Game program, game device and game system

The game system addresses the lack of entertainment in multiplayer games by matching players based on their play histories across related titles, enhancing engagement and sales through skill adjustments and older game promotion.

JP7808756B2Active Publication Date: 2026-01-30CAPCOM CO LTD
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Patent Information

Application Number
JP2023176495
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-12
Publication Date
2026-01-30
Estimated Expiration
2043-10-12

AI Technical Summary

Technical Problem

Existing games that match multiple players lack sufficient entertainment value and fail to effectively utilize the play histories of players across different games to enhance multiplayer experiences.

Method used

A game system that matches players based on their play histories in related games, allowing progression through multiple games, including older titles, and adjusts player ratings and skills based on these histories to ensure balanced and engaging multiplayer interactions.

Benefits of technology

Enhances the entertainment value of multiplayer games by matching players with similar play tendencies, encouraging the purchase of older games, and promoting long-term sales through balanced skill adjustments and game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program, a game device, and a game system capable of increasing fun of a game for matching multiple players.SOLUTION: A game program allows a control section 23 (one example of a computer) of a server device 2 to function as acquisition means 236 for acquiring a first player's second play history in a second game different from a first game, specification means 235 for specifying a second player who matches a first player from among at least one player of the first game in the first game on the basis of at least the second play history, and game progress means 237 for allowing the first player and the second player to progress the first game according to the first player's operation input and the second player's operation input.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Conventionally, there is a technique for matching multiple players and allowing the matched players to progress in a game. For example, Patent Document 1 describes a technique for matching players with similar play levels as opponents in a competitive game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-87015 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the game described in Patent Document 1 leaves room for improvement in terms of the entertainment value of the game that matches multiple players.

[0005] The present disclosure provides a game program, a game device, and a game system that can increase the interest of a game that matches multiple players. [Means for solving the problem]

[0006] A first aspect is a game program that causes a computer to function as: an acquisition means for acquiring a second play history of a first player in a second game different from the first game; an identification means for identifying a second player who matches with the first player in the first game from one or more players of the first game based on at least the second play history; and a game progression means for causing the first player and the second player to progress through the first game in accordance with operation inputs by the first player and operation inputs by the second player.

[0007] Also, in the first aspect, the second game may be related to the first game in terms of title or genre.

[0008] In addition, in the first aspect, the second game can be progressed during a period when the player is unable to progress the first game.

[0009] Also, in a first aspect, the acquisition means acquires a first play history of a first player in a first game, the identification means includes an update means, the update means updates first points awarded to each player in the first game based on the first play history and the second play history, and the identification means can identify a second player from among one or more players based on the first points.

[0010] In addition, in the first aspect, the contribution rate of the second play history to the first points can be lower than the contribution rate of the first play history.

[0011] Also, in the first aspect, the second game includes a third game that the first player has purchased and a fourth game that the first player has not purchased, and the contribution rate of the third game to the first points can be higher than the contribution rate of the fourth game.

[0012] Also, in a first aspect, the acquisition means acquires a first play history of a first player in a first game, the identification means includes an update means, the update means updates first points awarded to each player in the first game based on the first play history, and updates second points awarded to each player in the second game based on the second play history, and the identification means can identify a second player from among one or more players based on the first points and the second points.

[0013] In addition, in the first aspect, the computer is made to function as an accepting means for accepting a selection from the first player as to whether to specify the second player based on the second play history or to specify the second player without based on the second play history; The identification means can identify the second player from among one or more players when a selection to identify the second player based on the second play history is accepted.

[0014] Also, in the first aspect, the computer can function as providing means for providing a program for executing the first game before the period in which the player can progress through the first game, and output control means for causing the program to output a recommendation to the first player to execute the second game before the period.

[0015] A second aspect is a game device including: an acquisition unit that acquires a second play history of a first player in a second game different from the first game; an identification unit that identifies a second player who is matched with the first player in the first game from one or more players of the first game based on at least the second play history; and a game progression unit that progresses the first game together with the first player and the second player in accordance with operation inputs by the first player and operation inputs by the second player.

[0016] A third aspect is a game system including: an acquisition unit that acquires a second play history of a first player in a second game different from the first game; an identification unit that identifies a second player who is matched with the first player in the first game from one or more players of the first game based on at least the second play history; and a game progression unit that progresses the first game together with the first player and the second player in accordance with operation inputs by the first player and operation inputs by the second player.

[0017] According to the present disclosure, a game program, a game device, and a game system are provided that can increase the interest of a game that matches multiple players. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a block diagram showing the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an overview of a game system according to an embodiment of the present invention. [Figure 3] 1A to 1C are diagrams illustrating examples of screens and screen transitions of a game system according to an embodiment of the present invention. [Figure 4] 1A to 1C are diagrams illustrating examples of screens and screen transitions of a game system according to an embodiment of the present invention. [Figure 5] FIG. 2 is a flow chart showing a series of operations of the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0019] A game system 1 according to an embodiment of the present disclosure (hereinafter also referred to as "the present embodiment") will be described with reference to the drawings.

[0020] <Game Description> With reference to Figure 1, a game system 1 and a game executed by the game system 1 will be described. In the game system 1 shown in Figure 1, a server device 2 and a plurality of game devices 5 are connected to each other so as to be able to communicate with each other via a communication network 6, and a game is executed on the game devices 5.

[0021] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 5 (hereinafter simply referred to as "user") can make one or more player characters (corresponding to objects) act in a virtual game space. In addition, in this game, the user can make the player character fight against other player characters or enemy characters (corresponding to objects) that are non-player characters. The user includes a player of the game.

[0022] The above-described games are played using a game device 5, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet.

[0023] <Game System 1 Overview> The game system 1 is made up of a server device 2 and a plurality of game devices 5. The server device 2 stores game programs and game data, and manages the game data of the game devices 5 (for each account information described below).

[0024] The game system 1 matches players in a multiplayer game. The game for which matching is performed is referred to as a "first game." The game system 1 also provides multiple games that belong to the same title (in other words, the same series) or the same genre, for example.

[0025] In a first game, the game system 1 identifies a player (hereinafter also referred to as a "second player") who is matched with the first player from among one or more players of the first game based on the play history of a game (hereinafter referred to as a "second game") different from the first game.

[0026] The game play history includes, for example, a record of wins and losses, the number of matches in a competitive game, the progress of the game, the playing time, and a rating calculated from this information. The rating is a parameter (in other words, an index) that indicates the strength of a player in a game. The rating is a form of points (hereinafter simply referred to as "points" or "matching points") that are assigned to each player and used to match players. Details of the rating will be described later.

[0027] The play history of a player in the first game is referred to as the "first play history," and the play history of a player in the second game is referred to as the "second play history." Furthermore, the matching points awarded to each player in the first game are referred to as the "first points," and the matching points awarded to each player in the second game are referred to as the "second points."

[0028] The second game may be, for example, a game related to the first game in terms of title or genre.

[0029] The genre may be classified into, for example, action games (fighting and sports), shooting games, racing games, role-playing games (RPGs), simulation games, puzzle games, trading card games, etc. Specifically, if the first game is a fighting game, the second game may be a fighting game different from the first game. Furthermore, games that are related in genre may have a certain commonality in operation, such as the same or similar control system (in other words, control method) for the player character.

[0030] Games that are related in title may have commonality in their game titles, such as games that are provided by the same source or developed by the same company and / or that have the same main parts of the text in the game titles.

[0031] According to the above configuration, players can be matched with each other based on their play history of games in titles or genres related to the first game. This allows players with similar play tendencies to be matched with each other, improving the satisfaction of matched players in multiplayer games.

[0032] For example, the second game may be playable during a period when the player is unable to play the first game. The second game may be a game that was released before the first game was provided, i.e., before its release. Specifically, the second game may be a previously released game (a so-called older game) with the same title or genre as the first game.

[0033] With the above configuration, for example, it is possible to encourage players of a first game to purchase and play older games. Furthermore, since the longer the time since a game's release, the more likely it is that game development costs can be recovered and profit margins can be high, it is possible to provide a mechanism that leads to long-term sales of older games and brings profits to game publishers and developers.

[0034] The second game may include, for example, a game that the first player has already purchased (also referred to as a "third game") and a game that the first player has not yet purchased (also referred to as a "fourth game").

[0035] Here, with reference to FIG. 2, an example of chronological accumulation of play histories of the first game and the second game in the game system 1 and matching based on the accumulated play histories will be described.

[0036] In this example, the first game is fighting game 3, and the second games are fighting game 1 and fighting game 2. Fighting games 1 to 3 are games that belong to the same title A and the same fighting genre, and all of them match players together, allowing the player characters of the matched players to battle each other.

[0037] As shown in Figure 2, fighting game 1 and fighting game 2 are so-called older titles of title A, and fighting game 3 is so-called new title A. At time t0, fighting game 1 and fighting game 2 have already been released, and the first player has already purchased the retail versions. On the other hand, at time t0, the retail version of fighting game 3 has not yet been released, and only the trial version program corresponding to the retail version can be downloaded to game device 5 and is in an executable state.

[0038] The first player accumulates the play history of each of fighting games 1 and 2 in the storage unit 22 or the like by progressing through (playing) each of fighting games 1 and 2. Furthermore, the first player may, for example, run a trial version corresponding to the product version of fighting game 3 before the release of the product version of this product version (before time t1). In this example, the trial version does not accumulate a play history, but depending on the functions provided in the trial version, a play history may be accumulated. Furthermore, when accumulating a play history, the game system 1 may accumulate the play history for each shared user ID (described later) and / or for each user ID of each game (or may accumulate the play history in association with each ID).

[0039] After the release of the retail version of fighting game 3 (after time t1), in response to a matching request from the first player in the retail version purchased by the first player, game system 1 matches the first player with other players in fighting game 3. At this time, game system 1 performs matching based not only on the play history of fighting game 3, but also on the play history of fighting games 1 and 2. Specifically, game system 1 determines the ratings of the players in each of fighting games 1 to 3, and performs matching in fighting game 3 based on the determined ratings. The matched first player and the other players compete against each other in fighting game 3.

[0040] The ratings may be updated based on, for example, the results of a match between players (specifically, battle records such as wins and losses) and / or the difference in ratings between the competing players before the match. Specifically, the ratings may be updated advantageously, for example, by increasing the value when a player wins against an opponent, and may be updated disadvantageously, for example, by decreasing the value when a player loses, or by increasing the value by a smaller amount than when a player wins. For example, the game system 1 may adjust the ratings so that, when the opponent is of a higher rank, the increase in the value when a player wins is greater than the standard, and the decrease in the value when a player loses is smaller than the standard, or the increase is greater than the standard. On the other hand, when the opponent is of a lower rank, the game system 1 may adjust the ratings so that, for example, the increase in the value when a player wins is smaller, and the decrease in the value when a player loses is larger, or the increase is smaller than the standard.

[0041] The rating may be updated based on, for example, the level of each player. The rating may also be updated based on parameters indicating the strength of each player character owned by the player (for example, the fighting power of each player character). In other words, the overall rating of a player may be a value that combines the strength of the player character used and the player's game performance.

[0042] In matching for the new game (fighting game 3), game system 1 may use play history such as ratings and player ranks (for example, the player's experience points in each game and progress in each game) from previous games (specifically, fighting games 1 and 2) as is. As another example, game system 1 may add a rating value calculated by inputting the play history of the previous game into a predetermined arithmetic formula to a rating value calculated from the play history of the new game to calculate an overall rating value for the new game.

[0043] According to the above configuration, a player with a long history of playing fighting games 1 and 2 of the same title and genre can be treated as a "strong player" in fighting game 3. Even if such a player and a player starting with fighting game 3 have the same matching points in fighting game 3, there may be a difference in playing skill for the same title. In such a case, game system 1 can overestimate the former player's strength in fighting game 3, i.e., give the former player an advantage, allowing him or her to skip a grade in fighting game 3. Furthermore, users who want to start playing with fighting game 3 can be encouraged to play previous games of the same title, i.e., to purchase the retail version of the previous game. This can increase the interest of games that match multiple players.

[0044] Continuing the explanation, returning to Figure 1, the game data is data for executing a game on the game device 5, and includes, for example, a player character operated by a user, other game space objects (the terrain of the game space, objects constituting the field, NPC (non-player character) objects such as enemy characters), and / or operation data for automatically operating enemy characters.

[0045] The game device 5 executes a predetermined game based on user operations. To do so, the game device 5 receives (specifically, downloads and installs) a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information, including identification information and a password, in association with the game device 5. This account information is transmitted from the game device 5 to the server device 2 at the time of login, and is used for user authentication in the server device 2.

[0046] After user authentication, the server device 2 and the game device 5 can communicate with each other. After logging in, the game device 5 receives data necessary for the game to proceed (for example, data related to the game progress status) from the server device 2, and then progresses the game while outputting game images and sounds to the display 61 and the speaker 62 based on the user's operations.

[0047] <Configuration of Game System 1> The hardware configuration of each of the server device 2 and the game device 5 will be described with reference to Fig. 1. Note that each of the multiple game devices 5 has the same configuration.

[0048] <Configuration of server device 2> 1, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0049] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN.

[0050] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, as well as various data such as a user DB 221, a lottery list 222, and history information.

[0051] The user DB 221 stores, for each identification number (also referred to as a "user ID") of a user playing a game, information about the player character operated by the user (for example, the status of the player character), the amount of media of value that can be used in the virtual game space, information about parameters, etc., in association with each other. Hereinafter, this information will be collectively referred to as "user information."

[0052] The value medium is, for example, a currency or coin that can be used in the virtual game space and is consumed or used in the game to progress through the game. The value medium is given to the user as a reward for completing a quest or as a charge in the real world.

[0053] "Stamina" is a parameter consumed to execute game content included in a game (to start and progress through game content). Stamina is consumed, for example, to execute game content such as a quest. Stamina recovers over the passage of real time, regardless of progress through the game content. Stamina also recovers in response to user instructions, such as the consumption of media of value or various in-game items. Stamina may also be recovered without responding to user instructions, for example, by increasing the player rank as a result of quest progress.

[0054] The lottery list 222 is used when the content execution means 2331 (described below) performs a lottery process commonly known as gacha, and includes multiple pieces of information about the game media to be selected. The lottery list 222 associates, for example, information about the game media (e.g., name, ability parameters, rarity, level, etc.) with the selection rate (in other words, selection probability) in the lottery. Furthermore, if the game media is a player character, the parameters include, for example, combat power, HP, attack power, defense power, intelligence, and / or speed.

[0055] "Game media" refers to electronic data representing elements related to a game, such as the name of the character used as the player character and items (e.g., weapons, armor, tools, etc.) used by the player character in the virtual game space. Users can obtain game media by paying a fee to purchase it directly from a shop, by completing a quest, or through a lottery system known as gacha. The obtained game media is stored and managed in user DB 221 in association with the identification information of the user who has acquired the game media.

[0056] "Gacha" is a method in which the game progression means 237 of the server device 2 selects any game medium from the lottery list 222 by lottery based on a predetermined selection rate. The selected game medium is given to the user's game device 5. "Giving the game medium selected by gacha to the user / owning it by the user" is synonymous with "associating / being associated with the game medium selected by the lottery process with identification information indicating the user."

[0057] The control unit 23 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 2 itself.

[0058] The control unit 23 executes various programs to function as an information processing means 231, a matching means 232, a lottery execution means 233, a reception means 234, a specification means 235, an acquisition means 236, a game progression means 237, and / or a provision means 238.

[0059] -Information processing means- The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes game program download request information, a gacha lottery request in response to a user operation, a game start / end request, game data, etc. Main data transmitted by the information processing means 231 includes the game program, game data, information for confirming that the game device 5 has received the game program, information regarding game content obtained through gacha, etc.

[0060] The information processing means 231 may, for example, generate a common account (also referred to as a "common account") for multiple games including a first game and a second game for each user. The information processing means 231 may link the first game and the second game (specifically, including information linkage and / or function linkage) using the common account. When generating and registering a new common account, the information processing means 231 may issue an identification number (also referred to as a "common user ID") for identifying each user as account information. The information processing means 231 may register, as user information, a user identification number issued in the first game and a user identification number issued in the second game, linked to the common user ID.

[0061] -Method of verification- The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account.

[0062] -Lottery execution method- In response to a gacha lottery request, the lottery execution means 233 selects one or more game media by lottery from the lottery list 222 based on the selection probability for each game medium. The lottery execution means 233 associates information about the selected game media with the identification information of the user who performed the operation that sent the lottery request in the user DB 221. As a result, the game media that the user won as a result of their own gacha draw are awarded to the user.

[0063] -Method of reception- The receiving means 234 receives various requests (e.g., a matching request) from users to the server device 2. The receiving means 234 may, for example, receive from the first player a selection of whether to identify the second player based on the second play history or to identify the second player without based on the second play history.

[0064] - Specific means - The identification means 235 identifies a player to be matched with in a multiplayer game between a first player and a second player. In other words, the identification means 235 matches multiple players to progress the game. The identification means 235, for example, identifies a second player to be matched with the first player in the first game from one or more players of the first game based on at least the second play history.

[0065] The identification means 235 may, for example, input the results of the first game match into a predetermined arithmetic formula to calculate a rating value for the first game and add up the calculated rating values. Alternatively, the identification means 235 may input the results of the second game match into a predetermined arithmetic formula to calculate a rating value for the second game and add up the calculated rating values. The identification means 235 may add up the rating values ​​added in the first game and the second game, and use the added rating value as a reference to identify another player having a rating value within a predetermined range as the second player. The predetermined arithmetic formula may, for example, be adjusted based on the difference in playing skill between the opponent and the player, so that a higher rating value than normal is added when a player wins against an opponent of a lower rank. Alternatively, the predetermined arithmetic formula may, for example, be based on an Elo rating.

[0066] The identification means 235 may include, for example, an update means 2351. The update means 2351 updates first points awarded to each player in the first game based on the first play history and the second play history. The update means 2351 may update the first points by, for example, a value obtained by adding up the rating values ​​of the first game and the second game. The identification means 235 may identify a second player from among one or more players based on the first points updated by the update means 2351.

[0067] For example, if the result of the first game or the second game match is a "win," the updating means 2351 may update the first points to add 10 points. On the other hand, if the result of the first game or the second game match is a "loss," the updating means 2351 may update the first points to subtract 5 points. The identifying means 235 may identify, as the second player, another player whose first points are within a predetermined range based on the first points of the first player updated in this way.

[0068] The contribution rate of the second play history to the first points may be lower than the contribution rate of the first play history, for example. When updating the first points, the updating means 2351 may make the coefficient of the first play history larger than the coefficient in a predetermined arithmetic expression for the second play history (hereinafter simply referred to as the "coefficient"). For example, when the play history is represented by wins and losses of each game, the updating means 2351 may make the amount of addition to the first points per win different between the first game and the second game. Specifically, when the criterion is that 10 points are awarded to the first points per win, the updating means 2351 may update the criterion by multiplying it by a coefficient of 1 to add 10 points if the first game is won, and may update the criterion by a coefficient of 1 / 2 to add 5 points if the second game is won.

[0069] As an example different from the example of the contribution rate of the play history described above, when the updating means 2351 updates by adding the first points for each play history, an upper limit may be set on the amount added by the second play history. For example, when the play history is represented by the win or loss of a game, the updating means 2351 may set the upper limit of the total number of points that can be added to the first points when the second game is won to 1000 points. On the other hand, the updating means 2351 may set the upper limit of the total number of points that can be added when the first game is won to unlimited or to a value greater than 1000 points.

[0070] With this configuration, when matching, it is possible to take into account the playing skill of the second game while placing more emphasis on the playing skill of the first game with the person about to play multiplayer with the matched opponent, thereby allowing for a balanced consideration of the playing skill of the second game.

[0071] The contribution rate of the third game (second game that has been purchased) to the first points may be higher than the contribution rate of the fourth game (second game that has not been purchased), for example. When updating the first points, the updating means 2351 may make the coefficient of the second play history of the third game larger than the coefficient of the second play history of the fourth game. For example, when the play history is defined as wins and losses in each game, the updating means 2351 may make the amount of addition to the first points (rating value) per win different between the third game and the fourth game, or may make the amount of addition for the third game larger than the amount of addition for the fourth game.

[0072] With this configuration, matching can be performed with more emphasis on playing skills for purchased games than for unpurchased games, which can encourage players of the first game to purchase the second game.

[0073] The updating means 2351 may, for example, update first points awarded to each player in the first game based on the first play history. The updating means 2351 may also update second points awarded to each player in the second game based on the second play history. The identifying means 235 may, for example, identify a second player from among one or more players based on at least the second points.

[0074] For example, if the result of the first game match is a "win", the updating means 2351 may update the first points to add 10 points. On the other hand, if the result of the first game match is a "loss", the updating means 2351 may update the first points to subtract 5 points. Furthermore, for example, if the result of the second game match is a "win", the updating means 2351 may update the second points to add 5 points. On the other hand, if the result of the second game match is a "loss", the updating means 2351 may update the second points to subtract 1 point. The identification means 235 may identify as the second player another player whose second points or the sum of the first points and the second points falls within a predetermined range based on, for example, the second points or the sum of the first points and the second points of the first player updated in this way.

[0075] The updating means 2351 may, for example, update the rating values ​​based on the accumulated battle records (second play history) in each of fighting games 1 and 2 in the example of Fig. 2. The identifying means 235 may add up the rating values ​​updated in each of fighting games 1 and 2, and rank the players (for example, into three ranks, A to C) according to the added rating value. The identifying means 235 may identify the player with the closest rating value to the first player as the second player from among players of the same rank as the first player.

[0076] According to the above configuration, the first player can enjoy playing with other players who have the same long history of playing older games as the first player and who have similar skill levels. For example, players who have played games of the same genre for a long time tend to have similar action timing and decision-making abilities. Furthermore, since players often have similar views on game etiquette, the first player can be matched with such players to meet the needs of multiplayer games.

[0077] The identification means 235 may, for example, identify a second player from among one or more players based on the selection of the first player accepted by the acceptance means 234. For example, when a selection to identify the second player based on the second play history is accepted, the identification means 235 identifies the second player from among one or more players based at least on the second play history. On the other hand, when a selection to identify the second player not based on the second play history is accepted, the identification means 235 identifies the second player from among one or more players based on the first play history without using the second play history.

[0078] The identification means 235 may identify a second player to be matched with the first player in the first game from among one or more players of the first game based on the play histories of the trial versions and full versions of the first game and the second game, respectively. In this case, the contribution rate of the trial version of each game to the first points may be lower than the contribution rate of the full version corresponding to the trial version. When the updating means 2351 adds and updates the first points based on each play history, an upper limit may be set on the amount of addition resulting from play of the trial version. As another example, when updating the first points, the updating means 2351 may make the coefficient of the play history of the full version larger than the coefficient of the play history of the trial version.

[0079] For example, if matching is performed based on the play history of both the full version and the trial version, and the full version and the trial version have the same contribution rate to the first point, a sense of unfairness may arise between players who have purchased the full version and players who have not. The above configuration eliminates this sense of unfairness while matching players by taking into account the play history of both the trial version and the full version.

[0080] As an example different from the above example of contribution rate, the game progression means 237 may limit the number of times a trial version of each game can be played in multiplayer (specifically, online matches between players, etc.). Furthermore, the update means 2351 may set an upper limit on the rating value of the trial version. When a player reaches the upper limit, the rating may not increase above the upper limit even if a play history is accumulated.

[0081] This configuration allows for a difference in the point contribution rate between the full version and the trial version of each game. Therefore, when matching players, those who play the full version can be estimated to have a higher playing skill. This can encourage players to purchase a second game if they have not yet purchased it.

[0082] -Method of acquisition- The acquisition means 236 acquires various information from the storage unit 22, the game device 5, and / or other devices. The acquisition means 236 includes a first acquisition means 2361. The first acquisition means 2361 acquires a first play history of a first player in a first game.

[0083] The acquisition means 236 includes a second acquisition means 2362. The second acquisition means 2362 acquires a second play history of the first player in the second game.

[0084] -Game progression- The game progression means 237 progresses game processing in response to operation inputs by the player. For example, the game progression means 237 controls a character via the game execution means 562 in response to operation inputs from the user to the operation unit 54 of the game device 5 to execute the game. To this end, the game progression means 237 transmits game data and user information to the game execution means 562 of the game device 5 via the network interface 21.

[0085] The game progression means 237 causes the first player and the second player to progress the first game in accordance with the operation input by the first player and the operation input by the second player. For example, if the first game is a fighting game, the game progression means 237 causes the fighting between the first player and the second player to progress.

[0086] According to the above configuration, the first game can be progressed between matched players taking into account their play history in other games. For example, even if two players have the same record in the first game, their skill levels may differ depending on their play experience in other games. In such cases, the strength of the players can be adjusted based on their play history in other games, and multiplayer can be played with matched opponents identified based on the adjusted strength. This can increase the interest of games that match multiple players.

[0087] -Means of provision- The providing means 238 provides a game program to a player. In other words, the providing means 238 causes a player to download the game program. The providing means 238 provides a program for executing the first game (also referred to as a "first game program"), for example, before a period during which a player can progress through the first game (also referred to as a "first period"). The first game program may be, for example, a program that runs on the game device 5. Furthermore, the first period may be, for example, a period before the release of the first game.

[0088] -Output control means- The output control means 239 causes the program of the game device 5 to output various types of information related to the game. For example, the output control means 239 may cause the first game program to output a message recommending that the first player run the second game before the first period. For example, the output control means 239 may cause the first game program to output a message recommending that the first player run the second game before the release of the retail version of the first game, indicating that matching points for the first game will be added by running the second game.

[0089] For example, when a new game is released, players tend to focus on playing the new game, so there may be cases where players have more time to play older games in the period before the new game is released. In such cases, the above configuration can efficiently promote playing older games by encouraging players to play the older games before the new game is released.

[0090] <Configuration of Game Device 5> Returning to Figure 1, the explanation will continue. A display 61, a speaker 62, and a touchpad 63 are externally connected or built into the game device 5. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0091] The network interface 51 is communicably connected to a communication network 6 in order to transmit and receive various data between the game device 5 and the server device 2.

[0092] The graphics processing unit 52 renders game images including characters and various objects related to the virtual game space in a moving image format in accordance with game data such as game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61, which may be, for example, a liquid crystal display, and the game images rendered in a moving image format are displayed on the display 61 as a game screen.

[0093] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds in accordance with instructions from the control unit 56 , and outputs the sounds from the speaker 62 .

[0094] The operation unit 54 is connected to the touchpad 63, and transmits and receives data relating to operation inputs to and from the touchpad 63. The user touches the touchpad 63 to input operation signals to the game device 5.

[0095] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including part of the game program, account information of the device 5 itself, etc.

[0096] The storage unit 55 may store, for example, user information, game data, and play history information. The user information is at least a part of the information in the user DB 221 stored in the storage unit 22 of the server device 2. The user DB 221 manages a master of the user information, and the storage unit 55 of the game device 5 stores at least a part of the information in this master that is distributed from the server device 2.

[0097] The control unit 56 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 5 itself.

[0098] The control unit 56 executes various programs to function as a communication means 561, a game execution means 562, an audio control means 563, and a display control means 564.

[0099] -Communication Method 561- The communication means 561 is a function for communicating with the server device 2 via the network interface 51 .

[0100] The communication means 561 generates and transmits information that can be grasped by the server device 2 in response to various operation signals received by the operation unit 54 from the touchpad 63. For example, the communication means 561 transmits account information, download request information for new game data and game programs, a gacha execution request, a game execution request (start request), etc. to the server device 2. The communication means 561 also receives from the server device 2 information on new game data, game programs, game media selected by lottery processing, information on rewards granted to users, etc., transmitted from the server device 2 in response to the download request information.

[0101] -Game execution means- The game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 in accordance with an operation of the touchpad 63 by the user of the device 5, or uses data received from the server device 2 to generate two-dimensional or three-dimensional game image information while executing the game program. As the game image information is processed by the graphics processing unit 52, the processed game images are successively displayed on the display 61.

[0102] The game execution means 562 then places a character on the game image in accordance with an operation by the user of the player's device 5, and controls the behavior of the character in the virtual game space in accordance with the user's operation and the progress of the game. For example, the game execution means 562 executes a game in accordance with an operation by the user via the touchpad 63 (hereinafter simply referred to as a "user operation"). Furthermore, the game execution means 562 causes the player character to use game media selected by the user in accordance with the user operation.

[0103] -Voice control means- The audio control means 563 controls the audio output of the speaker 62 in response to operations by the user of the device 5 during game execution.

[0104] -Display control means- The display control means 564 controls the display output of the display 61 in response to operations by the user of the device 5 when the game is executed.

[0105] <Examples of screens and screen transitions> 3 and 4, examples of the screens and screen transitions that the output control means 239 outputs to the display 61 of the game device 5 will be described. In this example, the examples of fighting games 1 to 3 used in FIG. 2 are assumed. For fighting game 3, the example in FIG. 3 is a pre-release trial version, and the example in FIG. 4 is a post-release product version. In the trial version of fighting game 3 in this example, only tutorial play can be performed, and other play is restricted to be unperformable.

[0106] <Before the release of the first game> <Top screen> 3, for example, if the product version of fighting game 3 has not yet been released and a trial version of the first game program has already been provided, the output control means 239 may cause the first game program downloaded to the game device 5 to output (display) a top screen 700 on the display 61. The top screen 700 includes a menu output area 701 and a rating output area 702.

[0107] The menu output area 701 outputs a list of one or more input forms for executing the main functions of the fighting game 3. In order to disable some of these main functions before the release of the product version, the output control means 239 may disable the first player from specifying the disabled functions. For example, the output control means 239 may disable (specifically, gray out) the battle button 701a for online battles with other players.

[0108] When the first player designates a practice button 701b included in the menu output area 701, the output control means 239 causes the first game program to output a practice screen 710. When the first player designates a setting button 701c included in the menu output area 701, the output control means 239 causes the first game program to output a battle record screen 730.

[0109] The rating output area 702 outputs an overall rating value (also referred to as an "overall rating value") of fighting games 1 to 3 that belong to the same genre. The overall rating value is one form of first points. In this example, the overall rating value is the sum of the rating values ​​of fighting games 1 to 3 (fighting game 1 "100" + fighting game 2 "700" = "800"). The rating output area 702 includes text of the overall rating value and a link (URL) for outputting a battle record screen 730. When the first player designates the link, the output control means 239 causes the battle record screen 730 to be output on the display 61.

[0110] <Practice screen> The practice screen 710 outputs a list of input forms for playing each of the fighting games 1 to 3. In this example, it is assumed that the first player has not yet purchased fighting game 1, but has already purchased fighting game 2.

[0111] When the first player designates the fighting game 1 button 710a, the trial version game program of fighting game 1 is launched, and the first player becomes able to run the trial version of fighting game 1. At this time, if the trial version game program has not been downloaded to the first player's game device 5, downloading begins, or a site for downloading is accessed. The trial version of fighting game 1 can be run in a limited state compared to the retail version (for example, only a portion of the game content can be played).

[0112] When the first player designates the fighting game 2 button 710b, the product version of the game program for fighting game 2 is launched, and the first player becomes able to run the product version of fighting game 2. At this time, as with fighting game 1, if the product version of the game program has not been downloaded to the first player's game device 5, the download will be started, or a site for downloading will be accessed (redirected).

[0113] The output control means 239 may disable the fighting game 3 button 710c from being designated because the product version has not yet been released.

[0114] <Settings screen> The setting screen 720 is a screen for performing settings and output common to multiple games. The setting screen 720 includes a common user ID linking area 721 and another game output area 722. The common user ID linking area 721 outputs whether or not the common user ID (in the example of FIG. 3, this is indicated as "cross-management ID") and the user ID of the first player in fighting game 3 have been linked, and if they have been linked, outputs the common user ID. In this example, it is assumed that the linking state has been established by accessing the common account (by logging in to the game system 1 using the common user ID).

[0115] The other game output area 722 outputs play histories, links to programs, and the like for games other than fighting game 3 that are related in genre or title (fighting games 1 and 2). For example, because the first player has not yet purchased fighting game 1 (full version), the other game output area 722 may include a purchase button 722a for accessing a site where fighting game 1 can be purchased. Furthermore, because the first player has already purchased fighting game 2 (full version), the other game output area 722 may include a details button 722b for accessing a screen that outputs details of the play history of fighting game 2, which is linked by a shared ID. On this screen, details of the play history of fighting game 2 can be viewed. As another example, the other game output area 722 may output a game of a different genre (e.g., RPG) from the first game.

[0116] <Battle Record Screen> The battle record screen 730 is a screen for outputting the battle records of multiple games. The battle record screen 730 outputs, for example, a rating value based on the play history of each of fighting games 1 to 3. In this example, fighting game 3 has not yet been released, so the battle record screen 730 only outputs the rating values ​​for each of the older fighting games 1 and 2.

[0117] The battle record screen 730 outputs a rating value (100) based on the play history of only the trial version of fighting game 1, because the first player has not purchased the full version. The battle record screen 730 may also output a message that the upper limit of the rating value for the trial version of fighting game 1 has been reached. The battle record screen 730 may also include a purchase button 731a that accesses a site for purchasing the full version of fighting game 1.

[0118] The battle record screen 730 outputs a rating value (700) based on the play history of the retail version purchased by the first player in fighting game 2. The battle record screen 730 may also output the player rank (50) of the first player in fighting game 2.

[0119] <After the release of the first game> With reference to FIG. 4, an example of fighting game 3 after the release of the product version will be described, focusing on differences from FIG. 3. As shown in FIG. 4, in fighting game 3, the main story becomes executable after the release of the product version. To enable execution of the main functions of the menu output area 701, the output control means 239 may enable the player to specify functions that were not selectable in the pre-release trial version. For example, the output control means 239 may enable the player to specify a battle button 701a. When the first player specifies the battle button 701a, the output control means 239 causes the display 61 to output a battle screen 740.

[0120] The battle record screen 730 outputs a rating value (1200) based on the play history of the retail version purchased by the first player in fighting game 3. The battle record screen 730 may also output the player rank (30) of the first player in fighting game 3.

[0121] <Battle screen> The battle screen 740 is a screen for players to battle online against each other. The battle screen 740 includes a matching setting area 741 and a battle execution button 742.

[0122] The matching setting area 741 is an area for setting up matching. The matching setting area 741 includes, for example, a matching method selection form 741a for selecting whether to perform matching based on rating values ​​such as an overall rating value and / or the rating value of each game, or whether to perform matching randomly, and a play history selection form 741b for selecting whether to use only the play history of the current game or whether to reflect the play history of previous games (in this example, Fighting Games 1 and 2) in the matching.

[0123] When matching based on rating value is selected in the matching method selection form 741a, the identification means 235 identifies the opponent second player based on at least one of the rating values ​​of 1 to 3 of the fighting game. On the other hand, when random matching is selected, the identification means 235 randomly identifies the opponent second player.

[0124] When the first player selects the battle button 742, the game device 5 transmits a matching request including the result of this selection to the server device 2. When the matching request is received from the game device 5, the identification means 235 of the server device 2 identifies a second player to be the opponent from among one or more players of the fighting game 3.

[0125] When it is selected in the play history selection form 741b to use only the play history of the current game, i.e., to identify the second player without based on the second play history, the identification means 235 identifies the opponent second player based on a rating value based on the results of fighting game 3. On the other hand, when it is selected to reflect the play history of the previous game in the matching, i.e., to identify the second player without based on the second play history, the identification means 235 identifies the opponent second player based on a rating value based on the results of fighting games 1 and 2 in addition to fighting game 3.

[0126] For example, when it is selected to reflect the play history of a previous game in matching, the identification means 235 may form and narrow down a population of candidates for the second player as in (a) or (b) below, sort the players belonging to the population, and then identify the opponent second player.

[0127] (A) First, the identification means 235 identifies players who have a total rating value within a predetermined range (for example, within a range of 2000±300) based on the total rating value (2000) of the first player from among one or more players of the fighting game 3, and forms a population of the identified players. Then, the identification means 235 may sort the players of the formed population by (a) player rank, (b) parameters of the player characters used in the battle, (c) rating value of the fighting game 3, etc., and identify the player ranked highest as the second player who will ultimately be the opponent.

[0128] (A) First, the identification means 235 identifies players who have a rating value for fighting game 3 within a predetermined range based on the rating value for fighting game 3 (1200) from among one or more players of fighting game 3, and forms a population of the identified players. Next, the identification means 235 further identifies players from the players belonging to the identified population whose total rating values ​​for fighting games 1 to 2 is within a predetermined range based on the sum of the first player's rating values ​​for fighting games 1 to 2 (800), thereby narrowing down the population. Then, the identification means 235 may sort the players in the narrowed down population by values ​​such as (a) player rank, (b) parameters of the player character used in the battle, and (c) rating value for fighting game 3, and identify the player ranked highest as the second player who will ultimately be the opponent.

[0129] When forming the initial population of opponents in (A) and (B) above, the target players must have made a matching request in the same way as the first player. The target players may be limited to players who have made the same choice as the first player regarding whether or not to reflect the play history of previous games in the matching request, or may include players who have made a different choice.

[0130] <Operation flow of game system 1> An example of the flow of processing executed by the game system 1 will be described with reference to Fig. 5. Fig. 5(a) is a flow diagram showing the flow when accumulating the play history of each game. Fig. 5(b) is a flow diagram showing the flow of processing when matching and multiplaying based on the accumulated play history. Note that the order of processing and processing units shown below are merely examples and may be changed as appropriate.

[0131] As shown in FIG. 5(a), first, the first acquisition means 2361 of the server device 2 acquires a first play history of a first player in a first game (step st1).

[0132] Next, the second acquisition means 2362 of the server device 2 acquires the second play history of the first player in the second game (step st2).

[0133] Next, the first acquisition means 2361 and the second acquisition means of the server device 2 link the acquired play history with the shared user ID of the first player and / or the user IDs of the first game and the second game, and accumulate (store) the play history in the memory unit 22 (step st3).

[0134] As shown in FIG. 5(b), first, the accepting means 234 of the server device 2 accepts a matching request for progressing the first game from the first player via the game device 5 (step st10).

[0135] Next, the identification means 235 of the server device 2 identifies a second player who will be matched with the first player in the first game from among one or more players of the first game, based on at least the second play history (step st11). Specifically, the identification means 235 identifies a second player who will be matched with the first player from among one or more players of the first game, based on the second play history or based on the first play history and the second play history.

[0136] Next, the game progression means 237 of the server device 2 causes the first player and the second player to progress the first game in accordance with the operation input by the first player and the operation input by the second player (step st12).

[0137] To summarize the above, the control unit 23 (an example of a computer) of the server device 2 functions as a second acquisition means 2362 that acquires a second play history of a first player in a second game different from the first game, an identification means 235 that identifies a second player who is matched with the first player in the first game from one or more players of the first game based on at least the second play history, and a game progression means 237 that allows the first player and the second player to progress through the first game in accordance with operation inputs by the first player and operation inputs by the second player.

[0138] <Effects> According to this embodiment, the first game can be progressed between matched players taking into account their play history in other games. For example, even if two players have the same record in the first game, there may be differences in their abilities due to their play experience in other games. In such cases, the strength of the players can be adjusted based on their play history in other games, and they can play multiplayer games with opponents matched with the adjusted strength. This can improve the enjoyment of games that match multiple players.

[0139] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.

[0140] [Variation 1] Although not shown in the above embodiment, during a period such as the early stage of the release of the first game (e.g., one month after the release of the retail version), the identification means 235 may identify a second player to be matched with a first player from one or more players of the first game based on a second play history, rather than the first play history. For example, during the early stage of the release of a new game, the accumulation of game results in the first game may be insufficient, and the relationship between the rating value and the player's skill may be low, which may actually hinder matching between players of similar skill. With this configuration, during such a period of the first game, matching may be performed based only on the play history of the older game, thereby balancing the skills of the players.

[0141] [Variation 2] In the above embodiment, an example has been described in which the first game and the second game are games in which matched players compete against each other, but the games of the present disclosure are not limited to this. The first game and / or the second game may be a game in which matched players form teams and cooperate with each other, such as an RPG. The first game and / or the second game may include, for example, a game part in which the formed teams defeat enemy characters such as NPCs.

[0142] If the first game is a game in which matched players cooperate with each other as described above, the identification means 235 may identify the second player from one or more players based on, for example, the parameters of the player character used by the first player and the player character's equipment (e.g., strength such as combat power), player rank (e.g., progress in a game part), etc. With this configuration, matching can be performed using parameters appropriate for the game genre. Therefore, in games such as RPGs, it is possible to match players with similar overall strength, such as player characters and player ranks.

[0143] [Variation 3] In the above embodiment, an example was described in which the first player manually selects whether to take the second play history into consideration, such as whether to identify the second player based on the second play history or whether to identify the second player without using the second play history, but the setting method is not limited to this. The identification means 235 may take the second play history into consideration when, for example, at least one of (a) the rating values ​​of the first game and the second game, (b) the elapsed time of the matching process since accepting the matching request (hereinafter also referred to as "matching time"), or (c) the time period of the multiplay meets a predetermined condition.

[0144] As an example of (A) above, the identification means 235 may be configured to identify the second player based on the second play history by default, but may be changed to identify the second player without based on the second play history when the rating value in the first game reaches an upper limit. For example, after some time has passed since the first game was first provided, it is conceivable that the rating value of the first player in the first game will increase significantly and become a high value. In such a situation, balancing the strengths of players limited to the first game will enable more efficient and accurate matching.

[0145] As an example of (A) above, for example, even if a selection to identify a second player based on a second play history is accepted, if the second player cannot be identified even after the matching time reaches a predetermined threshold (e.g., 30 seconds, 60 seconds, etc.), the identification means 235 may change the process so that the second player is identified based on the second play history. In other words, the identification means 235 can re-form the population of second player candidates based on the play history of other games, such as older games. This configuration can reduce the number of times the first player is left waiting for a long time without being able to identify a matched partner.

[0146] As an example of (c) above, the identification means 235 may change the selection to identify the second player based on the second play history if the time period in which the matching request is received is a predetermined time period (e.g., early morning or late night). During times when the player population is low, it is likely that beginners and experienced players with different ratings in the first game will be matched up. This configuration makes it possible to avoid, in such a situation, matching a beginner with an experienced player who has a long history of playing older games.

[0147] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.

[0148] Although not shown in the above embodiment, the game device 5 may be an amusement machine provided in a game center or the like.

[0149] The game may be an action game, a shooting game, a role-playing game, a simulation game, a board game, a puzzle game, etc., and the invention can be applied to various types of games.

[0150] In the above embodiment, the server device 2 and the multiple game devices 5 are integrated to function as a game program, but this is not limiting. All of the means of the game program, i.e., the accepting means, identifying means, acquiring means, game progression means, and / or providing means, may be provided in the server device 2 alone, the game device 5 alone, a communication terminal separate from the server device and the game device 5, or two of these devices combined (e.g., distributed processing between the server device 2 and the game device 5). Furthermore, when the server device, the game devices, and the communication terminals are integrated to function, it is also possible to appropriately change which means are to be functioned by which device.

[0151] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0152] 1. Game System 2. Server device 23 Control Unit 235 Specific means 236 Acquisition means 2361 First acquisition method 2362 Second acquisition method 237 Game Progression Methods

Claims

1. Computer, an acquisition means for acquiring a first play history of a first player in a first game and a second play history of the first player in a second game different from the first game; updating means for updating first points awarded to each player in the first game based on at least the first play history and the second play history; an identification means for identifying, in the first game, a second player who is matched with the first player from among one or more players of the first game based on the first points; a game progression means for causing the first player and the second player to progress the first game in response to an operation input by the first player and an operation input by the second player; Game program.

2. The second game has a relationship with the first game in terms of title or genre. The game program according to claim 1 .

3. the second game can be played during a period when a player is unable to play the first game; The game program according to claim 1 .

4. a contribution rate of the second play history to the first points is lower than a contribution rate of the first play history; The game program according to claim 1 .

5. the second game includes a third game that has been purchased by the first player and a fourth game that has not been purchased by the first player; a contribution rate of the third game to the first point is higher than a contribution rate of the fourth game; The game program according to claim 4.

6. A computer, an acquisition means for acquiring a first play history of a first player in a first game and a second play history of the first player in a second game different from the first game; updating means for updating first points to be awarded to each player in the first game based on the first play history, and updating second points to be awarded to each player in the second game based on the second play history; an identification means for identifying, in the first game, a second player who is matched with the first player from among one or more players of the first game, based on the first points and the second points; a game progression means for causing the first player and the second player to progress the first game in response to an operation input by the first player and an operation input by the second player; Game program.

7. causing the computer to function as an accepting means for accepting a selection from the first player as to whether to identify the second player based on the second play history or to identify the second player without based on the second play history; the identification means, when a selection to identify the second player based on the second play history is accepted, identifies the second player from among the one or more players; The game program according to claim 1 .

8. The computer providing means for providing a program for executing the first game prior to a period during which a player can play the first game; and causing the program to output a recommendation to the first player to play the second game before the period. The game program according to claim 1 .

9. A memory unit that stores the game program according to any one of claims 1 to 8; a control unit that executes the game program; A game device comprising:

10. A memory unit that stores the game program according to any one of claims 1 to 8; a control unit that executes the game program; A game system comprising:

Citation Information

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