Program, game management device, and game device
The system enhances player engagement in battle games by calculating and rewarding players based on group playtime, addressing the lack of social interaction and group-based rewards in existing games.
Patent Information
- Application Number
- PCT/JP2024/045349
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-12
- Filing Date
- 2024-12-23
- Publication Date
- 2025-07-17
AI Technical Summary
Existing battle games lack mechanisms to enhance player engagement and interest through social interactions and rewards based on playtime contributions within groups.
A system that includes a battle game execution means, a group management means, and a privilege granting means to calculate and reward players based on their total playtime within groups, providing privileges and enhancing group dynamics.
Increases player engagement and interest by fostering group interactions and rewarding players for their collective playtime, creating a more immersive and interactive gaming experience.
Smart Images

Figure JP2024045349_17072025_PF_FP_ABST
Abstract
Description
Program, game management device, and game device
[0001] The present invention relates to a program, a game management device, and a game device.
[0002] There are competitive games in which players are matched and compete against each other (for example, see Patent Document 1).
[0003] Japanese Patent Application Publication No. 2019-041919
[0004] In a competitive game such as the one described above, players become more interested in the game by feeling a sense of connection with other players.
[0005] Therefore, the present invention provides a program, a game management device, and a game device.
[0006] One aspect of the present invention is a program that causes a computer to function as a competitive game execution means that executes a competitive game, a group management means that manages a group consisting of at least one player, a calculation means that calculates the total number of plays of each player belonging to the group, and a benefit granting means that grants a first benefit to each player belonging to the group according to the total number of plays.
[0007] One aspect of the present invention is a game management device that includes a competitive game execution means for executing a competitive game, a group management means for managing a group consisting of at least one player, a calculation means for calculating the total number of plays of each player belonging to the group, and a benefit granting means for granting each player belonging to the group a first benefit corresponding to the total number of plays.
[0008] One aspect of the present invention is a program that causes a computer to function as a competitive game execution means that executes a competitive game, a presentation means that presents the total number of plays of each player belonging to a group to which the player belongs, and a benefit granting means that grants the player a first benefit corresponding to the total number of plays.
[0009] One aspect of the present invention is a game device that includes a competitive game execution means for executing a competitive game, a presentation means for presenting the total number of plays of each player belonging to a group to which the player belongs, and a benefit granting means for granting the player a first benefit according to the total number of plays.
[0010] According to the present invention, a highly entertaining game can be provided.
[0011] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and the character information is of the annihilation type. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a piloted mecha, the type is long-range, and the character information is of the crushing ability (attacks locked-on enemy units when they enter attack range). FIG. 4 is a diagram showing an example of a game field in a battle game according to this embodiment. FIG. 5 is a diagram for explaining features of the game according to this embodiment. FIG. 6 is a front external view of a game device 1 according to an embodiment of the present invention. FIG. 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention. FIG. 8 is a diagram showing an example of a game element DB 190. FIG. 9 is a diagram showing an example of a main menu. FIG. 10 is an example of a profile card according to this embodiment. FIG. 11 is a diagram showing an example of a guild management screen. FIG. 12 is a diagram showing an example of game device identification information. FIG. 13 is a block diagram showing the functional configuration of a server 2 according to an embodiment of the present invention. FIG. 14 is a diagram showing an example of a player database 211. FIG. 15 is a diagram showing an example of a profile information database 212. FIG. 16 is a diagram showing an example of the guild database 213. FIG. 17 is a diagram showing an example of the game device identification information database 214. FIG. 18 is a sequence diagram of profile card setting between the game device 1 and the server 2. FIG. 19 is a flowchart of the operation of the profile card setting unit 113 in profile card setting. FIG. 20 is an example of a profile card setting screen. FIG. 21 is a sequence diagram of profile card setting between the game device 1 and the server 2. FIG. 22 is a flowchart of the operation of profile screen display processing by the profile screen display unit 114. FIG. 23 is a diagram showing an example of a profile screen. FIG. 24 is a diagram showing an example of a profile screen in the guild details screen. FIG. 25 is a flowchart of the operation of guild participation processing by the game device 1. FIG. 26 is a flowchart of the operation of guild participation processing by the server 2. FIG. 27 is a flowchart of the operation of guild withdrawal processing by the game device 1.FIG. 28 is an operational flowchart of the guild withdrawal process on the server 2. FIG. 29 is an operational flowchart of the matching of opponent players. FIG. 30 is a diagram for explaining a series of operations for selecting a battle mode. FIG. 31 is a sequence diagram between the game device 1 and the server 2. FIG. 32 is a flowchart of the alliance pair matching process performed on the server 2. FIG. 33 is an operational flowchart of the assignment of evaluation information on the game device 1. FIG. 34 is an operational flowchart of the assignment of evaluation information on the server 2. FIG. 35 is an example of a screen showing the progress status of a guild mission. FIG. 36 is an operational flowchart of the guild mission management process on the server 2. FIG. 37 is a sequence diagram of the notification of the assignment of evaluation information between the game device 1 and the server 2. FIG. 38 is an operational flowchart of the notification process of the assignment of evaluation information on the server 2. FIG. 39 is a diagram showing an example of the notification of the assignment of evaluation information. FIG. 40 is a diagram for explaining the increase in attack power during a battle game using evaluation information.
[0012] An embodiment of the present invention will be described.
[0013] <Overall Configuration> Fig. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in Fig. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as communication networks such as telephone communication networks, cable networks, and the Internet, and the communication method can be either wired or wireless.
[0014] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a communication base station or the like, and is capable of performing data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller for a stationary home game device, or the like.
[0015] Basically, there are a plurality of game devices 1, each operated by a player. For example, a plurality of game devices 1 are installed in a store, and are operated by players visiting the store.
[0016] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for executing the game on the game device 1. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, i.e., when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history). Furthermore, as will be described later, the server 2 also matches players to become partners so that players can form partners and compete against other players.
[0017] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but the game is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games designed for single player use.
[0018] In the embodiment described below, an example will be described in which a competitive game in which a screen on which game elements are arranged on a game field is displayed and progresses is applied to the game device 1. However, the present invention is applicable to any device that can execute a game in which a screen on which game elements are arranged is displayed and progresses.
[0019] <Game Elements and Game Overview> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.
[0020] The fighting game according to this embodiment features multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are represented as images, virtual or physical objects, etc. Images include still images and videos. The fighting game according to 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 object having a physical volume. An example of a tangible object is, for example, a game card, which is an object having a physical volume (a real object). Note that the object is not limited to a game card, but may be any object configured to identify the game element associated with the object. The object may be, for example, a shaped object such as a figurine having 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 in which a play experience is provided on the game device 1. The game element to which a game card is associated can be identified by a game element reading unit (described later) acquiring identification information (element ID) for identifying the game element attached to the game card. The identification information (element ID) may be added to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording the identification information on a near field communication (NFC) tag or IC chip included in the game card, or by other methods.
[0024] In a competitive game, each player can use multiple game elements, and by obtaining information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to progress begins), the game elements associated with the game card can be registered as game elements to appear in the game (to be used by the player).
[0025] In this embodiment, there are multiple first-type game elements that the player can introduce into the game, but there are mainly two types: first game elements and second game elements. The first game elements are pilots, and the second game elements are aircraft operated by the pilots. Furthermore, each of the first game elements and second game elements is divided into multiple types.
[0026] The types of pilots, which are the first game elements, include, for example, annihilation type, control type, and defense type. The annihilation type is a type that attacks the opponent player's aircraft with priority, and attacks the opponent player's base (battleship, etc.) when the opponent player does not have an aircraft. The control type is a type that attacks the opponent player's base (battleship, etc.). The defense type is a type that defends the player's base (battleship, etc.). Note that the types and numbers are merely examples, and are not limited to these types and numbers. For example, multiple attack types may be provided depending on the types of the opponent player's game elements, such as an attack type that can only attack the opponent player's X-type game elements and an attack type that can only attack the opponent player's Y-type game elements.
[0027] The type (classification) of the aircraft to be piloted as a second game element includes, for example, a close-range type, a long-range type, and a mobile type. The close-range type is a type that excels in high-powered close-range attacks. The long-range type is a type that excels in attacks aimed at the enemy from a long distance. The mobile type is a type that excels in dodging long-range attacks and quickly closing the distance to the enemy to attack. Note that the types (classifications) and their numbers are merely examples, and are not limited to these types and numbers.
[0028] These types (classifications) do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, the second game element, a ship, may have two types: a defensive type and a long-range type. Ships of such types can attack game elements located far away from the opposing player using long-range weapons in order to protect the player's other game elements.
[0029] Furthermore, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate for that type, in addition to character information on the type or type of the first game element or the second game element. For example, a close-range type character will have parameters specialized for close-range attacks. These various parameters may be changed as the fighting game progresses.
[0030] Furthermore, some of the first game elements or second game elements have special abilities called abilities, tactical moves, or skills. These abilities, tactical moves, and skills are used to advance the game and enhance the game elements. For example, one such ability may increase the opposing player's attack power against game elements for a specified period of time when certain activation conditions are met. Abilities, tactical moves, and skills may be activated automatically when the activation conditions are met, or may be activated at the player's discretion when the activation conditions are met. Furthermore, some abilities, tactical moves, and skills can be activated only once during a match, while others can be activated multiple times.
[0031] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) in which the first game element is a pilot and the character information for the pilot is of the annihilation type. By reading the identification information and the like written on the game card P1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (pilot card) in which the second game element is a piloted mech, the type is a long-range type, and the character information for the crushing ability (attacks when a locked-on enemy unit enters its attack range). By reading the identification information and the like written on the game card M1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card M1.
[0032] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a mech, which is a second game element. In other words, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to create a unit consisting of a mech and a pilot in the battle game.
[0033] The capabilities of a unit can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element that constitutes the unit, and the character information (various parameters) of the aircraft that is the second game element.
[0034] Furthermore, units have behavioral characteristics that define (or restrict) what actions they can take in a battle in a fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the following components: the pilot type (type), which is a first game element, and / or the aircraft type (type), which is a second game element. When the unit's behavioral characteristics are subordinate to the pilot type (type), which is a first game element, the aircraft type (type) is not reflected, but the pilot type is reflected in the behavioral characteristics. For example, if the type of pilot constituting the unit is an annihilation type, the unit will have an annihilation type behavioral characteristic.
[0035] Furthermore, the type of a unit may be subordinate to the type (classification) of the vehicle that constitutes the unit, which is a second game element. For example, if the type of vehicle that constitutes the unit is a mobile type, the behavioral characteristics of the unit will be mobile type.
[0036] In this way, when a unit's behavioral characteristics or type is subordinate to only one type of game element, the player must consider the types of pilot and aircraft and select the pilot and aircraft that make up the unit so that the unit's capabilities can be fully utilized. If the types of the game elements that make up the unit (pilot and aircraft) are selected appropriately, the unit's behavioral characteristics and capabilities will match, allowing the unit to fully utilize its capabilities.
[0037] Next, the second type of game element will be described.
[0038] The second type of game elements differ from the first type of game elements in that the second type of game elements are not associated with real objects such as game cards. The second type of game elements are game elements that can appear in the game through evaluation information of the player's evaluation, rewards obtained by completing game events, exchange for in-game currency, etc. However, like the first type of game elements, they do not necessarily exclude association with real objects such as game cards.
[0039] Next, an outline of the competitive game will be explained.
[0040] The battle game of this embodiment has a normal battle mode in which players battle each other individually, and a cooperative battle mode in which two or more players form a group to complete a mission. In the cooperative battle mode, a player forms a group with another player and challenges a single mission. This cooperative battle mode will be described later.
[0041] A battle game includes a menu phase and a battle phase. The menu phase is a phase in which a player sets a profile and selects a battle mode. The battle phase is a phase in which various game cards (first type of game elements) are registered, units are generated, and battles are fought using those units.
[0042] The battle phase of this embodiment progresses by deploying (placing) the units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).
[0043] FIG. 4 is a diagram showing an example of a game field in a battle game according to this embodiment. In one aspect shown below, the battle field 30 includes a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 contains units that can be deployed (appear). The first area 32 is the player's area, containing the player's base (game element) and other bases. The second area 33 is the opposing player's area, containing the opposing player's base (game element) and other bases. The player who destroys the opposing player's base (reducing its durability to 0) as a result of an attack by one of their units wins the battle 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 a battle mode in which two or more players cooperate to battle an opposing player, such as the cooperative battle mode described below, each player is assigned a zone.
[0044] At the start of the battle game, information about the units registered by the opposing player is not known. Players can deploy each of their registered units onto the game field at any time after the start of the battle game, and the opposing player is notified of the game elements (aircraft and pilot) that make up that unit when the unit is deployed onto the game field. This configuration makes it possible for players to strategically develop the game while assessing the units and actions of the opposing player.
[0045] Next, the features and terminology of the game in this embodiment will be explained. Figure 5 is a diagram for explaining the features of the game in this embodiment.
[0046] In the game of this embodiment, it is possible to present 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 evaluation information of the player received from other players, the player's level, and acquired titles. Details of profile information will be described later. In this embodiment, an image containing profile information will be referred to as a profile card.
[0047] In addition, in the game of this embodiment, in order to assign a rating to the player of the presented profile card, a rating assignment means for assigning a rating is also presented at the same time. The rating assignment means is, for example, a rating button for assigning a rating to the player. In this embodiment, a screen including the profile card and the rating assignment means (rating assignment button) is referred to as a profile screen.
[0048] The profile screen of the player is presented, and the player on the profile screen that is presented varies depending on the situation.
[0049] First, differences in player profile screens due to differences in battle modes will be described. In this embodiment, there is a normal battle mode in which a first player and a second player battle one-on-one, and a cooperative battle mode in which a first player and a third player form a cooperative pair and battle the second player against the cooperative pair. The second player in the normal battle mode includes not only a real player but also a non-player character with which the CPU battles on behalf of the real player. The opposing player (second player) in the cooperative battle mode is, in principle, a non-player character (e.g., a boss character) with which the CPU battles.
[0050] In the normal battle mode, the profile screen presented to the first player is the profile screen of the opponent, the second player, and the profile screen presented to the second player is the profile screen of the opponent, the first player. Note that if the second player is a non-player character, the profile screen of the non-player character who is the second player may be presented to the first player, but no profile screen is presented to the non-player character who is the second player.
[0051] In the cooperative battle mode, the profile screen presented to the first player is the profile screen of the third player who is also a cooperative player, and the profile screen presented to the third player is the profile screen of the first player who is also a cooperative player. Note that no profile screen is presented to the non-player character who is the second player.
[0052] Furthermore, in the game of this embodiment, there are groups called guilds. A guild is a group made up of at least one player. There is no limit to the number of members (guild members) who belong to a guild, but an upper limit may be set. Only players who have a certain level or higher can join (become members of) a guild.
[0053] In principle, a player can only join one guild, and cannot belong to multiple guilds at the same time. The benefit of being a member of a guild is that by completing a mission assigned to the guild, the guild receives a reward (benefit), which the guild's members can then obtain. The mission may be, for example, for all guild members to play a game a predetermined number of times (total number of games played), and a reward (benefit) is awarded to the guild when the number of games played exceeds the predetermined number. The reward (benefit) may be divided equally among the guild's members, or may be distributed to each member according to their contribution to completing the mission. The reward (benefit) that each member receives when they complete a mission may also be determined in advance.
[0054] The profile screen of each member of a guild can be viewed by selecting the member you wish to view on the participating guild details screen, which displays detailed information about the participating guild.
[0055] In this embodiment, the above-described player's profile screen is presented at least once as the game progresses. The timing of presenting the profile screen can be divided into timing not based on the player's operation and timing based on the player's operation. The timing not based on the player's operation is, for example, timing when the profile screen is automatically presented by the game device 1 before the start of the match after the opposing players have been determined, random display during the match, and after the match result has been displayed after the match has ended. The timing based on the player's operation is, for example, timing when a guild member is selected on the guild member confirmation screen.
[0056] On the presented profile screen, the player whose profile screen is presented can assign a rating to the player on the profile screen by pressing the rating button on the profile screen. The assigned ratings are accumulated and reflected in the player rating information on the profile card. To prevent the same player from being assigned multiple ratings, a limit may be set on the number of times a rating can be assigned to the same player, such as once within a specified period, or a limit may be set on the number of ratings that can be assigned in a single game. It is also possible to assign benefits based on the accumulated ratings. Benefits include benefits that provide an advantage in the game (e.g., items that increase attack power or defense power), benefits for completing specific missions (e.g., missions based on the number of ratings), and benefits that allow players to participate in specific competitive games (e.g., tournament participation tickets).
[0057] <Configuration of Game Device 1> Next, a device for executing the above-described game will be described.
[0058] FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention.
[0059] The game device 1 is equipped with a display unit 11 (display 11) that displays information necessary for progressing in the game, such as menus, and the game field, etc., first game element reading units 121 to 125 for registering a first game element (pilot) to appear in the fighting game from game cards held by the player, and second game element reading units 131 to 135 for registering a second game element (pilot aircraft) to appear in the fighting game from game cards held by the player.
[0060] The first game element reading units 121-125 are readers that read character information of pilots, which are first game elements to appear in the game, from game cards. The game device 1 of this embodiment is provided with five first game element reading units 121-125 because it is possible to register up to five pilots (upper limit) as usable game elements. A player sets (places) a game card P of a pilot (first game element) to appear in the competitive game from among the game cards he or she owns in one of the first game element reading units 121-125, and the first game element reading units 121-125 can read identification information and the like of the game card of the pilot (first game element).
[0061] The second game element reading units 131-135 are readers that read character information of a boarded mech, which is a second game element to be made to appear in the game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 so that up to five boarded mechs can be registered as usable game elements. A player sets (places) a game card M of a boarded mech (second game element) to be made to appear in the battle game from among the game cards he or she owns in one of the second game element reading units 131-135, and the second game element reading units 131-135 can read identification information, etc., of the game card of the boarded mech (second game element).
[0062] Players can then start a battle game by organizing up to five units (teams), which are game elements that consist of one registered pilot and one piloted unit. In other words, the maximum number of pilots that can be registered for a unit (team) is the same as the maximum number of pilots that can be registered (upper limit), which is set to five.
[0063] Note that, for example, if the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft or pilots, such as when a player has just started using the game device 1 or when the player does not carry game cards, the game elements that make up a unit (squad) do not necessarily need to be registered based on information acquired from the game cards. In this case, it is sufficient that additional game elements prepared on the game device 1 side are registered, and the maximum number of aircraft and pilots is registered, forming a squad of five. Furthermore, in an aspect in which, for example, a concept such as cost is introduced into registration, the number of units (squads) to be registered may be set to a number less than the maximum number.
[0064] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit may be associated with multiple pilots for one aircraft, or with one pilot for multiple aircraft.
[0065] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.
[0066] The game device 1 includes a processing unit 10, a display unit 11, first game element reading units 121 to 125, second game element reading units 131 to 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 memory unit 19.
[0067] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first game element reading unit 12, the second game element reading unit 13, and the operation input unit 14, etc. 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 unit by reading out the operation program of each unit recorded in the recording unit 19, for example, and expanding it into memory and executing it. The processing unit 10 includes, as main functional units, 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, and an evaluation information assignment unit 117. These units will be described later.
[0068] The display unit 11 displays various game screens based on 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 such as a liquid crystal display, a projector, or a head-mounted display. In FIG. 5 , the display unit 11 corresponds to the display 11.
[0069] As described above, the first game element reading units 121 to 125 are five first game element reading units, which are the upper limit of the number of registered first game elements. These units are readers that read character information of pilots, which are first game elements to be featured in the game, from game cards held by players. Reading of first game elements from game cards is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the game card's identification information, etc., printed on the game card. Furthermore, if the game card's identification information, etc., is recorded on a near-field communication (NFC) tag or IC chip included in the game card, the first game element reading units 121 to 125 are read from the tag or IC chip. The read information is output to the processing unit 10 together with a reading unit ID (e.g., reading unit ID = 121), which is the identification information of the game card itself.
[0070] As described above, the second game element reading units 131 to 135 are five second game element reading units, which are the upper limit of the number of registered second game elements. These units are readers that read character information of the aircraft, which is the second game element to be featured in the game, from the game card held by the player. Reading of the second game elements from the game card is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the game card's identification information, etc., printed on the game card. Furthermore, if the game card's identification information, etc., is recorded on a near-field communication (NFC) tag or IC chip embedded in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with a reader ID (e.g., reader ID = 131), which is the identification information of the device itself.
[0071] A unit is composed of the first game element read by the first game element reading units 121-125 and the second game element read by the second game element reading units 131-135, and as described above, one unit is a combination of a pilot (the first game element) and a plane (the second game element). Therefore, to make it easy for a player to identify the combination of the pilot (the first game element) and the plane (the second game element) that make up 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 each pair of the first game element reading units 121-125 and the second game element reading units 131-135 are adjacent to each other. For example, the bottom side of the first game element reading unit 121 and the top side of the second game element reading unit 131 are adjacent to each other, forming a vertical pair. This allows the player to easily understand that a unit is formed by pairing the pilot of the game card read by the first game element reading unit 121 with the aircraft on the game card read by the second game element reading unit 131. The same applies to the other combinations of the first game element reading units 122 to 125 and the second game element reading units 132 to 135.
[0072] The operation input unit 14 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 10. The functions of the operation input unit 14 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.
[0073] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. In this embodiment, the game device 1 will be described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.
[0074] The user information reading unit 16 acquires 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 configured in the form of a card. The user information reading unit 16 also transmits the read player ID (player identification information) to the server 2 and acquires player information (such as the player name and player level) necessary for playing the game from the server 2.
[0075] The read player ID may be included in requests or information exchanged between the game device 1 and the server 2 .
[0076] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10 .
[0077] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 18 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from the external device via the communication line N, for example.
[0078] The storage unit 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The storage unit 19 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.
[0079] The storage unit 19 also stores a game element database 190 (game element DB190). The game element DB 190 is a database that manages information (element information) about each game element that appears in the game. In the game device 1 of this embodiment, a player can place a game card on the first game element reading units 121 to 125 and the second game element reading units 132 to 135 during game play and have the units acquire information, thereby causing the game element associated with the game card to appear in the game. 8 , the element information managed for one game element includes, in association with an element ID (identification information) 191 that uniquely identifies the game element, type information 192 that indicates the type in the game assigned to the game element, drawing information 193 that includes graphics data and the like used to generate a screen when the game element appears in the game, parameter information (character information) 194 that describes the name, attributes, etc. of the game element as well as parameters and the like determined for each element level of the game element, and ability information 195 that describes the activation conditions, the activated effects, etc. 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.
[0080] In this embodiment, the game element DB 190 stores graphics data, parameter information, ability information, etc., and the element information includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.
[0081] Next, we will explain the main functional parts of the processing unit 10, namely, the game element acquisition unit 110, the unit composition 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.
[0082] The game element acquisition unit 110 acquires element IDs 191 of the game cards read by the first game element reading units 121 to 125 and the second game element reading units 131 to 135. At this time, it also acquires reading unit IDs that identify the first game element reading units 121 to 125 and the second game element reading units 131 to 135 that read the element IDs 191 of the game cards (hereinafter, the reading unit IDs of the first game element reading units 121 to 125 will be referred to as 121 to 125, and the reading unit IDs of the second game element reading units 131 to 135 will be referred to as 131 to 135). The game element acquisition unit 110 acquires type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element IDs 191 of the acquired game cards from the game element DB 190. Then, the game element acquisition unit 110 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 first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as second game element registration means.
[0083] 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 one unit (squad) from a pair of a pilot, which is a first game element, and a piloted aircraft, which is a second game element. The unit configuration unit 111 identifies the pair of the first game element and the second game element from the reading unit ID. In this embodiment, combinations of reading unit IDs such as (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 configure one unit. The unit configuration unit 111 identifies the first and second game elements to be paired by identifying the element ID 191 associated with each pair of reader IDs. The unit configuration unit 111 then configures a 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 pilot's 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 be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. Furthermore, the unit's behavioral characteristics are subordinated (dependent) to at least one of the pilot's type (type), which is the first game element, or the aircraft's type (type), which is the second game element, which are components.
[0084] Furthermore, the unit configuration unit 111 can add the abilities of the first game element or the second game element as the capabilities of the unit. For example, if the vehicle of the second game element has an ability, a unit that includes the vehicle of the second game element as a component can have the ability of the vehicle of the second game element.
[0085] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of the competitive game, and starts the competitive game when the payment detection unit 15 detects payment of the payment. The game execution unit 112 also acquires the player ID of the player read by the user information reading unit 16, transmits it to the game server 2, and acquires various pieces of player information required for the game.
[0086] When the fee detection unit 15 detects payment of the fee, the game execution unit 112 displays a main menu for selecting a battle mode, setting a player's profile card, managing the guild, etc. FIG. 9 is a diagram showing an example of the main menu. In the example of FIG. 9 , a battle mode selection button for transitioning to a battle mode selection screen, a profile card setting button for transitioning to a setting screen for setting the player's profile card, and a guild management button for transitioning to a management screen for managing the guild are displayed. Note that the battle modes in this embodiment include a normal battle mode and a cooperative battle mode. In the normal battle mode, the player and the opposing player each compete individually. The opposing player is determined by matching on the game server 2. Note that the opposing player includes not only real players (actual players) but also non-player characters played by a computer. In the cooperative battle mode, players form cooperative pairs, and the cooperative pair competes against non-player characters.
[0087] When a battle mode is selected and preparations for a battle are complete, the game execution unit 112 deploys 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 operational inputs made by the player to the units (units). Furthermore, during the battle, the game execution unit 112 performs attack and defense calculations using various parameters of each unit and base, and determines whether the units and bases are in a battle-ready or battle-unready state. The game management unit 112 also displays various effect images that can identify whether a unit is in a battle-ready or battle-unready state, whether an ability is activated, and other states.
[0088] Furthermore, the game execution unit 112 performs an operation to increase the offensive power during execution of the competitive game in accordance with the number of evaluations obtained by the player.
[0089] When the profile card setting button is selected from the top menu, the profile card setting unit 113 displays a profile information setting screen and sets information for each item by selecting an answer to a question. In this embodiment, the overall image including the profile information with information for each item set is referred to as a profile card. In the case of a new registration, an initial profile card prepared by the game operator is displayed, and after selecting the item to be set, the information for the item is determined by selecting an answer to a question. In addition, when changing profile information that has already been registered, the registered profile card is displayed, and after selecting the item to be changed, the information for the item is determined by selecting an answer to a question.
[0090] 10 shows an example of a profile card in this embodiment. The profile card 90 includes a pilot image 91, a pilot aircraft image 92, a background image 93, evaluation information 94 relating to the player's evaluation, player information 95, guild information 96, battle mode information 97, play time period information 98, title information 99, and insignia information 100.
[0091] The pilot image 91 is an image of a pilot, who is a character of the first game element. The pilot image 91 is not limited to the pilot image on a pilot card owned by the player, but can also be selected from pilot images prepared by the game operator. The aircraft image 92 is an image of a aircraft, who is a character of the second game element. The aircraft image 92 is not limited to the image of a aircraft on a aircraft card owned by the player, but can also be selected from aircraft images prepared by the game operator. The background image 93 is a background image on a profile card, and can be selected from background images prepared by the game operator. The evaluation information 94 is evaluation information (number of evaluations) of the player by other players. The player information 95 is information about the player, such as the player's name (nickname, etc.), player level, player rank, number of times the game has been played, etc. 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 by accumulating points that are obtained when the player wins ranked matches, which are special battles. Guild information 96 is information about the guild to which the player belongs. Battle mode information 97 is the battle mode that the player prefers. Battle modes include normal battle mode and cooperative battle mode, and the player selects the battle mode that they prefer. Play time period information 98 is the time that the player mainly plays the game and is set by the player. Title information 99 is information about titles that the player edits to suit their preferences. Insignia information 100 is insignia that can be obtained by winning a number of battles and completing specified missions.
[0092] The profile screen display unit 114 displays a profile screen. The profile screen includes a registered profile card (registered profile card) and a rating button, which is a rating assignment means. The profile screen display unit 114 displays the profile screen at a predetermined timing according to the progress of the game. The displayed profile cards are those of other players other than the player, and the other players are opposing players, allied players in the cooperative battle mode, and players who are members of the guild to which the player belongs. That is, the profile screen display unit 114 displays the profile card of the opposing player in the normal battle mode, the profile card of the allied player in the cooperative battle mode, and the profile card of the player of the selected guild member in the guild management screen. The display timing may be, for example, before the start of the battle after the opposing players have been determined, random display during the battle, after the battle results have been displayed after the battle has ended, or when selecting members on the guild management screen.
[0093] In the normal battle mode and the cooperative battle mode, when player matching is completed, the profile screen display unit 114 obtains information on the profile card of the matched player from the server 2. Furthermore, for the profile card of a guild member, each time a guild member is selected, information on the profile card of that member (player) is obtained from the server 2. Then, at a predetermined display timing, the profile screen display unit 114 generates a profile screen including the profile card of the opposing player or cooperative player and an evaluation button, and displays the profile screen.
[0094] In order to avoid unlimited ratings, when acquiring a profile card, the profile screen display unit 114 also receives information on whether ratings can be assigned, and if ratings cannot be assigned, generates a profile screen in which the rating button cannot be selected.If ratings cannot be assigned, a profile screen that does not include the rating button may be generated.
[0095] The guild setting unit 115 controls participation in guilds. First, we will explain guilds. A guild is a group of multiple players. There is no limit to the number of members that can belong to 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. Typically, the leader is the player who created the guild. However, the leader can be changed after the guild is created. Furthermore, players can join a guild either through random participation or through search participation. Random participation is a method in which a guild that has available participants and is available for participation is randomly selected from registered guilds and the player joins that guild. Search participation is a method in which a player specifies guild search criteria (guild name, guild ID, guild style, whether or not the guild has a passcode, etc.), guilds that match the search criteria are presented, and the player selects which guild to join from the presented guilds.
[0096] When guild management is selected from the top menu, the guild setting unit 115 displays a guild management screen. FIG. 11 is a diagram showing an example of the guild management screen. The guild management screen displays a guild participation selection button and a participation guild selection button. Selecting the guild participation selection button transitions to a guild participation screen where random participation, search participation, and new guild creation can be selected. Random participation is a method of randomly selecting a guild that has available participation numbers from registered guilds and joining that guild. Search participation is a method of specifying guild search conditions (guild name, guild ID, guild style, presence or absence of guild passcode, etc.), presenting guilds that match the search conditions, and allowing the player to decide which guild to join from the presented guilds.
[0097] On the other hand, when the participating guild selection button is selected, a participating guild details screen for the participating guild is displayed. The participating guild details screen includes details of the participating guild (name and guild level), a list of participating members, and a "withdraw" button. By selecting a player in the participating members list, the player's profile screen can be displayed. The "withdraw" button is a selection button for withdrawing from the guild, and by selecting this "withdraw" button, the player can withdraw from that guild.
[0098] Furthermore, if guild participation is limited to players of a certain 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 certain level or rank or higher.
[0099] The guild setting unit 115 also displays the progress of the missions assigned to the guild and the rewards (benefits) awarded according to the degree of mission completion, and manages the awarding of rewards to players. FIG. 35 shows an example of a 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 are such that rewards (benefits) are awarded to players who participate in (belong to) the guild based on the total number of games played by each player who participates in (belongs to) the guild. The mission progress screen uses gauges to display the total number of games played by players who participate in (belong to) the guild and the progress of the rewards (benefits) awarded according to the number of games played. Players who participate in (belong to) a guild that have completed a mission can receive the rewards (benefits) by selecting the reward reception button.
[0100] A player may receive multiple rewards (benefits) depending on the total number of games played by each player in the guild. For example, multiple missions may be set up, and the number of completed missions may correspond to the total number of games played. The greater the total number of games played, the greater the value of the reward (benefit) received.
[0101] Furthermore, it is preferable that the rewards (benefits) obtained by completing the guild missions be of higher value (more advantageous for game progress) than the rewards (benefits) obtained by each player in the normal battle game (including the cooperative battle mode), in order to increase the value of the guild.
[0102] The matching request unit 116 requests the server 2 to match a player with an opposing player or to match an opposing pair in the normal battle mode and the cooperative battle mode. In the normal battle mode, matching is requested for a real player or non-player character who will be the opposing player, with the level difference requested being within a predetermined range so as not to deviate from the level of the player requesting matching. If a real player that meets the above conditions cannot be matched, the player may be matched with a non-player character that meets the conditions instead of the real player.
[0103] On the other hand, the matching of cooperative pairs involves matching players who will pair up in the cooperative battle mode and setting cooperative pairs. There are the following methods for setting cooperative pairs.
[0104] (1) A cooperative pair is set between players using game devices 1 installed in the same store (intra-store cooperative pair setting).
[0105] When forming a cooperative pair with a friend, it is likely that the game will be played using game devices 1 installed in the same store. Therefore, game devices 1 installed in the same store are matched with each other to set up a cooperative pair. Specifically, players who wish to form a cooperative pair press the cooperative pair setting button at the same time, and the server 2 detects this timing, thereby identifying the game device 1 of the cooperative player and setting up the cooperative pair. The specific operation will be described later.
[0106] (2) The player and a non-player character prepared on the game device 1 or game server 2 side are set as a teammate pair (non-player character teammate pair setting).
[0107] Even if a player does not have friends and plays alone, being able to request cooperation can make the game more enjoyable. In such cases, it is possible to set up a cooperation pair with a non-player character prepared by the game device 1 or the game server 2. Specifically, by selecting the cooperation pair with a non-player character, the player and the non-player character prepared by the game device 1 or the game server 2 are set up as a cooperation pair. The specific operation will be described later.
[0108] In order to set up a cooperative pair, which will be described later, the cooperative pair setting unit 116 stores game device identification information that uniquely identifies the game device 1. Fig. 12 is a diagram showing an example of game device identification information. The game device identification information in Fig. 12 consists of a six-digit number, with the first three digits identifying the store and the last three digits identifying the game device 1 at that store.
[0109] When evaluation information is assigned to a player using the evaluation button on the profile screen, the evaluation information assigning unit 117 transmits the evaluation information for the player on the profile screen to the server 2. The evaluation information is, for example, the number of “Likes” or “Good” ratings assigned by other players to the player's play.
[0110] Furthermore, when a rating button on the profile screen is selected, the rating information assigning unit 117 may change the appearance of the rating button before and after selection to let the player know that the rating button has been selected. For example, the rating button may change color or move.
[0111] <Configuration of Server 2> Next, the server 2 according to this embodiment will be described. Fig. 13 is a block diagram showing the functional configuration of the server 2 according to this embodiment. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.
[0112] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it into memory, and executing it. The processing unit 20 includes, as 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 competitive player matching unit 205, a cooperative pair matching unit 206, and an evaluation information management unit 207.
[0113] The player information management unit 201 manages player information of players using a player database 211. The player database 211 is a database that manages information (player information) indicating game usage status associated with each player for a game for which a play experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated for the player ID obtained from a player card according to the results of play using that player card on the game device 1. It becomes possible to provide game play on the game device 1 in a state that reflects the previous game play.
[0114] 14 is a diagram showing an example of the player database 211. In the player database 211, one player is assigned to one record, and one record includes a field for a player ID (identification information), a field for a player name, a field for the player's level, a field for the player's rank, a field for the player's number of plays (number of games executed), a field for player progress information, a field for reward information, a field for participating guilds, a field for evaluation information, a field for the granting player ID, and a field for the granted player ID.
[0115] The player ID field contains identification information that uniquely identifies a player. The player name field contains the player's nickname, etc. The player level field contains a value that increases as the player accumulates experience points gained by playing matches. The player rank field contains a value that increases as the player accumulates points earned by winning ranked matches, which are special matches. The player's number of plays (number of games played) field contains the number of times the player has played the game. The progress status information field contains progress information indicating the stage to which a specific story has progressed, and battle record information indicating the player's battle record in a battle game. The reward information field contains information such as IDs of items obtained by completing in-game events or guild missions. The participating guild field contains the guild ID of the guild in which the player participates. The rating information field contains the player's rating information. The field for the assigning player ID is a field in which the player ID of the player who assigned the rating to the player (the assigning player) is written. The field for the assigned player ID is a field in which the player ID of the player to whom the player assigned the rating (the assigned player) is written.
[0116] At the start of a game, 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 out 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.
[0117] The game execution management unit 202 manages the execution of the entire game, such as the execution of matches performed on the game device 1 and rewards obtained through matches.
[0118] The profile information management unit 203 manages the profile information of the player using the profile information database 212. FIG.
[0119] In the profile information database 212, one player is assigned to one record, and one record includes a field for player ID, a field for registration information, a field for pilot image, a field for aircraft image, a field for background image, a field for evaluation information, a field for player information, a field for participating guild information, a field for battle mode, a field for main play time, a field for title information, and a field for insignia information.
[0120] The player ID field is a field in which the player ID is entered. The registration information field is a field in which whether or not profile information is registered is entered. If profile information is registered, "1" is entered, and if profile information is not registered, "0" is entered. The pilot image field is a field in which a pilot image selected by the player is registered. The aircraft image field is a field in which an aircraft image selected by the player is registered. The background image field is a field in which a background image selected by the player is registered. The evaluation information field is a field in which parameters of evaluation information of other players regarding the player, such as the number of evaluations, are entered. The player information field is a field in which information such as the player's name (nickname, etc.), player level, player rank, etc. is entered. The participating guild information field is a field in which the guild ID (identification number) of the guild in which the player is participating is entered. The battle mode field is a field in which the player's preferred battle mode selected is entered. The main play time field is a field in which the time selected by the player (the time the player mainly plays the game) is recorded. The title information field is a field in which information on titles edited according to the player's preferences is recorded. The badge information field is a field in which the player's number of victories in matches and badges obtained by completing specified missions are recorded.
[0121] In addition to managing the profile information of the real players described above, the profile information management unit 203 also stores registered profile information for non-player characters with which the CPU executes the game. If a competing player or an allied player cannot be matched with a real player during matching and the competing player or allied player becomes a non-player character, the registered profile information for the non-player character is transmitted to the game device 1.
[0122] The guild management unit 204 manages guilds that players create or join, using the guild database 213. Fig. 16 is a diagram showing an example of the guild database 213. In the guild database 213, one guild is assigned to one record, and one record includes a field for the guild ID, a field for the guild name, a field for the guild leader player ID, a field for the participating player ID, a field for the participation type, a field for the level, a field for the style, a field for guild logo information, a field for guild mission information, and a field for benefits.
[0123] The guild ID field is a field in which a guild ID that identifies the guild is entered. The guild name field is a field in which the name of the guild is entered. The guild leader player ID field is a field in which the player ID of the guild leader is entered. The participating player ID field is a field in which the player IDs of players participating in the guild are entered. The participation type field is a field in which the guild's participation format is entered, which includes free participation and password participation. The level field is a field in which the guild's level is entered. The style field is a field in which the guild's style is entered, which may be, for example, casual or strict. The guild logo information field is a field in which image information such as the guild's logo (icon) is entered. The mission information field is a field in which the degree of completion of a mission assigned to the guild is entered. For example, a mission is when players belonging to the guild have played the game more than a predetermined number of times, and the mission field is a field in which the total number of times each player belonging to the guild has played the game is entered. The reward field is a field in which rewards obtained by completing a mission are written.
[0124] The guild management unit 204 responds to a player's request to join a guild and performs the following processing depending on the type of participation method.
[0125] (1) Creating a New Guild In this method, the player creates a new guild and joins the created guild. In this case, the guild management unit 204 uses the guild database 213 to determine whether the player belongs to any other guild. If the player's player ID is already registered in the guild database 213, the player belongs to a guild, and in that case, the game device 1 is notified that it is not possible to create a new guild and that the player must leave the guild 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, so the game device 1 has the player create a guild, issues a guild ID for the newly created guild, and registers the guild ID as a new record in the guild database 213.
[0126] (2) Random Guild Participation This is a method of randomly selecting a guild to join and having the player join (belong) to one of the selected guilds. In this case, the guild management unit 204 randomly selects one of the guilds registered in the guild database 213 that are available for participation, and has the player belong to the selected guild. Available guilds are guilds that do not have full membership and guilds that do not have a password and are open to participation. Guilds that do not have full membership are guilds with records in the guild database 213 where the participating player ID fields are not all filled in.
[0127] Furthermore, if the guild management unit 204 is unable to select a guild that the player can join, it automatically creates a new guild and assigns the player to that guild.
[0128] (3) Searching for and joining a guild In this method, the player sets search criteria (guild name, style, etc.), the guild management unit 204 presents guilds that match the search criteria, and the player selects a guild to join from among them.
[0129] The guild management unit 204 also calculates the total number of times each player belonging to the guild has played the game, and records this total number in the mission field of the guild database 213. The guild management unit 204 also manages the degree of completion (progress) of the missions assigned to the guild, and also manages the benefits (rewards) given by the game management side according to the degree of completion (progress).
[0130] The opponent player matching unit 205 performs a process of matching between players in the normal battle mode provided in the game system of this embodiment. Through the matching process, a session is established for, for example, two game devices 1 that simultaneously transmitted a matching request among the game devices 1 connected to the server 2, and the two game devices 1 transition to a state in which information communication related to the battle game is possible. When matching between players, the level difference between the players is matched within a predetermined range so that there is no discrepancy in level between the players. Furthermore, if the opponent player matching processing unit 205 cannot match a real player that meets the above-mentioned conditions, it may match the real player with a non-player character that meets the conditions instead.
[0131] The cooperative pair matching unit 206 matches players together as cooperative pairs. In principle, the cooperative pairs to be matched are actual players, but it is also possible to match actual players with non-player characters. The cooperative pair matching unit 206 has a game device identification information database 214 for matching cooperative pairs. The game device identification information database 214 is a database that stores the game device identification information of game devices 1 that are installed in a store and are operable. FIG. 17 is a diagram showing 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 may be a single database that lists all the game device identification information databases. The specific operation of the cooperative pair matching unit 206 will be described later.
[0132] The evaluation information management unit 207 manages the evaluation information of each player. When a player (the player who gives the evaluation) gives an evaluation to another player (the player who receives the evaluation) by selecting the evaluation information assignment button on the profile screen of the player (the player who gives the evaluation), the evaluation information management unit 207 enters the player ID of the other player (the player who receives the evaluation) who gave the evaluation in the player ID field of the player database 211 of the player (the player who gives the evaluation). The evaluation information management unit 207 also enters evaluation information (e.g., an increase of +1) in the evaluation information field of the player database 211 of the other player (the player who receives the evaluation). Furthermore, the player ID of the player (the player who gives the evaluation) enters the player ID field of the player database 211 of the other player (the player who receives the evaluation).
[0133] The evaluation information management unit 207 manages the player IDs entered in the field of the assigned player ID in the player database 211 for each player for a predetermined period, for example, one day (00:00 to 23:59), and deletes those player IDs after the predetermined period has elapsed. Upon receiving a request from the profile information management unit 203, the evaluation information management unit 207 determines whether the player ID of the player's matched or viewed partner is entered in the field of the assigned player ID, and if so, notifies the profile information management unit 203 of rating non-assignment information. This is to prevent an unlimited number of ratings from being assigned to players within a predetermined period.
[0134] The evaluation information management unit 207 periodically updates (deletes) the field of the assigned player ID in the player database 211. As a result, after the predetermined period has elapsed, an evaluation can be assigned to the player whose player ID is written in the field of the assigned player ID.
[0135] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or HDD. The recording unit 21 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block held by the server 2. The recording unit 21 also stores a player database 211, a profile information database 212, a guild database 213, and a game device identification information database 214.
[0136] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.
[0137] Next, the operation of this embodiment will be described.
[0138] <Explanation of Profile Card Setting Operation> The operation of setting a profile card will be described. Fig. 18 is a sequence diagram of the profile card setting between the game device 1 and the server 2. Fig. 19 is a flowchart of the operation of the profile card setting unit 113 in setting a profile card.
[0139] First, the profile card setting unit 113 determines whether the profile card setting has been selected on the menu screen of Fig. 9 (Step 100). If the profile card setting has been selected (Step 101), the profile card setting unit 113 transmits the player ID to the server 2 and requests the server 2 to determine whether or not a profile card has been registered (Step 1, Step 102).
[0140] The profile information management unit 203 of the server 2 receives the player ID and determines whether or not a registration information field for the player ID is registered in the profile information database 212. The determination of whether or not a profile card is registered is made based on a flag in the registration information field for the player ID of the player who is setting the profile card in the player database. If a flag "1" is recorded in the registration information field, the profile card has already been registered, and if a flag "0" is recorded, the profile card has not yet been registered. The profile information management unit 203 of the server 2 then transmits the registration result to the game device 1. Note that if a profile card has already been registered, the information in each field of the record is read out and transmitted to the game device 1 as profile information (Step 2).
[0141] The profile card setting unit 113 determines whether or not a profile card of the player has been registered (Step 103). If the determination result from the server 2 indicates that a profile card has been registered (Step 103), the profile card setting unit 113 receives profile information (Step 104) and displays the registered profile card (Step 105).
[0142] On the other hand, if the profile card is not registered (Step 103), the profile card setting unit 113 reads out the base profile card that serves as the base of the profile card from the storage unit 21 (Step 110), and displays the base profile card that serves as the base of the profile card (Step 111).
[0143] The player completes the profile card by entering each item on the displayed registration profile card or base profile card (Step 106).
[0144] FIG. 20 is an example of a profile card setting screen. As shown in FIG. 20, the profile card 90 displays a base profile card if a profile card has not been registered, and displays the registered profile card if a profile card has been registered. Evaluation information 94, player information 95, and guild information 96 are transmitted from the server 2 based on the player ID and automatically set using the respective databases. At the bottom of the profile card 90, buttons for pilot, aircraft, background, mode, main time, title, and insignia are arranged, and by selecting a button, information for that item can be set. Setting of the items is done in the form of questions, and information entry is completed by selecting an answer.
[0145] The profile card setting unit 113 determines whether the profile card input process is complete (Step 107). When the profile card input process is complete, the profile card setting unit 113 transmits the profile card information to the server 2 (Step 109).
[0146] The profile information management unit 203 of the server 2 receives the profile information and updates the profile information database 212 for the player ID (Step 4).
[0147] The above process completes the profile card setting process.
[0148] <Explanation of Profile Screen Display Operation> The following describes the operation of the profile screen display unit 114. Fig. 21 is a sequence diagram of the profile card setting between the game device 1 and the server 2. Fig. 22 is an operational flowchart of the profile screen display process of the profile screen display unit 114.
[0149] First, when the opponent player or the player of the alliance pair is determined by the matching process, the profile information management unit 203 of the server 2 reads out the evaluation information of the record of the player ID of the opponent player or the alliance player from the player database 211, and reads out the profile information of the record of the player ID of the opponent player or the alliance player 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 given.
[0150] The evaluation information management unit 207 responds to a request from the profile information management unit 203 and determines whether the player ID of the player who is being matched or viewed is listed in the field of the player's assigned player ID, and if it is not listed, notifies the profile information management unit 203 that an evaluation can be assigned, and if it is listed, notifies the profile information management unit 203 that an evaluation cannot be assigned.
[0151] Then, the profile information management unit 203 transmits the profile information, evaluation information, and evaluation availability information of the opposing player or the allied player to the game device 1 (Step 10).
[0152] The profile screen display unit 114 determines the timing to display the registered profile card (Step 200). If the guild management screen is not currently being displayed (Step 201), the profile screen display unit 114 determines whether it is time to display the result screen (battle result screen) (Step 202).
[0153] If a result screen (battle result screen) is currently displayed (Step 202), the profile screen display unit 114 determines whether the battle is in a normal battle mode or a cooperative battle mode (Step 203).
[0154] If the battle is in a cooperative battle mode and the possibilit y information indicates that a rating can be assigned, the profile screen display unit 114 generates a profile card from the received co-op player's profile information and rating information, and generates a profile screen including the profile card and a rating assignment button (Step 204).The profile screen display unit 114 then displays the profile screen (Step 205). Figure 23 is a diagram showing an example of a co-op player's profile screen including a selectable rating assignment button.
[0155] On the other hand, if the battle is in a cooperative battle mode and the possibilit y information indicates that a rating cannot be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the cooperative player, and generates a profile screen including the profile card and a non-selectable rating assignment button (Step 204).The profile screen display unit 114 then displays the profile screen of the cooperative player (Step 205).
[0156] If the match is in the normal match mode and the feasibility information indicates that a rating can be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the opposing player, and generates a profile screen including the profile card and a rating assignment button (Step 206).The profile screen display unit 114 then displays the profile screen of the opposing player (Step 207).
[0157] On the other hand, if the match is in the normal match mode and the feasibility information indicates that a rating cannot be assigned, the profile screen display unit 114 generates a profile card from the received profile information and rating information of the opposing player, and generates a profile screen including the profile card and an unselectable rating assignment button (Step 206).The profile screen display unit 114 then displays the profile screen of the opposing player (Step 207).
[0158] Furthermore, if a result screen (match result screen) is not currently being displayed (Step 202), the profile screen display unit 114 performs a lottery to determine the timing of display (Step 213). If the result screen (match result screen) is selected (Step 214), the profile screen display unit 114 proceeds to Step 203 and performs the above-described processing. On the other hand, if the result screen is not selected (Step 214), the profile screen display unit 114 proceeds to Step 200 and performs the above-described processing.
[0159] Furthermore, if the guild management screen is currently being displayed (Step 201), the profile screen display unit 114 determines whether a guild player has been selected (Step 208). If a guild player has not been selected and the player has exited the guild screen, the profile screen display unit 114 returns to determining the display timing (Step 212).
[0160] When a guild member is selected, the profile screen display unit 114 requests the profile information and evaluation information of the selected guild member from the server 2 (Step 13, 209).
[0161] The profile information management unit 203 of the server 2 receives a request for a guild member's profile card and reads each piece of information (profile information) from the record of the guild member's player ID from the profile information database 212. The profile information management unit 203 of the server 2 also receives a request for the guild member's rating information and reads the rating information from the record of the guild member's player ID from the player database 211. The profile information management unit 203 also queries the rating information management unit 207 for information on whether or not a rating can be given.
[0162] The evaluation information management unit 207 responds to a request from the profile information management unit 203, checks the field of the player's rating player ID, determines whether the player ID of the selected guild member is listed, and if not, notifies the profile information management unit 203 that a rating can be assigned, or if listed, notifies the profile information management unit 203 that a rating cannot be assigned.
[0163] The profile information management unit 203 transmits the guild member's profile information, rating information, and rating availability information to the game device 1 (Step 14).
[0164] The profile screen display unit 114 acquires the guild member's profile information, rating information, and rating availability information (Step 210). If the availability information indicates that ratings can be given, the profile screen display unit 114 generates a profile card including the guild member's profile information and rating information, and generates and displays a profile screen including the profile card and a rating button (Step 211). Figure 24 is a diagram showing an example of a profile screen on the guild details screen.
[0165] On the other hand, if the yes / no information indicates that a rating cannot be given, the profile screen display unit 114 generates a profile card including the guild member's profile information and rating information, and generates and displays a profile screen including the profile card and an unselectable rating button (Step 211).
[0166] If the opposing player or the partner player is a non-player character, the following actions are performed.
[0167] The profile information management unit 203 of the server 2 transmits the profile information of the non-player character and whether or not a rating can be given to the game device 1. The profile screen display unit 114 performs the above-mentioned operation based on the received profile information of the non-player character and whether or not a rating can be given. However, the non-player character does not display a profile screen.
[0168] With the above processing, the display processing of the profile screen is completed.
[0169] <Explanation of Guild Participation Operation> The operation of guild participation will be described. Fig. 25 is a flowchart of the guild participation process of the game device 1. Fig. 26 is a flowchart of the guild participation process of the server 2.
[0170] The guild setting unit 115 of the game device 1 determines the player's level, and if the player's level is equal to or higher than a predetermined level, displays a guild management screen (Step 300). When joining a guild is selected, a guild participation screen is displayed as shown in Fig. 11, and the participation method is determined (Step 301). When creating a new guild is selected (Step 302), the guild setting unit 115 transmits a request for determining eligibility to create a new guild, including the player's player ID, to the server 2 (Step 303).
[0171] The guild management unit 204 of the server 2 receives the request and determines whether the player is eligible to join a guild (Step 351). The determination of eligibility to join a guild is made by determining whether the received player ID is registered in the guild database 213. If the received player ID is registered (Step 351), an error is sent to the game device 1 indicating that the player is participating in 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 the method of joining a guild (Step 352).
[0172] If the method of joining a guild is to create a new guild, the guild management unit 204 transmits to the game device 1 a message indicating that a new guild can be created (Step 354).
[0173] If the result of the qualification determination indicates that a new guild can be created (Step 304), the guild setting unit 115 of the game device 1 displays a new guild setting screen and prompts the user to input guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password system) specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is complete (Step 307). If the input of the guild information is complete, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).
[0174] The guild management unit 204 of the server 2 receives the new guild information and the player ID (Step 355), creates a new record in the guild database 213, assigns a unique guild ID to the guild ID field of the record, and registers the player ID of the player who created the new guild in the leader player field (Step 356).When the guild management unit 204 of the server 2 completes the new guild registration, it transmits a new registration completion notice to the game device 1 (Step 357).
[0175] When the guild setting unit 115 of the game device 1 receives the new registration completion notification (Step 309), it displays a participation guild details screen for the newly registered guild (Step 310).
[0176] When random participation is selected on the guild participation screen (Step 311), the guild setting unit 115 transmits a random participation request to the server 2 (Step 312).
[0177] When the guild management unit 204 of the server 2 receives the random participation request, it randomly selects one guild from the guilds that are available for participation in the guild database 213 (Step 359).
[0178] If there is a guild available for participation (Step 360), the guild management unit 204 of the server 2 registers the player ID of the player in the participating player field of the record of the participating guild in the guild database 213 (Step 361). When registration into the guild is complete, the guild management unit 204 of the server 2 transmits a registration completion notice to the game device 1 (Step 357).
[0179] On the other hand, if there is no guild available for participation (Step 360), the guild management unit 204 of the server 2 transmits to the game device 1 a message indicating that there is no guild available for participation and that a new guild can be created (Step 354).
[0180] If there are no joinable guilds and a new guild can be created (Step 304), the guild setting unit 115 of the game device 1 displays a new guild setting screen and prompts the user to input guild information (Step 305). Furthermore, the guild setting unit 115 sets the guild participation format (open participation, password system) specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is complete (Step 307). If the input of the guild information is complete, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).
[0181] On the other hand, if search participation is selected on the guild participation screen (Step 311), the guild setting unit 115 displays a search screen (Step 315). Once the input of search conditions is complete, the guild setting unit 115 transmits the search conditions to the server 2 (Step 316).
[0182] The guild management unit 204 of the server 2 searches the guild database 213 for guilds that match the search conditions (Step 362).The guild management unit 204 then transmits information about the participating candidate guilds (including the guild IDs) that match the search conditions to the game device 1 (Step 363).
[0183] The guild setting unit 115 of the game device 1 receives the participation candidate guild information of the guilds that match the search conditions (Step 317) and displays the participation 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's selection is complete, the guild setting unit 115 displays a participation approval screen for the selected participation candidate guild (Step 321). The guild setting unit 115 then determines whether or not to approve the participation (Step 322). Once the participation is approved (Step 323), the guild setting unit 115 transmits the participation approval, the participating guild ID, and the player ID to the server 2 (Step 324).
[0184] When the guild management unit 204 of the server 2 receives the participation approval, the participating guild ID, and the player ID (Step 364), it registers the player ID of the player in the participating player field of the record of the participating guild in the guild database 213 (Step 361). When the guild management unit 204 of the server 2 completes registration with the guild, it transmits a registration completion notification to the game device 1 (Step 357).
[0185] When the guild setting unit 115 of the game device 1 receives the registration completion notification (Step 309), it displays a participation guild details screen of the joined guild (Step 310).
[0186] With the above processing, the processing of the guild joining action is completed.
[0187] <Explanation of Guild Withdrawal Operation> The guild withdrawal operation will be described. Fig. 27 is a flowchart showing the operation of the guild withdrawal process of the game device 1. Fig. 28 is a flowchart showing the operation of the guild withdrawal process of the server 2.
[0188] When a joining guild is selected from the guild management screen, the guild setting unit 115 of the game device 1 displays a joining guild details screen as shown in FIG. 11 (Step 380), and determines whether the withdrawal button of the joining guild has been selected (Step 381).
[0189] When the "withdraw from guild" button is selected (Step 383), the guild management unit 115 displays a "withdrawal approval" button (Step 384).
[0190] When the withdrawal approval button is pressed and the withdrawal is approved (Step 385), the guild management unit 115 transmits a withdrawal request from the participating guild to the server 2 (Step 386). The withdrawal request includes the guild ID and the player ID.
[0191] The guild management unit 204 of the server 2 determines whether a withdrawal request has been received (Step 390). If a withdrawal request has been received, the guild management unit 204 deletes the player ID of the player from the participating player field of the participating guild's record in the guild database 213 (Step 392). When the guild management unit 204 of the server 2 has completed updating the guild database 213, it transmits a withdrawal completion notification to the game device 1 (Step 393).
[0192] The guild management unit 115 receives the withdrawal completion notification (Step 387) and displays the guild management screen (Step 388).
[0193] The above process completes the process for leaving the guild.
[0194] The guild management unit 204 can not only allow players to voluntarily withdraw from a guild, but also forcibly withdraw players from the guild. For example, a player who has not played a game for a predetermined period of time can be automatically withdrawn from the guild. In this case, the player database 211 can be searched for players who have not played a game for a predetermined period of time, and the player ID of the player can be deleted from the participating guilds in each database.
[0195] <Explanation of the Matching Operation of Competitive Players> The matching operation of competitive players will be described below. Fig. 29 is a flowchart of the matching operation of competitive players.
[0196] The matching request unit 116 displays a battle mode selection screen and determines the battle mode (Step 400). FIG. 30 is a diagram for explaining a series of operations for selecting a battle mode. In the example of the selection screen in FIG. 30, buttons are displayed so that the normal battle mode and the cooperative battle mode can be selected as the battle mode (FIG. 30(a)). Then, when the player selects the cooperative battle mode, buttons are displayed so that the player can select an in-store cooperative pair setting and a non-player character cooperative pair setting (FIG. 30(b)).
[0197] If the player does not select the cooperative battle mode (in-store cooperative pair setting and non-player character cooperative pair setting) (Step 401), that is, if the player selects the normal battle mode, a matchmaking request for a competitive player is sent to the server 2 (Step 411).
[0198] On the other hand, if a player selects the cooperative battle mode (in-store cooperative pair setting and non-player character cooperative pair setting) (Step 401), a determination is made as to whether the cooperative mode has been selected (Step 402). When the in-store cooperative pair is selected (Step 402), the matching request unit 116 displays a search start screen (Step 403). An example of the search start screen is shown in FIG. 30(c). When players within the store form cooperative pairs, the players press the search start button at the same time. On the other hand, when a non-player character is selected as the cooperative pair, a matching request for the cooperative pair is made to the server 2 (Step 410). The matching request includes game device identification information (game device ID) and the player ID obtained from the player card.
[0199] The matching request unit 116 determines whether the search start button has been pressed (Step 404). When the search start button has been pressed (Step 405), the matching request unit 116 makes a matching request for a partner pair to the server 2 (Step 406). The matching request includes game device identification information (game device ID), the player ID acquired from the player card, and time information at the time of pressing.
[0200] Here, a description will be given of the cooperative pair matching process performed by the server 2. FIG. 31 is a sequence diagram between the game device 1 and the server 2.
[0201] First, players in a store who wish to form a cooperative pair press a search start button at the same time, and a matching request is transmitted from each player's game device 1 (Steps 500 and 501). The matching request includes game device identification information (game device ID), a player ID acquired from a player card, and time information at the time of pressing the button.
[0202] The server 2 that has received the matching request performs a cooperative pair matching process (Step 502).
[0203] FIG. 32 is a flowchart of the cooperative pair matching process performed by the server 2.
[0204] The team-up pair matching processing unit 206 of the server 2 receives the matching request (Step 600).
[0205] The alliance pair matching processing unit 206 identifies a matching request transmitted from a game device 1 installed in the same store based on a numerical value identifying the store among the game device IDs included in the matching request (Step 601). If a matching request is transmitted from a game device 1 installed in the same store (Step 602), the alliance 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 differs by a predetermined time (e.g., within one second) (Step 604), the alliance pair matching processing unit 206 identifies the player IDs of the game devices 1 that transmitted the matching requests of that pair, and sets the players with those player IDs as a alliance pair (Step 605). Then, the alliance pair matching processing unit 206 transmits alliance player information to the game device 1 that transmitted the matching request (Step 606). The collaborative player information includes the player name identified from the player ID obtained from the player database 211 of the player.
[0206] 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 the difference in the time information of the matching requests is not within a predetermined time even if the matching requests are from the same store (Step 604), the alliance pair matching processing unit 206 sets a non-player character as a alliance pair for the player of the game device 1 that made the matching request (Step 607).The alliance pair matching processing unit 206 then transmits alliance player information to the game device 1 that made the matching request (Step 606).The alliance player information includes the player name of the predetermined non-player character.
[0207] When a matching request with a non-player character as a partner pair is received, the non-player character is set as a partner pair for the player of the game device 1 that made the matching request, and non-player character partner player information is transmitted to the game device 1 that made the matching request, as in Step 607. The partner player information includes the player name of the predetermined non-player character.
[0208] This concludes the explanation of the cooperative pair matching process performed by the server 2.
[0209] The matching request unit 116 of the game device 1 receives the all-battle player information (Step 407). The matching request unit 116 displays the all-battle player information using the received all-battle player information (Step 408). For example, display examples of the all-battle player information are shown in Figures 30(d) and (e). Note that when the matching request unit 116 requests matching with a non-player character as a all-battle pair, it displays information about the non-player character as the all-battle player information. Then, the matching request unit 116 sets the player and the player in the received all-battle player information as an all-battle pair (Step 409).
[0210] On the other hand, in the normal battle mode, information on the battle player (including non-player characters) is received and the battle player is set (Step 412).
[0211] With the above processing, the matching operation processing is completed.
[0212] The player plays a battle game with the matched opponent player, or pairs up with the matched allied player to battle against the opponent player (non-player character).
[0213] During a match with an opposing player, attack power can be increased using the assigned evaluation information. The amount of increase in attack power can be proportional to the number of evaluations used. FIG. 40 is a diagram for explaining the increase in attack power based on evaluation information during a match. According to FIG. 40, by selecting the evaluation boost button during a match, the player's attack power can be increased (boosted) according to the player's number of evaluations.
[0214] <Explanation of Operation of Assigning Evaluation Information> The operation of assigning evaluation information will be described. Fig. 33 is a flowchart showing the operation of assigning evaluation information in the game device 1. Fig. 34 is a flowchart showing the operation of assigning evaluation information in the server 2.
[0215] When the profile screen display unit 114 displays the profile screen (Step 700), the evaluation information assigning unit 117 determines whether the evaluation button has been pressed (Step 701). When the evaluation button has been pressed (Step 702), the evaluation information assigning unit 117 changes the form of the evaluation button to let the player know that it has been selected, and transmits the evaluation information assignment to the server 2 (Step 703). The evaluation information assignment includes the player ID of the player whose profile screen is being displayed. When the display of the profile screen is terminated (Step 703), the evaluation information assigning unit 117 terminates processing.
[0216] The evaluation information management unit 207 of the server 2 determines whether evaluation information has been given (Step 710). If evaluation information has been given (Step 711), the server 2 determines the player to whom the evaluation has been given (Step 712).
[0217] If the player to whom the rating is given is a non-player character (Step 713), the rating information management unit 207 gives the rating to the player who gave the rating (the rating player) (Step 714). That is, the rating information field in the player database 211 for the player ID of the rating player is updated (increased by +1). The rating is always given in response to the rating player who gave the rating to the non-player character.
[0218] On the other hand, if the player to whom the rating was given is a real player (Step 713), the rating information management unit 207 updates (increases by +1) the rating information field in the player database 211 of the given player to whom the rating was given (Step 715). The rating information management unit 207 enters the player ID of the given player in the giver player ID field of the given player (Step 716). Furthermore, the player ID of the given player who gave the rating is entered in the giver player ID field of the player database 211 of the giver player who gave the rating (Step 717).
[0219] The above processing completes the process of assigning evaluation information.
[0220] <Description of Operation of Notifying Assignment of Rating Information> The operation of notifying assignment of rating information will be described. Fig. 37 is a sequence diagram of notification of assignment of rating information between the game device 1 and the server 2. Fig. 38 is an operational flowchart of the server 2's processing for notifying assignment of rating information.
[0221] First, when the game starts, the game execution unit 112 of the game device 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).
[0222] When the evaluation information management unit 207 of the server 2 receives the player ID (Step 900), it determines whether the player ID is entered in the assigned player ID field of the player database 211 of the received player ID (Step 901).
[0223] If a player ID is entered in the assigned player ID field (Step 902), the profile information of that player ID is read out and the profile information is transmitted to the game device 1 (Step 903).Then, the evaluation information management unit 207 deletes the player ID from the assigned player ID field (Step 904).
[0224] When the game execution unit 112 of the game device 1 receives the profile information of the assigned player ID, it displays a profile screen including the profile information of the player, and also displays a message that the player has assigned a rating to the player (Step 32). Figure 39 shows an example of a notification of the assignment of rating information.
[0225] The above processing completes the processing for notifying the assignment of evaluation information.
[0226] <Explanation of Guild Mission Management Operation> The guild mission management operation will now be described. Figure 36 is a flowchart of the guild mission management operation of the server 2. Note that the following explanation will be given for a case where missions are given for each season, and the total number of times a player has played the game is reset for each season. Furthermore, the number of times a game has been played is counted each time a competitive game is played, without distinguishing between normal competitive mode and cooperative competitive mode.
[0227] The guild management unit 204 of the server 2 determines whether the season has started (Step 800). If the 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).
[0228] The guild management unit 204 of the server 2 determines whether the game has ended (Step 803). When the game has ended (Step 804), the guild to which the player who played the game belongs is searched for using the player ID, and the number of times the game has been played in the mission information field of that guild is determined to be the upper limit (Step 805).
[0229] If the number of times the game has been played in the mission information field of that guild has reached the upper limit, the processing ends. If the number of times the game has been played in the mission information field of that guild has not reached the upper limit, the guild management unit 204 increments the number of times the game has been played in the mission information field of that guild by 1 (Step 806).
[0230] Next, the guild management unit 204 determines whether the mission has been accomplished based on the total number of games played in the mission information (Step 807). If the mission has been accomplished (Step 808), the guild management unit 204 enters a reward (benefit) in the guild's benefit field (Step 809). In other words, a benefit is granted to the guild.
[0231] The above process completes the operation of managing the missions of each guild.
[0232] Each player belonging to a guild can check the progress of the mission from the mission progress confirmation screen as shown in Figure 35, and can receive a reward if the mission is completed. In principle, the reward (benefit) is the same for each player.
[0233] In an embodiment of the present invention, the profile information (profile card) of other players other than the player is displayed at least once during the game, which can lead to interest in other players and strengthen the community. Furthermore, players can show off their game playing achievements, which can increase motivation to play the game.
[0234] In addition, in this embodiment, the profile information (profile card) is displayed together with a rating assignment means (rating assignment button) for assigning a rating, so that a reaction cycle is created by a simple expression of gratitude, and by feeling that the player is interested in the game, the player's motivation for playing the game is improved. Furthermore, since players can receive rewards from the ratings they receive, they are encouraged to play in a way that will be evaluated.
[0235] Furthermore, this embodiment allows players to create groups consisting of multiple players, and by joining such groups, players can feel connected to other players. There are also a variety of ways to join a guild, and if random participation is not possible, a guild is automatically created, preventing a situation in which a player is unable to join a guild. Furthermore, guilds are assigned missions, and by completing these missions, players belonging to the guild can receive rewards (benefits), providing a more engaging game for players. Furthermore, guild members can check profile information (profile cards) and assign ratings, thereby deepening the bonds between guild members.
[0236] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0237] [Supplementary Note 1] A program that causes a computer to function as: a competitive game execution means that executes a competitive game; a group management means that manages a group consisting of at least one player; a calculation means that calculates the total number of plays of each player belonging to the group; and a benefit granting means that grants a first benefit to each player belonging to the group according to the total number of plays.
[0238] [Supplementary Note 2] The program according to Supplementary Note 1, wherein the competitive game execution means is capable of executing competitive games in a plurality of competitive modes, and the calculation means calculates a total number of plays by each player in the plurality of competitive modes.
[0239] [Supplementary Note 3] The program described in Supplementary Note 1 or Supplementary Note 2, which causes a computer to function as a first rank information granting means that grants first rank information to each player, the first rank information changing as the competitive game is played, and the benefit granting means grants the same first benefit to each player belonging to the group, regardless of the first rank information of each player belonging to the group.
[0240] [Supplementary Note 4] The program according to any one of Supplementary Note 1 to Supplementary Note 3, causing a computer to function as second rank information assigning means for assigning second rank information to each group, the second rank information varying depending on the total value.
[0241] [Supplementary Note 5] The program according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the benefit awarding means awards a first benefit that is more advantageous in the progress of the game, depending on the magnitude of the total value.
[0242] [Supplementary Note 6] The program according to any one of Supplementary Note 1 to Supplementary Note 5, wherein the calculation means is capable of calculating a total value up to a preset upper limit.
[0243] [Supplementary Note 7] The program described in any one of Supplementary Note 1 to Supplementary Note 6, wherein the calculation means resets the total value for each season of the competitive game, and the benefit granting means changes the content of the first benefit for each season of the competitive game.
[0244] [Supplementary Note 8] The program according to any one of Supplementary Note 1 to Supplementary Note 7, wherein the calculation means presents the total value on a gauge.
[0245] [Supplementary Note 9] The program described in any one of Supplementary Note 1 to Supplementary Note 8, wherein the benefit granting means grants a second benefit for each play of the competitive game, and the first benefit is a benefit that provides a greater advantage in the progress of the game than the second benefit.
[0246] [Supplementary Note 10] The program according to any one of Supplementary Note 1 to Supplementary Note 9, wherein the competitive game execution means makes it impossible for players belonging to the same group to compete against each other.
[0247] [Supplementary Note 11] The program according to any one of Supplementary Note 1 to Supplementary Note 10, which causes a computer to function as a presentation unit that presents player information related to players belonging to a group.
[0248] [Supplementary Note 12] The program according to any one of Supplementary Note 1 to Supplementary Note 11, wherein the player information does not include the player's last play date and time.
[0249] [Supplementary Note 13] The program according to any one of Supplementary Note 1 to Supplementary Note 12, wherein the player information includes the number of plays of the player.
[0250] [Supplementary Note 14] A game management device comprising: a competitive game executing means for executing a competitive game; a group managing means for managing a group consisting of at least one player; a calculating means for calculating a total number of plays of each player belonging to the group; and a benefit granting means for granting a first benefit to each player belonging to the group according to the total number of plays.
[0251] [Supplementary Note 15] A program that causes a computer to function as: a competitive game executing means that executes a competitive game; a presentation means that presents the total number of plays of each player that belongs to a group to which the player belongs; and a benefit granting means that grants the player a first benefit that corresponds to the total number of plays.
[0252] [Supplementary Note 16] A gaming device comprising: a competitive game executing means for executing a competitive game; a presentation means for presenting a total number of plays of each player belonging to a group to which the player belongs; and a benefit granting means for granting the player a first benefit according to the total number of plays.
[0253] DESCRIPTION OF SYMBOLS 1 Game device 2 Server 10 Processing unit 11 Display unit 14 Operation input unit 15 Price detection unit 16 User information reading unit 17 Sound output unit 18 Communication unit 19 Memory unit 20 Processing unit 21 Recording unit 110 Game element acquisition unit 111 Unit configuration unit 112 Game execution unit 113 Profile card setting unit 114 Profile screen display unit 115 Guild setting unit 116 Matching request unit 117 Evaluation information assignment unit 201 Player information management unit 202 Game execution management unit 203 Profile information management unit 204 Guild management unit 205 Competitive player matching unit 206 Cooperative pair matching unit 207 Evaluation information management unit
Claims
1. A program that causes a computer to function as a battle game execution means for executing a battle game, a group management means for managing a group composed of at least one or more players, a calculation means for calculating a total value of the number of plays of each player belonging to the group, and a privilege granting means for granting a first privilege corresponding to the total value of the number of plays to each player belonging to the group.
2. The program according to claim 1, wherein the battle game execution means is capable of executing a battle game in a plurality of battle modes, and the calculation means calculates a total value of the number of plays of each player in the plurality of battle modes.
3. A program that causes a computer to function as a first rank information granting means for granting first rank information that changes according to the execution of a battle game to each player, and the privilege granting means grants the same first privilege to each player belonging to the group without being affected by the first rank information of each player belonging to the group.
4. The program according to claim 3, wherein the computer functions as a second rank information granting means for granting second rank information that changes according to the total value to each group.
5. The program according to claim 1 or 2, wherein the privilege granting means grants a first privilege that has a greater degree of advantage in the progress of the game according to the magnitude of the total value.
6. The program according to claim 1 or 2, wherein the calculation means can calculate up to a preset upper limit of the total value.
7. The program according to claim 6, wherein the calculation means resets the total value for each season of the battle game, and the privilege granting means changes the content of the first privilege for each season of the battle game.
8. The program according to claim 6, wherein the calculation means presents the total value on a gauge.
9. The program according to claim 1 or 2, wherein the privilege granting means grants a second privilege for each play of the battle game, and the first privilege is a privilege that is more advantageous for the progress of the game than the second privilege.
10. The program according to claim 1 or 2, wherein the battle game execution means makes it impossible to execute a battle between players belonging to the same group.
11. The program according to claim 1 or 2, which causes a computer to function as a presentation means for presenting player information relating to players belonging to a group.
12. The program of claim 11, wherein the player information does not include a player's last play date and time.
13. The program of claim 11, wherein the player information includes a number of plays by the player.
14. A game management device comprising: a competitive game execution means for executing a competitive game; a group management means for managing a group consisting of at least one player; a calculation means for calculating a total number of times each player belonging to the group has played; and a benefit granting means for granting a first benefit to each player belonging to the group according to the total number of times each player has played.
15. A program that causes a computer to function as: a competitive game execution means that executes a competitive game; a presentation means that presents the total number of times each player belonging to a group to which the player belongs; and a benefit granting means that grants the player a first benefit according to the total number of times the player belongs.
16. A game device comprising: a competitive game execution means for executing a competitive game; a presentation means for presenting a total number of times played by each player belonging to a group to which the player belongs; and a benefit granting means for granting the player a first benefit according to the total number of times played.
Citation Information
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