Game System

The game system addresses communication failures by allowing users to terminate games voluntarily, minimizing dissatisfaction and ensuring fair outcomes.

JP7752886B2Active Publication Date: 2025-10-14KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024075764
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-08
Publication Date
2025-10-14
Estimated Expiration
2038-02-08

AI Technical Summary

Technical Problem

In multiplayer game systems, communication failures at a game terminal can lead to uncertainty about whether to end the game, causing dissatisfaction among users, either the unintentionally affected user or those waiting for the game to resume.

Method used

A game system with a server device that determines communication failures and allows users to issue termination instructions to end the game, minimizing dissatisfaction by allowing voluntary termination.

Benefits of technology

The system enables users to voluntarily end games with communication failures, reducing dissatisfaction and ensuring fair outcomes for all players.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system, a server device, a game terminal, and a program capable of ending a game while suppressing dissatisfaction of both a user of a game terminal that is brought into a communication failure state and another user in the case where any one of a plurality of game terminals is brought into a communication failure state.SOLUTION: A server device (30) includes determination means (3040) for determining whether or not at least one of a plurality of game terminals (10) is brought into a communication failure state. Each game terminal (10) includes reception means (1090) for receiving an end instruction from a user in the case where another game terminal (10) is brought into a communication failure state. A game system (1) includes end control means (1100 or 3090) for executing control to end a game participated in by a plurality of users using the plurality of game terminals (10) respectively according to the end instruction by the user using the game terminal (10) other than the game terminal (10) brought into a communication failure state.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present invention relates to a game system, a server device, a game terminal, and a program. [Background technology]

[0002] Conventionally, there has been known a game system that executes a game in which multiple users each using multiple game terminals participate, for example, a game system that executes a competitive game in which multiple users each using multiple game terminals compete against each other. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-013410 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-described game system, a game may be interrupted due to a communication failure occurring at one of the game terminals during game execution. In such cases, it is difficult to identify the cause of the communication failure at the game terminal. For example, a game terminal may experience a communication failure due to a user intentionally terminating the game program or turning off the power or communication function of the game terminal, or the game terminal may experience a communication failure unintentionally. For this reason, in such cases, the game system may be unsure whether to end the interrupted game midway. If the interrupted game were to be ended midway, the user of the game terminal that experienced the temporary communication failure unintentionally could become dissatisfied. On the other hand, if the interrupted game were left unfinished, other users who had no choice but to wait for the interrupted game to resume could become dissatisfied.

[0005] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system, server device, game terminal, and program that, in a game in which multiple users each using multiple game terminals participate, can end a game when one of the game terminals experiences a communication failure while minimizing dissatisfaction among both the user of the game terminal experiencing the communication failure and other users. [Means for solving the problem]

[0006] In order to solve the above problem, one aspect of the present invention provides a game system including a plurality of game terminals and a server device, wherein the server device includes a determination means for determining whether at least one of the plurality of game terminals has entered a communication failure state, each of the plurality of game terminals includes a reception means for receiving a termination instruction from a user when it is determined that another game terminal has entered the communication failure state, and the game system further includes a termination control means for controlling the termination of a game in which multiple users using each of the plurality of game terminals are participating, in response to the termination instruction from a user using a game terminal other than the game terminal determined to have entered the communication failure state.

[0007] A server device according to one aspect of the present invention is a server device capable of communicating with a plurality of game terminals, and includes a determination means for determining whether at least one of the plurality of game terminals has entered a communication failure state, a control means for receiving a termination instruction from a user using another game terminal among the plurality of game terminals when it is determined that at least one of the plurality of game terminals has entered the communication failure state, and a termination control means for controlling the termination of a game in which a plurality of users each using the plurality of game terminals are participating, in response to the termination instruction from the user using the other game terminal.

[0008] A gaming terminal according to one aspect of the present invention includes a receiving means for receiving a termination instruction from a user when one of a plurality of gaming terminals determines that another of the plurality of gaming terminals has entered a communication failure state, and a termination control means for performing control to terminate a game in which multiple users, each using the plurality of gaming terminals, are participating in response to the termination instruction from the user. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram showing an example of basic processing executed by a first game terminal, a second game terminal, and a server device during game execution. [Figure 3] FIG. 10 is a diagram illustrating an example of the operation performed by the first game terminal and the server device when the second game terminal experiences a communication failure while a game is being played. [Figure 4] 10 shows an example of a notification image. [Figure 5] 10 shows an example of an end instruction acceptance image. [Figure 6] FIG. 10 is a diagram illustrating another example of the operation between the first game terminal and the server device when the second game terminal experiences a communication failure during game execution. [Figure 7A] FIG. 10 is a diagram illustrating another example of the operation between the first game terminal and the server device when the second game terminal experiences a communication failure during game execution. [Figure 7B] FIG. 10 is a diagram illustrating another example of the operation between the first game terminal and the server device when the second game terminal experiences a communication failure during game execution. [Figure 8] FIG. 10 is a diagram illustrating another example of the operation between the first game terminal and the server device when the second game terminal experiences a communication failure during game execution. [Figure 9] FIG. 1 is a diagram showing an example of functional blocks realized in a game system according to an embodiment of the present invention. [Figure 10A] FIG. 10 is a diagram showing an example of processing executed between a first game terminal and a server device when a communication failure occurs with a second game terminal during game execution. [Figure 10B] FIG. 10 is a diagram showing an example of processing executed between a first game terminal and a server device when a communication failure occurs with a second game terminal during game execution. [Figure 10C] FIG. 10 is a diagram showing an example of processing executed between a first game terminal and a server device when a communication failure occurs with a second game terminal during game execution. [Figure 10D] FIG. 10 is a diagram showing an example of processing executed between a first game terminal and a server device when a communication failure occurs with a second game terminal during game execution. [Figure 10E] FIG. 10 is a diagram showing an example of processing executed between a first game terminal and a server device when a communication failure occurs with a second game terminal during game execution. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.

[0011] [1. Configuration of the Game System] Fig. 1 shows the overall configuration of a game system according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 according to this embodiment includes a plurality of game terminals, including a first game terminal 10-1 and a second game terminal 10-2, and a server device 30. Each of the plurality of game terminals and the server device 30 are connected to a network N. As a result, data communication is possible between each of the plurality of game terminals and the server device 30. Data communication is also possible between the plurality of game terminals. Hereinafter, the first game terminal 10-1, the second game terminal 10-2, ... may be collectively referred to as "game terminal 10."

[0012] Game terminal 10 is a computer operated by a user. More specifically, game terminal 10 is a computer used by a user to play a game. For example, game terminal 10 is a home game console (stationary game console), a portable game console, an arcade game console installed in an amusement facility or the like, a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, or a laptop computer.

[0013] As shown in FIG. 1, game terminal 10 includes a control unit 11, a memory unit 12, a communication unit 13, an input unit 14, a display unit 15, and an audio output unit 16. Control unit 11 includes at least one microprocessor and executes information processing in accordance with an operating system and other programs stored in memory unit 12. Memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory, a hard disk drive, or a solid state drive). Memory unit 12 is for storing programs and data. Communication unit 13 is for communicating data with other devices via network N.

[0014] The input unit 14 is used by the user to give instructions to the game. The input unit 14 includes, for example, a touch panel, buttons (keys), a stick (lever), a mouse, a microphone, or a sensor. The input unit 14 may be provided as an external device (such as a game controller) connected to the game terminal 10 by wire or wirelessly, or may be provided in the game terminal 10 itself. Hereinafter, the act of the user giving instructions to the game via the input unit 14 will be referred to as a "game operation."

[0015] Display unit 15 is, for example, a liquid crystal display or an organic EL display, and displays images under the control of control unit 11. Audio output unit 16 is, for example, a speaker or headphones, and outputs audio under the control of control unit 11. Note that display unit 15 and audio output unit 16 may be display devices and audio output devices connected to game terminal 10 as external devices, or may be display devices and audio output devices provided in game terminal 10 itself.

[0016] The server device 30 is, for example, a server computer. As shown in FIG. 1, the server device 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are basically the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10, and therefore a description thereof will be omitted. The server device 30 can access a database DB. The database DB may be built within the server device 30, or may be built within a server computer separate from the server device 30.

[0017] Game terminal 10 or server device 30 may include components (such as an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (such as an optical disk or a memory card). The programs and data may be supplied to game terminal 10 or server device 30 via an information storage medium and stored in memory unit 12 or memory unit 32. The programs and data may also be supplied to game terminal 10 or server device 30 from a remote location via network N.

[0018] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.

[0019] [2. Overview of the Game] In the game system 1, various games are executed in which a plurality of users each using a plurality of game terminals 10 participate.

[0020] For example, if the multiple game terminals 10 include a first game terminal 10-1 and a second game terminal 10-2, the first user using the first game terminal 10-1 and the second user using the second game terminal 10-2 correspond to the above-mentioned "multiple users." Also, if the multiple game terminals 10 include the first game terminal 10-1, the second game terminal 10-2, ..., the nth game terminal 10-n, the first user using the first game terminal 10-1, the second user using the second game terminal 10-2, ..., the nth user using the nth game terminal 10-n correspond to the above-mentioned "multiple users."

[0021] A "game in which multiple users participate" is, for example, a competitive game in which multiple users compete against each other. For example, competitive sports games such as baseball games, soccer games, basketball games, or ice hockey games are examples of "competitive games in which multiple users compete against each other." Furthermore, for example, racing games, fighting games, or card games are also examples of "competitive games in which multiple users compete against each other." Games are not limited to these, and other types of competitive games are also examples of "competitive games in which multiple users compete against each other."

[0022] Furthermore, a "game in which multiple users participate" may be, for example, a game in which multiple users cooperate to achieve a common goal. The "goal" may be, for example, winning a match, defeating an enemy, reaching a predetermined point in the game space, obtaining a game item, or achieving a predetermined standard of game performance. For example, a sports game in which multiple users control a common team and aim to win a match against an opposing team is an example of a "game in which multiple users cooperate to achieve a common goal." Note that the "match" in this case is executed as part of the sports game. Also, for example, an action game or role-playing game in which multiple users form a group (such as a team or party) and aim to win a battle against another group, defeat a specific enemy, or obtain a specific game item is also an example of a "game in which multiple users cooperate to achieve a common goal."

[0023] The following description will mainly focus on a baseball game in which a baseball match is played between a team operated by a user and a team operated by another user, as an example of a game executed by the game system 1. The following description will mainly focus on an example in which a baseball match is played between a first team operated by a first user using a first game terminal 10-1 and a second team operated by a second user using a second game terminal 10-2. This baseball game is executed by executing a baseball game program on each of the first game terminal 10-1 and the second game terminal 10-2. Note that the above-mentioned match is executed as part of the baseball game. In other words, the match corresponds to a part of all game processing related to the baseball game.

[0024] 2 is a diagram illustrating an example of basic processing executed during a match by first game terminal 10-1, second game terminal 10-2, and server device 30. The processing shown in FIG. 2 is repeatedly executed during a match.

[0025] As shown in FIG. 2, the control unit 11 (hereinafter referred to as "control unit 11-1") of the first game terminal 10-1 acquires game operation data related to game operations performed by the first user (S100-1) and transmits the game operation data to the server device 30 via the communication unit 13 (S102-1).

[0026] The "game operation data" may be data indicating the content of a game operation performed by the first user, or data indicating the content of game control to be executed in response to the game operation. For example, in a baseball game in which a user causes a batter character to perform a batting motion by touching a touch panel with their finger, if the first user touches their finger to the touch panel to cause the batter character to perform a batting motion while a batter character of the first team is at bat, in step S102-1, data indicating that the user has touched their finger to the touch panel may be transmitted to server device 30 as game operation data, or data indicating that the batter character will perform a batting motion may be transmitted to server device 30 as game operation data.

[0027] Similarly, control unit 11 of second game terminal 10-2 (hereinafter referred to as "control unit 11-2") acquires game operation data indicating the content of the game operation performed by the second user (S100-2), and transmits the game operation data to server device 30 via communication unit 13 (S102-2). Steps S100-2 and S102-2 are similar to steps S100-1 and S102-1.

[0028] The server device 30 receives game operation data transmitted from the first game terminal 10-1 or the second game terminal 10-2 via the communication unit 33 (S300). Then, the control unit 31 of the server device 30 transmits the game operation data received from the first game terminal 10-1 to the second game terminal 10-2, and transmits the game operation data received from the second game terminal 10-2 to the first game terminal 10-1 (S302). Note that the control unit 31 may transmit the game operation data received from the first game terminal 10-1 to both the first game terminal 10-1 and the second game terminal 10-2, and may transmit the game operation data received from the second game terminal 10-2 to both the first game terminal 10-1 and the second game terminal 10-2.

[0029] The first game terminal 10-1 receives the game operation data transmitted from the server device 30 in step S302 via the communication unit 13 (S104-1). Then, the control unit 11-1 updates the game situation data stored in the memory unit 12 of the first game terminal 10-1 based on the game operation data acquired in step S100-1 (game operation data acquired by the first game terminal 10-1) and the game operation data received in step S104-1 (game operation data acquired by the second game terminal 10-2) (S106-1).

[0030] In addition, in step S302, if the game operation data received from the first game terminal 10-1 is transmitted to both the first game terminal 10-1 and the second game terminal 10-2, the control unit 11-1 may update the game situation data stored in the memory unit 12 of the first game terminal 10-1 based on the game operation data received in step S104-1 (the game operation data acquired by the first game terminal 10-1 and the game operation data acquired by the second game terminal 10-2).

[0031] "Game situation data" is data indicating the current situation of the game. For example, the game situation data includes data indicating the current situation of the game space. Here, the "game space" is a virtual space constructed in the storage unit 12, and may be a virtual three-dimensional space associated with three coordinate axes, or a virtual two-dimensional plane associated with two coordinate axes. One or more game objects are placed in the "game space." For example, in a baseball game, a game space representing a baseball field is constructed, and player characters and a ball are placed in the game space. "Data indicating the current situation of the game space" includes data indicating the current state of the game objects placed in the game space. In this case, data indicating the position, orientation, posture, movement direction, movement speed, type of action currently being performed, whether or not the player character is in possession of the ball, and data indicating the position, movement direction, movement speed, etc. of the ball are examples of "data indicating the state of the game object." Furthermore, the game situation data includes data indicating the progress of the game. For example, in a baseball game, data indicating the current inning, the scores of both teams, etc. are examples of "data indicating the progress of the game."

[0032] In step S106-1, the game control data is updated so that game control is performed in accordance with the game operation of the first user and game control in accordance with the game operation of the second user. For example, the game control data is updated so that the player character operated by the first user performs an action in accordance with the game operation of the first user, and the player character operated by the second user performs an action in accordance with the game operation of the second user.

[0033] After executing step S106-2, the control unit 11-1 displays a game image showing the game situation on the display unit 15 of the first game terminal 10-1 based on the updated game situation data (S108-1). A "game image" is, for example, an image showing the game space as seen from a given viewpoint. In the case of a baseball game, the game image is an image showing the game space representing a baseball field as seen from a given viewpoint, and is a game image showing the current situation of the game.

[0034] Similarly, the control unit 11-2 of the second game terminal 10-2 receives the game operation data transmitted from the server device 30 in step S302 (S104-2). Then, the control unit 11-2 updates the game situation data stored in the memory unit 12 of the second game terminal 10-2 based on the received game operation data (S106-2). The control unit 11-2 also causes the display unit 15 of the second game terminal 10-2 to display a game image showing the game situation based on the updated game situation data (S108-2).

[0035] The game situation data is processed so that it is the same between the first game terminal 10-1 and the second game terminal 10-2. That is, the first game terminal 10-1 and the second game terminal 10-2 use the same algorithm, random number seed, etc. as the algorithm for updating the game situation data. Therefore, even if the result of the game processing is determined randomly, the same result will be obtained in both the first game terminal 10-1 and the second game terminal 10-2.

[0036] In a baseball game, when the game ends normally, the user with the most points is the winner, and the user with the fewest points is the loser.

[0037] The "time when the game ends normally" refers to the time when the game is played to the end in accordance with the specified rules and the result of the game is determined. For example, according to typical baseball rules, the game ends when one team is leading at the end of the bottom of the ninth inning. In this case, the end of the bottom of the ninth inning corresponds to the "time when the game ends normally." Also, if the game ends because the team batting second is leading at the end of the top of the ninth inning, the end of the top of the ninth inning corresponds to the "time when the game ends normally." Also, if the game ends because the team batting second takes the lead midway through the bottom of the ninth inning, the time when the team batting second takes the lead midway through the bottom of the ninth inning corresponds to the "time when the game ends normally." Also, if the game goes into extra innings because the score is tied at the end of the bottom of the ninth inning, and the game ends because one team is leading at the end of the bottom of the extra inning, the end of the bottom of that inning corresponds to the "time when the game ends normally." Note that if the so-called "game-called" rule is in effect, the time when the game is called corresponds to the "time when the game ends normally."

[0038] Below, we will explain a technology for ending a game midway in the above-mentioned baseball game when either the first game terminal 10-1 or the second game terminal 10-2 experiences a communication failure while suppressing dissatisfaction between the user of the one game terminal 10 experiencing the communication failure and the user of the other game terminal 10.

[0039] 3 is a diagram illustrating an example of the operation performed by the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure during a match. The operation shown in FIG. 3 is realized by executing the processes shown in FIGS. 10A to 10E, which will be described later, in accordance with a program.

[0040] A "communication failure state" refers to, for example, a state in which communication between game terminal 10 and server device 30 is not performed normally. In other words, it is a state in which data from game terminal 10 is not received by server device 30. When second game terminal 10-2 experiences a communication failure state, game operation data from second game terminal 10-2 is no longer received by server device 30 (see step S300 in FIG. 2), and as a result, game operation data from second game terminal 10-2 is no longer transmitted to first game terminal 10-1 (see step S302 in FIG. 2).

[0041] In the example shown in FIG. 3, the server device 30 detects that the second game terminal 10-2 has fallen into a communication failure state during a match (OP300).

[0042] For example, in each game terminal 10, the baseball game program is suspended when the active program is switched from the baseball game program to another program, when the game terminal 10 is powered off, or when the game terminal 10 is put into a sleep (hibernation) state. For example, when the baseball game program is suspended in the second game terminal 10-2, the second game terminal 10-2 transmits a predetermined notification (hereinafter referred to as a "suspend notification") to the server device 30. Then, when the server device 30 receives the suspend notification from the second game terminal 10-2, the server device 30 determines that the second game terminal 10-2 has entered a communication failure state.

[0043] Furthermore, for example, each game terminal 10 periodically transmits keep-alive information to server device 30. For example, if server device 30 continues to not receive keep-alive information from second game terminal 10-2 for a predetermined period of time, server device 30 determines that second game terminal 10-2 has entered a communication malfunction. If the baseball game program is forcibly terminated on game terminal 10, the above-mentioned suspend notification is not transmitted to server device 30. In such a case, keep-alive information is also not transmitted to server device 30. Therefore, by making the above-mentioned determination regarding the keep-alive information, server device 30 can detect that the game terminal 10 has entered a communication malfunction.

[0044] If the second game terminal 10-2 experiences a communication failure, the server device 30 sets the communication failure flag of the second game terminal 10-2 to "1" (OP302).

[0045] The "communication malfunction flag of the second game terminal 10-2" is information indicating whether the second game terminal 10-2 is in a communication malfunction state. A value of "0" or "1" is set in the communication malfunction flag of the second game terminal 10-2. A value of "0" indicates that the second game terminal 10-2 is not in a communication malfunction state, and a value of "1" indicates that the second game terminal 10-2 is in a communication malfunction state. The communication malfunction flag of the second game terminal 10-2 is initialized to a value of "0" at the start of a match.

[0046] Furthermore, the server device 30 transmits a notification indicating that the second game terminal 10-2 has entered a communication failure state (hereinafter referred to as a "communication failure notification") to the first game terminal 10-1 (OP304).

[0047] In addition, the server device 30 determines whether the termination instruction acceptance condition is satisfied, and if the termination instruction acceptance condition is satisfied, updates the termination instruction acceptance flag of the first game terminal 10-1 (first user) to "1" (OP306).

[0048] The "end instruction acceptance condition" is a condition that must be satisfied in order for the first game terminal 10-1 to start accepting an end instruction from the first user. The "end instruction" is an instruction to end the match midway. Details of the end instruction will be described later (see FIG. 5).

[0049] For example, it is determined that the termination instruction acceptance condition is satisfied when a predetermined time has elapsed since second game terminal 10-2 entered a communication failure state, or when server device 30 receives a disconnection notice from second game terminal 10-2 a predetermined number of times.

[0050] Furthermore, the "end instruction acceptance flag of the first game terminal 10-1" is information indicating whether the first game terminal 10-1 will accept an end instruction from the first user. In other words, it is information indicating whether the first game terminal 10-1 is allowed to issue an end instruction from the first user. The end instruction acceptance flag is set to a value of "0" or "1." The value "0" indicates that the first game terminal 10-1 should not accept an end instruction from the first user, and the value "1" indicates that the first game terminal 10-1 may accept an end instruction from the first user. The end instruction acceptance flag of the first game terminal 10-1 is initialized to a value of "0" at the start of a match.

[0051] The first game terminal 10-1 receives the communication failure notification transmitted from the server device 30 (OP100). In this case, the first game terminal 10-1 waits until the game (match) situation becomes such that the game operation data of the second user is needed (OP102).

[0052] "Game operation data of the second user" refers to game operation data acquired by the second game terminal 10-2 (step S100-1 in FIG. 2). Also, "a situation in which game operation data of the second user is necessary" refers to a situation in which game operation data of the second user is necessary to progress the game (match). In other words, it is a situation in which game operation data of the second user is necessary to update the game situation data.

[0053] For example, in a scene where a batter character hits in response to game operations by a first user, a pitcher character pitches in response to game operations by a second user, and a player character of a second team on defense performs a defensive action in response to computer control, the second user does not need to perform any game operations from the time the pitcher character pitches until the next pitch by the pitcher character, and therefore game operation data of the second user is not required. Therefore, in this case, when the situation becomes such that the pitcher character is about to pitch, the first game terminal 10-1 determines that the game situation has become such that game operation data of the second user is required.

[0054] When the game situation reaches a point where game operation data of the second user is required, the first game terminal 10-1 suspends the progress of the match (game) and displays a notification image on the display unit 15 (OP104).

[0055] The notification image is an image for notifying the first user that the game terminal is waiting to receive game operation data from the opponent (second user). FIG. 4 shows an example of a notification image. As shown in FIG. 4, the notification image G10 includes an element E11 indicating that the game terminal is waiting for a response from the opponent (second user), i.e., that the game terminal is waiting to receive game operation data from the opponent (second user). Note that an "element" is an element that constitutes an image, such as text or an image. By displaying the notification image G10 as shown in FIG. 4, the first user can understand that the second game terminal 10-2 has entered a communication failure state and is waiting for a response from the second user (waiting to receive game operation data from the second user).

[0056] As described above, in game system 1, even if second game terminal 10-2 experiences a communication failure, first game terminal 10-1 continues the game (match) without interrupting the game progress until the game situation requires the second user's game operation data. At this point, first game terminal 10-1 interrupts the game progress and changes the image displayed on display unit 15 from a game image (match image) to a notification image. As will be described later, if second game terminal 10-2 returns to a normal state from a communication failure state immediately after notification image G10 is displayed (see operation OP128 in FIG. 6 , described later), the display of notification image G10 may cause stress to the first user. In this regard, game system 1 can minimize the display of notification image G10, thereby minimizing user stress.

[0057] While the notification image G10 is being displayed on the display unit 15, the first game terminal 10-1 transmits an inquiry to the server device 30 at a given timing, asking whether it is OK to start accepting an end instruction from the first user (OP106). For example, when a predetermined time has elapsed since the notification image G10 was displayed on the display unit 15, the first game terminal 10-1 transmits the inquiry to the server device 30.

[0058] The server device 30 receives the inquiry transmitted from the first game terminal 10-1 (OP308). In this case, if the end instruction reception flag of the first game terminal 10-1 is "1", the server device 30 transmits to the first game terminal 10-1 an acceptance start permission indicating that it is permitted to start accepting an end instruction from the first user (OP310).

[0059] 3, the inquiry is received by server device 30 after the end instruction flag of first game terminal 10-1 is updated to "1." However, there are also cases where the inquiry is received by server device 30 before the end instruction flag of first game terminal 10-1 is updated to "1." In this case, because the end instruction reception flag of first game terminal 10-1 is not "1," server device 30 transmits a denial to first game terminal 10-1, indicating that reception of an end instruction from the first user should not begin. In this case, after a predetermined time has elapsed, first game terminal 10-1 retransmits the inquiry to server device 30.

[0060] The first game terminal 10-1 receives the acceptance start permission transmitted from the server device 30 (OP108). In this case, the first game terminal 10-1 displays an end instruction acceptance image on the display unit 15 (OP110).

[0061] The end instruction acceptance image is an image for accepting an end instruction. FIG. 5 shows an example of the end instruction acceptance image. As shown in FIG. 5, the end instruction acceptance image G20 includes an element E21 indicating that a response from the opponent (second user), i.e., waiting to receive game operation data of the opponent (second user), and an element E22 for accepting an end instruction. The "end instruction" is an instruction to the game system 1 to end the match midway with the result "win for the first user, loss for the second user" without waiting for the game operation data of the second user to be received.

[0062] While the end instruction acceptance image G20 is displayed, the first game terminal 10-1 monitors whether or not an end instruction operation has been performed by the first user (i.e., whether or not element E22 has been selected by the first user) and whether or not a predetermined time has elapsed since the end instruction acceptance image G20 was displayed on the display unit 15 (OP112).

[0063] If an end instruction operation is performed by the first user, i.e., if element E22 is selected by the first user (OP112: Yes), the first game terminal 10-1 transmits an end request to the server device 30 indicating a request to end the match midway with the result "win for the first user and loss for the second user" (OP114).

[0064] Also, if a predetermined time has passed since the end instruction acceptance image G20 was displayed on the display unit 15 without an end instruction operation being performed (without element E22 being selected) (OP112: Yes), the first game terminal 10-1 sends an end request to the server device 30 indicating a request to end the match midway with the result "win for the first user and loss for the second user" (OP114).

[0065] The server device 30 receives the termination request transmitted from the first game terminal 10-1 (OP312). In this case, the server device 30 terminates the match (game) midway with the result "the first user wins, and the second user loses" (OP314). The server device 30 also notifies the second user that the match has ended in response to the termination instruction from the first user. For example, the server device 30 may send a message or email to the second user indicating that the match has ended in response to the termination instruction from the first user, or may display a message indicating that the match has ended in response to the termination instruction from the first user the next time the second user starts the game program. This allows the second user to know that the match has ended in response to the termination instruction from the first user.

[0066] In game system 1, if second game terminal 10-2 experiences a communication failure during a match between a first user of first game terminal 10-1 and a second user of second game terminal 10-2, the above-described operations are performed, allowing the first user to end the match at his or her own will, thereby preventing the first user from feeling dissatisfied with having to wait for the interrupted game to be resumed. In addition, in the above-described case, the second user who was using second game terminal 10-2 experiencing a communication failure is defeated, and the first user who issued the termination instruction is determined to have won. However, since the match ended at the will of the first user, who was the opponent, and the second user is determined to have lost, the second user is forced to accept this, and the second user's understanding is gained, thereby reducing dissatisfaction of the second user.

[0067] Furthermore, in the game system 1, if the second game terminal 10-2 experiences a communication failure, the game system 1 does not immediately start accepting an end instruction, but waits until the end instruction acceptance condition is satisfied before starting to accept an end instruction. Therefore, if the second game terminal 10-2 experiences a temporary communication failure, the game system 1 can prevent the game from ending if the second game terminal 10-2 experiences a temporary communication failure.

[0068] Furthermore, in the game system 1, if a predetermined time has elapsed since the end instruction acceptance image G20 was displayed on the display unit 15 of the first game terminal 10-1, the game will end even if no end instruction operation has been performed. This makes it possible to prevent the second game terminal 10-2, which has fallen into a communication failure state, from recovering to a normal state and from continuing for a long time without an end instruction being performed.

[0069] Figure 6 is a diagram illustrating another example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure state during a match. Figure 6 shows an example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure state and then returns to a normal state from the communication failure state before the end instruction acceptance condition is satisfied. The operation shown in Figure 6 is also realized by executing the processes shown in Figures 10A to 10E (described later) in accordance with a program.

[0070] Operations OP320 to OP324 in FIG. 6 are the same as operations OP300 to OP304 in FIG. 3, and operations OP120 to OP124 in FIG. 6 are the same as operations OP100 to OP104 in FIG. 3, so a description thereof will be omitted.

[0071] In the example shown in FIG. 6, the server device 30 detects that the second game terminal 10-2 has returned from a communication failure state to a normal state (normal state) before the end instruction acceptance condition is satisfied (OP326).

[0072] For example, when a baseball game program becomes the active program, each game terminal 10 transmits a predetermined notification (hereinafter referred to as an "active notification") to the server device 30. Therefore, for example, when the server device 30 receives an active notification from the second game terminal 10-2, the server device 30 determines that the second game terminal 10-2 has returned to a normal state from a communication failure state.

[0073] Note that each game terminal 10 also transmits a predetermined notification (active notification) to the server device 30 when a baseball game program that has been forcibly terminated is restarted. Therefore, for example, when a baseball game program is forcibly terminated in the second game terminal 10-2 and then restarted, an active notification is transmitted from the second game terminal 10-2 to the server device 30, and when the active notification is received by the server device 30, the server device 30 determines that the second game terminal 10-2 has returned to a normal state from a communication malfunction state. Note that the server device 30 may also determine that the second game terminal 10-2 has returned to a normal state from a communication malfunction state when keep-alive information from the second game terminal 10-2 is received by the server device 30.

[0074] When the second game terminal 10-2 returns to a normal state from a communication malfunction state, the server device 30 updates the communication malfunction flag of the second game terminal 10-2 to "0" (OP328). The server device 30 also transmits a notification (hereinafter referred to as a "communication recovery notification") to the first game terminal 10-1 indicating that the second game terminal 10-2 has recovered to a normal state from a communication malfunction state (OP330).

[0075] The first game terminal 10-1 receives the communication recovery notification transmitted from the server device 30 (OP126). In this case, the first game terminal 10-1 resumes the match (game) (OP128). In this case, because the second game terminal 10-2 has returned to a normal state from a communication failure state, the game operation data of the second user is supplied to the first game terminal 10-1 via the server device 30 (steps S102-2, S300, S302, and S104-1 in FIG. 2 ), the first game terminal 10-1 ends the display of the notification image G10 and displays a game image (match image) on the display unit 15, thereby resuming the suspended match.

[0076] If second game terminal 10-2 subsequently experiences a communication failure again, the same operations as those shown in FIG. 3 (or FIG. 6) will be carried out between server device 30 and first game terminal 10-1.

[0077] 7A and 7B are diagrams illustrating another example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure state during a match. Figures 7A and 7B illustrate an example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure state and returns to a normal state after the end instruction acceptance condition is satisfied. The operations shown in Figures 7A and 7B are also realized by executing the processes shown in Figures 10A to 10E (described later) in accordance with a program.

[0078] Operations OP340 to OP350 in FIG. 7A are the same as operations OP300 to OP310 in FIG. 3, and operations OP130 to OP140 in FIG. 7A are the same as operations OP100 to OP110 in FIG. 3, so a description thereof will be omitted.

[0079] In the example shown in FIGS. 7A and 7B, after the end instruction acceptance condition is satisfied, the server device 30 detects that the second game terminal 10-2 has returned from a communication failure state to a normal state (OP352).

[0080] In this case, the server device 30 updates the communication failure flag of the second game terminal 10-2 to "0" (OP354). The server device 30 also transmits a communication recovery notification to the first game terminal 10-1 (OP356). Operations OP354 and OP356 are similar to operations OP328 and OP330 in FIG. 6.

[0081] The first game terminal 10-1 receives the communication recovery notification transmitted from the server device 30 (OP142). In this case, the control unit 11-1 resumes the match (game) (OP144). Operations OP142 and OP144 are similar to operations OP126 and OP128 in FIG. 6.

[0082] Furthermore, in the example shown in FIGS. 7A and 7B, after the match is resumed as described above, the server device 30 again detects that the second game terminal 10-2 has entered a communication failure state (OP360).

[0083] In this case, the server device 30 sets the communication failure flag of the second game terminal 10-2 to "1" (OP362). The server device 30 also transmits a communication failure notice and acceptance start permission to the first game terminal 10-1 (OP364). In this case, because the end instruction acceptance flag of the first user is set to "1" (see OP346), the server device 30 transmits to the first game terminal 10-1 a communication failure notice indicating that the second game terminal 10-2 has entered a communication failure state, as well as acceptance start permission indicating that acceptance of an end instruction from the first user may begin. In this respect, operation OP364 differs from operation OP304 in FIG. 3 .

[0084] The first game terminal 10-1 receives the communication failure notice and the reception start permission transmitted from the server device 30 (OP150). In this case, the first game terminal 10-1 displays an end instruction acceptance image G20 on the display unit 15 (OP152). In this case, because the reception start permission is received along with the communication failure notice, the first game terminal 10-1 does not display, on the display unit 15, the notification image G10 indicating only that the second game terminal 10-2 has entered a communication failure state, but instead displays, on the display unit 15, the end instruction acceptance image G20 for accepting an end instruction from the first user. In this respect, operations OP150 and OP152 differ from operations OP100 to OP110 in FIG. 3 .

[0085] Operations OP154, OP156, OP366, and OP368 performed after the end instruction acceptance image G20 is displayed are the same as the operations OP112, OP114, OP312, and OP314 in FIG. 3, and therefore a description thereof will be omitted.

[0086] 7A and 7B, the match is resumed after the reception of an end instruction from the first user begins, and then the second game terminal 10-2 again enters a communication failure state. As described above, in such a case, the reception of an end instruction from the first user is immediately started by immediately displaying the end instruction reception image G20 without displaying the notification image G10. Therefore, for example, if the second user intentionally puts the second game terminal 10-2 into a communication failure state during the match and repeatedly returns it to a normal state in order to harass the first user, the first user can immediately end the match.

[0087] FIG. 8 is a diagram illustrating another example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure during a match. FIG. 8 illustrates an example of the operation between the first game terminal 10-1 and the server device 30 in the example shown in FIG. 7A when the server device 30 receives a termination request from the first game terminal 10-1 before transmitting a communication recovery notification to the first game terminal 10-1. In other words, it illustrates an example of the operation between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 returns to a normal state from a communication failure state immediately before the server device 30 receives the termination request from the first game terminal 10-1. The operation illustrated in FIG. 8 is also realized by executing the processes illustrated in FIGS. 10A to 10E (described later) in accordance with a program.

[0088] Operations OP370 to OP384 in Figure 8 are the same as operations OP340 to OP354 in Figure 7A, and operations OP160 to OP170 in Figure 8 are the same as operations OP130 to OP140 in Figure 7A. Furthermore, operation OP172 in Figure 8 is the same as operations OP114 and OP156 in Figures 3 and 7B when an end instruction operation is performed. Therefore, a description of these operations will be omitted.

[0089] 8, immediately before receiving the end request from the first game terminal 10-1, the server device 30 detects that the second game terminal 10-2 has returned to a normal state from a communication failure state (OP382), and resets the communication failure flag of the second game terminal 10-2 to "0" (OP384). However, even if the second game terminal 10-2 has returned to a normal state from a communication failure state immediately before receiving the end request from the first game terminal 10-1, when the server device 30 receives the end request from the first game terminal 10-1 (OP386), the server device 30 immediately ends the match (OP388). Operations OP386 and OP388 are similar to operations OP312 and OP314 in FIG. 3. In addition, if the server device 30 transmits a communication recovery notification to the first game terminal 10-1 after operation OP384 and before receiving a termination request from the first game terminal 10-1, the match is resumed by performing operations similar to operations OP356, OP142, and OP144 in Figure 7A.

[0090] After this, if second game terminal 10-2 experiences a communication failure again, the same operation as that shown in FIG. 7B will be performed by server device 30 and first game terminal 10-1.

[0091] Note that Figures 3 to 8 show examples of the operations between first game terminal 10-1 and server device 30 when second game terminal 10-2 experiences a communication failure, but when first game terminal 10-1 experiences a communication failure, second game terminal 10-2 and server device 30 will perform operations similar to those shown in Figures 3 to 8.

[0092] 9 shows an example of a functional block realized by the game system 1. [3. Functional Blocks] Next, a configuration for realizing the above-described operations will be described.

[0093] 9, each game terminal 10 includes a data storage unit 1000, a game operation reception unit 1010, a transmission unit 1020, a reception unit 1030, a game situation data update unit 1040, a game image display control unit 1050, a notification display control unit 1060, a notification display restriction unit 1070, an inquiry unit 1080, an end instruction reception unit 1090, and an end control unit 1100. Of these, the data storage unit 1000 is realized by the memory unit 12, the transmission unit 1020 and the reception unit 1030 are realized by the control unit 11 and the communication unit 13, and the other functional blocks are realized by the control unit 11.

[0094] The server device 30 also includes a data storage unit 3000, a receiving unit 3010, a transmitting unit 3020, a continuation control unit 3030, a communication status determination unit 3040, a termination instruction reception condition determination unit 3050, a replying unit 3060, a termination control unit 3070, a match result determination unit 3080, and a termination notification control unit 3090. Of these, the data storage unit 3000 is realized by the storage unit 32 or the database DB, the receiving unit 3010 and the transmitting unit 3020 are realized by the control unit 31 and the communication unit 33, and the other functional blocks are realized by the control unit 31.

[0095] [3-1] The data storage unit 1000 of each game terminal 10 stores data necessary for executing the game.

[0096] For example, game situation data D1001 is stored in the data storage unit 1000. The game situation data D1001 is data indicating the current situation of the game. For example, the game situation data D1001 includes data indicating the current situation of the game space. The "game space" is a virtual space constructed in the storage unit 12, and may be a virtual three-dimensional space associated with three coordinate axes, or a virtual two-dimensional plane associated with two coordinate axes. One or more game objects are placed in the "game space," and the "data indicating the current situation of the game space" includes data indicating the current states of the game objects placed in the game space.

[0097] For example, in the case of a sports game such as a baseball game, a soccer game, a basketball game, or an ice hockey game, a game space representing a game venue is constructed, and player characters, a ball, etc. (examples of game objects) are placed in the game space. In this case, data indicating the position, orientation, posture, movement direction, movement speed, type of action currently being performed, whether or not the player character is holding the ball, etc., and data indicating the position, movement direction, movement speed, etc. of the ball are examples of "data indicating the current state of the game object."

[0098] For example, in the case of a racing game, a game space representing a race track is constructed, and race cars (an example of a game object) are placed in the game space. In this case, the position, orientation, direction of movement, speed of movement, etc. of the race car correspond to an example of "data indicating the current state of the game object." For example, in the case of a fighting game, action game, or role-playing game, a game character (an example of a game object) is placed in the game space. In this case, data indicating the position, orientation, posture, direction of movement, speed of movement, type of action currently being performed, hit points (life points), etc. of the game character correspond to an example of "data indicating the current state of the game object." For example, in the case of a card game, a game card (an example of a game object) is placed in the game space. In this case, data indicating the position, orientation, etc. of the game card correspond to an example of "data indicating the current state of the game object."

[0099] The game situation data D1001 also includes data indicating the progress of the game. For example, in the case of a baseball game, data indicating the current inning, the scores of both teams, etc., is an example of "data indicating the progress of the game." For example, in the case of a soccer game, data indicating the time elapsed since the start of the game, the scores of both teams, etc., is an example of "data indicating the progress of the game."

[0100] [3-2] The data storage unit 3000 of the server device 30 also stores data necessary for executing the game.

[0101] For example, flag data D3001 is stored in data storage unit 3000. Flag data D3001 is data indicating a communication failure flag or an end instruction acceptance flag of each game terminal 10.

[0102] [3-3] The game operation accepting unit 1010 of each game terminal 10 accepts game operations.

[0103] A "game operation" is an action in which a user gives instructions to a game via the input unit 14. For example, actions such as touching a touch panel, pressing a button, tilting a stick, moving a mouse, inputting voice into a microphone, and having a sensor detect a gesture are examples of a "game operation."

[0104] "Accepting a game operation" means acquiring the content of a game operation performed by a user. For example, acquiring information indicating that a touch panel has been touched by a user, acquiring information indicating the position touched by a user, acquiring information indicating a button operated by a user, acquiring information indicating the tilt direction or angle of a stick tilted by a user, acquiring information indicating a voice input into a microphone, or acquiring information indicating a user gesture detected by a sensor are examples of "accepting a game operation."

[0105] In the example of the baseball game mentioned above, the game operation receiving unit 1010 receives, for example, a batting operation for causing a batter character to perform a batting action, or a pitching operation for causing a pitcher character to perform a pitching action.

[0106] [3-4] The transmitting unit 1020 of each game terminal 10 transmits data corresponding to the game operation to the server device 30.

[0107] "Data corresponding to game operations" may be data indicating the content of game operations, or data indicating the content of game control to be performed in response to game operations. Note that the content of game control to be performed in response to game operations is identified based on correspondence information indicating the correspondence between game operations and the content of game control. For example, in the case of a game in which game objects behave in response to game operations, data indicating the content of the action to be performed by the game objects in response to game operations is an example of "data indicating the content of game control."

[0108] [3-5] Receiving unit 3010 of server device 30 receives data transmitted from each of the multiple game terminals 10. That is, receiving unit 3010 receives data transmitted by transmitting unit 1020 of each of the multiple game terminals 10.

[0109] [3-6] Transmitting unit 3020 of server device 30 transmits data received from each of multiple game terminals 10 to at least game terminals 10 other than the sender of the data.

[0110] In the example of the baseball game described above, the transmitting unit 3020 transmits data transmitted from the transmitting unit 1020 of the first game terminal 10-1 to the second game terminal 10-2. The transmitting unit 3020 also transmits data transmitted from the transmitting unit 1020 of the second game terminal 10-2 to the first game terminal 10-1.

[0111] The transmitting unit 3020 may also transmit data received from each of the multiple game terminals 10 to the game terminal 10 that transmitted the data. That is, the transmitting unit 3020 may transmit data transmitted from the transmitting unit 1020 of the first game terminal 10-1 to both the first game terminal 10-1 and the second game terminal 10-2. Similarly, the transmitting unit 3020 may transmit data transmitted from the transmitting unit 1020 of the second game terminal 10-2 to both the first game terminal 10-1 and the second game terminal 10-2.

[0112] [3-7] Receiving unit 1030 of each game terminal 10 receives the data transmitted from server device 30. That is, receiving unit 1030 receives the data transmitted by transmitting unit 3020 of server device 30.

[0113] [3-8] The game situation data update unit 1040 of each game terminal 10 updates the game situation data based on the game operations accepted by the game operation acceptance unit 1010 and the data received by the reception unit 1030.

[0114] "Updating the game situation data based on the game operations accepted by the game operation accepting unit 1010 and the data received by the receiving unit 1030" means updating the game situation data so that game control to be performed in response to the game operations accepted by the game terminal 10 and game control to be performed in response to the game operations accepted by the other game terminals 10 are performed. Note that the "game control to be performed in response to the game operations accepted by the other game terminals" is identified based on the data received by the receiving unit 1030. Furthermore, when the transmitting unit 3020 of the server device 30 transmits data received from each of the multiple game terminals 10 to a game terminal 10 other than the source of the data, the "game control to be performed in response to the game operations accepted by the game terminal 10" may be identified based on the data received by the receiving unit 1030. That is, for example, when the transmitting unit 3020 of the server device 30 transmits data received from the first game terminal 10-1 to both the second game terminal 10-2 and the first game terminal 10-1, the first game terminal 10-1 may determine the "game control to be performed in response to the game operation accepted by the first game terminal 10-1" based on the data received by the receiving unit 1030.

[0115] [3-9] The game image display control unit 1050 of each game terminal 10 performs control to display a game image showing the game situation on the display unit 15 of that game terminal 10 based on the game situation data.

[0116] "Control for displaying an image on the display unit 15" means generating an image and displaying it on the display unit 15. Note that "control for displaying an image on the display unit 15" may also mean displaying an image received from another device on the display unit 15. For example, the game image display control unit 1050 generates a game image showing the game space as seen from a given viewpoint and displays it on the display unit 15.

[0117] [3-10] Communication status determination unit 3040 of server device 30 determines whether at least one of multiple game terminals 10 is in a communication failure state.

[0118] The "communication malfunction state" refers to, for example, a state in which communication between server device 30 and game terminal 10 is not performed normally. Specifically, for example, it refers to a state in which communication between server device 30 and game terminal 10 is cut off (communication cut off state). In other words, it refers to a state in which server device 30 is unable to receive data from game terminal 10.

[0119] For example, each game terminal 10 is configured to transmit a predetermined notification (suspend notification) to server device 30 when a game program is suspended, and when server device 30 receives a suspend notification from any game terminal 10, communication status determination unit 3040 determines that the game terminal 10 is in a "communication malfunction state." Note that in game terminal 10, a game program is suspended when the active program is switched from the game program to another program. In addition, in game terminal 10, a game program is suspended when an operation is performed to put game terminal 10 into a sleep state (hibernation state) or when an operation is performed to turn off the power to game terminal 10.

[0120] Furthermore, for example, each game terminal 10 is configured to periodically transmit keep-alive information to server device 30, and if server device 30 continues not to receive keep-alive information from any game terminal 10 for a predetermined period of time, communication status determination unit 3040 determines that the game terminal 10 has entered a "communication malfunction state." If a game program is forcibly terminated on game terminal 10, if the communication function (wireless LAN communication function, mobile data communication function, etc.) of game terminal 10 is turned off, if game terminal 10 is set to airplane mode, or if the power of a communication device (router, etc.) to which game terminal 10 is connected is turned off, the above-mentioned suspend notification is not transmitted to server device 30. However, in such cases, the keep-alive information is also no longer transmitted to server device 30, and therefore it can be determined that the game terminal 10 has entered a "communication malfunction state" based on the above determination regarding the keep-alive information.

[0121] [3-11] When at least one of the multiple game terminals 10 returns to a normal state from a communication failure state, the continuation control unit 3030 of the server device 30 performs control to allow the game terminals 10 other than the at least one game terminal 10 to continue playing the game.

[0122] The "normal state" refers to a state where there is no communication malfunction, for example, a state where communication is performed normally between game terminal 10 and server device 30. In other words, it is a state where data from game terminal 10 can be received normally by server device 30.

[0123] "When at least one of the multiple game terminals 10 has returned to the normal state from a communication malfunction state" refers to when a game terminal 10 determined to have entered a communication malfunction state returns to the normal state. For example, when server device 30 receives an active notification from a game terminal 10 determined to have entered a communication malfunction state, the game terminal 10 is determined to have returned to the normal state from the communication malfunction state. Also, for example, when server device 30 receives keep-alive information from a game terminal 10 determined to have entered a communication malfunction state, the game terminal 10 is determined to have returned to the normal state from the communication malfunction state.

[0124] "Performing control to continue the execution of the game" means, for example, notifying game terminal 10 to continue the execution of the game. Alternatively, for example, it may mean transmitting data required to continue the execution of the game to game terminal 10.

[0125] If at least one of the multiple game terminals 10 experiences a communication failure, the game terminals 10 other than the game terminal 10 experiencing the communication failure are notified of this, and the progress of the game is interrupted. Therefore, when the game terminal 10 experiencing the communication failure returns to a normal state, the continuation control unit 3030 performs control to cause the game terminals 10 other than the game terminal 10 experiencing the communication failure to resume the progress of the game. For example, the continuation control unit 3030 performs control to resume the progress of the game by transmitting a notification to the game terminal 10 to resume the progress of the game, or by transmitting data received by the game terminal 10 that has returned to a normal state from a communication failure to the other game terminals 10.

[0126] [3-12] When it is determined that another game terminal 10 has entered a communication failure state, the notification display control unit 1060 of each game terminal 10 performs control to display a predetermined notification on the display unit 15 of that game terminal 10. Furthermore, when it is determined that another game terminal 10 has entered a communication failure state, the notification display restriction unit 1070 of each game terminal 10 restricts the display of the predetermined notification until data from that other game terminal 10 is needed to update the game situation data.

[0127] The "predetermined notification" is a notification indicating that it has been determined that another game terminal 10 has entered a communication failure state. Alternatively, it may be a notification indicating that the other game terminal is waiting for the other game terminal to return to a normal state from a communication failure state. Alternatively, it may be a notification indicating that data from the other game terminal is waiting. Furthermore, the "predetermined notification" may be text or an image.

[0128] "Until data from another game terminal 10 is required to update the game situation data" means, for example, "until game operations by a user using another game terminal 10 are required to progress the game (update the game situation data)."

[0129] For example, if game operations by users of other game terminals 10 are not required until a given timing, "until a given timing" is an example of "until data from other game terminals is required to update the game situation data." In other words, if opportunities to accept game operations by users of other game terminals 10 are limited, "until such an opportunity arises" is an example of "until data from other game terminals is required to update the game situation data."

[0130] Specifically, for example, in a baseball game, if a user using another game terminal 10 is operating only a pitcher character, "until the pitcher character throws the next pitch" is an example of "until data from another game terminal 10 is needed to update the game situation data." Also, for example, in a game in which each user takes a turn in sequence, "until the turn of a user using another game terminal 10 arrives" is an example of "until data from another game terminal 10 is needed to update the game situation data."

[0131] "Restricting the display of a specified notification until data from another game terminal 10 is required to update the game status data" means not displaying a specified notification until data from another game terminal 10 is required to update the game status data, and displaying the specified notification when data from another game terminal 10 is required to update the game status data.

[0132] In the baseball game example described above, the notification image G10 (element E11) corresponds to an example of the "predetermined notification." For example, if the second game terminal 10-2 experiences a communication failure, the notification display control unit 1060 waits until a situation arises in which game operation data of the second user using the second game terminal 10-2 is needed to progress the game, and when that situation arises, displays the notification image G10 on the display unit 15 (operations OP102 and OP104 in FIG. 3 ). In other words, if the second game terminal 10-2 experiences a communication failure, the notification display restriction unit 1070 restricts the display of the notification image G10 until a situation arises in which game operation data of the second user using the second game terminal 10-2 is needed to progress the game.

[0133] [3-13] After it is determined that another game terminal 10 has entered a communication failure state, the end instruction acceptance condition determination unit 3050 of the server device 30 determines whether a predetermined condition is satisfied.

[0134] The "predetermined condition" is a condition (termination instruction acceptance condition) that serves as a criterion for determining whether or not to start accepting a termination instruction. For example, if a predetermined period of time has passed since another game terminal 10 was determined to be in a communication failure state without the other game terminal 10 returning to a normal state, the termination instruction acceptance condition determination unit 3050 determines that the "predetermined condition" has been satisfied. Also, for example, if a suspend notification has been received a predetermined number of times from another game terminal 10 after the other game terminal 10 was determined to be in a communication failure state, the termination instruction acceptance condition determination unit 3050 determines that the "predetermined condition" has been satisfied.

[0135] [3-14] After a predetermined notification is displayed by the notification display control unit 1060, the inquiry unit 1080 of each game terminal 10 sends an inquiry to the server device 30 at a given timing as to whether or not it is okay to start accepting termination instructions.

[0136] An "end instruction" is an instruction to the game system 1 to end a game in which multiple users participate midway. Here, "ending a game midway" means ending the game before it ends normally. "Ending a game normally" means, in the case of a competitive game, that the match is played to the end in accordance with predetermined rules and ends. That is, the match is played to the end in accordance with predetermined rules, and the final match result is officially determined and the match ends. Furthermore, "ending a game normally" may mean that the game ends with the game being cleared (the objective of the game is achieved) or that the game is over (the objective of the game is not achieved and the game ends).

[0137] The "inquiry" is data for inquiring of the server device 30 as to whether or not it is acceptable to start accepting an end instruction. In other words, it is data for inquiring of the server device 30 as to whether or not it is acceptable to display a reception image for accepting an end instruction on the display unit 15. Furthermore, "at a given timing" means, for example, "every time a predetermined period of time has elapsed."

[0138] In the example of the baseball game mentioned above, the inquiry unit 1080 sends an inquiry to the server device 30 every time a predetermined time elapses while the notification image G10 is displayed, asking whether it is okay to start accepting termination instructions (operation OP106 in Figure 3).

[0139] [3-15] After it is determined that another game terminal 10 has entered a communication failure state, if it is determined that a predetermined condition (termination instruction acceptance condition) is satisfied, the response unit 3060 of the server device 30 transmits permission to start accepting termination instructions to the game terminal 10 that sent the inquiry in response to the inquiry.

[0140] The "acceptance start permission" is data for permitting the start of acceptance of an end instruction. In other words, it is data for permitting the display of an acceptance image for accepting an end instruction on the display unit 15.

[0141] In the example of the baseball game mentioned above, for example, if it is determined that the second game terminal 10-2 has entered a communication failure state and an inquiry from the inquiry unit 1080 of the first game terminal 10-1 is received by the server device 30 (operation OP308 in Figure 3), the response unit 3060 will send permission to start accepting end instructions to the first game terminal 10-1 (operation OP310 in Figure 3) if the end instruction acceptance condition is satisfied (i.e., if the end instruction acceptance flag of the first game terminal 10-1 is "1").

[0142] [3-16] When it is determined that another game terminal 10 is in a communication failure state, the end instruction receiving unit 1090 of each game terminal 10 receives an end instruction from the user.

[0143] "Accepting an end instruction" means accepting an operation indicating an end instruction (end instruction operation). It may also mean receiving data indicating an end instruction. For example, the end instruction accepting unit 1090 accepts an end instruction from a user by performing control to display a acceptance image for accepting the end instruction on the display unit 15. Here, the "acceptance image" is an image displayed on the display unit 15 for accepting the end instruction. In other words, it is an image displayed on the display unit 15 for performing an operation for issuing an end instruction.

[0144] Note that, after it is determined that another game terminal 10 has entered a communication failure state, if a predetermined condition (a termination instruction acceptance condition) is satisfied, termination instruction acceptance unit 1090 starts accepting a termination instruction. For example, termination instruction acceptance unit 1090 starts accepting a termination instruction in response to acceptance start permission transmitted by response unit 3060.

[0145] In the example of the baseball game described above, the end instruction acceptance image G20 corresponds to an example of an “acceptance image.” For example, when it is determined that the second game terminal 10-2 is in a communication failure state and the acceptance start permission transmitted by the replying unit 3060 of the server device 30 is received by the first game terminal 10-1, the end instruction acceptance unit 1090 starts accepting an end instruction by displaying the end instruction acceptance image G20 on the display unit 15 (operations OP108 and OP110 in FIG. 3 ).

[0146] In addition, when it is determined that the second game terminal 10-2 has entered a communication malfunction state, and after a predetermined condition (condition for accepting a termination instruction) is satisfied and the second game terminal 10-2 returns from the communication malfunction state to a normal state (operation OP352 in Figure 7A), if it is determined again that the other game terminal 10 has entered a communication malfunction state (operation OP360 in Figure 7B), the termination instruction accepting unit 1090 starts accepting a termination instruction (operation OP152 in Figure 7B) even before the predetermined condition is satisfied.

[0147] [3-17] The termination control unit 1100 of each game terminal 10 and the termination control unit 3070 of the server device 30 perform control to terminate a game in which multiple users using multiple game terminals 10 are participating, in response to a termination instruction from a user using a game terminal 10 other than the game terminal 10 that has been determined to be in a communication failure state.

[0148] "Performing control to end the game" means performing control to end the game midway. Also, "performing control to end the game in response to an end instruction" means performing control to end the game unconditionally when an end instruction is received. Alternatively, when an end instruction is received, control to end the game under predetermined conditions may be performed.

[0149] Furthermore, when it is determined that another game terminal 10 has entered a communication failure state and a predetermined period of time has elapsed since the acceptance of the termination instruction began, the termination control unit 1100 or the termination control unit 3070 may perform control to terminate the game even if the termination instruction is not accepted.

[0150] In the example of the baseball game mentioned above, for example, if it is determined that the second game terminal 10-2 has entered a communication failure state, the termination control unit 1100 transmits a termination request to the server device 30 as control to end the game in response to a termination instruction from the first user using the first game terminal 10-1 (operation OP112 in Figure 3).

[0151] Furthermore, for example, when it is determined that the second game terminal 10-2 has entered a communication failure state and a predetermined period of time has elapsed since the end instruction acceptance image was displayed on the display unit 15 of the first game terminal 10-1 (i.e., since acceptance of the end instruction from the first user began), the end control unit 1100 transmits an end request to the server device 30 as control to end the match, even if an end instruction has not been accepted from the first user (operation OP114 in Figure 3).

[0152] Furthermore, when the server device 30 receives a termination request transmitted from the first game terminal 10-1, the termination control unit 3070 performs control to terminate the game even if the game is still in progress (operations OP312, OP314 in FIG. 3). For example, as control to terminate the game, the termination control unit 3070 notifies each game terminal 10 to terminate the game, or stops transmitting data necessary for executing the game to each game terminal 10.

[0153] [3-18] In the case of a competitive game in which multiple users each using multiple game terminals 10 compete against each other, the battle result determination unit 3080 of the server device 30 determines that the user using the game terminal 10 determined to be in a communication failure state has lost if it is determined that at least one of the multiple game terminals 10 has experienced a communication failure state and the competitive game ends in response to an end instruction from a user using a game terminal 10 other than the game terminal 10 determined to be in a communication failure state.

[0154] "Determining that the user using the game terminal 10 determined to be in a communication failure state has lost" means determining that the user using the game terminal 10 determined to be in a communication failure state has lost and the user using the other game terminal 10 has won, regardless of the state of the match (score, etc.) at the time when one of the game terminals 10 experienced a communication failure state. For example, in the case of a competitive game in which points are competed for, it may be determined that the user using the game terminal 10 determined to be in a communication failure state has lost by a predetermined score difference.

[0155] In the example of the baseball game described above, for example, if it is determined that the second game terminal 10-2 has experienced a communication failure and the game ends in response to an end instruction from the first user using the first game terminal 10-1, the match result determination unit 3080 determines that the first user using the first game terminal 10-1 has won the game and the second user using the second game terminal 10-2 has lost the game (operation OP314 in FIG. 3 ). In this case, even if the team of the second user was leading, the match result determination unit 3080 determines that the first user has won the game and the second user has lost the game.

[0156] [3-19] The end notification control unit 3090 of the server device 30 performs control to notify the user of the game terminal 10 determined to be in a communication malfunction state that the game has ended in response to an end instruction from a user using a game terminal 10 other than the game terminal 10 determined to be in a communication malfunction state.

[0157] "Performing control to notify the user of the game terminal determined to be in a communication failure state that the game has ended" may mean displaying text or an image on display unit 15 of game terminal 10, when accessed from game terminal 10 determined to be in a communication failure state, indicating that the game has ended midway in response to an end instruction from a user using game terminal 10 other than game terminal 10 determined to be in a communication failure state. Alternatively, it may mean sending text, an image, or the like, indicating that the game has ended midway in response to an end instruction from a user using game terminal 10 other than game terminal 10 determined to be in a communication failure state, as a message, email, or the like, to the user of game terminal 10 determined to be in a communication failure state.

[0158] In the baseball game example described above, for example, if it is determined that second game terminal 10-2 is in a communication failure state and the game ends in response to an end instruction from the first user using first game terminal 10-1, end notification control unit 3090 performs control to notify the second user that the game has ended in response to the end instruction from the first user. For example, when there is access from second game terminal 10-2 of the second user, end notification control unit 3090 displays text, an image, or the like on display unit 15 of second game terminal 10-2 indicating that the game has ended in response to the end instruction from the first user. Also, for example, end notification control unit 3090 sends a message or email to the second user indicating that the game has ended in response to the end instruction from the first user.

[0159] [4. Processing] Next, the processing executed by the game system 1 to realize the functional blocks described above will be described.

[0160] [4-1] For example, by executing the process shown in FIG. 2 according to a program, the game operation receiving unit 1010, transmitting unit 1020, receiving unit 1030, game status data updating unit 1040, and game image display control unit 1050 of the game terminal 10, and the receiving unit 3010 and transmitting unit 3020 of the server device 30 are realized.

[0161] [4-2] Furthermore, for example, by executing the processes shown in Figures 10A to 10E according to a program, the notification display control unit 1060, notification display restriction unit 1070, inquiry unit 1080, end instruction reception unit 1090, and end control unit 1100 of the game terminal 10, and the continuation control unit 3030, communication status determination unit 3040, end instruction reception condition determination unit 3050, response unit 3060, end control unit 3070, match result determination unit 3080, and end notification control unit 3090 of the server device 30 are realized.

[0162] 10A to 10E mainly show the processing executed between first game terminal 10-1 and server device 30 when second game terminal 10-2 experiences a communication failure while a first user using first game terminal 10-1 and a second user using second game terminal 10-2 are playing a baseball game. The processing shown in FIGS. 10A to 10E is executed according to a program, thereby realizing the operations described with reference to FIGS. 3 to 8.

[0163] Note that Figures 10A to 10E show a case where the second game terminal 10-2 experiences a communication failure during the above-mentioned match, but if the first game terminal 10-1 experiences a communication failure during the above-mentioned match, processing similar to that shown in Figures 10A to 10E is executed between the second game terminal 10-2 and the server device 30.

[0164] As shown in FIG. 10A, at the start of the match, the control unit 31 of the server device 30 initializes the communication failure flags of the first game terminal 10-1 and the second game terminal 10-2 to "0" and initializes the end instruction acceptance flags of the first game terminal 10-1 and the second game terminal 10-2 to "0" (S310).

[0165] The control unit 31 also monitors whether the second game terminal 10-2 has entered a communication malfunction state (S312). For example, when a suspend notification from the second game terminal 10-2 is received by the server device 30, the control unit 31 determines that the second game terminal 10-2 has entered a communication malfunction state. Alternatively, for example, when the server device 30 continues to not receive keep-alive information from the second game terminal 10-2 for a predetermined period of time, the control unit 31 determines that the second game terminal 10-2 has entered a communication malfunction state.

[0166] 10A to 10E show the processing executed between the first game terminal 10-1 and the server device 30 when the second game terminal 10-2 experiences a communication failure, and therefore, although not shown in FIG. 10A, the control unit 31 actually also determines whether the first game terminal 10-1 has experienced a communication failure.

[0167] If the second game terminal 10-2 has entered a communication malfunction state (S312: Yes), the control unit 31 updates the communication malfunction flag of the second game terminal 10-2 to "1" (S314). The control unit 31 also determines whether the end instruction flag of the first game terminal 10-1 is "0" (S316), and if the end instruction flag of the first game terminal 10-1 is "0" (S316: Yes), the control unit 31 transmits a communication malfunction notice to the first game terminal 10-1 via the communication unit 33, indicating that the second game terminal 10-2 has entered a communication malfunction state (S318).

[0168] After executing step S318, the control unit 31 of the server device 30 determines whether the second game terminal 10-2 has returned to the normal state from the communication malfunction state (S320). For example, when the server device 30 receives an active notification or the like from the second game terminal 10-2, the control unit 31 determines that the second game terminal 10-2 has returned to the normal state from the communication malfunction state.

[0169] If the second game terminal 10-2 has not returned to a normal state from the communication failure state (S320: No), the control unit 31 determines whether the termination instruction condition is satisfied (S322). For example, the control unit 31 determines that the termination instruction acceptance condition is satisfied when a predetermined time has passed since the second game terminal 10-2 entered the communication failure state. Alternatively, for example, the control unit 31 determines that the termination instruction acceptance condition is satisfied when the server device 30 receives a suspend notification from the second game terminal 10-2 a predetermined number of times.

[0170] If the termination instruction condition is not satisfied (S322: No), control unit 11-1 returns to step S320. On the other hand, if the termination instruction condition is satisfied (S322: Yes), control unit 11-1 updates the termination instruction acceptance flag of first game terminal 10-1 to "1" (S324). Thereafter, control unit 31 monitors whether second game terminal 10-2 has returned to a normal state from a communication failure state (S326). Step S326 is the same as step S320.

[0171] First game terminal 10-1 receives the communication failure notification transmitted from server device 30 in step S318 via communication unit 13 (S110). In this case, control unit 11-1 monitors whether the game (match) situation has become such that game operation data of the second user is required (S112). If the game situation has become such that game operation data of the second user is required (S112: Yes), control unit 11-1 displays notification image G10 on display unit 15 (S114).

[0172] When notification image G10 is displayed on display unit 15, as shown in Fig. 10B, control unit 11-1 monitors whether or not the timing (inquiry timing) for making an inquiry as to whether or not it is OK to start accepting an end instruction has arrived (S120). For example, the inquiry timing arrives at predetermined time intervals.

[0173] If the inquiry timing has arrived (S120: Yes), control unit 11-1 transmits an inquiry to server device 30 via communication unit 33 asking whether or not it is OK to start accepting termination instructions (S122).

[0174] The server device 30 receives the inquiry transmitted from the first game terminal 10-1 in step S122 via the communication unit 33 (S330). In this case, the control unit 31 determines whether the end instruction reception flag of the first game terminal 10-1 is "1" (S332). Based on the determination result, the control unit 31 transmits to the first game terminal 10-1 via the communication unit 33 either reception start permission, indicating that the first game terminal 10-1 may start receiving end instructions, or denial, indicating that the first game terminal 10-1 may not start receiving end instructions (S334). That is, if the end instruction reception flag of the first game terminal 10-1 is "1," the control unit 31 transmits reception start permission to the first game terminal 10-1, and if the end instruction reception flag of the first game terminal 10-1 is not "1," the control unit 31 transmits denial to the first game terminal 10-1. Thereafter, the control unit 11-1 returns to step S326.

[0175] First game terminal 10-1 receives, via communication unit 13, the acceptance start permission or denial transmitted from server device 30 in step S334 (S124). In this case, control unit 11-1 determines whether acceptance start permission has been received (S126). If acceptance start permission has been received (S126: Yes), control unit 11-1 displays end instruction acceptance image G20 on display unit 15 (S128). On the other hand, if acceptance start permission has not been received (S126: No), control unit 11-1 returns to step S120.

[0176] In step S316 of FIG. 10A, if it is determined that the termination instruction reception flag of the first game terminal 10-1 is not "0" (S316: No), that is, if the termination instruction reception flag of the first game terminal 10-1 is "1", as shown in FIG. 10C, the control unit 11-1 transmits to the first game terminal 10-1 via the communication unit 13 a communication failure notification indicating that the second game terminal 10-2 has entered a communication failure state, and a reception start permission indicating that the first game terminal 10-1 may start accepting termination instructions (S340).

[0177] First game terminal 10-1 receives, via communication unit 13, the communication failure notification and acceptance start permission transmitted from server device 30 in step S340 (S130). In this case, control unit 11-1 immediately displays end instruction acceptance image G20 without displaying notification image G10 (S132).

[0178] 10A, if it is determined that the second game terminal 10-2 has returned to a normal state from a communication failure state (S320 or S326: Yes), the control unit 31 updates the communication failure flag of the second game terminal 10-2 to "0" (S350), as shown in FIG. 10D. The control unit 31 also transmits a communication recovery notification to the first game terminal 10-1 via the communication unit 33, indicating that the second game terminal 10-2 has returned to a normal state from a communication failure state (S352). Thereafter, the control unit 31 returns to step S312.

[0179] Note that if a termination request is received from the first game terminal 10-1 (step S360 in FIG. 10E described below) before transmitting a communication recovery notification to the first game terminal 10-1 (before executing step S352), the control unit 31 prioritizes processing in response to the termination request. That is, in this case, the control unit 31 executes processing to end the match midway (steps S362 to S366 in FIG. 10E described below) without transmitting a communication recovery notification to the first game terminal 10-1 (without executing step S352).

[0180] The first game terminal 10-1 receives the communication recovery notification transmitted from the server device 30 in step S352 via the communication unit 13 (S140). In this case, the control unit 11-1 resumes the match (S142). For example, the control unit 11-1 resumes the suspended match by changing the image displayed on the display unit 15 from the notification image G10 or the end instruction acceptance image G20 to a match image (game image).

[0181] After the end instruction accepting image G20 is displayed on the display unit 15 in step S128 of Fig. 10B or step S132 of Fig. 10C, the control unit 11-1 determines whether or not an end instruction operation has been performed (S150), as shown in Fig. 10E. That is, the control unit 11-1 determines whether or not the element E22 of the end instruction accepting image G20 has been selected.

[0182] If the end instruction operation has not been performed (S150: No), control unit 11-1 determines whether a predetermined time has passed since the end instruction acceptance image G20 was displayed (S152). If the predetermined time has not passed since the end instruction acceptance image G20 was displayed (S152: No), control unit 11-1 returns to step S150.

[0183] On the other hand, if an end instruction operation is performed (S150: Yes), or if a predetermined time has elapsed since the end instruction acceptance image G20 was displayed (S152: Yes), the control unit 11-1 sends an end request to the server device 30 via the communication unit 13, indicating a request to end the match midway (S154).

[0184] The server device 30 receives the termination request transmitted from the first game terminal 10-1 in step S154 via the communication unit 33 (S360). In this case, the control unit 31 executes termination processing to end the match midway (S362). For example, the control unit 31 determines the result of the match. That is, the control unit 31 determines the first user who issued the termination instruction as the winner of the match, and the second user as the loser of the match.

[0185] The control unit 31 also transmits a termination notification to the first game terminal 10-1 via the communication unit 33, indicating that the match has ended (S364). The control unit 31 then executes a termination notification process to the second user (S366). The "termination notification process to the second user" is a process for notifying the second user that the match has ended in response to the first user's termination instruction. For example, the control unit 31 may send a message or email to the second user indicating that the match has ended in response to the first user's termination instruction, or may execute a process for displaying a message indicating that the match has ended in response to the first user's termination instruction on the display unit 15 of the second game terminal 10-2 the next time the second user plays the game (the next time the second user uses the game system 1).

[0186] First game terminal 10-1 receives the end notification sent from server device 30 in step S366 via communication unit 13 (S156). In this case, control unit 11-1 displays the match result on display unit 15 and ends the match (S158).

[0187] [5. Summary] According to game system 1, for example, if second game terminal 10-2 experiences a communication failure during a match between a first user of first game terminal 10-1 and a second user of second game terminal 10-2, the match is terminated in response to a termination instruction from the first user. This allows the first user to terminate the match at their own discretion, preventing the first user from feeling frustrated by having to wait for the interrupted game to resume. Furthermore, if the match ends at the will of the opposing first user, the second user is forced to accept the decision, reducing the second user's frustration. Thus, game system 1 makes it possible to terminate the match while minimizing frustration on the part of both the second user using second game terminal 10-2 experiencing a communication failure and the opposing first user.

[0188] Furthermore, according to game system 1, for example, if second game terminal 10-2 experiences a communication failure and the match ends in response to an end instruction from the first user, it is determined that the second user who was using second game terminal 10-2 experiencing the communication failure has lost, and that the first user who issued the end instruction has won. According to game system 1, since it is determined that the second user has lost as a result of the match ending at the will of the opponent first user, the second user is forced to accept this, and it is possible to gain the second user's understanding and reduce the second user's dissatisfaction.

[0189] Furthermore, according to the game system 1, for example, if the second game terminal 10-2 experiences a communication failure and the match ends in response to an end instruction from the first user, the second user is notified of this, so that the second user can understand that the match has ended in response to an end instruction from the first user, thereby reducing the second user's dissatisfaction with the end of the match.

[0190] Furthermore, according to the game system 1, for example, if the second game terminal 10-2 experiences a communication failure, a notification image G10 is displayed on the display unit 15 of the first game terminal 10, so that the first user can know that the second game terminal 10-2 has experienced a communication failure.

[0191] Furthermore, according to the game system 1, for example, if the second game terminal 10-2 experiences a communication failure, the display of the notification image G10 is restricted until the second user's game operation data is needed, thereby minimizing the display of the notification image G10. For example, if the second game terminal 10-2 returns to a normal state from a communication failure state immediately after the notification image G10 is displayed, the notification image G10 will disappear. In such a case, the display of the notification image G10 may cause stress to the first user. In this regard, the game system 1 minimizes the stress felt by the user.

[0192] Furthermore, according to the game system 1, for example, after the second game terminal 10-2 enters a communication failure state, the game system 1 does not start accepting termination instructions unconditionally, but starts accepting termination instructions only when the termination instruction acceptance conditions are satisfied. Therefore, if the second game terminal 10-2 temporarily enters a communication failure state, the game system 1 can prevent termination instructions from being accepted. As a result, if the second game terminal 10-2 temporarily enters a communication failure state, the game system 1 can prevent termination.

[0193] Furthermore, according to the game system 1, for example, if the second game terminal 10-2 enters a communication failure state and then returns to a normal state from the communication failure state after the end instruction acceptance condition is satisfied, and if the second game terminal 10-2 enters a communication failure state again, the end instruction acceptance image G20 is immediately displayed on the display unit 15 of the first game terminal 10-1 to start accepting an end instruction, thereby enabling the first user to immediately end the match if the second game terminal 10-2 repeatedly enters a communication failure state. For example, if the second user intentionally puts the second game terminal 10-2 into a communication failure state and then repeatedly returns it to a normal state in order to harass the first user, the first user can quickly end the match.

[0194] Furthermore, according to game system 1, by providing server device 30 with end instruction acceptance condition determination unit 3050, management of whether or not the end instruction acceptance condition is satisfied can be centrally performed by server device 30. Furthermore, according to game system 1, first game terminal 10-1 transmits an inquiry to server device 30 asking whether or not it is OK to start accepting end instructions, and in response to the inquiry, server device 30 transmits acceptance start permission to first game terminal 10-1. This allows for a simpler configuration of game system 1 than an embodiment in which server device 30 actively transmits acceptance start permission to first game terminal 10-1 when the end instruction acceptance condition is satisfied.

[0195] Furthermore, according to the game system 1, for example, if the second game terminal 10-2 experiences a communication failure and a predetermined period of time has elapsed since the end instruction acceptance image G20 was displayed on the display unit 15 of the first game terminal 10-1, the match will be ended even if an end instruction operation has not been performed. This makes it possible to avoid a situation in which the second game terminal 10-2, which has experienced a communication failure, does not recover to a normal state and an end instruction is not performed for a long period of time.

[0196] [6. Modifications] The present invention is not limited to the above-described embodiments.

[0197] Although the above description has primarily focused on a case in which two users, a first user using the first game terminal 10-1 and a second user using the second game terminal 10-2, are competing against each other, the present invention can also be applied to a case in which three or more users are competing against each other. For example, if a communication failure occurs with the second game terminal 10-2 during a match between three users, a first user using the first game terminal 10-1, a second user using the second game terminal 10-2, and a third user using the third game terminal 10-3, and if a termination instruction acceptance condition is satisfied, termination instructions may be accepted from each of the first and third users, and the match may be ended if termination instructions are accepted from both the first and third users. In this case, the match may be ended if a termination instruction is accepted from either the first or third user.

[0198] The present invention can also be applied to games other than competitive games in which multiple users compete against each other. The present invention can also be applied to games in which multiple users cooperate to achieve a common goal. The present invention can also be applied to games in which multiple users participate, each using multiple game terminals 10.

[0199] [7. Supplementary Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals shown in the drawings are written in parentheses as appropriate, but this does not mean that the present invention is limited to the illustrated embodiments.

[0200] 1) A game system (1) according to one aspect of the present invention includes a plurality of game terminals (10-1, 10-2) and a server device (3), wherein the server device (30) includes a determination means (3040) for determining whether at least one of the plurality of game terminals (10-1, 10-2) has entered a communication failure state, and each of the plurality of game terminals (10-1, 10-2) includes a receiving means (1090) for receiving a termination instruction from a user when it is determined that another game terminal has entered the communication failure state, and the game system (1) further includes a termination control means (1100 or 3090) for controlling the termination of a game in which a plurality of users using each of the plurality of game terminals (10-1, 10-2) are participating, in response to the termination instruction from a user using a game terminal (10-1) other than the game terminal (10-2) determined to have entered the communication failure state.

[0201] 9) A server device (30) according to one aspect of the present invention is a server device (30) capable of communicating with a plurality of game terminals (10-1, 10-2), and includes: a determination means (3040) for determining whether at least one of the plurality of game terminals (10-1, 10-2) has entered a communication failure state; a means (3060) for performing control to receive a termination instruction from a user using another game terminal (10-1) of the plurality of game terminals (10-1, 10-2) when it is determined that at least one (10-2) of the plurality of game terminals (10-1, 10-2) has entered the communication failure state; and a termination control means (3090) for performing control to terminate a game in which a plurality of users using each of the plurality of game terminals are participating, in response to the termination instruction from the user using the other game terminal.

[0202] 10) A gaming terminal (10-1) according to one aspect of the present invention includes: a receiving means (1090) for receiving a termination instruction from a user when one gaming terminal (10-1) among a plurality of gaming terminals (10-1, 10-2) determines that another gaming terminal (10-2) among the plurality of gaming terminals (10-1, 10-2) has entered a communication failure state; and a termination control means (1100) for performing control to terminate a game in which a plurality of users each using the plurality of gaming terminals participates in response to the termination instruction from the user.

[0203] 11) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as the server device (30) described in 9) or the game terminal (10-1) described in 10).

[0204] 12) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 11) recorded thereon.

[0205] 13) A control method for a game system (1) according to one aspect of the present invention is a control method for a game system (1) including a plurality of game terminals (10-1, 10-2) and a server device (30), the control method comprising: a determination step (S312) of determining whether or not at least one of the plurality of game terminals (10-1, 10-2) has entered a communication failure state; and, when it is determined that at least one (10-2) of the plurality of game terminals (10-1, 10-2) has entered the communication failure state, The method further includes a receiving step (S128, S132, S150) of receiving a termination instruction from a user using another game terminal (10-1) among the game terminals (10-1, 10-2) determined to be in a communication failure state, and a termination control step (S154 to S158, S360 to S366) of performing control to terminate the game in which multiple users using each of the multiple game terminals (10-1, 10-2) participate, in response to the termination instruction from a user using a game terminal (10-1) other than the game terminal (10-2) determined to be in a communication failure state.

[0206] 14) A control method for a server device (30) according to one aspect of the present invention is a control method for a server device (30) capable of communicating with a plurality of game terminals (10-1, 10-2), and includes a determination step (S312) of determining whether at least one of the plurality of game terminals (10-1, 10-2) has entered a communication failure state, steps (S330 to S334, S340) of performing control to receive a termination instruction from a user using another game terminal (10-1) of the plurality of game terminals (10-1, 10-2) when it is determined that at least one of the plurality of game terminals (10-1, 10-2) has entered the communication failure state, and termination control steps (S360 to S366) of performing control to terminate a game in which a plurality of users using each of the plurality of game terminals (10-1, 10-2) are participating, in response to the termination instruction from the user using the other game terminal (10-1).

[0207] 15) A control method for a game terminal (10-1) according to one aspect of the present invention is a control method for one game terminal (10-1) among a plurality of game terminals (10-1, 10-2), and includes a receiving step (S128, S132, S150) for receiving a termination instruction from a user when it is determined that another game terminal (10-2) among the plurality of game terminals (10-1, 10-2) has entered a communication failure state, and a termination control step (S154 to S158) for performing control to terminate a game in which a plurality of users who use each of the plurality of game terminals (10-1, 10-2) are participating, in accordance with the termination instruction from the user.

[0208] According to the inventions described in 1), 9), and 15), when it is determined that at least one game terminal is experiencing a communication failure, control is performed to end a game in which multiple users are participating in response to a termination instruction from a user using a game terminal other than the game terminal experiencing the communication failure. This allows users using game terminals other than the game terminal experiencing the communication failure to end the game at their own discretion, thereby preventing the users from feeling frustrated by having to wait for the interrupted game to resume. Furthermore, if the game ends at the will of a user using a game terminal other than the game terminal experiencing the communication failure (i.e., another user who was playing the game together), the user using the game terminal experiencing the communication failure is forced to accept the end, thereby reducing the user's frustration. Thus, according to the present invention, it is possible to end a game while reducing frustration for both the user using the game terminal experiencing the communication failure and the other users.

[0209] 2) In one aspect of the present invention, the game is a competitive game in which the multiple users compete against each other, and the game system (1) may further include a battle result determination means (3080) that determines that the user using the game terminal (10-2) determined to be in the communication failure state has lost when it is determined that at least one (10-2) of the multiple game terminals (10-1, 10-2) has experienced the communication failure state and the competitive game ends in response to the end instruction from a user using a game terminal (10-1) other than the game terminal (10-2) determined to be in the communication failure state.

[0210] According to the invention described in 2), when a competitive game ends in response to an end instruction from a user using a game terminal other than the game terminal that has experienced a communication failure, it is determined that the user using the game terminal that has experienced a communication failure has lost. According to this invention, since it is determined that the user of the game terminal that has experienced a communication failure has lost as a result of the competitive game being ended at the will of a user of a game terminal other than the game terminal that has experienced a communication failure (i.e., another user who was playing the competitive game together), the user of the game terminal that has experienced a communication failure is forced to accept this, and this user's acceptance can be obtained, thereby reducing the user's dissatisfaction.

[0211] 3) In one aspect of the present invention, each of the plurality of game terminals (10-1, 10-2) may further include a means (1060) for controlling the display of a predetermined notification (G10) on the display means (15) when it is determined that the other game terminal (10-2) has entered the communication malfunction state, and the receiving means (1090) may start receiving the termination instruction when a predetermined condition (e.g., a termination instruction receiving condition) is satisfied after it is determined that the other game terminal (10-1) has entered the communication malfunction state.

[0212] According to the invention described in 3), when a predetermined condition is satisfied after it is determined that another game terminal has entered a communication failure state, acceptance of an end instruction is started, so that if another game terminal temporarily enters a communication failure state, the end instruction can be prevented from being accepted, and as a result, the game can be prevented from being ended if another game terminal temporarily enters a communication failure state.Furthermore, according to the present invention, when it is determined that another game terminal has entered a communication failure state, control is performed to display a predetermined notification on the display means, so that users of other game terminals can know that one of the game terminals has entered a communication failure state.

[0213] 4) In one aspect of the present invention, each of the plurality of game terminals (10-1, 10-2) further includes an inquiry means (1080) that sends an inquiry to the server device (30) at a given timing after the predetermined notification (G10) is displayed, asking whether it is okay to start accepting the termination instruction. The server device (30) includes a predetermined condition judgment means (3050) that judges whether the predetermined condition is satisfied after it is determined that the other game terminal (10-2) has entered the communication malfunction state, and a response means (3060) that, in response to the inquiry, sends permission to start accepting the termination instruction to the game terminal (10-1) that sent the inquiry, if it is determined that the predetermined condition is satisfied after it is determined that the other game terminal (10-2) has entered the communication malfunction state. The acceptance means (1090) may start accepting the termination instruction in response to the permission to start acceptance.

[0214] According to the invention described in 4), it becomes possible for the server device to centrally manage whether or not a predetermined condition is satisfied after it is determined that another game terminal has entered a communication failure state. Furthermore, according to the present invention, each game terminal sends to the server device an inquiry as to whether or not it is okay to start accepting termination instructions, and in response to the inquiry, the server device sends acceptance start permission to the game terminal. This allows for a simpler game system configuration than an embodiment in which the server device actively sends acceptance start permission to each game terminal when a predetermined condition is satisfied after it is determined that another game terminal has entered a communication failure state.

[0215] 5) In one aspect of the present invention, each of the plurality of game terminals (10-1, 10-2) further includes a storage means (1000) for storing game situation data indicating a game situation, a game operation reception means (1010) for receiving a game operation, and a first transmission means (1020) for transmitting data corresponding to the game operation to the server device, and the server device (30) includes a second reception means (3010) for receiving the data transmitted from each of the plurality of game terminals (10-1, 10-2), and a second transmission means (3020) for transmitting the data received from each of the plurality of game terminals (10-1, 10-2) to at least a game terminal other than the transmission source of the data, and each of the plurality of game terminals (10-1, 10-2) ... The game terminal may further include a first receiving means (1030) for receiving the data transmitted from the other game terminal (30), an updating means (1040) for updating the game situation data based on the game operation accepted by the game operation accepting means (1010) and the data received by the first receiving means (1030), a display control means (1050) for controlling the display of a game image showing the game situation on the display means (15) of the game terminal based on the game situation data, and a limiting means (1070) for limiting the display of the predetermined notification (G10) when it is determined that the other game terminal has entered the communication failure state, until the data of the other game terminal is needed to update the game situation data.

[0216] According to the invention described in 5), when it is determined that another game terminal is in a communication failure state, the display of a predetermined notification is limited until data from that other game terminal is needed to update the game situation data, thereby minimizing the display of notifications. For example, if the other game terminal returns to normal status immediately after the predetermined notification is displayed, the notification disappears. In such cases, the display of the notification may cause stress to the user, but the present invention minimizes the stress experienced by the user.

[0217] 6) In one aspect of the present invention, the server device (30) further includes a continuation control means (3030) that, when at least one (10-2) of the plurality of game terminals (10-1, 10-2) returns to a normal state from the communication malfunction state, controls game terminals (10-1) other than the at least one game terminal (10-2) to continue playing the game, and the receiving means (1090) may start receiving the end instruction when it is determined that the other game terminal (10-2) has entered the communication malfunction state and the predetermined condition (termination instruction receiving condition) is satisfied and then the other game terminal (10-2) returns to the normal state from the communication malfunction state, even before the predetermined condition is satisfied.

[0218] According to the invention described in 6), if another game terminal experiences a communication failure and then returns to a normal state after a predetermined condition is satisfied, and if the other game terminal experiences a communication failure again, the system starts accepting a termination instruction even before the predetermined condition is satisfied. This allows a user to immediately terminate a game when there is another game terminal that repeatedly experiences a communication failure. For example, there may be another user who intentionally puts a game terminal into a communication failure state and then returns it to a normal state in order to harass the other user. According to the present invention, when there is such another user, the user can officially terminate the game.

[0219] 7) In one aspect of the present invention, the termination control means (1100 or 3090) may be configured to perform control to terminate the game when it is determined that the other game terminal (10-2) has entered the communication failure state and a predetermined period of time has passed since the acceptance of the termination instruction began, even if the termination instruction is not accepted.

[0220] According to the invention described in 7), when it is determined that another game terminal has entered a communication failure state and a predetermined period of time has passed since the start of acceptance of termination instructions, control is performed to end the game even if the termination instruction is not accepted. This makes it possible to avoid a situation where the game terminal that has entered a communication failure state does not recover to a normal state and a state in which termination instructions are not issued continues for a long time.

[0221] 8) In one aspect of the present invention, the game system (1) may further include a termination notification control means (3090) that performs control to notify the user of the game terminal (10-2) determined to be in a communication malfunction state that the game has ended in response to the termination instruction from a user using a game terminal (10-1) other than the game terminal (10-2) determined to be in a communication malfunction state.

[0222] According to the invention described in 8), the user of the game terminal that has experienced a communication problem is notified that the game has ended in response to an end instruction from a user using a game terminal other than the game terminal that has experienced a communication problem. This allows the user of the game terminal that has experienced a communication problem to understand that the game has ended in response to an end instruction from a user using a game terminal other than the game terminal that has experienced a communication problem, and as a result, the dissatisfaction of the user of the game terminal that has experienced a communication problem regarding the game having ended can be reduced. [Explanation of symbols]

[0223] 1 Game system, N Network, DB Database, 10-1 First game terminal, 10-2 Second game terminal, 30 Server device, 11, 31 Control unit, 12, 32 Memory unit, 13, 33 communication unit, 14 input unit, 15 display unit, 16 audio output unit, 1000, 3000 data memory unit, D1001 game status data, D3001 flag data, 1010 game operation reception unit, 1020, 3020 transmission unit, 1030, 3010 Receiving unit, 1040 game status data update unit, 1050 game image display control unit, 1060 notification display control unit, 1070 notification display restriction unit, 1080 inquiry unit, 1090 end instruction reception unit, 1100 end control unit, 3030 continuation control unit, 3040 communication status determination unit, 3050 end instruction reception condition determination unit, 3060 response unit, 3070 end control unit, 3080 match result determination unit, 3090 end notification control unit, G10 notification image, G20 end instruction reception image, E11, E21, E22 elements.

Claims

[Claim 1] In a game system including a plurality of game terminals and a server device, the server device comprises: a determination means for determining whether at least one of the plurality of game terminals has experienced a communication failure; a notification means for transmitting a communication failure notification indicating that the game terminal determined by the determination means to be in a communication failure state is in a communication failure state to game terminals other than the game terminal in the communication failure state; a reception start permission transmitting means for transmitting a reception start permission to the game terminal to start receiving an end instruction to end the game after it is determined that a communication failure has occurred, each of the plurality of game terminals includes a termination instruction acceptance display means for displaying an element for accepting the termination instruction from the user together with the communication failure notification when the acceptance start permission transmitted from the server device is received after the communication failure notification is received; a receiving unit that receives the end instruction from the user, and a sending unit that sends the end instruction to the server device based on the end instruction, the server device further includes a termination control means for performing control to terminate the game in which multiple users using the multiple game terminals participate, when the server device receives the termination instruction from a user using the game terminal; Game system.

Citation Information

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