Game system, game providing method and program
The game system enforces sanctions on players who avoid combat, using player-related information to expose their status, thereby preventing prolonged gameplay and enhancing game interest and competition.
Patent Information
- Application Number
- JP2023116606
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-18
- Publication Date
- 2025-10-14
- Estimated Expiration
- 2038-12-27
AI Technical Summary
Existing game systems fail to stimulate battles between players and prevent strategies that excessively avoid combat, leading to prolonged gameplay and reduced interest.
A game system that implements a sanction mechanism to penalize players who avoid combat by exposing their position and status to others, using player-related information such as coordinates, state, equipment, and behavior history to enforce sanctions.
This system creates an environment that discourages players from avoiding combat, revitalizing the game and increasing player engagement by maintaining a dynamic and competitive atmosphere.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] Conventionally, action games and shooting games have been known, such as TPS (Third Person Shooter) games (Third Person Shooters), in which the player character in a game or the like is viewed from a third-person perspective and can move freely through the world or space in the game, fighting using weapons or bare hands, and FPS (First Person Shooter) games (First Person Shooters), in which the player character is viewed from a third-person perspective and can move freely through the world or space in the game, fighting using weapons or bare hands.
[0003] Among such games, battle royale-style games, in which multiple players or teams participate in a single game world and the player or team that can play the game to the end is recognized as the winner, and role-playing game-style games (MMORPG: Massively Multiplayer Online Role-Playing Game) are also known.
[0004] Furthermore, in such games, in order to play an exciting game, if there is a difference in skill, the more skilled player will always win, so there is a demand for a game system that can eliminate this difference in skill while playing an exciting game.
[0005] On the other hand, in a fighting game in which a player fights against multiple enemy characters, there is also known a system in which, in order to advance the fighting game to an advantage, enemy characters that are important for progressing the game are identified from among the enemy characters, and information such as the position of the enemy character is displayed (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-113355 Summary of the Invention [Problem to be solved by the invention]
[0007] However, the game system described in Patent Document 1 above simply provides information about enemy characters, and therefore it cannot be said that the information is presented to stimulate battles between players. Furthermore, further ingenuity is required to use the presentation of the information to stimulate battles between players.
[0008] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that can create an environment in a competitive game that makes it difficult to adopt a strategy of excessively avoiding combat in order to prolong one's life, thereby revitalizing the game and, as a result, increasing the interest of the game. [Means for solving the problem]
[0009] (1) In order to solve the above problems, the present invention provides: A competitive game is executed between players using a plurality of player characters in a game field formed in a virtual space, and information relating to the competitive game is provided to a terminal device. A game system comprising: an information management means for managing player-related information about each player stored in the storage means for each player during a game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a determination target player character that is an object of operation by the player; a sanction control means for executing a sanction control process, when it is determined by the sanction determination process that a sanction should be imposed on the player to be judged as a sanctioned player, to provide player-related information of the sanctioned player to a terminal device owned by a player other than the sanctioned player, or to a terminal device owned by a player belonging to a group other than the group to which the sanctioned player belongs; The configuration includes:
[0010] With this configuration, in a competitive game where competition between players or groups (teams) is important, such as a survival game typified by a battle royale type game, the present invention can penalize (sanction) a player who tries to extend his life by excessively avoiding combat with other players by exposing the current position and status of the player character being judged to other players.
[0011] In other words, the present invention can create an environment in which it is difficult for players to adopt strategies that seek to prolong their lives by excessively avoiding combat with other players, thereby revitalizing the game and, as a result, increasing the interest of the game.
[0012] The "player-related information" includes not only current information about the player and the player character, but also historical information showing the history of each piece of information, such as: (A1) Information on the coordinates (position information) of the player character operated by the player in the virtual space, navigation information, and the orientation of the player character (A2) State information indicating a state including past states and the posture of the player character (including history information of the state (hereinafter referred to as "state history information")) (A3) Character information relating to the player character's equipment (items) and abilities (including the type of items the player character is equipped with and information on the state in which the items are equipped), (A4) Information on the player’s past and current position in the game space, the equipment used during the battle, the area they are moving in, etc., while preparing equipment, resting (including while sleeping or eating), and during the battle (including information on the history of their behavior (hereinafter referred to as “behavior history information”)). (A5) Information about the same team as the player character, such as the number and positions of player characters belonging to the same team (hereinafter referred to as "team information"), and (A6) Information on the in-game currency owned by the player character (hereinafter referred to as "currency information"), information on the amount charged to date and charging history (hereinafter also referred to as "charging information"); (A7) characteristic information indicating the characteristics of the player character and attribute information indicating the attributes, and (A8) Camera information such as the orientation of the virtual camera that images the virtual space, However, in the following explanation, "status information" or "behavior information" includes "status history information" or "behavior history information" in a broad sense, but is used as a different definition in a narrow sense (i.e., when classified as current information or past information).
[0013] The "sanctions determination process" also includes making a determination based on given conditions for imposing sanctions (hereinafter also referred to as "sanctions conditions"), such as whether or not predetermined information is included in the player character's status information or the player character's behavior information, whether or not predetermined conditions are met, or whether or not a predetermined quota has been met.
[0014] In particular, "given sanction conditions" include, e.g. (B1) The player character to be judged has not inflicted any damage on other player characters within a predetermined period of time, or has not attacked other player characters or performed any attacking action, or has not performed any other action related to a predetermined battle between players; (B2) The player character to be judged has not approached any other player character within a predetermined period of time (for example, within a radius of 5 m). (B3) The player character to be judged is not present or there is no trace of its presence at a required location set during the game, such as a food supply location or a checkpoint, provided in the game space. (B4) The player character to be judged has been in a certain state, such as lying face down, for a certain period of time or more. (B5) The player character to be judged has not moved within the game space for a certain period of time or has not performed a certain action, (B6) Since this seems impossible at the moment, the condition is that the cumulative period of time during which a predetermined relevant action has been performed within a certain period of time, and (B7) Two or more of (B1) to (B6) apply. Includes:
[0015] And, when executing the sanction judgment process for each group, (C1) The sanction determination process may be applied based on the behavior or state of each player character to be determined of each player belonging to the group. (C2) The results of each judgment for each group may be tallied, and players belonging to the group (i.e., the entire group) may be judged as players subject to sanctions based on the tallied results (for example, a predetermined number of points may be awarded to each player subject to sanctions and the total value may be added up for the entire group).
[0016] In particular, when collating the judgment results for each group (C2) and determining which players are subject to sanctions, (C2-1) All players in the group, (C2-2) Players (some players who have a certain record, such as the highest or lowest score in the group), (C2-3) The player who had the greatest influence on the result of the decision, or (C2-4) The player with the lowest life energy, may be determined to be a player subject to sanctions.
[0017] Furthermore, "sanctions control processing" includes providing other players with information about the player, such as the level of the sanctioned player, as well as information about the player character operated by the sanctioned player (i.e., the sanctioned player character), such as the position, status, or equipped items of the player character.
[0018] In addition to the above, "providing the terminal device with player-related information of the player subject to sanctions" preferably means, for example, information for displaying the player-related information on the terminal device.
[0019] In particular, the player-related information may be always displayed on the terminal device, or may be displayed in different display forms, such as the display period, display interval (if repeatedly displayed at predetermined time intervals), and display characteristics (for example, whether or not to highlight, or the display size and display color), depending on the level, presence or absence of items, characteristics, or status (for example, a status such as the player character of the player to be sanctioned being in a camouflage or unrecognizable state) of the player to whom the player-related information is provided or the player to whom the player-related information is provided.
[0020] (2) The present invention also provides The determination processing means determining, for each player or each group, whether or not at least one of the state and action of a player character to be judged of the player satisfies a given sanction condition for imposing the sanction; The system is configured to execute the penalty determination process for determining that a penalty should be imposed on the player to be determined when at least one of the state and behavior of the player character to be determined satisfies the given penalty condition.
[0021] With this configuration, the present invention can specify, for example, conditions based on the state of the player character being judged (including the period during which that state is maintained), or the actions of that player character (including, for example, past behavioral history, the number of times that action has been performed, the location in the game space, etc.) as sanction conditions.
[0022] Therefore, the present invention can determine the criteria for imposing sanctions in detail, so that it is possible to accurately identify player characters that are excessively avoiding combat with other players and to accurately impose sanctions on the player to be judged who is operating that player character.
[0023] (3) The present invention also provides The given sanction condition includes a condition regarding a period for detecting the state or behavior of the player character to be judged.
[0024] With this configuration, the present invention can determine whether or not to impose a sanction using a condition related to the period, for example, by setting a sanction condition such as the player character to be judged not moving for a certain period of time.
[0025] Therefore, the present invention can more accurately identify the state or behavior of the player character to be judged, making it possible to accurately identify a player character that is excessively avoiding combat with other players and to accurately impose sanctions on the player to be judged who is operating that player character.
[0026] In addition, "including conditions related to the period" includes, for example, (D1) The condition is that the period during which the player character to be judged remains in a specific state specified in the sanction conditions, such as lying down or in a camouflaged state for a certain period of time; (D2) The condition is that the player character to be judged does not perform any attacking actions against other players (this may include not only actual attacks such as sniping but also periods during which the player does not perform any attacking actions such as preparing to sniper), or does not move within the game space for a certain period of time or more, or that the condition is that the player character does not maintain any specific behavior; and (D3) The sanction condition specifies a period for detecting the timing when the player character enters a specific state or performs a specific action. These include:
[0027] (4) The present invention also provides The given penalty conditions include conditions that are defined based on coordinate information that indicates the coordinates of the player character to be judged in the virtual space.
[0028] With this configuration, the present invention can determine whether or not to impose sanctions using conditions defined based on the coordinates of the game space, such as whether the player character to be judged is not located in any vicinity of other player characters within the game space.
[0029] Therefore, the present invention can more accurately determine the state or behavior of the player character to be judged, making it possible to accurately identify a player character that is excessively avoiding combat with other players and to accurately impose sanctions on the player to be judged who is operating that player character.
[0030] The "conditions defined based on coordinate information in the virtual space" include, for example, (E1) The player character to be judged is not in the vicinity (within a radius of 5 m from the target character in the game space) of characters such as other player characters (including specific players such as players with high scores and specific characters such as boss characters), and (E2) The player character to be judged is not present or has no trace of presence at a required location set during the game, such as a food supply point or checkpoint, set in the game space. These include:
[0031] (5) The present invention also provides The determination processing means When a sanction has been imposed on the sanctioned player, executing a lift determination process to determine whether or not at least one of the state and action of the player character operated by the sanctioned player after the determination satisfies a given lift condition; The sanction control means When a sanction has been imposed on the sanctioned player and the release determination process determines that the given release condition is met, the system is configured to release the sanction control process being executed on the sanctioned player.
[0032] With this configuration, the present invention can lift the sanctions imposed on the sanctioned player based on the state and actions of the player character of the sanctioned player after the sanction, thereby recovering the disadvantageous situation of the sanctioned player.
[0033] Therefore, the present invention can maintain the interest of the sanctioned player in the game without diminishing his / her will to continue playing the game.
[0034] The "given release conditions" include, for example, (F1) The Sanctioned Player plays a match against another player or wins such a match; (F2) The player subject to sanctions makes contact with other players, such as by attacking other players' characters or being attacked by other players. (F3) When the sanction determination process is repeatedly executed at regular intervals, the sanction conditions are no longer met by the latest sanction determination process, and (F4) For a given period (for example, one minute) after the sanction condition is activated, the position of the player character subject to sanction in the game space continues to be displayed in a display area of an item such as a radar or map that is provided separately from the game space; These include:
[0035] (6) The present invention also provides The determination processing means When a sanction is imposed on the sanctioned player, the sanction control process being executed on the sanctioned player is released when a predetermined period of time has elapsed since the start of the sanction.
[0036] With this configuration, the present invention can lift the sanctions imposed on the sanctioned player after a certain period of time (e.g., 5 minutes) has passed since the sanctions were imposed on the player's player character, thereby recovering the sanctioned player from their disadvantageous situation.
[0037] Therefore, the present invention can maintain the interest of the sanctioned player in the game without diminishing his / her will to continue playing the game.
[0038] It is also possible to make the sanctioned player aware of the certain period of time remaining until the sanction is lifted by displaying the remaining time on the terminal device of the sanctioned player or on the terminal device providing the player-related information.
[0039] (7) The present invention also provides The player-related information includes coordinate information including at least the coordinates of the player character of the player to be sanctioned in the virtual space, or status information indicating the status of the player character of the player to be sanctioned.
[0040] With this configuration, the present invention provides information that gives an advantage to other players in a competitive game, such as the position of the player character of the player subject to sanctions, the route to that position, or status information indicating the state of the player character, and can impose sanctions that put the player subject to sanctions at a disadvantage, thereby encouraging each player to avoid sanctions.
[0041] Therefore, the present invention can avoid operations and controls that would result in sanctions, which can ultimately revitalize the game and increase the interest of the game.
[0042] In addition to the coordinate information of the player character to be punished, the "coordinate information" may include, for example, (G1) information on areas into which the virtual space is divided in advance, and information on the area to which the coordinates of the specific player character belong; (G2) Navigation information indicating the route from the position of the player's player character in the virtual space to the coordinates of the specific player or character and the direction of the coordinates; (G3) The orientation of the relevant player character and the orientation of the virtual camera that images the virtual space, and (G4) Information on past coordinates (for example, coordinates 10 seconds before the current time) (by concealing current information, the player character of the player subject to sanctions is motivated to move around and not stay in one place, while at the same time preventing other players from receiving too much information), Includes:
[0043] In addition, "status information" includes, for example, (H1) Information about the equipment equipped to the player character (including equipment for attack, equipment for attack and defense, equipment that supports attack and defense, and items that can be disguised in the background), the capabilities of the equipment (including conditions for use such as remaining ammunition), whether the equipment was used when defeating another player character, the level of the equipment, the player character's information about the equipment, proficiency (ability to handle), equipment expiration date, (H2) Information about the player character's abilities (attack power, defense power, agility, or type of ability such as magic or psychic power), (H3) Information about the player character's posture (facing direction and posture) and condition (wetness, lack of food, etc.); (H4) Information regarding the conditions for the player character to be defeated, such as the player character's stamina value, and (H5) Information about the status of the player or player character, such as the level of the player or player character, the task completion rate, or the battle record (number of victories or number of players defeated), These include:
[0044] (8) The present invention also provides The player-related information includes: (I1) Action history related information including at least action history information indicating the history of actions of the player character of the sanctioned player, or (I2) behavior prediction related information including at least behavior prediction information for the player character analyzed based on the behavior history information; The configuration includes:
[0045] With this configuration, the present invention can provide other players with information that is advantageous when planning their strategies in a competitive game, and can impose sanctions that put the sanctioned player at a disadvantage, thereby encouraging each player to avoid sanctions.
[0046] Therefore, the present invention can avoid operations and controls that would result in sanctions, which can ultimately revitalize the game and increase the interest of the game.
[0047] In addition, the "behavior history related information" and "behavior prediction related information" include, for example, information regarding the player characters of other players, such as how to approach, attack, or escape from the player character of the player subject to sanctions, based on the behavior history information or behavior prediction information.
[0048] Furthermore, "including at least behavior history information" and "including at least behavior prediction information" indicate that at a minimum, only the behavior history information or behavior prediction information needs to be included, but other information may also be included.
[0049] (9) The present invention also provides The player-related information includes: In the case where the player character to be judged is in an unrecognizable state where it cannot be recognized by other players, or in a disguised state where it is disguised as a given object in the virtual space, and the player operating the player character to be judged is the player to be sanctioned, the configuration includes information for displaying an invalid state in which the unrecognizable state or disguised state of the player character to be judged is invalid.
[0050] With this configuration, the present invention provides information that gives other players an advantage in a competitive game, such as the position of the player character of the player subject to sanctions, and can impose sanctions that put the player subject to sanctions at a disadvantage, thereby encouraging each player to avoid sanctions.
[0051] Therefore, the present invention can avoid operations and controls that would result in sanctions, which can ultimately revitalize the game and increase the interest of the game.
[0052] The "unrecognizable state" refers to a state in which the player is hiding behind an object formed in the virtual space, such as behind a building object, so that the player cannot be recognized by other players.
[0053] In addition, "disguised state" refers to a state in which the appearance and shape of a specific player character are configured using the same color (including similar colors) or the same color scheme as each object, such as a grassy area, mountainous area, forested area, urban area, sea, river, lake, building, or moving object such as a car or train, so that the specific player character blends into the surrounding scenery.
[0054] Furthermore, "providing information indicating the disabled state" means, for example, (J1) Visualizing a specific player character in an unrecognizable state or a disguised state that cannot be recognized by other players, such as by displaying an object between the specific player character in hiding and the player character of the player to whom player-related information is provided as a transparent object, or by highlighting the appearance or shape of the disguised state, and (J2) Displaying the position of a specific player character in an unrecognizable or disguised state on the terminal device using an arrow or text; etc.
[0055] (10) The present invention also provides The sanction control means When the player character of the player subject to sanctions is imaged on the corresponding terminal device, special display control information for specially displaying the player character is provided to the terminal device together with the player-related information.
[0056] With this configuration, the present invention can provide information that gives other players an advantage and impose sanctions that put the sanctioned player at a disadvantage, thereby encouraging each player to avoid sanctions.
[0057] Therefore, the present invention can avoid operations and controls that would result in sanctions, which can ultimately revitalize the game and increase the interest of the game.
[0058] Note that "special display" particularly includes specially displaying (aim assist) player-related information within the imaged game space, or improving the accuracy of the aim assist, when the player character of the sanctioned player, to whom the player-related information should be displayed, is captured within the field of view of the player's own character of the player to whom the player-related information is provided (i.e., when the virtual camera is positioned at the viewpoint of the player's own character and the player character is present within the game space as seen from the virtual camera),
[0059] For example, the "special display" is (K1) A display in which the display size of the specific player character is changed (for example, five times larger than normal) at the position where the specific player character is present on the main screen on which the game space is imaged, or (K2) creating a new window at the position where the specific player character is located on the main screen, and enlarging (telephoto displaying) the specific player character or a part of the character having a predetermined size in the window; This indicates that...
[0060] (11) The present invention also provides The special display control information has a configuration including operation control information for improving the operability of the player to whom the special display control information has been provided in order to play against the player character when the player character that has been specially displayed is selected.
[0061] With this configuration, the present invention can improve operability when, for example, attacking a specially displayed player character, executing an attack on the player character.
[0062] Therefore, the present invention can impose sanctions that put the sanctioned player at a disadvantage, thereby encouraging each player to avoid the sanctions and to avoid manipulation or control that would result in the sanctions.
[0063] As a result, the present invention can ultimately revitalize the game and increase the interest of the game.
[0064] The "operation control information for improving the operability of the player" may be, for example, (L1) Control information for automatically locking on to a specially displayed player character as a target; (L2) Control information for making the hit check (whether the attack hits or not) judgment area larger than usual when attacking the specially displayed player character, or (L3) Control information for controlling physical behavior within the game space so that moving objects, such as homing bullets, that attack the target player character are more likely to hit the target player character in an attack using a weapon. These include:
[0065] (12) The present invention also provides The sanction control means The system is configured to provide, to the relevant terminal device, together with the player-related information, display change control information for changing the display format for displaying the provided player-related information, depending on the information contained in the player-related information of the sanctioned player or the provided player to whom the player-related information has been provided.
[0066] With this configuration, the present invention can provide player-related information in different display formats, such as the display period, display interval (if repeatedly displayed at predetermined time intervals), and display characteristics (for example, whether or not to highlight, or the display size and display color), depending on the level of the player subject to sanctions or the player to whom the information is provided.
[0067] Therefore, the present invention can incorporate a game element into the display of sanctions, for example, by always displaying player-related information about high-level sanctioned players and occasionally (only 15 seconds every 3 minutes) displaying player-related information about low-level sanctioned players, thereby increasing the entertainment value of the game.
[0068] The "information included in the player-related information of the player subject to sanctions or the player subject to provision" may include, for example, (M1) Player level, (M2) Items owned by the player; (M3) Player characteristics and attributes, and (M4) The state of the player's player character (especially the state of the player character of the sanctioned player, such as during a mimicry or unrecognizable state), Includes:
[0069] (13) In order to solve the above problems, the present invention provides: A program for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, and for providing information about the competitive game to a terminal device, comprising: an information management means for managing player-related information relating to each player stored in the storage means for each player during the game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a player character to be determined and operated by the player; and a sanction control means for executing a sanction control process, when it is determined by the sanction determination process that a sanction should be imposed on the player to be judged as a sanctioned player, to provide, as the sanction, player-related information of the sanctioned player to a terminal device owned by a player other than the sanctioned player, or to a terminal device owned by a player belonging to a group other than the group to which the sanctioned player belongs; The computer has a configuration that causes the computer to function as a
[0070] With this configuration, the present invention can create an environment in which it is difficult for players to adopt a strategy of excessively avoiding combat with other players in order to prolong their lives, thereby making the game more lively and, as a result, more entertaining.
[0071] (14) In order to solve the above problems, the present invention provides: A game system for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, comprising: an information management means for managing player-related information about each player stored in the storage means for each player during a game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a determination target player character that is an object of operation by the player; a display control means for displaying player-related information of the player to be sanctioned on a display means used by another player as the sanction, when the sanction determination process determines that the player to be determined should be sanctioned as a player to be sanctioned; The configuration includes:
[0072] With this configuration, the present invention can create an environment in which it is difficult for players to adopt a strategy of excessively avoiding combat with other players in order to prolong their lives, thereby making the game more lively and, as a result, more entertaining.
[0073] (15) In order to solve the above problems, the present invention provides: A program for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, comprising: During the game, player-related information relating to each player is stored in the storage means for each player, and the information includes status information indicating the status of the player character operated by each player during the game. information management means for managing player-related information including at least one of information indicating the player's actions and behavior information indicating the player's actions; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a player character to be determined and operated by the player; and a display control means for displaying player-related information of the player to be sanctioned on a display means used by another player as the sanction, when the sanction determination process determines that the player to be determined should be sanctioned as a player to be sanctioned; The computer has a configuration that causes the computer to function as a
[0074] With this configuration, the present invention can create an environment in which it is difficult for players to adopt a strategy of excessively avoiding combat with other players in order to prolong their lives, thereby making the game more lively and, as a result, more entertaining. [Brief explanation of the drawings]
[0075] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Figure 2]FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 10 is a diagram for explaining an overview of a sanction control process including a sanction determination process according to an embodiment. [Figure 5] FIG. 10 is a diagram illustrating an example of player-related information stored in a player information storage unit of an embodiment. [Figure 6] 10A and 10B are diagrams for explaining a sanction control process (in the case of coordinate information) executed by a server device of an embodiment. [Figure 7] FIG. 10 is a diagram illustrating a sanction control process (case 1 for state information) executed by a server device of an embodiment. [Figure 8] FIG. 10 is a diagram illustrating a sanction control process (case 2 of state information) executed by a server device of an embodiment. [Figure 9] FIG. 10 is a diagram illustrating a sanction control process (case 3 of state information) executed by a server device of an embodiment. [Figure 10] FIG. 10 is a diagram illustrating a sanction control process (in the case of behavior information) executed by a server device of an embodiment. [Figure 11] 10 is a flowchart illustrating an operation of a sanction control process including a sanction determination process and a sanction lift determination process executed by a server device of an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0076] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.
[0077] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.
[0078] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0079] By accessing the server device 10 from the terminal device 20, the user can play games transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.
[0080] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.
[0081] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.
[0082] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0083] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to provide an online game that can be connected to other users' devices (smartphones, PCs, game consoles, etc.) via a network and simultaneously share the same game progress online.
[0084] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).
[0085] Information such as billing information and game information stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).
[0086] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.
[0087] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0088] The terminal device 20 also has a web browser capable of viewing web pages (HTML data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a web browser function for performing display control using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting user operation data to the server device 10, and is configured to perform various processes for providing a game screen to the user and allowing the user to play a game. However, the terminal device 20 may also acquire game control information provided from the server device 10, perform predetermined game processing, and play a game based on the game processing.
[0089] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 is configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and execute the game.
[0090] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0091] The server device 10 includes an input unit 120 for use by the administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0092] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.
[0093] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of this embodiment is configured by a liquid crystal display or the like.
[0094] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0095] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0096] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database. The storage unit 140 also constitutes the storage means of the present invention.
[0097] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, and a player information memory unit 146 in which player information indicating information related to each player and information related to the player's game (hereinafter referred to as "player-related information") are stored.
[0098] In particular, the game data storage unit 144 stores information about the game field on which the game is played, condition information used for various judgments, information about each object on the game field, information for changing each object, various table information, information about each player's player character, and the like.
[0099] In addition, the player information storage unit 146 stores, for each player, player-related information such as location information in association with identification information such as the player's nickname and player ID, and, if the player belongs to a team, the team name and its ID (hereinafter referred to as "affiliation information").
[0100] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0101] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0102] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.
[0103] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, an information management unit 104, a judgment processing unit 105, a sanction control processing unit 106, a timer management unit 109, and an information provision unit 110.
[0104] For example, the information management unit 104 of this embodiment constitutes the information management means of the present invention, and the judgment processing unit 105 constitutes the judgment processing means of the present invention. Also, for example, the sanction control processing unit 106 of this embodiment, together with the information providing unit 110, constitutes the sanction control means of the present invention.
[0105] The communication control unit 101 performs processing to transmit and receive data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20, etc. by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing to transmit a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of the player.
[0106] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0107] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0108] The game management unit 103 works in conjunction with the terminal device 20 to create a game space as a virtual space, and executes various game processes for each player related to action games, shooting games, role-playing games (RPGs), and competitive games based on the player's operations input via the terminal device 20.
[0109] The information management unit 104 manages player-related information about each player that is stored in the player information storage unit 146 for each player during the game.
[0110] The judgment processing unit 105 executes a sanction judgment process for each player or group consisting of multiple players, which judges whether or not to impose sanctions on the player as a player subject to sanctions based on at least one of the state and behavior of the player character (hereinafter referred to as the "player character to be operated") that is the player to be operated by the player and the player character to be judged (hereinafter referred to as the "player character to be judged").
[0111] In addition, when a sanction is imposed on a sanctioned player, the judgment processing unit 105 executes a release judgment process to determine whether or not at least one of the state and behavior of the player character (hereinafter also referred to as the "sanctioned player character") operated by the sanctioned player after the judgment satisfies a given release condition.
[0112] When the sanction control processing unit 106 determines through the sanction determination process that a sanction should be imposed on the player to be judged (hereinafter referred to as the "player to be judged") as a player to be sanctioned, the sanction control processing unit 106 works in conjunction with the information providing unit 110 to execute a sanction control process that provides player-related information of the player to be sanctioned as the sanction to a terminal device 20 owned by a player other than the player to be sanctioned, or to a terminal device 20 owned by a player belonging to a group other than the group to which the player to be sanctioned belongs.
[0113] The information providing unit 110 generates various types of game information to cause the terminal device 20 to process the game, and provides the information to the terminal device 20 .
[0114] Specifically, the information providing unit 110 generates information (i.e., game information) for controlling the target player character of each player by the corresponding terminal device 20, and provides the generated game information to the corresponding terminal device 20.
[0115] In particular, the information providing unit 110, in cooperation with the sanction control processing unit 106, associates the player-related information stored in association with the sanctioned player with identification information for distinguishing the sanctioned player from other players, and controls the terminal device 20 of the relevant player to display the player to be sanctioned. Execute.
[0116] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0117] The input unit 260 is used by the player to input operation data, and this function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 that can detect two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).
[0118] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) 12 may be performed using a fingertip or an input device such as a touch pen.
[0119] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input operation information (operation signal) other than the indicated position.
[0120] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, an image buffer 272 in which final display images and the like are stored, user information 273 indicating information about users as players in relation to the game to be provided, and a game data storage unit 274 in which various data necessary for executing the game, such as table data, are stored. Note that some of these components may be omitted, or the storage unit 140 of the server device 10 may constitute part of them.
[0121] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0122] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.
[0123] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.
[0124] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.
[0125] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.
[0126] The communication unit 296 performs various controls for communication with the outside (for example, a host device or other terminal device), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.
[0127] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in an information storage medium or storage unit 270 of the server device 10, and store the received programs and data in the information storage medium 280 or storage unit 270. Such cases of receiving programs and data and causing the terminal device 20 to function are also included within the scope of the present invention.
[0128] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0129] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as the player character and other player characters, processing for displaying objects, processing for calculating the game result, and processing for ending the game when a game end condition is satisfied.
[0130] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0131] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 212, an input reception processing unit 213, a game control unit 214, a game calculation unit 215, a virtual camera control unit 216, a game management unit 217, a drawing unit 220, and a sound processing unit 230. Also, some of these units may be omitted.
[0132] The object space setting unit 210 performs processing to place and set various objects (objects consisting of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (player characters, moving objects, other player characters), movement paths, buildings, trees, pillars, walls, maps (terrain), etc. in object space.
[0133] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation and direction) of the object (model object), and places the object at that position (X, Y) or (X, Y, Z) at that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).
[0134] Here, the object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).
[0135] When the object space is a two-dimensional space, the objects are arranged based on the priority set for each of the multiple objects. For example, objects (sprites) that you want to appear to be in the background can be arranged in order, and objects that you want to appear to be in the foreground can be arranged on top of each other.
[0136] Furthermore, by placing an object with a large drawing size below the image and placing an object with a small drawing size above the image, the object space corresponding to the top of the screen can be made to appear to be at the back, and the object space corresponding to the bottom of the screen can be made to appear to be at the front.
[0137] When the object space is a three-dimensional space, the object is placed in the world coordinate system.
[0138] Based on the information transmitted from the server device 10, the display control unit 212 causes the display unit 290 to display information required to prevent the recurrence of an immovable state within the game field.
[0139] The input reception processing unit 213 receives input instructions from the player inputted by the input unit 260, and transmits the received input instructions to the game control unit 214, the server device 10, or one of the Output to both.
[0140] The game control unit 214 works in conjunction with the server device 10 to execute game processing based on the command received by the input reception processing unit 213 .
[0141] In particular, the game control unit 214 controls the character to be operated (i.e., the player character), or controls the player characters of other players and other associated characters, based on various information about the game sent from the server device 10 (game information, information about the movement of the player character (including information about movement determination), information about the movement state, information about the rescue process for rescuing from an immovable state, or information about preventing recurrence when an immovable state occurs) and commands (i.e., input instructions) received by the input reception processing unit 213.
[0142] For example, in the case of fighting games including action games and shooting games, the game control unit 214 of this embodiment performs support such as attacking enemy characters and restoring the abilities of ally characters, or in the case of simulation games, performs predetermined tasks such as producing crops and constructing buildings.
[0143] On the other hand, the game control unit 214 performs calculations for moving character objects to be operated, such as moving objects (particularly character objects such as the player's character and other player's characters) within the object space.
[0144] That is, the game control unit 214 works in conjunction with the server device 10 and performs processing to move a moving object within the object space or control the behavior (motion, animation) of the moving object based on game information transmitted from the server device 10, and input data or a program (movement algorithm) and various data (motion data) input by the player via the input unit 260.
[0145] Specifically, the game control unit 214 of this embodiment performs simulation processing to sequentially obtain object movement information (movement direction, movement amount, movement speed, position, rotation angle, or acceleration) and operation information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for performing object movement processing, operation processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or may be variable depending on the processing load.
[0146] The game control unit 214 executes a process of moving an object in a three-dimensional object space based on the input direction. For example, the game control unit 214 associates a movement direction with each input direction in advance, and moves the object in the movement direction corresponding to the input direction.
[0147] Furthermore, the game control unit 214 may be executed in conjunction with the server device 10, or a part or all of the game control unit 214 may be formed in the server device 10.
[0148] The game calculation unit 215 performs various game calculation processes. In particular, the game calculation unit 215 performs calculation processes necessary for executing a game, such as forming a predetermined object space for a shooting game, forming an object space based on a map, progressing the game based on a scenario set in advance in response to user operations, battling between a player character and other player characters or other objects, and managing parameters during the battle.
[0149] The game calculation unit 215 is executed in conjunction with the server device 10. The unit may be formed in the server device 10.
[0150] The virtual camera control unit 216 generates an image of the game space seen from a given viewpoint, which appears to have depth. In this case, the virtual camera control unit 216 performs control processing of the virtual camera (viewpoint) to generate an image seen from a given (arbitrary) viewpoint in the object space. Specifically, it performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position and line of sight direction).
[0151] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, or a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the position or rotation of the object.
[0152] In this case, the virtual camera can be controlled based on information such as the position, rotation angle, or speed of the object obtained by the game control unit 214. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined movement path. In this case, the virtual camera is controlled based on virtual camera data for specifying the position (movement path) or rotation angle of the virtual camera.
[0153] A virtual camera may be set as the viewpoint of the player character. If there are multiple virtual cameras (viewpoints), the above control process is performed for each virtual camera.
[0154] The game management unit 217 works in conjunction with the server device 10, and based on the player's operations input via the input unit 260, sets player characters and various items to be used in games such as competitive games for each player, and registers them in the user information 273.
[0155] The drawing unit 220 performs drawing processing based on various information related to image generation transmitted from the server device 10 and the results of various processes (game processes) performed by the processing unit 200, thereby generating an image and outputting it to the display unit (display) 290.
[0156] In particular, the image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image. In particular, the drawing unit 220 generates an image that is seen from a virtual camera in the object space and is displayed on the screen.
[0157] Here, when generating a two-dimensional image, the drawing unit 220 draws objects in order from the object with the lowest set priority, and if objects overlap, it overwrites and draws the object with the highest priority.
[0158] Furthermore, when generating a three-dimensional image, the rendering unit 220 of this embodiment first receives object data (model data) including vertex data (such as vertex position coordinates, texture coordinates, color data, normal vectors, or α values) for each vertex of the object (model), and performs vertex processing based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.
[0159] Furthermore, vertex processing involves geometry processing such as vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and lighting processing, and based on the results of these processing, the vertex data given to the vertices that make up the object is changed (updated, adjusted). Then, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of polygons (primitives) are associated with pixels. Following the rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0160] Pixel processing involves various processes such as reading textures (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing to determine the final drawing color of the pixels that make up the image, and outputting (drawing) the drawing color of the perspectively transformed object to the image buffer 272 (frame buffer, buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing involves per-pixel processing that sets or changes image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.
[0161] This generates an image seen from a virtual camera (given viewpoint) set in the object space. If there are multiple virtual cameras (viewpoints), the image can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.
[0162] The vertex processing and pixel processing performed by the drawing unit 220 may be realized by hardware that makes polygon (primitive) drawing processing programmable using a shader program written in a shading language, known as a programmable shader (vertex shader or pixel shader). A programmable shader allows for programmable vertex-level processing and pixel-level processing, thereby providing a high degree of freedom in the content of the drawing processing and significantly improving expressiveness compared to fixed hardware-based drawing processing.
[0163] The lock-on processing unit 218 executes a lock-on process to determine (lock on) an object that satisfies lock-on conditions, such as a condition for preferentially selecting an object that is close to the player character or a condition for preferentially selecting an object that is close to the central axis when aiming, from among a plurality of objects that appear in the game space, as a selection target.
[0164] When drawing an object, the drawing unit 220 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.
[0165] Geometry processing involves performing processes such as coordinate transformation, clipping, perspective projection transformation, and light source calculation on the object. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vectors, α values, etc.) after geometry processing (after perspective projection transformation) is stored in storage unit 270.
[0166] Texture mapping involves mapping textures (texel values) stored in the texture storage section of storage unit 270 onto an object. Specifically, textures (surface properties such as color (RGB), alpha value, etc.) are read from the texture storage section of storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object, and the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is used to interpolate the texels.
[0167] In this embodiment, when an object is drawn, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.
[0168] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. may be varied.
[0169] Hidden surface removal is performed using the Z-buffer method (depth comparison method, Z-test) that uses a Z-buffer (depth buffer) that stores the Z-values (depth information) of the drawing pixels. That is, when drawing a drawing pixel corresponding to an object's primitive, the Z-value stored in the Z-buffer is referenced, and the Z-value in the referenced Z-buffer is compared with the Z-value of the drawing pixel of the primitive. If the Z-value of the drawing pixel is a Z-value that is closer to the virtual camera (for example, a small Z-value), the drawing process for that drawing pixel is performed, and the Z-value in the Z-buffer is updated to the new Z-value.
[0170] In alpha blending (alpha compositing), the drawing unit 220 performs semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information in addition to color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.
[0171] The drawing unit 220 in this embodiment may then generate an image to be displayed in a display area corresponding to the contact detection area. The image to be displayed in the display area may be, for example, an image including an object.
[0172] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .
[0173] [4] Method of this embodiment [4.1] Overview Next, an overview of the method of this embodiment (sanction control processing including sanction determination processing) will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the overview of the sanction control processing including the sanction determination processing in this embodiment.
[0174] The server device 10 of this embodiment works in conjunction with the terminal devices 20 operated by each player, and is configured to form, for example, one game space (i.e., a game field in a virtual three-dimensional space), and within that game field, a competitive game such as a shooting game or an action game is executed using multiple player characters operated and controlled by each player.
[0175] The server device 10 is configured to execute a game in which a plurality of player characters move within a game field formed in a game space, and to provide information about the game to the terminal device 20.
[0176] In particular, the server device 10 of this embodiment is configured to determine, during the game, whether a state or action of the player character of each player has resulted in a penalty, or whether the action has resulted in the penalty, and to impose a predetermined sanction on the player in the state in which the penalty has occurred, or the player who has performed the action in which the penalty has occurred.
[0177] Specifically, the server device 10 of this embodiment manages player-related information about each player stored in the player information storage unit 146 for each player during the game.
[0178] Then, the server device 10: (A1) Each player or a group consisting of multiple players (hereinafter referred to as a "team") For each player (i.e., a player to be judged), a determination is made as to whether or not to impose a sanction on the player (i.e., a player to be judged) based on at least one of the state and the action of the player's character to be operated; (A2) When it is determined by the sanction determination process that a sanction should be imposed on the player to be judged as a player to be sanctioned, a sanction control process is executed to provide, as the sanction, player-related information of the player to be sanctioned to a terminal device 20 owned by a player other than the player to be sanctioned, or to a terminal device 20 owned by a player belonging to a group other than the group to which the player to be sanctioned belongs. It has the following structure.
[0179] In particular, the server device 10 is configured to execute a sanction determination process for each player or team, in which the server device 10 determines that a sanction should be imposed on the player to be determined when at least one of the state and action of the player character to be operated by the player (i.e., the player character to be determined) satisfies a given sanction condition for imposing a sanction.
[0180] For example, assume that players A, B, C, and D are participating in a competitive game as players to be judged, and during the game it is determined whether or not to impose sanctions on each of them as players to be sanctioned.
[0181] In this case, if player A's state meets a given sanction condition (no movement for a certain period of time) and is determined to be a player subject to sanctions, the server device 10 provides information indicating the position within the game field of the game space where player A's controlled player character PA is located to the terminal devices 20 of players B, C, and D, as shown in Figure 4.
[0182] Note that Figures 4(A) and (B) show the game screens displayed on the terminal device 20 of player B, to whom information is provided, before and after the sanction determination process. In particular, Figure 4(B) shows an example of a game screen that displays the presence of player character PB, the object of operation of player B, and player character PA, the object of operation of sanctioned player A, within the image of the game field in the game space during the execution of the sanction determination process (position of the dashed circle), as well as the movement route (navigation information) from player character PB to player character PA.
[0183] With this configuration, in this embodiment, for example, in a competitive game where competition between players or groups (teams) is important, such as a survival game typified by a battle royale type game, if a player tries to extend his life by excessively avoiding combat with other players, the current position and status of the player character being judged by that player can be revealed to other players as a penalty (sanction).
[0184] In other words, in this embodiment, an environment can be created in which it is difficult to adopt a strategy of excessively avoiding combat with other players in order to prolong one's life, thereby making the game more lively and, as a result, more entertaining.
[0185] In this embodiment, the other player characters may be characters operated by the player, or may be NPCs (non-player characters) that are controlled according to game processing such as a program and are not operated by the player.
[0186] Furthermore, in this embodiment, a case where a competitive game is played by a single player will be described as an example. However, an embodiment where a competitive game is played by a team consisting of multiple players will be described as a modified example.
[0187] [4.2] Managing player-related information Next, management of player-related information will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of player-related information stored in the player information storage unit 146 of this embodiment.
[0188] The player-related information stored for each player in the player information storage unit 146 also includes information on the player character that each player controls.
[0189] For example, each player's related information may include the following information, as shown in FIG. (A1) One or more pieces of identification information such as the player's nickname, player ID, player character ID, and player's login name, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as "affiliation information"); (A2) Information on the coordinates (position information) of the virtual space of the player character operated by the player, navigation information, and coordinate information including the direction of the player character; (A3) State information indicating the state of the player character, including its posture, and history information of that state (hereinafter referred to as "state history information"); (A4) Character information relating to the player character's equipment (items) and abilities (including the type of items the player character is equipped with and information on the state in which the items are equipped), (A5) Information on the player's actions and history, such as the player's current and past positions in the game space, the equipment used during the battle, and the area they are moving in, while preparing equipment, resting (including sleeping and eating), and during a battle (hereinafter referred to as "action history information"); (A6) Information about the same team as the player character, such as the number and positions of player characters belonging to the same team (hereinafter referred to as "team information"), and (A7) Information on the in-game currency owned by the player character (hereinafter referred to as "currency information"), billing information on the amount of charges and billing history to date, (A8) characteristic information indicating the characteristics of the player character and attribute information indicating the attributes, and (A9) Camera information including the orientation of a virtual camera that images the virtual space; Includes:
[0190] The information management unit 104 works in conjunction with the game management unit 103 to update the player-related information about each player and player character stored in the player information storage unit 146 at the start of the game or as the game progresses.
[0191] [4.3] Sanctions Judgment Processing Next, the sanction determination process in this embodiment will be described.
[0192] The judgment processing unit 105 executes a sanction judgment process for each player to determine whether or not to impose sanctions on the player to be sanctioned based on the state, behavior, or both, of the player character to be judged, which is the object of operation of the player in question.
[0193] In particular, the judgment processing unit 105 refers to information stored as player-related information in the player information storage unit 146, which is information that specifies the state of the player character to be judged, information that specifies the behavior, or both, and judges whether the player or player character to be judged meets given conditions (hereinafter also referred to as ``sanction conditions'') for imposing sanctions, such as whether the player or player character to be judged meets predetermined conditions or whether the player has not cleared predetermined quotas.
[0194] Specifically, the given sanction conditions include: (A1) A condition regarding a period for detecting the state or behavior of the player character to be determined, and (A2) A condition defined based on coordinate information indicating the coordinates of the target player character in the virtual space; Including,
[0195] For example, the conditions regarding the period in (A1) include: (A1-1) The condition specifies the duration of a specific state specified in the sanction condition, such as the player character being judged being in a prone state or mimicking state for a certain period of time. (A1-2) The conditions are that the player has not performed any attacking actions against other players (including not only actual attacks such as sniping but also offensive actions such as preparing to sniper), or that the player has not moved within the game space for a certain period of time, or that the player has not maintained a certain action. (A1-3) The conditions include a period for detecting when the player character specified in the sanction condition has entered a specific state or performed a specific action, and (A1-4) The condition is that the cumulative period (for example, 1 minute) during which a predetermined action, such as lying down or mimicking, has been performed within a predetermined period (for example, the previous 2 minutes) up to the current time or within a certain period after a predetermined period has elapsed since the start of the game stage (for example, after 2 minutes have elapsed), These include:
[0196] In addition, when the judgment processing unit 105 executes the sanction judgment process using the period-related condition (A1), it may execute a process (a cool down time setting process) that prohibits the execution of the sanction judgment process until a certain period of time has elapsed since the previous sanction judgment process.
[0197] On the other hand, for example, the conditions defined based on the coordinate information of (A2) include: (A2-1) The player character to be judged is not in the vicinity (within a 5m radius of the target character in the game space) of characters such as other player characters (including specific players such as players with high scores and specific characters such as boss characters), and (A2-2) The player character to be judged is not present at a required location set during the game, such as a food supply point or a checkpoint, or there is no trace of the player character having been present there. These include:
[0198] In addition, instead of performing sanction determination processing based on sanction conditions, the determination processing unit 105 may perform sanction determination processing to determine a player as a player subject to sanctions when the player character's status information or the player character's action history information contains predetermined information.
[0199] For example, in a competitive game in which passing flag information is stored when a player character passes a specific point, the judgment processing unit 105 may judge a player for whom the passing flag information is not stored, or the player who passed last, as a player subject to sanctions.
[0200] [4.4] Sanctions Control Processing Next, the sanction control process in this embodiment will be described with reference to Fig. 6 to Fig. 10. Fig. 6 to Fig. 10 are diagrams for explaining the information provision process (provision of coordinate information, status information, and behavior information) in this embodiment.
[0201] (Basic principles of sanctions control processing) When the sanctions control processing unit 106 determines through the sanctions determination process that the player to be determined should be sanctioned as a sanctioned player, it executes a sanctions control process in conjunction with the information providing unit 110 to provide player-related information of the sanctioned player to a terminal device 20 owned by a player other than the sanctioned player.
[0202] In addition, the sanctions control processing unit 106, in conjunction with the information providing unit 110, transmits not only information about the player, such as the level of the sanctioned player, but also information about the player character, such as the position, status, or equipped items of the player character (i.e., the sanctioned player character) operated by the sanctioned player, to the terminal device 20 of the relevant player as player-related information.
[0203] That is, the sanctions control processing unit 106, in conjunction with the information providing unit 110, associates the player-related information with the identification information of the player to be sanctioned, generates image data to be displayed on the game screen displayed on the terminal device 20 of the player providing the player-related information (hereinafter referred to as the "player to be provided"), and transmits the generated image data to the terminal device 20 of the relevant player.
[0204] In particular, the sanctions control processing unit 106, in conjunction with the information providing unit 110, generates display data for displaying player-related information of a player subject to sanctions together with the identification information of that specific player in the display area of the game space being played by each player on the terminal device 20, or in the display area of items such as radar and maps provided separately from the game space.
[0205] Furthermore, the sanction control processing unit 106 uses, as identification information, information included in the player-related information, such as the player ID, the player character ID, the player's login name, the player's nickname in the game, and the name of the player's character.
[0206] In addition, the sanctions control processing unit 106 may, in conjunction with the information providing unit 110, generate display data for displaying player-related information of the player subject to sanctions by incorporating it into the game information generated to be provided to each terminal device 20, or may generate the display data separately from the game information.
[0207] Furthermore, the sanction control processing unit 106 determines that the player-related information to be provided to the relevant terminal device 20 is: (A1) Information relating to coordinates (i.e., coordinate information), such as information on the coordinates (position information) of the player character of the player to be sanctioned in the virtual space; (A2) Status information and status history information indicating the status of the player character of the player subject to sanctions; (A3) Action history related information such as action information indicating the actions of the player character of the player to be sanctioned and action history information indicating the history of the actions, or (A4) Behavior prediction related information such as behavior prediction information for the player character analyzed based on the behavior history; is used.
[0208] (Displaying coordinate information of sanctioned players) The sanctions control processing unit 106 provides player-related information, such as information on the coordinates of the sanctioned player character in the game space, coordinate-related information related to the coordinates, or information including both (hereinafter simply referred to as "coordinate information"), to the terminal device 20 of the relevant player in association with the identification information of the sanctioned player.
[0209] In particular, the coordinate information in this embodiment includes, in addition to the coordinate information of the player character to be punished, (A1) Information on areas into which the game space is divided in advance, including information on the area to which the coordinates belong; (A2) Navigation information indicating the route from the position of the player character of the provided player (hereinafter also referred to as "own player character") in the virtual space to the coordinates of the player character of the sanction target player and the direction of the coordinates, and (A3) The orientation of the player character and the orientation of the virtual camera that images the virtual space; It includes coordinate-related information such as:
[0210] Then, the sanctions control processing unit 106 generates display data for displaying the coordinate information of the player character of the player subject to sanctions on the main game screen that displays the game space in which the player character moves, as shown in Figure 6 (A), and provides this to the corresponding terminal device 20.
[0211] In addition, as shown in Figure 6 (B), the sanctions control processing unit 106 generates display data for displaying coordinate information of the player character of the player subject to sanctions on a sub-game screen that displays a map of the game space or a radar for observing the game space, separate from the main game screen that displays the inside of the game space, and provides the display data to the corresponding terminal device 20.
[0212] FIG. 6 shows an example in which coordinate information is displayed on the terminal device 20 of the provided player who is operating the player's own character.
[0213] In particular, Figure 6(A) shows an example in which the coordinates of the sanctioned player character 310 of the sanctioned player (Mr. A) are displayed on the main game screen that displays the game space, and a route 320 from the coordinates of the player's own character 300 to the sanctioned player character 310 is displayed.
[0214] FIG. 6(B) shows an example in which the coordinates of the player character to be punished are displayed on a map MP10 displayed on a sub-screen separate from the main game screen that displays the inside of the game space.
[0215] (Displaying the status information of the player character subject to sanctions 1: Basic) The sanction control processing unit 106 provides, as player-related information, status information indicating the status of the sanctioned player character of the sanctioned player to the terminal device 20 of the relevant player in association with the identification information of the sanctioned player.
[0216] In particular, the status information in this embodiment includes: (B1) Information about the equipment equipped to the player character (including equipment for attack, equipment for attack and defense, equipment that supports attack and defense, and items that can be disguised in the background), the capabilities of the equipment (including conditions for use such as remaining ammunition), whether the equipment was used to defeat another player character, the level of the equipment, the player character's proficiency with the equipment (how well it is handled), the expiration date of the equipment, (B2) Information about the player character's abilities (attack power, defense power, agility, or type of ability such as magic or psychic power), (B3) Information about the player character's posture (facing direction and position) and condition (wetness, lack of food, etc.), and (B4) Information on the conditions for the player character to be defeated, such as the player character's stamina value, (B5) The status of the player or player character, such as the level or task completion rate Information regarding, These include:
[0217] Then, the sanctions control processing unit 106 generates display data for displaying information about the equipment of the player character subject to sanctions together with coordinate information on the main game screen that displays the game space in which the player character moves, as shown in Figure 7(A), and provides this to the corresponding terminal device 20.
[0218] In addition, as shown in Figure 7 (B), the sanction control processing unit 106 generates display data for displaying status information indicating the stamina value (the remaining stamina value until defeat) along with coordinate information on a sub-game screen that displays a map of the game space or a radar for observing the game space, separate from the main game screen that displays the inside of the game space, and provides this display data to the corresponding terminal device 20.
[0219] FIG. 7 shows an example in which the status information is displayed on the terminal device 20 of the provided player who is operating the player's own character.
[0220] In particular, Figure 7(A) shows an example in which the main game screen displaying the game space displays information (equipment information) regarding the equipment of the sanctioned player character (Mr. A) along with the coordinates of the sanctioned player character.
[0221] Also, Figure 7(B) shows an example in which the coordinates and equipment information of the sanctioned player's character are displayed on a map MP10 displayed on a sub-screen separate from the main game screen that displays the game space.
[0222] (Display of status information of the player character to be sanctioned 2: Disabled status) When the sanctioned player character is in an unrecognizable state where it cannot be recognized by other players, or in a disguised state where the sanctioned player character is disguised as a given object in virtual space, the sanction control processing unit 106 may provide, as status information, to the terminal device 20 of the relevant player, information for displaying a disabled state in which the unrecognizable state or disguised state of the sanctioned player character has been disabled, in association with the identification information of the sanctioned player.
[0223] For example, in this embodiment, based on the operation of each player, various objects such as moving objects, building objects, natural formation objects such as trees, grass, bushes, and rocks, or terrain objects with protrusions, caves, holes, and depressions, which are placed in the game space during game execution, can be used to set the player character being operated to a state that cannot be recognized by other players (i.e., an unrecognizable state).
[0224] Furthermore, for example, based on the operation of each player, while the game is being played, decorative items (clothing and decorative tools) can be used to set the appearance and shape of the player character being controlled to the same color (including similar colors) or the same color as each object in the grass, mountainous areas, forested areas, urban areas, the sea, rivers, lakes, buildings, or moving objects such as automobiles and trains, thereby disguising the player character so that it has the same appearance and shape as the surrounding scenery in the game space in which the player character exists.
[0225] When the player character to be penalized is in an unrecognizable state, the penalization control processing unit 106 controls the hidden player character to be penalized (player character of player [Taro]) 3 so that an image such as that shown in FIG. 8(A) is displayed on the corresponding terminal device 20. The display device 40 generates display data in which an object (bush object) 350 between the player's character 300 and the character 40 is changed to a transparent object, and provides the generated display data to the corresponding terminal device 20.
[0226] In addition, when the player character to be sanctioned is in a disguised state, the sanction control processing unit 106 generates display data that highlights the appearance and shape of the disguised player character to be sanctioned (player character of player [Taro]) 340 so that an image such as that shown in Figure 8 (B) is displayed on the corresponding terminal device 20, and provides the generated display data to the corresponding terminal device 20.
[0227] In addition, instead of the above-mentioned display data, the sanctions control processing unit 106 may generate display data for displaying an arrow or text near the sanctioned player character (player character of player [Taro]) 340 in an unrecognizable or disguised state, so that an image such as that shown in Figure 9 is displayed on the corresponding terminal device 20.
[0228] In particular, FIG. 9 shows a main image in which an arrow object 360 is formed near a player character (player character of player [Taro]) 340 to be punished who is hiding behind a bush object 350.
[0229] (Display of behavior information of player character subject to sanction) The sanction control processing unit 106 may provide, as player-related information, behavior information of the sanctioned player character operated by the sanctioned player, in association with the identification information of the sanctioned player, to the terminal device 20 of the relevant player.
[0230] In particular, the behavioral information of this embodiment includes: (C1) Information indicating the preparation of a device to be used in an attack, such as reloading a firearm; (C2) Information indicating the period until the preparation is completed; and (C3) Information indicating that the player is in a state where it is impossible to avoid attacks from other players, such as when resting, climbing a wall, or during a battle. Includes:
[0231] Then, the sanctions control processing unit 106 generates display data for displaying, on the main game screen that displays the game space in which the player character moves, behavioral information indicating that the player character subject to sanctions is preparing equipment, together with coordinate information, as shown in Figure 10 (A), and provides this to the corresponding terminal device 20.
[0232] In addition, as shown in Figure 10 (B), the sanctions control processing unit 106 generates display data for displaying behavioral information indicating "sleeping (sanctioned player character: Mr. A)", "in a battle (sanctioned player character: Taro)", or "moving underground (sanctioned player character: Aki)" along with coordinate information on a sub-game screen that displays a map MP10 of the game space, separate from the main game screen that displays the game space, and provides this to the corresponding terminal device 20.
[0233] (Display of the action history information of the player character subject to sanctions) The sanctions control processing unit 106 may provide, as player-related information, behavioral history-related information that includes at least behavioral history information indicating the behavioral history of the player character of the sanctioned player, or behavioral prediction-related information that includes at least behavioral prediction information for the player character analyzed based on the behavioral history information, to the terminal device 20 of the relevant player in association with the identification information of the sanctioned player.
[0234] In particular, the sanctions control processing unit 106 may provide the terminal device 20 of the relevant player with behavioral history related information and behavioral prediction related information, such as information regarding other players' player characters, such as how to approach, attack, or escape from the player character of the player subject to sanctions, based on behavioral history information or behavioral prediction information.
[0235] Specifically, the behavior history related information of this embodiment includes: (D1) Locations or areas in the virtual space where the player character subject to sanctions appears a predetermined number of times or more, and (D2) Information about the action route, the type and number of attacks executed, or the type and number of attacks received from other player characters by the player character to be sanctioned, in a predetermined period of time before a given timing or in a predetermined number of recent past battles; Includes:
[0236] In addition, the behavior prediction related information in this embodiment includes: (E1) Information regarding the reasons why the player character to be sanctioned won or lost a predetermined period of time before a given timing or a predetermined number of recent past matches; (E2) Information on a strategy for defeating a player character to be penalized based on the action history of the player character to be penalized, such as attacking in a way that requires a preparation period during a match because the player character has equipment that requires a long preparation period, and (E3) Information related to the prediction of the future behavior of the player character to be penalized (hereinafter referred to as "behavior prediction information"), including information on the prediction of the future behavior of the player character to be penalized based on the behavior history and the current state (hereinafter referred to as "behavior prediction information"); These include:
[0237] In particular, the sanction control processing unit 106 analyzes and acquires the information (E1) to (E3) using the information (D1) and (D2).
[0238] For example, if the information (D1) and (D2) of the player character to be penalized includes information that the player character to be penalized was defeated in the past two matches due to a low number of attacks, the sanctions control processing unit 106 provides this information as information regarding the cause of the defeat, and also provides information as strategy information that equipment that increases the number of attacks is essential when competing against the player character to be penalized.
[0239] Furthermore, for example, if the information (D1) and (D2) of the sanctioned player character includes information that the sanctioned player character moves from point A to point B four times a week during the morning hours, the sanction control processing unit 106 provides behavioral prediction information that the sanctioned player character may appear between point A and point B the following morning.
[0240] Then, the sanctions control processing unit 106 generates display data for displaying the above-mentioned behavior history information, together with coordinate information, on the main game screen that displays the game space in which the player character moves, and provides this to the corresponding terminal device 20.
[0241] In addition, the sanctions control processing unit 106 generates display data for displaying the above-mentioned behavioral history information together with coordinate information on a sub-game screen that displays a map of the game space or a radar for observing the game space, separate from the main game screen that displays the inside of the game space, and provides this display data to the corresponding terminal device 20.
[0242] (Display format of player-related information) In principle, the sanction control processing unit 106 always provides the player-related information to the corresponding terminal device in a displayable manner unless the sanction control processing described later is cancelled. The player-related information may be provided in a manner that allows it to be displayed in different display formats, such as display period or display interval, depending on the level of the player to whom the player-related information is provided, the presence or absence of an item, etc.
[0243] That is, the sanctions control processing unit 106 provides the corresponding terminal device 20 with display change control information for changing the display format of the player-related information to be provided, together with the player-related information, depending on the information contained in the player-related information of the player to be sanctioned or the player to be provided.
[0244] In particular, information contained in the player-related information of a sanctioned player or a player subject to provision may include, for example: (M1) Player level, (M2) Items owned by the player; (M3) Player characteristics and attributes, and (M4) The state of the player's player character (especially the state of the player character of the sanctioned player, such as during a mimicry or unrecognizable state), Includes:
[0245] In addition, the sanctions control processing unit 106 provides player-related information in different display formats, such as the display period (the period from the start of display to the end of display), the display interval (if displayed repeatedly at predetermined time intervals), and the display characteristics (for example, whether or not to highlight, or the display size and display color), depending on the level of the player to be sanctioned or the player to be provided with the information.
[0246] [4.5] Cancellation of sanction control process including cancellation judgment process Next, the cancellation of the sanction control process including the cancellation determination process in this embodiment will be described.
[0247] When a sanction is imposed on a player subject to sanctions, the judgment processing unit 105 executes a release judgment process to determine whether or not at least one of the state and action of the player character operated by the player subject to sanctions after the judgment satisfies a given release condition.
[0248] Then, when a sanction has been imposed on a player subject to sanctions and the release determination process determines that a given release condition is met, the sanction control processing unit 106 releases the sanction control process being executed on the player subject to sanctions.
[0249] In particular, the determination processing unit 105 determines, as a given release condition, (A1) The Sanctioned Player plays against another Player or wins such a match; (A2) The player subject to sanctions makes contact with other players, such as by attacking another player's character or being attacked by another player; (A3) When the sanction determination process is repeatedly executed at regular intervals, the sanction conditions are no longer met by the latest sanction determination process. (A4) For a given period (for example, one minute) after the sanction condition is activated, the position of the player character subject to sanction within the game space continues to be displayed in a display area for an item such as a radar or map that is provided separately from the game space, or (A5) Two or more of the requirements for cancellation of (A1) to (A4) Determine the following.
[0250] Furthermore, the sanction control processing unit 106 executes control to hide the player-related information displayed by the corresponding terminal device 20 as a release from the sanction control processing.
[0251] For example, the sanction control processing unit 106 stops generating image data for displaying player-related information on the corresponding terminal device 20.
[0252] Note that "contact" does not require an actual attack or damage from the attack; it is sufficient that an attack is detected to have occurred in the vicinity of the player character subject to sanctions (for example, within a radius of 10 meters).
[0253] Furthermore, instead of satisfying the cancellation condition, the judgment processing unit 105 may cancel the sanction control process being executed on the player to be sanctioned when a predetermined period of time (for example, five minutes) has elapsed since the start of the sanction.
[0254] In this case, the sanction control processing unit 106 may execute control to display the remaining time until the sanction is lifted on the terminal device of the sanctioned player and the terminal device 20 of the provided player.
[0255] [4.6] Variations Next, a modified example of the sanction control process including the sanction determination process of this embodiment will be described.
[0256] (Variation 1: Special display of player-related information (aim assist)) In this embodiment, the sanctions control processing unit 106 may provide special display control information to the terminal device 20, together with player-related information, for specially displaying the sanctions target player character of the sanctions target player when the sanctions target player character is imaged on the corresponding terminal device 20.
[0257] Specifically, when the sanctions control processing unit 106, in cooperation with the information providing unit 110, provides player-related information to the relevant terminal device 20, if the sanctioned player character of the sanctioned player to be displayed is captured within the field of view of the player's own player character (within the game space as seen from the virtual camera when the virtual camera is placed at the viewpoint of the player's own player character), the sanctions control processing unit 106 may generate image data for specially displaying (aim assist) the player-related information in a specified area of the main screen on which the game space is imaged.
[0258] Specifically, in this case, the sanction control processing unit 106 displays the following as a special display: (A1) A display in which the display size of the player character to be penalized is changed (for example, five times larger than normal) at the position where the player character to be penalized is located on the main screen on which the game space is imaged, or (A2) A new window is created at the position of the player character to be penalized on the main screen, and the player character to be penalized or a part thereof having a predetermined size is enlarged (telephoto displayed) in the window. Generate image data for the purpose.
[0259] In addition, when a specially displayed player character is selected on the corresponding terminal device 20, the sanctions control processing unit 106 may provide the terminal device 20 with special display control information including operation control information for improving the operability of the player to whom the special display control information has been provided in order to play against the sanctioned player character.
[0260] For example, the sanction control processing unit 106 may use the following as the operation control information: (B1) control information for automatically locking on to a specially displayed sanctioned player character as a target; (B2) When attacking the specially displayed sanctioned player character, a hit check is performed, or (B3) In an attack using a weapon, control information for controlling physical behavior in the game space so that a moving object for attacking a target player character, such as a homing bullet, can be easily hit, It may be provided to the terminal device 20.
[0261] In particular, when executing a lock-on, the sanctions control processing unit 106 works in conjunction with the lock-on processing unit 218 of the corresponding terminal device 20 to automatically aim at the position where the player character to be sanctioned is located, and executes a lock-on process to select (specifically, select for attack) the corresponding player character to be sanctioned while displaying an image of the reticle (hereinafter referred to as the "reticle image").
[0262] (Punishment control process including sanction judgment process in team matches) When a competitive game is to be played for each group (i.e., team) made up of a plurality of players, the sanction control processing unit 106 (C1) The sanction determination process may be applied based on the actions or states of the respective player characters to be determined of each player belonging to the team. (C2) The results of each judgment for each group may be tallied, and players belonging to the group (i.e., the entire group) may be judged as players subject to sanctions based on the tallied results (for example, a predetermined number of points may be awarded to each player subject to sanctions and the total value may be added up for the entire group).
[0263] In particular, when the sanction control processing unit 106 aggregates the determination results for each group in (C2) to determine players to be sanctioned, (C2-1) All players in the group, (C2-2) Players (some players who have a certain record, such as the highest or lowest score in the group), (C2-3) The player who had the greatest influence on the result of the decision, or (C2-4) The player with the lowest life energy, may be determined to be a player subject to sanctions.
[0264] [5] Operation in this embodiment Next, the operation of the sanction control process including the sanction determination process and the sanction lift determination process executed by the server device 10 of this embodiment will be described with reference to FIG.
[0265] FIG. 11 is a flowchart showing the operation of the sanction control process including the sanction determination process and the sanction opening determination process executed by the server device 10 of this embodiment.
[0266] In this operation, it is assumed that the necessary variable information for each player, that is, player-related information, has already been registered in the player information storage unit 146 and has been updated as appropriate.
[0267] In particular, in this operation, the player-related information stored in the player information storage unit 146 for each player is managed appropriately, and includes at least one of status information indicating the status of the player character operated by each player during the game and behavior information indicating the behavior.
[0268] Furthermore, this operation will be explained using a competitive game based on individual matches, and it is assumed that the competitive game is already being played and that this operation is performed for each player.
[0269] First, when the judgment processing unit 105 detects a sanction judgment timing such as a predetermined timing during the game (every predetermined period such as every 10 minutes or when a predetermined event occurs such as when one player character is defeated) (step S101), it executes a sanction judgment process to determine whether or not at least one of the state and actions of the player character to be judged of the relevant player satisfies a given sanction condition (step S102).
[0270] At this time, if the judgment processing unit 105 determines that the player character to be judged of the relevant player does not meet the sanction conditions, it terminates this operation, and if it determines that the player character to be judged of the relevant player meets the sanction conditions, it proceeds to processing of step S103.
[0271] Next, if the sanction control processing unit 106 determines that the player character to be judged of the relevant player meets the sanction conditions, it identifies the player as a player to be sanctioned and initiates sanction control processing to provide player-related information of the player to be sanctioned to the relevant terminal device 20 as the sanction (step S103).
[0272] The sanction control processing unit 106 continues to provide the player-related information of the sanctioned player to the corresponding terminal device 20 until it is determined that the sanction control process should be released.
[0273] Next, the judgment processing unit 105 judges whether or not at least one of the state and actions of the relevant sanctioned player character after the judgment satisfies a given release condition (step S104), and if it detects that the relevant sanctioned player character satisfies the given release condition, it cancels the sanction control processing being executed (step S105) and terminates this operation.
[0274] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.
[0275] In this embodiment, a fighting game is used for explanation, but the present invention can also be used in other games such as RPGs or simulation games.
[0276] Furthermore, in this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.
[0277] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but with the exception of operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operation input and image display by streaming.
[0278] Furthermore, in this embodiment, the game may be realized by a single game device having the functions of the server device 10, i.e., a device (standalone) that operates independently without relying on other devices such as a server device, in which case multiple input terminal devices are sufficient.
[0279] A plurality of such game terminal devices may be connected by wire or wirelessly, and one game device may function as the server device 10, thereby realizing the system using a plurality of game devices.
[0280] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that runs in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.
[0281] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0282] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0283] 10...Server equipment 20... Terminal equipment 100 ... Processing section 101 ... Communication control unit 102 ... Web processing section 103 ... Game Management Department 104 … Information Management Department 105 ... Judgment processing unit 106 ... Sanctions Control Processing Unit 109 ... Timer management section 110 … Information provision department 120 ... Input section 130 … Display section 140 … Storage section 142 … Main memory section 144 ... Game data storage section 146 ... Player information storage unit 180 … Information storage medium 196 … Communications Department 200 ... Processing section 210 ... Object space setting section 212 ... Display control unit 213 ... Input reception processing unit 214 ... Game control unit 215 ... Game Calculation Unit 216 ... Virtual camera control unit 217 … Game Management Department 218 ... Lock-on processing unit 220 ... Drawing section 230 ... Sound processing section 270 … Storage section 271 … Main memory section 272 ... Image buffer 273 ... Player information storage unit 274 ... Game data storage section 260 ... Input section 262 ... Detector 280 … Information storage medium 290…Display section 291 ... Sound output section
Claims
1. A game system that executes a competitive game between players using a plurality of player characters in a game field formed in a virtual space, and provides information about the competitive game to a terminal device, comprising: an information management means for managing player-related information relating to each player stored in the storage means for each player during a game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a determination target player character that is an object of operation by the player; a sanction control means for executing a sanction control process, when it is determined by the sanction determination process that a sanction should be imposed on the player to be judged as a sanctioned player, to provide player-related information of the sanctioned player to a terminal device owned by a player other than the sanctioned player, or to a terminal device owned by a player belonging to a group other than the group to which the sanctioned player belongs; Equipped with The determination processing means A game system characterized by executing a sanction determination process that determines to impose sanctions on the player of the player character to be determined as a player to be sanctioned when it is determined that the player character to be determined meets a given sanction condition regarding a period for detecting the state or behavior of the player character to be determined and a sanction condition that is met when the positional relationship of the player character to be determined with respect to other player characters is not within a predetermined distance for a predetermined period.
2. 2. The game system according to claim 1, The determination processing means When a sanction is imposed on the player to be sanctioned, at least one of the state and action of the player character operated by the player to be sanctioned after the determination is a given Execute a cancellation determination process to determine whether or not a cancellation condition is met; The sanction control means A game system in which, when a sanction is imposed on the sanctioned player and the release determination process determines that the given release condition is met, the sanction control process being executed on the sanctioned player is released.
3. 2. The game system according to claim 1, The determination processing means A game system that, when a sanction is imposed on the sanctioned player, cancels the sanction control process being executed on the sanctioned player when a predetermined period has elapsed since the start of the sanction.
4. In the game system according to any one of claims 1 to 3, The player-related information includes: (1) Action history related information including at least action history information indicating the history of actions of the player character of the sanctioned player, or (2) behavior prediction related information including at least behavior prediction information for the player character analyzed based on the behavior history information; A game system that includes:
5. A program for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, and for providing information about the competitive game to a terminal device, comprising: an information management means for managing player-related information relating to each player stored in the storage means for each player during the game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a player character to be determined and operated by the player; and a sanction control means for executing a sanction control process, when it is determined by the sanction determination process that a sanction should be imposed on the player to be judged as a sanctioned player, to provide, as the sanction, player-related information of the sanctioned player to a terminal device owned by a player other than the sanctioned player, or to a terminal device owned by a player belonging to a group other than the group to which the sanctioned player belongs; Make the computer function as The determination processing means A program characterized by executing a sanction determination process that determines to impose sanctions on the player of the player character to be determined as a player to be sanctioned when it is determined that the player character to be determined meets a given sanction condition regarding the period for detecting the state or behavior of the player character to be determined and a sanction condition that is met when the positional relationship of the player character to be determined with respect to other player characters is not within a predetermined distance for a predetermined period.
6. A game system for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, comprising: an information management means for managing player-related information relating to each player stored in the storage means for each player during a game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a determination target player character that is an object of operation by the player; a display control means for displaying player-related information of the player to be sanctioned on a display means used by another player as the sanction, when the sanction determination process determines that the player to be determined should be sanctioned as a player to be sanctioned; Equipped with The determination processing means A game system characterized by determining that a given penalty condition regarding the period for detecting the state or behavior of the player character to be judged and a penalty condition that is met when the positional relationship of the player character to be judged with respect to other player characters is not within a predetermined distance for a predetermined period are met, and determining that a penalty will be imposed on the player of the player character to be judged as a player to be punished.
7. A program for executing a competitive game between players using a plurality of player characters in a game field formed in a virtual space, comprising: an information management means for managing player-related information relating to each player stored in the storage means for each player during the game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a player character to be determined and operated by the player; and a display control means for displaying player-related information of the player to be sanctioned on a display means used by another player as the sanction, when the sanction determination process determines that the player to be determined should be sanctioned as a player to be sanctioned; Make the computer function as The determination processing means A program characterized by executing a sanction determination process that determines to impose sanctions on the player of the player character to be determined as a player to be sanctioned when it is determined that the player character to be determined meets a given sanction condition regarding the period for detecting the state or behavior of the player character to be determined and a sanction condition that is met when the positional relationship of the player character to be determined with respect to other player characters is not within a predetermined distance for a predetermined period.
8. A game providing method for providing information about a competitive game between players using a plurality of player characters in a game field formed in a virtual space from a server device that executes the competitive game to a terminal device of a player playing the competitive game, the method comprising: The server device: an information management means for managing player-related information relating to each player stored in the storage means for each player during a game, the player-related information including at least one of status information indicating the status of a player character operated by each player during the game and behavior information indicating the behavior of the player character; a determination processing means for executing a sanction determination process for each player or for each group consisting of a plurality of players, the sanction determination processing determining whether or not to impose a sanction on the player as a player to be sanctioned, based on at least one of the state and action of a determination target player character that is an object of operation by the player; The sanction determination process imposes sanctions on the player to be judged as a player to be sanctioned. a sanction control means for executing a sanction control process, when it is determined that the player is a player to be sanctioned, to provide player-related information of the player to be sanctioned to a terminal device owned by a player other than the player to be sanctioned, or to a terminal device owned by a player belonging to a group other than the group to which the player to be sanctioned belongs, as the sanction; Equipped with The determination processing means When it is determined that a given sanction condition related to a period for detecting the state or behavior of the player character to be judged and a sanction condition that is satisfied when the positional relationship of the player character to be judged with respect to another player character is not within a predetermined distance for a predetermined period of time are met, the sanction determination process determines that a sanction should be imposed on the player of the player character to be judged as a player to be sanctioned, Accepting an operation of the player and transmitting information relating to the accepted operation of the player to a server device; receiving information about the game from a server device that executes processing related to the game; A game providing method characterized by:
Citation Information
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