Server device, game system and game method

The server device and game system improve multiplayer gaming by matching players based on character compatibility, enhancing entertainment through optimized party compositions and friend suggestions.

JP7821958B2Active Publication Date: 2026-03-02CAPCOM CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2023073803
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-27
Publication Date
2026-03-02
Estimated Expiration
2043-04-27

AI Technical Summary

Technical Problem

Existing multiplayer games lack effective methods to enhance player matching, leading to suboptimal gaming experiences.

Method used

A server device and game system that analyze play histories of player-controlled characters and NPCs to match players based on compatibility, allowing for improved multiplayer experiences.

Benefits of technology

Enhances the entertainment value of games by forming parties with compatible player characters, improving battle records, and facilitating friend recommendations based on compatibility.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007821958000001
    Figure 0007821958000001
  • Figure 0007821958000002
    Figure 0007821958000002
  • Figure 0007821958000003
    Figure 0007821958000003
Patent Text Reader

Abstract

To provide a server device, a game system, and a game method capable of increasing fun of a game.SOLUTION: A server device 2 includes: first acquisition means 2331 for acquiring first information that is a play history of a first game progressed by a first character selected by a first player and a first NPC and is a play history for each first NPC corresponding to the first character; second acquisition means 2332 for acquiring second information that is a play history of a second game progressed by a second character selected by a second player and a second NPC and is a play history for each second NPC corresponding to the second character; and matching means 234 for matching the first player and the second player such that a third game is progressed by the first character and the second character on the basis of at least one of the first information and the second information.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] In recent years, online games that are played by multiple players over the Internet have become known. For example, in competitive games, a technique for matching players with similar playing levels has been disclosed (Patent Document 1).

[0003] Furthermore, a technology has been disclosed that takes into consideration subjective data from other players in addition to objective data indicating the player's skills, etc., to match opponents (players) in competitive games or to form parties in role-playing games (Patent Document 2).

[0004] In this way, in games played by multiple players, various methods are used to match appropriate players so that the game can be more enjoyable. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-229040 [Patent Document 2] Japanese Patent Application Laid-Open No. 2006-149425 Summary of the Invention [Problem to be solved by the invention]

[0006] In a game played by multiple players, there is room for further enhancing the enjoyment of the game by improving player matching. An object of the present disclosure is to provide a server device, a game system, and a game method that can enhance the enjoyment of the game. [Means for solving the problem]

[0007] (1) A first aspect is a server device including: a first acquisition means for acquiring first information, which is a play history of a first game progressed by a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the character's actions, the first information being a play history for each piece of first control information corresponding to the first character; a second acquisition means for acquiring second information, which is a play history of a second game progressed by a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the character's actions, the second information being a play history for each piece of second control information corresponding to the second character; and a matching means for matching the first player and the second player based on at least one of the first information and the second information so that a third game progresses between the first character and the second character.

[0008] (2) In (1) above, the first information may include first compatibility information that specifies a first compatibility between the play style of the first player when operating the first character and the first control information, and the second information may include second compatibility information that specifies a second compatibility between the play style of the second player when operating the second character and the second control information.

[0009] (3) In the above (1) or (2), matching can be performed based on the first information and second information corresponding to the common first control information and second control information.

[0010] (4) In (2) above, the first compatibility information includes first comparison information that allows a comparison of first compatibility between multiple first control information, and the second compatibility information includes second comparison information that allows a comparison of second compatibility between multiple second control information, and the matching means can match the first player and the second player based on at least one of the first comparison information and the second comparison information.

[0011] (5) In (2) or (4) above, a first output means may be further provided for outputting, after the first game ends, information for displaying first compatibility information associated with the first control information used to progress the first game.

[0012] (6) In (4) above, a second output means may be further provided for outputting information for displaying first comparison information relating to first control information that satisfies a predetermined condition after the first game ends or before the third game begins.

[0013] (7) In any of the above (1) to (6), the third game can be progressed by having the first NPC or the second NPC participate in addition to the first character and the second character.

[0014] (8) In any of (1) to (6) above, the third game may be conducted without the participation of the first NPC or the second NPC.

[0015] (9) In any of (1) to (8) above, the system may further include a determination means for determining a third compatibility, which is the compatibility between the play style of the first player when operating the first character and the play style of the second player when operating the second character, after the third game has ended, and a third output means for outputting recommendation information recommending associating the first player with the second player based on the third compatibility.

[0016] (10) In (9) above, the third compatibility can be determined based on the similarity between the play style of the second player when operating the second character and any one of the plurality of second control information.

[0017] (11) A second aspect is a game system having a server device and a game device, the game system including: first acquisition means for acquiring first information, which is a play history of a first game progressed by a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the character's actions, the play history being a play history for each piece of first control information corresponding to the first character; second acquisition means for acquiring second information, which is a play history of a second game progressed by a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the character's actions, the play history being a play history for each piece of second control information corresponding to the second character; and matching means for matching the first player and the second player based on at least one of the first information and the second information so as to progress a third game between the first character and the second character.

[0018] (12) A third aspect is a gaming method executed by a computer, the gaming method including: a first acquisition step of acquiring first information, which is a play history of a first game progressed by a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the character's actions, the first information being a play history for each piece of first control information corresponding to the first character; a second acquisition step of acquiring second information, which is a play history of a second game progressed by a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the character's actions, the second information being a play history for each piece of second control information corresponding to the second character; and a matching step of matching the first player and the second player based on at least one of the first information and the second information so as to progress a third game between the first character and the second character. [Effects of the Invention]

[0019] According to the present disclosure, it is possible to provide a server device, a game system, and a game method that can improve the entertainment value of a game. [Brief explanation of the drawings]

[0020] [Figure 1] 1 is a block diagram showing a configuration of a game system 1 according to an embodiment of the present disclosure. [Figure 2A] FIG. 2 is a diagram showing an example of a play history 222 of a single-play game by one user. [Figure 2B] FIG. 2 is a diagram showing an example of a play history 222 of a single-play game of another user. [Figure 3] FIG. 10 is a diagram showing an example of screen transitions relating to a game progressed by a single play by one user in a game device 5 according to an embodiment of the present disclosure. [Figure 4] 10A to 10C are diagrams showing an example of screen transitions relating to a game progressed by a multiplayer game played by one user on a game device 5 according to an embodiment of the present disclosure. [Figure 5] 10 is a flowchart showing the flow of a process related to matching in a multiplayer game, which is executed in a game system 1 according to an embodiment of the present disclosure. [Figure 6] FIG. 10 is a diagram showing another example of screen transitions relating to a game progressed by a multiplayer game played by one user on the game device 5 according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0021] Preferred embodiments of the present disclosure will be specifically described below with reference to the accompanying drawings. Note that the embodiment described below is merely a specific example for implementing the present disclosure and is not intended to limit the scope of the present disclosure. Furthermore, to facilitate understanding of the description, the same components in each drawing will be denoted by the same reference numerals whenever possible, and duplicate descriptions may be omitted.

[0022] [One embodiment] 1 is a block diagram showing the configuration of a game system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, in the game system 1, a server device 2 and a plurality of game devices 5 are connected to each other via a communication network 6 so as to be able to communicate with each other.

[0023] <Game Description> In the game system 1 shown in FIG. 1, a server device 2 and multiple game devices 5 are connected to each other via a communication network 6 so that they can communicate with each other, and on each game device 5, a game is played by a user (player) operating that device 5 (single play), or a game is played together with users (players) operating other game devices 5 (multiplay).

[0024] The game according to this embodiment is an online game executed by a game system 1. The game system 1 executes application software (native app, hereinafter simply referred to as "app") installed on a game device 5 such as a smartphone, thereby communicating with a server device 2 and allowing a user to execute (play) the game.

[0025] An overview of the game described in this embodiment will be described. In this game, a user accepts (selects) a scenario, such as a "quest," and controls a player character. Various in-game events (hereinafter simply referred to as "events") occur. In these events, a game object (player) of the player character and a game object (monster) of an enemy character battle in a virtual space (stage). Events include solving puzzles, acquiring game objects (hereinafter referred to as "items") that can be owned or equipped, and meeting NPCs (Non-Player Characters) or other users (players). As the presented quests are completed in order, events such as a battle with a special monster (hereinafter referred to as a "boss character") that is the objective of the scenario are generated. If the user wins the boss character and fulfills certain conditions, the scenario ends. At the end of the scenario, an ending is played out with video and audio, and game objects such as items and coins (in-game currency) can be acquired. That is, the game of this embodiment is a game such as a role-playing game or an action game.

[0026] In role-playing games, action games, and the like, a user forms a party with multiple characters, at least one of which is a player character controlled by the user, and the other characters may be NPCs or player characters controlled by other users. In other words, in such games, a user can form a party with a player character controlled by the user and an NPC not controlled by the user (including other users) (single play), or can form a party including player characters controlled by other users (multiplayer).

[0027] 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, a smartphone, or a tablet. In the following, a case where the game device 5 is a smartphone will be exemplified.

[0028] <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).

[0029] The game data is data for executing a game on the game device 5, and includes, for example, the player character operated by the user, other game space objects (the terrain of the game space, objects that make up the field, and NPC objects such as enemy characters), and operation data for automatically operating enemy characters.

[0030] 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.

[0031] 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 (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.

[0032] <Configuration of Game System 1> The hardware configuration of each of the server device 2 and the game device 5 will be described below with reference to Fig. 1. Note that each of the multiple game devices 5 has the same configuration.

[0033] <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.

[0034] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN.

[0035] 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 and a play history 222.

[0036] The user DB 221 stores, for each identification number of a user playing a game, information (status, etc.) about the player character operated by the user, the amount of consumable media 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."

[0037] "Consumable media" refers to currency, points, etc. that can be used within the virtual game space and are consumed within the game to progress through the game. Consumable media are given to users as rewards for completing quests or through charges in the real world.

[0038] The storage device may also store a lottery list used in a lottery process commonly known as gacha. The lottery list includes information about multiple game contents to be selected, and information about the game contents (such as name, ability parameters, rarity, and level) is associated with a selection rate in the lottery. For example, if the game contents are player characters, the parameters may include combat power, HP, attack power, defense power, intelligence, or speed.

[0039] "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 used by the player character in the virtual game space (e.g., armor, tools, and other items that restore stamina or enhance game effects when match conditions are met). Users can obtain game media by directly purchasing it for a fee, clearing quests, or through a lottery method known as gacha. The obtained game media is stored and managed in the user DB 221 in association with the identification information of the user who has acquired the game media.

[0040] The play history 222 accumulates the results of games played by each user, and for example, in the case of a role-playing game, it includes the party composition, battle performance data of that party, etc., for each role (play style) played (e.g., tank, healer, attacker, supporter, etc.) and for each character.

[0041] 2A is a diagram showing an example of a play history 222 of a single-play game by one user. In single-play, characters operated by the user (player) are player characters, and other characters are NPCs whose actions are controlled by a computer and not operated by the user (player). NPCs include those whose actions are controlled using AI, and hereinafter may also be referred to as AI characters.

[0042] As shown in Figure 2A, "Party 1" is made up of Characters 1 to 3, with Character 1 (player character) being "Attacker A," Character 2 (AI character) being "Supporter A," and Character 3 (AI character) being "Healer B." The performance data of each of "Attacker A," "Supporter A," and "Healer B" in "Party 1" (for example, the number of kills, the number of times they were incapacitated, the titles they earned, and the number of times they supported) is stored as a play history.

[0043] Similarly, the performance data for "Party 2" ("Attacker A," "Attacker C," and "Healer B") and "Party 3" ("Healer C," "Supporter A," and "Attacker C") are also accumulated as play history.

[0044] 2B is a diagram showing an example of another user's single-play game play history 222. As shown in Fig. 2B, the single-play game play history of another user different from the user shown in Fig. 2A is accumulated.

[0045] As shown in FIGS. 2A and 2B, for each user's single play play history, battle record data for each character constituting a party is accumulated as a play history.

[0046] 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.

[0047] The control unit 23 executes various programs to function as an information processing unit 231, a collating unit 232, an acquiring unit 233, a matching unit 234, an output unit 235, and a specifying unit 236.

[0048] -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 download request information for a game program, a party setting (matching) request in response to a user operation, a request to execute / end a game part, a compatibility information request, a comparison information request, user account information, and game data. Main data transmitted by the information processing means 231 includes information for confirming that the game device 5 has received the game program, response information to the various requests, and data necessary for the game program and game progress.

[0049] -Method of verification- The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account.

[0050] -Method of acquisition- The acquisition means 233 includes first acquisition means 2331 and second acquisition means 2332. The first acquisition means 2331 acquires, from the play history 222, a play history of a single-play game (first game) progressed by a party including a character (first character) selected by a user (first player) operating the game device 5 and a selected NPC (first NPC). Here, the character selected by the user is a player character operated by the user, and the selected NPC is an AI character that is not operated by the user but is operated by a computer (using AI). Note that the selected NPC (first NPC) is selected by the user from a plurality of NPCs controlled based on a plurality of control information (first control information) having different control contents for controlling the character's actions.

[0051] Furthermore, as described above, the play history 222 includes the party composition, battle record data of the party, etc. for each role (play style) played (for example, tank, healer, attacker, supporter, etc.) and for each character, so the first acquisition means 2331 acquires the play history (first information) of each NPC that forms a party with the character (first character) selected by the user (first player). That is, if the character (first character) selected by the user (first player) is "attacker A," the first acquisition means 2331 will acquire the play history (including the battle record data of each NPC) of the party in which the player character is "attacker A."

[0052] The second acquisition means 2332 acquires, from the play history 222, a play history of a single-play game (second game) progressed by a party including a character (second character) selected by a user (second player) operating the game device 5 and an NPC (second NPC) selected by the user (second player). The second acquisition means 2332 acquires a play history of a single-play game (second game) played by a user (second player) different from the user (first player) acquired by the first acquisition means 2331.

[0053] The second acquisition means 2332 acquires the play history (second information) of each NPC that forms a party together with the character (second character) selected by the user (second player). That is, if the character (second character) selected by the user (second player) is "Healer A," the second acquisition means 2332 acquires the play history (including the battle record data of each NPC) of the party in which the player character is "Healer A."

[0054] -Matching method- The matching means 234 matches the first player and the second player based on at least one of the play history (first information) acquired by the first acquisition means 2331 and the play history (second information) acquired by the second acquisition means 2332 so that a game (third game) can be played in multiplayer with a party including a character (first character) selected by the user (first player) and a character (second character) selected by the user (second player).

[0055] For example, the composition of a party with a good record for a character (first character) selected by a user (first player) is determined from the play history (first information) of the character in single play of the first character, and the composition of a party with a good record for a second character is determined from the play history (second information) of the character (second character) selected by a user (second player), and based on these, the first character and the second character are matched so that a party with a good record is formed.

[0056] Here, a party composition with a good battle record is, for example, a party composition in which the player character has a good battle record or the party members have good battle records, and the player character is determined to have good compatibility with the NPC that is a member of that party and the role of that NPC. In other words, it includes the case where the NPC improves the player character's battle record, or the player character improves the NPC's battle record, resulting in a good battle record for a party composed of members with good compatibility.

[0057] For example, if a first player selects a first character, "Attacker A," and the party including an NPC, "Attacker C," has a good battle record, the first character, "Attacker A," has good compatibility with the NPC, "Attacker C" ("Party 2" in FIG. 2A). In this case, the first player may be matched with a second player who selects a second character, "Healer A," who has good compatibility with the NPC, "Attacker C" ("Party 2" in FIG. 2B). Because both the first character, "Attacker A," and the second character, "Healer A," have good compatibility with the NPC, "Attacker C," it is estimated that the first character, "Attacker A," and the second character, "Healer A," have good compatibility, and an appropriate party is formed with members who have good compatibility.

[0058] Also, for example, if a first player selects a first character "Attacker A" and also selects an NPC "Supporter A" as a party member, the first player may be matched with a second player who selects a second character "Attacker C" who has good compatibility with the NPC "Supporter A" ("Party 3" in FIG. 2B). Here, since the NPC "Supporter A" has already been selected regardless of compatibility with the first character "Attacker A," the play history (first information) acquired by the second acquisition means 2332 is used to match a second player who selects a second character "Attacker C" who has good compatibility with the NPC "Supporter A."

[0059] Also, for example, if a first player selects a first character "Attacker A" and has good compatibility with an NPC "Attacker C," the first player may be directly matched with a second player who selects a second character "Attacker C'" similar to "Attacker C."

[0060] Furthermore, the matching methods used by the matching means 234 are not limited to these, and based on the play history 222, for example, if there is a tendency for a character that is compatible with "Healer B" to also be compatible with "Attacker C," then the matching means 234 may match a player who selects a character that is compatible with "Attacker C" based on the compatibility information with "Healer B."

[0061] Furthermore, the degree of compatibility may be quantified, for example. The player character quantifies the increase or decrease in, for example, the number of kills, the number of times incapacitated, the titles acquired, and the number of support appearances for each NPC in the party. Based on this, a score or rank is determined as compatibility information, and the player character's compatibility (score, rank, etc.) is used as a condition for matching. For example, the player may be matched with the player with the highest compatibility. If the user does not prefer to be matched with characters with the same play style (role), the player may be matched with characters with a score or rank above a certain level of compatibility, taking into account the play style (role) and characters whose play style (role) does not overlap. Alternatively, the player may be matched with the most frequently used character or the character with the most frequently used role based on the number of past matches. Furthermore, the player may be matched with a first-time character or a character with a first-time role, or with a character or character with the user's preferred role.

[0062] -Output means- The output means 235 includes first output means 2351, second output means 2352, and third output means 2353. After a first player finishes a single-play game (first game), the first output means 2351 outputs compatibility information (first compatibility information) with an NPC who participated in the game. For example, a game is played with a party including a player character and an NPC, and after the game ends, battle record data for the game is transmitted to the game device 5 and displayed on the screen of the game device 5. Here, the battle record data includes the battle records of the player character and the NPC, and includes compatibility information indicating that the player character's battle record or the NPC's battle record has improved due to the inclusion of the NPC in the party. Furthermore, an improvement in battle record may be determined by a battle record (score) that is better than past battle records (scores) or parties with other characters, or by a battle record (score) that is better than average.

[0063] The second output means 2352 outputs comparison information (first comparison information) regarding NPCs (first control information) that satisfy a predetermined condition after the first player's single-play game (first game) ends, or before the start of a multi-play game (third game) between the first player and the second player. For example, a game is played with a party including a player character and NPCs, and after the game ends, not only NPCs that participated in the game, but also NPCs that have a good compatibility with the player character (e.g., those with a high compatibility) are displayed on the screen of the game device 5, or NPCs that have a good compatibility with the player character (e.g., those with a high compatibility) are displayed on the screen of the game device 5 before the start of the multi-play game. This allows the player to know which NPCs have a good compatibility before the start of the multi-play game.

[0064] After a multiplay game (third game) between the first player and the second player is completed, the third output means 2353 outputs a friend request (recommended information) associating the first player with the second player based on the compatibility (third compatibility) between the first character operated by the first player and the second character operated by the second player. For example, if a party including the first character and the second character progresses in a multiplay game and the battle record data of the first character and the second character in the game indicates good compatibility, the third output means 2353 transmits information suggesting a friend request associating the first player with the second player to the game devices 5 of one or both of the first player and the second player, and displays the information on the screens of the game devices 5. This allows the first player and the second player to easily form a party with player characters that are compatible with each other and progress through the multiplay game in the future.

[0065] - Specific means - After a multiplayer game (third game) between the first player and the second player is completed, the identification means 236 identifies the compatibility (third compatibility) between the first character operated by the first player and the second character operated by the second player. For example, a multiplayer game is played by a party including the first character and the second character, and the identification means 236 identifies the compatibility (third compatibility) including whether the battle records of the first character and the second character in the game have improved or deteriorated.

[0066] <Configuration of Game Device 5> 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.

[0067] 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.

[0068] 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 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.

[0069] 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 .

[0070] 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.

[0071] 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 player's device 5, etc.

[0072] The storage unit 55 may store, for example, user information 551. The user information 551 is at least a part of 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 user information, and the storage unit 55 of the game device 5 stores at least a part of the information of this master that is distributed from the server device 2.

[0073] 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.

[0074] 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.

[0075] -Means of communication 561- The communication means 561 is a function for communicating with the server device 2 via the network interface 51 .

[0076] 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, a party setting (matching) request, a quest execution request, a compatibility information request, a comparison information request, and the like to the server device 2. The communication means 561 also receives from the server device 2 new game data transmitted from the server device 2 in response to the download request information, response information to the various requests, and information regarding the game media selected by lottery processing.

[0077] -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.

[0078] 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 quest in the 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 content selected by the user in accordance with the user operation.

[0079] -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.

[0080] -Display control means- When a game is executed, the display control means 564 controls the display output of the display 61 in response to operations by the user of the device 5. Specifically, the display control means 564 first generates two-dimensional or three-dimensional game image information. Next, the display control means 564 causes the graphics processing unit 52 to process the generated game image information. Then, the display control means 564 sequentially displays the processed game images on the display 61.

[0081] <About party settings in single-player> A party is formed by each character (first character and second character) selected by each player (first player and second player) and an NPC (first NPC and second NPC) selected from multiple NPCs, and the processing related to the game (first game and second game) progressed in single play will be explained along with screen transitions.

[0082] FIG. 3 is a diagram showing an example of screen transitions related to a game progressed by a single play by one user on the game device 5 according to an embodiment of the present disclosure.

[0083] First, a menu screen scr10 is displayed on the game device 5 when a user (player) starts a game application. At this time, the game device 5 transmits user identification information to the server device 2, and the verification means 232 authenticates the user account.

[0084] When btn11 "Organization" is selected on the menu screen scr10, the screen transitions to the organization screen scr11.

[0085] On the organization screen scr11, a role (e.g., "attacker," "supporter," "healer," etc.) is selected for the player character, which is the character operated by the user, and the character (hereinafter sometimes simply referred to as "character") corresponding to the selected role is displayed. Characters have control details (e.g., various parameters, etc.) that control their movements, and roles (play styles) corresponding to characteristics based on these parameters are set. Characters can also have equipment (e.g., items such as weapons and armor) corresponding to their roles.

[0086] On the organization screen scr11, characters are sorted by role, for example, and displayed to make it easier for the user to select. Here, the user selects and sets a character as the player character.

[0087] When btn12 "Quest" is selected on the menu screen scr10, the screen transitions to the quest selection screen scr12.

[0088] The quest selection screen scr12 displays multiple quests "1-1," "1-2," and "1-3." For example, when the user selects btn23 "1-3," the screen transitions to the party setting screen scr13, which allows the user to set the party that will progress through quest "1-3."

[0089] On the party setting screen scr13, you set up a party that includes the player character that you set on the organization screen scr11. On the party setting screen scr13, the player character that has already been set is displayed as "Character 1 (you)", and the NPCs that make up the party, "Character 2" and "Character 3", have not yet been set.

[0090] When setting "Character 2," for example, if the user selects btn31 "Select," the screen will transition to the organization screen scr11, where the user can select the desired character and set it as "Character 2" while taking into consideration the character's role and equipment, just as the user selected and set the player character.

[0091] For example, the organization screen scr11 displays the role (play style), various parameters, and characteristics based on those parameters for each of a plurality of characters, allowing the user to check them. The user may simply select a character based on the strength of the parameters, etc., or may select a character that is easy to cooperate with the player character controlled by the user, or may select a character that will be advantageous against the content of the quest (enemy), or may select a frequently used character, or may select a character that they want to use for the first time (to try it out).

[0092] For example, if a user wants to set the player character as an "attacker" and play in a style that involves taking down enemies one after another, it is a good idea to set other characters (NPCs) that make up the party such as a "supporter" or "healer" as "Character 2."

[0093] There are multiple NPCs available for each role that can be set as "Character 2," and the user can simply select one character (Supporter A) from multiple characters whose role is "Supporter" (e.g., Supporter A to E) as "Character 2."

[0094] Specifically, for a "supporter," the appropriate character (supporter) can be selected based on the actions the player character "attacker" controlled by the user wants to take by referring to the various parameters possessed by each character and placing emphasis on parameters related to applying buffs (increasing attack power, speed, etc.), applying debuffs to enemies (lowering defense, etc.), setting traps, or acting as a decoy (earning hate), etc. For a "healer," the appropriate character (healer) can be selected by placing emphasis on parameters related to buffs and how early recovery actions should be taken.

[0095] In this way, an NPC (AI character) selected by a user and set as "Character 2" can become the user's favorite NPC, making it easier to match that NPC with a player character who is compatible with that NPC, for example, in multiplayer mode, as described below.

[0096] On the other hand, for example, when the user selects btn32 "Recommended," one character is automatically selected from multiple characters and set as "Character 2." Here, for example, an NPC that is compatible with the player character may be selected as "Character 2" based on the play history 222, or an NPC that is compatible with another player character that behaves similarly may be selected as "Character 2." Furthermore, the user may select a role for "Character 2" and then select btn32 "Recommended," and an appropriate character from among the characters for that role may be automatically selected.

[0097] When setting "Character 3," similar to "Character 2" described above, btn33 "Select" is selected, transitioning to the organization screen scr11, and the user's desired character is selected to set "Character 3," or btn34 "Recommended" is selected, and "Character 3" is automatically set.

[0098] Furthermore, the party setting screen scr13 has btn35 "Bulk Recommendation", and when btn35 "Bulk Recommendation" is selected, characters that have not yet been set (here, "Character 2" and "Character 3") are automatically selected and set.

[0099] Although the player character is set by the user on the organization screen scr11, the present invention is not limited to this. For example, instead of setting a player character by the user, a "recommend" button corresponding to the player character may be displayed on the party setting screen scr13. Then, by selecting the "recommend" button, the player character may be automatically selected and set as "Character 1 (you)."

[0100] The party setting screen scr14 displays "Character 1 (you)," "Character 2," and "Character 3" that were set in the party setting screen scr13 via the organization screen scr11, or automatically, in order, or all at once. Specifically, "Character 1 (you)" is displayed as the player character "attacker," "Character 2 (AI character)" is displayed as "Supporter A," and "Character 3 (AI character)" is displayed as "Healer B." When btn36 "Start" is selected, a single-player game is executed with the party of "Character 1," "Character 2," and "Character 3" (game execution screen scr15).

[0101] When the game ends, the result screen scr16 will be displayed.

[0102] The result screen scr16 displays the results of an evaluation of in-game actions, including, for example, the number of kills, the number of times incapacitated, the number of supports, and the titles acquired, and these results are accumulated in the play history 222. When btn41 "Go to Battle Records" is selected on the result screen scr16, the screen transitions to the battle record screen scr17.

[0103] The battle record screen scr17 displays the battle record data of the player character (you) and the battle record data of AI characters that are compatible with the player character based on the play history 222. For example, in the case of a player character as an "attacker," the battle record data data11 of the player character (you) is displayed using a radar chart of five indicators (achievements / abilities related to each of "kills," "decoy behavior," "incapacitated," "conversation," and "recovery"). Furthermore, the battle record data data12 of "Attacker C" and the battle record data data13 of "Healer B" are displayed as the top AI characters that are compatible with the player character as an "attacker." This allows you to intuitively check the battle record data of AI characters that are compatible with the player character and also understand the characteristics of those AI characters.

[0104] Here, the top two AI characters with the best compatibility with the player character as an "attacker" are displayed, indicating that an appropriate party can be formed with the player character and those two AI characters. However, the display content is not limited to this. For example, the performance data of the characters that made up the party in the most recently played game (you, Supporter A, and Healer B) may be displayed. Alternatively, the user may select a player character as, for example, a Supporter or Healer from a game played in the past, and the performance data of the top AI characters with the best compatibility with that player character may be displayed. Furthermore, the user may arbitrarily select a player character or AI character, and display the performance data of the selected player character or AI character based on the play history 222. This allows the compatibility (achievements / abilities related to "kills," "decoy behavior," "incapacitation," "conversation," and "recovery") of combinations of player characters and AI characters to be compared.

[0105] In addition, here, five indicators showing a character's achievements / abilities, "kill," "decoy behavior," "incapacitated," "conversation," and "recovery," are displayed using a radar chart, but this is not limited to this and other indicators may be used, and the number of indicators may be four or less or six or more. Furthermore, other than a radar chart, the indicators may be displayed in, for example, a table format or a graph format.

[0106] <About the matching process in multiplayer (with AI characters)> 4 is a diagram illustrating an example of screen transitions related to a game being played by a single user in a multiplayer game on a game device 5 according to an embodiment of the present disclosure. Here, a situation is described in which a party is made up of three characters, and a player character and one AI character are set, and another player is matched with the remaining character for multiplayer play.

[0107] The menu screen scr10 is the same as that described in FIG. 3, and here btn13 "Multi" is selected to transition to the room setting screen scr20.

[0108] On the room setting screen scr20, when btn51 "Create Room" is selected, the screen transitions to the AI ​​character selection screen scr21.

[0109] On the AI ​​character selection screen scr21, when btn61 "AI character available" is selected, the screen transitions to the multiplayer recruitment screen scr22.

[0110] On the multiplayer recruitment screen scr22, a player character (attacker) is set for "Character 1 (you)," and an AI character, "Attacker C," is set for "Character 2." As explained with reference to FIG. 3, "Character 1" is selected and set by the user on the organization screen scr11, and "Character 2" is set as "Attacker C," an AI character that is compatible with the player character (attacker), either selected by the user on the organization screen scr11 (from btn31 "Select" on the party setting screen scr13) or automatically selected (using btn32 "Recommend" on the party setting screen scr13).

[0111] "Character 3" is matched with "Other Player 1 (Healer)." Here, "Other Player 1 (Healer)" has good compatibility with the AI ​​character "Attacker C" set as "Character 2." In other words, "Other Player 1 (Healer)," who has good compatibility with the AI ​​character "Attacker C," who has good compatibility with the player character (Attacker), is matched as "Character 3."

[0112] If "AI Co-op History Matching" is selected on the room setting screen scr20, the other player to be matched as "Character 3" may be set by allowing other players determined to have good compatibility with AI character "Attacker C" based on the play history 222 to enter a room seeking multiplayer players and setting the other player with the best compatibility with AI character "Attacker C." Alternatively, the other player may be set from among candidates with a predetermined or higher compatibility with AI character "Attacker C." For example, other players with good compatibility with the player character may be selected from among candidates with a predetermined or higher compatibility with AI character "Attacker C." Other players may also be matched according to play style (role). Specifically, if a user does not prefer to be matched with characters with the same play style (role), the user may be matched with other players (player characters) with different roles, or may be matched with the most other players or other players with the most roles based on the number of past matches. Furthermore, a first-time player or a first-time role player may be matched with a player who is a favorite of the user or a player who is a favorite role of the user.

[0113] Also, if "Friend Priority" is selected on the room setting screen scr20, other players who are "friends" with the player character (you) will be given priority when matching.

[0114] On the other hand, when btn52 "Find a room" is selected on the room setting screen scr20, the screen transitions to the recruiting room list screen scr23.

[0115] The recruiting room list screen scr23 displays a list of rooms that are recruiting for multiplayer and are candidates for matching with your character. Here, btn71 "Room 1," btn72 "Room 2," and btn73 "Room 3" are displayed. For example, when btn71 "Room 1" is selected, the screen transitions to the multiplayer recruiting screen scr22 created by another player, and you can join as "Character 3" in the party set up by the other player.

[0116] On the recruiting room list screen scr23, rooms that are determined to be compatible based on the play history 222 may be displayed preferentially, or may be displayed in order of compatibility, or rooms with good compatibility may be highlighted to stand out.

[0117] In this way, on the multiplayer recruitment screen scr22, a party is formed by matching "Character 1 (you)," "Character 2 (AI)," and "Character 3 (other player)." When btn81 "Start" is selected, a multiplayer game is executed with the party of "Character 1 (you)," "Character 2 (AI)," and "Character 3 (other player)" (game execution screen scr24).

[0118] When the game ends, the result screen scr25 will be displayed.

[0119] The result screen scr25 displays the results of evaluating the actions taken during the game, including the number of kills and the number of times the player was incapacitated, as in the result screen scr16 in Fig. 3. Note that the results of such multiplayer games may also be accumulated in the play history 222.

[0120] Furthermore, the results screen scr25 displays the battle record data of the characters who made up the party in that game. Here, as in the battle record screen scr17 in Figure 3, the battle record data data21 of the "player character (attacker)" as "Character 1 (you)" is displayed using a radar chart of five indicators (achievements / abilities related to each of "kills," "decoy behavior," "incapacitated," "conversation," and "recovery"). Then, the battle record data data22 of "attacker C" as "Character 2 (AI)" is displayed, and the battle record data data23 of "other player 1 (healer)" as "Character 3" is displayed. This allows you to intuitively check the battle record data of characters who are compatible with the player character (you) and also understand the characteristics of those characters.

[0121] In this example, a "friend request" is displayed and recommended because the player character (you) and the other player 1 (healer) have good compatibility. The "friend request" is displayed on the screen of the game device 5 of the user controlling the player character (you) and on the screen of the game device 5 of the user controlling the other player 1 (healer), and a "friend request" button is pressed from either or both of them. By doing this, or by accepting this, a friend relationship can be established.

[0122] There may also be a function that enables searching for other players who are friend candidates based on the play history 222. For example, a "friend request" may be displayed and a search may be made for other players with a similar play style to "Other Player 1" who is determined to have good compatibility, or other players who have good compatibility with "Attacker C," or other players that fit desired search criteria entered by the user.

[0123] <Operation flow of game system 1> Next, the processing flow for the example of screen transition explained using FIGS. 3 and 4 will be explained.

[0124] 5 is a flowchart showing the flow of a process related to matching in a multiplay game, which is executed in the game system 1 according to an embodiment of the present disclosure. As shown in FIG. 5, this process includes steps st10 to st60, and each step is executed mainly by the CPUs of the server device 2 and each game device 5.

[0125] In step st10, the game is executed by the game execution means 562 in each game device 5. Specifically, a party is formed with characters (first character and second character) selected by each player (first player and second player) of each game device 5 and NPCs (first NPC and second NPC) selected from a plurality of NPCs, and a game (first game and second game) progresses in single play mode.

[0126] In step st20, the play history of the game executed by the game execution means 562 in each game device 5 in step st10 is accumulated in the storage unit 22 (play history 222) of the server device 2. Specifically, the game results of each player (first player and second player) of each game device 5 are accumulated. For example, data on the composition of a party and the battle record of that party is accumulated for each role (play style) and character played as shown in Figures 2A and 2B.

[0127] In step st30, it is determined whether "Multiplay" has been selected on each game device 5. Specifically, when btn13 "Multiplay" is selected on the menu screen scr10 shown in Fig. 4 ("Yes" in step st30), the process proceeds to step st40. On the other hand, when btn13 "Multiplay" is not selected on the menu screen scr10 shown in Fig. 4 ("No" in step st30), single play and the accumulation of the play history for that single play are repeated on each game device 5 in steps st10 and st20.

[0128] In step st40, a play history (first information) of a single play by one user (first player) is acquired by the first acquisition means 2331 in the server device 2. Specifically, in the single play by the first player, battle record data of a party made up of the player character and each NPC is acquired.

[0129] In step st50, the play history (second information) of the other user (second player) in single play is acquired by the second acquisition means 2332 in the server device 2. Specifically, in single play by the second player, battle record data of a party made up of the player character and each NPC is acquired.

[0130] In step st60, matching is performed by the matching means 234 in the server device 2 based on at least one of the play history (first information) acquired in step st40 and the play history (second information) acquired in step st50. Specifically, for example, an AI character that is compatible with the player character selected by the first player is determined based on the play history 222, and a second player who selects a player character that is compatible with that AI character is matched. In other words, a first player and a second player who operate characters that are compatible with a common AI character are matched.

[0131] In summary, in the game system 1 according to an embodiment of the present disclosure, the first acquisition means 2331 acquires a play history of a single play progressed by a first character played by a first player and each NPC. The second acquisition means 2332 acquires a play history of a single play progressed by a second character played by a second player and each NPC. The matching means 234 matches the first player and the second player based on at least one of the play histories so that a multiplayer game progresses with the first character played by the first player and the second character played by the second player.

[0132] <Effects of one embodiment> According to the game system 1 according to an embodiment of the present disclosure, a first character and a second character that have good compatibility with a common NPC (AI character) are matched. The first character and the second character that have good compatibility with the common NPC (AI character) are estimated to have good compatibility with each other, and an appropriate party is formed with members who have good compatibility. In other words, in a game played by multiple players, appropriate players can be matched.

[0133] Furthermore, as shown in Figures 2A and 2B, the battle performance data of each character constituting each party (e.g., number of kills, number of times incapacitated, titles acquired, number of times supported, etc.) is accumulated as a play history as information (first compatibility information / second compatibility information) that specifies the play style (role) of the first character / second character and their compatibility with each NPC (first compatibility / second compatibility). Then, the compatibility (good / bad) can be determined based on whether the NPC is improving the battle performance of the player character or whether the player character is improving the battle performance of the NPC.

[0134] Furthermore, on the battle record screen scr17 in Fig. 3, the battle record data of the first character / second character and the battle record data with the AI ​​character are displayed superimposed, and the battle record data of the top AI characters that are compatible with the first character / second character, or the AI ​​character selected by the user, are displayed, allowing the compatibility with each AI character to be compared.

[0135] By displaying this after the end of a single-player game (game 1) or before the start of a multiplayer game (game 3), you can check (compare) compatibility information with each character and form an appropriate party for multiplayer.

[0136] In addition, on the battle record screen scr17 in Figure 3, after the end of a single-player game (first game), the battle record data of the characters (player characters and AI characters) used in the progress of that game is displayed, allowing the player to understand their compatibility with the AI ​​characters in that game.

[0137] Furthermore, after the multiplayer game (third game) ends, the identification means 236 identifies the compatibility (third compatibility) between the first character and the second character, and if the compatibility is good, displays a "friend request" and recommends associating the first player with the second player. This allows the first player and the second player to easily form a party with player characters who are compatible with each other and progress through the multiplayer game.

[0138] <Modification>

[0139] <About the matching process in multiplayer (no AI characters)> In the multiplayer matching process explained using Figure 4, one AI character was added to the party members, but here, matching is performed without adding an AI character, and the multiplayer game progresses.

[0140] 6 is a diagram illustrating another example of screen transitions related to a game progressed by a single user in a multiplayer game on a game device 5 according to an embodiment of the present disclosure. Here, a situation is described in which a party is made up of three characters, a player character is set, and other players are matched for the remaining two characters in order to play multiplayer. Unlike the matching process described using FIG. 4, there are no AI characters among the three characters making up the party, and all three characters are characters controlled by the player.

[0141] The menu screen scr10 and the room setting screen scr20 are the same as those described with reference to FIG.

[0142] On the AI ​​character selection screen scr21, if btn62 "No AI character" is selected, the screen will transition to the multiplayer recruitment screen scr30.

[0143] On the multiplayer recruitment screen scr30, the player character (attacker) selected and set by the user on the organization screen scr11 is set as "character 1 (you)" as described with reference to FIG.

[0144] Then, "Character 2" and "Character 3" are matched with other player 1 and other player 2 as follows:

[0145] For example, assume that "Character 1 (you)" is an "attacker" and has good compatibility with AI character "Attacker C" and AI character "Healer B" based on the play history 222. In this case, it is preferable to match with other players who tend to behave like AI character "Attacker C" and AI character "Healer B."

[0146] Specifically, when paired with an attacker, the system will match other players who tend to behave like the AI ​​character "Attacker C" with other players who tend to behave like the AI ​​character "Healer B."

[0147] Furthermore, if another player 1 (attacker) who tends to behave like AI character "Attacker C" when paired with an attacker is matched (set) as "Character 2," it is preferable that another player who has good compatibility with this other player 1 (attacker) be set as "Character 3." In other words, another player 2 set as "Character 3" tends to behave like AI character "Healer B" when paired with an attacker, and is a character who has good compatibility with other player 1 (attacker), such as AI character "Attacker C" set as "Character 2."

[0148] When "Character 2" and "Character 3" are set in that order, "Character 2" is matched (set) based on its compatibility with "Character 1," and "Character 3" is matched (set) based on its compatibility with "Character 1" and "Character 2."

[0149] In this way, if "AI Co-op History Matching" is selected on the room setting screen scr20, other players who are matched as "Character 2" and "Character 3" will, based on the play history 222, allow other players such as AI character "Attacker C" and AI character "Healer B" to enter a room that is looking for multiplayer when they team up with the attacker.

[0150] For "character 2," the other player who is most similar to AI character "Attacker C" may be set, or other players who have a predetermined or higher similarity to AI character "Attacker C" may be set as candidates and selected from among them. Other players who have a predetermined or higher similarity to AI character "Attacker C" may be selected as candidates and selected from among them, for example, based on the number of past matches, the most frequent other player, the first other player, or the other player that the user prefers.

[0151] Furthermore, for "Character 3," the other player most similar to AI character "Healer B" may be set, or other players with a predetermined or higher similarity to AI character "Healer B" may be selected as candidates and set as "Character 3." As described above, since "Character 3" is preferably set taking into consideration compatibility with "Character 1" and "Character 2," other players with a predetermined or higher similarity to AI character "Healer B" are selected as candidates, and compatibility with "Other Player 1," such as AI character "Attacker C" set as "Character 2," is considered from among these candidates. In other words, it is preferable to match other players who have good compatibility with AI character "Attacker C," or, based on the number of past matches, it is also possible to match the most frequently matched other players, the first other players, and other players preferred by the user.

[0152] Also, if "Friend Priority" is selected on the room setting screen scr20, other players who are "friends" with the player character (you) will be given priority when matching.

[0153] On the other hand, when btn52 "Find a room" is selected on the room setting screen scr20, the screen transitions to a room recruitment list screen scr23. The room recruitment list screen scr23 is the same as that described with reference to FIG.

[0154] In this way, on the multiplayer recruiting screen scr30, a party is formed by matching "Character 1 (you)," "Character 2 (other player 1)," and "Character 3 (other player 2)." When btn91 "Start" is selected, a multiplayer game is executed with the party of "Character 1 (you)," "Character 2 (other player 1)," and "Character 3 (other player 2)" (game execution screen scr31).

[0155] When the game ends, the result screen scr32 will be displayed.

[0156] The result screen scr32 is generally similar to the result screen scr25 described in FIG. 4, and displays the battle record data of the characters that made up the party in that game. Here, like the battle record screen scr17 in FIG. 3, the battle record data data31 of the "player character (attacker)" referred to as "character 1 (you)" is displayed using a radar chart of five indicators (achievements / abilities related to each of "kills," "decoy behavior," "incapacitated," "conversation," and "recovery"). Then, the battle record data data32 of "other player 1 (attacker)" referred to as "character 2" is displayed, and the battle record data data33 of "other player 2 (healer)" referred to as "character 3" is displayed. This allows you to intuitively check the battle record data of characters that are compatible with the player character (you) and also understand the characteristics of those characters.

[0157] In this example, a "friend request" is displayed and recommended because the player character (you) has good compatibility with other player 1 (attacker) and other player 2 (healer). The "friend request" is displayed on the screen of the game device 5 of the user controlling the player character (you), the game device 5 of the user controlling other player 1 (attacker), and the game device 5 of the user controlling other player 2 (healer), and a "friend request" button is pressed from one or both of them. By doing this, or by accepting this, a friend relationship can be established.

[0158] Here, too, a search function for searching for other players similar to "other player 1" and "other player 2" as described with reference to FIG. 4 may be provided.

[0159] The room setting screen scr20 has a btn53 "Recommended" button, and when this btn53 "Recommended" is selected, for example, as explained in Figure 6, it may be possible to automatically match other players who are most compatible with "Character 1 (you)" without including an NPC (AI character), or if there are not enough other players waiting to be matched to constitute a party, it may be possible to automatically set an NPC (AI character) that is compatible.

[0160] <Effects of the modified version> According to this variation, a second character similar to an NPC (AI character) that has a good compatibility with the first character is matched. This allows appropriate players to be matched without adding an NPC (AI character) to the party. As a result, a multiplayer game can be played with multiple players without adding an NPC (AI character).

[0161] 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.

[0162] In the above embodiment, the game device 5 is a smartphone, but the game device 5 may be an amusement machine provided in a game center or the like.

[0163] In the above embodiment, the game is a role-playing game, but the present invention is not limited to this. The game can be applied to various types of games, such as action games, shooting games, command battle role-playing games, and action role-playing games, which involve cooperation with other characters.

[0164] In the above embodiment, the respective means function in the game system 1 configured with the server device 2 and the game device 5, but this is not limiting. All or part of the respective means of the program may function in a communication terminal separate from the server device 2 and the game device 5, or may function in two of these devices that can be combined. Furthermore, when the server device 2 and the game device 5 (or part of them) function as an integrated unit, it is also possible to appropriately change which means function in which device.

[0165] 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]

[0166] 1. Game System 2. Server device 5...Game device 6. Communication Network 21,51...Network interface 22,55...Storage section 23,56...Control unit 29,59…bus 52...Graphics processing unit 53...Audio processing unit 54...Operation unit 61...Display 62...Speaker 63...Touchpad 221...User DB 222...Play history 231...Information processing means (game execution means) 232...Collation means 233,2331,2332…Acquisition method 234...Matching method 235, 2351, 2352, 2353...Output means 236…Identification means 561...Means of communication 562...Game execution means 563...Voice control means 564...Display control means

Claims

1. a first acquisition means for acquiring first information, which is a play history of a first game progressed through cooperation between a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the actions of the character, and which is a play history for each of the first control information corresponding to the first character; a second acquisition means for acquiring second information, which is a play history of a second game progressed through cooperation between a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the actions of the character, and which is a play history for each of the second control information corresponding to the second character; a matching means for matching the first player with the second player based on at least one of the first information and the second information so that the third game progresses through cooperation between the first character and the second character; the first control information and the second control information are information based on the type of the character; Server device.

2. the first information includes first compatibility information that specifies a first compatibility between a play style of the first player when operating the first character and the first control information; the second information includes second compatibility information that specifies a second compatibility between a play style of the second player when operating the second character and the second control information; The server device according to claim 1 .

3. performing the matching based on first information and second information corresponding to the common first control information and second control information; The server device according to claim 1 .

4. the first compatibility information includes first comparison information that allows the first compatibility to be compared among a plurality of the first control information; the second compatibility information includes second comparison information that allows the second compatibility to be compared among a plurality of the second control information; the matching means matches the first player with the second player based on at least one of the first comparison information and the second comparison information; The server device according to claim 2 .

5. further comprising first output means for outputting, after the first game ends, information for displaying the first chemistry information associated with first control information used in the progress of the first game; The server device according to claim 2 .

6. a second output means for outputting, after the first game ends or before the third game starts, information for displaying first comparison information related to the first control information that satisfies a predetermined condition; The server device according to claim 4.

7. The third game is progressed by having the first NPC or the second NPC participate in addition to the first character and the second character. The server device according to claim 1 .

8. The third game is progressed without the participation of the first NPC or the second NPC. The server device according to claim 1 .

9. an identification means for identifying a third compatibility, which is a compatibility between a play style when the first player operates the first character and a play style when the second player operates the second character, after the third game is completed; a third output means for outputting recommendation information that recommends associating the first player with the second player based on the third compatibility; The server device according to claim 1 .

10. the third compatibility is identified based on a similarity between a play style of the second player when operating the second character and any one of the plurality of pieces of second control information; The server device according to claim 9.

11. A game system having a server device and a game device, a first acquisition means for acquiring first information, which is a play history of a first game progressed through cooperation between a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the actions of the character, and which is a play history for each of the first control information corresponding to the first character; a second acquisition means for acquiring second information, which is a play history of a second game progressed through cooperation between a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the actions of the character, and which is a play history for each of the second control information corresponding to the second character; a matching means for matching the first player with the second player based on at least one of the first information and the second information so that the third game progresses through cooperation between the first character and the second character; the first control information and the second control information are information based on the type of the character; Game system.

12. 1. A computer-implemented gaming method comprising: a first acquisition step of acquiring first information, which is a play history of a first game progressed through cooperation between a first character selected by a first player and a first NPC controlled based on first control information selected from a plurality of first control information having different control contents for controlling the actions of the character, and which is a play history for each of the first control information corresponding to the first character; a second acquisition step of acquiring second information, which is a play history of a second game progressed through cooperation between a second character selected by a second player and a second NPC controlled based on second control information selected from a plurality of second control information having different control contents for controlling the actions of the character, and which is a play history for each of the second control information corresponding to the second character; a matching step of matching the first player with the second player based on at least one of the first information and the second information so that the third game progresses through cooperation between the first character and the second character, the first control information and the second control information are information based on the type of the character; How to play the game.

Citation Information

Patent Citations

  • Server device for net game, net game progress control method, and program for executing net game

    JP2002210249A

  • Game system

    JP2006149425A

  • Server system, program and information storage medium

    JP2007229040A

  • Game machine

    JP2016063987A

  • Computer system and game system

    JP2021122364A