Systems, methods, and programs for providing games

The system encourages players to host events in online games by allowing them to set rules and receive rewards, addressing the lack of engagement in conventional games by promoting event hosting and participation.

JP7884438B2Active Publication Date: 2026-07-03DENA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DENA CO LTD
Filing Date
2022-11-25
Publication Date
2026-07-03

AI Technical Summary

Technical Problem

Conventional online games lack mechanisms to actively encourage players to host events, leading to insufficient engagement and participation.

Method used

A system and method that allows players to host in-game events, set execution rules, and receive rewards based on player-specific parameters, including changing the configurable range of these rules.

Benefits of technology

Facilitates the hosting of in-game events by providing incentives and encouraging player engagement through customizable event rules and rewards, enhancing player participation and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To promote holding of an event in a game by a player of the game.SOLUTION: A providing server 10 according to an embodiment of the present invention, is communicatively connected with a player terminal 30 via a communication network 20, and provides a game to a user operating the player terminal 30. Since the server 10 gives, to the player, an event related reward containing a change of a setting available range of an execution rule of the event in the game on the basis of a value of prescribed parameter associated with the player, the server can give a pleasure related to holding of the event.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a system, a method, and a program for providing a game.

Background Art

[0002] Conventionally, in online games and the like, events within the game may be held (for example, see Patent Document 1 below). Such events are typically configured to allow multiple players to participate, and the communication among the players participating in the event is promoted. Also, such events may be held by each player, and the player can enjoy holding an event and inviting other players to participate.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional games as described above, if the enjoyment for the player holding the event is not sufficient, the event will not be actively held. Therefore, it is desired to realize a mechanism that promotes the holding of events by players.

[0005] One of the objects of the embodiments of the present invention is to promote the holding of events within the game by the players of the game. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Means for Solving the Problems

[0006] [[ID=四十五]] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors perform the steps of: receiving an application from a specific player to hold an in-game event in which other players can participate; receiving the setting of the rules for executing the event by the specific player; controlling the execution of the event based on the set rules for executing the event; and granting the specific player a reward related to the event based on the value of a parameter associated with the specific player, wherein the reward includes changing the configurable range of the rules for executing the event.

[0007] A method according to one embodiment of the present invention is a method for providing a game, performed by one or more computers, comprising: receiving an application from a specific player to hold an in-game event in which other players can participate; receiving a setting by the specific player for the rules for executing the event; controlling the execution of the event based on the set execution rules for the event; and granting the specific player a reward related to the event based on the value of a parameter associated with the specific player, wherein the reward includes changing the configurable range of the execution rules for the event.

[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to perform the following steps: receiving an application from a specific player to hold an in-game event in which other players can participate; receiving the setting of the execution rules for the event by the specific player; controlling the execution of the event based on the set execution rules for the event; and granting a reward related to the event to the specific player based on the value of a parameter associated with the specific player, wherein the reward includes changing the configurable range of the execution rules for the event. [Effects of the Invention]

[0009] Various embodiments of the present invention facilitate the hosting of in-game events by game players. [Brief explanation of the drawing]

[0010] [Figure 1] A schematic diagram showing the configuration of a network including a game provision server 10 according to one embodiment of the present invention. [Figure 2] A diagram illustrating the information managed by player information table 151. [Figure 3] A diagram illustrating the information managed by event management table 153. [Figure 4] A diagram illustrating the information managed by stage management table 155. [Figure 5] An example diagram showing the top screen of a custom tournament (version 50). [Figure 6] An example diagram of the tournament details screen 60. [Figure 7] This diagram illustrates the tournament details screen 60 when it is possible to register for a corresponding custom tournament. [Figure 8] A flowchart illustrating the processes that Server 10 executes when a player hosts a custom tournament. [Figure 9] A diagram illustrating the tournament settings screen 70. [Figure 10] This diagram illustrates screen 80 of the tournament settings (extended items). [Figure 11] This diagram illustrates the tournament details screen 60 when you are the organizer of a corresponding custom tournament and the number of participating players has reached the minimum required number. [Figure 12] This diagram illustrates the tournament details screen 60 when a player is participating in a corresponding custom tournament and the tournament has started. [Figure 13] An example diagram of the battle screen 90. [Figure 14] A flowchart illustrating the process that Server 10 performs to determine each player's tournament organizer rank. [Figure 15]A diagram illustrating the promotion conditions and maintenance conditions for each rank of the conference organizer.

Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same or similar components may be assigned the same reference numerals.

[0012] FIG. 1 is a configuration diagram schematically showing the configuration of a network including a game providing server 10 according to an embodiment of the present invention. As shown in the figure, the server 10 is communicably connected to a player terminal 30 via a communication network 20 such as the Internet. In FIG. 1, only one player terminal 30 is shown, but the server 10 is communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.

[0013] In the present embodiment, the game provided by the server 10 includes various types of games, for example, but not limited to, action games, battle games, card games, RPGs, and puzzle games.

[0014] First, the hardware configuration of the game providing server 10 will be described. The game providing server 10 is configured as a general computer, and as shown in FIG. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like not shown in the figure.

[0015] The computer processor 11 is configured as a CPU or GPU or the like, reads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is constituted by, for example, DRAM or the like.

[0016] The input / output interface 13 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 13 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 13 includes image output devices such as displays and audio output devices such as speakers.

[0017] The communication interface 14 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0018] The storage 15 is composed of, for example, a magnetic disk, flash memory, etc. The storage 15 stores various programs, including the operating system, and various data. For example, as shown in Figure 1, the storage 15 has a player information table 151 that manages information about game players, an event management table 153 that manages information about events held by players, and a stage management table 155 that manages information about stages played in events. Also, for example, the storage 15 stores a server-side program 40 according to one embodiment of the present invention. This program 40 is a program that causes the game provision server 10 to function as all or part of a system for providing games. At least a part of the server-side program 40 may be configured to be executed on the player terminal 30 side via a terminal-side program 42, which will be described later.

[0019] In this embodiment, the game provision server 10 may be configured using multiple computers, each having the hardware configuration described above. For example, the server 10 may be configured by one or more server devices.

[0020] The game provision server 10 configured in this way functions as both a web server and an application server. It responds to requests from the terminal-side program 42 installed on the player terminal 30, performs various processes, and transmits screen data (e.g., HTML data) and control data, etc., to the player terminal 30 according to the results of those processes. The player terminal 30 then outputs a web page or other screen based on the received data.

[0021] Next, the hardware configuration of the player terminal 30 will be described. The player terminal 30 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 31, main memory 32, input / output interface 33, communication interface 34, and storage (memory device) 35. These components are electrically connected via buses and the like (not shown).

[0022] The computer processor 31 is configured as a CPU or GPU, and loads various programs stored in storage 35, etc., into the main memory 32 and executes various instructions contained in those programs. The main memory 32 is configured as, for example, DRAM.

[0023] The input / output interface 33 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 33 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 33 includes image output devices such as displays and audio output devices such as speakers.

[0024] The communication interface 34 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0025] The storage 35 is composed of, for example, a magnetic disk or flash memory. The storage 35 stores various programs, including the operating system, and various data. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. The storage 35 also stores the terminal-side program 42. This program 42 is configured as a web browser or other application (for example, a game application in this embodiment), and as described above, it can be configured to execute at least a part of the server-side program 40.

[0026] In this embodiment, the player terminal 30 may be configured as a smartphone, tablet terminal, wearable device, personal computer, or dedicated game terminal, etc.

[0027] A user (game player) operating the player terminal 30 configured in this way can play the game provided by the server 10 by communicating with the server 10 via the terminal-side program 42 installed on the storage 35, etc.

[0028] Next, the functions of the game provision server 10 configured in this way will be described. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 113 by executing instructions contained in a program loaded into the main memory 12 (for example, at least a part of the server-side program 40).

[0029] The management function control unit 111 is configured to perform various processes related to the control of the game's management functions in this embodiment. For example, the management function control unit 111 transmits screen data and control data for various screens related to the management functions to the player terminal 30, performs various processes in response to player input via the screens output on the player terminal 30, and transmits screen data and control data to the player terminal 30 according to the results of those processes. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.

[0030] The game progress control unit 113 is configured to perform various processes related to controlling the progress of the game in this embodiment. For example, the game progress control unit 113 transmits screen data and control data for various screens used to control the progress of the game to the player terminal 30, performs various processes in response to player input via the screens output on the player terminal 30, and transmits screen data and control data to the player terminal 30 according to the results of those processes.

[0031] In this embodiment, the game progress control unit 113 is configured to receive applications from players to hold in-game events. These events are typically configured as events in which one or more other players can participate. Applications to hold events are made, for example, via a screen displayed on the player terminal 30. Information regarding events for which applications have been accepted is managed, for example, in the event management table 153.

[0032] Furthermore, the game progress control unit 113 is configured to accept player settings for the execution rules of events to be held. The setting of event execution rules is done, for example, via a screen displayed on the player terminal 30. Information regarding the set event execution rules is managed, for example, in the event management table 153.

[0033] Furthermore, the game progress control unit 113 is configured to control the execution of an event based on the set execution rules for that event.

[0034] Furthermore, the game progress control unit 113 is configured to grant event-related rewards to a player based on the values ​​of predetermined parameters associated with that player. The values ​​of these predetermined parameters are managed, for example, in the player information table 151.

[0035] Event-related rewards include various rewards related to events, typically supporting players in hosting events (e.g., providing players with benefits). In this embodiment, event-related rewards include changing the configurable range of event execution rules (e.g., expanding that range).

[0036] Thus, in this embodiment, the game provision server 10 grants event-related rewards to a player, including changes to the configurable range of the rules for executing in-game events, based on the value of a predetermined parameter associated with the player. This allows the player to enjoy the process of hosting the event. In other words, the server 10 can encourage players to host in-game events.

[0037] In this embodiment, the predetermined parameters used for awarding event-related rewards can be updated based on various criteria. For example, the game progress control unit 113 is configured to update the values ​​of predetermined parameters associated with a player based on the execution status of an event held by that player. The execution status of an event can be managed, for example, in the event management table 153, and includes, for example, the number of times an event has been held in a certain period, and / or the number of players participating in the event. This configuration makes it possible to update the values ​​of parameters used for awarding event-related rewards based on the execution status of the event, thereby further encouraging players to hold events.

[0038] In this embodiment, events include various types of events. For example, an event may be configured to play the same game as the main game, or to play a sub-game (e.g., a mini-game) that is different from the main game.

[0039] Furthermore, in an event, stages may be played repeatedly by multiple players participating in the event. In this case, the event execution status described above, which is used to update the values ​​of predetermined parameters, includes, for example, the number of times a stage has been played (including the total or average number of plays by multiple players). A stage includes a match played by multiple players, and the stage execution status is managed, for example, in a stage management table 155. This configuration makes it possible to update the values ​​of parameters used to award event-related rewards based on the number of times stages are played repeatedly in the event, and as a result, it may promote excitement in the event.

[0040] In this embodiment, the predetermined parameter can be of various types and forms, for example, a rank (which may also be called by other names such as "level"). In this case, the game progress control unit 113 may be configured to raise the rank of players who have met the rank-up conditions, while lowering the rank of players who have met the rank-down conditions. Furthermore, in this case, the rank-up conditions and / or rank-down conditions may be configured to be met based on the execution status of an event over a certain period of time. Such a configuration makes it possible to provide players with the enjoyment of rank increases / decreases used to grant event-related rewards.

[0041] In this embodiment, the holding of an event by a player may be notified to multiple players. For example, the game progress control unit 113 may present a screen containing information about an event held by a specific player to each of the multiple players (for example, by transmitting screen data and control data of the screen to each player terminal 30), or notify multiple players of the holding of the event via a notification means such as a push notification. In this case, the event-related reward may include a change in the range of players who are notified of the event (for example, an expansion of the range). For example, the range of players who are notified of the event may, before the change (before the corresponding reward is granted), be the range of players who have a predetermined relationship with the player holding the event (for example, friends), and after the change (after the corresponding reward is granted), be expanded to include other players. This configuration makes it possible to grant players the change in the range of players who are notified of the event as an event-related reward, and as a result, it is possible to further encourage players to hold events.

[0042] Furthermore, the game progress control unit 113 may be configured to display a screen containing event information related to an event hosted by a player to multiple players. For example, the game progress control unit 113 responds to requests from each player terminal 30 and transmits screen data and control data of the screen to the player terminal 30. The event information can be set by the player hosting the corresponding event, and in this case, the event-related rewards include content (images, etc.) that can be set as event information. For example, the game progress control unit 113 is configured to accept the setting of event information including content by the player hosting the event. Such a configuration makes it possible to provide players with content that can be set as event information as event-related rewards, and as a result, it is possible to further encourage players to host events.

[0043] In this embodiment, the event execution rules include various rules, conditions, and other parameters for controlling the execution of the event. For example, in the event of this embodiment, a match may be played by multiple players participating in the event, in which case the event execution rules include the rules for that match. Such a configuration makes it possible to reward players, including changing the configurable range of rules for the match played in the event.

[0044] Furthermore, in the event of this embodiment, a stage may be played by multiple players participating in the event, and the stage may be played using an object selected from among multiple objects possessed by the players. In this case, the game progress control unit 113 may be configured to set the usage conditions for the object as part of the execution rules of the event. The usage conditions for the object may include, for example, usage conditions based on the type of object (conditions that require (or prohibit) the use of a specific type of object), and usage conditions based on various parameters associated with the object (cost, attributes, etc.) (conditions regarding the total cost of the objects included in the deck). Such a configuration allows players to set the usage conditions for the object as part of the execution rules of the event.

[0045] Next, a specific example of one embodiment of the game provision server 10 having such functions will be described. In this example, the game provision server 10 provides a competitive game using a deck composed of multiple characters. The competitive game is governed by rules based on the game of Othello (Reversi), and the characters that make up the deck behave as Othello pieces. Note that this competitive game is just one example of a game in this embodiment, and in other examples of this embodiment, various types of games other than competitive games may be applied.

[0046] First, let's explain the information managed by each table in this example. Figure 2 illustrates the information managed by the player information table 151 in this example. In this example, the player information table 151 manages information about the game's players and, as shown in the figure, associates it with a "player account" that identifies individual players and manages information such as "regular tournament rank" indicating the rank in regular tournaments, "regular tournament points earned" indicating the points earned in regular tournaments, "tournament organizer rank" indicating the rank as a custom tournament organizer, "owned item information" which is information about owned items, "owned character information" which is information about owned characters, "deck information" which is information about assembled decks, "saved execution rule information" which is information about saved execution rules from past custom tournaments, and "friend information" which is information about friends.

[0047] In this example, a regular tournament is a competition held periodically by the game provider (operator). In a regular tournament, matches are repeatedly played between two players (matched according to predetermined rules each time) over a predetermined period (for example, one month). Points earned in a regular tournament increase when a match is won and decrease when a match is lost. When the points earned reach the lower limit of the next rank, the player is promoted, and when the points earned reach the upper limit of the next rank, the player is demoted. Players can earn rewards for the regular tournament based on their rank at the end of each period of the tournament.

[0048] In this example, a custom tournament is a tournament hosted by a player, and as will be explained in more detail later, its rules are set by that player (on the other hand, the rules for regular tournaments are set by the game provider (operator)). The saved rules information registers information about the rules of custom tournaments that a player has hosted in the past and for which the player has instructed the saving of the rules. In a custom tournament, matches are repeatedly played between two players participating in the tournament (matched according to predetermined rules for each match). Players can earn rewards based on their ranking in the number of wins at the end of the custom tournament.

[0049] The tournament organizer rank is the rank of a custom tournament organizer, and this rank is set to one of four values ​​from "0" to "3". In this example, the initial value of the tournament organizer rank is "0", and the highest rank is "3". Friendship is established when one player requests to become friends and the other player accepts.

[0050] In this example, a deck is composed of a predetermined number of characters (for example, 16) selected by the player from among the characters they own. Characters are given to the player at various times, for example, through a lottery (gacha) and as various rewards. Deck information includes information that identifies each of the multiple characters that make up the deck. In this example, a player can register multiple decks.

[0051] Figure 3 illustrates the information managed by the event management table 153 in this example. In this example, the event management table 153 manages information about custom tournaments held as in-game events by each player. As shown in the figure, it manages information such as the "Tournament ID" that identifies an individual custom tournament, the "Organizer Player Account" that identifies the player (organizer) holding the custom tournament, the "Month and Year of Held Tournament", the "Execution Rule Information" which is information about the rules for running the tournament, the "Status", the "Reserved Player Information" which is information about reserved players who have reserved to participate in the tournament, the "Participating Player Information" which is information about participating players who are taking part in the tournament, the "Intense Score", and the "Average Number of Matches", which is the average number of matches played by each player taking part in the tournament.

[0052] The status will have a value corresponding to one of the following: "Available for booking," "Available to participate," "In progress," or "Finished." The Intensity Score is a score that indicates the "intensity" of the tournament, and is calculated so that it increases as the number of participating players and the number of matches played in the tournament increase.

[0053] Figure 4 illustrates the information managed by the stage management table 155 in this example. In this example, the stage management table 155 manages information about individual matches as stages in a custom tournament. As shown in the figure, it manages information such as a "match ID" that identifies an individual match, a "tournament ID" that identifies the corresponding custom tournament, a "first player account" that identifies the first player (black in Othello), a "second player account" that identifies the second player (white in Othello), and "match result information" which is information about the match result.

[0054] The above explains the information managed by each table in this example. Next, we will explain the processes executed by the game provision server 10 and the screens displayed on the player terminal 30 in this example.

[0055] Figure 5 illustrates the custom tournament top screen 50 displayed on the player terminal 30. This screen 50 is used to participate in and host custom tournaments, and as shown in the figure, it has a tournament information display area 52 that displays information about the custom tournament, a recommended tournament button 54 with the text "Recommended", a search button 56 with the text "Search", and a host button 58 with the text "Host".

[0056] The tournament information display area 52 displays custom tournaments for which participation applications or reservations are possible, including tournaments hosted by friends of the corresponding player (the player operating the player terminal 30 on which screen 50 is output), and multiple tournaments hosted by players with the highest tournament organizer rank of "3". In other words, custom tournaments hosted by players with a tournament organizer rank of "3" can be notified not only to the player's friends but also to players who are not friends. Specifically, the tournament information display area 52 has up to four individual display areas 521 arranged horizontally, each corresponding to an individual tournament. Each area 521 displays the profile image of the organizer of the corresponding tournament.

[0057] In this example, custom tournaments can be categorized into "regularly scheduled" tournaments that start within 60 minutes and "scheduled" tournaments that start within 3 to 72 hours. Custom tournaments also have a setting to allow players to join mid-tournament (joining after the tournament has started). Players can register for custom tournaments that are currently underway (after the start but before the end) and allow mid-tournament entry, regularly scheduled tournaments that have not yet started, and scheduled tournaments where the remaining time until the start date falls within the entry period (player registration period). Players can reserve their participation in custom tournaments that are scheduled tournaments where the remaining time until the start date falls outside the entry period. The tournament information display area 52 displays up to four of the custom tournaments listed, ordered by the shortest remaining time until the start date.

[0058] Furthermore, below the individual display area 521, the text "Participation possible midway" is displayed if the corresponding tournament has already started (is in progress), the remaining time of the entry period is displayed if the corresponding tournament is within the entry period, and the start date and time are displayed if the corresponding tournament is a scheduled event and the remaining time until the start date and time is outside the entry period. In addition, if the corresponding tournament is a scheduled event and the remaining time until the start date and time is outside the entry period, a scheduled event object 522 with the text "Scheduled" added to it is placed in the individual display area 521.

[0059] Additionally, a list button 523 is located in the lower right corner of the tournament information display area 52. When this button 523 is selected, a screen (not shown) is displayed that allows all custom tournaments to be displayed to be listed.

[0060] The Recommended Tournament button 54 is an object used to display custom tournaments recommended by the game provider (operator). When this button 54 is selected, a screen (not shown) displaying a list of these custom tournaments is displayed.

[0061] The search button 56 is an object used to search for custom tournaments. When this button 56 is selected, a screen (not shown) is displayed for specifying search criteria to search for custom tournaments.

[0062] Players can select their desired custom tournament via the tournament information display area 52 on the custom tournament top screen 50, and via screens displayed by selecting the recommended tournament button 54 or the search button 56. When a specific custom tournament is selected by the player, the tournament details screen 60, as illustrated in Figure 6, is displayed on the player terminal 30. As shown in the figure, the screen 60 has a basic information display area 62 that displays the basic information of the tournament, an execution rules display area 64 that displays the rules for running the tournament, and a participation button 66 with the text "Participate". The tournament details screen 60 in Figure 6 corresponds to the case where the corresponding custom tournament is open for registration.

[0063] The basic information display area 62 has a banner image set as the background image, and the basic information is displayed overlaid on this image. The banner image is set by the player hosting the corresponding custom tournament. The basic information includes the number of participating players, battle time (time from the start to the end of the custom tournament), the host player account, and the host's regular tournament rank, etc. The execution rules display area 64 displays information about the execution rules set by the tournament host.

[0064] The Participation button 66 is an object used to register for a tournament. When this button 66 is selected, the corresponding player is registered as a participating player, and specifically, the participating player information for the corresponding tournament is updated in the event management table 153 (the player account of the corresponding player is registered as a participating player).

[0065] Figure 7 illustrates the tournament details screen 60 when the corresponding custom tournament is in a state where registration is possible (i.e., it is a scheduled event and the remaining time until the start date and time is outside the entry period). In this state, the tournament details screen 60, as shown in the figure, has a reservation button 66A with the text "Reserve" added to it, instead of the participation button 66. This button 66A is an object for registering for the tournament. When this button 66A is selected, the corresponding player is registered as a reserved player, and specifically, the reserved player information for the corresponding tournament is updated in the event management table 153 (the player account of the corresponding player is registered as a reserved player). Once registered as a reserved player, a notification (including a push notification) prompting registration will be sent when it becomes possible to register for the target custom tournament (specifically, when the remaining time until the start date and time falls within the entry period).

[0066] Returning to the custom tournament top screen 50 in Figure 5, the "Start" button 58 is an object that allows players to start a custom tournament. Now, let's explain the function for starting a custom tournament.

[0067] Figure 8 is a flowchart illustrating the processes that Server 10 executes when a player hosts a custom tournament. First, Server 10 accepts applications to host a custom tournament, as shown in the figure (step S100). Applications to host a tournament are made by selecting the Host button 58 on the custom tournament top screen 50.

[0068] Figure 9 illustrates the tournament settings screen 70 that is displayed in response to the selection of the "Hold" button 58. This screen 70 is for setting the rules for running a custom tournament, and as shown in the figure, it has a rule storage button 72, an extended settings button 74, and a "Confirm Hold" button 76 at the bottom of the screen.

[0069] The rules for a custom tournament, as set via the tournament settings screen 70, include, as shown in the diagram, the type of tournament (whether or not coins must be consumed to participate), the tournament name, a password (used to restrict which players can participate in the tournament), a banner image, battle time (the time from the start to the end of the tournament), the timing of the event (regular or scheduled event), the entry period (the period during which other players can join), the maximum number of battles, whether or not to join midway, the maximum deck cost (the upper limit on the total cost of the pieces (characters) included in the deck), deck attribute restrictions, usable decks, rank difference bonus (whether or not such a bonus is given), board designation, required pieces to include in the deck (pieces that must be included in the deck), unusable pieces (pieces that are prohibited from being included in the deck), and friends to whom invitations can be sent.

[0070] The banner image can be selected from a pre-prepared set of images. For example, as mentioned above, the banner image is applied as the background image for the basic information display area 62 on the tournament details screen 60. In this example, when the tournament organizer rank reaches the highest level of "3," a special banner image becomes available for selection (use).

[0071] The game board is an Othello board, and you can select your desired board from several pre-prepared boards. The boards differ from each other in their layout of squares and the effects assigned to each square.

[0072] The Rule Warehouse button 72 is an object for loading execution rules for past custom tournaments that have been previously saved by the player. When this button 72 is selected, a screen (not shown) is displayed that lists past tournaments (managed in the saved execution rule information of the player information table 151) for which the execution rules have been previously saved. The player can then instruct the system to load the execution rules for past tournaments through this screen.

[0073] The Extended Settings button 74 is an object used to configure extended items for the rules of a custom tournament. In this example, the configuration of extended items for the rules is restricted to players whose tournament organizer rank is "1" or higher. Specifically, the Extended Settings button 74 is configured to be unavailable if the corresponding player's tournament organizer rank is "0".

[0074] Figure 10 illustrates the tournament settings (extended items) screen 80 that is displayed in response to the selection of the extended settings button 74. As shown in the figure, screen 80 is a screen for setting extended items for the execution rules of a custom tournament, and has a back button 82 at the bottom of the screen.

[0075] The extended rules for execution, which can be set via the Tournament Settings (Extended Items) screen 80, consist of three groups, as shown in the diagram: a first group of extended items 831 that can be set by players with a Tournament Organizer Rank of "1" or higher, a second group of extended items 832 that can be set by players with a Tournament Organizer Rank of "2" or higher, and a third group of extended items 833 that can be set by players with a Tournament Organizer Rank of "3" or higher. The first group of extended items 831 includes deck attribute adjustments (adjustments to HP and attack power for each attribute of the deck (fire, water, and wind)) and cost increases / decreases by rarity unit (S, A, B, and C); the second group of extended items 832 includes cost increases / decreases by character unit and leader piece designation (designation of pieces (characters) that can be used as the leader of the deck); and the third group of extended items 833 includes custom board creation (editing the layout of squares included in the board and the effects to be set, etc.) and BGM settings. Thus, in this example, the number of executable rule items that can be set increases as the Tournament Organizer Rank increases.

[0076] Returning to the tournament settings screen 70 in Figure 9, when the "Confirm Event" button 76 is selected, the application for hosting a custom tournament is confirmed, and the server 10 accepts the application. In response to the acceptance of the application, a new record is inserted into the event management table 153, and the tournament ID, organizer player account, year and month of the event, rules information, and status are registered.

[0077] Returning to the flowchart in Figure 8, once the application for hosting a custom tournament is received, the server 10 then waits for the conditions for starting the custom tournament to be met (NO in step S110). In this example, the conditions for starting the custom tournament are met in either (1) or (2) below. (1) The organizer will give the signal to start once the number of participating players has reached the minimum required number. (2) The entry period will end when the number of participating players reaches the minimum number required to hold the event.

[0078] The organizer initiates the start of a custom tournament via the tournament details screen 60. Figure 11 illustrates the tournament details screen 60 when the player is the organizer of the corresponding custom tournament and the number of participating players has reached the minimum number required to hold the tournament. In this state, as shown in the figure, the tournament details screen 60 displays a start button 66B with the text "Start" added to it, instead of the participate button 66. This button 66B is an object used to start a custom tournament before the entry period ends. When this button 66B is selected, the instruction to start the custom tournament is issued.

[0079] Furthermore, on the tournament details screen 60 when the player is the organizer of a custom tournament, a rule save button 67 with the text "Save Rules" is located in the lower left corner. This button 67 is an object used to save the configured execution rules as the execution rules for past custom tournaments. When this button 67 is selected, the execution rules for the corresponding custom tournament are saved, and specifically, the saved execution rule information for the corresponding player is updated in the player information table 151.

[0080] Returning to the flowchart in Figure 8, once the conditions for starting a custom tournament are met (YES in step S110), server 10 then starts the custom tournament (step S120). Specifically, the status of the corresponding tournament in event management table 153 is updated to "In Progress".

[0081] Once a custom tournament begins, server 10 controls the execution of matches between players participating in the same tournament (step S130). This control of match execution continues until the termination conditions for the custom tournament are met (NO in step S140).

[0082] Figure 12 illustrates the tournament details screen 60 when a player is participating in a corresponding custom tournament (is a participating player in the tournament) and the custom tournament is currently underway. In this state, the tournament details screen 60 has a battle button 66C with the text "Battle" added to it, instead of the participation button 66, as shown in the figure. This button 66C is an object for requesting a battle, and when this button 66C is selected, a battle request is made, and the corresponding player enters a state of waiting to be matched with an opponent. Server 10 matches the two players in the same tournament who are waiting to be matched as opponents.

[0083] Figure 13 illustrates a battle screen 90 that is output on the corresponding player terminal 30 when a match is made. This screen 90 is for playing a game against an opponent and, as shown in the figure, has an opponent information display area 92 that displays information about the opponent, a board display area 94 that displays the game board, and a player information display area 96 that displays information about the player themselves.

[0084] The opponent information display area 92 displays the opponent's player account, etc., and has an HP gauge 921 that shows the opponent's HP status (maximum value and current value). The board display area 94 displays the board 941. The board 941 is composed of multiple squares 942.

[0085] The player information display area 96 includes an HP gauge 961 that shows the player's HP status (maximum value and current value), four piece objects 963 corresponding to four pieces (characters) automatically selected from the pieces (characters) included in the player's deck, and four piece information display areas 965 that display information about each of the four pieces. The area 965 displays the parameter values ​​(attack power, etc.) set for the corresponding piece.

[0086] As mentioned above, the rules of Othello, using pieces (characters) as stones, apply to this example match. Specifically, when any of the four hand pieces is placed on one of the empty squares 942 on the board 941 that can surround an opponent's piece, the surrounded opponent's piece is flipped over. Damage is dealt to the opponent and / or the player's HP is restored based on the number of flipped opponent's pieces, the values ​​of various parameters of each piece (placed piece, flipped piece, piece on the board, and hand piece, etc.), and the effect set on square 942. When any of the four hand pieces is placed on the board 94, a piece is automatically selected from the remaining pieces in the deck and added to the hand. The player who reduces the opponent's HP to 0 wins. The match details are registered in the stage management table 155. These matches are repeated until the conditions for ending the custom tournament are met.

[0087] Returning to the flowchart in Figure 8, when the termination condition for the custom tournament is met (YES in step S140), Server 10 terminates the custom tournament (step S150). The termination condition is met when the remaining battle time runs out. Once the tournament ends, rewards are awarded to each player. The rewards awarded are determined based on the players' performance (ranking by number of wins). Also, once the tournament ends, the tournament's intensity score and average number of matches are calculated and registered in the event management table 153.

[0088] The above explains the function for hosting custom tournaments. Next, we will explain the process for updating the tournament organizer rank. In this example, each player's tournament organizer rank is determined based on the status (execution status) of custom tournaments held during a predetermined period (for example, one month).

[0089] Figure 14 is a flowchart illustrating the processes that Server 10 performs to determine each player's tournament organizer rank. These processes are executed for each player at regular intervals (for example, at the end of each month).

[0090] Server 10 first determines whether the conditions for promotion to the tournament organizer rank have been met, as shown in the diagram (step S200). Figure 15 illustrates the promotion and maintenance conditions for each tournament organizer rank in this example. As shown in the diagram, in this example, the conditions for promotion to tournament organizer rank "1" are a heated score of 1500 points or more and the number of custom tournaments held with an average of 3 or more matches each to be 5 or more; the conditions for promotion to tournament organizer rank "2" are a heated score of 2000 points or more and the number of custom tournaments held with an average of 3 or more matches each to be 5 or more; and the conditions for promotion to tournament organizer rank "3" are a heated score of 2500 points or more and the number of custom tournaments held with an average of 3 or more matches each to be 10 or more. In step S200, it is determined whether the conditions for promotion to the rank one level above the player's current rank have been met.

[0091] Then, if the promotion conditions are met (YES in step S200), server 10 promotes the player to the next higher rank (step S210). Specifically, the tournament organizer rank of the corresponding player is updated (increased by 1) in player information table 151.

[0092] On the other hand, if the promotion conditions have not been met (NO in step S200), Server 10 then determines whether the conditions for maintaining the tournament organizer rank have been met (step S220). As illustrated in Figure 15, in this example, the conditions for maintaining tournament organizer rank "1" are that at least one custom tournament has been held with an average of 3 or more matches, the conditions for maintaining tournament organizer rank "2" are that at least two custom tournaments have been held with an average of 3 or more matches, and the conditions for maintaining tournament organizer rank "3" are that the number of custom tournaments held is at least two, with a heated score of 1000 points or more and an average of 3 or more matches. In step S220, it is determined whether the conditions for maintaining the player's current rank have been met.

[0093] Then, if the maintenance conditions are met (YES in step S220), the process ends as is. However, if the maintenance conditions are not met (NO in step S220), server 10 demotes the player to the next lower rank (step S230). Specifically, the tournament organizer rank of the corresponding player is updated (decreased by 1) in the player information table 151.

[0094] In the example above, rewards related to custom tournaments (e.g., expanded custom tournament rule settings, special banner images, and notifications to non-friends) were awarded to the player based on their tournament organizer rank. However, these rewards could also be awarded based on values ​​of other parameters besides tournament organizer rank. For example, rewards related to custom tournaments could be awarded based on values ​​of parameters unrelated to custom tournaments (e.g., regular tournament rank).

[0095] In the example described above, the settings for the rules governing custom tournaments were expanded as a reward for custom tournaments, but the expanded settings are not limited to those described above. For example, a tournament could be made available for scheduled hosting if the tournament organizer rank is above a threshold. Furthermore, the settings for the rules governing custom tournaments are not limited to those described above, and in other examples of this embodiment, various items depending on the type of game provided may be applied as rules. For example, the method of calculating the score and the conditions for winning the game may be applied as settings for such rules.

[0096] As described above, the game provision server 10 according to this embodiment grants event-related rewards to players based on the value of a predetermined parameter associated with the player (e.g., tournament organizer rank), including changes to the configurable range of rules for in-game events (e.g., custom tournaments) (e.g., expansion of setting items). This allows players to enjoy the process of hosting such events. In other words, the server 10 can encourage players to host in-game events.

[0097] In another embodiment of the present invention, some or all of the functions of the game provision server 10 in the above-described embodiment may be realized by the cooperation of the game provision server 10 and the player terminal 30, or by the player terminal 30 alone.

[0098] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described herein. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and executed by various types of computers.

[0099] Even if a process or procedure described herein is described as being performed by a single device, software, component, or module, such process or procedure may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Furthermore, the software and hardware elements described herein can also be realized by integrating them into fewer components or by decomposing them into more components.

[0100] In this specification, where a component of the invention is described as either one or more, or without limitation to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of Symbols]

[0101] 10 Game Servers 11 Computer Processors 111 Management Function Control Unit 113 Game Progression Control Unit 15 Storage 151 Player Information Table 153 Event Management Table 155 Stage Management Table 30 player devices 40 Server-side programs 42 Terminal-side programs 50 Custom Tournament Top Screen 60 Tournament Details Screen 70 Tournament Settings Screen 80 Tournament Settings (Advanced Items) Screen 90 Battle screen

Claims

1. A system for providing games, comprising one or more computer processors, The steps include: accepting applications from specific players to host the aforementioned in-game event, which other players can participate in; A step of accepting the setting of the execution rules for the aforementioned event by the aforementioned specific player, The steps include notifying multiple players that the event is being held by the aforementioned specific player, A step of controlling the execution of the event based on the execution rules of the event that have been set, The steps include: granting a reward related to the event to the specific player based on the value of the parameter associated with the specific player; The aforementioned reward includes changing the configurable range of the rules for executing the event, and changing the range of the multiple players who are notified of the holding of the event. system.

2. The one or more computer processors further perform the step of updating the values ​​of the parameters associated with the specific player based on the execution status of the event hosted by the specific player. The system according to claim 1.

3. The execution status of the aforementioned event includes the number of times the event was held during a certain period. The system according to claim 2.

4. The execution status of the aforementioned event includes the number of players participating in the event. The system according to claim 2.

5. The step of controlling the execution of the event includes controlling the execution of a stage that is repeatedly played by multiple players participating in the event, The execution status of the aforementioned event includes the number of times the aforementioned stage has been played, The system according to claim 2.

6. The aforementioned parameter is rank, The step of updating the value of the parameter includes raising the rank of the specific player who has met the rank-up conditions, and lowering the rank of the specific player who has met the rank-down conditions. The system according to claim 2.

7. The rank-up conditions and / or rank-down conditions are configured to be satisfied based on the execution status of the event over a certain period of time. The system according to claim 6.

8. The one or more computer processors further perform the step of presenting a screen containing event information relating to an event hosted by a specific player to multiple players. The aforementioned reward includes content that can be set as the event information, The system according to claim 1.

9. The step of controlling the execution of the event includes controlling the execution of a match that takes place among multiple players participating in the event. The rules for executing the aforementioned event include the rules for the aforementioned match, The system according to claim 1.

10. The step of controlling the execution of the event includes controlling the execution of stages played by multiple players participating in the event, The aforementioned stage is configured to be played using an object selected from among several objects possessed by the player. The step of accepting the above settings includes setting the usage conditions for the object as part of the execution rules for the event, The system according to claim 1.

11. A method for providing a game, which is executed by one or more computers, The steps include: accepting applications from specific players to host the aforementioned in-game event, which other players can participate in; A step of accepting the setting of the execution rules for the aforementioned event by the aforementioned specific player, The steps include notifying multiple players that the event is being held by the aforementioned specific player, A step of controlling the execution of the event based on the execution rules of the event that have been set, The system includes the step of granting a reward related to the event to the specific player based on the value of a parameter associated with the specific player, The aforementioned reward includes changing the configurable range of the rules for executing the event, and changing the range of the multiple players who are notified of the holding of the event. method.

12. A program for providing games, which can be installed on one or more computers. The steps include: accepting applications from specific players to host the aforementioned in-game event, which other players can participate in; A step of accepting the setting of the execution rules for the aforementioned event by the aforementioned specific player, The steps include notifying multiple players that the event is being held by the aforementioned specific player, A step of controlling the execution of the event based on the execution rules of the event that have been set, The process involves: 1) Granting a reward related to the event to the specified player based on the value of a parameter associated with the specified player; 2) Performing the following steps: The aforementioned reward includes changing the configurable range of the rules for executing the event, and changing the range of the multiple players who are notified of the holding of the event. program.