Program, game management device, and game device

JP7936659B2Active Publication Date: 2026-10-16BANDAI CO LTD
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Patent Information

Application Number
JP2024009082
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-24
Publication Date
2026-10-16
Estimated Expiration
2044-01-24

AI Technical Summary

Benefits of technology

【0010】 本発明によれば、興趣性の高いゲームを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a highly amusing game.SOLUTION: A program makes a computer function as: matching requesting means for requesting matching of a player with a competition partner; and game execution means for executing a competition game in a first competition mode through a cooperative pair of the player and the competition partner. The matching requesting means, on condition that communication between the player and the competition partner comes into an impossible state after matching of the player with the competition partner, releases the matching of the player with the competition partner and requests matching of the player with a match game player. The game execution means executes a competition game in a second competition mode between the player and the match game player.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to a program, a game management device, and a game device.

Background Art

[0002] There exists a competitive game in which players are matched to compete against each other (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] In the competitive games as described above, it is important to sustain players' interest in the game and provide a highly entertaining game.

[0005] Accordingly, an object of the present invention is to provide a highly entertaining program, game management device, and game device.

Means for Solving the Problem

[0006] One aspect of the present invention is a program that functions as matching means for matching a player with a battle partner, and game execution means for executing a competitive game of a first battle mode by a cooperative pair of the player and the battle partner, wherein the matching means cancels the matching between the player and the battle partner on condition that communication between the player and the battle partner becomes unavailable after the player and the battle partner are matched, then matches the player with an opponent player, and the game execution means executes a competitive game of a second battle mode between the player and the opponent player.

[0007] One aspect of the present invention is a game management device comprising: matching means for matching a player with an opponent; and game execution means for executing a first type of competitive game with the player and opponent as a co-op pair; wherein the matching means, after matching the player with an opponent, cancels the matching of the player and opponent if communication between the player and opponent becomes impossible, matches the player with the opponent; and the game execution means executes a second type of competitive game with the player and the opponent.

[0008] One aspect of the present invention is a program that functions as a matching request means for requesting a match between a player and an opponent, and a game execution means for executing a first type of competitive game with the player and the opponent as a co-op pair. The matching request means cancels the match between the player and the opponent and requests a match between the player and the opponent if communication between the player and the opponent becomes impossible after the match between the player and the opponent. The game execution means then executes a second type of competitive game with the player and the opponent.

[0009] One aspect of the present invention is a game device comprising: a matching request means for requesting a match between a player and an opponent partner; and a game execution means for executing a first type of competitive game with the player and the opponent partner as a co-op pair, wherein the matching request means cancels the match between the player and the opponent partner and requests a match between the player and the opponent player, provided that communication between the player and the opponent partner becomes impossible after the match between the player and the opponent partner has been made, and the game execution means executes a second type of competitive game with the player and the opponent player. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]

[0011] [Figure 1] Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. [Figure 2] Figure 2 shows an example of a game card P1 where the first game element is a pilot and the character type is an extermination type. [Figure 3] Figure 3 shows an example of game card M1 where the second game element is the piloted mecha, which is of the long-range type and has the ability "Crush" (attacks when an enemy unit that is locked on enters the attack range). [Figure 4] Figure 4 shows an example of a game field in the competitive game of this embodiment. [Figure 5] Figure 5 is a diagram illustrating the features of the game in this embodiment. [Figure 6] Figure 6 is a front view of a game device 1 according to an embodiment of the present invention. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention. [Figure 8] Figure 8 shows an example of the game element DB190. [Figure 9] Figure 9 shows an example of a main menu. [Figure 10] Figure 10 shows an example of a profile card in this embodiment. [Figure 11] Figure 11 shows an example of a guild management screen. [Figure 12] Figure 12 shows an example of game device identification information. [Figure 13] Figure 13 is a block diagram showing the functional configuration of server 2 according to an embodiment of the present invention. [Figure 14] Figure 14 shows an example of the player database 211. [Figure 15] Figure 15 shows an example of a profile information database 212. [Figure 16]Figure 16 is a diagram showing an example of the guild database 213. [Figure 17] Figure 17 is a diagram showing an example of the game device identification information database 214. [Figure 18] Figure 18 is a sequence diagram between the game device 1 and the server 2 for profile card setting. [Figure 19] Figure 19 is a flowchart of the operation of the profile card setting unit 113 in profile card setting. [Figure 20] Figure 20 is an example of a profile card setting screen. [Figure 21] Figure 21 is a sequence diagram between the game device 1 and the server 2 for profile card setting. [Figure 22] Figure 22 is an operation flowchart of profile screen display processing of the profile screen display unit 114. [Figure 23] Figure 23 is a diagram showing an example of a profile screen. [Figure 24] Figure 24 is a diagram showing an example of a profile screen on a guild detail screen. [Figure 25] Figure 25 is an operation flowchart of guild participation processing of the game device 1. [Figure 26] Figure 26 is an operation flowchart of guild participation processing of the server 2. [Figure 27] Figure 27 is an operation flowchart of guild withdrawal processing of the game device 1. [Figure 28] Figure 28 is an operation flowchart of guild withdrawal processing of the server 2. [Figure 29] Figure 29 is a flowchart of opponent player matching operation. [Figure 30] Figure 30 is a diagram for explaining a series of operations for selecting a battle mode. [Figure 31] Figure 31 is a sequence diagram between the game device 1 and the server 2. [Figure 32] Figure 32 is a flowchart of co-op pair matching processing performed by the server 2. [Figure 33] Figure 33 is a flowchart showing the operation of assigning evaluation information in game device 1. [Figure 34] Figure 34 is a flowchart showing the operation of assigning evaluation information on Server 2. [Figure 35] Figure 35 shows an example of a screen displaying the guild's mission progress. [Figure 36] Figure 36 is a flowchart of the guild mission management operation on Server 2. [Figure 37] Figure 37 is a sequence diagram of the notification process for providing evaluation information between the game device 1 and the server 2. [Figure 38] Figure 38 is a flowchart showing the operation of the notification process for assigning evaluation information to Server 2. [Figure 39] Figure 39 shows an example of a notification regarding the provision of evaluation information. [Figure 40] Figure 40 is a diagram illustrating the increase in attack power during a competitive game using evaluation information. [Figure 41] Figure 41 is a diagram illustrating the decks of opposing players. [Figure 42] Figure 42 is a diagram illustrating the decks of opposing players. [Figure 43] Figure 43 is a diagram illustrating the decks of opposing players. [Figure 44] Figure 44 is an example of a character database for battles. [Figure 45] Figure 45 shows an example of a cooperative pair management database. [Figure 46] Figure 46 is a diagram illustrating the distribution of ranking rewards. [Figure 47] Figure 47 is a diagram illustrating the battle field in a cooperative battle mode game. [Figure 48] Figure 48 is an operation flowchart of the cost allocation unit 118. [Figure 49] Figure 49 shows an example of a notification indicating an increase in the recovery multiplier when a co-op player defeats one enemy unit 61Z, and displays the cost gauge 70 and the cost recovery multiplier 71. [Figure 50] Figure 50 shows an example of a notification indicating an increase in the recovery multiplier when a co-op player destroys enemy unit 61Z followed by destroying one enemy base 60Z, and displays the cost gauge 70 and the cost recovery multiplier 71. [Figure 51] Figure 51 is a flowchart showing the operation of the experience point granting process. [Figure 52] Figure 52 shows an example of a notification regarding the granting of experience points. [Figure 53] Figure 53 is a flowchart showing the process of awarding ranking rewards. [Figure 54] Figure 54 shows an example of a ranking result notification displayed on the game device 1. [Figure 55] Figure 55 is an operation flowchart illustrating the operation of the mode transition process when communication fails for game device 1. [Figure 56] Figure 56 shows an example of a match cancellation notification displayed on the game device 1. [Modes for carrying out the invention]

[0012] Embodiments of the present invention will be described.

[0013] <Overall Structure> Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. As shown in Figure 1, the game system is composed of one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 are connectable to a communication line N and can communicate with each other. The communication line N means a communication path that can transmit data. That is, the communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs such as Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

[0014] Game device 1 is a computer capable of executing game programs, and can connect to a communication line N via a communication base station or the like, and communicate data with server 2. Game device 1 can be, for example, a commercial game machine (arcade game machine), a smartphone, a mobile phone, a portable game machine, a home console game machine, a personal computer, a tablet computer, or a controller for a home console game machine.

[0015] Game device 1 basically exists in multiple units and is operated by each player. For example, multiple game devices 1 are installed in a store and are operated by players who visit the store.

[0016] Server 2 is a server system comprising one or more server devices and storage devices. Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation and distribute game programs and data necessary for running the game on game device 1. Furthermore, as will be described in detail later, when a player is identified when using game device 1, that is, when the competitive game service is provided after the player has been identified, Server 2 updates the information it manages for each player based on the usage details (game play history). Also, as will be described later, Server 2 matches players to form partners and enable matches against other players.

[0017] In this embodiment, the system configuration enables competitive games between multiple players using game devices 1 via server 2 and communication line N. However, this is not limited to competitive games between players (against humans), and also includes cases where one of the players is a non-player character provided by server 2. Furthermore, the game that provides the play experience on game device 1 is not limited to competitive games between players, but may include games configured for single player.

[0018] In the embodiments described below, an example is given in which a competitive game that progresses by displaying a screen with game elements arranged on a game field is applied to the game device 1. However, the present invention is applicable to any device capable of running a game that progresses by displaying a screen with game elements arranged on a game field.

[0019] <Game elements and game overview> To facilitate understanding of the configuration and other aspects of this embodiment, the game elements used in the competitive game according to this embodiment and an overview of the competitive game will be described below.

[0020] The competitive game according to this embodiment features multiple types of game elements. The game elements are characters (characters, vehicles, items, etc.) and are represented as images, virtual or tangible objects, etc. Images include still images and videos. The competitive game of this embodiment includes a first type of game element and a second type of game element.

[0021] First, the first type of game element in this embodiment will be described.

[0022] The first type of game element is associated with an item that has physical volume. An example of a tangible item is a game card, which is an item with physical volume (a real item). However, the item is not limited to a game card; it is any item that is configured in a way that allows the game element associated with the item to be identified. The item may also be a figurine or other object that has the appearance of a game element.

[0023] In this embodiment, the multiple types of items associated with the first type of game element are all tangible game cards, and each is described as being associated with one game element that appears in a competitive game for which a play experience is provided by the game device 1. The game element to which a game card is associated can be determined by the game element reading unit, described later, acquiring the identification information (element ID) attached to the game card to identify the game element. The attachment of identification information (element ID) to a game card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information to identify the game element onto the game card, or by other methods such as recording it on a tag or IC chip for near-field communication (NFC) embedded in the game card.

[0024] In competitive games, each player can use multiple game elements, and prior to the start of the game (before the sequence in which the game elements are actually manipulated begins), information can be retrieved from the game card, allowing the game elements associated with that game card to be registered as game elements that will appear in the game (used by the player).

[0025] In this embodiment, there are multiple game elements of type 1 that the player can introduce into the game, but there are mainly two: type 1 and type 2. Type 1 is the pilot, and type 2 is the aircraft that the pilot operates. Furthermore, each of type 1 and type 2 is divided into multiple categories.

[0026] The first game element, pilot types, include, for example, annihilation type, suppression type, and defense type. The annihilation type prioritizes attacking the opposing player's mecha, and when there are no opposing player mecha, attacks the opposing player's base (battleship, etc.). The suppression type attacks the opposing player's base (battleship, etc.). The defense type defends the player's own base (battleship, etc.). Note that the types (types) and their number are just examples, and are not limited to these types (types) and numbers. For example, there may be multiple attack types that can attack only the opposing player's X type (type) game elements, and attack types that can attack only the opposing player's Y type (type) game elements, depending on the type (type) of the opposing player's game elements.

[0027] The second game element is the type (category) of the mecha, which can be categorized as close-range, long-range, or mobile. Close-range mecha excel at high-powered close-range attacks. Long-range mecha excel at attacking enemies from a distance. Mobile mecha excel at dodging long-range attacks and quickly closing the distance to attack the enemy. Note that these types (categories) and their numbers are just examples and are not limited to these categories.

[0028] These types (categories) do not necessarily have to correspond one-to-one with each game element; they may also correspond one-to-many. For example, the second game element, the mecha, may have two types: a defensive type and a long-range type. Mecha with such types can use long-range weapons to attack game elements located far away from the opposing player in order to protect the player's other game elements.

[0029] Furthermore, the first and second game elements each possess various parameters (level, hit points, attack power, defense power, terrain suitability, weapons used, etc.) appropriate to their type, in addition to character information indicating the type of the first or second game element. For example, a close-range type would have parameters specialized for close-range attacks. These various parameters may also be changed as the battle progresses.

[0030] Furthermore, some first or second game elements possess special abilities called abilities, tactical techniques, or skills. These abilities, tactical techniques, and skills are powers that are used to gain an advantage in the game and enhance the game elements. For example, an ability that, when certain activation conditions are met, can increase the attack power of the opposing player against the game elements for a predetermined period of time. Abilities, tactical techniques, and skills can be activated automatically when the activation conditions are met, or they can be activated at will by the player when the activation conditions are met. In addition, some abilities, tactical techniques, or skills can only be activated once during a match, while others can be activated multiple times.

[0031] Figure 2 shows an example of a game card P1 (pilot card) where the first game element is a pilot and the character information is of the annihilation type. By reading the identification information etc. written on game card P1, the game device 1 can acquire the character information and abilities of game card P1. Figure 3 shows an example of a game card M1 (pilot card) where the second game element is a piloted aircraft, the type is long-range, and the character information is of the crushing ability (attacks when an enemy unit that is locked on enters the attack range). By reading the identification information etc. written on game card M1, the game device 1 can acquire the character information and abilities of game card M1.

[0032] Furthermore, in the competitive game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squad) appears. This unit consists of a pilot, which is the first game element, and a mecha, which is the second game element, and is composed of combinations of these two. That is, a player can associate and register a pilot as an element that operates the mecha in the competitive game. As a result, a player can introduce a unit consisting of a mecha and a pilot as a pair into the competitive game.

[0033] The unit's capabilities can be calculated as the sum of, for example, the character information (various parameters) of the pilot, which is the first game element that makes up the unit, and the character information (various parameters) of the mecha it pilots, which is the second game element.

[0034] Furthermore, units possess action characteristics that define (or restrict) what actions they can take in a competitive game. These action characteristics are dependent on at least one of the constituent elements: the pilot type (species), which is the first game element, and / or the aircraft type (species), which is the second game element. When a unit's action characteristics are dependent on the pilot type (species), which is the first game element, the aircraft type (species) is not reflected, and the action characteristics reflect the pilot type. For example, if the pilot type constituting a unit is the annihilation type, that unit will have annihilation type action characteristics.

[0035] Furthermore, the type of a unit may be subordinate to (dependent on) the type of the piloted vehicle, which is a second game element and a component of that unit. For example, if the type of piloted vehicle that makes up a unit is a mobile type, then that unit will have the behavioral characteristics of a mobile type.

[0036] Thus, when a unit's behavioral characteristics and type are subordinate to only one type of game element, the player must consider the types of pilots and mechs and select the pilots and mechs that make up the unit so that the unit can perform to its full potential. When the types of the constituent game elements (pilots and mechs) are appropriately selected, the unit's behavioral characteristics and abilities will match, allowing the unit to perform to its maximum potential.

[0037] Next, I will explain the second type of game element.

[0038] The difference between Type 2 and Type 1 game elements is that Type 2 game elements are not associated with physical items such as game cards. Type 2 game elements are game elements that can be introduced into a game through evaluation information for player ratings, rewards obtained by achieving game events, or exchange for in-game currency. However, this does not necessarily mean that association with physical items such as game cards is excluded, as is the case with Type 1 game elements.

[0039] Next, I will explain the basics of the competitive game.

[0040] The competitive game of this embodiment has two modes: a normal competitive mode in which players compete against each other individually, and a cooperative competitive mode in which two or more players form a group to complete missions.

[0041] There are two types of regular versus modes: Type 1 and Type 2. Type 1 regular versus mode is open to everyone, and players compete against each other individually. Experience points are awarded based on the outcome of the matches. The player's rank is determined by the total experience points earned. Type 2 regular versus mode is open to players above a certain rank, and the opponent is a non-player character. Multiple non-player characters are available, each with different strengths. By defeating strong non-player characters, players can obtain a large amount of experience points and various rewards. Cooperative versus mode is a mode where players team up with other partner players to take on a single mission. Opponents in cooperative pairs are basically non-player characters. These versus modes will be explained in more detail later.

[0042] A competitive game consists of a menu phase and a battle phase. The menu phase is where players set up their profiles and select a battle mode. The battle phase is where players register various game cards (first-type game elements), generate units, and then use those units to play a battle.

[0043] In this embodiment, the battle phase proceeds as each player deploys (places) their registered units (troops) on a game field of a predetermined size, and performs movement and attack actions (the execution of these actions is received by the operation input unit described later).

[0044] Figure 4 shows an example of a game field in the competitive game of this embodiment. In one embodiment shown below, the competitive field 30 has a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 is where deployable (appearable) units are placed. The first area 32 is the player's area, where the player's bases and other bases (game elements) are placed. The second area 33 is the opponent's area, where the opponent's bases and other bases (game elements) are placed. The player who destroys the opponent's base (reduces its durability to 0) as a result of an attack action by any of their units becomes the winner of the competitive game. The game field is divided into a first zone 34 located to the left of the center line and a second zone 35 located to the right of the center line. In competitive modes where two or more players cooperate to play against an opponent, such as the cooperative battle mode described later, each player is assigned a zone to be responsible for.

[0045] At the start of a competitive game, information about the units registered by opposing players is unknown. Players can deploy each of their registered units onto the game field at any time after the game has started. When a unit is deployed onto the game field, the opposing player is notified of the game elements (mobile suit and pilot) that make up that unit. This configuration provides players with the enjoyment of strategically developing the game while observing the units and actions of opposing players.

[0046] Next, the features and terminology of the game in this embodiment will be explained. Figure 5 is a diagram illustrating the features of the game in this embodiment.

[0047] In the game of this embodiment, it is possible to display player profile information. Player profile information is a concept that includes not only information that identifies the player, such as the player's nickname, but also information such as player evaluations received from other players, the player's level, and acquired titles. Details of the profile information will be described later. In this embodiment, an image containing profile information will be referred to as a profile card.

[0048] Furthermore, in the game of this embodiment, evaluation means for assigning evaluations to the players on the presented profile cards are also presented simultaneously. The evaluation means is, for example, an evaluation button for evaluating the players. In this embodiment, the screen including the profile cards and the evaluation means (evaluation button) is referred to as the profile screen.

[0049] The player's profile screen is displayed, but the player shown on the profile screen varies depending on the situation.

[0050] First, let's explain the differences in the player profile screen due to the different modes of battle. In this embodiment, there is a first type of normal battle mode and a second type of normal battle mode in which the first player and the second player battle one-on-one, and a co-op battle mode in which the first player and the third player form a co-op pair and the co-op pair battles the second player. In the normal battle mode, the second player includes not only the actual player but also non-player characters in which the CPU battles on behalf of the actual player. In the co-op battle mode, the opposing player (second player) is, in principle, a non-player character (for example, a boss character) in which the CPU battles.

[0051] In normal versus mode, the profile screen displayed to the first player is the profile screen of the opponent, the second player, and the profile screen displayed to the second player is the profile screen of the opponent, the first player. However, if the second player is a non-player character, the profile screen of the second player (the non-player character) may be displayed to the first player, but the profile screen of the second player (the non-player character) will not be displayed.

[0052] In co-op battle mode, the profile screen displayed to the first player is the profile screen of the third player (the co-op player), and the profile screen displayed to the third player is the profile screen of the first player (the co-op player). Note that the second player (the non-player character) will not be shown a profile screen.

[0053] Furthermore, in the game of this embodiment, there are groups called guilds. A guild is a group consisting of at least one player. There is no limit to the number of members belonging to a guild, but an upper limit may be set. Only players who have reached a certain level or higher can participate in (become members of) a guild.

[0054] In principle, you can only join one guild at a time, and you cannot belong to multiple guilds simultaneously. The benefit of being a guild member is that by completing missions assigned to the guild, the guild is rewarded (privileges) and its members receive those rewards (privileges). A mission might be, for example, for the total number of games played by all guild members to exceed a predetermined number. Once the total number of games played exceeds this limit, the guild receives a reward (privilege). The reward (privilege) can be divided equally among the guild members, or it can be distributed among them according to their contribution to completing the mission. Alternatively, the reward (privilege) that members receive upon completing a mission can be predetermined.

[0055] The profile screens of each guild member can be viewed by selecting the member you wish to view on the guild details screen, which displays detailed information about the guild you belong to.

[0056] In this embodiment, the player profile screen described above is displayed at least once as the game progresses. The timing of the display of the profile screen can be divided into timings that are not based on player operation and timings that are based on player operation. Timings that are not based on player operation include, for example, the timing before the start of a match after the opposing players have been determined, the timing of random display during a match, and the timing after the display of the match results after the end of the match, when the screen is automatically displayed by the game device 1. Timings that are based on player operation include, for example, the timing when selecting guild members on the guild member confirmation screen.

[0057] On the displayed profile screen, players who have been presented with the profile screen can rate the player on the profile screen by pressing the rate rating button on the profile screen. The ratings given are accumulated and reflected in the player rating information on the profile card. In order to prevent the same player from receiving ratings multiple times, a limit may be set on the number of times a player can be rated, such as once within a specified period, and a limit may also be set on the number of ratings that can be given in a single game. It is also possible to give rewards according to the accumulated ratings. Rewards include rewards that give an advantage in game progression (for example, items that increase attack power or defense power), rewards for completing specific missions (for example, missions based on the number of ratings), and rewards that allow participation in specific competitive games (for example, tickets to tournaments).

[0058] <Configuration of Game Device 1> Next, I will describe the device used to run the game described above.

[0059] Figure 6 is a front view of a game device 1 according to an embodiment of the present invention.

[0060] The game device 1 includes a display unit 11 that displays information necessary for game progression, such as menus and game fields; first game element reading units 121-125 for registering first game elements (pilots) to appear in the versus game from game cards held by the player; and second game element reading units 131-135 for registering second game elements (aircraft) to appear in the versus game from game cards held by the player.

[0061] The first game element reading units 121-125 are readers that read character information of pilots, which are the first game elements to be introduced into the game, from game cards. In this embodiment, the game device 1 is equipped with five first game element reading units 121-125 so that up to five pilots can be registered as playable game elements. By setting (placing) the game cards P of pilots (first game elements) to be introduced into the competitive game from the game cards the player possesses into the first game element reading units 121-125, the first game element reading units 121-125 can read the identification information of the pilot (first game element) game card.

[0062] The second game element reading units 131-135 are readers that read character information of the mecha, which is the second game element to be used in the game, from the game cards. In this embodiment, the game device 1 is equipped with five second game element reading units 131-135 so that up to five mecha can be registered as playable game elements. By setting (placing) the game card M of the mecha (second game element) to be used in the battle game from the game cards the player possesses into the second game element reading units 131-135, the second game element reading units 131-135 can read the identification information of the game card of the mecha (second game element).

[0063] A game can be started by forming up to five units (squads), each consisting of one registered pilot and one aircraft. Specifically, the maximum number of aircraft that can be registered and the maximum number of pilots that can be registered are the same, set to five.

[0064] Furthermore, if, for example, a player has just started using game device 1 or does not have game cards with them, and the number of game cards from which information can be retrieved is less than the maximum number (upper limit) for each aircraft and pilot, then each game element constituting a unit (unit) does not necessarily need to be registered based on information retrieved from game cards. In this case, additional game elements provided by game device 1 may be registered, and the maximum number of aircraft and pilots may be registered, forming five units. Also, in a configuration where concepts such as cost are introduced during registration, the number of units (units) to be registered may be set to a number less than the maximum number.

[0065] Furthermore, although this embodiment describes registering one unit by associating one pilot with one aircraft, the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that multiple pilots are associated with one aircraft, or one pilot is associated with multiple aircraft.

[0066] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention.

[0067] The game device 1 comprises a processing unit 10, a display unit 11, first game element reading units 121-125, second game element reading units 131-135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a storage unit 19.

[0068] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, the first game element reading unit 12, the second game element reading unit 13, and operation input signals from the operation input unit 14. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. Specifically, the control unit 10 controls the operation of each part by reading the operation programs of each part recorded in the recording unit 19, loading them into memory, and executing them. The processing unit 10 includes, as its main functional parts, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a profile card setting unit 113, a profile screen display unit 114, a guild setting unit 115, a matching request unit 116, an evaluation information assignment unit 117, a cost assignment unit 118, an experience point assignment unit 119, and a ranking reward assignment unit 120. These parts will be described later.

[0069] The display unit 11 displays various game screens based on the image signals output from the processing unit 10. The functions of the display unit 11 can be realized by a display device such as a flat panel display like an LCD, a projector, or a head-mounted display. In Figure 5, the display unit 11 corresponds to the display 11.

[0070] As described above, the first game element reading units 121 to 125 are five first game element reading units, which is the upper limit for the number of first game elements that can be registered. They are readers that read the character information of pilots, which are first game elements to be introduced into the game, from the game cards held by the player. Reading the first game elements from the game cards is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 10 along with the reading unit ID (for example, reading unit ID = 121), which is the identification information of the device itself.

[0071] As described above, the second game element reading units 131 to 135 are five second game element reading units, which is the upper limit for the number of second game elements that can be registered. They are readers that read character information of the aircraft, which is a second game element to be introduced into the game, from the game card held by the player. Reading the second game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 10 along with the reading unit ID (for example, reading unit ID = 131), which is the identification information of the device itself.

[0072] A unit is composed of a first game element read by the first game element reading units 121-125 and a second game element read by the second game element reading units 131-135. As mentioned above, one unit is a combination of a pilot, which is a first game element, and a mecha, which is a second game element. Therefore, in order to make it easy for the player to identify the combination of the pilot, which is a first game element, and the mecha, which is a second game element, that constitutes a unit, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that at least one side of the pair of first game element reading units 121-125 and one side of the second game element reading units 131-135 are adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are adjacent to each other, forming a pair vertically. This makes it easy for the player to understand that a unit is formed when the pilot on the game card read by the first game element reading unit 121 and the aircraft on the game card read by the second game element reading unit 131 form a pair. The same applies to other combinations of the first game element reading units 122-125 and the second game element reading units 132-135.

[0073] The operation input unit 14 is for the player to input various operations related to the game, and outputs an operation input signal to the processing unit 10 according to the operation input. The functions of the operation input unit 14 can be realized by elements that the player directly operates with their fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, and trackball, as well as elements that detect movement and posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, and geomagnetic sensor. In this embodiment, the touch operation panel attached to the display unit 11 is an example of this.

[0074] The payment detection unit 15 detects that payment has been made in the game device 1. Payment may be determined, for example, by detecting that a predetermined amount of coins or equivalent coins have been inserted into an unillustrated slot in the game device 1, or by detecting the completion of settlement processing based on communication with a chip related to a predetermined electronic money. In this embodiment, the game device 1 is described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of the payment related to the start of service provision. Payment can also be detected after the start of service provision.

[0075] The user information reading unit 16 retrieves information from an item that records a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the item that records the player ID is a player card, which is configured as a card. The user information reading unit 16 also transmits the retrieved player ID (player identification information) to the server 2 and retrieves player information necessary for running the game (such as player name and player level) from the server 2.

[0076] The read player ID may be included in requests or information exchanged between game device 1 and server 2.

[0077] The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10.

[0078] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 18 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as a server 2 via the communication line N. The communication unit 18 also receives information from an external device via the communication line N.

[0079] The storage unit 19 is a data-retaining recording device, such as a non-volatile memory or an HDD. The storage unit 19 stores not only the operating programs for each part of the game device 1, but also information on parameters necessary for the operation of each part, and various graphics data used in the competitive game executed by the game device 1.

[0080] Furthermore, the memory unit 19 stores a game element database 190 (game element DB 190). The game element DB 190 is a database that manages information (element information) about each of the game elements that appear in the game. In the game device 1 of this embodiment, when a player plays a game, they place a game card in the first game element reading unit 121-125 and the second game element reading unit 132-135 to retrieve information, thereby making the game elements associated with the game card appear in the game. The element information managed for a single game element includes, for example as shown in Figure 8, an element ID (identification information) 191 that uniquely identifies the game element, type information 192 indicating the type of game assigned to the game element, rendering information 193 including graphics data used to generate the screen when the game element appears in the game, parameter information (character information) 194 describing the name, attributes, etc. of the game element, as well as parameters defined for each element level of the game element, and ability information 195 describing the activation conditions and the effects activated. The parameter information 194 and ability information 195 are information referenced in the game in which the game element appears and are involved in controlling the progress of the game.

[0081] In this embodiment, the game element DB190 stores graphics data, parameter information, ability information, etc., and the element information is described as including this data. However, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data for each piece of information.

[0082] Next, we will explain the main functional parts of the processing unit 10: the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the profile card setting unit 113, the profile screen display unit 114, the guild setting unit 115, the matching request unit 116, and the evaluation information assignment unit 117.

[0083] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires the reading unit ID that identifies the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second game element reading units 131-135 will be referred to as 131-135). The game element acquisition unit 110 acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the acquired game card element ID 191 from the game element DB 190. The game element acquisition unit 110 then associates the reading unit ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.

[0084] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and configures a unit (fleet) from a pair of first game elements, the pilot, and second game elements, the aircraft. The unit configuration unit 111 identifies the pair of first and second game elements from the reading unit ID. In this embodiment, the combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the game elements that constitute a unit. The unit configuration unit 111 identifies the first and second game elements that form a pair by identifying the element ID 191 associated with the reading unit ID of each pair. The unit configuration unit 111 then configures the unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may also be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. In addition, the unit's behavioral characteristics are subordinate to (dependent on) at least one of the constituent elements: the type (category) of the pilot, which is the first game element, or the type (category) of the aircraft, which is the second game element.

[0085] Furthermore, the unit component 111 can add the abilities of the first or second game element as part of the unit's capabilities. For example, if the aircraft of the second game element has an ability, a unit that uses the aircraft of the second game element as a component can have the ability of the aircraft of the second game element.

[0086] The game execution unit 112 controls the entire game process, from the start to the end of a competitive game (including the display of game images). When the payment detection unit 15 detects payment, the game starts. The game execution unit 112 also obtains the player ID read from the user information reading unit 16, sends it to the game server 2, and obtains various player information necessary for the game.

[0087] When the payment detection unit 15 detects payment, the game execution unit 112 displays a main menu for selecting a battle mode, setting a player's profile card, managing a guild, etc. Figure 9 shows an example of the main menu. In the example in Figure 9, a battle mode selection button is displayed to transition to the battle mode selection screen, a profile card setting button is displayed to transition to the settings screen for setting a player's profile card, and a guild management button is displayed to transition to the management screen for managing a guild. In this embodiment, there are two types of battle modes: a first type of normal battle mode and a second type of normal battle mode and a co-op battle mode. In normal battle mode, players and opposing players each play against each other individually. Opposing players are determined by matching on the game server 2. Opposing players include not only real players but also non-player characters played by the computer. In co-op battle mode, players form co-op pairs, and the co-op pair plays against non-player characters.

[0088] When a battle mode is selected and preparations for battle are complete, the game execution unit 112 places the units (units) configured by the unit configuration unit 111 onto the game field. The game execution unit 112 then controls the progress of the battle in accordance with the player's input to the units (units). In addition, the game execution unit 112 calculates attack and defense using various parameters of each unit and base during the battle, and determines whether a unit or base is ready for battle or not. The game management unit 112 also displays various visual images that can identify the ready and unreadable states of units, the activation of abilities, and other states.

[0089] Furthermore, the game execution unit 112 performs actions to increase attack power during the execution of the versus game, depending on the number of evaluations received by the player.

[0090] The profile card setting unit 113 displays a profile information setting screen when the profile card setting button is selected from the top menu, and sets the information for each item by selecting answers to questions. In this embodiment, the overall image including the profile information with the information for each item set is referred to as the profile card. For new registrations, the initial profile card provided by the game operator is displayed, and after selecting the items to set, the information for each item is determined by selecting answers to questions. Also, when changing already registered profile information, the registered profile card is displayed, and after selecting the items to change, the information for each item is determined by selecting answers to questions.

[0091] Figure 10 shows an example of a profile card in this embodiment. The profile card 90 includes a pilot image 91, an image of the aircraft 92, a background image 93, evaluation information 94 regarding the player's evaluation, player information 95, guild information 96, battle mode information 97, play time information 98, title information 99, and insignia information 100.

[0092] Pilot Image 91 is an image of the pilot, a character in the first game element. Pilot Image 91 is not limited to the pilot image on the pilot card held by the player, but can also be selected from pilot images provided by the game operator. Aircraft Image 92 is an image of the aircraft, a character in the second game element. Aircraft Image 92 is not limited to the aircraft image on the aircraft card held by the player, but can also be selected from aircraft images provided by the game operator. Background Image 93 is the background image for the profile card, and can be selected from background images provided by the game operator. Evaluation Information 94 is the evaluation information of other players for the player (number of evaluations). Player Information 95 is player information, including the player's name (nickname, etc.), player level, player rank, and number of games played. The player's level is a value that increases as the player accumulates experience points gained by playing matches. A player's rank is a value that increases as they accumulate points earned by winning ranked matches, which are special battles. Guild information 96 is information about the guild the player belongs to. Battle mode information 97 is the battle mode preferred by the player. There are two types of battle modes: Type 1 Normal Battle Mode and Type 2 Normal Battle Mode and Co-op Battle Mode, and the player can choose the battle mode they prefer. Play time information 98 is the time when the player mainly plays the game and is set by the player. Title information 99 is information about titles edited according to the player's preference. Emblem information 100 is emblems that are obtained by the number of battle victories and the completion of designated missions.

[0093] The profile screen display unit 114 displays the profile screen. The profile screen includes registered profile cards and an evaluation button, which is a means of awarding evaluations. The profile screen display unit 114 displays the profile screen at predetermined timings according to the progress of the game. The profile cards displayed are those of other players, and these other players include opposing players, co-op players in co-op battle mode, and players who are members of the guild to which the player belongs. Specifically, the profile screen display unit 114 displays the opposing player's profile card in normal battle mode, the co-op player's profile card in co-op battle mode, and the profile card of the selected guild member player in guild management screen mode. The display timing may include, for example, before the start of a battle after the opposing players have been determined, random display during a battle, after the battle results are displayed after the battle has ended, and when selecting members on the guild management screen.

[0094] In the case of the first type of normal battle mode, the second type of normal battle mode, and co-op battle mode, the profile screen display unit 114 retrieves the profile card information of the matched players from server 2 when player matching is completed. In addition, for guild members' profile cards, the profile card information of each member (player) is retrieved from server 2 for each guild member selected. The profile screen display unit 114 then generates a profile screen including the profile card of the battle player or co-op player and a rating button at a predetermined display timing, and displays the profile screen.

[0095] To avoid unlimited rating assignments, the profile screen display unit 114 also receives information on whether rating assignments are possible or not when acquiring a profile card. If rating assignments are not possible, it generates the profile screen with the rating assignment button disabled. Alternatively, if rating assignments are not possible, it may generate a profile screen that does not include the rating assignment button.

[0096] The guild settings unit 115 controls participation in guilds. First, let's explain guilds. A guild is a group of multiple players. There is no limit to the number of members in a guild, but an upper limit may be set. In principle, a guild has one leader. The guild leader has the authority to manage the guild. Usually, the leader is the player who created the guild. However, the leader can be changed after the guild is created. In addition, there are two ways for players to join a guild: random participation and search participation. Random participation is a method in which a guild with available spots is randomly selected from the registered guilds and the player joins that guild. Search participation is a method in which the player specifies guild search conditions (guild name, guild ID, guild style, presence or absence of guild passcode, etc.), and guilds that match the search conditions are presented, and the player decides which guild to join from the presented guilds.

[0097] The guild settings unit 115 displays the guild management screen when guild management is selected from the top menu. Figure 11 shows an example of the guild management screen. The guild management screen displays a "Guild Join Selection" button and a "Join Guild Selection" button. Selecting the "Guild Join Selection" button transitions to a guild joining screen where the player can choose between random joining, search joining, and creating a new guild. Random joining is a method of joining a guild that is randomly selected from the registered guilds, has available slots, and is available to join. Search joining is a method of specifying guild search conditions (guild name, guild ID, guild style, presence or absence of guild passcode, etc.), and presenting guilds that match the search conditions, allowing the player to decide which guild to join from the presented guilds.

[0098] On the other hand, selecting the "Select Guild to Join" button displays the guild details screen for the guild you are currently a member of. The guild details screen includes the guild's details (name and guild level), a list of members, and a "Leave" button. Selecting a player from the member list displays that player's profile screen. The "Leave" button is for leaving the guild; selecting this button will remove you from the guild.

[0099] Furthermore, if participation in a guild is restricted to players of a predetermined level or rank or higher, the guild setting unit 115 may determine the player's level or rank from the player information (player name, player level or rank, etc.) obtained by the user information reading unit 16, and allow the player to select the guild management screen only if the player is of a predetermined level or rank or higher.

[0100] Furthermore, the guild settings unit 115 displays the progress of the missions assigned to the guild and the rewards (perks) that can be obtained according to the degree of mission completion, and manages the distribution of perks to players. Figure 35 is an example of the guild mission progress screen. The mission progress screen is displayed by selecting the Mission Progress Confirmation button on the Participating Guild Details screen. In this embodiment, the guild missions reward (perks) to players participating in (belonging to) the guild based on the total number of times each player has played the game. The mission progress screen is a diagram that shows the total number of times players participating in (belonging to) the guild have played the game, and the progress of obtaining the rewards (perks) given according to that number of game plays, using a gauge. Players participating in (belonging to) a guild that has completed a mission can receive their rewards (perks) by selecting the Reward Receive button.

[0101] The rewards (perks) given to players can be set up in multiple ways, depending on the total number of times each player in the guild has played the game. For example, multiple missions could be set up, and the number of completed missions could be associated with the total number of times the game has been played. The higher the total number of times the game has been played, the more valuable the rewards (perks) received would be.

[0102] Furthermore, it is preferable that the rewards (perks) obtained by completing guild missions be of higher value (more advantageous for game progression) than the rewards (perks) obtained by individual players in regular competitive games (including co-op mode). This is to increase the value of the guild.

[0103] The matching request unit 116 requests the server 2 to match players with opposing players or to match cooperative pairs in the first type of normal battle mode, the second type of normal battle mode, and cooperative battle mode. In the first type of normal battle mode, the matching is between actual players or non-player characters who will be opposing players, and the matching is requested within a predetermined range of level differences so as not to deviate too much from the level of the player requesting the matching. If no actual players that meet the above conditions can be matched, the player may be matched with a non-player character that meets the conditions instead of an actual player. In the second type of normal battle mode, the opposing players are predetermined non-player characters, so the matching is done regardless of the player's level. In the second type of normal battle mode, there may be multiple non-player characters with different levels (different strengths) that will be opposing players.

[0104] On the other hand, co-op pair matching involves matching players to form a pair in co-op battle mode and setting up a co-op pair. There are several ways to set up a co-op pair, as follows:

[0105] (1) Set up cooperative pairs between players using game machine 1 installed in the same store (in-store cooperative pair setting).

[0106] When forming a co-op pair with a friend, it is likely that the game will be played using game machine 1 installed in the same store. Therefore, the co-op pair will be set up by matching game machines 1 installed in the same store. Specifically, when players who wish to form a co-op pair press the co-op pair setting button at the same time, the server 2 detects this timing to identify the game machine 1 of the co-op players and set up the co-op pair. The specific operation will be described later.

[0107] (2) Set a player and a non-player character provided by game device 1 or game server 2 as a co-op pair (non-player character co-op pair setting).

[0108] Even if you don't have friends to play with and are playing alone, you can enjoy the game more if you can request co-op play. In such cases, you will be able to set up a co-op pair with a non-player character provided by game device 1 or game server 2. Specifically, you will select the button to play co-op with a non-player character, and game device 1 or game server 2 will set the non-player character provided by the player as a co-op pair. The specific operation will be described later.

[0109] Furthermore, in order to set up the co-op pairs described later, the co-op pair setting unit 116 stores game device identification information that uniquely identifies the game device 1. Figure 12 shows an example of game device identification information. The game device identification information in Figure 12 consists of a 6-digit number, where the upper 3 digits identify the store, and the lower 3 digits identify the game device 1 in that store.

[0110] Furthermore, the matching request unit 116 has a function to transition from co-op battle mode to normal battle mode if, after matching co-op pairs in co-op battle mode, communication with the game device 1 of the co-op pair becomes impossible. This function is necessary to continue the game. The transition from co-op battle mode to normal battle mode will be described later.

[0111] When evaluation information is assigned to a player via the evaluation button on the profile screen, the evaluation information for that player is sent to the server 2. The evaluation information includes, for example, the number of "likes" and "goods" that other players have given to the player's gameplay.

[0112] Furthermore, when the evaluation information assignment unit 117 selects the evaluation assignment button on the profile screen, it may change its behavior before and after the selection of the evaluation assignment button in order to let the player know that the evaluation assignment button has been selected. For example, it may change the color of the evaluation assignment button or add animation to it.

[0113] The cost allocation unit 118 displays the costs required for the game when the battle game begins. Costs are necessary for placing and moving units on the battle field, and for activating unit attacks and abilities. The cost is zero at the start of the battle game, but increases over time and decreases as the required costs are consumed. The cost allocation unit 118 calculates the cost and displays the current cost on the screen. The calculation and display of costs will be described later.

[0114] The experience point granting unit 119 grants experience points to players after the end of a competitive game. The granted experience points are sent to server 2 and recorded. There may be one type of experience point, or there may be multiple types. For example, there may be multiple types of experience points such as pilot experience points, aircraft experience points, and commander experience points. The experience point granting unit 119 increases the amount of experience points granted depending on whether the competitive player or co-op player is a real player or a non-player character (virtual player). For example, if the competitive player or co-op player is a real player, the experience point granting unit 119 grants an additional 50 percent of the base experience points in addition to the base experience points (experience point bonus), but does not grant additional experience points if the player is a non-player character (virtual player). In other words, if the opposing or co-op player is a real player, more experience points than the base experience points will be awarded. If the opposing or co-op player is a non-player character (virtual player), only the base experience points will be awarded. The experience points awarded can be the base experience points multiplied by a multiplier (base experience points × multiplier), or the amount of additional experience points can be predetermined (base experience points + additional experience points). Furthermore, the amount of experience points awarded may differ depending on the type of competitive game (type of competitive mode), the season, or the opposing or co-op player.

[0115] The ranking reward distribution unit 120 receives ranking information of co-op pairs that have played co-op battle mode from server 2, for example, each season and each predetermined event, displays that ranking information, and if a co-op pair including the player is ranked, it distributes ranking rewards to the player. The process of ranking co-op pairs and distributing ranking rewards will be described later.

[0116] <Server 2 Configuration> Next, the server 2 according to this embodiment will be described. Figure 13 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 comprises a processing unit 20, a storage unit 21, and a communication unit 22.

[0117] The processing unit 20 is, for example, a CPU and controls the operation of each block in the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading the operation program of each block recorded in the recording unit 21, loading it into memory, and executing it. The processing unit 20 includes, as its main functional units, a player information management unit 201, a game execution management unit 202, a profile information management unit 203, a guild management unit 204, a battle player matching unit 205, a co-op pair matching unit 206, and an evaluation information management unit 207.

[0118] The player information management unit 201 manages player information using the player database 211. The player database 211 is a database that manages information (player information) indicating the usage status of games associated with each player for games that are provided as play experiences on the game device 1. Player information is information for managing the usage history of game play functions and various game elements that are available to that player for each player. The player information is updated sequentially in the game device 1 according to the play results using the player card, and the player information of the player ID obtained from that player card is updated. The game device 1 then becomes able to provide game play in a state that reflects the previous game play.

[0119] Figure 14 shows an example of a player database 211. In the player database 211, one player is assigned to each record, and each record includes a player ID (identification information) field, a player name field, a player level field, a player rank field, a player play count (number of game runs) field, a player progress information field, a reward information field, a participating guild field, an evaluation information field, an assigned player ID field, and a recipient player ID field.

[0120] The Player ID field contains identification information that uniquely identifies the player. The Player Name field contains the player's nickname, etc. The Player Level field contains the value that increases as the player accumulates experience points gained from playing matches. The Player Rank field contains the value that increases as the player accumulates points gained from winning ranked matches, which are special types of matches. The Player Play Count (Number of Game Executions) field contains the number of times the player has run the game. The Progress Information field contains progress information indicating which stage of a given story the player has progressed to, and battle record information indicating the player's performance in battle games, etc. The Reward Information field contains information such as IDs of items obtained by completing in-game events and guild missions. The Participating Guild field contains the guild ID of the guild the player belongs to. The Evaluation Information field contains the player's evaluation information. The "Granting Player ID" field displays the Player ID of the player who gave the rating to the other player (the granting player). The "Recipient Player ID" field displays the Player ID of the player who received the rating from the other player (the recipient player).

[0121] When a game starts, the player information management unit 201 receives the player's player ID from the user information reading unit 16 of the game device 1, reads the player information from the record for that player ID in the player database 211, and transmits it to the user information reading unit 16 of the game device 1.

[0122] The game execution management unit 202 manages the execution of the entire game, including the execution of matches played on game device 1 and the rewards obtained from those matches.

[0123] The profile information management unit 203 manages the player's profile information using the profile information database 212. Figure 15 shows an example of the profile information database 212.

[0124] The profile information database 212 assigns one player to each record, and each record includes a player ID field, a registration information field, a pilot image field, a mobile suit image field, a background image field, a rating information field, a player information field, a participating guild information field, a battle mode field, a main play time field, a title information field, and an emblem information field.

[0125] The Player ID field is where the player ID is entered. The Registration Information field is where the presence or absence of profile information is entered; "1" is entered if profile information is registered, and "0" is entered if profile information is not registered. The Pilot Image field is where the pilot image selected by the player is registered. The Aircraft Image field is where the aircraft image selected by the player is registered. The Background Image field is where the background image selected by the player is registered. The Rating Information field is where parameters of other players' ratings of the player are entered, such as the rating count. The Player Information field is where information such as the player's name (nickname, etc.), player level, and player rank is entered. The Participating Guild Information field is where the Guild ID (identification number) of the guild the player belongs to is entered. The Battle Mode field is where the player's preferred battle mode is entered. The Main Playtime field displays the time selected by the player (the time the player primarily plays the game). The Title Information field displays information about titles edited according to the player's preferences. The Emblem Information field displays the emblems the player has earned through the number of matches won and the completion of designated missions.

[0126] In addition to managing the profile information of actual players as described above, the profile information management unit 203 also stores registered profile information for non-player characters that the CPU uses to play the game. Then, in matchmaking, if a player cannot be matched with an actual player and the player becomes a non-player character, the registered profile information for the non-player character is sent to the game device 1.

[0127] The guild management unit 204 manages guilds created or joined by players using the guild database 213. Figure 16 shows an example of the guild database 213. The guild database 213 assigns one guild to each record, and each record includes a guild ID field, a guild name field, a guild leader player ID field, a participating player ID field, a participation type field, a level field, a style field, a guild logo information field, a guild mission information field, and a perks field.

[0128] The Guild ID field is where the guild's ID, which identifies the guild, is entered. The Guild Name field is where the name of the guild is entered. The Guild Leader Player ID field is where the player ID of the guild leader is entered. The Participating Player ID field is where the player IDs of the players participating in the guild are entered. The Participation Type field is where the type of participation in the guild is entered, which can be either open participation or password participation. The Level field is where the guild's level is entered. The Style field is where the style of the guild is entered, which can be, for example, casual or strict. The Guild Logo Information field is where the image information, such as the guild's logo (icon), is entered. The Mission Information field is where the completion rate of missions assigned to the guild is entered. A mission is, for example, for players belonging to the guild to exceed a certain number of game play sessions, and the Mission field is where the total number of game play sessions for each player belonging to the guild is entered. The rewards field is where the rewards obtained by completing the mission are listed.

[0129] Guild Management Unit 204 responds to a player's request to join a guild and performs the following actions depending on the type of joining method:

[0130] (1) Creating a new guild This method allows players to create a new guild themselves and join it. In this case, the guild management unit 204 uses the guild database 213 to determine if the player is already a member of another guild. If the player's player ID is already registered in the guild database 213, the player is already a member of one of the guilds, and in that case, it is not possible to create a new guild. The game device 1 is notified that the player must leave their current guild if they wish to create a new guild. If the player's player ID is not registered in the guild database 213, it is possible to create a new guild. The player is then instructed to create a guild, a guild ID is issued for the newly created guild, and the guild ID is registered as a new record in the guild database 213.

[0131] (2) Random participation in guilds This method involves randomly selecting a guild to join and assigning the player to that selected guild. In this case, the guild management unit 204 randomly selects one guild from the guilds registered in the guild database 213 that are available for participation, and assigns the player to that selected guild. Available guilds are those that have not reached their member limit and guilds that are open to all and do not require a password. Guilds that have not reached their member limit are those whose records in the guild database 213 do not have all the player ID fields filled in.

[0132] Furthermore, if the Guild Management Unit 204 cannot select an available guild, it will automatically create a new guild and assign the player to that guild.

[0133] (3) Participation in guild search This method involves the player setting search criteria (guild name, style, etc.), and the Guild Management Unit 204 presenting guilds that match the search criteria, from which the player can select a guild to join.

[0134] Furthermore, the Guild Management Unit 204 calculates the total number of times each player belonging to the guild has played the game and records that total number in the mission field of the Guild Database 213. The Guild Management Unit 204 also manages the completion rate (progress) of missions assigned to the guild and manages the rewards (perks) given by the game operator according to that completion rate (progress).

[0135] The player matching unit 205 performs player matching for the first type of normal battle mode provided in the game system of this embodiment. Through the matching process, sessions are established for, for example, two game devices 1 that sent matching requests at the same time among the game devices 1 connected to the server 2, and they transition to a state in which information communication related to the battle game is possible. In the player matching, players are matched within a predetermined range of level difference so that the levels of the players do not diverge. Furthermore, if the player matching processing unit 205 cannot find a real player that meets the above conditions, it may match a non-player character that meets the conditions instead of a real player.

[0136] Furthermore, the player matching unit 205 matches predetermined non-player characters with players for the second type of normal battle mode provided in the game system of this embodiment.

[0137] Furthermore, in co-op battle mode, if communication between the co-op partner player and the game device 1 becomes impossible after the co-op pair has been matched, the player matching unit 205 receives a rematching request from the game device 1's matching request unit 116 and performs matching in either the first type of normal battle mode or the second type of normal battle mode.

[0138] The Co-op Pair Matching Unit 206 matches players together as co-op pairs. While the matching co-op pairs are generally made up of real players, it is also possible to match a real player with a non-player character. The Co-op Pair Matching Unit 206 has a game device identification information database 214 for matching co-op pairs. The game device identification information database 214 is a database that stores the game device identification information of game devices 1 installed and operational in the store. Figure 17 shows an example of the game device identification information database 214. Note that the game device identification information database 214 may be prepared for each store, or it may be a single database listing all of them. The specific operation of the Co-op Pair Matching Unit 206 will be described later.

[0139] The Evaluation Information Management Unit 207 manages the evaluation information of each player. When a player (the player who assigns the evaluation) assigns an evaluation to another player (the player who receives the evaluation) by selecting the evaluation information assignment button on the player's profile screen, the Evaluation Information Management Unit 207 records the player ID of the other player (the player who received the evaluation) in the Player ID field of the player database 211 of the player (the player who assigns the evaluation). It also records the evaluation information (for example, +1 increase) in the evaluation information field of the player database 211 of the other player (the player who received the evaluation). Furthermore, it records the player ID of the player who assigned the evaluation in the Player ID field of the player database 211 of the other player (the player who received the evaluation).

[0140] The Evaluation Information Management Unit 207 manages the Player IDs listed in the Player ID field of each player's Player Database 211 for a predetermined period, for example, every day (00:00 to 23:59), and deletes those Player IDs after the predetermined period has elapsed. The Evaluation Information Management Unit 207 then receives a request from the Profile Information Management Unit 203 to determine whether the Player IDs of the player's matching partners or viewing partners are listed in the Player ID field, and if they are listed, it notifies the Profile Information Management Unit 203 that evaluation cannot be assigned. This is to prevent unlimited evaluations from being assigned to players within the predetermined period.

[0141] Furthermore, the evaluation information management unit 207 updates the player ID field in the player database 211 (deletes player IDs) at predetermined intervals. As a result, after the predetermined period has elapsed, evaluations can be assigned to players whose player IDs are listed in the player ID field.

[0142] The character management unit 208 manages the characters of the opposing players who play against a player or a co-op pair. Here, the opposing players are non-player characters (virtual players) executed by the computer. The characters include first-type and second-type characters, and the first-type and second-type characters form groups.

[0143] The first type of battle character is the final boss (for example, a battleship or a giant unit) that a player or their partner team faces last. The final boss changes, at least partially, depending on the season of the game. The timing of the changes can be every season or every few seasons. The second type of character is a unit composed of pilot cards (first game element) and aircraft cards (second game element). The final boss, which is the first type of battle character, is larger in appearance and has higher attack and defense power than the units, which are the second type of characters.

[0144] The second type of character, like the first type of opponent character, may also have its content changed according to the season of the battle game. The timing of the changes can be every season or every few seasons. One way to change the second type of character is to change the contents of the deck, which is made up of pilot cards (first game element) and mecha cards (second game element) that make up the unit. Figures 41, 42, and 43 are diagrams to explain the decks of the battle players. Figure 41 shows a deck that is balanced in terms of offense and defense, consisting of a group of units made up of pilot cards (first game element) and mecha cards (second game element). Figure 42 shows a deck that is specialized in offense, consisting of a group of units made up of pilot cards (first game element) and mecha cards (second game element). Figure 43 shows a deck that is specialized in defense, consisting of a group of units made up of pilot cards (first game element) and mecha cards (second game element).

[0145] The battle character management unit 208 manages the combinations of the first-type character (the final boss) and the second-type character (the unit / deck) to appear in each season, in order to change the first-type character (the final boss) and the second-type character (the unit / deck) each season, using a battle character database. Figure 44 is an example of a battle character database. In the example in Figure 44, the final boss and deck are registered for each season. The battle character management unit 208 transmits battle character information, including information on the final boss and deck, to the game device 1 according to the season in which the battle game is being played.

[0146] The Ranking Reward Management Unit 209 manages the co-op rewards awarded to each co-op pair based on the results of the co-op battle mode matches. It compiles the total co-op rewards for each co-op pair at the end of each season or at predetermined intervals within a season, and ranks the co-op pairs in descending order of total co-op rewards. The Ranking Reward Management Unit 209 then awards ranking rewards to the co-op pairs that reach the predetermined top ranks.

[0147] The Ranking Reward Management Unit 209 manages the co-op rewards for each co-op pair using the co-op pair management database. Figure 45 shows an example of the co-op pair management database. The co-op pair management database is a database in which co-op rewards are recorded for each co-op pair (combination of players). When a battle game in co-op battle mode ends, the Ranking Reward Management Unit 209 awards co-op rewards to each player in the co-op pair, and the sum of the co-op rewards of each player in the co-op pair becomes the co-op reward for that co-op pair. The Ranking Reward Management Unit 209 then checks whether the combination of players in that co-op pair is registered in the co-op pair management database. If it is not registered, it registers the combination of players in that co-op pair and their total co-op reward in the co-op pair management database. On the other hand, if the combination of players in that co-op pair is registered in the co-op pair management database and the registered total co-op reward is small, the Ranking Reward Management Unit 209 registers the total co-op reward obtained this time in the co-op pair management database. Furthermore, if the total co-op rewards already registered are high, the total co-op rewards obtained this time will not be registered in the co-op pair management database.

[0148] The Ranking Reward Management Unit 209 aggregates the total co-op rewards from the co-op pair management database for each season or for a predetermined period within a season, and ranks the co-op pairs in descending order of total co-op rewards. The Ranking Reward Management Unit 209 then awards ranking rewards to the co-op pairs up to the predetermined top ranks. Figure 46 is a diagram illustrating the awarding of ranking rewards. The example in Figure 46 shows an example of awarding ranking rewards to the top four co-op pairs. First, the first-place co-op pair, consisting of players A and B, is awarded the first-place ranking reward (4000). Next, the second-place co-op pair is awarded a ranking reward, but since player A has already been awarded the first-place ranking reward, player A is not awarded the second-place ranking reward (3000), and only player C is awarded the second-place ranking reward (3000). The third-placed co-op pair will receive the third-place ranking reward (2000), but since player B has already received the first-place ranking reward, player B will not receive the third-place ranking reward (2000), and only player D will receive the third-place ranking reward (2000). Players E and F of the fourth-placed co-op pair have not received any ranking rewards in the higher ranks, so players E and F will each receive a ranking reward (1000).

[0149] The Ranking Reward Management Unit 209 distributes ranking rewards to players in a way that prevents duplicate distribution of ranking rewards. After the rankings are compiled, the ranking results are notified to each player at the start of their first game, and ranking rewards are distributed to players who have been awarded them.

[0150] The recording unit 21 is a data-retaining recording device, such as a non-volatile memory or HDD. The recording unit 21 stores the operation programs for each block of the server 2, as well as information such as parameters necessary for the operation of each block. The recording unit 21 also stores the player database 211, the profile information database 212, the guild database 213, and the game device identification information database 214.

[0151] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 22 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from an external device via the communication line N.

[0152] Next, the operation in this embodiment will be described.

[0153] <Explanation of how profile card settings work> This section describes the operation of setting up the profile card. Figure 18 is a sequence diagram between the game device 1 and the server 2 during the setup of the profile card. Figure 19 is a flowchart of the operation of the profile card setting unit 113 during the setup of the profile card.

[0154] First, the profile card setting unit 113 determines whether the profile card setting has been selected on the menu screen in Figure 9 (Step 100). If the profile card setting has been selected (Step 101), the profile card setting unit 113 sends the player ID to the server 2 and requests a determination of whether or not a profile card has been registered (Step 1, Step 102).

[0155] The profile information management unit 203 of server 2 receives the player ID and determines whether the player ID is registered in the registration information field in the profile information database 212. The determination of whether a profile card is registered is made by checking the flag in the registration information field of the player ID of the player who will set up the profile card in the player database. If the flag "1" is recorded in the registration information field, the profile card is registered, and if the flag "0" is recorded, the profile card is not registered. The profile information management unit 203 of server 2 then sends the registration result to the game device 1. If the profile card is already registered, the information in each field of that record is read and sent to the game device 1 as profile information (Step 2).

[0156] The profile card setting unit 113 determines whether or not the player's profile card is registered (Step 103). If the determination result from the server 2 is that the profile card is registered (Step 103), the profile card setting unit 113 receives the profile information (Step 104) and displays the registered profile card (Step 105).

[0157] On the other hand, if the profile card is not registered (Step 103), the profile card setting unit 113 reads the base profile card that will serve as the basis for the profile card from the storage unit 21 (Step 110) and displays the base profile card that will serve as the basis for the profile card (Step 111).

[0158] The player completes the profile card by filling in each item on the displayed registration profile card or base profile card (Step 106).

[0159] Figure 20 shows an example of the profile card settings screen. As shown in Figure 20, if no profile card is registered, the base profile card is displayed in the profile card 90; if a profile card is registered, the registered profile card is displayed. In addition, evaluation information 94, player information 95, and guild information 96 are sent from server 2 based on the player ID via their respective databases and are set automatically. At the bottom of the profile card 90 are buttons for pilot, aircraft, background, mode, main time, title, and emblem, and by selecting a button, it is possible to set the information for that item. Setting the items is done in a question format, and the information is entered by selecting the answers.

[0160] The profile card setting unit 113 determines whether the input process for the profile card is complete (Step 107). If the input process for the profile card is complete, the profile card setting unit 113 sends the profile card information to the server 2 (Step 109).

[0161] The profile information management unit 203 of server 2 receives the profile information and updates the player ID profile information database 212 (Step 4).

[0162] The above steps complete the profile card setup process.

[0163] <Explanation of how the profile screen is displayed> The operation of the profile screen display unit 114 will be explained. Figure 21 is a sequence diagram between the game device 1 and the server 2 for setting up the profile card. Figure 22 is an operation flowchart of the profile screen display process of the profile screen display unit 114.

[0164] First, when the matchmaking process determines the opposing players or the players in the co-op pair, the profile information management unit 203 of server 2 reads the evaluation information of the player ID records of the opposing players or co-op players from the player database 211, and reads the profile information of the player ID records of the opposing players or co-op players from the profile information database 212. The profile information management unit 203 also queries the evaluation information management unit 207 for information on whether or not an evaluation can be assigned.

[0165] The Evaluation Information Management Unit 207 responds to requests from the Profile Information Management Unit 203 by determining whether the Player ID of the player being matched with or viewed by the player is listed in the Player ID field of the player being assigned. If it is not listed, it notifies the Profile Information Management Unit 203 that evaluation is permitted. If it is listed, it notifies the Profile Information Management Unit 203 that evaluation is not permitted.

[0166] Then, the profile information management unit 203 transmits the profile information, evaluation information, and evaluation availability information of the opposing or co-op player to the game device 1 (Step 10).

[0167] The profile screen display unit 114 determines the timing for displaying the registered profile card (Step 200). If the guild management screen is not currently displayed (Step 201), the profile screen display unit 114 determines whether it is the timing for displaying the results screen (battle results screen) (Step 202).

[0168] If the results screen (match results screen) is currently displayed (Step 202), the profile screen display unit 114 determines whether the match is a normal match or a co-op match (Step 203).

[0169] If the match is in co-op mode and the availability information indicates that evaluation is possible, the profile screen display unit 114 generates a profile card from the received co-op player's profile information and evaluation information, and generates a profile screen including the profile card and an evaluation button (Step 204). Then, the profile screen display unit 114 displays the profile screen (Step 205). Figure 23 shows an example of a co-op player's profile screen including a selectable evaluation button.

[0170] On the other hand, if the match is in co-op mode and the availability information indicates that evaluation is not possible, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the co-op player, and generates a profile screen including the profile card and an evaluation button that cannot be selected (Step 204). Then, the profile screen display unit 114 displays the co-op player's profile screen (Step 205).

[0171] If the match is in normal match mode and the availability information indicates that evaluation is possible, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the opposing player, and generates a profile screen including the profile card and an evaluation button (Step 206). Then, the profile screen display unit 114 displays the opposing player's profile screen (Step 207).

[0172] On the other hand, if the match is in normal match mode and the availability information indicates that evaluation cannot be assigned, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the opposing player, and generates a profile screen including the profile card and an evaluation button that cannot be selected (Step 206). Then, the profile screen display unit 114 displays the opposing player's profile screen (Step 207).

[0173] Furthermore, if the results screen (match results screen) is not currently displayed (Step 202), the profile screen display unit 114 performs a lottery for the display timing (Step 213). If selected (Step 214), the profile screen display unit 114 proceeds to Step 203 and performs the process described above. On the other hand, if not selected (Step 214), the profile screen display unit 114 proceeds to Step 200 and performs the process described above.

[0174] Furthermore, if the guild management screen is currently displayed (Step 201), the profile screen display unit 114 determines whether or not a guild player has been selected (Step 208). If no guild player is selected and the player exits the guild screen, the profile screen display unit 114 returns to determining the display timing (Step 212).

[0175] If a guild member is selected, the profile screen display unit 114 requests the server 2 for the selected guild member's profile information and evaluation information (Steps 13, 209).

[0176] The profile information management unit 203 of Server 2 receives a request for a guild member's profile card and reads the information (profile information) from the player ID record of the guild member in the profile information database 212. The profile information management unit 203 of Server 2 also receives a request for evaluation information of a guild member and reads the evaluation information from the player ID record of the guild member in the player database 211. The profile information management unit 203 also queries the evaluation information management unit 207 for information on whether or not an evaluation can be assigned.

[0177] The Evaluation Information Management Unit 207 responds to requests from the Profile Information Management Unit 203 by checking the Player ID field for assigning evaluations to players, determining whether the selected guild member's Player ID is listed, and notifying the Profile Information Management Unit 203 that evaluations can be assigned if it is not listed, and notifying the Profile Information Management Unit 203 that evaluations cannot be assigned if it is listed.

[0178] The profile information management unit 203 transmits the guild member's profile information, evaluation information, and information on whether or not evaluation can be assigned to the game device 1 (Step 14).

[0179] The profile screen display unit 114 acquires the guild member's profile information, evaluation information, and evaluation availability information (Step 210). If the availability information indicates that evaluation is available, the profile screen display unit 114 generates a profile card containing the guild member's profile information and evaluation information, and generates and displays a profile screen including the profile card and an evaluation button (Step 211). Figure 24 shows an example of the profile screen in the guild details screen.

[0180] On the other hand, if the availability information indicates that evaluation is not possible, the profile screen display unit 114 generates a profile card containing the guild member's profile information and evaluation information, and generates and displays a profile screen including the profile card and an evaluation button that cannot be selected (Step 211).

[0181] Furthermore, if the opposing or co-op player is a non-player character, the following actions will be performed.

[0182] The profile information management unit 203 of server 2 transmits the profile information and rating availability of non-player characters to the game device 1. The profile screen display unit 114 performs the above operations based on the received profile information and rating availability of non-player characters. However, the non-player character does not display the profile screen.

[0183] The above process completes the display of the profile screen.

[0184] <Explanation of how to join a guild> This section explains the process of joining a guild. Figure 25 is a flowchart of the guild joining process on game device 1. Figure 26 is a flowchart of the guild joining process on server 2.

[0185] The guild setting unit 115 of the game device 1 determines the player's level, and if the player's level is above a predetermined level, it displays the guild management screen (Step 300). If joining a guild is selected, the guild participation screen is displayed as shown in Figure 11, and the method of participation is determined (Step 301). If creating a new guild is selected (Step 302), the guild setting unit 115 sends a request to the server 2 for qualification to create a new guild, including the player's player ID (Step 303).

[0186] The guild management unit 204 on server 2 receives the request and determines whether the player is eligible to join the guild (Step 351). The determination of guild eligibility involves checking whether the received player ID is registered in the guild database 213. If the received player ID is registered (Step 351), an error message is sent to the game device 1 indicating that the player is already a member of another guild and is therefore not eligible to join a guild (including creating a new guild) (Step 365). On the other hand, if the received player ID is not registered, the guild management unit 204 determines how to join the guild (Step 352).

[0187] The guild management unit 204 sends a message to the game device 1 indicating that it is possible to create a new guild if the method of joining a guild is to create a new guild (Step 354).

[0188] If the guild setting unit 115 of the game device 1 determines, based on the eligibility check, that it is possible to create a new guild (Step 304), it displays a new guild setting screen and prompts the user to enter guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password required) specified by the user (Step 306). The guild setting unit 115 determines that the guild information has been entered (Step 307). If the guild information has been entered, the guild setting unit 115 sends the new guild information and player ID to the server 2 (Step 308).

[0189] The guild management unit 204 of server 2 receives the new guild information and player ID (Step 355), creates a new record in the guild database 213, assigns a unique guild ID to the guild ID field of that record, and registers the player ID of the player who created the new guild in the leader player field (Step 356). Once the new guild registration is complete, the guild management unit 204 of server 2 sends a new registration completion notification to the game device 1 (Step 357).

[0190] When the guild settings unit 115 of the game device 1 receives a notification that a new registration has been completed (Step 309), it displays the guild details screen for the newly registered guild (Step 310).

[0191] If random participation is selected on the guild participation screen (Step 311), the guild settings unit 115 sends a random participation request to the server 2 (Step 312).

[0192] When the guild management unit 204 of server 2 receives a random participation request, it randomly selects one guild from the guild database 213 from among the guilds that can be joined (Step 359).

[0193] If there are guilds that can join (Step 360), the guild management unit 204 of server 2 registers the player's player ID in the participating player field of the participating guild record in the guild database 213 (Step 361). Once registration to the guild is complete, the guild management unit 204 of server 2 sends a registration completion notification to the game device 1 (Step 357).

[0194] On the other hand, if there are no guilds available to join (Step 360), the guild management unit 204 of server 2 sends a message to the game device 1 indicating that there are no guilds available to join and that it is possible to create a new guild (Step 354).

[0195] If no guilds are available to join and it is possible to create a new guild, the guild setting unit 115 of the game device 1 displays a new guild setting screen and prompts the user to enter guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password required) specified by the user (Step 306). The guild setting unit 115 determines that the guild information has been entered (Step 307). If the guild information has been entered, the guild setting unit 115 sends the new guild information and player ID to the server 2 (Step 308).

[0196] On the other hand, if "Search to join" is selected on the guild joining screen (Step 311), the guild settings unit 115 displays the search screen (Step 315). Once the search criteria have been entered, the guild settings unit 115 sends the search criteria to the server 2 (Step 316).

[0197] The guild management unit 204 of server 2 searches the guild database 213 for guilds that match the search criteria (Step 362). Then, the guild management unit 204 sends the information of the candidate guilds that match the search criteria (including the guild ID) to the game device 1 (Step 363).

[0198] The guild setting unit 115 of the game device 1 receives information on candidate guilds that match the search criteria (Step 317) and displays the candidate guild information (Step 318). The player selects a guild to join (Step 319) and enters a password if necessary (Step 320). Once the user has made their selection, the guild setting unit 115 displays a participation approval screen for the selected candidate guild (Step 321). The guild setting unit 115 then makes a decision on participation approval (Step 322). If participation is approved (Step 323), the guild setting unit 115 sends the participation approval, the participating guild ID, and the player ID to the server 2 (Step 324).

[0199] When the guild management unit 204 of server 2 receives the participation approval, participating guild ID, and player ID (Step 364), it registers the player's player ID in the participating player field of the participating guild record in the guild database 213 (Step 361). Once the registration to the guild is complete, the guild management unit 204 of server 2 sends a registration completion notification to the game device 1 (Step 357).

[0200] When the guild setting unit 115 of the game device 1 receives a registration completion notification (Step 309), it displays the guild details screen of the guild the player has joined (Step 310).

[0201] The above process completes the process of joining a guild.

[0202] <Explanation of the process for leaving a guild> This section explains the process of leaving a guild. Figure 27 is a flowchart of the guild departure process on game device 1. Figure 28 is a flowchart of the guild departure process on server 2.

[0203] When a guild to join is selected from the guild management screen, the guild setting unit 115 of the game device 1 displays the guild details screen as shown in Figure 11 (Step 380), and determines whether the "Leave Guild" button for the guild has been selected (Step 381).

[0204] If the "Leave Guild" button is selected (Step 383), the Guild Management Unit 115 displays the "Approve Leave" button (Step 384).

[0205] If the withdrawal approval button is pressed and the withdrawal is approved (Step 385), the guild management unit 115 sends a withdrawal request from the participating guild to server 2 (Step 386). The withdrawal request includes the guild ID and player ID.

[0206] The guild management unit 204 of server 2 determines whether a withdrawal request has been received (Step 390). If a withdrawal request is received, the guild management unit 204 removes the player's player ID from the participating player field in the participating guild record in the guild database 213 (Step 392). Once the update of the guild database 213 is complete, the guild management unit 204 of server 2 sends a withdrawal completion notification to the game device 1 (Step 393).

[0207] Guild Management Unit 115 receives the withdrawal completion notification (Step 387) and displays the guild management screen (Step 388).

[0208] The above process completes the process of leaving the guild.

[0209] Furthermore, the Guild Management Unit 204 can not only allow players to leave voluntarily, but also forcibly remove players from guilds. For example, it can automatically remove players who have not played the game for a predetermined period of time. In this case, players who have not played the game for a predetermined period of time can be found using the Player Database 211, and their Player IDs can be removed from the list of participating guilds in each database.

[0210] <Explanation of how matchmaking works for opposing players> This section explains the process of matching players against each other. Figure 29 is a flowchart of the player matching process.

[0211] The matching request unit 116 displays a battle mode selection screen and determines the battle mode (Step 400). Figure 30 is a diagram illustrating the series of operations for selecting a battle mode. In the example selection screen in Figure 30, buttons are displayed to allow selection of normal battle mode and co-op battle mode (Figure 30(a)). If the player selects co-op battle mode, buttons are displayed to allow selection of in-store co-op pair setting and non-player character co-op pair setting (Figure 30(b)).

[0212] If the player does not select a co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), that is, if they select a normal battle mode, a matchmaking request for the opposing player is sent to Server 2 (Step 411).

[0213] On the other hand, if a player selects a co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), the selection of the co-op mode is determined (Step 402). If an in-store co-op pair is selected (Step 402), the matching request unit 116 displays the search start screen (Step 403). An example of the search start screen is shown in Figure 30(c). When players in the same store form a co-op pair, the players press the search start button at the same time. On the other hand, if a non-player character is selected as the co-op pair, a matching request for the co-op pair is sent to Server 2 (Step 410). The matching request includes game device identification information (game device ID) and the player ID obtained from the player card.

[0214] The matching request unit 116 determines whether the search start button has been pressed (Step 404). When the search start button is pressed (Step 405), the matching request unit 116 sends a matching request for a co-op pair to server 2 (Step 406). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information of the press.

[0215] Here, we will explain the cooperative pair matching process that takes place on Server 2. Figure 31 is a sequence diagram between Game Device 1 and Server 2.

[0216] First, when players in the store who wish to form a co-op pair press the search start button at the same time, a matching request is sent from each player's game device 1 (Steps 500, 501). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information of when the button was pressed.

[0217] Server 2, upon receiving the matching request, performs the co-op pair matching process (Step 502).

[0218] Figure 32 is a flowchart of the co-op pair matching process performed on Server 2.

[0219] The co-op pair matching processing unit 206 of Server 2 receives a matching request (Step 600).

[0220] The co-op pair matching processing unit 206 identifies the matching request sent from a game device 1 installed in the same store based on the numerical value that identifies the store among the game device IDs included in the matching request (Step 601). If there is a matching request sent from a game device 1 installed in the same store (Step 602), the co-op pair matching processing unit 206 determines the difference in the time information of those matching requests (Step 603). If there is a pair of matching requests whose time information difference is within a predetermined time (for example, within 1 second) (Step 604), the co-op pair matching processing unit 206 identifies the player ID of the game device 1 that sent the matching request for that pair and sets the players with that player ID as a co-op pair (Step 605). Then, the co-op pair matching processing unit 206 sends co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name identified from the player ID obtained from the player database 211.

[0221] On the other hand, if there is only one matching request from a game device 1 installed in the same store (Step 602), or if there are matching requests from the same store but the time difference between the matching requests is not within a predetermined time (Step 604), the co-op pair matching processing unit 206 sets a non-player character as a co-op pair for the player of the game device 1 that made the matching request (Step 607). Then, the co-op pair matching processing unit 206 transmits co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name of the predetermined non-player character. Note that multiple non-player characters with different strengths may be prepared in advance, and the player may select a non-player character according to their level or rank.

[0222] When a matching request for a non-player character as a co-op pair is received, the non-player character is set as a co-op pair for the player of the game device 1 that made the matching request, as in Step 607, and the co-op player information for the non-player character is sent to the game device 1 that made the matching request. The co-op player information includes the player name of the predetermined non-player character. In addition, multiple non-player characters with different strengths may be prepared in advance, and the player may select a non-player character according to their level or rank.

[0223] This concludes the explanation of the co-op pair matching process that takes place on Server 2.

[0224] The matching request unit 116 of the game device 1 receives co-op player information (Step 407). The matching request unit 116 uses the received co-op player information to display the co-op player information (Step 408). For example, examples of the display of co-op player information are shown in Figures 30(d) and (e). If the matching request unit 116 requests matching with a non-player character as a co-op pair, it displays the non-player character's information as co-op player information. The matching request unit 116 then sets the player and the player from the received co-op player information as a co-op pair (Step 409).

[0225] On the other hand, in normal versus mode, information about the opposing players (including non-player characters) is received and the opposing players are set (Step 412).

[0226] The matching process is completed with the above steps.

[0227] Players can either play against other matched players in a competitive game, or team up with other matched players to play against other players (non-player characters).

[0228] <Details of the Co-op Battle Mode> The following section provides a detailed explanation of the cooperative battle mode gameplay between the matched cooperative pair and the opposing player (non-player character). Figure 47 is a diagram illustrating the battle field in the cooperative battle mode of the game. In Figure 47, 60X is the player's base, 61X is the player's unit, 60Y is the cooperative player's (partner player's) base, 61Y is the cooperative player's (partner player's) unit, 60Z is the opposing player's (non-player character's) base, 61Z is the opposing player's (non-player character's) unit, and 62 is the opposing player's (non-player character's) final boss (battleship) 62.

[0229] The game execution unit 112 places the player's base 60X and the player's unit 61X in the first zone 34, which is the player's zone. The game execution unit 112 places the co-op player's base 60Y and the player's unit 61Y in the second zone 35, which is the co-op player's zone.

[0230] The game execution unit 112 places the opposing player's base 60Z and the opposing player's unit 61Z in the first zone 34 and the second zone 35, and places the final boss (battleship) 62 in a predetermined position on the battle field. Here, the opposing player's unit 61Z and the final boss (battleship) 62 are the opposing player's unit 61Z and the final boss (battleship) 62 generated from the opposing character information received from server 2. As described above, the opposing player's unit 61Z and the final boss (battleship) 62 are the opposing player's unit 61Z and the final boss (battleship) 62 depending on the season.

[0231] The game execution unit 112 changes the opponent player's unit 61Z and the final boss (battleship) 62 each season, or every predetermined number of seasons, if the competitive game consists of multiple seasons. Changes include changing the name, appearance, attack power, or defense power. Furthermore, each season, parts of the opponent player's unit 61Z and the final boss (battleship) 62 (for example, parts of the appearance, attack power, or defense power) may also be changed. Each time the opponent player's unit 61Z and the final boss (battleship) 62 are changed, the system receives updated battle character information from the server 2 and displays the opponent player's unit 61Z and the final boss (battleship) 62 based on the battle character information. The reason for changing the opponent player's unit 61Z and the final boss (battleship) 62 in this way is to keep users engaged and maintain their interest in the competitive game.

[0232] The game execution unit 112 places only one final boss (battleship) 62 in each of the first zone 34 and second zone 35 from the start of the battle game. The final boss 62 cannot be moved. The final boss 62 is the last boss that a co-op pair can attack. That is, a co-op pair can attack it after destroying all of the opposing players' bases 60Z and units 61Z. In addition, the attack power or defense power of the final boss 62 is higher than the bases 60Z and units 61Z of the opposing players that make up the group. That is, the final boss 62 is more difficult to destroy than the bases 60Z and units 61Z of the opposing players that make up the group.

[0233] When a competitive game is started, the cost granting unit 118 displays a cost gauge 70 and an increase magnification 71 of the cost recovery amount. The cost is required for arranging or moving a unit on a competitive field, and for activating attacks or abilities of the unit. The cost is zero immediately after the start of the competitive game, increases with the passage of time, and decreases as the required cost is consumed. The cost recovers at a constant recovery amount every predetermined time. However, in the case of a competitive game in a co-op battle mode, the increase magnification of the recovery amount immediately after the start of the competitive game is 1, and the increase magnification rises when a predetermined condition is satisfied. The predetermined condition is that the co-op player destroys the opponent player's base 60Z and unit 61Z in the co-op player's zone. By destroying the opponent player's base 60Z and unit 61Z, the increase magnification rises. That is, a benefit is granted to the player when the co-op player destroys the opponent player's base 60Z and unit 61Z in the co-op player's zone.

[0234] Here, the operation of the cost granting unit 118 will be described. FIG. 48 is an operation flowchart of the cost granting unit 118.

[0235] Let C be the displayed cost, T be the cost recovery amount per second, and Z be the increase magnification of the cost recovery amount, the cost granting unit 118 calculates the cost C from C=T×Z (Step 1000). Further, let x be the number of destroyed enemy units 61Z of the co-op player, y be the number of destroyed enemy bases 60Z of the co-op player, a be the unit destruction increase coefficient, and b be the base destruction increase coefficient. Here, a<b. Then, the cost granting unit 118 sets Z=1+((a×x)+(b×y)) (Step 1001).

[0236] The cost granting unit 118 determines whether the co-op player's enemy unit 61Z and base 60Z have been destroyed (Step 1002). When the co-op player destroys an enemy unit 61Z (Step 1003), the cost granting unit 118 increments x by 1 (Step 1004). Then, the cost granting unit 118 notifies that the increase magnification of the recovery amount has risen (Step 1005).

[0237] Further, when the co-op player defeats the enemy base 60Z (Step 1006), the cost granting unit 118 increments y by 1 (Step 1007). Then, the cost granting unit 118 notifies that the increase magnification of the recovery amount has risen (Step 1008).

[0238] The cost granting unit 118 calculates the increase magnification Z (Step 1009), and calculates the cost C (Step 1010). Then, the cost granting unit 118 displays the cost C.

[0239] Figure 49 is a diagram showing an example of a notification of an increase in the increase magnification of the recovery amount, and the display of the cost gauge 70 and the increase magnification 71 of the cost recovery amount when the co-op player defeats one enemy unit 61Z. The example in Figure 49 shows a case where a=0.5 and b=1.0. That is, the increase magnification Z is Z=1+((0.5×1)+(1×0))=1.5, and 1.5 is displayed on the increase magnification 71 of the cost recovery amount. In addition, a notification 72 indicating that the increase magnification of the cost recovery amount has increased is displayed near the defeated enemy unit 61Z.

[0240] Further, Figure 50 is a diagram showing an example of a notification of an increase in the increase magnification of the recovery amount, and the display of the cost gauge 70 and the increase magnification 71 of the cost recovery amount when the co-op player defeats one enemy base 60Z following the defeat of the enemy unit 61Z. The example in Figure 50 shows a case where a=0.5 and b=1.0. That is, the increase magnification Z is Z=1+((0.5×1)+(1×1))=2.5, and 2.5 is displayed on the increase magnification 71 of the cost recovery amount. In addition, a notification 72 indicating that the increase magnification of the cost recovery amount has significantly increased is displayed near the defeated enemy base 60Z.

[0241] In the above example, a<b is set. This is because the enemy base 60Z is more important than the enemy unit 61Z, and defeating the highly important enemy base 60Z leads to a larger increase in the increase magnification Z. However, the present invention is not limited to this, and a>b or a=b may be set.

[0242] The cost allocation unit 118 performs the above operations until the end of the game (Step 1011).

[0243] In co-op battle mode, players receive rewards each time their co-op partner fulfills certain conditions. This structure ensures that good plays benefit the co-op partner, ultimately giving both players a sense of collaboration and cooperation.

[0244] Furthermore, during a match against another player, you can increase your attack power using the evaluation information you've been given. The amount of increase in attack power can also be proportional to the number of evaluations used. Figure 40 is a diagram illustrating the increase in attack power due to evaluation information during a match. According to Figure 40, by selecting the evaluation boost button during a match, you can increase (boost) the player's attack power according to the number of evaluations the player has.

[0245] In the aforementioned co-op battle mode, before the battle game starts, communication between the matched co-op player (partner player) and the game device 1 may become impossible due to circumstances on the part of the matched co-op player (partner player) or a malfunction in the game device 1. However, the players have paid the fee and need to continue the game. Therefore, in this embodiment, if communication between the co-op pair and the game device 1 becomes impossible after the co-op pair has been matched, the system transitions from co-op battle mode to either the first type of normal battle mode or the second type of battle mode. The operation of the mode transition process when communication fails will be explained below.

[0246] Figure 55 is an operation flowchart illustrating the operation of the mode transition process when communication fails for game device 1.

[0247] The matching request unit 116 determines whether a communication failure has occurred (Step 1050). If a communication failure occurs (Step 1051), and this failure occurs within the first period (Step 1052), the unit waits for one hour (Step 1053). Here, the first period is the time from the presentation of the co-op player's introduction image (for example, the display of the profile card 90) to the deployment of the co-op player's unit. The first hour is, for example, 20 seconds. On the other hand, if the communication failure occurs within the second period after the first period (Step 1052), the unit waits for two hours (Step 1054). Here, the second period is the time after the first period has elapsed, that is, after the deployment of the co-op player's unit. The second hour is shorter than the first hour, for example, 10 seconds.

[0248] Next, if communication is not restored during the respective waiting times (Step 1055), the matching request unit 116 determines the player's rank (Step 1056). If the player's rank does not exceed a predetermined rank (Step 1057), it sends a rematching request for the first type of normal battle mode to the server 2 (Step 1058) and displays a notification that the first type of normal battle mode has started (Step 1059). On the other hand, if the player's rank exceeds a predetermined rank (Step 1057), it sends a rematching request for the second type of normal battle mode to the server 2 (Step 1061) and displays a notification that the second type of normal battle mode has started (Step 1062). Figure 56 shows an example of a matching cancellation notification displayed on the game device 1. In the example shown in Figure 56, it notifies that matching has been canceled and that the second type of normal battle mode has started.

[0249] When Server 2's player matching unit 205 receives a rematching request from Game Device 1, it cancels the matchmaking for the co-op battle mode and matches the player with the opposing player according to the type of normal battle mode requested in the rematching request. However, the co-op player of the player's co-op partner is excluded from the matchmaking target. This is to prevent them from being matched again in a different mode.

[0250] When the game execution unit 112 obtains information on a matched opponent player from the server 2, it starts a match in the normal match mode of that type (Step 1060, Step 1063). Through such operations, the game can be continuously provided to the player even in an unexpected communication failure situation.

[0251] <Operation of granting experience points> When the above-described competitive game based on matching ends, experience points are granted to the player. Here, the operation of granting experience points will be described. FIG. 51 is an operation flowchart of the experience point granting process.

[0252] The experience point granting unit 119 determines the end of the competitive game (Step 1020). When the competitive game has ended (Step 1021), the experience point granting unit 119 determines whether the player is an opponent player or a co-op player (Step 10222).

[0253] When the opponent player or co-op player is a real player (Step 1023), the experience point granting unit 119 grants the player bonus experience points (additional experience points) in addition to the base experience points (Step 1024). When the opponent player or co-op player is a non-player character (virtual player) (Step 1023), the experience point granting unit 119 grants the player base experience points (Step 1025). Each experience point is granted by being recorded in the level field of the corresponding player's player database.

[0254] The experience point granting unit 119 notifies of the experience points to be granted (Step 1026). FIG. 52 is a diagram showing an example of a notification of experience point granting. In the example of FIG. 52, since the co-op player is a real player, it is displayed that the granted experience points are increased, along with the base experience points, the bonus experience points, and the total granted experience points.

[0255] As described above, the experience points awarded to players are increased when their opponent or co-op partner is a real player. This encourages players to actively compete against or team up with real players, leading to more encounters between players and other real players, and increasing opportunities for players to feel connected to other players.

[0256] <How ranking rewards are awarded> This section explains how the Ranking Reward Management Department 209 distributes ranking rewards. Figure 53 is a flowchart of the ranking reward distribution process.

[0257] When a co-op battle game ends, the game execution unit 112 of each player's game device 1 in the co-op pair calculates the player's co-op reward and sends it to the server 2.

[0258] The ranking reward management unit 209 of Server 2 receives the co-op rewards for each player from each player's game device 1 (Step 1030). The ranking reward management unit 209 calculates the total co-op rewards for the co-op pair from the received co-op rewards (Step 1031).

[0259] The Ranking Reward Management Unit 209 determines whether the received combination of players for the co-op pair is registered in the co-op pair management database (Step 1032). If the combination of players for the co-op pair is registered in the co-op pair management database (Step 1033), the Ranking Reward Management Unit 209 compares the calculated total co-op reward with the registered total co-op reward (Step 1034). If the calculated total co-op reward is greater than the registered total co-op reward, the Ranking Reward Management Unit 209 updates the total co-op reward in the co-op pair management database to the calculated total co-op reward (Step 1035). On the other hand, if the calculated total co-op reward is less than the registered total co-op reward, the Ranking Reward Management Unit 209 does not update the total co-op reward in the co-op pair management database. On the other hand, if the combination of players for a co-op pair is not registered in the co-op pair management database (Step 1033), the ranking reward management unit 209 registers the received player combination for the co-op pair and the calculated total co-op reward in the co-op pair management database (Step 1047). As a result, the total co-op reward for each co-op pair becomes the largest total co-op reward among the total co-op rewards obtained.

[0260] The Ranking Reward Management Unit 209 determines when the event has ended (including the end of the season) (Step 1036). If the event has ended (Step 1037), the Ranking Reward Management Unit 209 compiles the rankings (Step 1038) and extracts the top N co-op pairs with the largest total co-op rewards (Step 1039).

[0261] The ranking reward management unit 209 sets the initial value of M to 1 (Step 1040) and determines whether any player in the M-ranked co-op pair has been awarded a ranking reward in a ranking prior to M-rank (Step 1041). If any player has been awarded a ranking reward in a ranking prior to M-rank (Step 1042), the ranking reward management unit 209 awards the M-rank ranking reward to all players except the player who has been awarded the reward (Step 1043). The awarding of ranking rewards is done by recording it in the reward information field of the player database of the relevant player. Then, the ranking reward management unit 209 increments M by 1 (Step 1044) and determines whether the increased M is equal to N (Step 1045). If the increased M is equal to N, the process of awarding ranking rewards ends. Then, at the start of each player's game, the ranking information of the ranking results is sent to the game device (Step 1046).

[0262] Figure 54 shows an example of a ranking result notification displayed on game device 1. The ranking result is notified to the player at the start of their first game after the ranking has been compiled. This concludes the explanation of how ranking rewards are awarded. The type of ranking reward is not restricted, but could include, for example, experience points or items.

[0263] <Explanation of the operation of assigning evaluation information> This section explains the process of assigning evaluation information. Figure 33 is a flowchart of the process of assigning evaluation information in game device 1. Figure 34 is a flowchart of the process of assigning evaluation information in server 2.

[0264] When the profile screen is displayed by the profile screen display unit 114 (Step 700), the evaluation information assignment unit 117 determines whether the evaluation assignment button has been pressed (Step 701). When the evaluation assignment button is pressed (Step 702), the evaluation information assignment unit 117 changes the shape of the evaluation assignment button to let the player know that it has been selected, and sends the evaluation information assignment to the server 2 (Step 703). The evaluation information assignment includes the player ID of the player on the displayed profile screen. When the display of the profile screen ends (Step 703), the evaluation information assignment unit 117 terminates its processing.

[0265] The evaluation information management unit 207 of server 2 determines whether it has received the evaluation information (Step 710). If it has received the evaluation information (Step 711), it determines which player has been assigned the evaluation (Step 712).

[0266] If the player to whom the rating is assigned is a non-player character (Step 713), the rating information management unit 207 assigns the rating to the player who assigned the rating (the assigning player) (Step 714). That is, it updates the rating information field in the player database 211 for the assigning player's player ID (+1 increase). An rating is always given as a response to the assigning player who has evaluated a non-player character.

[0267] On the other hand, if the player to whom the evaluation is assigned is a real player (Step 713), the evaluation information management unit 207 updates the evaluation information field in the player database 211 of the player to whom the evaluation was assigned (+1 increase) (Step 715). The player ID of the assigning player is entered in the assigning player ID field of the player to whom the evaluation was assigned (Step 716). Furthermore, the player ID of the player to whom the evaluation was assigned is entered in the assigning player ID field of the player database 211 of the assigning player (Step 717).

[0268] With the above processing, the process of adding evaluation information is completed.

[0269] <Description of Notification Operation of Granting Evaluation Information> The notification operation of granting evaluation information will be described. FIG. 37 is a sequence diagram of notification of granting evaluation information between the game apparatus 1 and the server 2. FIG. 38 is an operation flowchart of a notification process of granting evaluation information of the server 2.

[0270] First, when the game starts, the game execution unit 112 of the game apparatus 1 transmits the player ID of the player read from the card on which the player ID is recorded to the server 2 (Step 30).

[0271] Upon receiving the player ID (Step 900), the evaluation information management unit 207 of the server 2 determines whether or not the player ID is described in the granted player ID field of the player database 211 corresponding to the received player ID (Step 901).

[0272] If the player ID is described in the granted player ID field (Step 902), the profile information of that player ID is read out, and the profile information is transmitted to the game apparatus 1 (Step 903). Then, the evaluation information management unit 207 deletes the player ID in the granted player ID field (Step 904).

[0273] Upon receiving the profile information of the granted player ID, the game execution unit 112 of the game apparatus 1 displays a profile screen including the profile information of that player, and also displays that an evaluation has been granted to the current player by that player (Step 32). FIG. 39 is a diagram showing an example of notification of granting evaluation information.

[0274] Through the above processes, the processing of the notification operation of granting evaluation information is completed.

[0275] <Description of Guild Mission Management Operation> This section explains the guild mission management process. Figure 36 is a flowchart of the guild mission management process on Server 2. The following explanation assumes that missions are assigned each season, and the total number of games played by players is reset each season. Furthermore, the number of games played is counted each time a competitive game is played, without distinguishing between normal versus mode and co-op versus mode.

[0276] The guild management unit 204 on server 2 determines whether a season has started (Step 800). If a season has started (Step 801), the guild management unit 204 resets the number of games played (calculated value) in the mission information field of the guild database 213 to zero (Step 802).

[0277] The guild management unit 204 on server 2 determines if the game has ended (Step 803). If the game has ended (Step 804), the guild to which the player who played the game belongs is searched using the player ID, and the number of times the game has been played in the mission information field of that guild is checked to determine if it has reached the maximum limit (Step 805).

[0278] If the number of game executions in the guild's mission information field has reached the upper limit, the process is terminated. If the number of game executions in the guild's mission information field has not reached the upper limit, the guild management unit 204 increases the number of game executions in the guild's mission information field by 1 (Step 806).

[0279] Next, the Guild Management Unit 204 determines whether the mission has been completed based on the total number of times the mission information has been played (Step 807). If the mission has been completed (Step 808), the Guild Management Unit 204 records the reward (perk) in the guild's perks field (Step 809). In other words, it grants the perks to the guild.

[0280] With the above process completes the management of each guild's missions.

[0281] As shown in Figure 35, each player belonging to a guild can check the progress of their missions from the mission progress confirmation screen, and can receive rewards if they complete a mission. In principle, the rewards (perks) are the same for all players.

[0282] In this embodiment of the present invention, the profile information (profile card) of other players is displayed at least once during the game, which can lead to increased interest in other players and strengthen the community. Furthermore, players can showcase their gameplay achievements, which can lead to increased motivation to play the game.

[0283] Furthermore, this embodiment displays not only profile information (profile card) but also a means for giving ratings (rating button), creating a cycle of reactions through easy expressions of gratitude. This also leads to increased motivation for players to play the game by making them feel that their gameplay is appreciated. Moreover, since players can receive rewards based on the ratings they receive, they are more likely to play in a way that will earn them positive feedback.

[0284] Furthermore, this embodiment allows for the creation of groups composed of multiple players, and players can feel connected to other players by joining these groups. There are also various ways to join a guild, and in particular, if a player is unable to join through random participation, a guild will be automatically created, thus avoiding situations where players are unable to join a guild. In addition, guilds are given missions, and by completing these missions, players belonging to the guild can receive rewards (perks), providing a more engaging game for players. Moreover, guild members can check each other's profile information (profile cards) and assign ratings, deepening the bonds between guild members.

[0285] Furthermore, in this embodiment, when the opposing player is a non-player character (virtual player), the opposing characters such as the final boss and units associated with that non-player character (virtual player) are configured to change according to the season, thus allowing the player to continue playing the game without getting bored.

[0286] Furthermore, in this embodiment, in the co-op battle mode, the player can receive a reward each time the co-op player fulfills certain conditions. As a result, if the player makes a good play, the co-op player receives a benefit, and both players can feel a sense of cooperation with each other.

[0287] Furthermore, this embodiment increases the experience points awarded to a player when their opponent or co-op partner is a real player. As a result, players will be more likely to actively compete against or team up with real players, leading to more encounters between players and other real players, and increasing opportunities for players to feel connected to other players.

[0288] Furthermore, this embodiment is configured so that players do not receive duplicate rewards for their co-op pair rankings, thus preventing some players from receiving extremely high rewards.

[0289] Furthermore, this embodiment is configured to allow players to continue playing even if communication becomes impossible between the game devices of matched players, by transitioning from the match mode where communication failed to another match mode and performing a new match.

[0290] Some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0291] [Note 1] A matching method for connecting players with their opponents. A game execution means that executes a competitive game of the first competitive mode by a cooperative pair consisting of the aforementioned player and the aforementioned opponent partner. To make it function as, The matching means, after matching the player and the opponent's partner, cancels the matching between the player and the opponent's partner and matches the player with the opponent's player, provided that communication between the player and the opponent's partner becomes impossible. The game execution means executes a second type of competitive game between the player and the opposing player. program.

[0292] [Note 2] The first mode of play is a mode in which the cooperative pair and the opposing player play against each other, The second mode of play is a mode in which the player and the opposing player play against each other one-on-one. The program described in Appendix 1.

[0293] [Note 3] The aforementioned second battle mode includes a second battle mode of the first type and a second battle mode of the second type, The matching means selects either the first type of second match format or the second type of second match format according to the player's game progress, and matches the player according to the selected type of second match format. The program described in Appendix 1 or Appendix 2.

[0294] [Note 4] The second type of the first type of battle is such that the battle players are virtual players, The second type of the second match mode is such that the opposing players are actual players. The program described in any of the appendices 1 through 3.

[0295] [Note 5] The matching means matches the player according to the second type of match if the player's rank exceeds a predetermined rank, and matches the player according to the second type of match if the player's rank falls below the predetermined rank. The program described in any of the appendices 1 through 4.

[0296] [Note 6] The matching means controls the matching so that the opponent partners of the co-op pair are not matched as opponent players in the second type of battle game. The program described in any of the appendices 1 through 5.

[0297] [Note 7] A matching method for matching players with opponents, A game execution means that executes a competitive game of the first competitive mode by a cooperative pair consisting of the aforementioned player and the aforementioned opponent partner, Equipped with, The matching means, after matching the player and the opponent's partner, cancels the matching between the player and the opponent's partner and matches the player with the opponent's player, provided that communication between the player and the opponent's partner becomes impossible. The game execution means executes a second type of competitive game between the player and the opposing player. Game management device.

[0298] [Note 8] A matching request method that requests a match between a player and an opponent. A game execution means that executes a competitive game of the first competitive mode by a cooperative pair consisting of the aforementioned player and the aforementioned opponent partner. To make it function as, The matching request means, after matching the player and the opponent's partner, cancels the matching between the player and the opponent's partner and requests matching between the player and the opponent's player, provided that communication between the player and the opponent's partner becomes impossible. The game execution means executes a second type of competitive game between the player and the opposing player. program.

[0299] [Note 9] The first mode of play is a mode in which the cooperative pair and the opposing player play against each other, The second mode of play is a mode in which the player and the opposing player play against each other one-on-one. The program described in Appendix 8.

[0300] [Note 10] The aforementioned second battle mode includes a second battle mode of the first type and a second battle mode of the second type, The matching request means selects either the first type of second match format or the second type of second match format according to the player's game progress, and requests matching according to the selected type of second match format. The program described in Appendix 8 or Appendix 9.

[0301] [Note 11] The second type of the first type of battle is such that the battle players are virtual players, The second type of the second match mode is such that the opposing players are actual players. The program described in any of the appendices 8 through 10.

[0302] [Note 12] The matching request means requests matching according to the first type of second match format if the player's rank exceeds a predetermined rank, and requests matching according to the second type of second match format if the player's rank falls below the predetermined rank. The program described in any of the appendices 8 through 11.

[0303] [Note 13] The computer is to function as a notification means that, after a predetermined time has elapsed since it became unable to communicate, notifies at least one of the following: that it has become unable to communicate, and that the matching has been canceled. The program described in any of the appendices 8 through 12.

[0304] [Note 14] The notification means controls the time until notification is made so that it differs depending on when the communication failure occurred. The program described in any of the appendices 8 through 13.

[0305] [Note 15] The notification means controls the control means so that if the period during which communication became impossible falls within the first period, it takes one hour for the notification to be made, and if the period during which communication became impossible falls within the second period, it takes a second hour, which is shorter than the first hour. The program described in any of the appendices 8 through 14.

[0306] [Note 16] The aforementioned first period is from the introduction of the opposing partners to the formation of the characters to be used in the aforementioned fighting game, The second period is from the time the characters to be used in the battle game are assembled until the start of the battle game. The program described in any of the appendices 8 through 15.

[0307] [Note 17] The notification means notifies that the match between the player and the opponent partner has been canceled and that the match according to the second match mode has been initiated. The program described in any of the appendices 8 through 16.

[0308] [Note 18] A matching request method for requesting a match between a player and an opponent, A game execution means that executes a competitive game of the first competitive mode by a cooperative pair consisting of the aforementioned player and the aforementioned opponent partner, Equipped with, The matching request means, after matching the player and the opponent's partner, cancels the matching between the player and the opponent's partner and requests matching between the player and the opponent's player, provided that communication between the player and the opponent's partner becomes impossible. The game execution means executes a second type of competitive game between the player and the opposing player. Game device. [Explanation of symbols]

[0309] 1 Game device 2 servers 10 Processing Unit 11 Display section 14. Operation Input Section 15 Price detection unit 16. User Information Reading Unit 17. Sound output section 18 Communications Department 19 Memory section 20 Processing Units 21 Records Section 110 Game Element Acquisition Unit 111 Unit Components 112 Game Execution Unit 113 Profile Card Settings Section 114 Profile screen display section 115 Guild Settings Department 116 Matching Request Section 117 Evaluation Information Assignment Department 118 Cost allocation section 119 Experience Point Granting Section 120 Ranking Reward Distribution Department 201 Player Information Management Department 202 Game Execution Management Department 203 Profile Information Management Department 204 Guild Management Department 205 Player Matching Department 206 Co-op Pair Matching Department 207 Evaluation Information Management Department 208 Battle Character Management Department 209 Ranking Management Department

Claims

1. A matching method for connecting players with their opponents. A game execution means that executes a first type of competitive game in which the cooperative pair, consisting of the aforementioned player and the aforementioned opponent partner, competes against the opposing player. To make it function as, The matching means is After the match between the player and the opponent's partner has been made, if communication between the player and the opponent's partner becomes impossible, the match between the player and the opponent's partner will be canceled. The player and the opposing player are matched according to one of the second types of second match modes, which is selected based on the progress of the player's game, and which is either a first type of second match mode or a second type of second match mode. The game execution means executes a competitive game in which the player and the opposing player compete one-on-one in a second competitive mode of a type selected according to the progress of the player's game. program.

2. The second type of the first type of battle is such that the battle players are virtual players, The second type of the second match mode is such that the opposing players are actual players. The program according to claim 1.

3. The matching means matches the player according to the second type of match if the player's rank exceeds a predetermined rank, and matches the player according to the second type of match if the player's rank falls below the predetermined rank. The program according to claim 2.

4. The matching means controls the matching so that the opponent partners of the co-op pair are not matched as opponent players in the second type of the first type and the second type of the second type of the battle game. The program according to claim 1 or claim 2.

5. A matching method for matching players with opponents, A game execution means that executes a first type of competitive game in which the cooperative pair, consisting of the aforementioned player and the aforementioned opponent partner, competes against the opposing player, Equipped with, The matching means is After the match between the player and the opponent's partner has been made, if communication between the player and the opponent's partner becomes impossible, the match between the player and the opponent's partner will be canceled. The player and the opposing player are matched according to one of the second types of second match modes, which is selected based on the progress of the player's game, and which is either a first type of second match mode or a second type of second match mode. The game execution means executes a competitive game in which the player and the opposing player compete one-on-one in a second competitive mode of a type selected according to the progress of the player's game. Game management device.

6. A matching request method that requests a match between a player and an opponent. A game execution means that executes a first type of competitive game in which a cooperative pair consisting of the aforementioned player and the aforementioned opponent partner competes against the aforementioned opponent player. To make it function as, The matching request means is After the match between the player and the opponent's partner has been made, if communication between the player and the opponent's partner becomes impossible, the match between the player and the opponent's partner will be canceled. Depending on the progress of the player's game, either the first type of second match mode or the second type of second match mode is selected, and a match between the player and the opposing player is requested according to the selected type of second match mode. The game execution means executes a competitive game in which the player and the opposing player compete one-on-one in a second competitive mode of a type selected according to the progress of the player's game. program.

7. The second type of the first type of battle is such that the battle players are virtual players, The second type of the second match mode is such that the opposing players are actual players. The program according to claim 6.

8. The matching request means requests matching according to the second type of match if the player's rank exceeds a predetermined rank, and requests matching according to the second type of match if the player's rank falls below the predetermined rank. The program according to claim 7.

9. The computer is to function as a notification means that, after a predetermined time has elapsed since it became unable to communicate, notifies at least one of the following: that it has become unable to communicate, and that the matching has been canceled. The program according to claim 6 or claim 7.

10. The notification means controls the time until notification is made so that it differs depending on when the communication failure occurred. The program according to claim 9.

11. The notification means controls the control means so that if the period during which communication became impossible falls within the first period, it takes one hour for the notification to be made, and if the period during which communication became impossible falls within the second period, it takes a second hour, which is shorter than the first hour. The program according to claim 10.

12. The first period is from the introduction of the opposing partners to the formation of the characters to appear in the fighting game, The second period is from the time the characters to be used in the battle game are assembled until the start of the battle game. The program according to claim 11.

13. The notification means notifies that the match between the player and the opponent partner has been canceled and that the match according to the second match mode has been initiated. The program according to claim 9.

14. A matching request method for requesting a match between a player and an opponent, A game execution means that executes a first type of competitive game in which the cooperative pair, consisting of the aforementioned player and the aforementioned opponent partner, competes against the aforementioned opponent player. Equipped with, The matching request means is After the match between the player and the opponent's partner has been made, if communication between the player and the opponent's partner becomes impossible, the match between the player and the opponent's partner will be canceled. Depending on the progress of the player's game, either the first type of second match mode or the second type of second match mode is selected, and a match between the player and the opposing player is requested according to the selected type of second match mode. The game execution means executes a competitive game in which the player and the opposing player compete one-on-one in a second competitive mode of a type selected according to the progress of the player's game. Game device.

Citation Information

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