result of the match may be a draw, other competitive games may also be used. Furthermore, this embodiment is not limited to competitive games in which one-on-one matches are played, but can also be applied to, for example, competitive games in which multiple players compete against each other.
[0158] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined. [Explanation of symbols]
[0159] 1...game system, 10...first user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...second user terminal, 30...server device, 31...non-volatile memory, 32...CPU, 33...main memory, 33A...game program, 34...wireless communication device, 40...network, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 301...storage unit, 302...data management unit, 303...control unit.
Claims
1. On the computer, providing a first game play environment in which a first match can be played; providing a second game play environment in which a second match can be played after the first match; Execute When the first match is held, a first reward for a win in the first match and a first penalty for a loss in the first match are determined; When the second match is held, the first reward and the first penalty are discarded, a reward more advantageous than the first reward is determined as a second reward in the case of winning the second match, and a penalty less advantageous than the first penalty or a penalty equivalent to the first penalty is determined as a second penalty in the case of losing the second match, the first match and the second match are conducted by a first user and a second user, Whether or not the second match will be held is determined based on the difference in the match results between the first user and the second user in the first match. program.
2. A computer, providing a first game play environment in which a first match can be played; providing a second game play environment in which a second match can be played after the first match; Execute When the first match is held, a first reward for a win in the first match and a first penalty for a loss in the first match are determined; When the second match is held, the first reward and the first penalty are discarded, a reward more advantageous than the first reward is determined as a second reward in the case of winning the second match, and a penalty less advantageous than the first penalty or a penalty equivalent to the first penalty is determined as a second penalty in the case of losing the second match, the first match and the second match are conducted by a first user and a second user, The second reward or the second penalty is determined according to the difference in the match result between the first user and the second user in the first match. program.
3. 3. The program according to claim 1, wherein the second game play environment is at least partially different from the first game play environment.
4. If the second match is not held, the first reward and the first penalty are reflected in user data for managing accounts of the first and second users; When the second match is held, the second reward and the second penalty are reflected in user data for managing the accounts of the first and second users.
3. The program according to claim 1 or 2.
5. A system including a first user terminal used by a first user, a second user terminal used by a second user, and a server device communicably connected to the first and second user terminals, a first providing means for providing a first game play environment in which a first battle can be conducted via the first and second user terminals; second providing means for providing a second game play environment in which a second match can be played after the first match; Equipped with The server device a first determination means for determining, when the first match is held, a first reward in the case of winning the first match and a first penalty in the case of losing the first match; a second determination means for discarding the first reward and the first penalty when the second match is held, determining a reward more advantageous than the first reward as a second reward in the case of winning the second match, and determining a penalty less advantageous than the first penalty or a penalty equivalent to the first penalty as a second penalty in the case of losing the second match; Including, the first match and the second match are conducted by the first user and the second user, Whether or not the second match will be held is determined based on the difference in the match results between the first user and the second user in the first match. system.
6. A system comprising a first user terminal used by a first user, a second user terminal used by a second user, and a server device communicably connected to the first and second user terminals, a first providing means for providing a first game play environment in which a first battle can be conducted via the first and second user terminals; second providing means for providing a second game play environment in which a second match can be played after the first match; Equipped with The server device a first determination means for determining, when the first match is held, a first reward in the case of winning the first match and a first penalty in the case of losing the first match; a second determination means for discarding the first reward and the first penalty when the second match is held, determining a reward more advantageous than the first reward as a second reward in the case of winning the second match, and determining a penalty less advantageous than the first penalty or a penalty equivalent to the first penalty as a second penalty in the case of losing the second match; Including, the first match and the second match are conducted by the first user and the second user, The second reward or the second penalty is determined according to the difference in the match result between the first user and the second user in the first match. system.
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