Computer systems and game systems

The system addresses repetitive gameplay in multiplayer games by dynamically detecting local areas and selecting participating characters to generate unexpected events, enhancing engagement and interest through spontaneous and unpredictable gameplay.

JP7754635B2Active Publication Date: 2025-10-15BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021058402
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2025-10-15
Estimated Expiration
2041-03-30

AI Technical Summary

Technical Problem

Conventional games with multiple players in a common game space often lack surprise and interest due to preset game events, leading to repetitive play and loss of engagement.

Method used

A computer system that dynamically detects condition-satisfied local areas within a game space, selects participating player characters based on predefined conditions, and generates unexpected game events, allowing for spontaneous and unpredictable gameplay experiences.

Benefits of technology

Enhances gameplay interest by creating unexpected events that can be enjoyed by an unspecified number of players, ensuring varied and engaging experiences through dynamic event generation and participation control.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To execute an unexpected game event in a game that plural players enjoy.SOLUTION: In a game in which plural players operate and enjoy each player character 20 in a common game space, a local condition sufficiency local area 14 that satisfies an event invocation condition at least including a gathering condition of the player character 20 existing within a given local area range is detected, a participating player character who participates in a game event is selected from the player characters 20 existing in the condition sufficiency local area 14, contents of and / or difficulty in a game event is determined based on the selected participating player character, and a game event in which the participating player character participates is generated.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a computer system or the like that controls the execution of game events in a game in which multiple players enjoy operating their own characters in a common game space. [Background technology]

[0002] Conventionally, games in which multiple players control their own characters in a common game space and have fun are well known. In such games, quests are carried out as an example of a game event in which one or more players can participate (see, for example, paragraphs

[0051] -

[0055] of Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-176472 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional games, the content of game events is often preset, resulting in little surprise. Furthermore, repetitive play of limited game events can lead to a rut and a loss of interest.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to enable the execution of unexpected game events in games enjoyed by multiple players. [Means for solving the problem]

[0006] The first invention to solve the above problem is: A computer system for controlling the execution of game events in a game in which multiple players enjoy operating their respective characters (hereinafter, the characters operated by the players are referred to as "PCs") in a common game space, comprising: a condition-satisfied local area detection means (for example, the condition-satisfied local area detection unit 212 of FIG. 7) that detects, from the game space, a condition-satisfied local area that is a local area that satisfies a given event triggering condition that includes at least a gathering condition of the PCs that exist in a given local area range; a participating PC selection means (for example, the participating PC selection unit 214 in FIG. 7) for selecting some or all of the PCs present in the condition-satisfying local area as participating PCs that will participate in the game event; an event execution control means (for example, the event execution control unit 216 in FIG. 7) that generates a given game event in which the participating PCs participate; A computer system comprising:

[0007] According to the first aspect of the present invention, it is possible to execute a game event with an element of surprise in a game enjoyed by multiple players. That is, from among the PCs present in a condition-satisfying local area that satisfy an event activation condition, which includes at least a gathering condition for PCs present in a given local range, some or all of the PCs are selected as participating PCs to participate in the game event, and a given game event is generated in which the participating PCs participate. As a result, for example, by setting the gathering condition to a predetermined number of PCs or more, a game event can occur suddenly when many PCs gather at a certain location in the game space, resulting in a game event with an element of surprise. Furthermore, because the participating PCs are selected from the PCs gathered at a certain location, the game event can be enjoyed by an unspecified number of players, thereby increasing the interest of the game event.

[0008] The second invention is the first invention, The gathering condition is that the number of PCs that satisfy a given player condition is equal to the number that satisfies a given number-of-player condition within the local range. It is a computer system.

[0009] According to the second aspect of the present invention, the event triggering condition is that a number of PCs that satisfy the player condition are present in a local area in a number that satisfies the number-of-player condition. This causes an event to occur when PCs that satisfy the player condition gather in a certain location, so even if a sudden game event is difficult for players to predict, it can be avoided from occurring in a situation where there are no or few players.

[0010] The third invention is the first invention, The PC has a group to which it belongs set, The gathering condition is that the number of PCs set in the same group is present in the local range in a number that satisfies a given number-of-people condition, or that the number of PCs set in different groups is present in the local range in a number that satisfies a given number-of-people condition as the number of people for each group. A computer system according to claim 1.

[0011] According to the third aspect of the present invention, the event triggering condition includes a condition related to the group to which the PC belongs. As a result, an event occurs when PCs that satisfy the group-related condition gather in a certain location. Therefore, even if a game event occurs unexpectedly and is difficult for players to predict, it can be a game event that PCs can easily participate in and that can be a common topic of conversation within the group.

[0012] The fourth invention is the first to third inventions, The participating PC selection means Sending an invitation to the game event to the player of the PC present in the condition-satisfying local area; selecting the PC of a player who has performed an approval operation in response to the invitation notification as the participating PC; To do It is a computer system.

[0013] According to the fourth aspect of the present invention, among the PCs present in the condition-satisfying local area, the PCs of players who have accepted the invitation to the game event are selected as participating PCs in the game event. This allows players who wish to participate to be confirmed to participate in the game event to participate in the game event, thereby avoiding the problem of involving players against their will.

[0014] A fifth invention is any one of the first to third inventions, Each of the PCs is associated with a setting for participation in the game event that can be set by a player of the PC; the participating PC selection means selects, as the participating PC, a PC whose participation possibility setting is set to "yes" from among the PCs present in the condition satisfying local area; It is a computer system.

[0015] According to the fifth aspect of the present invention, among the PCs present in the condition-satisfying local area, the PCs for which the player has set the participation setting for the game event to "yes" are selected as participating PCs for the game event. By setting in advance whether or not the player will participate in the game event, it is possible to allow players who wish to participate to participate in the game event, thereby avoiding the problem of involving players who are not willing to participate.

[0016] A sixth aspect of the present invention is any one of the first to fifth aspects of the present invention, the event execution control means determines the content and / or difficulty of the game event to be generated based on the participating PCs selected by the participating PC selection means; It is a computer system.

[0017] According to the sixth aspect of the present invention, the content and / or difficulty of a game event are determined based on the participating PCs. Since the participating PCs are different for each game event, it is possible to generate a game event with appropriate content and difficulty according to, for example, the number and level of the participating PCs. Furthermore, since the content and difficulty of the generated game event can vary depending on the participating PCs, it is possible to create a game event that never gets boring.

[0018] A seventh invention is any one of the first to sixth inventions, the event execution control means sets a geographical range of influence of the game event to be generated; It is a computer system.

[0019] According to the seventh invention, a geographical range of influence of a game event is set.

[0020] An eighth aspect of the present invention is the seventh aspect of the present invention, the event execution control means sets the geographical range of influence based on the location of the participating PCs selected by the participating PC selection means; It is a computer system.

[0021] According to the eighth aspect of the present invention, the geographical influence range is set based on the location of the participating PCs. For example, the geographical influence range can be set by taking into consideration the location of the participating PCs, the location density of the participating PCs, the predicted direction of movement of the participating PCs, etc.

[0022] A ninth aspect of the present invention is the seventh or eighth aspect of the present invention, the event execution control means sets the geographical range of influence based on the items possessed by the participating PCs selected by the participating PC selection means; It is a computer system.

[0023] According to the eighth aspect of the present invention, a geographical range of influence is set based on the items possessed by participating PCs. As a result, since the geographical range of influence can affect play of the game event, for example, it is possible to set the geographical range of influence to be advantageous to participating PCs possessing a predetermined item.

[0024] A tenth aspect of the present invention is any one of the seventh to ninth aspects of the present invention, Further provided is an intrusion prevention control means for controlling non-participating PCs other than the participating PCs among the PCs by either 1) moving them to a location away from the geographical influence range, or 2) preventing them from entering the geographical influence range. It is a computer system.

[0025] According to the tenth aspect of the present invention, non-participating PCs in a game event are moved to a location away from the geographical range of influence of the game event, or are prevented from entering the geographical range of influence, thereby preventing the non-participating PCs from interfering with the game event.

[0026] An eleventh aspect of the present invention is any one of the seventh to tenth aspects of the present invention, a participating PC addition control means (for example, the participating PC addition control unit 220 in FIG. 7) for adding a PC located outside the geographical influence range and satisfying a given condition for joining the game event as a new participating PC; The computer system further comprises:

[0027] According to the eleventh aspect of the present invention, even if a PC is located outside the geographical area of ​​influence, a PC that satisfies the conditions for spontaneous participation can be added as a new participating PC and participate in the game event. This allows, for example, a PC of a player who sees a game event being held and wishes to participate to participate in the game event, thereby making the game event more exciting.

[0028] A twelfth aspect of the present invention is the eleventh aspect of the present invention, the participating PC addition control means determines whether the PC satisfies the short-distance participation condition, including in the short-distance participation condition that the PC is located outside the geographical influence range and satisfies a given short-distance condition from the geographical influence range. It is a computer system.

[0029] According to the twelfth aspect of the present invention, the conditions for jumping in include being in a location outside the geographical influence range and satisfying a given proximity condition, thereby allowing PCs located near the geographical influence range of a game event to participate in the game event.

[0030] A thirteenth aspect of the present invention is any one of the ninth to twelfth aspects of the present invention, means for distinguishably displaying the geographical influence range in the game space (for example, the geographical influence range distinguishable display control unit 222 in FIG. 7); The computer system further comprises:

[0031] According to the thirteenth aspect of the present invention, the geographical range of influence within the game space is clearly displayed. This helps players of participating PCs in a game event to understand the geographical range of influence and play the game event within that range. On the other hand, players of non-participating PCs can know when a game event occurs and where it is taking place.

[0032] A fourteenth aspect of the present invention is any one of the first to thirteenth aspects of the present invention, the condition-satisfying locality detection means detects a plurality of the condition-satisfying localities; The participating PC selection means selects the participating PC for each of the condition-satisfying local areas, The event execution control means has an event integration processing means (e.g., the integration processing unit 226 in FIG. 17) that generates separate game events for each participating PC in each condition-satisfying local area, and then integrates the separate game events into an integrated event as time passes. It is a computer system.

[0033] According to the fourteenth aspect of the present invention, separate game events generated in multiple condition-satisfying local areas are integrated into a combined event over time. A game event occurs when an event triggering condition based on the number of PCs present in the local area is satisfied, and occurs spontaneously and unpredictably for the player. When multiple such spontaneous events occur in the game space, these events can be integrated. The integration of the events into a combined event itself makes the event even more unpredictable and spontaneous. This further enhances the interest of the game event.

[0034] A fifteenth aspect of the present invention is any one of the first to fourteenth aspects of the present invention, The game event is an event in which a winner is decided, a reward granting unit (e.g., the reward granting unit 224 in FIG. 7) for granting a given reward to the participating PC that wins the game event; The computer system further comprises:

[0035] According to the fifteenth aspect of the present invention, a given benefit is given to a participating PC that wins a game event, which can motivate players to participate in and play the game event.

[0036] The sixteenth invention is A server system that is a computer system according to any one of the first to fifteenth aspects of the present invention; a player terminal of the player that communicates with the server system and functions as a man-machine interface; It is a game system equipped with the above.

[0037] According to the sixteenth aspect of the present invention, it is possible to realize a game system that provides the same effects as any one of the first to fifteenth aspects of the present invention. [Brief explanation of the drawings]

[0038] [Figure 1] An example of a game system configuration. [Figure 2]Overview of the game. [Figure 3] An explanatory diagram of the event trigger conditions. [Figure 4] An example of an event invitation notification screen. [Figure 5] An example of an event. [Figure 6] FIG. 10 is an explanatory diagram of the prevention of non-participating player characters from entering the geographical area of ​​influence. [Figure 7] FIG. 2 is a functional configuration diagram of a server system. [Figure 8] 10 is an example of player management data. [Figure 9] 10 is an example of an event triggering condition table. [Figure 10] An example of an event stage setting table. [Figure 11] An example of a list of conditions for walk-in participation. [Figure 12] 10 is an example of a benefit setting table. [Figure 13] An example of game initial setting data. [Figure 14] An example of play data. [Figure 15] FIG. 2 is a functional configuration diagram of a player terminal. [Figure 16] 10 is a flowchart of a game process. [Figure 17] 10 shows another example of a server system configuration. DETAILED DESCRIPTION OF THE INVENTION

[0039] Hereinafter, an example of a preferred embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiment described below, and the forms to which the present invention can be applied are not limited to the following embodiment. In addition, in the description of the drawings, the same elements are given the same reference numerals.

[0040] [Game System] Fig. 1 is a diagram showing an example of the configuration of a game system according to this embodiment. According to Fig. 1, the game system 1 according to this embodiment includes a server system 1000 connectable to a communication network N, and a plurality of player terminals 1500 that can access the server system 1000 via the communication network N and communicate with the server system 1000.

[0041] The communication network N refers to a communication path that allows data communication. In other words, the communication network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method can be either wired or wireless.

[0042] The server system 1000 is a computer system that includes a main unit 1010, a keyboard 1002, a display 1004, and a storage 1030, and has a control board 1020 mounted on the main unit 1010.

[0043] The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. Note that part or all of the control board 1020 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip). These arithmetic circuits can also be considered processors. The server system 1000 realizes various services for operating the game of this embodiment by the control board 1020 performing arithmetic processing based on predetermined programs and data. For example, the server system 1000 realizes a player management function related to player registration and a game management function for managing game execution control on the player terminals 1500. In other words, the game of this embodiment is realized as a kind of client-server online game.

[0044] 1, the server system 1000 may be configured to include multiple blade servers each performing a different function, connected to each other via an internal bus for data communication. Alternatively, the server system 1000 may be configured to function as a whole by having multiple independent servers installed in remote locations communicate with each other via a communication line.

[0045] The player terminal 1500 is a computer system used individually by the player 3 for game play, and is an electronic device that communicates with the server system 1000 via the communication network N and functions as a man-machine interface. The player terminal 1500 of this embodiment will be described as a device known as a smartphone in terms of hardware, but it may also be a portable game device, a home game device, a game controller for a home game device, a personal computer, a tablet computer, a wearable computer, or the like. Furthermore, it is not limited to the single device shown in FIG. 1, and may also be configured as multiple devices working together to function as an integrated unit.

[0046] [Game Description] The online game provided by the game system 1 is a game in which multiple players enjoy controlling their own characters (hereinafter, the characters controlled by the players are referred to as "player characters (PCs)") in a common game space.

[0047] Fig. 2 is a diagram showing an overview of the game of this embodiment. As shown in Fig. 2, the game of this embodiment is a role-playing game, in which a player character 20 of each of a plurality of players 3 (3a, 3b, ...) is placed on a game field 10 constructed in a game space. The player 3 controls his / her own player character 20 and moves it around the game field 10 to progress through the game.

[0048] In the game of this embodiment, a game event (hereinafter simply referred to as "event") occurs in which multiple player characters 20 can participate. An event occurs when the game situation satisfies a predetermined event triggering condition. The event triggering condition includes at least a gathering condition for the player characters 20. The gathering condition is a condition under which the player characters 20 are considered to be gathering at any location on the game field 10.

[0049] FIG. 3 is a diagram illustrating an event activation condition. As shown in FIG. 3, a plurality of local areas 12 are defined in the game field 10, and whether the event activation condition is satisfied is determined for each local area 12. Specifically, whether the event activation condition is satisfied is determined based on the aggregate condition that the number of player characters 20 present in the local area 12 satisfies a predetermined number-of-players condition. Examples of the number-of-players condition include a condition that specifies a minimum number of player characters 20, such as "the number of player characters 20 present in the local area 12 is '10 or more'," and a condition that specifies a minimum and maximum number of player characters 20, such as "the number of player characters 20 present in the local area 12 is '10 to 30'."

[0050] The gathering condition may further be a condition for the player characters 20 that satisfies a player condition, which is a condition related to the player characters 20, such as the level, attribute, type, team (group) to which the player belongs, possessed items, equipment, and number of friends. For example, the gathering condition may be a condition that defines a lower limit and / or an upper limit of the level of the player characters 20 that must satisfy the gathering condition, such as "the number of player characters 20 that are 'level 6 or higher'." Alternatively, the gathering condition may be a condition that defines the team to which the player characters 20 must belong that must satisfy the gathering condition, such as "the number of player characters 20 that 'belong to the same team'" or "the number of player characters 20 that 'belong to different teams', by team." Alternatively, the gathering condition may be a condition that defines the possessed item of the player characters that must satisfy the gathering condition, such as "player characters 20 that 'posses item A'." Alternatively, the gathering condition may be a condition that defines the number of friends of the player characters 20 that must satisfy the gathering condition, such as "the number of player characters 20 that 'have five or more friends'."

[0051] While FIG. 3 shows local areas 12 defined by dividing the game field 10, the shape and size of the local area 12 may be determined arbitrarily. Furthermore, the local area 12 may not be a fixed area, but may be a randomly determined area with indefinite boundaries, or may be a floating area with an unfixed position. When a local area 12 that satisfies the event activation condition is detected, an event is generated for the player character 20 that is present in the condition-satisfying local area 14, which is the local area 12 that satisfies the event activation condition. Note that instead of generating an event immediately when the event activation condition is satisfied, it may also be determined probabilistically whether or not to generate an event according to a given probability calculation.

[0052] The player characters 20 participating in the event (participating player characters 22) are selected from among the player characters 20 present within the condition-satisfying local area 14, which is the local area range 12 that satisfies the event triggering condition.

[0053] When an event is executed, first, an invitation to the event is sent to the player 3 of the player character 20 present in the condition-satisfying local area 14. FIG. 4 is an example of an event invitation notification screen. As shown in FIG. 4, the event invitation notification screen W3 displays the type of event (in FIG. 4, "battle with a boss character"), the location of the event (in FIG. 4, "near XX"), and a message asking whether the player wants to participate in the event. The event invitation notification screen W3 is displayed, for example, as a pop-up overlaid on the game screen W1. On the event invitation notification screen W3, the player 3 can select whether or not to accept the event invitation notification (participate in the event).

[0054] The player characters 20 of the player 3 who accept the invitation notification within a predetermined time from the invitation notification are selected as the player characters 20 (participating player characters 22) who will participate in the event. Player characters 20 other than those selected as participating player characters 22, including player characters 20 that exist outside the condition-satisfying local area 14, become non-participating player characters 24 that will not participate in the event. If a map screen such as that shown in FIG. 3 is displayed on the player terminal 1500, the participating player characters 22 and non-participating player characters 24 may be distinguishably displayed on the map screen shown in FIG. 3 to clearly notify the player 3 which characters will participate in the event. In this case, it is expected that the effect of encouraging the player 3 who is undecided about whether to accept the invitation notification to participate should be to participate.

[0055] The event invitation notification may be sent to all players 3 of the player characters 20 present in the condition-satisfying local area 14, or may be sent only to those players 3 who have been set in advance as being able to participate in the event. In this case, this is realized by displaying a pre-setting screen or the like so that the player 3 can set in advance whether or not to participate in the event when it occurs.

[0056] FIG. 5 is a diagram illustrating the execution of an event. In this embodiment, any type of event may be executed. FIG. 5 shows, as an example of the type of event, a "boss character battle" in which participating player characters 22 cooperate with each other to fight against a boss character 30, a common enemy character. The boss character 30 appears as an object related to the event.

[0057] Other types of events include a "team battle" in which participating player characters 22 are divided into multiple teams and compete against each other as a team unit, a "racing game" in which each participating player character 22 competes individually with other participating player characters 22 for ranking, and a "battle royale game" in which each participating player character 22 fights against each other for survival.

[0058] Furthermore, a geographical range of influence 16, which is the range of influence of an event, is set in the game field 10. The event is carried out within this geographical range of influence 16. The geographical range of influence 16 is a range that includes the positions of the participating player characters 22 and the positions of objects related to the event, and its size and shape are determined according to the type and content of the event, the positions of the participating player characters 22, the items they possess, etc. Since the game field 10 is a three-dimensional space, the geographical range of influence 16 is also a three-dimensional range. In FIG. 5, a cylindrical (or hemispherical) range that includes the positions of each participating player character 22 and the appearance position of the boss character 30 that will be fought is determined as the geographical range of influence 16.

[0059] When the geographical range of influence 16 is determined based on the content of the event, the size of the range of influence 16 may be determined based on, for example, the type and strength of the boss character 30 to be displayed. When the geographical range of influence 16 is determined based on the positions of the participating player characters 22, the range of influence may be determined centered on a location where the density of participating player characters 22 is high (a location where many participating player characters 22 are gathered), or the area surrounding that location may be wider than other locations. When the geographical range of influence 16 is determined based on the items possessed by the participating player characters 22, the range of influence may be determined centered on the location of a participating player character 22 possessing a predetermined item. The size of the geographical range of influence 16 may be determined to be different depending on whether the participating player character 22 possesses a predetermined item or not. The size and shape of the geographical range of influence 16 may differ depending on the number and level of the participating player characters 22.

[0060] In another type of event, for example, a "team battle," the geographical range of influence 16 is set to include the positions of each participating player character 22 and the positions of each team's base facility. The base facility is one of the objects related to the event. In a "racing game," the geographical range of influence 16 is set to include the positions of each participating player character 22 and the location of the race course from the start position to the finish position. The objects that form the race course are one of the objects related to the event.

[0061] During the execution of an event, of the player characters 20 on the game field 10, only the participating player characters 22 are present within the geographical influence range 16 of the event, and player characters 20 other than the participating player characters 22 (non-participating player characters 24 that do not participate in the event) are controlled so as not to be present within the geographical influence range 16.

[0062] For this reason, as shown in Figure 6, prior to the execution of the event, non-participating player characters 24 present within the geographical sphere of influence 16 are forcibly moved outside the geographical sphere of influence 16. Then, during the execution of the event, non-participating player characters 24 are restricted from entering the geographical sphere of influence 16.

[0063] To show that objects including the player character 20 cannot move between the inside and outside of the geographical sphere of influence 16 during the execution of an event, objects such as a fence or wall along the periphery of the geographical sphere of influence 16 or a barrier covering the geographical sphere of influence may be placed to separate the inside and outside of the geographical sphere of influence 16. Such objects separating the inside and outside of the geographical sphere of influence 16 serve as an identifying display of the geographical sphere of influence 16 on the game screen.

[0064] Alternatively, the inside and outside of the geographical range of influence 16 may be displayed on the game screen using different colors, brightness, or transparency. Furthermore, the geographical range of influence 16 of the ongoing event may be displayed in a distinctive manner on a radar screen or map screen that displays an overview of the entire game field 10. Furthermore, the positions of the participating player characters 22 in the event may be displayed in a distinctive manner on the radar screen or map screen. Information about the ongoing event (for example, the type and content of the event, information about the participating player characters 22, progress, etc.) may also be displayed on the game screen.

[0065] Furthermore, a player character 20 that exists outside the geographical range of influence 16 (i.e., is not participating in the event) but satisfies the jump-in participation condition can additionally participate in the event as an additional participating player character 22. The jump-in participation condition may be, for example, satisfying a close distance condition in which the distance from the event's geographical range of influence 16 is within a predetermined distance, paying a predetermined participation fee using in-game currency, owning a predetermined item, using a predetermined item, etc.

[0066] Note that additional participation in an event may be subject to an additional condition of player 3's willingness to participate in the event. Player 3's willingness to participate in the event may be determined, for example, by presetting that he or she is available to participate in the event, or by performing an operation that satisfies a condition for jumping in, such as paying a predetermined participation fee or using a predetermined item.

[0067] In addition, in order to enable players 3 of non-participating player characters 24 to understand the occurrence of the event and express their intention to participate in the event, players 3 of player characters 20 that exist outside the condition-satisfying local area 14 may also be notified of the occurrence of the event.

[0068] [Function Configuration] 7 is a block diagram showing the functional configuration of the server system 1000. According to Fig. 7, the server system 1000 includes an operation input unit 102, an image display unit 104, a sound output unit 106, a communication unit 108, a server processing unit 200, and a server storage unit 300.

[0069] The operation input unit 102 outputs operation input signals to the server processing unit 200 in response to various operation inputs for managing the server system 1000. This corresponds to the keyboard 1002 in FIG.

[0070] The server processing unit 200 is realized by, for example, a processor such as a CPU or GPU, or electronic components such as an ASIC or IC memory, and controls the input and output of data between the server processing unit 200 and each functional unit including the operation input unit 102 and the server storage unit 300. The server processing unit 200 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 102, data received from the player terminals 1500, and the like, thereby comprehensively controlling the operation of the server system 1000. This corresponds to the control board 1020 in FIG. 1. The server processing unit 200 also has a player management unit 202, a game management unit 210, a timing unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238. Of course, other functions may also be included as appropriate.

[0071] The player management unit 202 performs various processes related to the registration and management of players 3. In this embodiment, it has various functions such as assigning unique player accounts to registered players, managing registration information that registers and manages personal information for each player account, and managing game data. Of course, it can also include a function for managing data linked to other accounts as appropriate. The player management unit 202 manages data related to each player 3 by assigning a unique account (player ID) to a player 3 that has completed the player registration procedure and generating player management data 340.

[0072] FIG. 8 is a diagram showing an example of player management data 340. As shown in FIG. 8, the player management data 340 is generated for each registered player 3 and includes a player account 341, player terminal information 342 related to the player terminal 1500 of the player 3, play history data 343, game save data 344, and an event participation flag 345. The player account 341 includes a unique player ID assigned to the player 3, a player name arbitrarily set by the player 3, a password for login authentication, and the like. The play history data 343 includes login and logout dates and times, game results, and the like. The game save data 344 includes the player 3's level, the player character 20 used in the game, characters and items owned, and the like. The event participation flag 345 is a flag indicating whether or not the player 3 will participate in an event set by the player 3 (participation status). This setting can be made by the player 3 at any time.

[0073] The game management unit 210 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server online game, the game management unit 210 controls the provision of data necessary for game play while communicating with the player terminals 1500. In this embodiment, the game server program 302 controls the progress of a game in which multiple players 3 enjoy playing by operating their respective player characters 20 in a common game space. The game management unit 210 also has a condition-satisfying local area detection unit 212, a participating PC selection unit 214, an event execution control unit 216, an intrusion prevention control unit 218, a participating PC addition control unit 220, a geographical influence range identification display control unit 222, and a benefit granting unit 224.

[0074] The condition-satisfying local area detection unit 212 detects, from within the game space, a condition-satisfying local area that satisfies a given event triggering condition, which includes at least a gathering condition for player characters (PCs) present in a given local area. The gathering condition is that player characters that satisfy the given player condition are present in the local area in a number that satisfies a given number-of-players condition. Furthermore, a group to which each player character belongs is set, and the gathering condition is that player characters set in the same group are present in the local area in a number that satisfies a given number-of-players condition, or that player characters set in different groups are present in the local area in a number that satisfies a given number-of-players condition for the number of players in each group.

[0075] Specifically, the condition satisfying local area detection unit 212 determines whether each local area 12 defined in the game field 10 satisfies the event activation condition, and detects the local area 12 that satisfies the event activation condition as a condition satisfying local area 14 (see FIG. 3). The local area 12 in the game field 10 is defined as local area setting data 322 (see FIG. 13). Furthermore, the event activation condition is defined as an event activation condition table 324.

[0076] 9 is a diagram showing an example of the event triggering condition table 324. As shown in Fig. 9, the event triggering condition table 324 defines a plurality of event triggering conditions in association with each type of event. The event triggering conditions include a number-of-players condition regarding the number of player characters 20 present in the local range 12, and further includes a number-of-players condition regarding the number of player characters 20 who satisfy player conditions such as level, team (group) to which they belong, owned items, equipment, number of friends, etc.

[0077] The condition-satisfied local area detection unit 212 determines that a local area 12 is a condition-satisfied local area 14 if one or more of the event activation conditions defined in the event activation condition table 324 are satisfied by the player character 20 present in the local area 12. The type of event associated with the satisfied event activation condition is then determined as the type of event to be executed for the player character 20 present in the local area 12. If multiple types of events are associated with the satisfied event activation condition, the type of event that satisfies the most satisfied event activation conditions may be determined as the type of event to be executed, or a priority may be assigned to each event activation condition in advance, and the type of event that corresponds to the highest priority of the satisfied event activation conditions may be determined as the type of event to be executed. The type of event to be executed may also be determined by randomly selecting from the types of events that satisfy the activation conditions.

[0078] The participating PC selection unit 214 selects some or all of the player characters from among the player characters present in the condition-satisfying local area as participating player characters who will participate in the game event. It also sends an invitation to the game event to the players of the player characters present in the condition-satisfying local area, and selects the player characters of players who have accepted the invitation notification as participating player characters. Each player character is associated with a participation / non-participation setting for the game event that can be set by the player of that player character, and selects, from among the player characters present in the condition-satisfying local area, player characters whose participation / non-participation setting is set to "yes" as participating player characters.

[0079] Specifically, among the players 3 of the player characters 20 present in the condition satisfying local area 14 detected by the condition satisfying local area detection unit 212, each player 3 whose event participation setting is set to "yes" is notified of an invitation to the event by, for example, displaying an event invitation notification screen W3 on the game screen W1 (see FIG. 4). Then, the player characters 20 of the players 3 who have accepted the invitation notification within a predetermined time are selected as participating player characters 22 for the event. The event participation setting is stored as an event participation flag 345 in the corresponding player management data 340. Note that player characters whose participation setting is set to "yes" may be automatically selected as participating player characters.

[0080] The event execution control unit 216 generates a given game event in which the participating player characters will participate. It also determines the content and / or difficulty of the game event to be generated based on the participating player characters selected by the participating PC selection unit 214. It also sets the geographical range of influence of the game event to be generated. The geographical range of influence is set based on the positioning and possessed items of the participating player characters selected by the participating PC selection unit 214.

[0081] Specifically, the content, difficulty level, and geographical range of influence 16 of the event are set in accordance with the event stage setting table 332 corresponding to the type of event to be generated, and the execution of the event is controlled.

[0082] Figure 10 is a diagram showing an example of the event stage setting table 332. An event stage setting table 332 is prepared for each type of event, and Figure 10 shows an example of the event stage setting table 332 for the event type "boss character battle." According to Figure 10, the event stage setting table 332 includes a boss character appearance setting table 332A, which is a table for setting the content and difficulty of the event, a boss character appearance position setting table 332B, and a geographical influence range setting table 332C, which is a table for setting the geographical influence range.

[0083] The boss character appearance setting table 332A is a table for setting the boss character 30 to appear, and stores the type of boss character in association with the setting conditions. The setting conditions are conditions related to the participating player characters 22, and define conditions such as the number, level, attributes, etc. of the participating player characters 22.

[0084] The event execution control unit 216 determines the set conditions satisfied by the participating player characters 22 of the event in accordance with the boss character appearance setting table 332A, and sets the type of boss character 30 associated with the satisfied set conditions to appear. Since the difficulty level of the event is determined by the type of boss character 30 to appear, it determines whether the set conditions associated with the boss characters 30 are satisfied in descending order of difficulty, and makes the boss character 30 of the type associated with the set condition determined to be satisfied first appear.

[0085] The boss character appearance position setting table 332B is a table for setting the appearance position of the boss character 30, and stores the appearance position of the boss character in association with setting conditions. The setting conditions are conditions related to the participating player characters 22, and define conditions such as the placement position of the participating player characters 22. Note that the placement position of the participating player characters 22 may be the predicted position of each participating player character 22 after a predetermined time (for example, 10 seconds or 1 minute). The predicted position can be predicted by determining the position after a predetermined time if the participating player character 22 moves from its current position in the current movement direction at its current movement speed.

[0086] The event execution control unit 216 determines the setting conditions satisfied by the participating player character 22 of the event in accordance with the boss character appearance position setting table 332B, and sets the appearance position of the boss character 30 corresponding to the satisfied setting condition. If multiple setting conditions are satisfied, the appearance position may be set to correspond to one randomly selected setting condition, or priority may be assigned to the setting conditions in advance, and the appearance position may be set to correspond to the setting condition with the highest priority.

[0087] The geographical influence range setting table 332C stores the geographical influence range of an event in association with setting conditions. The setting conditions are conditions related to the participating player characters 22, such as the placement position, level, and possessed items of the participating player characters 22.

[0088] The event execution control unit 216 determines the setting conditions satisfied by the participating player character 22 of the event in accordance with the geographical influence range setting table 332C, and sets the geographical influence range 16 to the setting condition that is satisfied. If multiple setting conditions are satisfied, the geographical influence range 16 may be set to the setting condition that corresponds to one setting condition that is randomly selected, or the setting conditions may be assigned priorities in advance, and the geographical influence range 16 may be set to the setting condition with the highest priority.

[0089] In the event stage setting table 332 shown in FIG. 10, the content and difficulty of the event are set according to the player characters 22 participating in the event, but they may also be set according to the player characters 20 present in the condition-satisfying local area 14.

[0090] For example, the event stage setting table 332 for a "team battle" event type will include, in addition to the geographical influence range setting table, a table for setting the location of each team's base facility as a table for setting the content and difficulty of the event. Also, the event stage setting table 332 for a "racing game" event type will include, in addition to the geographical influence range setting table, a table for setting the start position, goal position, and the race course from the start position to the goal position as a table for setting the content and difficulty of the event.

[0091] The intrusion prevention control unit 218 controls non-participating player characters other than the participating player characters among the player characters by either 1) moving them to a position away from the geographical influence range, or 2) preventing them from entering the geographical influence range.

[0092] Specifically, prior to the execution of an event, non-participating player characters 24 that are present within the geographical sphere of influence 16 are forcibly moved outside the geographical sphere of influence. Then, during the execution of the event, participating player characters 22 are prevented from advancing outside the geographical sphere of influence 16, and non-participating player characters 24 are prevented from entering the geographical sphere of influence 16, thereby controlling so that only participating player characters 22 are present within the geographical sphere of influence 16 of the event, and non-participating player characters 24 are not present within the geographical sphere of influence 16 (see FIG. 6).

[0093] The participating PC addition control unit 220 adds a player character that is located outside the geographical influence range and satisfies a given condition for joining the game event as a new participating player character. Also, the participating PC addition control unit 220 determines whether a player character satisfies the condition for joining the game event, including the condition for joining the game event being located outside the geographical influence range and satisfying a given short distance condition from the geographical influence range.

[0094] Specifically, it is determined whether or not the non-participating player character 24 satisfies the non-participating participation conditions in accordance with the non-participating participation conditions list 334 corresponding to the type of event being executed. If it is determined that the non-participating player character 24 satisfies the non-participating participation conditions, the non-participating player character 24 is moved into the geographical sphere of influence 16 and is made to additionally participate in the event as a new participating player character 22.

[0095] The determination of whether the jump-in participation condition is met may be made for all non-participating player characters 24, or may be made for only the non-participating player character 24 of player 3 who has expressed an intention to participate in the event. The intention of player 3 to participate in the event is, for example, a setting of whether or not to participate in the event, and is stored as the event participation flag 345 in the corresponding player management data 340.

[0096] FIG. 11 is a diagram showing an example of the drop-in participation condition list 334. As shown in FIG. 11, the drop-in participation condition list 334 is a list listing a plurality of drop-in participation conditions. The drop-in participation conditions may be conditions related to the non-participating player character 24 itself, such as being in a location that satisfies a short-distance condition of being a predetermined distance or less from the geographical influence range 16 of the event, possessing a predetermined item, using a predetermined item, or paying a predetermined participation fee in in-game currency. Alternatively, the drop-in participation conditions may be conditions related to the participating player character 22 of the event, such as being within a predetermined level of the level difference between the non-participating player character 24 and the participating player character 22, or belonging to the same team (group) as the participating player character 22. Note that although the drop-in participation condition list 334 is prepared for each type of event, it may also be common to all types of events.

[0097] The geographical influence range identification display control unit 222 displays the geographical influence range in the game space in an identifiable manner. Specifically, for example, by placing objects such as fences or walls along the periphery of the geographical influence range 16 or a barrier covering the geographical influence range 16, the player 3 can identify the geographical influence range 16 on the game screen. Alternatively, the inside and outside of the geographical influence range 16 may be displayed with different colors, brightness, or transparency on the game screen. Furthermore, the geographical influence range 16 of the ongoing event may be displayed in an identifiable manner on a radar screen or map screen that displays an overview of the entire game field 10. Furthermore, information about the ongoing event (e.g., the type and content of the event, information about the participating player characters 22, progress status, etc.) may also be displayed on the game screen.

[0098] The reward granting unit 224 grants a given reward to a participating PC that wins a game event. In this embodiment, since a game event is an event in which victory or defeat is decided, there will always be a winning participating PC.

[0099] Specifically, when the execution of an event is completed, the outcome (victory or defeat) of each participating player character is determined. The method of determining victory differs depending on the type of event. For example, in a "boss character battle," if all of the participating player characters 22 are able to defeat the boss character 30 within the time limit, they are determined to be victorious; if they are unable to do so, all of the participating player characters 22 are determined to be defeated. Also, in a "team battle," victory or defeat is determined on a team basis, and all of the participating player characters 22 on the winning team are determined to be victorious, and all of the participating player characters 22 on the losing team are determined to be defeated. Also, in a "racing game," the participating player characters 22 are ranked in the order in which they reach the goal, and the participating player characters 22 who reach a predetermined rank or higher are determined to be victorious, and the other participating player characters 22 are determined to be defeated.

[0100] A bonus is then awarded to the participating player character 22 determined to have won in accordance with a bonus setting table 336 corresponding to the type of event. FIG. 12 is a diagram showing an example of a bonus setting table 336. A bonus setting table 336 is prepared for each type of event, and FIG. 12 shows an example of a bonus setting table 336 corresponding to the event type "boss character battle." As shown in FIG. 12, the bonus setting table 336 stores conditions for awarding a bonus and the bonus to be awarded in association with each other. The conditions for awarding a bonus are determined as a combination of the type of boss character 30 fought and the ranking of the contribution degree. The contribution degree is a value based on, for example, the amount of damage inflicted on the boss character 30, and the greater the amount of damage, the higher the value of the contribution degree.

[0101] In the case of an event in which a party is formed with a plurality of participating player characters 22, the benefit may be given to the party in the event, rather than to the individual participating player characters 22.

[0102] If the type of event is a "team battle," the condition for awarding a bonus may be, for example, the degree of contribution based on the amount of damage inflicted on the participating player character 22 of the opposing team. Also, if the type of event is a "racing game," the condition for awarding a bonus may be the ranking.

[0103] The timekeeping unit 230 uses a system clock to keep track of the current date and time.

[0104] The image generation unit 234 generates images related to system management of the server system 1000, images to be displayed on the player terminal 1500, etc., and outputs image signals related to system management to the image display unit 104. The image display unit 104 displays various images for system management based on the image signals input from the image generation unit 234. This can be realized by an image display device such as a flat panel display or a projector. The display 1004 in FIG. 1 corresponds to this.

[0105] The sound generation unit 236 is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and game play of the server system 1000. The sound generation unit 236 then outputs an audio signal related to system management to the sound output unit 106. The sound output unit 106 emits sound based on the audio signal. This corresponds to a speaker (not shown) provided in the main device 1010 or display 1004 in FIG. 1.

[0106] The communication control unit 238 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 108. The communication unit 108 realizes communication by connecting to a communication network N. For example, this is realized by a wireless communication device, a modem, a jack for a wired communication cable, a control circuit, etc. The communication device 1023 in FIG. 1 corresponds to this.

[0107] The server storage unit 300 stores programs and various data for implementing various functions that allow the server processing unit 200 to comprehensively control the server system 1000. It is also used as a working area for the server processing unit 200, and temporarily stores results of calculations executed by the server processing unit 200 in accordance with the various programs. For example, it may be implemented by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, online storage, etc. The server storage unit 300 stores a game server program 302, a distribution client program 304, game initial setting data 310 required for controlling game execution, player management data 340, and play data 350.

[0108] The game server program 302 is a program for realizing the function of the game server of the online game of this embodiment. The distribution client program 304 is an original of the client program 702 (see FIG. 15) downloaded to the player terminal 1500.

[0109] 13 is a diagram showing an example of the game initial setting data 310. As shown in FIG. 13, the game initial setting data 310 includes game space initial setting data 312 and character initial setting data 314.

[0110] The game space initial setting data 312 is initial setting data relating to the game field 10 constructed in the game space, and stores definition data for the terrain, structures, etc. that constitute the game field 10.

[0111] The character initial setting data 314 is initial setting data for characters appearing in the game (including the player character 20 and enemy characters), and stores, for each character, initial values ​​such as type, level, rarity value, attribute, combat ability value, attack power, defense power, etc., as well as definition data for the character such as model data.

[0112] The event initial setting data 320 is definition data related to events executed in the game, and includes local area setting data 322, an event triggering condition table 324 (see FIG. 9), and event detailed setting data 330. The event detailed setting data 330 is prepared for each type of event, and includes an event stage setting table 332 (see FIG. 10), a jump-in participation condition list 334 (see FIG. 11), and a benefit setting table 336 (see FIG. 12).

[0113] 14 is a diagram showing an example of game play data 350. As shown in Fig. 14, the game play data 350 stores player character data 351, non-player character data 352, and generated event data 353 as various data related to game play.

[0114] The player character data 351 is data related to the player characters 20 appearing in the game, and stores the player ID of the player operating the character 20 in association with the character ID, as well as the position, parameters, etc. The non-player character data 352 is data related to non-player characters such as enemy characters appearing in the game, and stores the position, parameters, etc. in association with the character ID for each non-player character.

[0115] The generated event data 353 is data related to an event that occurs in the game, and is generated for each event. Each generated event data 353 stores, in association with an event ID, the date and time of the event, the condition-satisfying local area, the geographical area of ​​influence, event content data, a list of participating player characters including additional participating player characters (participating player character list), the event result including the win or loss, and the benefit (conferred benefit) given to the winning participating player character. The event content data is data on the type and content of the event (for example, if the type is a "boss character battle," the type and appearance location of the boss character that appears, if the type is a "team battle," the player characters belonging to each team and base locations, etc., if the type is a "racing game," the start location, finish location, and location of the race course, etc.).

[0116] [Player device] 15 is a block diagram showing an example of the functional configuration of a player terminal 1500. According to Fig. 15, the player terminal 1500 includes an operation input unit 502, an image display unit 504, a sound output unit 506, a communication unit 508, a device processing unit 600, and a device storage unit 700.

[0117] The operation input unit 502 outputs an operation input signal to the device processing unit 600 in response to various operation inputs by the player 3. For example, it can be realized by a touch panel, a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, a CCD module, or the like.

[0118] The device processing unit 600 is realized by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 502 and the device storage unit 700. The device processing unit 600 executes various types of arithmetic processing based on predetermined programs and data, operation signals from the operation input unit 502, data received from the server system 1000, and the like, to control the operation of the player terminal 1500. The device processing unit 600 also includes a device calculation unit 610, a timing unit 620, a sound generation unit 626, and a communication control unit 628.

[0119] The terminal calculation unit 610 has an operation signal transmission control unit 612 and an image display control unit 614 , and performs control to make the player terminal 1500 function as a client device that communicates with the server system 1000 .

[0120] The operation signal transmission control unit 612 executes processing for transmitting various data and requests to the server system 1000 in response to operations performed on the operation input unit 502 .

[0121] The image display control unit 614 performs control to display game screens, various operation screens, and the like based on various image data received from the server system 1000. Then, it generates image signals for displaying these images and outputs them to the image display unit 504. The image display unit 504 displays various images based on the image signals input from the image display control unit 614. For example, this can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.

[0122] The timekeeping unit 620 uses a system clock to keep track of the current date and time.

[0123] The sound generation unit 626 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for reproducing audio files, etc., and generates sound signals such as sound effects and background music related to the game, various operation sounds, etc., and outputs them to the sound output unit 506. The sound output unit 506 outputs sound effects, background music, etc. based on the sound signals input from the sound generation unit 626.

[0124] The communication control unit 628 executes data processing related to data communication and realizes data exchange with external devices via the communication unit 508. The communication unit 508 realizes communication by connecting to a communication network N. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0125] The terminal storage unit 700 stores system programs for causing the device processing unit 600 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 600, and temporarily stores the results of calculations executed by the device processing unit 600 in accordance with the various programs, input data from the operation input unit 502, etc. For example, it may be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In this embodiment, the terminal storage unit 700 stores a client program 702.

[0126] [Processing flow] 16 is a flowchart illustrating the flow of game processing. This processing is related to the execution control of one event, and is executed by the game management unit 210.

[0127] First, the condition satisfying local area detection unit 212 determines whether a predetermined event activation condition is satisfied for each of a plurality of local area ranges 12 set in the game field 10 (step S1). If a condition satisfying local area 14 that is a local area 12 that satisfies the event activation condition is detected (step S3: YES), the participating PC selection unit 214 notifies, among the players 3 of the player characters 20 present in the condition satisfying local area 14, the players 3 whose event participation setting is set to participation, of an invitation to participate in the event (step S5). Then, the player characters 20 of the players 3 who have accepted the participation invitation within a predetermined time from the invitation notification are selected as participating player characters 22 for the event (step S7).

[0128] Next, the event execution control unit 216 sets the content of the event according to the participating player character 22 (step S9). That is, the content and difficulty of the event are set according to the event stage setting table 332 corresponding to the type of event determined by the satisfied event activation condition. Then, the geographical range of influence 16 of the event is set (step S11).

[0129] Next, the intrusion prevention control unit 218 performs control to prevent non-participating player characters 24 from entering the geographical sphere of influence 16 (step S13). That is, the non-participating player characters 24 within the geographical sphere of influence 16 are forcibly moved outside the geographical sphere of influence 16, and the non-participating player characters 24 are prevented from entering the geographical sphere of influence 16 during the execution of the event.

[0130] Thereafter, the event execution control unit 216 starts executing the event (step S15). During the execution of the event, if there is a non-participating player character 24 that is determined to satisfy the jump-in participation condition (step S17: YES), the participating PC addition control unit 220 causes the non-participating player character 24 to additionally participate in the event as a new participating player character 22 (step S19).

[0131] When the execution of the event is completed (step S21: YES), the winner of the event is determined (step S23). Then, the bonus awarding unit 224 awards a bonus to the winning participating player character 22 (step S25). When the above processing is completed, this processing ends.

[0132] [Action and effect] As described above, according to this embodiment, some or all of the player characters 20 present in the condition satisfying local area 14 that satisfy the event activation condition are selected as participating player characters 22 that will participate in the game event, and a game event in which the participating player characters 22 participate is generated. As a result, for example, by setting the event activation condition to a predetermined number or more of player characters 20, a game event can occur suddenly when many player characters gather at a certain location in the game space, making the game event more unexpected. Furthermore, because the participating player characters 22 are selected from the player characters 20 that gather at a certain location, the game event can be enjoyed by an unspecified number of players 3, thereby increasing the entertainment value of the game event.

[0133] Furthermore, the content and / or difficulty of the game event is determined based on the participating player characters 22. Because the participating player characters 22 are different for each game event, it is possible to generate a game event with appropriate content and difficulty according to, for example, the number and level of the participating player characters 22. Furthermore, because the content and difficulty of the generated game event can vary widely depending on the participating player characters 22, it is possible to create a game event that never gets boring.

[0134] [Variations] It should be noted that the embodiments to which the present invention can be applied are not limited to the above-described embodiments, and can of course be modified as appropriate within the scope of the present invention.

[0135] (A) Integration of multiple events For example, a plurality of separate events that occur on the game field 10 may be integrated into one integrated event over time.

[0136] In this case, as shown in Fig. 17, a server system 1000A is configured in which the above-mentioned event execution control unit 216 is replaced by an event execution control unit 216A further including an integrated processing unit 226. In the server system 1000A, a condition-satisfying local area detection unit 212 detects a plurality of condition-satisfying local areas 14. A participating PC selection unit 214 selects a participating player character 22 for each of the plurality of condition-satisfying local areas 14. The event execution control unit 216A generates separate events for each participating player character 22 for each condition-satisfying local area 14.

[0137] The integration processing unit 226 then integrates the separate events into an integrated event over time. The events to be integrated are preferably, for example, multiple events of the same type among the multiple events generated by the event execution control unit 216A. Integration can be achieved, for example, by gradually shifting the geographical ranges of influence 16 of each event over time until the events are ultimately integrated into a single geographical range of influence. For example, when multiple events of the type "boss character battle" are integrated, the boss characters of each event can be configured to gradually move toward a predetermined location (e.g., a location equidistant from each boss character) over time and then converge, after which the events are integrated and transformed into a stronger boss character, and the geographical ranges of influence of each event are integrated into a single geographical range of influence. This can result in, for example, an effect in which, if an event is not cleared within a predetermined time, it is integrated with another event, resulting in a more difficult event.

[0138] (B) Computer Systems Furthermore, in the above-described embodiment, an example was given in which an online game was implemented in the game system 1, which is a client-server computer system, but it may also be implemented in a computer system in which multiple player terminals 1500 are connected peer-to-peer. In this case, one of the player terminals 1500 is made to perform the functions of the server system 1000 in the above-described embodiment. Alternatively, a configuration may be adopted in which the functions of the game management unit 210 are shared among multiple player terminals 1500.

[0139] (C) Game Type Furthermore, in the above-described embodiment, the game provided by the game system 1 is a role-playing game, but the present invention is equally applicable to any game in which multiple players enjoy operating their own player characters in a common game space. [Explanation of symbols]

[0140] 1. Game System 1000...Server system 200...Server processing unit 202...Player management section 210...Game Management Department 212...Condition-satisfying local detection unit 214…Participating PC selection section 216...Event execution control unit 218...Entry restriction control unit 220…Participant PC additional control unit 222...Geographical influence range identification display control section 224...Benefits Granting Department 300...Server storage unit 302...Game server program 304...Delivery client program 310... Game initial setting data 340...Player management data 350...Play data 1500...Player terminal 3...Player 10...Game field 12...Local range 14...Conditions met 16...Geographical scope of influence 20...Player character 22...Participating player character 24...Non-participating player character 30...Boss character W3...Event invitation notification screen

Claims

1. A computer system for controlling execution of game events in a game in which multiple players enjoy operating their own characters (hereinafter, the characters operated by the players are referred to as "PCs") in a common game space, comprising: a condition-satisfying locality detection means for detecting, from the game space, a condition-satisfying locality that is a locality that satisfies a given event triggering condition that includes at least a gathering condition of the PCs that exist within a given locality range; a participating PC selection means for selecting some or all of the PCs present in the condition-satisfying local area as participating PCs that will participate in the game event; an event execution control means for generating a given game event in which the participating PCs participate; Equipped with the event execution control means sets a geographical range of influence of the game event to be generated; Computer system.

2. the event execution control means sets the geographical range of influence based on the location of the participating PCs selected by the participating PC selection means; 10. The computer system of claim 1.

3. the event execution control means sets the geographical range of influence based on the items possessed by the participating PCs selected by the participating PC selection means; 3. A computer system according to claim 1 or 2.

4. Further provided is an intrusion prevention control means for performing one of the following control operations with respect to non-participating PCs other than the participating PCs among the PCs: 1) moving the non-participating PCs to a location away from the geographical influence range; or 2) preventing the non-participating PCs from entering the geographical influence range. The computer system according to any one of claims 1 to 3.

5. a participating PC addition control means for adding a PC located outside the geographical influence range and satisfying a given condition for joining the game event as a new participating PC; The computer system according to any one of claims 1 to 4, further comprising:

6. the participating PC addition control means determines whether the PC satisfies the drop-in participation condition, including a condition that the PC is located outside the geographical influence range and satisfies a given short distance condition from the geographical influence range as the drop-in participation condition.

6. The computer system of claim 5.

7. means for identifying and displaying the geographical range of influence in the game space; The computer system according to any one of claims 3 to 6, further comprising:

8. A computer system for controlling execution of game events in a game in which multiple players enjoy operating their own characters (hereinafter, the characters operated by the players are referred to as "PCs") in a common game space, comprising: a condition-satisfying locality detection means for detecting, from the game space, a condition-satisfying locality that is a locality that satisfies a given event triggering condition that includes at least a gathering condition of the PCs that exist within a given locality range; a participating PC selection means for selecting some or all of the PCs present in the condition-satisfying local area as participating PCs that will participate in the game event; an event execution control means for generating a given game event in which the participating PCs participate; Equipped with the condition-satisfying locality detection means detects a plurality of the condition-satisfying localities; The participating PC selection means selects the participating PC for each of the condition-satisfying local areas, the event execution control means includes an event integration processing means for generating separate game events for the participating PCs in each of the condition-satisfying local areas, and then integrating the separate game events into an integrated event as time passes. Computer system.

9. The game event is an event in which a winner is decided, a bonus awarding means for awarding a given bonus to the participating PC that wins the game event; The computer system according to any one of claims 1 to 8, further comprising:

10. A server system that is the computer system according to any one of claims 1 to 9; a player terminal of the player that communicates with the server system and functions as a man-machine interface; A game system comprising:

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